BNS Tree Trim removes Boston Natural Surrounding Trees which are in 3 Minuteman Watchtowers, 4 or so from a Sector V building and 1 from an SS2 quest near Outpost Zimonja.
The ONLY requirement is for Boston Natural Surroundings.
The other mods are listed as requirements so this mod is flagged on their pages.
I'm currently running this mod on BNS 2.4. Previously it was run on V 2.2 Trees Only.
hi, you figure this would work fine using only 2.4 trees only? your link on your page sends it to the the landscape and trees version. i was going to use another landscape/rocks etc mod. figured id use trees only.esp.
It's doubtful Ill do that since it would require changing my modlist. I'll help anyone if they want to make a mod for it though. Find me on my discord.
4estGimp, thanks for the patch! How did you make this patch? Did you use only xEdit and removed objects added which conflicted or did you have to use CK? Because i wanted to patch FCR (Fallout Coniferous Revival) which uses the BNS framework for the mods you patched.
It's nice to see this mod still getting some love. Have you thought any more on trimming for America Rising 2? The north Boston police station in that mod near the tucker memorial bridge has some horrendous tree clipping.
Ahh thanks I wasn't sure if you were also clipping other trees you found being a bother. I was a little curious about the watchtowers though, they seem pretty cool :D.
I don't run SS two so I can't even guess what issues exist. Without a close look, that looks like decently realistic overgrowth. I'm assuming there is some ugly clipping up close though.
Would you be willing to port this to Xbox for players to use, or give your permission to have it ported over? BNS 2.4 is my go to tree mod on console, and have ran into a wicked clipping issue with Minuteman Watchtowers. Not a huge deal of course, but would love to be able to fix that.
Trees only version of latest BNS has an esp that is named differently to the previous versions of BNS Any chance of a fix/patch? I know just changing the master in xEdit would probably fix it, but am hoping to push for a published fix - so everyone can benefit
Until there is a new version made, to avoid problems with other mods that integrate with BNS like AN76- I would use Wrye Bash to create a dummy plugin of Boston Natural Surroundings.esp for this mod. Close WB, and make sure the new blank mod is enabled in the load order. Open xedit(FO4edit) and add BNS Trees.esp as master to the 4estGimp mod.
Find the FORMID of the BNS Trees.esp. It will be the first 2 numbers that are important, so something like 12 or whatnot. Then, you have to expand each Worldspace block with the 4estGimp esp and modify the FormID to the new master. Here is an example. 103FA1DA will become Boston 123FA1DA. To do this, right click on the entry in the left pane, choose Change FORMID. Hit ok. Do this as many times as it asks. The line should change from white to red or green. Then on the right side, you will prob have to adjust the Name - Base line. Just copy the info from BNS Trees. esp into the 4estGimp patch file by simply dragging it over.
Note there are a few entries in this patch that are no longer in the new BNS files. Those entries can simply be deleted.
Do this as much as needed (ONE AT A TIME. Do not select multiple to change FORMID). Once done. Right Click on the 4estGimp patch in the Left pane, choose Clean Masters (note Boston Natural Surroundings.esp will be removed if you did things right. If not, you missed an entry), then Sort Masters and then Save.
If desired to check your work right click again and choose Check for Errors. If an error pops up, make sure you didn't miss an entry or fail to modify an entry in the right pane properly.
74 comments
or so from a Sector V building and 1 from an SS2 quest near Outpost
Zimonja.
The ONLY requirement is for Boston Natural Surroundings.
The other mods are listed as requirements so this mod is flagged on their pages.
I'm currently running this mod on BNS 2.4. Previously it was run on V 2.2 Trees Only.
i was going to use another landscape/rocks etc mod. figured id use trees only.esp.
another pine forest mod is no more.... :(
me on my discord.
Edit - maybe Mightywarri0rr below made a patch.
However, that PD station has several vanilla trees which can't be removed or it will break precombines.
Would you be willing to port this to Xbox for players to use, or give your permission to have it ported over? BNS 2.4 is my go to tree mod on console, and have ran into a wicked clipping issue with Minuteman Watchtowers. Not a huge deal of course, but would love to be able to fix that.
Thankyou
Any chance of a fix/patch? I know just changing the master in xEdit would probably fix it, but am hoping to push for a published fix - so everyone can benefit
Find the FORMID of the BNS Trees.esp. It will be the first 2 numbers that are important, so something like 12 or whatnot.
Then, you have to expand each Worldspace block with the 4estGimp esp and modify the FormID to the new master. Here is an example.
103FA1DA will become Boston 123FA1DA. To do this, right click on the entry in the left pane, choose Change FORMID. Hit ok. Do this as many times as it asks. The line should change from white to red or green. Then on the right side, you will prob have to adjust the Name - Base line. Just copy the info from BNS Trees. esp into the 4estGimp patch file by simply dragging it over.
Note there are a few entries in this patch that are no longer in the new BNS files. Those entries can simply be deleted.
Do this as much as needed (ONE AT A TIME. Do not select multiple to change FORMID). Once done. Right Click on the 4estGimp patch in the Left pane, choose Clean Masters (note Boston Natural Surroundings.esp will be removed if you did things right. If not, you missed an entry), then Sort Masters and then Save.
If desired to check your work right click again and choose Check for Errors. If an error pops up, make sure you didn't miss an entry or fail to modify an entry in the right pane properly.