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vurt

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vurt

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  1. vurt
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  2. Xenobibliographer
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    Ok Vurt, I'm begging you to help me find these textures or some solution. I tried to install your Bitter Coast trees 2 mod and abots stilt strider mod with accompanying compatibility patch for vurt's trees and now I get missing texture errors that remove a good amount of plants and I can't for the life of me find these textures or where they're supposed to come from. Any solution? I have done my best to uninstall both Vurt's Bitter Coast Trees 2 and abot stilt strider and accompanying compatibility patch but I can't find these textures anywhere nor can I find a way to stop it from looking for them. 

    vurt_ffleavesg2.dds
    vurt_oakbark03.dds
    vurt_oakleaves051.dds
    vurt_treeenglishoakbark.dds
    vurt_wgpine09.dds
    vurt_wgpinebark01.dds

    that's everything. I have no idea where these textures are supposed to have come from because I've removed everything I installed and reinstalled the groundcover mod and even reinstalled the Bitter coast tree mod without enabling the esp. So I'm just so confused. Where are these textures at and/or why are they being asked for?

    I manually copy pasted some random textures and renamed them to the missing files and it got rid of the errors and crashes although I see no difference in game. I just don't understand why it's looking for these files. They were never missing before and I even have an old copy of my data files folder to compare too and none of these are in the older data files despite me having the same vurt mods installed?
    1. vurt
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      looks like textures from my Leafy West Gash mod, maybe some other mod too. 
      so it looks like you've removed textures but not the meshes that needs those textures.

      if you are new to modding i would recommend using a mod manager to install and uninstall.
    2. Xenobibliographer
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      thank you very much sir. I got it fixed by reinstalling every mod I may have used by you. The trees look wonderful
  3. Xenobibliographer
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    So does this mod conflict with Tamriel Rebuilt? Do most of your mods work or not work with TR? I have groundcover mods and they work fine in the bitter coast at least
  4. dslmaniac
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    Are all these extra trees mods including in your Visual Resurgence mod or do we have to download them too?
    1. vurt
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      they're not included, no. 
    2. dslmaniac
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      Thank you for your work all these years and for the quick reply. So you are trying to keep the Visual Resurgence as vanilla as possible, while adding new stuff with the extra mods.
      I think you should add a note on the description on what is included on your visual resurgence or not. If I remember well you have done it in an older mod.
    3. vurt
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      like it says on the main page it's 1800 textures, basically anything i can find a way to retexture i will, even creatures etc..  so it's basically doing the same thing as e.g MET. 
  5. micheru12
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    I think your mod has a conflict with graphic herbalism. Hypha facia and bunglers bane no longer disappear after being picked with this mod installed. 
    1. vurt
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      yeah, i can look into that, mentioned below.. they'll get animated then i'l fix that. 
    2. micheru12
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      Overwriting the meshes in question with the graphic herbalism meshes fixed it for me. Using MWSE. So at the moment the order is to install yours first and then GH, overwriting meshes when prompted.
    3. vurt
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      good to know, thanks. 
  6. cubanbface
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    Always loved yout trees. Glad your updating your mods/back into modding Morrowind. 
  7. CleverCrumbish
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    Kind of hate not to use this mod after apparently being the reason it got fixed, but it seems to be incompatible with Graphic Herbalism, which is kind of a dealbreaker for me. I know that because OpenMW and MWSE changing the landscape means it's hard to keep track of the current versions of that mod, but I'd love to see a compatibility patch so I could have Vurt's Bitter Coast appearances with Graphic Herbalism behaviour on the mushrooms.
    1. vurt
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      how does it break it? i have graphics herbalism installed now so i'll start playing around with it later, but it would be good to know what to look for..
    2. CleverCrumbish
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      The mods just don't work together. If VBCT is loaded after GH, it replaces GH's special activators with regular containers. If GH is loaded after VBCT, it replaces the trees themselves. I'm using MO2 and OpenMW, and my GH version is this: https://www.nexusmods.com/morrowind/mods/46599
    3. vurt
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      I see, i'll take a look at his modified trees then i guess.

      Edit: his mod does not contain any trees, not the one in your link, i checked the meshes. So that's odd... 
      Edit 2: Ah, right... my trees are actually not named like the originals. Ok, then i understand why it wouldn't work. Should be a pretty easy fix.