Morrowind
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Vurt and Rytelier

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Rytelier

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35 comments

  1. Jyggalagpuff
    Jyggalagpuff
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    Does this produce better performance than vanilla?
    1. ulysses
      ulysses
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      • 2 kudos
      C'mon, read the description!
    2. Strix2206
      Strix2206
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      No, much worse performance than vanilla. But slightly better than the original mod...
  2. SCARaw
    SCARaw
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    Could you combine all the tree mods into 1 big project that is easier to install?
    and if not would you mind if i would do it?
    1. LuxrayFTW
      LuxrayFTW
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      man just do it

      you'll be hailed a hero
  3. TheRoadie99
    TheRoadie99
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    I've actually found the biggest performance hit with this mod to be on the GPU side. I get a pretty sizable performance reduction in GPU performance with this, especially with the landscape draw distance turned up. They look great though.
  4. Radix838
    Radix838
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    Some of the mushrooms that are meant to be growing out of Bitter Coast trees are instead floating in the air next to the trees - could this mod be the problem somehow? Possibly in connection with another mod?
    1. C3pa
      C3pa
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      • 17 kudos
      Maybe start a new game? I am not sure
    2. RogiVagel18
      RogiVagel18
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      Strongly suspect this mod is the problem. It changes the meshes for the trees, including the size and shape of the trunk, so any fungi on the tree - and any fungi and ferns around the base as well - will appear out of position relative to the trunk. The plug-in seems to try to move some of them, but when examined with CES, these don't seem accurately placed.
      Not sure if some systems render certain elements differently though, but mine is having a problem with it too. Can't find replacement bitter coast tree meshes that don't cause an issue yet
    3. apocalypsed8
      apocalypsed8
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      The burglar's bane and hypna facia are perfectly on the trees for me, maybe you guys did something wrong?
      Did you install https://www.nexusmods.com/morrowind/mods/37489 this one first and then override the meshes with the optimised ones?
    4. Oblib
      Oblib
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      I see fewer mushrooms too, many threes are still encasing them. 
      I am using the latest suggested version over the main one, and with the esp loaded ; it helps indeed, but not always.
      Though, I have several other flora / tree / forest mods, so that could be the cause. But I wasn’t able to pinpoint which three is which lol
  5. arcvoodal
    arcvoodal
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    Very well done. I can use this without hitting morrowind's memory limit. I had to disable all other tree mods I have tried because of the performance impact (even if they didn't hit fps), but this one I can leave enabled with texture mods etc and never have a crash. Very well optimized. I hope more modders take note at the importance of optimization because of morrowind's 4gb limit. Your optimization of this mod is an example to follow.
  6. K1ngCraft
    K1ngCraft
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    If Vurt's Bitter Coast Trees are not working, flickering, disappearing or not rendering when trying to use MGE XE Distant Land Generator and you're using MO2. Try these!

    Reinstall Morrowind Optimization Patch and uncheck the MGE XE Addon in the Morrowind Optimization Patch installer.

    If you're using Mod Organizer 2 like me here's some things to try. (I'm not sure which one fixed it so try them all)

    Make sure the MO2 "mods" directory is in the same directory as your Morrowind install.
    For example my Morrowind is installed at:
    E:\ProgramData\SteamLibrary\SteamApps\common\Morrowind
    And the MO2 "mods" directory is at:
    E:\ProgramData\SteamLibrary\SteamApps\common\Morrowind MO2\mods

    Make sure in the settings for MO2 you have the directory path selected to "mods" folder.

    Add MGE XE as a tool in MO2 and ONLY launch it through MO2.

    When in MGE XE, add the MO2 "mods" folder to the list of "plug-in directories" when you start the Distant Land Wizard. (Theres a button for it)

    If you can't see Vurts Bitter Coast Trees .esp then manually install it in the data files.

    I hope one of these fix the issue! :)
    1. Naeso
      Naeso
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      There is no such thing as "MGE XE Addon" in the MOP...

      EDIT : ok I find it, I mistook MOP and MCP
    2. TBonZer
      TBonZer
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      THANK YOU! For people NOT using MO2 MM The following also applies to people using Vortex MM - I can confirm that reinstalling the Morrowind Optimization Patch (NOT the Morrowind Compatability Patch) WITHOUT the files from the MGE XE folder and then rerunning the MGE XE distant land generation wizard fixes flickering trees.
    3. cubanbface
      cubanbface
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      Yes this issue is fixed by not installing MGE XE ADDON as well in MOP. Then your distant land will generate with no errors. Had this issue then fixed it.
    4. SpaceGoatMage
      SpaceGoatMage
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      Thanks for posting this! I was having problems getting these trees to work with distant lands too.
  7. C3pa
    C3pa
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    Great work there! Could you also reduce UV stretching a bit here?
  8. kanet32
    kanet32
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    I'm having an issue with this and MGE XE Distant Land. With Distant Land turned on, most of the lower branches on the trees and some of the hanging moss disappear when I get close to them (as in, the opposite of what you'd expect from LOD or geo pop-in). With it turned off, those branches and moss simply don't appear at any distance. Anybody have any idea why this would be happening?
    1. Ra2ken
      Ra2ken
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      I just fixed the same issue today. The issue comes from the Morrowind Optimization Patch and how it changes MGE XE. When you re-install MOP untick the option for MGE XE and it should fix the disappearing tree meshes problem.
      Hope this helps!
    2. kanet32
      kanet32
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      That did it! Thanks, bud, I *never* would've remembered that I'd selected that option in the Optimization Patch.
    3. K1ngCraft
      K1ngCraft
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      -Deleted-
  9. Atanvarn
    Atanvarn
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    Great mod. Would be cool to have an optimized version of Vurt's Ascadian Isles Trees Replacer II as well. Keep up the good work.
  10. Strix2206
    Strix2206
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    Good work on this mod.