I like the mod and it improves the visuals for me in TR rebuilt. Will continue using it for the time being.
Edit: After spending ages wondering why I had barriers in roads that were invisible I had completely forgot about this mod. Spent a couple of hours trying to get information to report where it was. Guess I have learnt my lesson then. Had to turn it off. Amazed that some of the collisions are quite far from the trees.
Edit 2: As Atanvarn says here is an issue with the mesh for tr_flora_treeoak_fz1c.nif where the collision is not in the right place. If anyone wants to fix it for themselves they can download nifskope open the file which is in the meshes rfd folder and open the details for the root collision. All you need to do is adjust the co-ordinates and scale a little to cover the model and the render window will show you it is in line. [Make sure you have the right view positioning to see this first, the 3 mouse buttons are used for moving your point of view.]
[EDIT: Looks like everything I've written here happens regardless of whether you use your mod, so not really your responsibility but I've decided to leave the comment up since this mod does require "Vurt's Leafy West Gash". Hopefully we can figure out a solution to make it all compatible.]
Currently running through the game trying to figure out how common bugs like this (https://www.nexusmods.com/morrowind/mods/45240) are. The worst offender seems to be Vurt's west gash replacer, and while beautiful there's numerous conflicts in placement with floating, clipping, and trees fallen over. It's easiest to see this around the area north-east of Firewatch up to the north-east coastline. The primary cause seems to lie in the fact that Vurt replaces tree roots with full, proper trees ultimately conflicting with TR's design. TR builds up trees out of separate roots and trees which means 1 TR tree can result in up to 3 or 4 vurt trees. Vurt resolved this in vanilla with an .esp, manually placing the trees to make sense.
There are three solutions.
1) Disable vurt's west gash entirely, and use a mod such as https://www.nexusmods.com/morrowind/mods/44173 for compatibility with TR. 2) Or, disable all roots from Vurt's trees so that replacers only replace the primary part of the TR tree. 3) Manually place vurt's west gash trees, as was done in the original mod's .esp file.
Option 3 seems like a no-go considering TR is under development, it would be a nightmare to maintain. 1 would mean you cannot have Vurt's version on the mainland anymore (or can you? I'm not sure). 2 could be done relatively easily by replacing the mesh with an empty version... I think. Not sure. But this will result in missing trees on the mainland (the ones manually placed by Vurt). If there's a way to have Vurt's version on the mainland, and Melchior's in TR I imagine that would be ideal.
"Vurt's Leafy West Gash compability patch for Tamriel Rebuilt" (https://www.nexusmods.com/morrowind/mods/48463) is a good option if one wants to use Vurts trees in the West Gash, but needs more vanilla shaped trees for places like Akamora in Tamriel Rebuilt. This can then be combined with "Vanilla-friendly West Gash Tree Replacer" (https://www.nexusmods.com/morrowind/mods/44173) for better looking but still vanilla shaped trees in TR (or other land mods using West Gash trees).
Even with all the textures installed that you linked in the description, I'm getting these errors: TES3Stream Warning: Model "Meshes\TR\f\TR_flora_tree06_ND.NIF" tex not found "textures\v_bcbark.dds"! TES3Stream Warning: Model "Meshes\TR\f\TR_flora_tree06_ND.NIF" tex not found "textures\vurt_paintpine4.dds"! Texture Load Error!: textures\v_bcbark.dds Texture Load Error!: textures\vurt_paintpine4.dds TES3Stream Warning: Model "Meshes\TR\f\TR_flora_tree10_ND.NIF" tex not found "textures\vurt_oldgreybark.dds"! TES3Stream Warning: Model "Meshes\TR\f\TR_flora_tree10_ND.NIF" tex not found "textures\vurt_naturalpine5.dds"! Texture Load Error!: textures\vurt_oldgreybark.dds Texture Load Error!: textures\vurt_naturalpine5.dds Texture Load Error!: textures\v_bcbark.dds
Thanks sooooooo much for this! I hated those god awful TR trees in the new release. I wish TR would stick to using vanilla assets so the mainland would look consistent to those of us with heavily modded setups.
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Edit: After spending ages wondering why I had barriers in roads that were invisible I had completely forgot about this mod. Spent a couple of hours trying to get information to report where it was. Guess I have learnt my lesson then. Had to turn it off. Amazed that some of the collisions are quite far from the trees.
Edit 2:
As Atanvarn says here is an issue with the mesh for tr_flora_treeoak_fz1c.nif where the collision is not in the right place. If anyone wants to fix it for themselves they can download nifskope open the file which is in the meshes rfd folder and open the details for the root collision. All you need to do is adjust the co-ordinates and scale a little to cover the model and the render window will show you it is in line. [Make sure you have the right view positioning to see this first, the 3 mouse buttons are used for moving your point of view.]
Currently running through the game trying to figure out how common bugs like this (https://www.nexusmods.com/morrowind/mods/45240) are. The worst offender seems to be Vurt's west gash replacer, and while beautiful there's numerous conflicts in placement with floating, clipping, and trees fallen over. It's easiest to see this around the area north-east of Firewatch up to the north-east coastline. The primary cause seems to lie in the fact that Vurt replaces tree roots with full, proper trees ultimately conflicting with TR's design. TR builds up trees out of separate roots and trees which means 1 TR tree can result in up to 3 or 4 vurt trees. Vurt resolved this in vanilla with an .esp, manually placing the trees to make sense.
There are three solutions.
1) Disable vurt's west gash entirely, and use a mod such as https://www.nexusmods.com/morrowind/mods/44173 for compatibility with TR.
2) Or, disable all roots from Vurt's trees so that replacers only replace the primary part of the TR tree.
3) Manually place vurt's west gash trees, as was done in the original mod's .esp file.
Option 3 seems like a no-go considering TR is under development, it would be a nightmare to maintain. 1 would mean you cannot have Vurt's version on the mainland anymore (or can you? I'm not sure). 2 could be done relatively easily by replacing the mesh with an empty version... I think. Not sure. But this will result in missing trees on the mainland (the ones manually placed by Vurt). If there's a way to have Vurt's version on the mainland, and Melchior's in TR I imagine that would be ideal.
This can then be combined with "Vanilla-friendly West Gash Tree Replacer" (https://www.nexusmods.com/morrowind/mods/44173) for better looking but still vanilla shaped trees in TR (or other land mods using West Gash trees).
TES3Stream Warning: Model "Meshes\TR\f\TR_flora_tree06_ND.NIF" tex not found "textures\v_bcbark.dds"!
TES3Stream Warning: Model "Meshes\TR\f\TR_flora_tree06_ND.NIF" tex not found "textures\vurt_paintpine4.dds"!
Texture Load Error!: textures\v_bcbark.dds
Texture Load Error!: textures\vurt_paintpine4.dds
TES3Stream Warning: Model "Meshes\TR\f\TR_flora_tree10_ND.NIF" tex not found "textures\vurt_oldgreybark.dds"!
TES3Stream Warning: Model "Meshes\TR\f\TR_flora_tree10_ND.NIF" tex not found "textures\vurt_naturalpine5.dds"!
Texture Load Error!: textures\vurt_oldgreybark.dds
Texture Load Error!: textures\vurt_naturalpine5.dds
Texture Load Error!: textures\v_bcbark.dds