Yes, none of the plugins it is depending on has been updated since I released this (apart from a file restructure at Vurt's page). That said, I am not planning to maintain this mod any longer (my vision of West Gash has changed since I created it), but as long as it is working I will keep the page open.
Just tried it out, the mod mostly seems to do what it's supposed to do but I did notice a few issues:
* Some trees are non-solid, allowing me to walk through them and stand inside them. At least these meshes have issues: flora_tree_wg_04_vurt.nif, flora_tree_wg_02_vurt.nif and flora_root_wg_03_vurt.nif. I found these by running around south of Khuul and used 'ori' (in the console) to get the mesh names.
* There are also some trees that lie almost flat on the ground, there are some in Akamora (in Tamriel Rebuilt) and I saw one outside of Asha-Ahhe Egg Mine (south of Khuul).
This mod doesn't touch any Tamriel Rebuilt areas, so these are likely a bugs TR itself. I suggest reporting the issues you find there to the Tamriel Rebuilt bugtracker.
Regarding collision errors, I have just renamed Vurt's original meshes and replaced them in game, so the problem likely lies with the original models if you have installed this correctly.
I seem to be lacking in reading comprehension. I thought that this mod would make the Vurt West Gash trees work properly everywhere. After some reading I realized that the mod instead allowed for using Vurt trees in the West Gash without affecting other land mods like TR (Tamriel Rebuilt) that that also uses West Gash trees.
I have now added the "Vanilla-friendly West Gash Tree Replacer" mod (that uses vanilla shaped trees) so my issues in Akamora and other TR locations are solved - as I'm now conforming to TRs expectation of using vanilla trees and rocks.
I double checked my install. I'm using OpenMW with multiple data folders (it kind of works like Mod Organizer). The correct version of the "Vurt's Leafy West Gash.esp" does get picked up.
I'm only using the "00 Core" part.
I've done some additional testing and found that: * The ability to walk through certain trees seems to be an issue with the Vurt meshes - it happens both with and without this mod. * There are a few oddly tilted trees, that seem to have been added by the esp of this mod. I don't see them when I run "Vurt's Leafy West Gash II" and its esp. One is the previously mentioned tree next to the Asha-Ahhe Egg Mine (south of Khuul) and one is a little bit north up the road from Sarimisum-Assa Egg Mine. There is a more severely tilted tree to the east along a north-south going road.
One slightly surprising, though logical "feature", is that any settlement overhaul for Balmora, Cladera, Khuul, Ald Velothi and Gnisis[1] will tend to reintroduce some of the original (vanilla) trees in and around the settlement (at least if the overhaul is applied after this mod). I personally don't have an issue with this, as it adds a bit of variety, but it's something that one might want to be aware of.
1: the "HotV - Gnisis" overhaul is an exception, as this mod comes with a patch for it.
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* Some trees are non-solid, allowing me to walk through them and stand inside them. At least these meshes have issues:
flora_tree_wg_04_vurt.nif, flora_tree_wg_02_vurt.nif and flora_root_wg_03_vurt.nif.
I found these by running around south of Khuul and used 'ori' (in the console) to get the mesh names.
* There are also some trees that lie almost flat on the ground, there are some in Akamora (in Tamriel Rebuilt) and I saw one outside of Asha-Ahhe Egg Mine (south of Khuul).
Regarding collision errors, I have just renamed Vurt's original meshes and replaced them in game, so the problem likely lies with the original models if you have installed this correctly.
I have now added the "Vanilla-friendly West Gash Tree Replacer" mod (that uses vanilla shaped trees) so my issues in Akamora and other TR locations are solved - as I'm now conforming to TRs expectation of using vanilla trees and rocks.
I double checked my install. I'm using OpenMW with multiple data folders (it kind of works like Mod Organizer). The correct version of the "Vurt's Leafy West Gash.esp" does get picked up.
I'm only using the "00 Core" part.
I've done some additional testing and found that:
* The ability to walk through certain trees seems to be an issue with the Vurt meshes - it happens both with and without this mod.
* There are a few oddly tilted trees, that seem to have been added by the esp of this mod. I don't see them when I run "Vurt's Leafy West Gash II" and its esp.
One is the previously mentioned tree next to the Asha-Ahhe Egg Mine (south of Khuul) and one is a little bit north up the road from Sarimisum-Assa Egg Mine. There is a more severely tilted tree to the east along a north-south going road.
Regarding the other issues: It is not supposed to changing the positioning of any of the trees, but I can have a look.
1: the "HotV - Gnisis" overhaul is an exception, as this mod comes with a patch for it.