Models are unoptimised. Not the shapes themselves, they are fine, but the tree meshes - they include hidden data that need to be cleared by pressing "crop to branch" on the main NiNode in Nifskope
Loving it, if possible could you make it compatible with Imperial Dwemer Society as well? I did it in CS myself and I only had to delete two rocks and move a tree.
Simply installing it results in missing mushroom meshes on and around the trees.
This can be fixed by including the needed meshes from "The Ashen Divide". Doing this reveals a second problem with duplicate mushroom, this leads to flickering and missing textures on some of the instances of the mushrooms. The missing texture issue can be solved by also including the needed textures from "The Ashen Divide".
The flickering can not be solved without figuring out why there are duplicate mushrooms - I'm guessing that this mod and "OAAB - The Ashen Divide" both add them, and at almost the same locations, causing z-buffer fighting between the meshes.
I replaced the kn_ashenbark.dds texture with a renamed version of tx_ashtree_bark_01.dds - the "Bark Again" mod has a good high resolution version (see https://www.nexusmods.com/morrowind/mods/46134). This makes the trees look truly dead, similar to the other Ashland trees, while still looking like Vurts Bitter Coast trees.
I add a number of images, accept/reject/use them as you like. These where taken in my heavily modded OpenMW install (mostly texture and mesh mods). Distant land was NOT active as the current (experimental) version, is fairly demanding on my system & mod setup.
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https://i.imgur.com/0lEzGY1.jpeg
Simply installing it results in missing mushroom meshes on and around the trees.
This can be fixed by including the needed meshes from "The Ashen Divide".
Doing this reveals a second problem with duplicate mushroom, this leads to flickering and missing textures on some of the instances of the mushrooms.
The missing texture issue can be solved by also including the needed textures from "The Ashen Divide".
The flickering can not be solved without figuring out why there are duplicate mushrooms - I'm guessing that this mod and "OAAB - The Ashen Divide" both add them, and at almost the same locations, causing z-buffer fighting between the meshes.
This makes the trees look truly dead, similar to the other Ashland trees, while still looking like Vurts Bitter Coast trees.
These where taken in my heavily modded OpenMW install (mostly texture and mesh mods).
Distant land was NOT active as the current (experimental) version, is fairly demanding on my system & mod setup.
I copied the following files:
tx_ashtree_bark_01.dds
tx_ashtree_bark_01_n.dds
tx_ashtree_bark_01_spec.dds
and renamed them to:
kn_ashenbark.dds
kn_ashenbark_n.dds
kn_ashenbark_spec.dds