Morrowind
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Remiros - Vurt - Rytelier - CptJoker71 - qwertyquit - Knots

Uploaded by

ReverendKnots

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16 comments

  1. Tyddy
    Tyddy
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    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
  2. BannedProfileWorkaround
    BannedProfileWorkaround
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    • 7 kudos
    Do you really need the ashen divide mod to use this?
  3. Arcarias
    Arcarias
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    Thanks for the OAAB update!
    1. ReverendKnots
      ReverendKnots
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      My pleasure!
  4. joelanggml
    joelanggml
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    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.

    https://i.imgur.com/0lEzGY1.jpeg
    1. ReverendKnots
      ReverendKnots
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      If you would like to release your patch you are welcome to do so!
  5. sokacat
    sokacat
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    Is this compatible with the new OAAB version of the ashen divide?
    1. RaveBlack
      RaveBlack
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      Don't think it currently is, but hopefully it'll be updated.
    2. hokan42
      hokan42
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      It's not, it can be made to mostly work.

      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.
    3. ReverendKnots
      ReverendKnots
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      Now it is.
  6. hokan42
    hokan42
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    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.
    1. ReverendKnots
      ReverendKnots
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      I would love to see some screens
    2. hokan42
      hokan42
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      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.
    3. hokan42
      hokan42
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      Just updated my version of "Bark Again", it now has normal maps and specular maps.
      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
    4. hokan42
      hokan42
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      Removed my previous images. Added three new ones that show off the normal maps ("bumpyness") during sunset.
  7. hokan42
    hokan42
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    This is a nice little patch for the Ashen Divide if your using Vurts Bitter Coast trees.