Morrowind

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ezze

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zdswulyx2

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34 comments

  1. Dolsebela
    Dolsebela
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    hi! i love this mod so much, but may i ask for a modular version? some areas i want different tree mods, but i don't want to miss out on this one :-/
    1. zdswulyx2
      zdswulyx2
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      To make a modular version is definitely possible, one can start from the program made to make the lore friendly version and instead chop the full file. But I am not really in modding scene at the moment -- so I am not sure when or, even if, I can do such a thing.
    2. Dolsebela
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      fair nuff, i get it, would be sooo lovely though... but modding is a headache at times and you really have to have the passion and drive for it, i'm certainly not cut out for it
  2. Oblib
    Oblib
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    Hi there ! 
    I have some questions again ^^ 

    I am using non-lore version : Is it intended that it removes lava rivers ? Or is it an issue on my side ? 

    Spoiler:  
    Show
    Also, every time I get around the Mzuleft ruins in Sheogorad, I wonder :
    Why is there a sole big tree there ? ^^ I can’t recall, is there one in vanilla ? Is it lore friendly, or just for fun ? ^^


    Anyway, since I did not say it here directly, I’ll say again : Beautiful mod, love it ! Can’t see my world without it now.
    1. zdswulyx2
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      You have questions again, I have answers again.

      The non-lore version does removes the lava lakes from Molag Amur, but to keep the dangers of Molag Amur implied by lore alive where there were lava lakes now are Treant creatures (that respawn). Treants are relatively powerful, but attack only if you go quite nearby them... just like lava is dangerous if you walk on it.

      https://staticdelivery.nexusmods.com/mods/100/images/48975/48975-1633865218-516639569.jpeg The worst parts of Molag Amur are considered impassable even by the Ashlanders...

      The large tree nearby Mzuleft is one of the five unique trees added by Forested Morrowind; I always tried to avoid showing them in the screenshots as they are meant to be a surprise. Why is it there? I just thought it would look nice, the Sheogorad region is in general untouched by Forested Morrowind but that little valley looked perfect to place a large leafy tree. It is definitely not there in vanilla.

      I am very happy you enjoy the mod.
    2. Oblib
      Oblib
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      Ah, well if it’s a surprise I need to spoile-balise the question ! lol Yes for a surprise it is surprising indded ! ^^
      Treant ? That’s cool ! Haven’t seen one yet. So, they’re not here in lore version ?
      To be honest, I am missing the lava too much… I’d wish for a version with the best of both worlds ! 
      It’s true that tree too close from the lava could be strange, but having to choose between tree or lava, it’s hard =(

      Thanks for your answer ! 
    3. zdswulyx2
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      In the lore friendly version there are no Treant creatures. They are only in the Molag Amur region where all modifications are removed. If you want to see a Treant, jump to (10, 2), of course using the regular version.

      About lava, I am sure it would be possible to put it back but I have no experience on land painting to put at least a bit of black around the lakes, as you said just put the lava lake surrounded by greenery would indeed look strange.
      The lava still appears in some interiors, though. I think it is still give the creepy vibes that the red mountain may awake any moment.

      Just to have a more precise idea, the lore friendly version is machine made from the regular one.
      The code removes all changes from the Ashlands, Molag Mar, and Red Mountain Regions. In the Azura's Coast Region it keeps only the new trees near the Grazeland. In the Ascadian Isles and West Gash Regions it fixes Molag Amur and Ashlands borders and the Ghostgate gray valley. Finally,  in Sheogorad it keeps only the Dagon Fel tree you found (btw, there was no need to put the question under the spoiler tag :D ).
      In addition all lore changes, in books and dialogues, are removed.
  3. zdswulyx2
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    Please note that messages before 2022-09-27 may refer to a Forested Morrowind version different from current one. I simplified Forested Morrowind quite a bit.

    I removed non necessary grass (basically outside Molag Amur, Ashlands and Red Mountain), land edit and changes a part of foresting itself
  4. knote32
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    This seems all-encompassing and I like it. Is there any chance it works with Rocky West Gash? Better Imperial Forts?
    1. zdswulyx2
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      I expect it work, the worst it can happen is that you find trees growing out of walls or rocks. It would really unfortunate that you find a breaking conflict, though; for example a tree covering a door totally or blocking a passage.

      If you try, let me know how it goes. If the conflicts are small, I'll be happy to fix as I did for the Cait's Critters mod.
  5. Macbone
    Macbone
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    This looks amazing. One of my favorite mods for Balmora is Vality's Balmora, and this turns that mod's concept up to 11. I'm sure it's hopelessly incompatible with Beautiful Cities of Morrowind, but I love how you've transformed Vvardenfell.
    1. zdswulyx2
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      Thanks for the kind words.

      It might sound incredible, but the incompatibility with Beautiful Cities of Morrowind is an historical accident. The main new feature of v2 was to include those kind of enhancements, but at the time BCOM was split in a dozen of modules and to integrate them with Forested Morrowind would have been a nightmare. I addition in my machine BCOM Balmora was making the game lag... So, at the end, I went with More Detailed Places that have a similar objective but is a single mod and is much subtler and smaller.

      Few months later BCOM become a single much more easy on the hardware mod, but it was too late. I hope you can still enjoy Forested Morrowind for a play through or just a stroll in Vvardenfell.
  6. Goodluc
    Goodluc
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    Genuinely I prefer Vvardenfell as it is, but that is truly beautiful.
    1. zdswulyx2
      zdswulyx2
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      Thank you!
  7. danaloy99728
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    Ive tested and looked at almost every mod for morrowind and still continue to test mods and i have to say this is my number #1 favorite mod of all time. I recently discovered this and will never be able to play without it. Vvardenfall is too barren even for an old engine and life can most definitely thrive in many of the places you added trees to. All the cities and places i usually fast travel but now id almost rather slow my speed mod and just take a walk around morrowind. Its the best city overhaul because these cities look more beautiful and frame friendly then any mod ive played. Thank you for your contribution i hope to one day make my own contribution. I nearly shat myself when i fast travELED TO Ald-Rhun didnt even know where i was at first. It made me turn my game off and endorse and give praise. Your a bloody legend!
    1. zdswulyx2
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      This comment made my day, thank you!
    2. Vash2lorde
      Vash2lorde
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      Sir what is the correct settings of this mod in openmw.cfg? Should i put the forested morrowind esp,Pit toadtools.esp and Connary Vality bitter coast.esp in the groundcover section? Or not? lastly what is Forested Morrowind.json? Where should i put that file?
    3. zdswulyx2
      zdswulyx2
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      Let's start with the weird one, the json file was not intended to be there. So you can just ignore or delete it.

      In the openmw.cfg file you need to add the paths to the various
      directories. If two directories have the same prefix number, you need to
      put one or none. For example my openmw.cfg looks like this:


      data="/home/ezze/games/Morrowind_mods/forested_morrowind/00 Core"
      data="/home/ezze/games/Morrowind_mods/forested_morrowind/01 Core esp"
      data="/home/ezze/games/Morrowind_mods/forested_morrowind/02 Bitter Coast Vurt Trees"
      data="/home/ezze/games/Morrowind_mods/forested_morrowind/03 Groundcover Core"
      data="/home/ezze/games/Morrowind_mods/forested_morrowind/04 Groundcover esp"
      data="/home/ezze/games/Morrowind_mods/forested_morrowind/05 Vivec Wood"
      data="/home/ezze/games/Morrowind_mods/forested_morrowind/06 Redoran Wood"


      To make sense you need the 00 directory and one of the 01. The others are all optional.

      Then you need to add the contents esp files, in my config is.


      content=Forested morrowind.esp
      content=Pit toadstools.esp
      content=Connary-Vality's Bitter Coast.esp


      Forested morrowind esp is mandatory and the game will pick the correct one depending on the data directory.

      Finally you need the groundcovers:


      groundcover=Ozzy's Grass - Ascadian Isles.esp
      groundcover=Ozzy's Grass - Bitter Coast.esp
      groundcover=Ozzy's Grass - Grazelands.esp
      groundcover=Ozzy's Grass - Solstheim.esp
      groundcover=Ozzy's Grass - West Gash.esp
      groundcover=vurt's corals.esp
      groundcover=vurt's groundcover - reeds.esp
      groundcover=Forested Morrowind MA AL.esp


      It is quite complicated unfortunately. I hope you understand now.
  8. CyberBenjamin
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    Love it, makes Vvardenfell less barren and feel more rich. Vality Trees are lush! first time using a tree replacer and it's a game changer) also very performance friendly to my surprise, I was expecting at least a marginal decrease in performance but it's maintaining a 60fps with OpenMW.

    Endorsed!
    1. CyberBenjamin
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      P.s. Perfect mod to play without the map and with your reimplementation/rework of the Manual Compass, its easy to get lost in all those trees.
  9. JettN77
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    is this compatible with rebirth 
    1. zdswulyx2
      zdswulyx2
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      Considered the large amount of cells changed, the land edit added by More Detailed Places... I'd guess not
  10. LinkIsEpic101
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    Not my cup of tea, but MAN if It was Id imagine being very very happy! For what you're trying to do, I think you're doing it very very well
    1. zdswulyx2
      zdswulyx2
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      Well... thank you