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ezze

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zdswulyx2

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42 comments

  1. princeofwyrms
    princeofwyrms
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    Amazing mod! No issues when combined with BCOM even on the full version. I put it before BCOM in the load order. The ashlander camps in the full version look just way too good to pass up. I'm on a custom modded Path of the Incarnate modlist.
    1. zdswulyx2
      zdswulyx2
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      Please share few screenshots!
  2. YoshiSaito
    YoshiSaito
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    I did a "flyover inspection" of Sheogorad since I was curious how compatible this mod is with "Sheogorad: the Frozen North," (https://www.nexusmods.com/morrowind/mods/43819) specifically the tree-less version. I was surprised to find only one or two trees way up there, and in appropriate locations, so I'm happy to say this mod (at least lite version) is compatible with it. 

    Are any of the trees replacers? Or did you go about it by replacing vanilla trees? I also flew over towns like Balmora and Suran and was surprised to find no offending trees. Really, only one I marked as needed for disabling was one where a modded-in manor was location. Not even the area south of Ebonheart had new trees getting in the way of the "Ascadian Manor" mod and I figured this mod would have issues with mods like that.

    EDIT: I did find the intersection between Rostlogi's and Caryarel's huts (in Gnaar Mok) missing with the lite version enabled. That's a problem and I'm not sure there aren't more.

    EDIT 2: And a missing stone wall section in Pelagiad. And I think another missing section somewhere else (I think a plankway in Khuul). Suffice it to say, while this is a nice mod you'll have to clean up the mod author's dirty edits to get full mileage out of it. 

    EDIT3: The Gnisis archway/natural bridge is also missing. 

    EDIT4 (zdswulyx2 pointed out it'd be a good idea to follow this advice, so I figured I'd paste it somewhere more visible): I'd recommend other users to check the "Instances" section of the CS for deleted instances and sort by ID so you can easily identify the missing statics and Revert them accordingly.  
    1. zdswulyx2
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      I am not modding Morrowind at the moment; but thanks for the notes I'll probably fix these eventually.

      "Are any of the trees replacers? Or did you go about it by replacing vanilla trees?"

      I both added tree and replaced existing. If you analyze the .esp file you can see how many existing static references are changed to refer to leafy tree instead of a dead tree
    2. YoshiSaito
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      I forgot to note a similar "missing intersection" problem at Khuul, specifically the dock area where the two boatmen hang out. 

      Also, for some strange reason, this (lite version) mod adds a bridge to Gnisis... invalidating the whole point of a wall fortress nearby. 

      I appreciate the work you've done and hope you do get around to cleaning these issues. 

      EDIT: I forgot to mention the deleted foundations for Vos as well. I did discover that an easier way of fixing these issues was to Revert Record the deletions of these things since I had been trying to fix these issues by adding them back in... so I'd recommend other users to check the "Instances" section of the CS for deleted instances and sort by ID so you can easily identify the missing statics. 
    3. zdswulyx2
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      "I'd recommend other users to check the "Instances" section of the CS for deleted instances and sort by ID so you can easily identify the missing statics."

      That's useful knowledge!

      The bridge is added intentionally :D though
    4. YoshiSaito
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      I figured as much when I found a second one while perusing lol. While I do want to greenify Morrowind, I'm not so fond of the bridges so I reverted their placement. 

      I did notice the lite version has the Treant, sadly unplaced anywhere, so I spruced it up (550 health, poison spells, 100% immunity to Poison, 50% Normal Weapons Resistance, 1 point constant Restore Health, but -100% Weakness to Shock) and put it into the creature lists of the Bitter Coast, Ascadian Isles, West Gash, and some Tamriel Rebuilt regions since I had been wanting tree monsters and my mod setup was in dire need of a troublemaker vulnerable to shock....

      Speaking of Tamriel Rebuilt, if and when you feel like getting back into modding Morrowind, have you considered placing trees in some of the Mainland Morrowind areas? A concern I had was how... different Vvardenfell might look compared to the Mainland if only Vvardenfell has the dense woodland. Then again, it's not unreasonable for a region in one place to have dense woodlands and for another region to be more sparse by comparison. I don't have much trouble imagining why the non-ashy 2/3rds of Morrowind are verdant with occassional snow so I definitely have no trouble imagining why the Mainland, closer to the equator especially, would be more arid. :-P
  3. BIueLotus
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    I cant believe that it took me so long to discover this jewel-
    This is how Morrowind is meant to look, and i dont think that i will ever again play without it.

    Thank you SO much!
  4. 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
  5. 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
      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.
  6. 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
  7. 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
      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.
  8. 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.
  9. 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!
  10. danaloy99728
    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
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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.