Can't seem to get the vanilla tree replacer to work, using SD, OAAB, and Staht modules on MO2.
Edit: Also, tested this with RandomPal's More Alien Bitter Coast and while I did notice a few instances of clipping, by the nature of RP's additions being mushrooms most of it looked more like the mushrooms were growing out of the roots rather than clipping so I'd personally call them compatible.
Oh yeah, sorry for not being clear. The matching vanilla tree module doesn't seem to work when installed from the fomod, leaving vanilla trees with vanilla textures and leaves.
Further testing it now, it seems it applies the textures to the LOD models but not the actual trees.
This is the best tree mod that i have ever seen. In combination with Vality's bitter coast addon, the starting area turns into a true pleasure to be in...
I'm having issues with the main tree trunks being very pixelated. The roots and everything else looks fine, just the trunks. I do have a lot of other mods, I'll come back and edit my post with which ones when I get off work. Just wanted to see if anyone has experienced this before I get home. I'm on openmw, android
EDIT: I've been installing this all on a new phone and after syncing all my old files I ended up with an older 0.47 version of openmw apk that I installed by mistake. Updated to 0.49 and everything looks great
Well I just installed it on my PC running all the same mods and it looks fine, so it seems to be an android issue. Has anyone else had any luck running it on android without issues?
came back to update and endorse, but the fomod has me very curious about this "cawumaloe manor" that's mentioned? it's convenient that it doesn't require the original, because i can find no mention of the original mod anywhere at all. i'd greatly appreciate documentation on what exactly this does, and ideally who the original creator is if not you.
It's a great old mod by Blue Eagle! Here's a link to where it can still be found in the web archive. The version included here moves the location to work with the graht trees. I've always felt like the set was very fitting for the Bitter Coast, in a fun way.
Absurdly amazing Bitter Coast feeling with these roots all around, however the fps cost is truly massive on my laptop. Jumping from 60fps to 25fps, openMW 0.48, few efficient shaders on and a short view distance of 1.5 cells.
Whenever I try to open the meshes in Nifskope, I get this error:
encountered unknown block (NiCollisionSwitch) Failed to load C:/Games/Morrowind/mods/Graht Morrowind Swamp Trees/Meshes/md_BC/bcTreeHugeLogHollow.nif any idea how to fix it?
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Edit: Also, tested this with RandomPal's More Alien Bitter Coast and while I did notice a few instances of clipping, by the nature of RP's additions being mushrooms most of it looked more like the mushrooms were growing out of the roots rather than clipping so I'd personally call them compatible.
Further testing it now, it seems it applies the textures to the LOD models but not the actual trees.
In combination with Vality's bitter coast addon, the starting area turns into a true pleasure to be in...
Thank you SO much!
EDIT: I've been installing this all on a new phone and after syncing all my old files I ended up with an older 0.47 version of openmw apk that I installed by mistake. Updated to 0.49 and everything looks great
it's convenient that it doesn't require the original, because i can find no mention of the original mod anywhere at all.
i'd greatly appreciate documentation on what exactly this does, and ideally who the original creator is if not you.
Terrible dilemma...
encountered unknown block (NiCollisionSwitch)
any idea how to fix it?Failed to load C:/Games/Morrowind/mods/Graht Morrowind Swamp Trees/Meshes/md_BC/bcTreeHugeLogHollow.nif
One suggestion: it seems to me the sound effect for climbing the ladders should be changed; it's currently set to the sound of a trap door opening.