Skyrim

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bhaktisean

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bhaktisean

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  1. bhaktisean
    bhaktisean
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    Version 1.1 has been released (2/24/15)...

    Version 2.0 is nearly ready. Just a few more things to finish up and I'll set it loose!

    Upcoming changes/modifications for V2.0:

    I was planning on making more variants of the original DTT, but all my time is going into version 2.0, which is much closer to my original vision for this mod!

    Outside:
    • Was going to make the tree smaller, but, nahhh!!!
    • Huge landscaping work on the land around the base of the tree to compensate for the abysmal collision of the tree model.
    • New landscape features including a revised terrain map, navmesh, more trees, rocks, textures and more.
    • Crafting workshop is now on the ground level, with a deck off the side for chilling out between forge sessions.
    • Archery target practice and combat dummies are also on the ground.
    • New wood chopping area next to the stable.

    Exterior House:
    • Massive rework. More treehouse, less chalet. More intimate, modular, with (a little) less impact on your graphics card.
    • More walkways between parts of the house, more complex layout, less boxy.
    • Cozy second bedroom with one hell of a view.
    • Both bedrooms now have fireplaces!
    • The dining cabin has a fireplace for cooking, as well as a custom oven and a cutting board.

    Inside:
    • The alchemy/enchanting area is now inside the sanctuary.
    • Added some structure, borrowed from the exterior tree cabins, around the sleeping area for less exposure and more intimate shelter.
    • Improved ambient and source lighting.
    • Better sound volume and placement for the water FX.
    • Changed the music in the sanctuary, and am looking at creating my own music for DTT.
  2. bhaktisean
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    Performance issues?

    • Try decreasing your fShadowDistance in your SkyrimPrefs.INI file. (recommended @2,500-3000) OR
    • Use the Skyrim launcher and decrease your shadow quality from Ultra to High, especially if you are using ENB.
    • If you are using ENB, and you get a CTD, make sure you are running the specified binaries with your preset. Running a newer binary on an older preset can crash your game.
    • Using SKSE? Set memory allocation in the SKSE.ini file. Go here.
    • Using ENB? Set a proper VideoMemorySizeMb value in enblocal. Read this.
  3. famousgizmo
    famousgizmo
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    Are there any mods not compatible with this mod? I keep getting suck on load screen when opening the game.
  4. Skyrimax
    Skyrimax
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    Who has a lagging game. I've done an optimization of foliage textures.
    There are 2048. So 1024 resolution. I couldn't get 30 frames that way.
    It is necessary to reduce the drawing in the game. SE and LE version both
  5. mindsurrounded
    mindsurrounded
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    I ran from real life to meditate in this place
  6. LegendLegacy
    LegendLegacy
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    Definitely in my mod list, well done!
  7. Suckerprise
    Suckerprise
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    Does it happen to be hearthfire adoption friendly?
  8. WakahisaSensei
    WakahisaSensei
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    A side from a bit of lag on the upper outside part (or when looking up at it) a very beautiful and awesome mod.
  9. Revvvyy
    Revvvyy
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    What can I say? This house mod is a work of art indeed. Immersing myself into the tree house and the inner side of the house feels aesthetic.

    - Performance friendly (playing it on mid high - ultra settings)
    - wonderful detail
    - big enough for your followers and children (if you want)
    - worthy for Dovakhiin
  10. deleted119721
    deleted119721
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    There is now an approved port of the Skyrim Special Edition Nexus called Dragon Tree Island.

    https://www.nexusmods.com/skyrimspecialedition/mods/24801
  11. deleted119721
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    I have ported Dragon tree Temple to SSE, optimized it, customized it, and moved it to its own worldspace on an island.

    I am requesting permission from B to post it on the SSE Nexus.

    I have done this for a few of Elianora mods but she doesn't accept friend request and doesn't answer.... Too bad what a waste of good mods. Elisdriel it's still one of the best house mods on any Nexus and it ran like crap on Oldrim and purrs like a kitten on SSE
  12. SideQuestHero
    SideQuestHero
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    GOD, I wish this would get ported over to SE!
    1. Gokual
      Gokual
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      It work to my Skyrim SE but the house i'ts in sky so maybe CK will fix that XDD
    2. Cardinilo
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      i've never played this mod before - but i just installed in SE with NMM and i haven't seen any issues so far (other than a texture or 2 sticking out of the wood that i disabled - but i assume those were caused by mesh changes from other mods of mine)
    3. deleted119721
      deleted119721
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      This mod ports very easily over to SSE, and SSE handles it far better than Oldrim did.
      I would port it myself but that is against the rules so don't ask, despite that the mod author has been incognito for a long long while.

      1) Many of the nifs and textures need to be optimized and updated for SSE
      2) It needs Campfirewarmoverridemarker for Frostfall
      3) The lighting outside and inside has issues with too many lights on surfaces which causes flickering which requires hand fixing with Jaxonz Positioner and the CK

      There is an automated tool which would do most of this effortlessly and it works ...... Ports which used to take me 20 minutes takes 1 min.

      https://www.nexusmods.com/skyrimspecialedition/mods/23316?tab=files

      The hardest part to fix is the lighting which is optional if you don't mind flicker.

      I haven't ported it for this playthrough because its huge and asset rich and affects many cells and seems to tank FPS for surrounding cells...... (not conclusive) and the navmeshes. In SSE it doesn't tank FPS much when in the Temple because only part of the Temple is rendered.

      I actually ported this mod and tried to move it to a new worldspace but the CK was just to limited and buggy .... with CK Fixes Mods I might be able to do it now.

    4. deleted119721
      deleted119721
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      I just ported this mod with the SSE Assets Optimizer and it pretty much works perfectly after an open and save in CK64
      The lighting is still borked but....

      I also picked a SSE mod for an Island... "Takarigua Island" and merged it with the Ported Dragon Tree Temple using the Merge Plugin tool set for overrides. I then corrected any errors using SSEedit and then used the CK64 to copy/paste the entire Temple to the island. With the CK64 fixes mod it actually worked and after reconnecting the doors and removing the old Dragon Tree Temple from Tamriel ..... it all worked perfectly. The water view from that high had issues that may be fixable by changing the watertype ..... but it all worked surprisingly well.

      This was a proof of principle....as Dragon Tree needs a bigger island than Takarigua.