Thank you for creating these assets, it must have been a huge amount of work! And thank you for the open permissions. I always wanted to use your assets in my isles mod, but I used only few because it is a challenge to get that all together and it's very time consuming. Now I have started to build a new isle with your assets. It is fun, fun, fun to build the city, I would like to endorse the mod a thousand times more!
For information for other users: The ctds were caused by some nifs that needed to update their tangents in nifskope. That was easily done and now everything works fine. I made the two main trees a bit smaller, it's not needed to have them such big. I used other trees - yes, whole trees - to fill out the branches. Posted some screenshots. It's very basic right now, but shows the beauty of your work. Again: Thank you a thousand times for an outstandig piece of creation!
Hello, I'm part of a Project aiming to create the province of Valenwood in TES 3 Morrowind, specifically part of Project Tamriel. I'd like to use these, I know you said in the description that it's free to use for any Skyrim mods, I'm just wondering if that extends to Morrowind as well, keeping in mind that Project Tamriel and Tamriel Rebuilt uses Tamriel_Data to store assets, of which doubles as a modder's resource as well. IIRC there's a Tamriel_Data readme which includes all of the contributors (of which you would be included if we use them).
PS: LOVE the asthetic of the Bosmeri architecture, it's fantastic, good work!
Always loved this mod! Any chance it will be made available for SSE now that I've "upgraded"? Or are there any resources you'd recommend so that I can learn some basic modding and maybe figure out how to make it compatible myself?
The mod kit and all of the extras look really good. I can't even guess how much time and care must have gone into making it all. Thank you. And thank you again. I'm thinking that the lush, open green spaces northwest of Falkreath might be just the place for a little piece of Valenwood . . . . . .
I've spent some time looking through the files, and, except for the fact that there's not a straight edge on anything!, I'm eager to get started. So tonight I wanted to start by looking at the Example City, but I wasn't able to get it to open in my game. I found the door, and there was no question that I'd found the right door, and the rendering of the door looked perfect (i.e., no odd textures or anything like that). But when I activated the door, my game closed down, exactly as if I'd Exited to Desktop. This usually happens when I've attempted to use a mod that required one of the DLCs that I didn't have active.
Any advice? I don't have to see the Example City before starting work with the kit, but I'd sure like to. I thought making changes to your Example City would be a good way to familiarize myself with the components and get a feel for the possibilities.
Don't know if you're still following this mod, so no worries if I don't find a reply. Again, thank you for a lot of really excellent work.
Some people reported, game crash after trying to use v2.0 version. It seems v1.1 is OK. It should be linked to the LODs added in v2.0. I do not know what is wrong with these lods, since they do work on my PC for both the Bosmer City example, and for the other mod the city was designed for (even though I changed my PC since the kit creation)
My suggestion would be to use the esp included in the v1.1 (EresseaBosmerCityEXAMPLE.esp) and not the esp v2.0. This v1.1 esp should work with the kit v2.0 since the only modifed part of the resource kit called by the v1.1 esp are 4 simple nif files.
By using the v1.1 esp, you will simply see the objects disappearing at shorter distances.
This is insane. Have you heard of Beyond Skyrim. Basically, it is meant to rebuilt the rest of the provinces around Skyrim. Currently Valenwood is not worked on, but this will be an amazing base to start of with it. Seriously, this is as original as you can get in describing Bosmer Architecture.
57 comments
Now I have started to build a new isle with your assets. It is fun, fun, fun to build the city, I would like to endorse the mod a thousand times more!
For information for other users: The ctds were caused by some nifs that needed to update their tangents in nifskope. That was easily done and now everything works fine.
I made the two main trees a bit smaller, it's not needed to have them such big. I used other trees - yes, whole trees
PS: LOVE the asthetic of the Bosmeri architecture, it's fantastic, good work!
I've spent some time looking through the files, and, except for the fact that there's not a straight edge on anything!, I'm eager to get started. So tonight I wanted to start by looking at the Example City, but I wasn't able to get it to open in my game. I found the door, and there was no question that I'd found the right door, and the rendering of the door looked perfect (i.e., no odd textures or anything like that). But when I activated the door, my game closed down, exactly as if I'd Exited to Desktop. This usually happens when I've attempted to use a mod that required one of the DLCs that I didn't have active.
Any advice? I don't have to see the Example City before starting work with the kit, but I'd sure like to. I thought making changes to your Example City would be a good way to familiarize myself with the components and get a feel for the possibilities.
Don't know if you're still following this mod, so no worries if I don't find a reply. Again, thank you for a lot of really excellent work.
It should be linked to the LODs added in v2.0.
I do not know what is wrong with these lods, since they do work on my PC for both the Bosmer City example, and for the other mod the city was designed for (even though I changed my PC since the kit creation)
My suggestion would be to use the esp included in the v1.1 (EresseaBosmerCityEXAMPLE.esp) and not the esp v2.0.
This v1.1 esp should work with the kit v2.0 since the only modifed part of the resource kit called by the v1.1 esp are 4 simple nif files.
By using the v1.1 esp, you will simply see the objects disappearing at shorter distances.
Best regards
baronf
The World Tree of Skyrim by gg77