Skyrim

218 comments

  1. Ewarre
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    Locked
    Sticky
    ==============================================================================================
    You must use the TSE_Essential_Patch .... applies to all 3 LOD versions.
    ==============================================================================================

    CHANGES....
    6thJuly - Main File Ver 1-0-2 ... fix HF compatibility [HF also added as master]
    7thJuly - Vanilla Monsters Ver 1-0-2 Wolf types will now drop wolf skin not raptor skin
    8thJuly - Uploaded Patch to prevent CTD near Whiterun
  2. glittertind
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    Hi Ewarre :) Hope your doing fine.

    I'm still running around adjusting things on the SE version and have increasingly noticed that everything, plants or grass seems to be extremely oversized in my game. I feel like everything is doubled in size compared to what I was used to in the LE version. Now since it's the same mod esp and everything I'm wondering if it's changes within the skyrim SE. Like the Treepineforest04 at scale setting 1.0 is as wide as horse wagon. Almost like a little house. Sometimes when these trees are relatively close they grow into each other. I've also noticed that many clutter objects are "hidden" because the trees are so large or roads and paths are blocked. The beautiful reed grass in Morthal is above my characters height but I feel it should be more up to the NPC hips. I'm wondering what "setting" it could be that affects all these trees and grass.

    EDIT: Example: Treasure map VIII show the location of a satchel where you can find the key to a treasure chest. I have to set the tree's scale to 0.1 for the satchel to come clear of the treepineforest04.
    1. Ewarre
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      A bit late on the reply but I rarely drop in on this site now, and thanks I'm doing fine , 2 ops later and I'm feeling a lot better.

      Interesting problem you have, my initial guess would be a later-in-the-load-order esp is messing with the TSE scale field.
      I suggest you start deactivating ESPs till everything looks correct.
      Make sure you have a copy of your existing load order and a corresponding SAVE to go with it, before you start messing with things.
    2. glittertind
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      Thanks :). I will try out your suggestion. It's gotta be a modifier on a somewhat global level. Cause nothing else is touching the tree records under "tree". 
    3. glittertind
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      Do you have any idea which type of modifier this could be? It's weird. I can't seem to find anything overwritting anything.
    4. Ewarre
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      If you have tried deactivating all mods and its still an issue, then I really have no idea.
      I doubt it can be done by having messed up INIs,  but there are mods which run scripts and load in other stuff that play with vegetation,  may be it can be screwed that way , assuming those scripts etc are embedded in your SAVEs ?

      Regardless,......... when problem solving and nothing seems to make sense I always do this
      >>>>>> start a new vanilla game with NO mods
      ............. except for " start another life , for the quick start" .

      Start in Whiterun , see how that looks , all trees should be back to vanilla.

      If not then I will be surprised !
      But if it still looks off , then next step ,...... assuming your running your game from NMM, Vortex or some other mod tool ,
      >>>>>>   try a brand new profile, just in case your not turning everything off , ie your still running stuff that you thought you had turned off or removed.
    5. Ewarre
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      Something else occurred  to me ..... mods normally load their own Meshes when changing flora, but it could be a thing where all your vegetation models have been over ridden by up scaled versions.
      Either a BSA activated by an ESM/ESP/ESL etc, or shudder shudder, as loose files unconnected to any ESM/ESP/ESL. So when I say start a vanilla new game  with no mods ,  be sure your meshes folder is also empty. just rename it out of the way.

      In fact before you do anything I mentioned above go have a look in Meshes/landscape/trees , see if it contains things like treepineforest??.nif 

      Good luck
    6. glittertind
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      Thank you. Very good instructions. Only treepines I have in my folder Meshes/landscape/trees is treepineforest03TS, treepineforest05s and treepineforestcutlog01 (the last is from a mod increasing cutted wood pine logs).

      Thank you again Ewarre. If this is not leading to a solution to me I will be creating a patch to downscale all trees that feels too big. That way I can always go back if I find the real issue. Downscaling trees one by one is a bad solution.
  3. Randomdude736248
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    This may be a bit of a long shot, but does anyone know how to revert solitude's aspen trees back into their greener variation in the original Tropical Skyrim mod? It is a matter of personal preference, but I feel the old trees meshed better with the aesthetic I'm going for. Thank you in advance! 
    1. Ewarre
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      There is no "quick" way , you will need to use Tes5Edit to delete each trees override record in the TSE esp.
      But first you will need to go in game, to get each tree's Ref ID.
      To do that ..... open command prompt and click on the tree to see the Ref ID number
      OR
      you could just delete the whole SolitudeWorld set of overrides in TSE [about 80 records worth of flora changes]
      but this may cause LOD ghost trees to appear, long time since I have used the old BB tree lod system, but worth a try, since you can always fall back and use the first method.

      Your call, either way make a copy of the ESP before you attack it, just in case.
    2. Randomdude736248
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      Thanks!
  4. deleted11997413
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    Hi Ewarre, I hope you're doing fine .  I've seen in one of your posts here that you managed to patch the ctd occurring in Solstheim when using Tropical Skyrim and your mod in Special edition.Can you please explain how you achieved that? As you mentioned there,this particular problem occurs only in Special edition of Skyrim.I was successful in converting this beauty to special edition but stuck with the ctd in Solstheim
    1. Ewarre
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      Soolie changed the 2-pass flag on some dragon bones in the vicinity of Miraak's Temple,  .. it needs to be put back to vanilla.
      Pretty stright forward if you know your way around Tes5edit, otherwise I could upload a patch file here , but am busy atm so that could take a few days till I get to it since I have not run TS/TSE for a long time.

      Let me know if you want the fix file.
    2. AshkaariElesaan
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      Sorry to revive a dead thread, but could you enlighten me on how to do this?  I would do it myself but I don't know what I'm looking for.
    3. Ewarre
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      I will have a look for the patch in my old files , and upload it here under the miscellaneous section,
      ........ may take a day or 2, I will repost here when it is loaded.

    4. Ewarre
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      OK , found this up in my cloud files, should be good to go, needs to load after TS  .
      ... https://www.mediafire.com/file/61jwxp3ccy6ey56/Tropical_Skyrim_SSE_Solstheim_CTD_fix.7z/file

      Good luck and let me know how you get on  
    5. glittertind
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      Sorry to bother you Ewarre, but I took a look at this ctd fix for Solstheim. I can't find any edits that this fixer esp overwrites anything in the tropical skyrim.esp. I don't know I wrote that sentence, what I meant was that I can't find anything in the fix regarding this:

      "Soolie changed the 2-pass flag on some dragon bones in the vicinity of Miraak's Temple"

      I do see many conflicts with dyndolod.esp. mainly location edits (object bounds).

      I guess this fix should be loaded after dynolod too? Or maybe I should have updated my dyndolod.
    6. Ewarre
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      it will overwrite records in Skyrim.esm, Update.esm and DLC2.......... from memory there are ~50 records in the fixer esp and each is there for a reason.

      Regards Dyndolod , its a long time since I ran all that stuff but you can please your self what to do:   use as is, patch it or discard it.
       I think a lot of the time I never even used the dyndolod esp as I was constantly updating things,....... if you don't load it then some large objects may present as a flicker more than normal as they don't load in or fade out as quickly as they would otherwise.

      The fixer esp I'm pretty sure I loaded it just after the TS esp. 
    7. glittertind
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      Many thanks Ewarre. I'm gonna take a look at it once I get to Solstheim :) Best of christmas wishes for you!
  5. glittertind
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    Ewarre, do you know how to disable the snow shader material you typical see on rocks on the northern part of Skyrim? I know Tropical Skyrim introduces a green shader that somewhat looks like algea growth or something. But with Kwanon Enb it looks just like snow again :-p. Thinking about just disabling it.

    EDIT:
    After fooling around I found out that it is not the greenish snowshader in combination with my ENB that creates the problem. It is in fact the underlying rock texture beneath. That texture is not from Tropical Skyrim at all. I replaced it with the following one since it looked good.

    https://www.nexusmods.com/skyrim/mods/34317/ MSFoxhounds Tropical Based Rock Retexture

    Reverting the texture files back to the original ones from Tropical Skyrim fixes the issue. Now my question is, why did these rock textures from MSFoxhound cause this in the first place. Their built differently. While the tropical skyrim rock textures have transparency (looking in GIMP), MSFoxhounds textures are not.
    1. Ewarre
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      Interesting question, ENBs have a habit of changing the colors, my guess is that that rock is a bit pale, hence more light pixels than dark ones, since you have GIMP why not have a play with darkening it a bit or even desaturate it a little,  see what that does in game.
      On second thoughts are you running in SSE ? ........ if so, you could add some opacity [down around 10%] onto the normals, in SSE thats what controls the shine effect which you may be perceiving as a white snow effect ?????  .......Try this anyway even if in LE, maybe that effect was used on the LE mountain shader, but we didn't realize it at the time.
    2. glittertind
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      I'm on LE. 

      And I did exactly what you said in the end of your post. Added opacity to around 10% and it seemed to fix the issue.

      Now that I'm aware of this I see that there is many objects in Tamriel with the same shinging/chromatic artifact. Trees, rocks, armors clithings. Even some creatures. All seem to have one common: light, grey/brownish diffuse color and a zero opacity in the normal maps.

      Still I have no clue why. It starts when dusk comes and gets worse at night until it fades away when day comes. I haven't seen this with any other ENB.

      Many thanks for putting me on the right path. Now I know what to do. You have no idea how much I've pulled my hair on this. Very greatful :-)
    3. Ewarre
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      Glad to help and thanks for the feedback, we are all still learning.

      Maybe one day you will see the release of my successor to TS/TSE
    4. glittertind
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      Now that is something to think about


      EDIT: Are you making it from scratch or basing it uppon this version you already have? Scratch would probably be a lot of work I guess.
    5. Sekrion227
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      And Here I thought the days of tropical skyrim were gone, So anyways is it required to download og tropical for this as well as the other must download files on the og page. There also seems to be an issue with draw distance near solitude the wall right above dock on top of the arch is very buggy, I think this is caused by the old version of the mod but not too sure. One last thing is there a new chicken creature that comes with enhanced as I found a untextured chick call gause bird or something ?
    6. Ewarre
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      @ glittertind .........   All new content , almost all vanilla flora replaced, plus 3D grass & 3D tree lods
    7. Ewarre
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      @ Sekrion227 ......... you need original TS by Soolie  , TSE main, TSE essentials (2 files) , and one of the LOD options

      untextured "gause bird"  chicken is at your end for sure ...  you must have conflict with another mod

      "draw distance" LOD  problem on Solitude wall ... not really sure what you mean , but those TSE LOD options just ran standard DynDoLOD of the day 2017, and it definitely fixed the Solitude walls LOD problem that came with the base game LOD files.

      Are you running any mods that touch Solitude, its buildings & walls , if so that could be your problem.
      Are you running in LE or SSE , because SSE  will introduce a whole host of LOD flicker on all models flagged as using  "large scale" or what ever it's called , you need to turn it off if running my TSE lod.
    8. Sekrion227
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      Correction here the weird chicken thing is calld a white grouse its near Stonehill's and I'm assuming I need a bird mod or something, I'm using nmm so not sure if there needs to be a load order. UPDATE I needed to install birds of skyrim for textures

    9. glittertind
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      Are you still working on a new tropical mod or did you put yourself into a space with starfield? I just tried this version on SE. It works fairly well when. There's some minor texture things, specially those normal maps, but I'm closing in on a stable version.

      Gonna do some "cleaning of threes" here and the around villages and roads. When that is done I'm gonna go inndoors and revert the "tropical plants" back to a new custom "vanilla plant" so we avoid those palm trees and such in caves etc. :)

      Once again! Many thanks for this mod!
    10. Ewarre
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      Hi glittertind, glad you like it and thanks for dropping by 

      Truth is I was very close to publication I had over a dozen mod pages and pics already primed on NEXUS just awaiting final tweaks then the actual files would be uploaded and it would release, that's on LE , and ditto for the SSE version. It was so massive I broke it up into smaller parts , a lot of users don't care for massive "does everything"  mods these days, and this was epic...... all of Skyrim was forested, including all the ice areas.

      But, so close and so far, I had a massive heart attack, lucky to still be here, and a lot of things changed, I have no outlook as to when I will get back to modding, I tell myself I will , but other things now have priority in my life, perhaps by mid 2024 I will resume, if not then I may release what is ready to go,.... the grasses & 3d plants, textures, ..........its the trees and their 3D LODs that were still missing their final tweaks. 

      Running it in SSE would add lots stuff that blocks your path in some caves that was not an issue in LE.
      The devs added a lot of extra plants into SSE especially around towns and in caves, and when TSE swaps those new placements from inconsequential ferns and weeds to Palms or trees, you find your path blocked in places and need to use console "disable" to move forward.  Luckily there are not too many blockages, more a case of weird looking places for trees to grow.
    11. glittertind
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      Heart Attack? Holy crap, Ewarre. I'm glad you're okay. I bet (and hope) the doctors are all over you know so you'll be back on your feets safe and sound. I think it's wise to take a break from modding for a while. It can be very stressfull. Specially with large mods with literally 100 000 of thousand records touched. It's quite easy to feel the stress when you're editing and doubts starts to arise in the heat :-D.

      About SE, yeah I noticed :-( I spent 3-4 hours in Whiterun alone. Some of it may be because JK's Skyrim tend to move things here and there and add some as well. But I couldn't remember that LE was that plantcrowded along the streets.

      But hey... it's going forward. All internal cells has now been cleaned of every palm, tree, large shrub or fern. I just kept the smaller ones that made sence. Yes... I looked at every cell in CK. Some trees are meant to be above cave holes and makes a good scenery if you look through them. So couldn't remove those.

      If you're interested, I could send you the files when I'm done editing. The only thing is that most of the removals is done in the base esp tropical skyrim.esp. Maybe I've should have done it in the TropicalSkyrimPGPTreeCull.esp instead :-/. In fact I think I've also removed any "creature" actor record as well. Plus edited most of the normal maps to avoid that oily look that some ENBs on SE will bring forth.

      Be well and safe, Ewarre :-) !
    12. Ewarre
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      Thanks for the offer but I think I too have edited every cell in the game to add or move stuff, certainly for all towns, caves,  roads, paths, beaches etc . The reason I spit my mod was I think the master ESM was approaching the DG DLC in size, that part of the mod is now locked down, I was just playing around with the tree meshes.

      Cheers
    13. glittertind
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      Yeah I figured you had. Well... When I'm done I have a fully tropical environment without jungle plants in caves and plus it will be compatible with JK's skyrim. I'll be glad when it's done cause it sure takes a lot of time.
    14. Ewarre
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      nice , so will you publish ?
    15. glittertind
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      I don't mind sharing it but I'm not quite sure what the owners of the original masters would say. I started in the wrong direction with all this. I did all removal and edits directly inside Tropical Skyrim.esp. Reason I did that was to avoid additional patch esps since I'm kind of doing it for myself and don't need anymore esps in my load order. The consequence of that is that I deleted all overwritting conflicting records I touched in Tropical skyrim.esp from the TropicalSkyrimPGPTreeCull.esp and JKs Skyrim.esp.

      So basically for my changes to show up I would need to upload both Tropical Skyrim.esp, TropicalSkyrimPGPTreeCull.esp and JKs Skyrim.esp (only for the JKs Skyrim users). I know most modders want their "main" esps intact and untouched and all patch esps as addons instead. I did the opposite I'm afraid :-/

      I've done some "personal" preferences too like removing raptors and some other tropical creatures. In addition to those there's also a lot of new features in Skyrim SE like those snowmelt drip structures you find here and there. I think also they added some new texture packs or something because I started to see snow textures on the Snowdrift nif files. I didn't see that in Oldrim.

      So honestly? I don't know. I'm not sure if I'm even able to obtain the permissions needed. I can ask you of course, but I would need to ask Soolie and jkrojmal also.

    16. Ewarre
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      I see your dilemma, there was a time when I too used to do similar, its quick and neat for simple personal mods, but I found for more complex patches it was easier to debug if I did not touch the original mod I was patching be it ESM or ESP.
      True it does slightly complicate how you patch ESPs using the CK, but not if you ESMify them first   

      You are right most authors don't like their mod resources played with and I would be in that boat too. For several reasons ......  1/ there can non obvious links within the ESP and to the asset files
      2/  the LOD files and assets tie to the ESP placement records
      3/ permissions. Several authors kindly allowed me to incorporate stuff from their mods into my main ESP and resources, and not all are necessarily listed on the TSE mod page.
      But if you ever did compile your work so it worked as a pure patch coming over the top of TS and TSE  then go for it .{ ie it used them as masters}

      It's probably no help to you but it was on my "to do list" to put an upgraded SSE version of TSE up on NEXUS I think it was sitting at about number 30 on my list, followed by the fix to stop TropicalSkyrim crashing in Solstheim, and lots more. Maybe one day it will happen, I will come back to Skyrim some time next year.

      Lastly, good luck contacting Soolie , you would be the millionth person to try :)
    17. glittertind
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      I see your points. I've actually done this in xEdit. That way I don't need to consider the esm flags. I'm taking screenshots of every tree/plant ingame that I want to delete, replace or move. Then I just load all mods in xEdit and do the conflict solving manually. I see the issues with Lods. Sometimes I just can't just delete something since it leaves a lod image behind. In those cases I just replace the record with something like a small fern. 

      It looks like I'm just keeping this for myself. I think I've spent 70-80 hours so far and not very keen on doing it all again 😁

      EDIT: crash in Solstheim... Yeah I read something that the SE version would lead to that. But I also downloaded the mediafire file you shared in this comment section. I haven't looked at it yet. But I should do that before I forget.
  6. cubicraftjay
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    Amazing work!!!
    Absolutely love the upgrade to tropical skyrim.
    It looks even better now.

    One question though.

    What ENB would you recommend to use with this amazing overhaul? 
    My rig can handle quite a good load
    32gb ram
    gen 10 i7 motherboard
    gforce rtx 3070

    I really like Rudy ENB but all the options are made for seperate weather/lighting mods which are incompatible with Tropical skyrim.
    The ones i have tried are to dark,or colors are weird.

    Any ideas on what ENB would work?
    1. Ewarre
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      Thank you, and sorry for my late reply.

      I think Rudy would be OK, its really up to you and how much you want to dial up the color and other effects, some do and some don't. If you like Rudy then stay with it.

      From my perspective of wanting to see some nice views here and there,  the tree LODs only really work best with "bright & colorful" settings, but your mileage may be different, ie  some just want to use fog and DOF to hide or blur everything in LOD, so they don't care if the tree LODs match full model or not. Keep in mind that as well as ENB settings , both lighting & weather mods , and even screen saturation settings all effect how things look in game and especially the LODs and shadows, so what ever choice you make will probably require a bit of tweaking & compromise to get the look YOU want.

      Even though my hardware is good now, it was not when I first started to play around with TS .... and mod it, ... I had one Gb of VRAM !!! and an equally old cpu, so I had to stay away from ENBs and just use SweetFX ,  .... I was grasping for every FPS I could  get,  so I am not really able to guide you much. Funnily enough years later with a good rig and a vastly superior tropical overhaul [unreleased mod] I still never got around to playing with ENBs .... time is always the issue !

      One question .... are you running the LE version or SSE ?
  7. StinkBerry1
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    I have installed everything necessary. Upon enabling any of the "TSE LOD-[#]" options, Vortex says that I am missing "TropicalSkyrimPGPTreeCull.esp". What should I do?
    1. Ewarre
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      You should have "TropicalSkyrimPGPTreeCull.esp" already, since you downloaded the "Main" file,  just be sure it is placed in the DATA folder.
    2. StinkBerry1
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      Thanks, and extra points for a (quick) response! The problem was that I might have forgotten to install the "Main" file, despite Nexus telling me that I had already installed it.
  8. allisonawsome
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    This made my game look so lovely.Thank you so much. You are very talented.
    1. Ewarre
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      Thank you, your kind words are much appreciated.  
  9. khobiel
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    Can someone like, port this on Xbox? I'm trying to do a Predator play through and this mod is all i want. And apparently Soolie is unable to be contacted.  So can someone do something? I myself can't do jack shot due to lack of know how and tech. Maybe you my god Ewarre?
    1. Ewarre
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      Unfortunately no.
      ......... as this mod relies on TS and with no Soolie there can be no ports,
      .......... maybe one day I will release my look alike alternative.
  10. Krankpus
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    Snowmounds in Solstheim crashes my game with this mod
    1. Ewarre
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      With TS / TSE correctly installed to the LE version there is no snow left in Solstheim, nor do they cause CTDs, ... I have spent hundreds of hours modding that island.  SSE is another matter !

      You have either a messed up install or you are not loading them last, ... as mentioned in install instructions they must be allowed to overwrite all other mods. 
    2. Krankpus
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      Thx for the words, I am indeed on SSE
    3. Ewarre
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      It would be have been a courtesy to say you were running on SSE ........... SSE & LE are different , Bethesda made changes in SSE that cannot be ignored  !
      .........  and for the record TSE works fine in SSE including its LODs.


      The base mod Tropical Skyrim itself  like many LE mods, needs to be properly converted to work as intended on SSE, see my numerous post on the TS board.
      You will need some skill/ knowledge to do this, depending on how fussy you are about the result, and it is TS that causes the CTD in Solstheim not TSE. 
  11. ah704896160
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    More than a year ago , I found this treasurable mod. I kept it all the time. Recently, I revisited the elder scrolls 5. The first thing is to reinstall the tropical skyrim.
    I want to ask you a question. The model and texture of bambool are too low. Can you tell me how to replace them with other trees
    1. Ewarre
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      Hi, and thank you.
      Regards the bamboo, there are quite a few models used in TS .................

      TreeAspen04 uses >>>> Plants\CITSfloraBamboo01.nif
      TreeAspen01 uses >>>> Landscape\Trees\Tropical\gkbtreeaspenbamboo06.nif
      TreeAspen03 uses >>>> Landscape\Trees\Tropical\gkbtreeaspenbamboo05.nif
      TreeAspen02 uses >>>> Landscape\Trees\Tropical\gkbtreeaspenbamboo06.nif
      TreeAspen06 uses >>>> Landscape\Trees\Tropical\gkbtreeaspenbamboo04.nif
      TreeAspen05 uses >>>> Landscape\Trees\Tropical\gkbtreeaspenbamboo01.nif
      TreePineShrub02 uses >>>> Landscape\Trees\Tropical\gkbtreeaspenbamboo06.nif
      TreePineShrub01 uses >>>> Landscape\Trees\Tropical\gkbtreeaspenbamboo01.nif
      TreeFallForestShrub01 uses >>>> Plants\CITSfloraBamboo01.nif

      I guess the really bad one is that used commonly on and near roads in the Rifton area, ..... ie. CITSfloraBamboo01,
      its very low poly mesh and low texture.

      To replace them [2 instances] you can either go to your mesh folder and rename that NIF out of the way and sub in another using the exact same NIF name, or use what ever tree/plant you like and then amend the ESP Base overrides [xx05FADA & xx0AAE8F] to point to your new NIF.

      Just remember that it is very common and used a lot near road edges, so if you sub in a big tree, you may be adding a large obstacle for NPCs.
      Not sure if that particular bamboo is in the LODs, either way you will just have to leave it there.