Regarding LOOT and JK's Skyrim Compatibility: This mod will work alongside with JK's; the only issue will be largely cosmetic such as slight clipping instead of something serious as navmesh edits. Otherwise, if you experience severe clipping, either use the Modular version of this mod, JK Lite version, or NOT use either mod.
No HD textures yet because problems with the source -- this mod was intended to be used by those with low- to mid-tier PCs or those wanting performance over quality.
REGARDING PERFORMANCE
This mod was used with the shadow resolution settings set to 1024x1024 or 512x512.
The finer the shadow resolution, of course, the more it will eat into your GPU performance.
REGARDING FLICKERING TREES
As it is difficult for me to look into the NIF files and try to get rid of this flickering bug, growing talk of this problem may be addressed soon by replacing the existing tree models, or using vanilla substitutes.
I'm using this mod personally in-game, and not in combination with full version of JK Cities or similar city overhauls.
EDIT: This bug is now fixed. It turned out to be the bounding sphere was not covering all the leaves, causing the outer leaves to flicker out.
REGARDING DYNDOLOD AND SSELODGEN
For some reason DYNDOLOD wants to use the NIF files that comes with the tree billboards but those NIFs have to be mapped with an existing LOD, if I try to put it that way. Instead the only recourse is to use only SSELODGEN to produce tree LOD.
EDIT: the recent version of DYNDOLOD strictly requires that tree LOD must be generated. Unfortunately in this case and until I get hold of some way of preventing Paradise City tree LOD showing up inside cities, it's not recommended to use this mod's tree billboard LOD resource with DYNDOLOD.
Also I strongly recommend the use of DYNDOLOD 3.0, which allows generation of accurate billboards and improved performance.
YOU CAN ESLify
It's fairly easy to convert the ESPs to ESPFE (yes, with ESL flags) provided that you follow these instructions here:
If still unsatisfied with this mod, Kojak747 offers an alternate version of this mod through Myrkvior - The Flora of Skyrim. There's also Blubbo's Whiterun, but that mod will require a higher-end PC due to the large size and detail of his trees.
Hello, I have this mod in my list and ive used it in the past and loved it. But with this most recent instillation it seems to do nothing. Whiterun is still barren, i havent checked the other major cities but usually whiterun looks amazing. Any ideas as to why this would be?
Didn't made the mod in mind for Seasons of Skyrim, unfortunately, due to some usage restrictions imposed on the tree resource files by the original author.
However, there are other mods that hand-place vanilla trees and can be combined with Seasons-compatible flora mods.
I tried the full version (vanilla Windhelm) alongside JK's Skyrim.
* Whiterun - no issues noted * Solitude - no issues noted * Riften - no issues noted (I didn't see that it made framerates any worse than they already were) * Markarth - looks great, but there are a few blocked paths (I can get where I need to go, but I sometimes have to loop around.) * Windhelm - no issues noted * Rorikstead - lots of blocked paths
For now, I'll be running the first five, only. If anyone ever blesses us with a Rorikstead patch, I'll happily add that one, as well.
That mod tries to fill as much clutter as possible, which makes it nearly difficult to hand-place trees, and besides, not all PCs are able to deal with more drawcalls. I originally created the Rorikstead portion to help fill out MJB's ETAC version of that village.
To those with flicker issues (that are caused by disappearing and reappearing branches, as GabrielWithoutWings has pointed out): 1) Extract this mods BSA files (I use "B.A.E. - Bethesda Archive Extractor v0.10" for that) 2) Find the extracted meshes folder and replace the broken gkbjungletreenew3.nif gkbjungletreenew4.nif with any of the other jungle tree nifs by deleting the two above, copying i.e. tree nif number 1 and 2 and rename the copied ones like the just deleted number 3 and 4. 3) No need to repack the bsa contents as an actual bsa. Just put everything of the extracted and now edited bsa contents into an archive (7z, rar or zip) and install that archive like any other mod. 4) Enjoy the mod without any flickering by disappearing branches.
This problem may soon be addressed, but this means I may also have to completely alter the mod.
The mod uses GKB tree models, which in 2012 was what was then available for free use, and the largest tree models for the game. Unfortunately, and of course these are buggy models, and my knowledge of creating or modifying tree models is limited.
I'm deeply saddened that this mod has no compatibility patch for JK's Skyrim AIO, considering how popular that mod is. This mod would go so well with JK's Skyrim.
Oh in the end I installed it anyway with JK's Skyrim AIO and it works. Not an expert here, but Im not noticing anything weird a part from a bunch of trees a bit out of place but overall is usable together.
258 comments
Cities and towns covered by this mod:
* Whiterun
* Solitude
* Winterhold
* Riften
* Markarth
* Rorikstead
Will NOT make Open Cities compatibility patches.
------------------
FOR TEXTURE CONNOISSEURS:
No HD textures yet because problems with the source -- this mod was intended to be used by those with low- to mid-tier PCs or those wanting performance over quality.
REGARDING PERFORMANCE
This mod was used with the shadow resolution settings set to 1024x1024 or 512x512.
The finer the shadow resolution, of course, the more it will eat into your GPU performance.
REGARDING FLICKERING TREES
As it is difficult for me to look into the NIF files and try to get rid of this flickering bug, growing talk of this problem may be addressed soon by replacing the existing tree models, or using vanilla substitutes.
I'm using this mod personally in-game, and not in combination with full version of JK Cities or similar city overhauls.
EDIT: This bug is now fixed. It turned out to be the bounding sphere was not covering all the leaves, causing the outer leaves to flicker out.
REGARDING DYNDOLOD AND SSELODGEN
For some reason DYNDOLOD wants to use the NIF files that comes with the tree billboards but those NIFs have to be mapped with an existing LOD, if I try to put it that way. Instead the only recourse is to use only SSELODGEN to produce tree LOD.
EDIT: the recent version of DYNDOLOD strictly requires that tree LOD must be generated. Unfortunately in this case and until I get hold of some way of preventing Paradise City tree LOD showing up inside cities, it's not recommended to use this mod's tree billboard LOD resource with DYNDOLOD.
Also I strongly recommend the use of DYNDOLOD 3.0, which allows generation of accurate billboards and improved performance.
YOU CAN ESLify
It's fairly easy to convert the ESPs to ESPFE (yes, with ESL flags) provided that you follow these instructions here:
https://thephoenixflavour.com/tpf/guide-resources/basic-instructions/#esl-ifying-plugins
OTHER OPTIONS
If still unsatisfied with this mod, Kojak747 offers an alternate version of this mod through Myrkvior - The Flora of Skyrim. There's also Blubbo's Whiterun, but that mod will require a higher-end PC due to the large size and detail of his trees.
Translations with only the plugin, yes, just message me.
But the whole mod... Nope.
Is a patch for Seasons of Skyrim possible? Because green foliage in the middle of winter is... complicated.
However, there are other mods that hand-place vanilla trees and can be combined with Seasons-compatible flora mods.
* Whiterun - no issues noted
* Solitude - no issues noted
* Riften - no issues noted (I didn't see that it made framerates any worse than they already were)
* Markarth - looks great, but there are a few blocked paths (I can get where I need to go, but I sometimes have to loop around.)
* Windhelm - no issues noted
* Rorikstead - lots of blocked paths
For now, I'll be running the first five, only. If anyone ever blesses us with a Rorikstead patch, I'll happily add that one, as well.
That mod tries to fill as much clutter as possible, which makes it nearly difficult to hand-place trees, and besides, not all PCs are able to deal with more drawcalls. I originally created the Rorikstead portion to help fill out MJB's ETAC version of that village.
1) Extract this mods BSA files (I use "B.A.E. - Bethesda Archive Extractor v0.10" for that)
2) Find the extracted meshes folder and replace the broken
gkbjungletreenew3.nif
gkbjungletreenew4.nif
with any of the other jungle tree nifs by
deleting the two above, copying i.e. tree nif number 1 and 2 and rename the copied ones like the just deleted number 3 and 4.
3) No need to repack the bsa contents as an actual bsa. Just put everything of the extracted and now edited bsa contents into an archive (7z, rar or zip) and install that archive like any other mod.
4) Enjoy the mod without any flickering by disappearing branches.
The mod uses GKB tree models, which in 2012 was what was then available for free use, and the largest tree models for the game. Unfortunately, and of course these are buggy models, and my knowledge of creating or modifying tree models is limited.
Would use this mod, want to use this mod, but the tree shadow popping in and out thing puts a real downer on this mod (for me at least).
Hope you do get a fix for that, someone explained one in the comments but it was too hard for me to work out.
Anyway, loved it, but I just can't use it. Will be reinstalling if a patch/fix is made. Awesome work mate.
I'd love to use this mod with JK's Skyrim AIO.
You'll have to make a hard choice between this mod, JK only, or custom versions made by kojak747.
Not an expert here, but Im not noticing anything weird a part from a bunch of trees a bit out of place but overall is usable together.