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134 comments

  1. DietDrKelp23
    DietDrKelp23
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    Ran dyndolod and some trees were purple
  2. dlwpghek2
    dlwpghek2
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    Would it be difficult to lower the saturation of the leaves a bit?? I think the saturation is too bright for me
    Of course the trees in this mod are very nice and fantastic. I'm not trying to pump this mod. But for my personal taste, I wish the saturation was a bit lower.
    This is just my preference, so I would like to personally modify it, but would it be too difficult?? I played around with paint.net a bit and it's getting really weird.
    1. Glanzer
      Glanzer
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      Yup, agreed. I think they are too bright green. You can actually do this yourself with some trial and error.

      1. Install More Informative Console and Nifskope.
      2. In game, click on a too light Blubbo tree. Write down the mesh file name (*.nif).
      3. Close game.
      4. Open the *.nif file in Nifskope, click on the branch that has the too light green leaves. Find the texture file (*.dds file) it's using.
      5. Close Nifskope.
      6. Find the *.dds file, make a backup of it, then open it in a texture editor. I suggest using Paint.Net because it's easy (hey it works for me, I know it's not the best, but I don't care).
      7. Click on Adjustments... Hue/Saturation. Make adjustments and try them in game. In my brief testing I found that you can just lower the "Lightness" by 10 to 20 points without affecting saturation or hue.

      Tedious? Yes.
  3. Lusahdiiv
    Lusahdiiv
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    Does anyone know how the no-vanilla file works? I have Green and Lush Aspen Trees and... I don't see them in the rift? Enabling and disabling look the same. The no-vanilla is after the mod, as the description says
    1. Glanzer
      Glanzer
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      "No vanilla" means that the DEFINITION of the vanilla trees are untouched, but new Blubbo trees are added as additional definitions and those new definitions are used to swap out vanilla PLACEMENTS for the new trees so you should see a mixture of old and new. That's what I get when I look through the ESP anyway.

      After initial testing what I said above is true. I'm using EVT and I see both EVT trees from its plugin and Blubbo trees from its plugin. Since both plugins are overwriting vanilla tree PLACEMENT there shouldn't be any problem with clipping for existing or modded structures. Unfortunately I'm finding that the Blubbo trees seem out of place with my EVT trees because the Blubbo trees are much taller and too light green, so they stick out and don't seem to fit well with my darker EVT trees. They use the same height percentage as the vanilla placements but the models themselves are so much higher. So if I want to change it I'd have to change every placement of the taller trees and hope the textures would still look correct given the new height dimensions, and I'd also have to darken the light green leaf DDS files and hope they would look ok too. Too much effort unfortunately.
  4. Xandra342
    Xandra342
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    Beautiful mod, the trees and forests look fantastic. I love it! The forests, with the variety of tree shape/size/colors makes the forest feel real. Many thanks for this! 
  5. Yash5555
    Yash5555
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    Can I use this mod with other Blubbos mods like the ones that add trees in Riverwood and replaces ones in Reach? Will they conflict?
  6. Tenz81
    Tenz81
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    Amazing! And quite good performances, better performances than ulvenwald or flable forest. Of course heavier than happy little trees or other ultra performance good mods. thanks for the great job! very diversed and "fantasy" trees
    p.s.
    the only trees I don't like are the snowy pine trees, except the little ones that are good. Good they are with vanilla mesh names so I overwrote only them easily with other mod ones.
  7. zainjavaid
    zainjavaid
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    TreePineForest05_Set5 "TreePineForest05_Set5" [TREE:FE06980C] Meshes\landscape\trees\treepineforest05_set5.nif [CRC32:7E87919D] using textures\cgbookcase.com_textures\bark\bark02_4k_basecolor2.dds, textures\cgbookcase.com_textures\bark\bark02_4k_normal.dds, textures\landscape\cap\knot_3_rework.dds, textures\landscape\cap\knot_3_reworkn.dds, textures\blubbo\blubboatlasrework\atlas_blubbo_2023_03mip2.dds, textures\blubbo\blubboatlasrework\atlas_blubbo_2023_03_mip2_n.dds, textures\architecture\farmhouse\ivy01.dds, textures\architecture\farmhouse\ivy01_n.dds
        New tree, Billboard found, 3D LOD model found
        treepineforest05_set5_7e87919dpassthru_lod.nif Scene Root:0 = textures\cgbookcase.com_textures\bark\bark02_4k_basecolor2.dds -> textures\architecture\farmhouse\ivy01.dds
        treepineforest05_set5_7e87919dpassthru_lod.nif Scene Root:0_1 = textures\blubbo\blubboatlasrework\atlas_blubbo_2023_03mip2.dds -> textures\cgbookcase.com_textures\bark\bark02_4k_basecolor2.dds
        Billboard_0: textures\terrain\lodgen\blubbopines_v3_bos_scriptmix.esp\treepineforest05_set5_0000080c.dds, textures\default_n.dds
        Billboard_1: textures\terrain\lodgen\blubbopines_v3_bos_scriptmix.esp\treepineforest05_set5_0000080c_1.dds, textures\terrain\lodgen\blubbopines_v3_bos_scriptmix.esp\treepineforest05_set5_0000080c_1_n.dds
        Billboard_2: textures\terrain\lodgen\blubbopines_v3_bos_scriptmix.esp\treepineforest05_set5_0000080c_2.dds, textures\terrain\lodgen\blubbopines_v3_bos_scriptmix.esp\treepineforest05_set5_0000080c_2_n.dds
        Level0: meshes\dyndolod\lod\trees\treepineforest05_set5_7e87919dpassthru_lod.nif [CRC32:7DEA7DED] using textures\cgbookcase.com_textures\bark\bark02_4k_basecolor2.dds, textures\cgbookcase.com_textures\bark\bark02_4k_normal.dds, textures\blubbo\blubboatlasrework\atlas_blubbo_2023_03mip2.dds, textures\blubbo\blubboatlasrework\atlas_blubbo_2023_03_mip2_n.dds
        Level1: meshes\dyndolod\lod\trees\treepineforest05_set5_7e87919dpassthru_lod.nif [CRC32:7DEA7DED] using textures\cgbookcase.com_textures\bark\bark02_4k_basecolor2.dds, textures\cgbookcase.com_textures\bark\bark02_4k_normal.dds, textures\blubbo\blubboatlasrework\atlas_blubbo_2023_03mip2.dds, textures\blubbo\blubboatlasrework\atlas_blubbo_2023_03_mip2_n.dds
        Level2: meshes\dyndolod\lod\trees\treepineforest05_set5_7e87919dpassthru_lod.nif [CRC32:7DEA7DED] using textures\cgbookcase.com_textures\bark\bark02_4k_basecolor2.dds, textures\cgbookcase.com_textures\bark\bark02_4k_normal.dds, textures\blubbo\blubboatlasrework\atlas_blubbo_2023_03mip2.dds, textures\blubbo\blubboatlasrework\atlas_blubbo_2023_03_mip2_n.dds
        Dynamic: Meshes\landscape\trees\treepineforest05_set5.nif [CRC32:7E87919D] using textures\cgbookcase.com_textures\bark\bark02_4k_basecolor2.dds, textures\cgbookcase.com_textures\bark\bark02_4k_normal.dds, textures\landscape\cap\knot_3_rework.dds, textures\landscape\cap\knot_3_reworkn.dds, textures\blubbo\blubboatlasrework\atlas_blubbo_2023_03mip2.dds, textures\blubbo\blubboatlasrework\atlas_blubbo_2023_03_mip2_n.dds, textures\architecture\farmhouse\ivy01.dds, textures\architecture\farmhouse\ivy01_n.dds
        Mask: tree    File: D:\Mods\DynDOLOD\DynDOLOD 3.00-68518-Alpha-190-1740380372\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_High.ini
        LOD4: Level0
        LOD8: Billboard1 using internal
        LOD16: Billboard1 using internal
        Grid: FarLOD    Reference: Unchanged


    Hey @Blubbo,
    I think I have figured out why the 3d Lod for some trees are showing as brown or weird

    treepineforest05_set5_7e87919dpassthru_lod.nif Scene Root:0 = textures\cgbookcase.com_textures\bark\bark02_4k_basecolor2.dds ->
    textures\architecture\farmhouse\ivy01.dds
        treepineforest05_set5_7e87919dpassthru_lod.nif Scene Root:0_1 =
    textures\blubbo\blubboatlasrework\atlas_blubbo_2023_03mip2.dds ->
    textures\cgbookcase.com_textures\bark\bark02_4k_basecolor2.dds

    Dyndolod is attaching a symlink to the original texture , see example above; Another example below:

    TreePineForest01_Fantasy "TreePineForest01_Fantasy" [TREE:FE069803] Meshes\landscape\trees\treepineforest01_fantasy.nif [CRC32:F1260A26] using textures\cgbookcase.com_textures\bark\mossybark02_4k_basecolor.dds, textures\cgbookcase.com_textures\bark\mossybark02_4k_normal.dds, textures\landscape\cap\knot_3_rework.dds, textures\landscape\cap\knot_3_reworkn.dds, textures\blubbo\branches\olivebranchblubbo_alphabiggerbig.dds, textures\blubbo\branches\olivebranchblubbo_alphabiggerbig_n.dds
        New tree, Billboard found, 3D LOD model found
        treepineforest01_fantasy_f1260a26passthru_lod.nif BlubboRandomTree01:0_1 = textures\blubbo\branches\olivebranchblubbo_alphabiggerbig.dds -> textures\landscape\cap\knot_3_rework.dds
     
    chaning the symlinked texture to be a copy of the original kind of fixes the problem but why is it happening in the first place? Any Idea?
  8. tyaukx
    tyaukx
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    This looks absolutely phenomenal. Sadly the performance impact is way too severe to play with it.
  9. Back2friday
    Back2friday
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    • 3 kudos
    when i run dyndolod i get all sorts or error and warnings. Is this normal? 
    Ive installed the main file the first one and the 2k texture overwriting. 
    Ive disabled the Whiterun tree replacer, but kept the Gildergreen enabled. 
    Ran TexGen. Seems ok. Enabled it and loaded after dynlod stuff.

    Am i missing something ? 

    at the beginning i see these lines 
    [00:18] <Warning: Filename textures\cgbookcase.com_textures\bark\bark02_4k_normal.dds does not adhere to file naming conventions. Used by Meshes\landscape\trees\blubbo_variations\more\tree\blubbotreepineforestbrown04.nif Blubbo_Trees_Variations_Nexus.esp BlubboTreePineForestBrown04 "BlubboTreePineForestBrown04" [TREE:2E0894CB]>
    [00:18] <Warning: Filename textures\cgbookcase.com_textures\bark\bark06_2k_normal.dds does not adhere to file naming conventions. Used by Meshes\landscape\trees\treepineforest05_set4.nif Blubbo_Trees_Variations_Nexus.esp TreePineForest05_Set4 "TreePineForest05_Set4" [TREE:2E019E81]>
    [00:18] Error: record TXST contains unexpected (or out of order) subrecord TX05 35305854
    [00:18] Errors were found in: NullTextureSet [TXST:00000028]

    and a bunch of these 
    [00:18] <Warning: Filename textures\cgbookcase.com_textures\bark\bark02_4k_normal.dds does not adhere to file naming conventions. Used by Meshes\landscape\trees\blubbo_variations\more\tree\blubbotreepineforestbrown04.nif Blubbo_Trees_Variations_Nexus.esp BlubboTreePineForestBrown04 "BlubboTreePineForestBrown04" [TREE:2E0894CB]>

    After it runs ok i guess. Do i need something else? Or can this be ignored 
  10. benorun974
    benorun974
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    Hello.
    Using NoTWL only trees version for vanilla trees, Aspen Ablaze to have the orange trees for the Rift and Mostly Treeless Tundra and your mod (no_vanilla)
    But i have still trees in Tundra.
    Do i have to put the plugin of MTT after your mod  in the load order or does it need a patch ?