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.
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.
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
"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.
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!
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.
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?
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
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 ?
134 comments
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. 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.
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.
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.
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?
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
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 ?