Hi there, hate to report that this fix introduces a thistle alchemy plant floating in the sky right between the bridge and giant camp West of Whiterun.
i did some digging in the updated version of the original mod and according to what it says here this mod is no longer needed.
From the Author Version 2.1.0MINOR VERSION CHANGES
General ============================================ The main work done on this release was adding collision boxes with the L_Navcut layer to trees that were within a one cell perimeter around Whiterun and the surrounding farms.These boxes "cut" the navmesh; preventing NPCs from walking into the trees
He also did add the other compatibilities added by this fix.
None the less. thank you for your work and sharing it with the community.
He's asking about and I would like to know as well. The link you have on the main page of your description that says " Basically the "new" version of the Whiterun Forest Borealis - No LOD mod, made by Megaloblast ( uploaded by kojak747 ) already made available here"
The newest version has changes made to the areas for compatibility of several player homes, specifically Elysium Estate and Whiterun Safehold. Elysium Estate still appears to be fine, but Whiterun Safehold has an issue with several trees being in the way. Unfortunately I can't remove the Whiterun Safehold mod or this mod because it destroys my savefile, so since I pretty much have to have this installed to continue playing it would be nice to be able to use the playerhome, which I assume requires this mod to be updated.?
Well, this fixes all the NULL reference errors fixed, XCLR region names from USSEP forwarded, and the NavMesh issue at Pelagia Farm as they were in version 1.0.0. hence the version number of the plugin : v 1.1 I assume version 3.0.0 has this fixed, but I guess you will find out soon enough
If these issues aren't fixed you can still install this patch Cheers -=DD=-
Hello found your mod after writing a comment on pfuschers 2020 textures. Is your fix still recommended? Because the mod itself is in version 3.0.0 now. Tyty
Well, this fixes all the NULL reference errors fixed, XCLR region names from USSEP forwarded, and the NavMesh issue at Pelagia Farm. I assume version 3.0.0 has this fixed, but I guess you will find out soon enough
If these issues aren't fixed you can still install this patch Cheers -=DD=-
I'd like to use Dyndolod with this. I used it a couple years ago with the other Borealis mod and forgot how it works, lol. So I'll be at it again with this mod, and Bigger Trees with winedaves enderal trees. Is it even possible to create LOD's for this mod when you don't have them? I remember using Billboards, but the trees mod provided them. This one doesn't. So just wondering if I can install this and not look back knowing down the road I can generate LODs with Dyndolod?
That was what you asked, you just didn’t understand
DynDOLOD is an expanded version of SSELODGen, just much more sophisticated. Also I said : if you want billboards you need them from whatever tree mod you are using.
This mod creates a forrest with the trees you provide. Run DynDOLOD to get the tree LODs. Can’t be more specific than that.
Read through the DynDOLOD documentation again please ? Thank you.
Thank you for explaining that! Two years ago I did all this and I've forgotten it all. I appreciate that info very much! I always thought SSELODGen was an entirely different program with fewer options than Dyndolod. Sounds like you know this stuff. If I'm loading in Borealis, then Bigger trees and finally Trees Addon, what else do you think I should get? No wonder I forgot it all, the part about generating LOD's was as fun as going to the dentist. I do remember that part.
I shall not repeat what is written Elsweyr ( pun intended ).
The exact way to handle this is ( in detail ) described here . The information is brand new, unlike the date above the post. So, I urge you read that to see in what order to do this.
Also read the provided Docs folder in the DynDOLOD download, it has ALL the information.
DarkDominion, you were under no obligation to help me as this was all side related. So I really appreciate your candidness and humor. Giving you a kudos! You awesome! Thanks for all the info. It will surely help me on my path to get my game remodded after my HD crash. I lost all 500 mods I had. ::sniff::
I have an incredibly amateur question: How do I greatly increase the render range for trees? This mod is awesome, but even with the render settings turned up to max, trees are popping up very late. Areas in the whiterun plains look empty until I walk close enough (like a 100m) and then KABOOM trees appear.
Is this something I need a mod for? Is there a way to console commands to aid this? Again, I've explored the settings both in game and in the launcher to try and fix this but no luck.
That points me in the right direction, learning SSELODgen currently. Sorry I am totally new to modding environmental stuff for Skyrim so even simple terminology like LOD is new. Thanks for the help
Hi there :) is this one any different than the original Whiterun Forest Borealis, i see he is still keeping it updated. so im a bit confused as to which one to use.
Yeah, they picked it up again. Please check to see if they have implemented the changes I've made. If not, you can still use this mod. This is just a fixes mod
Hi. I really like using this tree mod for improving the Whiterun plains, adds just the perfect number of trees and your fixes make the mod so much better! I recently came across Trees Addon by winedave and wondered if there was compatibility between the two mods; these fixes and the addon. I would for sure not want two trees to be overlapping, so could you please let me know if they can work together? Link to Trees Addon-> https://www.nexusmods.com/skyrimspecialedition/mods/22053
Thank you for the mod! I have a few giant mushrooms from Morrowind Overhaul Giant Mushrooms Tundra https://www.nexusmods.com/skyrim/mods/53628/?tab=files that have trees growing through them. I'm just going to "markfordelete" once I get all the mods sorted and I start a game. I'm on SE, and the LE mushrooms load just fine with no esp to edit.
Dr Megalblast if you are ever editing...you could work around the mushroom mod. That would be great!
44 comments
From the Author
Version 2.1.0MINOR VERSION CHANGES
General ============================================
The main work done on this release was adding collision boxes with the
L_Navcut layer to trees that were within a one cell perimeter around
Whiterun and the surrounding farms.These boxes "cut" the navmesh; preventing NPCs from walking into the trees
He also did add the other compatibilities added by this fix.
None the less. thank you for your work and sharing it with the community.
Yeah, I’ve removed that line, that’s apparently not available anymore.
Just download the Original Whiterun Forest Borealis ( also taken over by Cathedral ) and see if my patch is still needed.
Cheers
-=DD=-
The newest version has changes made to the areas for compatibility of several player homes, specifically Elysium Estate and Whiterun Safehold. Elysium Estate still appears to be fine, but Whiterun Safehold has an issue with several trees being in the way. Unfortunately I can't remove the Whiterun Safehold mod or this mod because it destroys my savefile, so since I pretty much have to have this installed to continue playing it would be nice to be able to use the playerhome, which I assume requires this mod to be updated.?
Thank you.
Well, this fixes all the NULL reference errors fixed, XCLR region names from USSEP forwarded, and the NavMesh issue at Pelagia Farm as they were in version 1.0.0. hence the version number of the plugin : v 1.1
I assume version 3.0.0 has this fixed, but I guess you will find out soon enough
If these issues aren't fixed you can still install this patch
Cheers
-=DD=-
Well, this fixes all the NULL reference errors fixed, XCLR region names from USSEP forwarded, and the NavMesh issue at Pelagia Farm.
I assume version 3.0.0 has this fixed, but I guess you will find out soon enough
If these issues aren't fixed you can still install this patch
Cheers
-=DD=-
Thanks!!!
DynDOLOD is an expanded version of SSELODGen, just much more sophisticated.
Also I said : if you want billboards you need them from whatever tree mod you are using.
This mod creates a forrest with the trees you provide. Run DynDOLOD to get the tree LODs.
Can’t be more specific than that.
Read through the DynDOLOD documentation again please ?
Thank you.
The exact way to handle this is ( in detail ) described here . The information is brand new, unlike the date above the post.
So, I urge you read that to see in what order to do this.
Also read the provided Docs folder in the DynDOLOD download, it has ALL the information.
Hope this helps you on the way.
Cheers
-=DD=-
Have a Kudo back, maybe it will ease the pain a little. . .
Humor is my way to cope with all that has been going on lately.
Word of warning : I will be hilarious once Covid-19 mutates into a Zombie Virus
Is this something I need a mod for? Is there a way to console commands to aid this? Again, I've explored the settings both in game and in the launcher to try and fix this but no luck.
Read the description page again please?
Cheers
-=DD=-
If you have any further questions about modding or run into issues down the line, drop me a PM and I'll see what I can do.
Good luck and have fun
Cheers
-=DD=-
thanks.
Yeah, they picked it up again. Please check to see if they have implemented the changes I've made.
If not, you can still use this mod.
This is just a fixes mod
Cheers
-=DD=-
Link to Trees Addon-> https://www.nexusmods.com/skyrimspecialedition/mods/22053
Kudo deserved.
Once I had both in my load order and I can’t remember seeing any overlapping between the two.
So my guess is that it’s gonna work out fine
Dr Megalblast if you are ever editing...you could work around the mushroom mod. That would be great!