I did this mod because it really bothered me during my playthroughs, I personally use 2k/4k textures for a lot of things and it was fairly noticeable, therefore these poor textures/meshes were kinda immersion breaker in my opinion (since they caught my attention every time).
However if I forgot to fix some of them, just let me now and I will update the files to fix them as well. To do so, it would greatly help me to find them if you could tell me about the location and the reference of the model (open the console, click on the tree and look at the line "model", it should mention about a file with a .nif extension). A screenshot could help as well, example : https://i.postimg.cc/Zq9JctR9/enb2020-8-9-13-03-30.png
If you think that I can process other things than wood logs (thus expanding the scope of this mod), even if I can't promise anything I'm open to discussion. :)
I have been looking for a mod that did this for *YEARS*... As someone who like to wander the northern coasts a lot, the ugly branches were such an eyesore . I have my game modded to complete perfection now. THANK YOU SO MUCH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Hello! Such a problem with fallen snow-covered trees. https://imgur.com/6HB2KFv https://imgur.com/frC429e https://imgur.com/M1UxDFk https://imgur.com/UOY3kXK
Same problem for me, it's the TreePineForestLog02Snow.nif file If unactivate the mod, bark is back. I took the vanilla meshe from BSA, and removed the ugly branches, and it still doesnt work. I think it's related to this specific tree log.
Hey, would you mind sharing what you did to fix the issue please? Or perhaps reupload the file, as it's no longer available on Mega with the link provided, if that's OK?
The basic tree stumps ( Im assuming there is a wintery stump models aswell having the same problem ) have those fugly roots aswell. https://imgur.com/E3iqf5B
Also I was wondering while you have done some good work, do you have anyplans for enhancing the look of the logs in the future? While they do like nice. The branches sticking out of them like tootpicks are kinda fugly to be fair aswell :D ( Those large branch stumps are nice, but the vanilla toothpicks are just attrocity ) https://imgur.com/Fj13tHE
Hello, thank you for your positive comment. At my knowledge, only my mod do that (some tree mods may "accidentally" fix it as well if they replace the vanilla models by new ones). I probably didn't notice myself what you are talking about, but I may update the mod to that if you could tell me about the location and the reference of the model (open the console, click on the tree and look at the line "model", it should mention about a file with a .nif extension). A screenshot could help as well, example : https://i.postimg.cc/Zq9JctR9/enb2020-8-9-13-03-30.png
Unfortunately, no matter where I clicked I were not able to highlight any data specifically for the branch, but I hope this helps:
https://ibb.co/JjXQDkR
EDIT: The coordinates are x: -5334 and y: -66010 The place is in the wood south of Lake Ilinalta, immediatly south of a small sacrificial altar near the road. There are many other trees that have the same ugly branch, so once you see what it is it souldn't be hard to find another one.
Hello and thank you. Regarding using this with other mods (sorry for the late reply) : - retexture mods : they are fully compatible since they are retexture and don't modify the models, therefore there is no conflict - model replacer mods (such as 3D tree) : as written in description, if you use MO2 you should load my mod before them for 2 reasons : Because if you place it after them, it will revert the trees to vanilla ones (that's also the reason why my mod use looses files and is not packed as a .BSA archive). And because the models replaced by other mods usually don't have this issue (since most of the time mod authors redo the models from scratch and without these low poly meshes), but these mods don't always replace all models therefore my mod can edit the leftovers. - There may be an exception to what I stated before : I noticed that some tree mods that add tree or replace models still use low poly meshes. In that case I have to make a "patch", because I have to manually edit the meshes to remove the low poly meshes. If it happens, let me know and I could take a look.
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However if I forgot to fix some of them, just let me now and I will update the files to fix them as well.
To do so, it would greatly help me to find them if you could tell me about the location and the reference of the model (open the console, click on the tree and look at the line "model", it should mention about a file with a .nif extension). A screenshot could help as well, example :
https://i.postimg.cc/Zq9JctR9/enb2020-8-9-13-03-30.png
If you think that I can process other things than wood logs (thus expanding the scope of this mod), even if I can't promise anything I'm open to discussion. :)
https://imgur.com/6HB2KFv
https://imgur.com/frC429e
https://imgur.com/M1UxDFk
https://imgur.com/UOY3kXK
If unactivate the mod, bark is back.
I took the vanilla meshe from BSA, and removed the ugly branches, and it still doesnt work.
I think it's related to this specific tree log.
https://mega.nz/file/1w0iQQSa#yCqkiUZNYH9zUxYmg7qTGIJaztg5-QslJKAwWiblATs
Many thanks!
https://imgur.com/E3iqf5B
Also I was wondering while you have done some good work, do you have anyplans for enhancing the look of the logs in the future?
While they do like nice. The branches sticking out of them like tootpicks are kinda fugly to be fair aswell :D ( Those large branch stumps are nice, but the vanilla toothpicks are just attrocity )
https://imgur.com/Fj13tHE
I was wondering if there is something similar to remove the ugly 2D branches that sometimes protrude from the trees.
At my knowledge, only my mod do that (some tree mods may "accidentally" fix it as well if they replace the vanilla models by new ones).
I probably didn't notice myself what you are talking about, but I may update the mod to that if you could tell me about the location and the reference of the model (open the console, click on the tree and look at the line "model", it should mention about a file with a .nif extension). A screenshot could help as well, example : https://i.postimg.cc/Zq9JctR9/enb2020-8-9-13-03-30.png
https://ibb.co/kc7VT71
https://ibb.co/VL8g4Nx
Unfortunately, no matter where I clicked I were not able to highlight any data specifically for the branch, but I hope this helps:
https://ibb.co/JjXQDkR
EDIT: The coordinates are x: -5334 and y: -66010
The place is in the wood south of Lake Ilinalta, immediatly south of a small sacrificial altar near the road.
There are many other trees that have the same ugly branch, so once you see what it is it souldn't be hard to find another one.
Very nice mod Lurihaut. I like this but how does it work with tree retextures or other mods?
- retexture mods : they are fully compatible since they are retexture and don't modify the models, therefore there is no conflict
- model replacer mods (such as 3D tree) : as written in description, if you use MO2 you should load my mod before them for 2 reasons : Because if you place it after them, it will revert the trees to vanilla ones (that's also the reason why my mod use looses files and is not packed as a .BSA archive). And because the models replaced by other mods usually don't have this issue (since most of the time mod authors redo the models from scratch and without these low poly meshes), but these mods don't always replace all models therefore my mod can edit the leftovers.
- There may be an exception to what I stated before : I noticed that some tree mods that add tree or replace models still use low poly meshes. In that case I have to make a "patch", because I have to manually edit the meshes to remove the low poly meshes. If it happens, let me know and I could take a look.
Hope it helps