Will this work okay with Enhanced Landscapes since AcceeQ changed it last year?
I like using the 1.65 version of EL because I really like his tree and grass plugins. I haven't seen too much referring to what it is currently compatible with. I simply want to make sure, if anyone knows it would be a big help since I want to check mark this in the LO with Enhanced Landscapes 1.65.
Hi kojak747, dont know if you are still modding by the time. But if so and if you are interrested in it, a version for the new seasons of skyrim mod would be awesome. so far you already got trees for spring, summer and autmn and would only need a leafles variant for the winter. I would really appriciate a seasons version, because I just love your trees!
It would be amazing! I am now trying to create an autumn/winter variation using Oaks Mixed Greens and Oaks Autumnal Colors. It wouldn't be perfect in winter, but it would be better than green trees. My plan is to install both mods and remove from Oaks Autumnal Colors, through SSEdit, the formids and worldspace entries, so that only the entries of "trees" are left. Next I would create an .ini file, following the guidelines in "Seasons of Skyrim SKSE", for swaping the trees from Oaks Mixed Greens by the trees from Oaks Autumnal Colors in autumn and winter seasons. So, Oaks Mixed Greens would be the base (keeping the formid and worldspace entries) and Oaks Autumnal Colors would just provide the tree models to swap in autumn and winter. It seems feasible to me. The question I have for now is regarding the generation of lod. That's because the texture files in the "textures > lod > ztrees" folders have the same name in both mods and I don't know how I could rename the files of one of the mods without causing a problem.
SOS version is planned, waiting for the dust to settle before going crazy with it. re winter oaks, the problem is the leafless variant does not have a good base model. It looks basic, low poly and arent visually appealing. Assuming SOS turns that Solitude area to snow, a snow covered version of the leaves would be better IMO
re Lods, assuming DynDOLOD handles it, there will be documentation probably in www.dyndolod.info
I just stopped by to say that, in the first test, everything was fine. All green oaks swapped to orange in autumn. Fantastic! I haven't run TexGen and Dyndolod yet to see the results. I hope it works.
I've never had success with the generated Dyndolod results for the autumnal colors version. I've followed the directions but they still look horrible (see post below with screenshots).
So now I just would like to use the FULL version for all distances. There aren't that many trees so I don't care about the performance hit. How would I specify that in the Dyndolod generation (configuration) screen? As I remember I put the name of the NIF files and set the 4 LOD assignments to FULL but they still looked bad after generation. Anyone know the correct way to do this?
Ive looked over the images and they actually look correct - The Ultralod textures are too bright though and could do with being darkened by 50% plus. That may need to be edited via the nif Vertex colours, possibly something else...
I'll take a look at it after I've done the SOLAS ENB update - then I've got the ESD patches to go over. Once thats out the way, I'll come back and see if I can sort something out.
Dilon Vul contains reachtree02_AF4E809Bpassthru_lod.nif, which I think is a leftover from Myrkvior development. This LOD model matches the CRC for the Myrkvior reach tree I think, so it is a valid LOD replacement. The problem is that it has the leafy branches, but the full model doesn't.
So anyone using Dilon Vul with Myrkvior (probably many) and overwriting Myrkvior with Dilon Vul may have noticed leafy reach trees at a distance that pop into less leafy versions when close. Deleting the LOD model I indicated previously resolves, if I recall correctly.
Depends - which records are being conflicted? If any of the tree base records from ELOS are being overwritten, thats bad as that means oaks are now vanilla trees.
Hey kojak747, I finally found the cause of arrows not sticking in the trees. It's because the material was never set in the meshes in the bhkConvexVerticesShapd branch. It was set to 0, so I set that to SKY_HAV_MAT_WOOD and that fixed the problem for all 4 types of tree. Not sure if that's the "proper fix" or not, but it worked.
That's the good news. The bad news is that the collision meshes don't line up very well for the 2 branching trees (treeoak05.nif and treeoak05a.nif) as seen below; looks like a single collision mesh goes up between the 2 branches:
Spoiler:
Show
And the collision mesh for treeoak03.nif is set so large the arrow never reaches it:
I wonder if that's why it was disabled in the first place - easier to disable the collision mesh than edit it, which afaik requires editing in blender, so the collision mesh matches the model. That's currently outwith my skillset but I'll keep it in mind if I can find some way to resolve it.
I notice the trees swallow my arrows, meaning if I shoot arrows at trees in this mod they just disappear instead of sticking in it. Why would I go around shooting trees? I don't know, I just do. Point me in the right direction (nif or esp change?) and I'll make the changes...
I'm using the autumnal color addon, and when I check treeoak03.nif (or any of the others) the top-most node has Colllision Object set to [bhkCollisionObject] but the trunk mesh itself is set to "None". I compared Enhance Vanilla Trees and they have the same values. So I'm not sure what I'm looking for.
What did you change? The LODs still look bad, and the trees still swallow my arrow. Yes I did run dyndolod (alpha) again using the directions in your sticky.
Get the formIDs of the offending trees in the console, then find and compare them in your DynDOLOD tree report to identify full model, hybrid lod passthru and billboardformID then cross reference that with your MO data tab to see the conflict winners and losers.
I saw that the billboards were updated for the Autumnal Colors version, so I downloaded the new version, ran dyndolod (I use version 3 Alpha), and had these bad results:
Spoiler:
Show
Then I saw your sticky above, so I removed everything in Textures/Terrain/Lodgen, reran dyndolod, but had the same results:
Spoiler:
Show
Using tfc in the console, I moved the camera close to where the fulls meet the LODs; the tree on the right is full and the one on the left is the mismatched LOD:
Spoiler:
Show
Did I do something wrong? After several months of trying to get proper LODs for the autumnal version I've still made no progress. :(
100 comments
You must disable any existing billboard files that come with this mod,
they are located at Textures/Terrain/Lodgen
then you run the latest TexGen Alpha,
then you run the latest DynDOLOD 3 Alpha.
You can also download updated and improved 3D Lods for this mod here
I like using the 1.65 version of EL because I really like his tree and grass plugins. I haven't seen too much referring to what it is currently compatible with. I simply want to make sure, if anyone knows it would be a big help since I want to check mark this in the LO with Enhanced Landscapes 1.65.
Great work as always.
I am now trying to create an autumn/winter variation using Oaks Mixed Greens and Oaks Autumnal Colors. It wouldn't be perfect in winter, but it would be better than green trees.
My plan is to install both mods and remove from Oaks Autumnal Colors, through SSEdit, the formids and worldspace entries, so that only the entries of "trees" are left. Next I would create an .ini file, following the guidelines in "Seasons of Skyrim SKSE", for swaping the trees from Oaks Mixed Greens by the trees from Oaks Autumnal Colors in autumn and winter seasons.
So, Oaks Mixed Greens would be the base (keeping the formid and worldspace entries) and Oaks Autumnal Colors would just provide the tree models to swap in autumn and winter. It seems feasible to me.
The question I have for now is regarding the generation of lod. That's because the texture files in the "textures > lod > ztrees" folders have the same name in both mods and I don't know how I could rename the files of one of the mods without causing a problem.
re Lods, assuming DynDOLOD handles it, there will be documentation probably in www.dyndolod.info
I haven't run TexGen and Dyndolod yet to see the results. I hope it works.
So now I just would like to use the FULL version for all distances. There aren't that many trees so I don't care about the performance hit. How would I specify that in the Dyndolod generation (configuration) screen? As I remember I put the name of the NIF files and set the 4 LOD assignments to FULL but they still looked bad after generation. Anyone know the correct way to do this?
I'll take a look at it after I've done the SOLAS ENB update - then I've got the ESD patches to go over. Once thats out the way, I'll come back and see if I can sort something out.
Dilon Vul contains reachtree02_AF4E809Bpassthru_lod.nif, which I think is a leftover from Myrkvior development. This LOD model matches the CRC for the Myrkvior reach tree I think, so it is a valid LOD replacement. The problem is that it has the leafy branches, but the full model doesn't.
So anyone using Dilon Vul with Myrkvior (probably many) and overwriting Myrkvior with Dilon Vul may have noticed leafy reach trees at a distance that pop into less leafy versions when close. Deleting the LOD model I indicated previously resolves, if I recall correctly.
It's been a while, so memory is fading.
That's the good news. The bad news is that the collision meshes don't line up very well for the 2 branching trees (treeoak05.nif and treeoak05a.nif) as seen below; looks like a single collision mesh goes up between the 2 branches:
And the collision mesh for treeoak03.nif is set so large the arrow never reaches it:
Then I saw your sticky above, so I removed everything in Textures/Terrain/Lodgen, reran dyndolod, but had the same results:
Using tfc in the console, I moved the camera close to where the fulls meet the LODs; the tree on the right is full and the one on the left is the mismatched LOD:
Did I do something wrong? After several months of trying to get proper LODs for the autumnal version I've still made no progress. :(
Probably just misplaced?