Using the 33% version with Enhanced Vanilla Trees and was surprised how much I liked this mod. Forests are less cluttered and I get to keep the big trees while gaining FPS!
Proper answer : I parsed trees manually in the whole skyrim "world", it includes every "cells" in this "world area" then applied a script to reduce their amount per kind of tree. It's similar to grids on maps in reallife. Each cell contains informations about position of trees on specific spots of the map. To do it on the choosen specific cells take a good amount of time because each cell needs to be identified manually on the skyrim map with weird offset like "-5,10". Falkreath is composed of many cells, not only the city but the environnement around, then you would need to identificate where you stop
i tried that with my "no tree whiterun to rorikstead" plugin on another modpage, it's a lot of work to do it by hand.
i can give you the methodology to do it if you wish
use the console, open it with ², click on the branch to get it's id, write disable, press enter poof!
however it's only permanent for the actual save
if you miss the target, you can re enable actually selected item with "enable", even if you dont see it anymore. if you click somewhere else, you cant select it again once it's removed. You need to get the id of the object in the skyrim plugin with the CS kit to re enable it.
there is like 5 branches like this one in different areas, easy to do manually when you find them while you travel.
also, you can create plugins with see edit to disable thoses items.
Damn I wish there was a falkreath specific version of this mod I went from 40 to 75fps from just the 66% version at the spawn point of falkreath(which was the main problem area Ive noticed)
Noob question but is this compatible with any Tree mods like Ulvenwald? Honestly just got here through a potential FPS Boost my pc can run ulvenwald without this but just thought that it also wouldn't hurt to save on fps.
yes it is compatible by default but not how you may expect it:
LVT modifies the "placement" of the trees, it tells the game "hey, this specific tree at this exact location here doesnt exist, so dont render it". It only works for "vanilla" references, the trees objects in the base game.
It cannot modify the extra trees added by another mod.
However, if ulvenwald modifies already existing trees in the base game, yes they will be removed when lvt is loaded after ulvenwald.
TLDR: If ulvenwald adds extra trees and modifies vanilla ones too, you get the extra trees without reduction and the modified vanilla trees reduced by 33/50/66 depending on the LVT plugins you choose .
I've done a personal backport. There's an XEdit script that is very helpful, there's a lot of water records that need to be corrected for LE. You will want to check height records as well.
got it working, corrected the water records, but not 100% sure on how i can make it work with mods that make trees bigger, right now it's just a mix of big and small trees
it was not a mainstream when i created the mod. It's also console compatible with esp. Also, why would it be better? the only downsides of esp (fe) are the provided required patch for region data because of ussep/heartfire, or a bashed/smashed/synthesis patch. They are anyway needed in a good load order.
If someone makes an equivalent with base object swapper, we could compare how the executable handles the modifications of so many refs.
That's all good. I only wanted to know whether you purposely avoided BOS or not.
The upside of BOS, as you already mentioned, that it would eliminate the need for any patches. I'm guessing you disabled each tree here by reference? BOS could also be used to randomly disable, say 50% of the trees, although it would be totally random.
i did it by script that removes a percentile of references of a base object, that's random enough, the distribution is not perfectly even in every cell but that's fine i guess.
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Proper answer : I parsed trees manually in the whole skyrim "world", it includes every "cells" in this "world area" then applied a script to reduce their amount per kind of tree. It's similar to grids on maps in reallife. Each cell contains informations about position of trees on specific spots of the map. To do it on the choosen specific cells take a good amount of time because each cell needs to be identified manually on the skyrim map with weird offset like "-5,10". Falkreath is composed of many cells, not only the city but the environnement around, then you would need to identificate where you stop
i tried that with my "no tree whiterun to rorikstead" plugin on another modpage, it's a lot of work to do it by hand.
i can give you the methodology to do it if you wish
Reference image
Edit: I'm using this mod Delete Hawk Nests that already deleted the nest but the branch still there.
poof!
however it's only permanent for the actual save
if you miss the target, you can re enable actually selected item with "enable", even if you dont see it anymore. if you click somewhere else, you cant select it again once it's removed. You need to get the id of the object in the skyrim plugin with the CS kit to re enable it.
there is like 5 branches like this one in different areas, easy to do manually when you find them while you travel.
also, you can create plugins with see edit to disable thoses items.
Can effectively solve the problem of floating bird nests
I went from 40 to 75fps from just the 66% version at the spawn point of falkreath(which was the main problem area Ive noticed)
LVT modifies the "placement" of the trees, it tells the game "hey, this specific tree at this exact location here doesnt exist, so dont render it". It only works for "vanilla" references, the trees objects in the base game.
It cannot modify the extra trees added by another mod.
However, if ulvenwald modifies already existing trees in the base game, yes they will be removed when lvt is loaded after ulvenwald.
TLDR: If ulvenwald adds extra trees and modifies vanilla ones too, you get the extra trees without reduction and the modified vanilla trees reduced by 33/50/66 depending on the LVT plugins you choose .
LVT cannot erase New trees thoo :p
Also, why would it be better? the only downsides of esp (fe) are the provided required patch for region data because of ussep/heartfire, or a bashed/smashed/synthesis patch. They are anyway needed in a good load order.
If someone makes an equivalent with base object swapper, we could compare how the executable handles the modifications of so many refs.
The upside of BOS, as you already mentioned, that it would eliminate the need for any patches. I'm guessing you disabled each tree here by reference? BOS could also be used to randomly disable, say 50% of the trees, although it would be totally random.