I've updated the treepineforestlog01snow.nif and treepineforestbrokencluster01.nif files to resolve the reported bugs. I've uploaded the fix into the updates section. Because the changes were too minor.
I'm sorry for my long absense. My intentions were to resume to modding in the late September. But a lot of RL drama held me back.
Sorry that I had to update the patch. The engine applied the vertex alpha channel though the flag was disabled in the mesh.
This is hands down the best tree mod bang for buck. I'm trying to keep my game as close to the vanilla feel as possible and don't want the hassle of running Dyndolod. None of the other 20 tree mods I've tried look half this good close up or at a distance. The 2d lods that come with this look great. Massive improvement to vanilla with 0 effort to get it running
So you just plugged and played this mod without generating new LODs? Is there a noticeable visual difference between trees close up and their far away billboards?
Hi! Mod Description: "The Treescale.esm should be as high as possible in your LO. Set it at least 1 position higher than USSEP. This avoids region naming issues and potentially overwritten worldspace fixes."
Do you advise putting the mod in first? Reconfigure the order manually in LOOT? LOOT puts this mod about a hundredth for me. I don't want to interfere with the loading and sorting order in MO2 unless there is a really good reason to do so.
"Higher position" means "higher priority" and not higher in the list of plugins from top to bottom. Higher priority mods/plugins are sorted lower in the list. The priority of the Treescale.esm plugin should be as high as possible and higher than USSEP. LOOT should sort it fine.
Why don't mod authors just tell to place the plugin right under another plugin. Or give some examples withs pics or have it written. This is LOOT's order. It "placed" Treescale.esm right below USSEP in MO's right pane.
Unofficial Skyrim Special Edition Patch.esp Treescale.esm the rest of your plugins
LOOT's order is correct (if you are showing LO from top loading before to bottom loading after and sorting by LO priority).
Terms 'under'/'over' and 'above'/'below' are meaningless and relative to how you are looking at the plugins in your mod manager. The only way it should be described is 'higher'/'lower' priority OR "load before"/"load after". These are absolute rather than a relative descriptions of LO placement.
Ok. That is a clear explanation. But i have another question for this. USSEP disables a lot of trees that Treescale.esm undisables and gets them taller. What about that? Why does USSEP disable those trees?
I'm not sure, but I'll bet it might become apparent if you find a couple of examples the USSEP disables and re-enable them using a patch. My guess is that they were in the way of something or clipping with something. Then ask "what would happen if that tree were bigger or smaller?". Maybe Treescale.esm re-enables them in case they get smaller or the changed size is no longer "in the way".
This mod doesn't replace Reach Tree stumps? may i ask why bcs if it did replace them it would be 10 out of 10 then or maybe there is a mod you mentioned somewhere to be used with your mod that replaces them and i don't know it, if that's the case im sorry then
This uprooted stump (FormID 0xb5f20) should probably have its roots and bark alternate textures removed. The texturesets use Landscape\Trees\TreePineForestBranchCompSnow.dds and Landscape\Trees\TreePineForestBarkCompSnow.dds respectively. These are not included in HLT, so they default to vanilla textures which are incompatible with the HLT stump model. The results aren't catastrophically bad, but it looks a bit wonky. For comparison, here's what the stump looks like after removing the alternate textures (but leaving the landscapesnow02 texture, as it's applied on the earth at the base of the stump and works fine with the HLT model).
Hello. I want to only generate Tree Billboards for my Load order so I can use SSELODGen to generate the tree LOD. I only want to update terrain LOD and Tree LOD with SSELODGen without DynDolod. Please could you direct me on how you used TexGen to generate your Tree billboards.
I already used TexGen tree billboards and then SSELODGen to generate Tree LOD and trees are loading much better in the distance but I want to make sure I have done for all tress in my load order.
are there any specific resources I need to generate Tree Billboards?
I've noticed that HappyLittleTrees.esp overwrites some of the XSCL Scale edits made by the Treescale.esm and changes them right back to vanilla Skyrim's values. Why?
2249 comments
My skinned trees are using a different path now.
You don't need to rerun DynDoLod.
I've uploaded the fix into the updates section. Because the changes were too minor.
I'm sorry for my long absense. My intentions were to resume to modding in the late September.
But a lot of RL drama held me back.
Sorry that I had to update the patch.
The engine applied the vertex alpha channel though the flag was disabled in the mesh.
edit: again log 2
Do you advise putting the mod in first? Reconfigure the order manually in LOOT? LOOT puts this mod about a hundredth for me. I don't want to interfere with the loading and sorting order in MO2 unless there is a really good reason to do so.
Why don't mod authors just tell to place the plugin right under another plugin.
Or give some examples withs pics or have it written.
This is LOOT's order. It "placed" Treescale.esm right below USSEP in MO's right pane.
Unofficial Skyrim Special Edition Patch.esp
Treescale.esm
the rest of your plugins
Terms 'under'/'over' and 'above'/'below' are meaningless and relative to how you are looking at the plugins in your mod manager. The only way it should be described is 'higher'/'lower' priority OR "load before"/"load after". These are absolute rather than a relative descriptions of LO placement.
But i have another question for this.
USSEP disables a lot of trees that Treescale.esm undisables and gets them taller. What about that?
Why does USSEP disable those trees?
Landscape\Trees\TreePineForestBranchCompSnow.dds
andLandscape\Trees\TreePineForestBarkCompSnow.dds
respectively. These are not included in HLT, so they default to vanilla textures which are incompatible with the HLT stump model. The results aren't catastrophically bad, but it looks a bit wonky. For comparison, here's what the stump looks like after removing the alternate textures (but leaving the landscapesnow02 texture, as it's applied on the earth at the base of the stump and works fine with the HLT model).I already used TexGen tree billboards and then SSELODGen to generate Tree LOD and trees are loading much better in the distance but I want to make sure I have done for all tress in my load order.
are there any specific resources I need to generate Tree Billboards?