Skyrim Special Edition

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Aerials

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Aerials92

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About this mod

Simple Trees Randomizer that uses Base Object Swapper to replace trees. Generates random samples of trees to be replaced by other models. Provides the framework for manual setup.

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Description

This is a simple trees randomizer based on a Python script that generates random samples of tree records and assigns them a random model from a manually configured list of models.

This is something I made for personal use but decided to share with the community.
I am not a developer, so programming is not my strongest suit, so the general approach and code may be far from perfect. But as long as it does its job I am fine.

Trees Randomizer includes:
1. A script that selects random tree references to replace and creates .ini file for Base Object Swapper.
3. A script configuration file that allows you to configure the distribution of tree references between models.
2. A framework for customizing replacement models.

In fact, there is no magic here. Each tree entry is assigned a random model from a predefined list of models (up to 5 pieces including vanilla). In other words, each instance of the tree can now randomly refer to a model from a given list.

Example: by default, the TreePineForest01 entry corresponds to the TreePineForest01.nif model. Now this model and 4 additional ones correspond to it: TreePineForest01_1.nif, Tree PineForest01_2.nif, TreePineForest01_3.nif and TreePineForest01_4.nif.

Why do I need this

1. Increases the variety and variability of trees and allows users to choose the settings themselves.
2. Has no worldspace or cell edits.
2. Enables authors to include more different models in their modifications without having to manually place them in the world.

How to use

1. Install the mod using the manager.

2. Open the config file and configure it for yourself:

Here you can:
- Select the ESMs that will be affected by randomizer (Skyrim, Dawnguard, Dragonborn)
- Select the trees that you want to randomize
- Customize the distribution of extra models:

Settings explanation:

Skyrim = true
TreePineForest01 = true
20;20;20;20

To include ESM/tree in randomization simply type 'true' after '=' sign.

20;20;20;20 -- here each number means the share of the additional model in the final distribution.

20;20;20;20 is a default setting.
This means that each of the 4 additional models will be used in 20% of all instances of the particular tree. The remaining 20% of instances will use vanilla record. So, every model will be equally distributed.

If you want to use only vanilla and one additional model, then specify 50;0;0;0. Placing zero deactivates the use of corresponding model. In this case TreePineForest01_2, TreePineForest01_3 and TreePineForest01_4 are deactivated and only TreePineForest01 _1 is used along with vanilla record. 

The total value should not exceed 100, negative values are not allowed.
I hope this setting is now clear.

3. Configure the models to be used.

There are two ways to set up replacement models:

1) Manually place models in folders with tree names. For example, the folder for TreePineForest01 should have files: TreePineForest01_1,TreePineForest01_2, etc. depending on how many models you use.

2) Make an esp patch in xEdit and manually assign the path to the model from any tree mod. For example, if you use 3d trees, then you can specify the path "landscape\trees\S3DTrees\S3DTrees_treepineforest01.nif" for TreePineForest01_1 record.

4. When you are ready, run the RandomForest script, it will generate RandomForest_SWAP.ini file for Base Object Swapper.

5. Launch the game and pray everything just works.

6. Check po3_BaseObjectSwapper.log in My Games/Skyrim Special Edition/SKSE to see if swapping process completed successfully.

Script should be activated only once, there is no need to run it before every launch. If you are not satisfied with the ingame result, start over, reconfigure and run script again. There should be no issues with save files. Don't be afraid to experiment. The scariest thing you can get is the missing models and lods placed instead.

I also do not recommend you to go crazy and change everything at once. Try using 1-2 extra models for couple of trees first.

Other files except RandomForest.esp , _SWAP.ini and meshes folder can be deleted after generation if you are not planning to regenerate. They are only required for script to run properly. 

RandomForest.esp can be placed anywhere in your load order.

LODs

As for DynDOLOD, all I can do is refer to this article:
https://dyndolod.info/Mods/Base-Object-Swapper

It states:
DynDOLOD reads every *_SWAP.INI present in the games data folder and applies the base record swapping for each affected reference before generating LOD, thus applying the base record swap to all LOD types if applicable.
If *_SWAP.INI config files are added or changed after generating LOD, there can be visual differences. In that case consider updating LOD or generating from scratch as usual.

Credits

powerofthree for Base Object Swapper

My mods

Holy Mountains
Varied Chests SE