Now the archive of both replacers contains low poly passthru meshes for 3D lod generation. With these 3D lods there is then also a good performance. The alternatives that are available at Nexus are unfortunately 1:1 full models without optimizations.
Anyone looking for a fix for the tree rotation in Beyond Reach, I have created one https://www.nexusmods.com/skyrimspecialedition/mods/117626?tab=description
Hello, I'm kinda new at this and was wondering why this mod isn't overriding the reach trees from my tree mod (Happy Trees). I hid the reachtree01 and 02 meshes and textures in MO2, but yours still don't show up. Can someone tell me what I'm doing wrong here?
Happy little Trees uses a different mesh-path for the reach trees (meshes -> landscape -> trees -> aHappyLittleTreeMod). The esp points to that path, therefore Reachtree meshes with the regular file path won´t work without a patch. You could create a new folder in Blubbo's mod called "aHappyLittleTreeMod" put in the "trees" folder and drag the reach tree files into it, that should work, though I have not tested it myself yet.
Thank you for the response, and sorry for my late one. I'm a little lost at 'put in the "trees" folder and drag the reach tree files into it' Are you saying to put the contents of 'aHappyLittleTreeMod' folder in Blubbos mod?
No. I'll guide you step-by-step: 1. Open your "Blubbos Tree Replacer for Reach" install path. 2. Inside it, navigate meshes -> landscape -> trees. 3. Here, you should find "ReachCliffTree01.nif", "ReachCliffTree02.nif", "ReachTree01.nif" and "ReachTree02.nif" 4. Inside the trees-folder, create a new folder named aHappyLittleTreeMod 5. Now drag the four nif-files into the newly created folder 6. Make sure Blubbos Trees is loaded after Happy Little Trees, so Blubbos trees can overwrite the Happy Trees. 7. You should be good to go now. ;)
Hi, sorry, I'm trying to figure out how to use all of Blubbo's trees on top of Skyrim 3D trees and plants and having similar issues. This is the closest I've found to a solution and was wondering if you'd be willing to help me?
You have two options, either by a similar procedure as I described before or by creating a patch via SSE-edit. Choose either one or the other, not both at the same time.
Option A - Overwrite Meshes
Spoiler:
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1. Open your Blubbos Tree Replacer for Reach install path and navigate meshes -> landscape -> trees. 2. In the trees-folder, create a new folder named S3DTrees. 3. Copy the following nif files and paste them in the new folder: "ReachCliffTree01.nif", "ReachCliffTree02.nif", "ReachTree01.nif" and "ReachTree02.nif" 4. Inside the S3DTrees-folder: 4a) Rename ReachTree01.nif to S3DTrees_reachtree01.nif 4b) Rename ReachTree02.nif to S3DTrees_reachtree02.nif 4c) Rename ReachCliffTree01.nif to S3DTrees_reachclifftree01.nif 4d) Rename ReachCliffTree02.nif to S3DTrees_reachclifftree02.nif 5. You´re done.
Since 3D Trees keeps its meshes inside a bsa, the Blubbo-files should now overwrite automatically.
Option B - Make a patch via SSE-Edit.
Spoiler:
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There are many good tutorials to make patches with SSE-Edit, way easier to follow than my instructions in broken english. XD But if you want to give it a try immediately, here is how: 1. Open up SSE-Edit and only select S3DTrees NextGenerationForests.esp 2. Open up the Tree-section of the plugin and look for the following entries: - 000B8A73 TreeReachTree01 - 000B8A74 TreeReachTree02 - 000B8A76 TreeReachCliffTree01 - 000B8A77 TreeReachCliffTree02 3. Rightclick on each of them and choose "Copy as overwrite into", then <new file>.esp with esl template 4. Name the new file as you please 5. Now click on each entry in the patch, one at a time. Look for the section "Model" and there "MODL - Model file name". 6. In the patch file, change model file name back to the one you find in the entry in Skyrim.esm (Do NOT change anything in Skyrim.esm, though!) 7. Do this for each of the trees in the patch file, so they all have vanilla paths. (meshes/landscape/trees/ReachTree01.nif etc.) 8. Exit SSE-Edit and save the patch file. Enable it in your load order. Done.
I have an issue where ENORMOUS versions of these trees appear in random places around skyrim and in some new lands mods. It was especially annoying in Beyond Reach where huge trees were all over the oblivion sections of the mod, where they dont fit in at all. I also have a few in the Morthal Swamp. When i go up to them it seems they are just LOD since i cant interact with them or disable them
I cant seem to make Blubbos reach tree work with happy little trees. I have both installed but the blubbos trees dont seem to show up. Any help would be appreciated.
Note: Also i followed a fix from one of the comments below but it seem as though that version only has 1 mod covering both trees and cliff trees... Now as you can see in the files section there are 2 separate mods for that.
Dumb me, I'm the one who posted the issue further down. Forgot all about it. I recently re-installed the game and am modding agan. Trying to learn DynDoDOD. Anyway, that fix works. Just like BDHD instructed. But now I can't get Lods to work. Just get blue squares. Going to make a seperate post for that.
For anyone having issues with LOD, all of the .nif files in the DynDOLOD folder of this mod (all 4 nifs) are NiNode, meaning DynDOLOD will outright refuse to generate LOD for them since they WILL crash your game if loaded in LOD, as the stepmodifications website says. The fix for this is to download nifskope and open all 4 of these nifs, then right click them, click convert, then hover over Bethesda, then select BSFadeNode. This will clear the DynDOLOD errors. Do the same for any other nifs that DynDOLOD detects in this format, or it will skip them. That includes grass!! :)
I'm currently using Happy Little Trees with this mod and followed bdhd's post below on how to make a compatibility patch in SSEEdit for both mods. It seems to be working fine except for these missing textures. Any help would be greatly appreciated. Thanks!
+1 My trees are also at 45 degree angles. At first I thought it was an artistic touch until I realized that it was almost half of all the added trees that are growing diagonally and it looks really strange to be honest. I come back here and immediately notice all the screenshots are of trees growing straight up--you know, like a normal tree. Why do so many of our trees grow sideways!?? Any help? When they're positioned well, these trees are absolutely amazing; I definitely can't go back to a bare Reach :(
I think it's normal for trees to not stand upright. The model of cliff before Replace was not unnatural even if it was small and not upright.The tree needs to be rearranged and modified to resolve this issue. Perhaps the esp file for tree placement that the author uses in the screenshot corrects the angle of the tree. I would like to know if there is another easy fix.
BlubboDE, would you please share the custom tree esp file you are using?
Here's how to fix this problem using SSEedit.Simply modify the XY value of rotatin for TreeReachCliffTree01 and TreeReachCliffTree02 to 0 in SSEedit. Apply this to all Reach Cliff Trees. I think the Blubbos Reach tree is Nexus's best Reach tree model. I hope it helps anyone facing this problem.
Is there a way to do this via xedit script or CK ? Since this would need to be done to every single placed object in the world, that's thousands of records.
Edit - Figured it out, compare all of the placed objects, modify one of them to 0 and then right click + copy that record into all others being compared.
I would assume if no tree placements are part of this mod, it uses the default places outlined in Skyrim.esm, Update.esm and whatever else adds ReachTrees in your load order. You can copy these references to a new plugin in xedit and then apply the tweak mentioned above.
These trees really change up the entire atmosphere of the Reach. Combined with your Markarth and GGUnit’s mossy Markarth, Markarth Outskirts, and Lux Via, I am truly loving this region. Thank you!!!
102 comments
https://www.nexusmods.com/skyrimspecialedition/mods/117626?tab=description
I'm a little lost at 'put in the "trees" folder and drag the reach tree files into it'
Are you saying to put the contents of 'aHappyLittleTreeMod' folder in Blubbos mod?
1. Open your "Blubbos Tree Replacer for Reach" install path.
2. Inside it, navigate meshes -> landscape -> trees.
3. Here, you should find "ReachCliffTree01.nif", "ReachCliffTree02.nif", "ReachTree01.nif" and "ReachTree02.nif"
4. Inside the trees-folder, create a new folder named aHappyLittleTreeMod
5. Now drag the four nif-files into the newly created folder
6. Make sure Blubbos Trees is loaded after Happy Little Trees, so Blubbos trees can overwrite the Happy Trees.
7. You should be good to go now. ;)
Option A - Overwrite Meshes
2. In the trees-folder, create a new folder named S3DTrees.
3. Copy the following nif files and paste them in the new folder: "ReachCliffTree01.nif", "ReachCliffTree02.nif", "ReachTree01.nif" and "ReachTree02.nif"
4. Inside the S3DTrees-folder:
4a) Rename ReachTree01.nif to S3DTrees_reachtree01.nif
4b) Rename ReachTree02.nif to S3DTrees_reachtree02.nif
4c) Rename ReachCliffTree01.nif to S3DTrees_reachclifftree01.nif
4d) Rename ReachCliffTree02.nif to S3DTrees_reachclifftree02.nif
5. You´re done.
Since 3D Trees keeps its meshes inside a bsa, the Blubbo-files should now overwrite automatically.
Option B - Make a patch via SSE-Edit.
But if you want to give it a try immediately, here is how:
1. Open up SSE-Edit and only select S3DTrees NextGenerationForests.esp
2. Open up the Tree-section of the plugin and look for the following entries:
- 000B8A73 TreeReachTree01
- 000B8A74 TreeReachTree02
- 000B8A76 TreeReachCliffTree01
- 000B8A77 TreeReachCliffTree02
3. Rightclick on each of them and choose "Copy as overwrite into", then <new file>.esp with esl template
4. Name the new file as you please
5. Now click on each entry in the patch, one at a time. Look for the section "Model" and there "MODL - Model file name".
6. In the patch file, change model file name back to the one you find in the entry in Skyrim.esm (Do NOT change anything in Skyrim.esm, though!)
7. Do this for each of the trees in the patch file, so they all have vanilla paths. (meshes/landscape/trees/ReachTree01.nif etc.)
8. Exit SSE-Edit and save the patch file. Enable it in your load order. Done.
Just went into the "MOD" folder of Vortex and looked up the folders for Blubbo Reach and Cliff trees.
How would i fix this?
I cant seem to make Blubbos reach tree work with happy little trees. I have both installed but the blubbos trees dont seem to show up. Any help would be appreciated.
Note: Also i followed a fix from one of the comments below but it seem as though that version only has 1 mod covering both trees and cliff trees... Now as you can see in the files section there are 2 separate mods for that.
Anyway, that fix works. Just like BDHD instructed. But now I can't get Lods to work. Just get blue squares. Going to make a seperate post for that.
https://imgur.com/a/HCLbQdV
https://imgur.com/vwcijJ6
I'm currently using Happy Little Trees with this mod and followed bdhd's post below on how to make a compatibility patch in SSEEdit for both mods. It seems to be working fine except for these missing textures. Any help would be greatly appreciated. Thanks!
where is this esp?
found Reach Tree Fixes for Blubbos Tree Replacer for Reach
I would like to know if there is another easy fix.
BlubboDE, would you please share the custom tree esp file you are using?
I think the Blubbos Reach tree is Nexus's best Reach tree model. I hope it helps anyone facing this problem.
Edit - Figured it out, compare all of the placed objects, modify one of them to 0 and then right click + copy that record into all others being compared.
Reach CLIFF trees are the tall trees you see
Reach trees are the shorter trees
they are meant work together.