Hello, I know it's a problem that's existed since the game was created, but is there a parameter in the .ini files that would improve the display of tree branches over an average distance ? Sometimes I only see the tree trunks and the branches appear when I get closer. It's rather ugly aesthetically and I'd like to do something about it. It's winter at the moment in Skyrim, but I remember that the problem is the same in any season. I use SSElodGen and DynDOLOD but with 2D trees, my game has always been better. Thanks in advance for your answers.
Nice, I'm always in for a few extra trees, I'm sure it's going to look good with Traverse the Ulvenwald, would you mind uploading it to Oldrim ? Because the version currently online, is still replacing trees,
I'm gonna try to convert it with the Script and Cathedral Optimizer,
Edit : Sadly, with this method, I have purple trees and exclamation marks everywhere, a proper port would be dope, i'm going to use it with Skyrim Special Edition
Hey grvulture, I always forget this mod when I'm looking for my "perfect" setup. Right now I have Fabled Forests installed. Would this work in combination with that, or look too out of place? Would a better mix be with Traverse the Ulvenwald?
In theory Fabled Forest should work with it as it takes the tree positions of Traverse the Ulvenwald and places the assets of Happy Little Trees in there place. Both mods "work" with your mod, or so I've read. But I'm running through my Synthesis and DynDOLOD for it now so I guess we will see. Traverse the Ulvenwald gave me blue trees, so there must be a texture/path snafu I need to investigate for that setup. If I go with it. Right now it has better fps and VRAM usage than Nature of the Wild Land with Skyrim 3D Trees.
Sorry for asking such a basic question. If I want to correct parts that overlap with other terrain or city expansion mods, can I just use xedit to delete the parts that overlap with each mod from the world space?
Pop-out only happens when a LOD model exists on the *.bto supermesh but has no reference in the source plugin. Typically, this requires regeneration of LOD from scratch. While in an exterior cell in your latest save game, go to DynDOLOD MCM, and disable DynDOLOD. Then go to an interior cell, and save the game (this is the save game you will load with the new DynDOLOD output.
Make sure the latest versions are used and that Veydogolt Trees - Extra Trees mod assets override those of Veydogolt Trees, delete or disable existing DynDOLOD/TexGen output mods, and regenerate. After regenerating TexGen/DynDOLOD and replacing those outputs with the new ones, everything should work properly when exiting the interior cell in that last save ("DynDOLOD Successfully Initialized" message should appear shortly after).
If you continue to have this problem after verifying your mod list and plugins are all prioritized correctly and enabled, it would be helpful if you post with your DynDOLOD debug log on the official support forum where sheson can help track down your issue. This will tell us if it's something specific to your setup or if there's an issue with Veydogolt plugins.
I'm having this problem as well. I followed the guide and installed both 3d LOD files. It seems like Dyndolod expects there to be a tree there, but it isn't.
I assume that last screen is the suspect tree in the loaded cell, which should be impossible to see if what the issue being described is true ... I don't think it's the same tree.
Test if the tree is there in the loaded cell but invisible. Keep walking toward the LOD tree after it disappears and see if you collide with it. If that's the case, then it's an invisible tree that is related to optimization of the full tree using CAO or SNO or some other edit to the full NIF that renders it invisible.
Alternatively, someone post your DynDOLOD logs and a description of your issue on the official DynDOLOD support forums.
Nothing is overwriting this mod other than a single texture (treepineforestbarkcomp.dds) that is not used on this tree, and I tried reinstalling the mod but it didn't help.
I replaced textures with a vurt_coniferbark.dds from Skyrim Flora Overhaul but that didn't work so it made me think it wasn't a texture issue, but a mesh one. So I played around with treepineforest04.nif and found two ways to remove the rainbow:
Unfortunately disabling vertex colors makes the leaves invisible at certain angles and CAO makes it look like ass.
I don't know how meshes work and I'm probably embarrassing myself but are you 100% sure this nif is configured properly? The only other possibility I can think of is there is some mod I have that causes vertex colors on some specific meshes to not display properly, but I don't even know where to start...
The branches should not be impacted by disabling vertex colors on the trunk mesh. It's a separate mesh in the model. try disabling them only on the trunk:
12 NiTriShape > 13 NiTriShapeData
Change "Has Vertex Colors" on that node to 'no' and see what happens.
PS: 14 BsLightinShaderProperties (on the trunk mesh) has no Vertex Colors flag set, so I'm not sure you are talking about the same tree. Be certain no other mod is providing treepineforest04.nif (i.e., run ONLY VT - Extra Trees without any other tree mod that has this tree.)
It's definitely the mesh from your mod and yes I'm only talking about 13 NiTriShapeData and 8 NiTriShapeData.
I touched the leaves mesh because the leaves are rainbow too, but the tree is so tall that it's hard to notice, especially with my ENB. I haven't done a full playthrough yet but this tree also doesn't appear to be super common and when I only turned off vertex colors for the trunk, the disappearing leaves glitch was fixed so I think this is acceptable for now. Thank you for the suggestion!
I just swapped to happy little trees over Simply Bigger Trees and I've noticed a huge lack of...foliage(?) in a handful of areas that used to be mostly covered with low hanging branches and what not.
So...I started looking for mods that I can combine with HLT, the HLT - Shrubs standalone, and Whiterun's borealis forest...came across Veydogolt Trees from a Bards College video...and then found the this add-on for it. Just a quick once over by Riverwood, and this is exactly what I was looking for. It fills in enough gaps left by the SBT size, combined with nolvus grass mash-up....it's absolutely perfect.
In the future, I'll probably end up getting your tree mod, but for now I'll give HLT a run. Awesome work . 100% endorsed.
what about the loading order? is this how it should look like? Skyrim.esm Update.esm Dawnguard Hearthfires Dragonborn ... Veydogolt trees Veydogolt extra trees ...
89 comments
I know it's a problem that's existed since the game was created, but is there a parameter in the .ini files that would improve the display of tree branches over an average distance ? Sometimes I only see the tree trunks and the branches appear when I get closer. It's rather ugly aesthetically and I'd like to do something about it. It's winter at the moment in Skyrim, but I remember that the problem is the same in any season. I use SSElodGen and DynDOLOD but with 2D trees, my game has always been better. Thanks in advance for your answers.
is this mod compatible with seasons ? I am in winter and some trees have no snow.
I'm gonna try to convert it with the Script and Cathedral Optimizer,
Edit : Sadly, with this method, I have purple trees and exclamation marks everywhere, a proper port would be dope, i'm going to use it with Skyrim Special Edition
Could you port it to Oldrim ?
https://ibb.co/JFJpGYh
I suspect it's because /extras/treepineforest04.nif uses NiTriShape, which is designed for Skyrim LE, not BSTriShape, which is required for Skyrim SE?
Traverse the Ulvenwald gave me blue trees, so there must be a texture/path snafu I need to investigate for that setup. If I go with it. Right now it has better fps and VRAM usage than Nature of the Wild Land with Skyrim 3D Trees.
If I want to correct parts that overlap with other terrain or city expansion mods, can I just use xedit to delete the parts that overlap with each mod from the world space?
I just had a problem that there are tree lods for trees that vanish when getting into the rendered area.
So instead of popins I had popouts - something I didn't have before.
So I sadly had to disable this addon.
I only tested at whiterun stables looking in western direction but there it was obvious after a few steps.
Maybe you could check if it is a general problem or could give me an advice how I can fix this on my end?
Make sure the latest versions are used and that Veydogolt Trees - Extra Trees mod assets override those of Veydogolt Trees, delete or disable existing DynDOLOD/TexGen output mods, and regenerate. After regenerating TexGen/DynDOLOD and replacing those outputs with the new ones, everything should work properly when exiting the interior cell in that last save ("DynDOLOD Successfully Initialized" message should appear shortly after).
I usually even clean my save before enabling the fresh from scratch generated outputs.
But I will try again because the additional trees really spice up the landscape.
v6gASbHryE9Y8rXHY92d.png (1920×1080) (imgeasy.com)
I think this is the tree that Dyndolod thinks is supposed to be there:
1TZ5VFUpDB8AoJqpjri1.png (1920×1080) (imgeasy.com)
Here is a video of the problem:
https://youtu.be/fBZxf_6j2tk
Test if the tree is there in the loaded cell but invisible. Keep walking toward the LOD tree after it disappears and see if you collide with it. If that's the case, then it's an invisible tree that is related to optimization of the full tree using CAO or SNO or some other edit to the full NIF that renders it invisible.
Alternatively, someone post your DynDOLOD logs and a description of your issue on the official DynDOLOD support forums.
I replaced textures with a vurt_coniferbark.dds from Skyrim Flora Overhaul but that didn't work so it made me think it wasn't a texture issue, but a mesh one. So I played around with treepineforest04.nif and found two ways to remove the rainbow:
Unfortunately disabling vertex colors makes the leaves invisible at certain angles and CAO makes it look like ass.
I don't know how meshes work and I'm probably embarrassing myself but are you 100% sure this nif is configured properly? The only other possibility I can think of is there is some mod I have that causes vertex colors on some specific meshes to not display properly, but I don't even know where to start...
12 NiTriShape > 13 NiTriShapeData
Change "Has Vertex Colors" on that node to 'no' and see what happens.
PS: 14 BsLightinShaderProperties (on the trunk mesh) has no Vertex Colors flag set, so I'm not sure you are talking about the same tree. Be certain no other mod is providing treepineforest04.nif (i.e., run ONLY VT - Extra Trees without any other tree mod that has this tree.)
I touched the leaves mesh because the leaves are rainbow too, but the tree is so tall that it's hard to notice, especially with my ENB. I haven't done a full playthrough yet but this tree also doesn't appear to be super common and when I only turned off vertex colors for the trunk, the disappearing leaves glitch was fixed so I think this is acceptable for now. Thank you for the suggestion!
So...I started looking for mods that I can combine with HLT, the HLT - Shrubs standalone, and Whiterun's borealis forest...came across Veydogolt Trees from a Bards College video...and then found the this add-on for it. Just a quick once over by Riverwood, and this is exactly what I was looking for. It fills in enough gaps left by the SBT size, combined with nolvus grass mash-up....it's absolutely perfect.
In the future, I'll probably end up getting your tree mod, but for now I'll give HLT a run. Awesome work . 100% endorsed.
is this how it should look like?
Skyrim.esm
Update.esm
Dawnguard
Hearthfires
Dragonborn
...
Veydogolt trees
Veydogolt extra trees
...