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Lancegeis

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  1. lancegeis
    lancegeis
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    This mod cannot erase "persistent" trees. I wont edit this as it requires manual removal of a flag for EACH trees in a cell :)
    Also some may be needed by the game for different reasons. Anyway, it happens for only a small number of trees.
  2. makemelogin
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    Please if possible will you patch the mod to remove the bird nests , BeeHives , Moss, ,Mushrooms , and critter landing points as well from trees ?  I can accept if this means they will all disappear.  Thanks a lot!
    1. mikeboydus
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      I can't find a mod for nests, but there are these 

      Remove Floating BeeHives
      https://www.nexusmods.com/skyrimspecialedition/mods/96625

      Remove Hanging Moss From Trees
      https://www.nexusmods.com/skyrimspecialedition/mods/64828

      Mushroom Remover for Dead Trees
      https://www.nexusmods.com/skyrimspecialedition/mods/60503

    2. lancegeis
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      thank you very much for this list of mods :)
      I add that, a bashed patch would prevent problems, if you are beginner to modding, this mod but also every mods that edits location data could induce problems with hearthfire.

      if you do not use a bashed patch from wrye brash (https://www.nexusmods.com/skyrimspecialedition/mods/6837), i recommand to use the less vanilla tree patch which should prevent most if not all problems. (it doesnt require less trees), it works for both mods.
      https://www.nexusmods.com/skyrimspecialedition/mods/43363?tab=files&file_id=395694
  3. Emulatour
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    I love this mod and the feeling it gives to Skyrim, specially if you're using the right grass mods for your tastes. The low vegetation and the odd lonely tree give a great atmosphere to the land. Entering Redbag's Falkreath (or any settlement for that matter) on a foggy and misty day, with the giant structures from 'Ancient Land' and 'Enhanced Landscapes' shadowing on the horizon, give it an eerie and moody feeling.

    Go listen to something like 'The Bard's Tale IV' soundtrack while traveling these lands, walking into Riverwood or through the shore streets of Dawnstar. Sometimes feels like playing 'Hellblade, Senua's Sacrifice'. (Truth to be told, the 'The Bard's Tale IV' soundtrack is perfect for any way you play Skyrim)

    Always love it. Always trying to use it. It's the floating nests that destroy the immersion, like the one right exiting Riverwood, on the journey to Whiterun.

    Perphaps a good solution would be the other way around. Instead of trying to remove those assets, that have nests, beehives, moss, etc. and are part of the gameplay, perhaps finding a way to leave the object-tree there. Like a lone giant in the wilderness, or part of a isolate regional tree mod (like Blubbos').

    Ideally, that asset could be 'just' an instruction to leave the tree there (so it can be substituted by any alternate tree mod you use).

    Probably a lot of work. I'm no modder, unfortunately. Just wishing. Mostly to say thanks for this mod. It is great.
    1. lancegeis
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      thank for your fair comment, i'm happy that it fits yours tastes. For the nests, you can remove then with the console but yeah, it breaks immersion, or use this mod https://www.nexusmods.com/skyrimspecialedition/mods/105994?tab=posts . Otherwise, if someone could give me a list of all the trees ID   that have nests or branches independent i could make a patch to re enable them.

      i'm a bit ocd myself so i understand the problem fully, and i lived with it for years:p
    2. Emulatour
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      Thank you for your comment (and sorry for the late reply; thought Nexus would warn me of it).

      Really wish I could make that list. But these days it's totally above my head. Still, going to do some researches on the worldwide web and see if I can find a miracle.

      It is a great mod for what it gives, specially in conjunction with mods like ancient land, enhanced landscapes, and anything that give mists and fogs for that eerie feeling.
  4. ServalKhajiit217
    ServalKhajiit217
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    Thanks for it!

    How much FPS it will boosted? I didn't test already.
  5. SilkroadOnline
    SilkroadOnline
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    10/10 would be an awesome meme like: ''imagine a skyrim with no vanilla trees''
  6. tritonforge
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    would you consider a remove Morthal/marsh trees version? pine trees there seem out of place. no worries if not, thank you for this!
    1. lancegeis
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      it's a lot of work and, i dont really mod skyrim anymore, so i wont do it. It's a good idea but the process is really a chore.
  7. QuagaarWarrior
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    Thanks for this lancegeis, using your Reach tree lite and you've just saved me a lot of time doing this myself. Endorsed.

    Removing the Reach trees has resulted in quite a bit of floating hanging moss. Is there a quick way of removing these? If not I will be disabling them manually myself - would you like the formIDs or is this outside of the scope of this mod?
    1. lancegeis
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      Some beehives, mosses and nests can float around. If it really bothers you, use This mod.
      but mosses and beehives will DISAPPEAR from your game despites still being activable, it's not ideal but it fixes the graphical problem

      get the meshes for mosses and put them in your mesh folder with the correct patch

       meshes/plants/florahangingmoss01.nif
       florahangingmoss02.nif
       florahangingmoss03.nif

       for beehives, use the beehive option, for birdnest i will think about a solution.



      if you want to do it manually, it will take an insane amount of time. However if you get the form ids, i definitively want thoses ids ^^ as they are necessary to publish a global fix.
    2. QuagaarWarrior
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      Bumpy bumpy.
      Just uploaded a mod to Nexus that should help people using your No Reach Trees component lancegeis
      https://www.nexusmods.com/skyrimspecialedition/mods/64828
    3. lancegeis
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      a very good approach, thank you ! i added it to the front page
  8. dantexzeg
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    hey what vanilla trees billboards are you using ? because dyndolod says it cannot find tree LOD billboards required to create tree LOD 
    1. lancegeis
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      i dont use vanilla trees billboard because my trees are modded.

      I suggest that you Read The Fukin Manual (RTFM, the help doc given with dyndolod), it explains how to use Texgen64, this is needed to create your own billboard. Otherwise there is only one billboard mod on the nexus for vanilla tree and it will work fine for the purpose of removing the trees.

      I know that it sounds stupid to need a billboard to remove the  tree lod but unfortunately dyndolod has no ways to know that we are doing this.
  9. cubbyman1
    cubbyman1
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    will this also take care of vanilla LOD trees?
    1. lancegeis
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      Of course, if you follow the advices in the front page.
  10. Levmyshkin
    Levmyshkin
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    I would love to have this mod for the Legendary Ed.  :(
    1. klydeking
      klydeking
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      There are several LE mods that remove trees, with the same problem with floating moss, beehives, and bird spawn points.
    2. lancegeis
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      but mine is modular! ;)
  11. KindThinker
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    Hi, Lancegeis! Wishing you all the best and thank you for your wonderful mod!  Would you please consider to make a support for such essential birds mods like Skybirds // Birds of Skyrim // Birds And Flocks? I mean, keep those trees with bird's nests and landing spots on trees. Your patch could splve the problem in one of two ways - keep the trees or inhibit content from bird mods.
    1. lancegeis
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      if i remember correctly, thoses mods set the trees to permanent so they cant be disabled, if you load them lower in the load order it should be fine
  12. MrsTaewa
    MrsTaewa
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    Hello Iancegeis, may I ask if this Mod also effects Solstheim?
    1. lancegeis
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      Since the update, use No vanilla tree Full + No soltheim tree to remove all trees from solstheim.