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
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?
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.
What is it with treepineforestcutstumpsnow02.nif? The snow on top always is greyish instead of snowy white. Anybody an idea. Tried a few things but did not work
I have the same problem. I've tried applying several different material objects on it (even ones that are pure white(255,255,255)) in xedit, but unfortunately the problem persists.
You can use either the latest version or v1.01 without using DynDOLOD. Both work fine without DynDOLOD. You will have vanilla trees in LOD unless you also run the 1.01 Tree Billboards file which best matches HLT 1.01.
2242 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.
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?
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.
Anybody an idea. Tried a few things but did not work