[RELz] Autumn Trees

Post » Wed Mar 30, 2011 12:58 am

In fields where grass grows tall
Golden carpets swell and whisper
Autumn trees will weep


== Autumn Trees v1.1 ==

This mod adds Vacuity's falling leaves particle effects to the trees in the northern regions of Cyrodiil (the ones that look like autumn trees). I always thought Vacuity made a great effect there, but I haven't seen it used anywhere yet.


= Installation =

Put the 'meshes' and 'textures' folders as well as the 'PTAutumnTrees.esp' into your data folder and check the 'PTAutumnTrees.esp' in the launcher. If you want more or less falling leaves check the instructions below.


= Altering the amount of leaves =

In the archive is a folder called 'LEAF_FREQUENCY_VARIATIONS'. In this folder you will find 5 different frequencies of falling leaves, ranging from 0 (DISABLE, means no falling leaves) to 4 (ULTRA_HIGH, means crazy amount of falling leaves). Now you can pick a frequency for each type of tree and copy it over the nif in the meshes\VC\PTFallingLeaves folder. That way you can disable leaf effects for certain trees or increase/decrease frequency. The higher the frequency, the bigger the performance impact is obviously. By default the english oak has high frequency (since it is more spread out than the other trees) and all other trees have medium frequency.


= Compatibility and Bugs =

This mod places the particle effects directly so any mod that heavily alters the northern areas of Cyrodiil (by adding and most importantly removing trees) may conflict. This is probably mostly true for Unique Landscapes - Lush Woodlands and Unique Landscapes - Arrius Creek. The mod will still work however, but some trees might not be affected and if the author removed any trees then falling leaves may come out of nowhere. You just have to try, I don't think it will look bad even with UL loaded.

Due to the way particle effects work the leaves have no normal map and thus are not affected by fog. This may look a bit strange during a thunderstorm or foggy weather.


= Changelog =

v1.0

- intital release

v1.1

- added leaf effects to young trees and english oaks so the mod covers the whole northern part of Cyrodiil (transition area between green trees and snowy trees)
- added more leaf frequencies and the option to disable certain leaf types


= Credits =

Vacuity for his (her?) awesome falling leaves particle effects

http://www.tesnexus.com/downloads/file.php?id=35590


= Permission =

The particle effects are a modder's resource made by Vacuity so if you use them give credits to Vacuity and not me! You can do with this esp whatever you want.


http://www.youtube.com/watch?v=GPjYXJ7-MOs

http://www.tesnexus.com/downloads/file.php?id=36561
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Nick Pryce
 
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Post » Wed Mar 30, 2011 10:28 am

Very very nice. I've added a few of these awesome effects by Vacuity to my own game but wouldn't mind an entire forest. Another visual stunner like your Falling Stars.

Keep up the good work. :)


(FYI, Arthmoor has used this effect in Chorrol in his Open Cities Reborn)
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Emzy Baby!
 
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Post » Wed Mar 30, 2011 3:56 am

This looks great! Thanks Phitt.
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Lifee Mccaslin
 
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Post » Tue Mar 29, 2011 11:35 pm

Fantastic. Thanks!
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Robert Jackson
 
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Post » Wed Mar 30, 2011 7:18 am

That’s a very nice mod.
I like it allot, thanks for giving us a new impression of the lands of Oblivion.
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SWagg KId
 
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Post » Wed Mar 30, 2011 12:00 pm

Looks awesome! Thanks for creating this. :celebration:
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Emily abigail Villarreal
 
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Post » Wed Mar 30, 2011 6:53 am

Another gem by Phitt. This looks amazing.
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Lucky Boy
 
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Post » Wed Mar 30, 2011 10:13 am

Oh my nine divines, I have been waiting for an autumn mod since I first got a PC able to run Oblivion and started downloading mods. Phitt, you just answered my forgotten prayers. :celebration:
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danni Marchant
 
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Post » Tue Mar 29, 2011 10:32 pm

This idea is brillliant. Can't wait to see implementation in game.

Thanks Phitt and Vacuity! :)
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Hilm Music
 
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Post » Wed Mar 30, 2011 6:45 am

Oh wow this is beautiful ingame. Works well with my heavily modded game including enhanced vegatation, UL and high res textures. No perceptible loss in fps. Seriously this is a must have. Combined with light rays from the godrays mod - just gorgeous. Like a scene from Ridley Scott's "Legend".

Many, many thanks.
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Angela
 
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Post » Wed Mar 30, 2011 11:24 am

That looks cool! Thanks Phitt, I think I'll check it out :)
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Nathan Maughan
 
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Post » Wed Mar 30, 2011 2:05 pm

In fields where grass grows tall
Golden carpets swell and whisper
Autumn trees will weep




http://www.youtube.com/watch?v=GPjYXJ7-MOs

http://www.tesnexus.com/downloads/file.php?id=36561

That's sweet. Are those the vanilla tree textures, and what grass settings do you have in that video? I loved the scenic feel. I mean, it was a scenic video, but it is more scenec-y...never mind...
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alicia hillier
 
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Post » Wed Mar 30, 2011 8:00 am

Forever Autumn... http://www.youtube.com/watch?v=0QAf5aE-YMw
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Cesar Gomez
 
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Post » Wed Mar 30, 2011 11:24 am

very nice I think this adds that touch that the game has all ways been missing. How much of a frame hit does this have on a game?
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Damian Parsons
 
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Post » Wed Mar 30, 2011 12:49 am

Heheheheh. :biggrin:

So did you use some kind of automatic placement system or did you seriously place them all by hand?

Vac
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Darren Chandler
 
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Post » Wed Mar 30, 2011 11:11 am

What?

Wow. Does this only work with certain trees?

How about rain that looks like it is moving behind you as you run toward it - or snow?
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maddison
 
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Post » Wed Mar 30, 2011 2:22 am

The idea is great and the effect is astonishing. The frecuency of the falling leaves is too high tough. Of course making it too realistic would also make it little noticeable. It's a very interesting work.
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Alexis Estrada
 
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Post » Wed Mar 30, 2011 9:16 am

Thanks for the comments!

That's sweet. Are those the vanilla tree textures, and what grass settings do you have in that video? I loved the scenic feel. I mean, it was a scenic video, but it is more scenec-y...never mind...


Just vanilla textures and vanilla grass with a draw distance above maximum slider settings and point lighting enabled.

very nice I think this adds that touch that the game has all ways been missing. How much of a frame hit does this have on a game?


With my GPU (ATI 4890) there is no noticeable frame hit with the low or medium frequency leaves. I think I can see a frame hit in dense parts of the autumn forest with the high frequency leaves. But all in all it's not as bad as I thought it might be - there are 330 particle effects in that part of the forest now. I didn't place particle effects below the young and sapling type trees by the way as I feared the performance hit would be too large. There are enough large trees already though.

Heheheheh. :biggrin:

So did you use some kind of automatic placement system or did you seriously place them all by hand?

Vac


I used a trick. Search and replaced all trees with their appropriate particle effects, saved, duplicated the plugin, then searched and replaced the particle effects with the trees again. In the duplicated plugin with the particle effects I selected all effects cell by cell and copied them with ctrl-d. Then I merged both plugins, giving the tree plugin a higher priority. So I was left with both the trees and the particle effects placed exactly where the trees are with exactly the size the trees have. Finally I cleaned the plugin with TES4Edit to get rid of the changes to the trees. Took about 20 minutes (plus an hour for testing other methods).

What?

Wow. Does this only work with certain trees?

How about rain that looks like it is moving behind you as you run toward it - or snow?


It could be done for all trees, but I felt that it only makes sense for the autumn type trees in the Great Forest. Not that it makes sense at all that there are a few trees that look like autumn trees while the rest of the trees is green.

I guess you could script a snow/rain effect. But it may be a bit complicated.

The idea is great and the effect is astonishing. The frecuency of the falling leaves is too high tough. Of course making it too realistic would also make it little noticeable. It's a very interesting work.


I think the default low effect looks ok. Less than that and you would have a hard time seeing the effect. I agree that the high effect is a bit too much - the trees would have no leaves left after one day at that rate. But it looks prettier.
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Naomi Ward
 
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Post » Wed Mar 30, 2011 8:28 am

This is awesome. I'll certainly try this when I get home from work. Would it be possible to create a script that adds the effect to all trees in the game (Or perhaps only "green" trees).
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Rachie Stout
 
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Post » Wed Mar 30, 2011 1:30 am

This is just wonderful. The northern part of the Great Forest is one of the most beautiful areas in the game IMO - my very first screenshoots were close to Moranda IIRC, just capturing the sunlight through the trees.

I think the default low effect looks ok. Less than that and you would have a hard time seeing the effect. I agree that the high effect is a bit too much - the trees would have no leaves left after one day at that rate. But it looks prettier.


I lived in the middle of a birch forest for ten years (named Birchfield even) and they tend to lose their leaves in a short period of time when they're ripe and it gets windy. So then it really "rains" leaves - with higher frequency than this on default. Anyway, not much of a "realist" regarding such stuff - it simply looks very cool. Many thanks for the release! :foodndrink:
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Sabrina garzotto
 
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Post » Tue Mar 29, 2011 10:17 pm

I used a trick. Search and replaced all trees with their appropriate particle effects, saved, duplicated the plugin, then searched and replaced the particle effects with the trees again. In the duplicated plugin with the particle effects I selected all effects cell by cell and copied them with ctrl-d. Then I merged both plugins, giving the tree plugin a higher priority. So I was left with both the trees and the particle effects placed exactly where the trees are with exactly the size the trees have. Finally I cleaned the plugin with TES4Edit to get rid of the changes to the trees. Took about 20 minutes (plus an hour for testing other methods).


Well, that's pretty neat, I'll have to jot that down somewhere... :goodjob: Would make a neat article on the CSWiki
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Sammygirl500
 
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Post » Wed Mar 30, 2011 12:22 am

I used a trick. [snip]
Ah-hah, yes, I wondered if a "search and replace, then replace the trees" method would work, but I kinda assumed it would be fiddly as you'd be swapping persistent refs for temporary refs. It seems I was overly cautious. Seeing as that's not too difficult, I may replicate that on my own copies of the ULs. And I should really finish off making the autumn versions of the other trees. I've got kinda bogged down with textures for the regular green versions of the trees and shrubs. I am *not* a texturer and it's really slow and painful work for me to do that kind of work. Particle effects are easy. Textures are hard. :banghead:
I think the default low effect looks ok. Less than that and you would have a hard time seeing the effect. I agree that the high effect is a bit too much - the trees would have no leaves left after one day at that rate. But it looks prettier.
Realistically, even the "low" version of the meshes is pretty heavy, but the medium and high versions are much prettier. :biggrin: If people don't like the version Phitt's used, they could always download the original resources and swap the meshes used in the CS/TES4Edit, it shouldn't be too hard. Much easier than placing all the meshes in the first place, or making the effect meshes from scratch. If that's still not low enough, you could customise the effect meshes.

Vac

Edit: Fixed some pronouns...
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Gemma Flanagan
 
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Post » Wed Mar 30, 2011 1:00 am

Thanks for the comments!



Just vanilla textures and vanilla grass with a draw distance above maximum slider settings and point lighting enabled.


I thought they looked distantly familiar, ha-ha. This gives me high hopes for running it on my mobile machine as I head back to school.


Thanks for another great one!
- Tomlong75210
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Zach Hunter
 
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Post » Wed Mar 30, 2011 1:43 am

I used a trick. Search and replaced all trees with their appropriate particle effects, saved, duplicated the plugin, then searched and replaced the particle effects with the trees again. In the duplicated plugin with the particle effects I selected all effects cell by cell and copied them with ctrl-d. Then I merged both plugins, giving the tree plugin a higher priority. So I was left with both the trees and the particle effects placed exactly where the trees are with exactly the size the trees have. Finally I cleaned the plugin with TES4Edit to get rid of the changes to the trees. Took about 20 minutes (plus an hour for testing other methods).



So that's how you did it! I saw your post in the CS forum but didn't know how to fix the problem you were having. Great! Thanks for letting us know - I think I'll tuck that trick away :)
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Enny Labinjo
 
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Post » Wed Mar 30, 2011 12:26 pm

Updated to v1.1. Mod affects all FA trees (not conifers of course) now (FA = Fall). That means the whole northern region of Cyrodiil is affected now (the part between green and snow-covered trees). Also added 5 different frequencies so you can customize each leaf effect to your own liking (or disable it completely). Low, medium and high frequencies are less than before, but ultra high is more than high in the previous version.

This is awesome. I'll certainly try this when I get home from work. Would it be possible to create a script that adds the effect to all trees in the game (Or perhaps only "green" trees).


A script might be possible, but it is very complicated and I don't think I would be able to do that. Personally I feel that the green trees shouldn't lose their leaves and the (hopefully) not very noticeable incompatibility with the two mentioned UL mods shouldn't cause any serious problems. So this is most likely the final version from me, but if a really experienced scripter wants to take over I'd appreciate it.

Ah-hah, yes, I wondered if a "search and replace, then replace the trees" method would work, but I kinda assumed it would be fiddly as you'd be swapping persistent refs for temporary refs. It seems I was overly cautious. Seeing as that's not too difficult, I may replicate that on my own copies of the ULs. And I should really finish off making the autumn versions of the other trees. I've got kinda bogged down with textures for the regular green versions of the trees and shrubs. I am *not* a texturer and it's really slow and painful work for me to do that kind of work. Particle effects are easy. Textures are hard. :banghead:
Realistically, even the "low" version of the meshes is pretty heavy, but the medium and high versions are much prettier. :biggrin: If people don't like the version Phitt's used, they could always download the original resources and swap the meshes used in the CS/TES4Edit, it shouldn't be too hard. Much easier than placing all the meshes in the first place, or making the effect meshes from scratch. If that's still not low enough, you could customise the effect meshes.

Vac

Edit: Fixed some pronouns...


I decreased the frequency of your default versions a bit. For a single tree the 'light' version is ok, but in a forest with hundreds of trees it's a bit overkill. Your light version had a float value of ~4, my low version has 0.75, the medium version has 1.5, the high version has 3.0 and the ultra high version has 5.0. I think 0.75 looks ok if someone wants realism. And if 5.0 is still not enough people can download your resource and use the heavy version - and drown in leaves. :P
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sally coker
 
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