[RELz] Vurt's Ashtrees Replacer

Post » Fri Oct 15, 2010 12:51 am

You should only run 1 grass .esp for that region. If i remember correctly the one provided with my groundcover mod (the complete version) is newer.
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Nice one
 
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Post » Thu Oct 14, 2010 7:02 pm

You should only run 1 grass .esp for that region. If i remember correctly the one provided with my groundcover mod (the complete version) is newer.


Ok thank you...
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DarkGypsy
 
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Post » Thu Oct 14, 2010 6:01 pm

Now that there are some new neat graphical advancements (Yay SHADOWS!), will this mod be updated anytime soon?
I experienced some shadow related side effects here and there.

http://img85.imageshack.us/img85/6878/morrowind20100811185733.jpg

http://img23.imageshack.us/img23/594/morrowind20100819182126.jpg
I don't know if this is vanilla shrubbery, but since you made an ashlands grassmod, some of this stuff could use some treatment.

http://img836.imageshack.us/img836/9828/morrowind20100819182823.jpg
The stuff that hangs in Bitter Coast doesn't seem to be affected.

http://img194.imageshack.us/img194/1360/morrowind20100819182504.jpg
Those burning trees should be replaced. Could be creepy if those receive glowmaps, you know, something like fiery red veins and occasional flying sparks.

And now something unrelated:
http://img405.imageshack.us/img405/7623/morrowind20100803012311.jpg
I'm not going there.
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.X chantelle .x Smith
 
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Post » Thu Oct 14, 2010 11:20 pm

Now that there are some new neat graphical advancements (Yay SHADOWS!), will this mod be updated anytime soon?
I experienced some shadow related side effects here and there.

These problems are caused by the shadows demo, not the trees. It's because at the moment the shadows thing is very unfinished and experimental. Problems like these are bound to appear at this stage.
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Antonio Gigliotta
 
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Post » Fri Oct 15, 2010 4:14 am

Another thing vurt, I remember you had some updated tree models for this mods. Are those going to be released anytime soon? :)
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lacy lake
 
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Post » Thu Oct 14, 2010 5:37 pm

JoeDoe: like The Greatness says, i can't do anything about that. That's MGE bugs you're seeing.

I already have a Mournhold tree replacer if that's what you're getting at ;) it's on TESNexus, it's the first tree replacer i did i believe, it's not that good imo.

Trancemaster: I wasnt that happy with the result to be honest, at the moment i'm not doing any mods at all.
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Mackenzie
 
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Post » Thu Oct 14, 2010 6:02 pm

I already have a Mournhold tree replacer if that's what you're getting at ;) it's on TESNexus, it's the first tree replacer i did i believe, it's not that good imo.

Perhaps you could do another. Afterall, TR Map 3 won't be too long, and that uses Mournhold trees with other ones from Vvardenfell, which look a bit out of place with your other tree replacers. How about some japanese blossom style trees? That would look beautiful if done well. If you've played the game Okami then you'll know what you mean.
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Greg Swan
 
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Post » Thu Oct 14, 2010 2:21 pm

JoeDoe: like The Greatness says, i can't do anything about that. That's MGE bugs you're seeing.

I already have a Mournhold tree replacer if that's what you're getting at ;) it's on TESNexus, it's the first tree replacer i did i believe, it's not that good imo.

Trancemaster: I wasnt that happy with the result to be honest, at the moment i'm not doing any mods at all.


Ok, hope you'll get back into modding again :)
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Amanda Furtado
 
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Post » Thu Oct 14, 2010 4:32 pm

JoeDoe: like The Greatness says, i can't do anything about that. That's MGE bugs you're seeing.

What I wanted ask was, if you could release a version without spiderwebs, shrubbery (and fire), since some of that stuff looks 'old' in comparison to your other works and ..doesn't go well with shadows.
Yeah I know that the shadow issues are caused by the shadows, but there wouldn't be visible issues, if the mentioned stuff wasn't there.(And I want to keep that shadows;))

So I want just the trees, but an esp less replacer wouldn't feature unique trees and fixed clipping.
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Janine Rose
 
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Post » Fri Oct 15, 2010 2:06 am

What I wanted ask was, if you could release a version without spiderwebs, shrubbery (and fire), since some of that stuff looks 'old' in comparison to your other works and ..doesn't go well with shadows.
Yeah I know that the shadow issues are caused by the shadows, but there wouldn't be visible issues, if the mentioned stuff wasn't there.(And I want to keep that shadows;))

So I want just the trees, but an esp less replacer wouldn't feature unique trees and fixed clipping.

It appears that the shadows experiment doesn't recognise transparency properly or has problems rendering it. All trees use transparency to have lots of seperate leaves at a low poly count. It would be impossible to remove all transparent parts.
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Emzy Baby!
 
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Post » Thu Oct 14, 2010 7:38 pm

All trees use transparency to have lots of seperate leaves at a low poly count. It would be impossible to remove all transparent parts.

That's not what I'm asking for.
Am I the only one who thinks the current spiderwebs don't look right? I mean half of the strings look like they are attached to air (see picture). And with all those hazards, they should have caught some ash or cliffracers.
Same problem with the fire. It's not the tree that burns, it looks like there is one specific point that produces orange smoke.

As far as I have seen, the leaves in other regions are fine. And the shrubbery isn't affected.
http://img186.imageshack.us/img186/541/morrowind20100820151854.jpg
However I think it looks out of place (quality wise) and has even up close aliasing issues.

The reason why I'm bringing this up is, I finally want to play Morrowind and I'm sorting out mods that bug me. This mod however (with the other replacers) is way to awesome to disable.
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Lifee Mccaslin
 
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Post » Thu Oct 14, 2010 3:20 pm

Will this look weird without the distant land thing? I don't use MGE.
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Robert Jackson
 
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Post » Thu Oct 14, 2010 11:09 pm

Will this look weird without the distant land thing? I don't use MGE.

It will look exactly the same, except, you know... no Distant Land.
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SWagg KId
 
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Post » Fri Oct 15, 2010 3:55 am

It will look exactly the same, except, you know... no Distant Land.


A few of Vurt's mods won't look right without distant land (His grass mod, in particular.)

Just tried it, and while it looks great, it gave me a rather big FPS hit.

Even though it doesn't fit for me, they look great Vurt. Keep up the good work
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Emily abigail Villarreal
 
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Post » Thu Oct 14, 2010 10:53 pm

A few of Vurt's mods won't look right without distant land (His grass mod, in particular.)

Just wondering if this one fit, but I'll try it out anyway.

All the trees will look completely fine, but you need MGE to use the grass mod (MGE has a special way of rendering grass or something). There is another mod called the Morrowind Grass Mod or something that doesn't require MGE, and it'll probably look good with Vurt's trees (what doesn't?), but it only has two types of grass, so Vurt's Groundcover is better.
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Lucky Boy
 
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Post » Fri Oct 15, 2010 2:16 am

All the trees will look completely fine, but you need MGE to use the grass mod (MGE has a special way of rendering grass or something). There is another mod called the Morrowind Grass Mod or something that doesn't require MGE, and it'll probably look good with Vurt's trees (what doesn't?), but it only has two types of grass, so Vurt's Groundcover is better.


Yeah, this is a great mod but my big problem is I use quest mods and landscape altering mods like New Seyda Neen and when I use groudncover my grass is in strange positions.
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danni Marchant
 
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Post » Thu Oct 14, 2010 2:39 pm

Yeah, this is a great mod but my big problem is I use quest mods and landscape altering mods like New Seyda Neen and when I use groudncover my grass is in strange positions.

You could get stuck in and fix it yourself.
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Hilm Music
 
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