[RELz] Vurt's Bitter Coast Trees II

Post » Tue May 17, 2011 12:39 pm

Their file names would have to match what's in the .esm (which would be the default file names / references) so a pure TR tree replacer is out of the question i think. I'm hardly a guru when it comes to the editor though, so maybe there's a way around it.


This is how I would try to create a tree replacer for TR maps:

  • Load one of the TR maps in the TESCS
  • Create a duplicate object for one of the tree statics that are used in the TR map
  • Go to Edit > Search & Replace and replace all references for the tree static with the new duplicate object (make sure that "current cell only" is not ticked)
  • Repeat steps 2 and 3 for each tree type used in the map
  • Save your changes to a mod
  • Open the mod in the Enchanted Editor and remove changes to any cells that are not part of the TR map

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Rachel Eloise Getoutofmyface
 
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Post » Tue May 17, 2011 8:46 am

sister: sure. maybe you should wait a little though, so that you get a more stable version.. i'm waiting for more reports about problems that might exist and i'll upload a new version ;)

okay, i will watch it :)
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JERMAINE VIDAURRI
 
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Post » Tue May 17, 2011 3:40 am

This is how I would try to create a tree replacer for TR maps:
*snip*


Thanks! Doesnt sound too hard. I'll be looking into that, later on :)
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SHAWNNA-KAY
 
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Post » Tue May 17, 2011 3:06 am

Vurt I would absolutely love it if you created some crazy trees for TR. Please do lol
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Katie Samuel
 
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Post » Tue May 17, 2011 4:28 am

The Bitter Coast never looked as good as now ^ ^
I'm rediscovering the place, this version and trees are fantastic :)
Thanks for looking at TR :) I have very good screens of the place with your trees ^ ^ Most places are filled with Grazelands trees, so I have a very African TR XD
That and Taddeus rocks made the place look awesome.
Some examples:
http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind/TR%20Roads/Morrowind2011-03-0812-32-25-93.jpg
http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind/TR%20Roads/Morrowind2011-03-0812-33-23-76.jpg
http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind/TR%20Roads/Morrowind2011-03-0810-49-24-35.jpg
http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind/TR%20Roads/Morrowind2011-03-0810-48-03-56.jpg
http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind/TR%20Roads/Morrowind2011-03-0811-47-42-71.jpg

Out of place? I don't think so :) But it's just my humble opinion.
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Nims
 
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Post » Tue May 17, 2011 1:28 pm

tested BC2 now, can't use all of them, now i use a mix of bc1 and 2 without esp... the dead trees, if i remember right, tree4 and 8 are not "replacer friendly" on other mods where is no extra esp for, those trees are 50% in the ground :\
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Rachael Williams
 
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Post » Tue May 17, 2011 10:51 am

http://i217.photobucket.com/albums/cc189/Zimnel_Redoran/Morrowind/TR%20Roads/Morrowind2011-03-0810-48-03-56.jpg

Lol. I have a screen of exactly that bridge, just using the other version:
http://s1.directupload.net/images/110311/5du72uk2.png
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brenden casey
 
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Post » Tue May 17, 2011 2:21 am

Looks fantastic :) I'm planning to plan Morrowind again this summer. It's gonna look a lot different from the last time I played (~2 years ago).
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Susan Elizabeth
 
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Post » Tue May 17, 2011 2:01 am

Just updated to the latest version of this, your Ascadian Isles, and West Gash. Love the new work, and a bit more lore-friendly, too! I've been using Vality's Bitter Coast in my main install for more than two years, but this is a worthy successor and it's time to change.
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Milad Hajipour
 
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Post » Mon May 16, 2011 10:55 pm

Are you going to improve your Ashtrees and Mournhold trees aswell, Vurt? :)
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Tikarma Vodicka-McPherson
 
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Post » Tue May 17, 2011 7:06 am

I dont know, maybe, the Mournhold ones at least. I'm kind of counting on another modder (that also starts with a "v") to release ashtrees + some other really incredible looking stuff. He's not well known for releasing anyhing of late though, lol.
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Robert Garcia
 
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Post » Mon May 16, 2011 10:59 pm

Guess it's Vality. :)
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Queen
 
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Post » Tue May 17, 2011 5:18 am

:shocked:

Well that's cool :)
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Rudi Carter
 
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Post » Tue May 17, 2011 3:05 pm

Vurt, this is definitely one of your greatest creations! And lore-friendliest too ;) as NMZ had stated.
It looks really impressive in-game and trees color theme fits really good to BC lanscape but I'm not ready to leave behind Vality's masterpiece, though.
What I've always loved in Vality's work is the mystical sensation (almost awe I'd say) of great scale and tranquility I felt walking under those gigantic millennial trees..

P.S. You removed the trees around Seyda-Neen's lighthouse for reason I know, but I couldn't stand the barren and deserted look it gave the area so the first thing I did was deletion of Seyda Neen [-2,-10] entry, sorry :blush: . It made the area look like on one of your http://piclair.com/data/vjwgd.jpg. ;)
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Eric Hayes
 
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Post » Tue May 17, 2011 9:05 am

Very awesome! Thanks a bunch :D
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Andrea P
 
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Post » Tue May 17, 2011 9:42 am

Alexir: yeah it looks too barren now, i know. I need to do something about it for the next version. With the "Groundcover - Coast Vegetation" mod i'm working on it looks less barren and more like a swamp, it looks very boring and empty without it i noticed just recently.

I really like his mod(s) too. I could do a version with larger trees, it would probably be my preference, if i ever started playing.
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Benji
 
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Post » Tue May 17, 2011 2:18 pm

Looks great. I'll most likely design Vibrant Morrowind 5.0 (projected start date one year from now) around your grasses and trees and give the textures a fake normal map feel with muted colors so it will blend seamlessly with your wonderful work.
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Kelsey Hall
 
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Post » Tue May 17, 2011 11:59 am

Thanks for this :) these trees look exceptional. . . . . . . . . . . . .Though there is one small gripe I have :unsure: . The UV mapping of the trunk of flora_bc_tree_02.nif does not work very well in my opinion, its seems very stretched, aside from that the rest of the trees are great :twirl: .

Sy :obliviongate:
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Kayla Keizer
 
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Post » Tue May 17, 2011 12:07 am

yeah, i should redo that trunk.. the lower part has a seam too.
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Alycia Leann grace
 
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Post » Tue May 17, 2011 1:07 am

Looks great. I'll most likely design Vibrant Morrowind 5.0 (projected start date one year from now) around your grasses and trees and give the textures a fake normal map feel with muted colors so it will blend seamlessly with your wonderful work.


You plan ahead THAT long, Skydye? You deserve some :icecream: (as does Vurt for his cool new trees :-) :icecream: ).
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Skivs
 
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Post » Tue May 17, 2011 12:23 pm

^ :D forgot to say i look forward to that skydye, i usually like your retextures :)
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Zosia Cetnar
 
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Post » Tue May 17, 2011 6:17 am

Lol vurt you need to empty your inbox or something ^^

Anyways, in swedish:

T?nkte kolla om det var lugnt om jag anv?nde din bitter coast replacer nr 2 i mitt mod? Antar att dem flesta anv?nder ditt mod vid detta laget och det vore bra ifall jag kunde placera dessa tr?den i f?rh?llande till mitt mod, dvs slippa clipping osv :)
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Amber Ably
 
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Post » Tue May 17, 2011 1:34 pm

Lol vurt you need to empty your inbox or something ^^

Anyways, in swedish:

T?nkte kolla om det var lugnt om jag anv?nde din bitter coast replacer nr 2 i mitt mod? Antar att dem flesta anv?nder ditt mod vid detta laget och det vore bra ifall jag kunde placera dessa tr?den i f?rh?llande till mitt mod, dvs slippa clipping osv :)



No need for my permission for that ;) you don't even need to include the meshes if you're not altering the textures or meshes. But if you want to include the meshes and textures with your mod it's ok too.
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Kira! :)))
 
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Post » Tue May 17, 2011 6:37 am

No need for my permission for that ;) you don't even need to include the meshes if you're not altering the textures or meshes. But if you want to include the meshes and textures with your mod it's ok too.


Good sh*t! Thanks man :D
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Emily Jeffs
 
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