Enzo Dragon:
1) yes the mod is a pure replacer, you've got to remove the meshes you dont like (in your case the Parasol meshes) yourself, which really isnt that hard. But like i've said previously, i'm going to split it up in three parts so it's easier for people who arent familiar with how to view models or what the model names are, so that those people can deselect instances of the mod much easier.
2) Like i've said a few times before, i think MW needs at least one vibrant/saturated place, and that place should be the Ascadian Isles. I don't like the idea that all of Morrowind should be all gloomy and dark, if it's like that you dont (i dont..) really appreciate the places that are really dark, like the ashlands. I personally enjoy games with much variety, and that's what im trying to create. My idea of Ascadian Isles is an enchanted, vibrant forest.
3) I dont like billboard trees for various reasons, i'm sticking with this method.
4) I dont agree, if you look at a real forest you'll see a wide variety of tree sizes, some are extremely tall (pine trees, for example, like in my mod) some are shorter. If you compare to the default trees some (two actually) of my trees are very tall, but i'm not really trying to recreate what Bethesda did, i'm doing my own thing. Again, i like variety
It would be nice if trees would animate in the distance, but that'd be a big performance hit i reckon, and my trees are a big performance hit already.
1. Yeah, I am quite aware. I already checked it out, and knew enough to try it without your parasol meshes
2. Fair enough, I just wish there was some way to cycle seasons. To me, the vibrancy is a bit jarring. Of course, that's just me. I can certainly see where you are coming from. I am wondering, however, if you'd be willing to release older textures for the leaves, the ones you used in like version 2.
3. Again, I know where you're coming from. Billboarding comes with a lot of issues. I just don't think you're going to be able to get the same level of animation with your current approach to things, because now instead of simply animating the textures, you'll have to animate the entire tree and that's going to be awkward. Though I know first hand that this community is more than capable of making anything happen.
4. That's true: in many forests, especially the oldest temperate jungles, trees as tall or taller than the ones you've placed exist. But from my own experiences living in a rural environment, they don't occur as erratically as they seem to in your AI. That is, certain trees grow together/around each other.
As for the performance hit, my idea would render leaves in exactly the same way that distant land is already rendered (but I don't know anything), so anyone already using your trees, your grass, and MGE probably have the ~1 FPS to spare. (assuming it's possible in the way I am imagining)