[RELz] Vurt's Ascadian Isles Trees Replacer II

Post » Tue May 17, 2011 10:40 am

Ohh, looks pretty. Instant installation.
User avatar
Roy Harris
 
Posts: 3463
Joined: Tue Sep 11, 2007 8:58 pm

Post » Mon May 16, 2011 10:48 pm

1.0 uploaded. Sorry still no shrooms, maybe in the next version.

Many new textures and meshes in this version. Tree 03 should no longer cause clipping in interiors (tree is now of same size as the original). The previous version had larger trees and brighter textures, if you still prefer that version at least replace tree 03 with the new ;)
User avatar
Shirley BEltran
 
Posts: 3450
Joined: Wed Jul 26, 2006 4:14 pm

Post » Mon May 16, 2011 11:48 pm

I've left out animations as well, this to make the mod more performance friendly.

:confused:

On all trees?
User avatar
Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Tue May 17, 2011 11:03 am

I've given this mod a quick test run in-game, and I need to say the trees look absolutely stunning and they just feel they belong in the Ascadian Isles region.

Also, I've detected an issue with the 1.0 package I got from Nexus - the path to the tree meshes is incorrect in the archive. They are located in meshes instead of meshes\f. It took me some time to figure out why the new trees didn't show up in-game. :laugh:
User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Tue May 17, 2011 4:57 am

Thanks, fixed the path.

papill6n: yes, might add them again though, or try some other form of animation.
User avatar
Juanita Hernandez
 
Posts: 3269
Joined: Sat Jan 06, 2007 10:36 am

Post » Tue May 17, 2011 12:14 pm

I missed these when the thread first appeared, it seems...

The screenshots really don't do this justice. Performance is a bit better than the previous Vurt's AI work, but I also like having a lot of the tree detail closer to the ground where I can enjoy it better =). Thanks for the awesome update!
User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Tue May 17, 2011 5:18 am

this is sweet!
gonna go try them out with lestat's AI. i'm sure it'll be sweeeeet.
User avatar
Alister Scott
 
Posts: 3441
Joined: Sun Jul 29, 2007 2:56 am

Post » Tue May 17, 2011 2:51 pm

uh, vurt. thought i might just mention it. but your new flora_tree 04 and flora_ai_tree 06 have a square trunks. and 04 has a white triangle at the bottom of it in nifskope (and it ain't a node).
User avatar
Ymani Hood
 
Posts: 3514
Joined: Fri Oct 26, 2007 3:22 am

Post » Tue May 17, 2011 1:19 pm

The collisions on the ai_02 tree were removed?
User avatar
Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Tue May 17, 2011 2:44 pm

Rattfink, i know they're square, it's not really noticeable in-game i think and that's what matters. if you think it's noticeable in-game i'll fix it. Thanks for reporting the white square, i'll remove that.

papill6n: can you walk right through it or what do you mean?
User avatar
sharon
 
Posts: 3449
Joined: Wed Nov 22, 2006 4:59 am

Post » Tue May 17, 2011 8:11 am

papill6n: can you walk right through it or what do you mean?

You can walk through it, but only inside the tree, not past it. It has collision, just needs it a bit adjusted.

Btw, I haven't been around for a while, but I'm using most of your mods and all I can say is: outstanding, thank you! :thumbsup:
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Tue May 17, 2011 7:43 am

Ah, ok.

Glad you enjoy the trees painkiller :)
User avatar
Javier Borjas
 
Posts: 3392
Joined: Tue Nov 13, 2007 6:34 pm

Post » Tue May 17, 2011 2:24 am

Ah, ok.

Glad you enjoy the trees painkiller :)

Absolutely - just went on and rated my favorites! ;) I'm a big svcker for environmental atmosphere in open-space games, one of the few reasons I still prefer my pimped-up Morrowind over Oblivion...

Thanks Vurt and keep up the excellent work!
User avatar
Ice Fire
 
Posts: 3394
Joined: Fri Nov 16, 2007 3:27 am

Post » Tue May 17, 2011 6:17 am

This mod appeals to me, but it's a shame you've left out leaf animations for these. They'd simply look out of place between all of your other wonderful tree replacers.
User avatar
Jade Muggeridge
 
Posts: 3439
Joined: Mon Nov 20, 2006 6:51 pm

Post » Tue May 17, 2011 8:28 am

changes in 1.01

* Fixed square trunk on flora_tree_02.nif and flora_tree_04.nif
* added collision box to flora_tree_ai_06.nif
* Tweaked collision box on flora_tree_02.nif
* Better placement of branches on flora_tree_03.nif
User avatar
brenden casey
 
Posts: 3400
Joined: Mon Sep 17, 2007 9:58 pm

Previous

Return to III - Morrowind