[RELz] Vurt's Ashtrees Replacer

Post » Fri Oct 15, 2010 2:24 am

I've set my ashtrees on fire!

http://www.youtube.com/watch?v=hPkTQpGbOZU

its just one though ;)


Da roof, da roof, da roof is on fire we don't need no water let the ************ burn, burn ************ burn!!!!!!! :mohawk:


Haha I couldn't help myself. :D
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Lance Vannortwick
 
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Post » Thu Oct 14, 2010 11:34 pm

I've set my ashtrees on fire!

http://www.youtube.com/watch?v=hPkTQpGbOZU

its just one though ;)

Oh yeah! Time to roast some marshmerrow. :drool:

I'd love to have that for ash trees around lava pools.
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james kite
 
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Post » Thu Oct 14, 2010 10:23 pm

Yes, i'm doing the next version .esp based so that i can add a new versions of ashtrees around lavapools, that are on fire.

I think i'll add a few unique trees as well at some specific places. Like this, ermm, http://piclair.com/h4aek.

Since i'm doing an .esp i can also fix clipping issues or incompabilities with mods, so let me know if you have issues with that, it helps if you post pics, preferably with the map visible so that i can see where you are.
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Rob Davidson
 
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Post » Fri Oct 15, 2010 12:26 am

With a new .esp version you could mix the huge, medium and small trees, right? Or does the current version already adds different sized trees?

The huge trees look awesome, but I don't want all the (ash) trees to be that big.

Anyway, awesome mod! The unique tree looks great :)
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Megan Stabler
 
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Post » Thu Oct 14, 2010 10:55 pm

Well yeah, there are size variations already, since that has been done by Bethesda in the editor with the scale function, it will translate to my trees. I could of course create some much smaller variations and manually place those, we'll see.. Personally i like them big and mutated to hell :coolvaultboy:
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LuBiE LoU
 
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Post » Thu Oct 14, 2010 7:25 pm

Personally i like them big and mutated

Me, too. :) Looking good so far. :D
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Jah Allen
 
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Post » Thu Oct 14, 2010 11:47 pm

Me, too. :) Looking good so far. :D


Same. :rock:
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Cathrine Jack
 
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Post » Thu Oct 14, 2010 8:59 pm

Some pics from the upcoming version:

http://planetelderscrolls.gamespy.com/fms/Image.php?id=93060

* a few unique trees (dead trees just before the ashlands, burning trees near lavapools and a few other types)
* added spiderweb to many places in the ashlands
* updated the ashtreea texture, once more :P
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carrie roche
 
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Post » Thu Oct 14, 2010 8:53 pm

Wow vurt simply beautiful. I love the webs too. That one particular beauty of a screenshot you posted above reminds me of the tree from the poltergiest.

Also that door shown where the webs are also first depicted is one of the most beautifully creepy doors I've ever seen. WOW.
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Cheville Thompson
 
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Post » Fri Oct 15, 2010 1:02 am

Thanks. The door texture is Connary's i think (and i agree, its a great texture :) )
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Chloe :)
 
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Post » Fri Oct 15, 2010 2:41 am

it always saddened me to see these MGE screenshots knowing I won't be able to use it unless I fork up the money to improve my computer :sadvaultboy:
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Hayley Bristow
 
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Post » Fri Oct 15, 2010 3:23 am

Vurt
I've got a question, Vurt. Since it comes beyond simple mesh replacement to a full-scale unique landscape editing.. have you based your mod upon a Texture Fix by Slartibartfast or just a vanilla non-fixed landscape?
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Stat Wrecker
 
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Post » Thu Oct 14, 2010 8:23 pm

wow, just wow.
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Robyn Lena
 
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Post » Thu Oct 14, 2010 11:54 pm

Vurt
I've got a question, Vurt. Since it comes beyond simple mesh replacement to a full-scale unique landscape editing.. have you based your mod upon a Texture Fix by Slartibartfast or just a vanilla non-fixed landscape?


It's just vanilla Morrowind. If you want the texture fix wouldnt it work to just load it after my mod? I'm not using any ground textures for example, its just trees, spiderweb, and i think i'll put it smoke and lava textures as well..
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Queen Bitch
 
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Post » Thu Oct 14, 2010 2:30 pm

It's just vanilla Morrowind. If you want the texture fix wouldn't it work to just load it after my mod?

Regarding the Texture Fix itself, it was intentionally built as an .esm to avoid possible comflicts with other mods and eliminate the landscape seams where possible at the same time.. thus load order solution won't help in this case.

I'm not using any ground textures for example, its just trees, spiderweb, and i think I'll put it smoke and lava textures as well..

OK, thanks for clearing things up. I was just worried about all that extraneous 'LAND' and 'LTEX' data that tends to sneak into .esp when doing a mod like yours.
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Daniel Brown
 
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Post » Fri Oct 15, 2010 3:04 am

Ok :) does anyone know a good way to clean your mod of things that you might have touched but didnt mean to? and which values should i look for to remove (i havent used the editor before so im a complete "the-word-the-forum-doesnt-allow-you-to-write-for-some-really-lame-reason") ;)

All i've done is adding spiderweb, adding a few of my own trees, sometimes removing original trees and replacing them with my own (dead) trees.. I want my mod to be as clean as possible.
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Dona BlackHeart
 
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Post » Thu Oct 14, 2010 9:28 pm

lol i get lost in maar gan now, too many clipping trees, i didnt find the slit trider

good job btw
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Blackdrak
 
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Post » Thu Oct 14, 2010 4:00 pm

I really like those huge trees. It opens an opportunity to make some mods based off of this with. Place a door into one and some steps leading up to it - small home. One could make a demented version of a tree village out of these. :D
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Charlie Sarson
 
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Post » Thu Oct 14, 2010 8:31 pm

Vurt's Ashlands Overhaul Beta 0.1

Features:

* Replaces all 7 tree types in the Ashlands to bigger and more fearsome variations

* Adds 6 unique trees including a burning tree near lava pools and dead trees and tree stumps just outside of Ashlands.

* Grass and new plants to a (very) few locations (will probably add to more areas in the future)

* Spiderwebs are added to some locations in the ashlands.

* New lava and smoke

Download + pics of latest version: http://www.tesnexus.com/downloads/file.php?id=29399

I'll upload to PES once a few people have tested this, so i know that i didnt miss any mesh/texture or that the .esp is messed up somehow ;) Let me know how it goes.
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Luna Lovegood
 
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Post » Thu Oct 14, 2010 7:55 pm

I just watched the video, and now I think I'll definitely have to install these after seeing them in 'action.'

(and hearing Ogre convinced me ;) )
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Marquis T
 
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Post » Fri Oct 15, 2010 12:06 am

Absolutely amazing. :D
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Spencey!
 
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Post » Thu Oct 14, 2010 5:58 pm

Excellent looking, downloaded and thank you for these. :icecream:
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Eddie Howe
 
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Post » Fri Oct 15, 2010 4:05 am

Ok :) does anyone know a good way to clean your mod of things that you might have touched but didnt mean to? and which values should i look for to remove (i havent used the editor before so im a complete "the-word-the-forum-doesnt-allow-you-to-write-for-some-really-lame-reason") ;)
Have you tried Ely Soto's http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=24, it won't tell you about unintentionally changed cells though.

Run a copy of the plugin through TESTool.
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Elisabete Gaspar
 
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Post » Thu Oct 14, 2010 10:40 pm

Haven't tried that one, thanks for the suggestion.

Mod is updated again, 2 meshes were missing so download again ;)
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Susan
 
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Post » Fri Oct 15, 2010 4:16 am

Is this compatible with Valitys mod?
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Laura-Jayne Lee
 
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