[RELz] Vurt's Ashtrees Replacer

Post » Thu Oct 14, 2010 1:09 pm

Is this compatible with Valitys mod?

Don't see why not, since to my knowledge Vality never released a replacer for the Ashtrees
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David Chambers
 
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Post » Thu Oct 14, 2010 8:32 pm

two questions: since it's now esp-based, is it still possible to run it with the small tree version?. these are the only ones my compi can handle.
2nd: am i allowed to translate it for the german community since it has a (nearly) final version?

it's so unbef**kinglievable what you did to the whole landscape. wow, i'm so impressed.
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W E I R D
 
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Post » Thu Oct 14, 2010 6:38 pm

two questions: since it's now esp-based, is it still possible to run it with the small tree version?. these are the only ones my compi can handle.

The bigger version does not have more polygons, the size has nothing to do with how it performs :) The new .esp based version does have a few trees that i've added a few things to, but nothing big. In fact, most of the trees are cleaned up from polys compared to when i did the small size version which is now really outdated.

2nd: am i allowed to translate it for the german community since it has a (nearly) final version?


Sure, as long as no one distributes my work as their own, there's no problem spreading it or translating it or even using it for your own mods.
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Rebecca Clare Smith
 
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Post » Thu Oct 14, 2010 5:23 pm

Looks damned cool,

I love those crippled trees, they will be in my next game! Excellent work!!! :thumbsup:
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Roanne Bardsley
 
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Post » Thu Oct 14, 2010 6:17 pm

woah, these look amazing :blink: completely changes the atmosphere of the region

[edit]what about a oblivion conversion?
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SHAWNNA-KAY
 
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Post » Thu Oct 14, 2010 2:35 pm

And here I was just gonna drop by and say how awesome this was, and then I saw you have new stuff? Hehe, DLing now. I refuse to ever play without the ashtree replacer ever again, that's for sure. I'm sure I'll feel the same about the new mod. ^_^
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Michelle Chau
 
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Post » Fri Oct 15, 2010 12:32 am

[edit]what about a oblivion conversion?


I could do that, not that interested in doing mods for Oblivion, but i could maybe release it as a resource together with some unreleased trees.



No more updates for a while now, going to Brazil for 5 weeks on tuesday (in case you're all wondering why i suddenly dont update my mods or release anything new ;)).
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Arnold Wet
 
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Post » Fri Oct 15, 2010 12:42 am

I could do that, not that interested in doing mods for Oblivion, but i could maybe release it as a resource together with some unreleased trees.



No more updates for a while now, going to Brazil for 5 weeks on tuesday (in case you're all wondering why i suddenly dont update my mods or release anything new ;)).


Thanks for the update, and have a great trip!
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Lil'.KiiDD
 
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Post » Thu Oct 14, 2010 4:37 pm

Great work and major improvement to the original.Makes the ashlands an interesting place to explore whereas before was a bit bland without this mod.
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Lily Something
 
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Post » Fri Oct 15, 2010 2:51 am

Wow, they are pretty weird lookin'. I guess weird is normal for MW though. Good job.
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Makenna Nomad
 
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Post » Thu Oct 14, 2010 11:39 pm

Yeap. Never gonna play Morrowind again without this. The new plantlife and lava-related decorations are too cool to live without.
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The Time Car
 
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Post » Thu Oct 14, 2010 4:54 pm

There is a missing texture in this and the name of the texture is Vurt_mossybrownbark.dds and for now I renamed Vurt_dark mossy.dds so that the game won't crash.
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Matt Bigelow
 
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Post » Fri Oct 15, 2010 12:51 am

In addition to the above problem (thanks for the temporary fix), I received this error message at the fort outside Balmora:

Object reference "flora_tree_ai_04"
missing in master file.

Current file "Vurt's Ashlands Overhaul.ESP"
Cell "Ascadian Isles Region"



Not sure exactly what that means. The object reference flora_tree_ai_04 does exist in the morrowind.esm and your esp. The only change you made was removing a few trees related to that reference.

Virkhus
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Kyra
 
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Post » Fri Oct 15, 2010 12:01 am

vurt, you said, that the small version is outdated now - but as a matter of taste i have to admit that this one is the one i like most (and even those clip through stuff like the siltstrider docks in molag mar - which gives it some kind of "stone eating appearance :D). is it possible to release a final version with small trees? this would be just great. (i think it needs only a mesh update, so that the esp would be untouched, am i right?).

i just love your work, it's great!
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herrade
 
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Post » Thu Oct 14, 2010 4:00 pm

Sure, as long as no one distributes my work as their own, there's no problem spreading it or translating it or even using it for your own mods.

sorry for dbl-post but my old one is quite old. never mind that question, i just resize the trees on my own :) and only for my own purpose.

since I'm just translating your overhaul I missed the texture vurt_mossybrownbark.dds. this texture is in the ascadian isles folder and i think that ppl using both overhauls did not notice that it was missing in the ashlands esp. when i reupload the file for the germans i will put the file in the right folder - i just wanted you to know :)
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Danel
 
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Post » Fri Oct 15, 2010 3:22 am

First thought upon seeing the screenshots: HOLY [censored]! This looks amazin'.
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Lalla Vu
 
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Post » Fri Oct 15, 2010 2:19 am

Hey Vurt, just wanted to leave message for the release of the http://forum.worldofplayers.de/forum/showthread.php?p=12147348#post12147348. a thousand thanks for the approval :)
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[Bounty][Ben]
 
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Post » Thu Oct 14, 2010 10:45 pm

http://www.tesnexus.com/downloads/images/29399-1-1264644254.jpg


:ahhh: :ahhh: :ahhh: :ahhh: :ahhh:

Can.....those....be.....used.....as.....modder's......resource.....pretty...please, ......Vurt......? :drool: Please, please, please, please, I'll be your slave for eternity! :hehe:

Awesome stuff, you're a natural .... :ahhh:
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chirsty aggas
 
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Post » Thu Oct 14, 2010 6:14 pm

2nd: am i allowed to translate it for the german community since it has a (nearly) final version?


Sure, as long as no one distributes my work as their own, there's no problem spreading it or translating it or even using it for your own mods.

have fun, chaka :)
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Dawn Farrell
 
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Post » Thu Oct 14, 2010 10:41 pm

have fun, chaka :)


:wub: thanks Sister ^_^ and Vurt too! :twirl:

Now I need to get my Morrowind to work :brokencomputer:
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des lynam
 
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Post » Thu Oct 14, 2010 8:59 pm

Updated to Beta 1.0.

New:

* The region now have http://piclair.com/data/c99g8.jpg.
* A few fixes to the meshes (placement/removed verticies)
* http://piclair.com/88unc
* New bark for the Ashtrees

+ other minor fixes/tweaks..
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Ice Fire
 
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Post » Thu Oct 14, 2010 11:01 pm

Updated to Beta 1.0.

New:

* The region now have http://piclair.com/data/c99g8.jpg.
* A few fixes to the meshes (placement/removed verticies)
* http://piclair.com/88unc
* New bark for the Ashtrees

+ other minor fixes/tweaks..


Nice update! The ash grass looks good in-game.
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jess hughes
 
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Post » Thu Oct 14, 2010 1:41 pm

i really like this mod, and i noticed you still call it a beta. if you ever get back to it could i suggest that the trees heading south dwindle in size. ending up just as dead treee towards balmora and molag mar. since the blight is only spreading slowly in that direction. the ashlands are perfect since it is pretty much blight ruined there already.
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Causon-Chambers
 
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Post » Thu Oct 14, 2010 7:34 pm

I made a comment on this on PES, but I figured I might as well say so here too. In the Vurt's Ashland Overhaul.esp from the 1.0 beta there are a bunch of dirty GMST changes. Easy enough to fix though.

Thanks for the great work!
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Alex Vincent
 
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Post » Fri Oct 15, 2010 1:33 am

Updated to Beta 1.0.

New:

* The region now have http://piclair.com/data/c99g8.jpg.
* A few fixes to the meshes (placement/removed verticies)
* http://piclair.com/88unc
* New bark for the Ashtrees

+ other minor fixes/tweaks..


I am presently running Vurt ground cover mod. Should I run the ashland groundcover as well as the new ashland animated grass?
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Erich Lendermon
 
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