[RELz] Vurt's Bitter Coast Trees II

Post » Tue May 17, 2011 2:09 am

Vurt's
Bitter Coast Trees II


New trees for the Bitter Coast region. REQUIRES the .esp. Otherwise the tree fungi won't fit onto the new trunks.

Changes in .esp:


* 5 additional unique trees are added to various places in the game

* flora_bc_shelffungus 1-4 is moved (or the tree is moved) to fit onto the new meshes

* a few trees are moved from their original location to better fit the enviroment, like the 2 trees blocking the lighthouse.


The .esp has been cleaned from GMST's using Morrowind Enchanted Editor.

Screens:

http://piclair.com/data/3f1ox.jpg
http://piclair.com/uho13
http://piclair.com/lzpvp
http://piclair.com/v06f3
http://piclair.com/dhrqb
http://piclair.com/88oye
http://piclair.com/zqqt0
http://piclair.com/8r7ce
http://piclair.com/ltaby
http://piclair.com/829en
http://piclair.com/gk7k1
http://piclair.com/7apz8
http://piclair.com/2t6mq
http://piclair.com/sb12w
http://piclair.com/fso4m
http://piclair.com/9axdo
http://piclair.com/vjwgd
http://piclair.com/41ulr
http://piclair.com/oprzt
http://piclair.com/x7q57
http://piclair.com/ayr2i
http://piclair.com/data/mfsdf.jpg (NGplant render)


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9044
http://www.tesnexus.com/downloads/file.php?id=37489
User avatar
Rachael Williams
 
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Post » Tue May 17, 2011 3:22 pm

It's OUT!!!!!!!!!!!!!!!!!!!!!!!!!!!!
AWESOME WORK
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lacy lake
 
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Post » Tue May 17, 2011 9:08 am

Another brilliant replacer from Vurt. You, connary and Hedgehog-12 are my favourite mod replacers. The trees look awesome
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Ludivine Dupuy
 
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Post » Tue May 17, 2011 2:12 pm

OMG OMG OMG OMG

SO. STOKED. INSTALLING IMMEDIATELY.
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Laura Cartwright
 
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Post » Tue May 17, 2011 2:58 am

New trees for the Bitter Coast region. REQUIRES the .esp. Otherwise the tree fungi won't fit onto the new trunks.



One question. Are the tree replacers themselves still pluginless, or will they not replace anything without the plugin? Just wondering because the problem with the fungi would still exist in Tamriel Rebuilt areas and such if those trees are replaced as well.
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Tiffany Carter
 
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Post » Tue May 17, 2011 6:08 am

Yes.
So now that you did rework almost any of your previous RELz (Grazeland was just perfect from the beginning), I will send you the "Morrowind Modding Lifetime Achievement" Award.
I have it right here & it's pretty heavy (dwemeric scrab metal). Might be to much for a standard delivery. :biggrin:
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Kate Schofield
 
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Post » Tue May 17, 2011 12:48 pm

One question. Are the tree replacers themselves still pluginless, or will they not replace anything without the plugin? Just wondering because the problem with the fungi would still exist in Tamriel Rebuilt areas and such if those trees are replaced as well.


I havent changed their names no, so yeah they will replace trees in TR if it uses any of the BC trees. I think i'll install Tamriel Rebuilt and have a look at it. On a few trees the fungi fits quite ok. It depends on which trees they've added fungi to.

kirlian voyager: :D
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Alexis Estrada
 
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Post » Tue May 17, 2011 3:41 am

Ok I tried them.
Finally a replacer for Vality's trees.
Wow, just wow, thanks for sharing.
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Tasha Clifford
 
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Post » Tue May 17, 2011 1:10 am

Thank you for this. I will try out your new mod later today. :-)
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Sunnii Bebiieh
 
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Post » Tue May 17, 2011 2:39 am

Youre not taking amphetamines to increase your productivity, are you?
Awesome!!!
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Darren
 
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Post » Tue May 17, 2011 1:52 pm

http://i.imgur.com/ZKvBS.jpg


It wouldn't be a proper first Tree release without collision problems. :D
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Kim Bradley
 
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Post » Mon May 16, 2011 10:53 pm

I've just loaded some of your new mods that I haven't yet had the time to really check out in-game, and I must say Morrowind has become a whole new game thanks to your recent tree and grass updates. They not only look fantastic, but some of my favorite regions have a whole new look now. It's a pleasure to return to Morrowind, thank you for making it so. :)
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Christine Pane
 
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Post » Tue May 17, 2011 1:26 pm

hey, nice thing :)

since it needs an esp, may i translate it again? :)
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lilmissparty
 
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Post » Tue May 17, 2011 4:53 am

Oh wow! These look absolutely fantastic. You're good at this stuff. :celebration: :bowdown:
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michael danso
 
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Post » Tue May 17, 2011 12:20 pm

Youre not taking amphetamines to increase your productivity, are you?


I stick to coffee (espresso - ofcourse) ;)


povuholo: i'll fix it, i ignored it because i thought it was too high up to be a problem, but maybe it isnt.

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 ;)
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FoReVeR_Me_N
 
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Post » Mon May 16, 2011 11:49 pm

Very nice. :goodjob:
I will download this tomorrow when I get home.
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Lifee Mccaslin
 
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Post » Tue May 17, 2011 6:25 am

Great! :)
But now I don't know which version of your BC trees I'm going to use... :rolleyes:
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jesse villaneda
 
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Post » Tue May 17, 2011 12:51 pm

hmm esp :\

i use a fixed Vality's Bitter Coast Addon for your BC trees 1, so how can i use the new one without esp ? which nif from you bc trees 1 can i use to avoid the fungi thing ?
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roxanna matoorah
 
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Post » Tue May 17, 2011 8:11 am

F.I.M.: The fungi is used on all trees so it really needs the .esp to work.. Some of the trees with a really big base can work half decent without an esp i guess. you can look at the nifskope renders screenshot i made, it's tree 1-8 (+ all the unique trees last)
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Czar Kahchi
 
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Post » Tue May 17, 2011 6:29 am

The quality of your work is so amazing vurt, I value every mod you release! Thanks for putting your creativity and talent into yet another improvement to the game!
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Cat Haines
 
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Post » Tue May 17, 2011 1:29 pm

Instadownload :) Thanks for this release and for sharing your amazing work!
I play TR with your replacers and I enjoy it amazingly : D
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Teghan Harris
 
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Post » Tue May 17, 2011 9:53 am

im trying to convince the TR team to let me create new trees (replacers for the vanilla trees that they're using), but no such luck, they say they want low poly trees and that most people there dont use replacers so they'd just look out of place.

Meh. Imo it would've been great if TR didnt point to the vanilla trees but to new trees, even low poly trees would do - then pure TR tree replacers could exist, would've been fun to make.
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Prue
 
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Post » Tue May 17, 2011 1:27 am

im trying to convince the TR team to let me create new trees (replacers for the vanilla trees that they're using), but no such luck, they say they want low poly trees and that most people there dont use replacers so they'd just look out of place.

Meh. Imo it would've been great if TR didnt point to the vanilla trees but to new trees, even low poly trees would do - then pure TR tree replacers could exist, would've been fun to make.


Well I don't think they would object if someone would release a replacer plugin for TR maps though. Even trees that use vanilla statics could be replaced with unique objects. Just a thought.
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Frank Firefly
 
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Post » Tue May 17, 2011 2:13 am

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.



Oh and thanks so much for all your nice comments, i appreciate it!
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CHANONE
 
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Post » Tue May 17, 2011 1:16 am

At last! Vurt, your work is really wonderful.
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sharon
 
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