[WIPz] Vurt's Bitter Coast Trees II

Post » Mon May 16, 2011 11:53 pm

Oh man, refreshing the PES page hardcoe all day until it's up. I've never been more excited for a tree mod.
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Rodney C
 
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Post » Tue May 17, 2011 11:55 am

Finally something that it's going to replace Vality's Bitter Coast trees in my installation! And that's good for the shadows with MGE XE too! :D
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Kayleigh Williams
 
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Post » Tue May 17, 2011 2:26 am

The PES link is active.

Cheers,
PKR.
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Elizabeth Falvey
 
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Post » Tue May 17, 2011 2:10 am

I experience some problems with MGE and two trees in Seyda Neen. The first one is deleted in the esp (why?) and the second is replaced with an other tree than in vanilla game.
http://www.youtube.com/watch?v=YeUnM3wftNg
http://www.youtube.com/watch?v=UyFlailFpnQ
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Ann Church
 
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Post » Tue May 17, 2011 12:10 am

I experience some problems with MGE and two trees in Seyda Neen. The first one is deleted in the esp (why?)

Big trees around a lighthouse... so how do the ships see the light? This is why the area has been cleared. Also, the Fargoth quest requires you can actually see from the top of the lighthouse, and that there isn't a tree in the way blocking your view.

Presumably the MGE problem will be resolved when you recreate distant land using the new ESP.
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RObert loVes MOmmy
 
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Post » Tue May 17, 2011 10:31 am

I experience some problems with MGE and two trees in Seyda Neen. The first one is deleted in the esp (why?) and the second is replaced with an other tree than in vanilla game.
http://www.youtube.com/watch?v=YeUnM3wftNg
http://www.youtube.com/watch?v=UyFlailFpnQ

Do you have the esp activated in the game and was it selected for use during distant land generation?
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Jarrett Willis
 
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Post » Tue May 17, 2011 5:35 am

Big trees around a lighthouse... so how do the ships see the light?

May be... Yes, you're right.
Also, the Fargoth quest requires you can actually see from the top of the lighthouse, and that there isn't a tree in the way blocking your view.

Not right. The tree stands on the coast behind the lighthouse, so when you spy upon Fargoth it is behind your back.
Do you have the esp activated in the game and was it selected for use during distant land generation?

Of course :biggrin: That's why I'm surprised.
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Scott Clemmons
 
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Post » Tue May 17, 2011 4:07 pm

Have you regenerate your Distant Land?
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Joe Bonney
 
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Post » Tue May 17, 2011 2:31 pm

Pretty awesome Vurt, you've done a whole lot of work there already!

May I suggest making some of the small flora, we now have a huge compendium of your trees, lot of bushes and stuff to catch up now ;)
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JaNnatul Naimah
 
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Post » Tue May 17, 2011 2:50 pm

Menorra, if you've regenerated distant land it's because of your save game, the tree is in it, and in the mod it isnt.

Chaka ZG: yeah some bushes might work :)
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The Time Car
 
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Post » Tue May 17, 2011 6:08 am

On flora_bc_tree_02 there's still collision on the low hanging moss. Strangely enough, it only seems to have collision on one side. I can walk through from one side, but not back.

Also as someone said before, the texture is a bit stretched.

Other than that, http://www.tesnexus.com/imageshare/images/57416-1300143400.jpg
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Carlos Vazquez
 
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Post » Tue May 17, 2011 2:29 am

Have you regenerate your Distant Land?

Of course. Several times.

Menorra, if you've regenerated distant land it's because of your save game, the tree is in it, and in the mod it isnt.

Than how can I fix it?

Big trees around a lighthouse... so how do the ships see the light? This is why the area has been cleared.

I looked at this more closely. You know, the tree stands in front of the other coast and group of tiny islands. Any ship can't sail from hat side, may be a tiny boat. While big ships come from the high seas in the SW and no trees block the view from that way.
I just think that the bank looks bare and loneley without that tree :))
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Dylan Markese
 
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Post » Tue May 17, 2011 9:36 am

Than how can I fix it?

Прошерсти в *.ess сэйве cell Seyda-Neen [-2,-9] на предмет flora_bc_tree_08, там Vurt вместо него Vurt_NeenTree поставил...Это я по памяти (на днях редактировал), так что надо уточнить по месту.
Menorra, не мне тебе рассказывать, в общем ;)

А деревья вокруг маяка я тоже вернул, очень уж голо и одиноко без них. Хотя Vurt со мной согласен, обещал что-то придумать к следующей версии своего еще не вышедшего 'берегового' плагина :goodjob:
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FirDaus LOVe farhana
 
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Post » Tue May 17, 2011 8:13 am

О, так это не финальная версия? Отлично, потому что имхо есть ещё что дорабатывать. Коллизии на свисающем мхе, например, лишние.
Прошерсти в *.ess сэйве cell Seyda-Neen [-2,-9] на предмет flora_bc_tree_08, там Vurt вместо него Vurt_NeenTree поставил...Это я по памяти (на днях редактировал), так что надо уточнить по месту.
Menorra, не мне тебе рассказывать, в общем

Я с сэйвами ни разу не работала, так что спасибо за совет :) Попробую. Вот только чем?
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Anthony Rand
 
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Post » Tue May 17, 2011 4:04 am

О, так это не финальная версия? Отлично, потому что имхо есть ещё что дорабатывать. Коллизии на свисающем мхе, например, лишние.

Я с сэйвами ни разу не работала, так что спасибо за совет :) Попробую. Вот только чем?

Вне всяких сомнений - Morrowind Enchanted Editor'ом!
Удачи!
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Jack
 
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Post » Tue May 17, 2011 11:14 am

Does anyone else have similar issues as Menorra described? With that trees exactly..
I have a feeling that it could be related somehow to the MGE's failure to process deleted references.
If that's the case maybe we should add those trees to MGE exception list?
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Jack Moves
 
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Post » Tue May 17, 2011 2:04 am

Why your explanations to Menorra on this forum are not in English? :mellow:
Because I don't understand your explanations. :confused:
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Stu Clarke
 
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Post » Tue May 17, 2011 7:20 am

Your new trees looking awesome on povuholo's screen.
I'am really happy for this release. Keep it.
By the way, why they talking on russian? I thought that rules do not allow this.
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Andrew Tarango
 
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Post » Tue May 17, 2011 4:05 pm

The short conversation in Russian we've had with Menorra supposed to be nothing more than easy and quick solution of her problem given on her native language.

Believe me guys, it's not an easy task to explain technical details to a person of your native language using another language (have you ever tried to translate something to French, for example, and then back to English? ..and what is more important, will you understand what the original text was about? ;) ), especially when you have three languages in your head trying to speak simultaneously, like me.. what a mess :whistling:

btw, the rule states that use of other language isn't strictly prohibited, but it's respectfully requested to use English. And let me assure you, I respect the rules so we have continued our conversation in private topic when it became clear that further explanations are necessary.

Since it was me who started a conversation, I take all the responsibility for any inconveniences. Vurt, you have my sincere apologies, friend!
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Clea Jamerson
 
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Post » Tue May 17, 2011 9:02 am

Does anyone else have similar issues as Menorra described? With that trees exactly..
I have a feeling that it could be related somehow to the MGE's failure to process deleted references.


It can't know if that tree exists in your save file or not. I'm quite sure it has to do with the save file. Start a new game and test again, i'm quite sure it'll fix it. Not the best solution for someone who's long into the game though..

I kind of regret removing the tree, i probably should've just left it the way it was.


i don't mind you speaking russian, but could you please share the solution in english too? other people have this problem too it seems.
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Emma Louise Adams
 
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Post » Tue May 17, 2011 8:36 am

i don't mind you speaking russian, but could you please share the solution in english too? other people have this problem too it seems.

We haven't found the solution, otherwise we'd share it :shrug: I tried to edit my save in Enchanted Editor, but I didn't find those trees there. I'll try starting a new game, but this is not an acceptable solution for those, who has played for a long time.
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Adam Baumgartner
 
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Post » Tue May 17, 2011 12:10 pm

Maybe you can disable the trees in game with the console ^^
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Beast Attire
 
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Post » Tue May 17, 2011 8:49 am

Starting new game didn't help.
Maybe you can disable the trees in game with the console ^^

Look at my videos again - one of them IS disabled in esp, the second replaced with a other. The deleted trees are seen from the distance.
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Kristina Campbell
 
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Post » Tue May 17, 2011 12:35 pm

Menorra, I was unable to reproduce your issue, I'm afraid. Everything works like a charm on my PC, no ghost trees, no trees-transformers so far..

But, I came up with some idea!
Since you're absolutely sure that you've deleted and regenerated the statics, and there's no traces of those trees in your savegame then you should check the last thing possible.. :) There must be a plugin lying peacefully in you Data Files folder that overrides references deleted by Vurt and puts them back on. Some of Vality's maybe, dunno! ;)
And it's not an active plugin loaded with MW upon start.. the conflict would be too obvious then even within Morrowind view distance. It just sneaks unnoticed into your MGE generator's list every time you regenerating the statics! Maybe you want to check MGE list more thoroughly before regenerating Distant Land..

Hope it helps, I'm out of ideas otherwise.
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Jennie Skeletons
 
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Post » Tue May 17, 2011 12:32 pm

did you start a new game, was the issue still present? Which version of MGE do you have?
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phillip crookes
 
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