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markuskarttunen1

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markuskarttunen1

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About this mod

A WIP tree mod that retains the vanilla look of trees in HD

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Permissions and credits
Changelogs
Do you like the way vanilla trees look and want to keep the feel and ruggedness of them while bringing them into the 2020's? At least I do and such I created this project. Currently only missing DLC02 stuff, new ones get added as I finish with them and old ones get updated if bugs occur.

Contents and info:
- New high-quality textures, parallax included, different texture sizes available
- Branches redone
- High poly trunks
- 3D Hybrid LODs (In some cases full 3D LODs)
- Everything has a proper _sk map.
- New, more accurate collisions when required
- Considerable performance impact, be wary
- Requires ENB and SoS/Old BDS. Shader fixes not included in either are included in the .esp, feel free to overwrite with another multipass shader mod
- Some features require Base Object Swapper to work, but you can run the mod without too
- Slightly bigger pine trees to elevate the pine forests. Let me know if you come across any major clipping
- WIP, updated and expanded over time

Bug reporting:
If you see any weird stuff, inconsistencies or anything alike, please report them to me, preferably with pictures (and a brief explanation in case the problem isn't immediately obvious). Also be vocal in the comments if you see something you dislike, it's a WIP and your chance to let me know what you want from Skyrim trees.

Requirements:
ENB, any multipass snow shader mod, DynDOLOD 3 for LODs. If you dislike/can't use parallax feel free to remove it but you wont be able to run 3D lods without a CRC update. USSEP required for Hearthfires ingredients. SMIM required for rope textures. BOS recommended for some features, but not necessarily required.

Install:
Download meshes and one set of textures that suits your VRAM budget. Full size is full size from diffuse to normal to parallax and detail maps, optimized is full diffuse and half-size for the other textures, apart from some smaller textures that aren't going to blow your GPU out. Texture sizes range from 8k to 512, depending on its use case. Some branch atlases are 16k but the effective resolution of them is of course much smaller.

Compatibility:
Let my mod overwrite if you like it better than whatever it's overwriting. Let other mods overwrite if you like them better than my stuff. Any texture replacer should work as long as they are tiling on the Y-axis and preferably the same ratio, or at least close. Different branch atlases might need a little UV-tweaking.

Known mesh overwrites;
- SMIM - SaS Trees does the same thing differently. Use whichever you like better. Some SMIM meshes have been used as a base
- Fixed Mesh Lighting  - SaS Trees carries over the same fixes as FML
- Assorted Mesh Fixes - SaS Trees also re-UVs some trees like AMF, use whichever you like better. Fixes for millogpile.nif, mountainmosscover and hollowtrees are carried over
- Major Cities Mesh Overhaul - SaS Trees also re-UVs WRTempleTrees, use whichever you like better
- Rudy HQ - More Lights for ENB SE - Glowing Mushrooms and More Lights for ENB - Blood Splatter and Inventory Centering Fix are both incorporated
- High Poly Project - SaS Trees does the same thing as HPP but differently. Use whichever you like better
- Unofficial Material Fix for millogpile.nif is carried over
- USSEP fixes pineshrub UV like I did, use whichever you like better. HollowTree and ForestlogSM01snow fixes are included.
- ENB Light - Similar effects have been incorporated into blackreach plants.


3D Hybrid LODs:
Hybrid LODs are a type of tree lod where the trunk is rendered to a picture and placed on a plane that intersects the crown passthru. This model is then placed on the world when generating LOD. Benefits of it is that the crown of the tree is rendered in full 3D (though optimized in this case), but the trunk is a 2D render of the original model. It results in a good balance between performance and looks.

The mod includes hybrid LODs for (almost) all TREE type objects included. The DynDOLOD rules are up to your discretion, but I'll recommend rendering higher-than-usual-resolution billboards in TexGen prior to that, as some of the branches are quite small and may fade in lower resolutions, resulting in 2D branches floating in the air. This is hardly noticeable though unless you specifically zoom in on them. Size of the crown LODs are reduced by 1% to combat flickering during cell transition. Refer to DynDOLOD info for more information if you run into problems.

In some cases, like Gildergreen, a full 3D LOD is provided. Also Soul Cairn has full LODs as the worldspace is too small for it to have any real performance impact. Some edge cases may get added to the full 3D list later, depending on how their geometry plays with hybrids and how big the performance impact is.


In-depth contents:

Pine trees:
Utilizing branch animations to the fullest! Compare my flowing branch model in the foreground with vanilla branches in the background jittering about. It works simply by arranging UV in a different scheme so the engine can use each edge as a "joint" to move the branch. Quite heavy on performance but looks real neat!

However, trunk swaying was removed (and is removed from all trees that have them) as that looks really unnatural and janky to me. If you use my tree meshes, please make sure SaS - Trees.esp overwrites any other [TREE] record, apart from smashed patches that copy the branch movement from SaS - Trees. This method of branch movement requires records a bit different from vanilla-esque ones to prevent weird looking branch animations.



Pine trees are now around 20-30% bigger, as a nod to the great SImply Bigger Trees which really made forests come alive. As far as I understand, I've made sure every model using pinebark has been worked on. This includes three byoh ingredients (the ones you can facilitate in your home and grow off of logs), animobjects, chopping block, sawhorse, firewood models, lumbermill and pineshrubs. The reason for this broad approach is to make sure the items in your worldspace play well with the surrounding forestry.

Snowy and dead pines are included in 1.4. Dead pines are slightly lusher to their vanilla counterparts and snow pines are designed to always suit your landscape textures. Both versions and their variations are vanilla-size.

I removed bark from most of the firewood, as when it comes to firewood you usually want to dry them out well before using and as such the bark usually slides or crumbles right off. The bark is replaced with a cool underbark texture and the wood itself is slightly desaturated and weathered. Bigger logs that you don't want to cram in your small fireplace persist their vanilla look to them.

As for the pine shrubs, they have a slightly more saturated look compared to their grownup counterparts and a bark texture better suited for such small pines.

Credits:
Mari's flora by ArtByMari for byoh Glow Mushroom textures. I added some multilayer parallax to them as well, looks neat. Her textures are also used on pineshrubs. She's got great stuff get all of it.
Rudy HQ - More Lights for ENB SE - Glowing Mushrooms by rudy102 for byoh Glow Mushroom ENB lights and wSkeever for his More Lights for ENB - Blood Splatter and Inventory Centering Fix mod that builds up on it!
vanilla tree branch Remade in 8k by slin95hot for pine branches, they really carry the new models and look exceptional.
Enhanced Blood Textures by dDefinder as his great looking blood textures were used as decals on the bloody chopping block.
Static Mesh Improvement Mod by Brumbek ropes were used in sawhorse to replace the two dimensional ribbon.

Aspens:
Models are all redone from scratch as the vanilla ones we're quite unworkable. The aspens are installed in such a way that overwriting my mod with any other aspen replacer works just fine without complications, such as the amazing Aspens Ablaze. Just make sure to load such mods after mine, including the .esp.

Credits:
Veydogolt Trees by grvulture for the silky smooth bark texture
Aspen Branches Redone by TheSithLord for his amazing branch textures (asset use with permission).

Reach trees and Driftwoods:
Trunks now have higher poly count, no more cubic trees. UV'd from scratch, hid seams the best I could but prioritized texture size and stretching prevention. Fixed all accounts of holes and internal faces that are present in vanilla meshes. Reduced the size of some of the more ridiculously sized 2D branches, made the branches fit the texture of the trunk. Every single branch is refitted to suit new mesh, no more floating branches. Removed leaf animations from the 2D branches as I think leafless branches swaying in the wind look kinda weird (let me know if you disagree with that). Only the larger tree models have parallax enabled, as the smaller sticks don't really benefit from it.Reach trees have full 3D lods enabled due to their funny geometry.

Soul Cairn Trees and Shrubs:
All DLC01 SC trees are modeled from scratch for a chunkier look. In all honesty SC is generally too dark to see any fine detail but I tried to make them suit their surroundings even if it's just being visible against the sky. SC Shrubs are edited to reflect the changes made to the trees. Full 3D LODs are provided as the worldspace is very small and if you can run any of the other trees of this mod you can run these with full LODs easy.

Whiterun Gildergreen:
A long love-project of mine. Re-UV'd from scratch as the vanilla one was awful but other than that keeps the old Gildergreen look. The dead version of it at the start of the game is just a trunk with no branches to it. The tree is surrounded by a crown of dead ivy and three Dunmer lanterns that hang off it, but are unlit (Suits City Trees - Whiterun Lanterns by Sniper00 really well btw). After the tree is restored the lanterns are lit and the ivy grows green. So much intricate symbolism wow, try to keep up with it. Saplings are also covered by the mod, though they are not actually referenced in the game anywhere apart QAsmoke but in case there's a mod out there that uses them, now they're consistent with the look of the trees. Roots found in the Sanctum are also covered, though the animated ones just have the same shader data, no geometry improvements. Full 3D LODs are provided, with the lanterns on the restored Gildergreen having a glowmap that looks nice looking at the city from afar at night.

Credits:
Flora Grass and Foliage Resources
by Skurkbro for the ivy leaves - He's also helped me out on some of the other textures I've got, big props to him!
Dark Elf Lantern ENB Light - Animated Glow
by wSkeever for the Dunmer lanterns. Also a shoutout to mindflux forParticle Patch for ENB andagentw for patching the two together into Dark Elf Lantern ENB Light - Particle Patch for ENB - Patch that was ultimately used on the trees.
Cathedral - Plants
by DrJacopoand the whole Cathedral Modding team for the flowering branches.

Falmervalley trees:
Winteraspens have been given a custom texture and some of the original models were statics so I BOS'd them into trees. Requires Base Object Swapper to work. Fixed SnowPines from all the weird stuff going around in them.Made custom logs and stumps to reflect the edits made on the textures of the trees. Also redid grassmounds as they looked weird as well as rest of the ambient flora, vinepatches, shrubs etc found in the DLC01 filestructure.

Flora:
Some vanilla flora is quite low poly. While it isn't a problem in on itself as they're alpha'd, their animations look janky as hell due to their limited bendiness. Fixed that on all accounts.

Credits:
Mari's flora
by ArtByMari from which most of the textures are used from
Reach Fern Texture Replacer by kirara386 for reach fern textures (btw extreme recommendation for their Spiffed Up Tundra Scrubs mod to go along with this!). Also Needled Tundra Shrub Take Two was used in the shrubs I got
Cathedral - Plants by DrJacopo and the whole Cathedral Modding team for Thicketsnow
Skurkbro's Retexture Project by Skurkbro for the moss used in Sleeping Tree
Project Clarity AIO by IconicDeath for some misc stuff

Future:
Next up is DLC02 and then I think that's everything?

Check out the images I've posted on nexus for more sneak peeks if interested. Check out my other mods too while you're at it.

End goal for this mod is to work on any tree model that's in a need of a little HD. That's a lot of trees to work on.

More credits:
IconicDeath for Project Clarity AIO for misc stuff I've used
Nifskope
Blender
Photoshop
NifUtilSuite
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