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novathule

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novathule

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18 comments

  1. hyper171
    hyper171
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    • 1 kudos
    doesn`t work :(
  2. Touh87
    Touh87
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    • 7 kudos
    A chance to see these mod on Xbox?
  3. EpiceneBlue
    EpiceneBlue
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    Would like to see this converted to SSE and made to work properly with SSE water flows. I'm using Verdant and the clipping is quite annoying. This helps, but can't use for SSE due to the SSE water flows issues.
  4. preeum
    preeum
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    This is really helpful -- would it be alright if I were to implement these anti-clipping edits into the newest addition of Verdant? I would credit you for your work. I ask this because I'm concerned that too many landscape edits in a mod load order can end up overwriting each other and replacing it, so often times it's safer to have all landscape edits in as few esps as possible. Either way, great work.
    1. PUEHRINGER
      PUEHRINGER
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      • 1 kudos

      Author notes
      Use It for what you ever want.
      File credits
      This author has not credited anyone else in this file

      Pls input into Verdant! it buggs a lot of people when Grass comes through tables and other stuff.
    2. novathule
      novathule
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      • 3 kudos
      yes of course
  5. xplosive2014
    xplosive2014
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    • 2 kudos
    NavMesh in cell 001_RiversideLodgeUphill (Tamriel[8,-8]) should be refinalized, there are navmesh bounds missing

    Automatic door 'AutoLoadDoor01' (00015E1D) [324 units] in cell 'YngolBarrowExterior' has its teleport marker too close to the linked door.

    Errors were encountered during InitItem for reference:

    Base: 'AutoLoadDoor01' (00031897)
    Ref: '' (00015E1D)
    Cell: 'YngolBarrowExterior' (0000B452) (38, 11) in world 'Tamriel' (0000003C)
    See Warnings file for more information.
    Automatic door 'WRShackDoorMinUse01' (0006767F) [48 units] in cell 'WhiterunExterior10' has its teleport marker too close to the linked door.
    Automatic door 'AutoLoadDoor01' (0001779F) [125 units] in cell 'KarthwastenExterior03' has its teleport marker too close to the linked door.
    Automatic door 'ShipTrapdoor01MinUseHidden' (00099315) [0 units] in cell 'Wilderness' has its teleport marker too close to the linked door.
    Automatic door 'dunda14PortalDoor01' (0003DC3F) [287 units] in cell 'DA14Interior' has its teleport marker too close to the linked door.
    Automatic door 'AutoLoadDoor01' (00015D12) [307 units] in cell 'WolfskullCave01' has its teleport marker too close to the linked door.
    Automatic door 'HelgenKeeptoExterior01REF' (0005DF95) [304 units] in cell 'HelgenKeep01' has its teleport marker too close to the linked door.
    Automatic door 'HelgenKeep01btoExteriorREF' (000909D2) [275 units] in cell 'HelgenKeep01' has its teleport marker too close to the linked door.

  6. phantompally76
    phantompally76
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    • 51 kudos
    Those spots without grass are PRIME real estate for mods that allow you to build your own houses from scratch, like Hearth Craft, Live Anywhere, Woodcutter, and Home Construction.

    I use Verdant, so I'm keen to try this mod out!

    Edit: For whatever reason, this causes Realistic Water 2 to not function. I've tried moving it around in the load order, but it only works without this mod installed.
  7. Mizzog
    Mizzog
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    • 97 kudos
    This just solved my #1 issue with grass mods! Thank you very very much for this!!
  8. Painbringer7
    Painbringer7
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    • 2 kudos
    Downloaded the mod, and it works great. I was kinda hoping it would remove the grass clipping through the Whiterun stone walkways leading up to the main entrance (using unbelievable grass 2), guess I'll have to stop being lazy and remove them myself. But still, great mod (that much less work I have to do), Thanks!
  9. Astra2000
    Astra2000
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    Great fix I have downloaded, endorsed and installed. Thank you!!! - To work correct with all my other flora mods I have installed, I had to set the load order manually with LOOT!!!
  10. DrMonops
    DrMonops
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    Conceptually, I really like this, so thank you for sharing. There's a number of locations in game where I've been meaning to remove the grass, but I haven't had the time yet.

    However, I did notice quite a few edited and deleted navmeshes and I'm curious if those were intentional. The deleted navmeshes are of particular concern.
    1. madpaddy
      madpaddy
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      Yeah navmesh deletions isn't good usually.
    2. novathule
      novathule
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      • 3 kudos
      Of course I had no intention to modify any NavMesh.
      I suppose the changes were made accidentally during landscape editing.
      These are now deleted.
      Thanks for your tip.