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.
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.
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.
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.
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!
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!!!
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.
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.
18 comments
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.
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.
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.
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.
I suppose the changes were made accidentally during landscape editing.
These are now deleted.
Thanks for your tip.