Hello, which option should I install for Cathedral Concept Landscapes mod? There are 3 options in the installer: "Full Install,Brown Tundra", "Full Install,GreenTundra", "Grass Only ", which of these 3 options should I choose? Please! (My English is not good, this is the translation, sorry)
Was wondering if anyone else got the mod setup to work?
With every mod activated and in order, I get stuck at Main Menu. But once I deactivate the Enderal Grass Redone.esp, I'm able to progress into the game. Am I possibly doing something wrong, or is the grass just that beefy?
Would love to try it, it looks great on screenshots.
that's odd.. I'll dig around and see if i can come up with a fix for it. Worst case scenario, i'm just gonna have to include all the .esp plugins. Meanwhile, try to delete the .esp files from cathedral landscape and folkvangr (but keep the files provided from this mod)
Yes, this happened to me as well. There are a few "Could not be resolved" errors in the esp:
Spoiler:
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[00:00] Checking for Errors in [FE 001] Enderal Grass Redone.esp [00:00] LPineForest02 [LTEX:000137CC] [00:00] LTEX \ Grasses \ GNAM - Grass -> [0500FC3B] < Error: Could not be resolved > [00:00] LPineForest02NoGrass [LTEX:000181FA] [00:00] LTEX \ Grasses \ GNAM - Grass -> [0500FC3C] < Error: Could not be resolved > [00:00] _00E_Suncoast_Grass01LT [LTEX:00089111] [00:00] LTEX \ Grasses \ GNAM - Grass -> [0500FC3B] < Error: Could not be resolved > [00:00] _00E_Suncoast_Grass02LT [LTEX:00089112] [00:00] LTEX \ Grasses \ GNAM - Grass -> [0500FC3B] < Error: Could not be resolved > [00:00] Done: Checking for Errors, Processed Records: 117, Errors found: 4, Elapsed Time: 00:00
Removing those records via xEdit lets the game load as normal. I'm also getting rock grass with the normal maps visible (using the ENB version), but that could be a mesh conflict maybe?
Yup, that about did it! So downloading full 3D coverage got my Errors down to 4. Then I found that I also needed the High Poly Green Grass Update in Catherdral 3D Pine Grass to remove the errors entirely.
New update is mainly aimed to add more diversity to the grass on all different zones. Golden forest should now look more "autumn'y" like it was intended to.
Performance-wise (RTX 2070 + R5 3600) - I'm down only about 4-6 fps from my original grass setup (Folkvangr and Catherdral). So now I'm playing on average ~42 FPS running around Farmer's Coast and Riverville which is pretty acceptable exterior performance for me. For a baseline with my heavily modded Enderal, no grass mods at all yielded me ~50 FPS, so the performance drop with this mod doesn't seem too crazy at all.
Visually - The grass density is just about right. I think the ground textures from Cathedral Landscapes helps to make it look busy without actually adding more grass. I tried overwriting with other landscape texture mods and the grass began to look spread out. So the current setup is really great on its own. The Heartland areas feel all that more lush without being too fantasy-like. The fields of Farmers' Coast actually feel like real wheat fields now!
What I immediately noticed, was the absence of those red plants. I do understand from an 'overhaul/gotta change it up' point of view, but I feel that smattering of red everywhere was iconic for those regions - especially in Farmers' Coast, since it leads into the autumn-colored area of Goldenforst. Perhaps it might be worth experimenting with adding it back into the Landscape Texture sets just to see how it looks. Also in a quick run through Goldenforst, it feels a touch too green. Maybe adding more orange/red ground cover or using smaller grass might help it blend into the scenery.
One question - The other grass mods include INI files to modify grass and display values. Should we delete those or is the INI file in EGR guaranteed to overwrite those changes?
Thanks for the feedback! Yeah this is still very experimental, a lot of things that still needs changes and work. And this is exacly what this mod needs so thank you.
My .ini file overwrites all the others setting as long as the mod is at the bottom of the load order. But you can delete the other .ini files just to be safe but it should be needed.
Like i said, it's very dependent on your hardware. The older it is, the harder the performance tanks. On a heavy modded load order packing 2k - 4k landscape textures with 2560x1440 resolution i avarage 40-55fps, but that's with a 2080 RTX
An installation guide would be helpful because I have a few questions
1. I cant loot after installing all the mods it gives me this error: cyclic interaction detected between cathedral 3d pine grass and cathedral landscapes.
2. which versions of the grass mods should I install like lets say for cathedral landscapes should I choose brown tundra green tundra or grass only?
Sorry for the confusion.. Not sure what you mean with loot, but i assume you're talking about the load order optimizer? in that case, the load order of cathedral 3d pine grass, landscapes, folkvangr, origins of forest or tamrielic grass doesn't matter, just make sure that my esp plugin is loaded after all of them. I also included an esp replacer for cathedral landscapes and folkvangr since they originally includes some worldspace edit and that doesn't work with enderal. They're basically stripped of all the worldspace edits
When you install those mods, make sure to pick default on everything (no summer tundra or green riften ect ect)
Yay, thank you for adding so much great stuff for Enderal! This game is incredible and I wish as many people made mods made for it as they do for Skyrim. One question; if we want ENB complex grass, do we need to download your patches for each of the grass mods from your SE patch page, or does the ENB grass version here cover it?
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(My English is not good, this is the translation, sorry)
I guess it also works for Skyrim SE?
With every mod activated and in order, I get stuck at Main Menu. But once I deactivate the Enderal Grass Redone.esp, I'm able to progress into the game. Am I possibly doing something wrong, or is the grass just that beefy?
Would love to try it, it looks great on screenshots.
Meanwhile, try to delete the .esp files from cathedral landscape and folkvangr (but keep the files provided from this mod)
Removing those records via xEdit lets the game load as normal. I'm also getting rock grass with the normal maps visible (using the ENB version), but that could be a mesh conflict maybe?
Though I came up with 12 errors.
Then I found that I also needed the High Poly Green Grass Update in Catherdral 3D Pine Grass to remove the errors entirely.
Performance-wise (RTX 2070 + R5 3600) - I'm down only about 4-6 fps from my original grass setup (Folkvangr and Catherdral). So now I'm playing on average ~42 FPS running around Farmer's Coast and Riverville which is pretty acceptable exterior performance for me. For a baseline with my heavily modded Enderal, no grass mods at all yielded me ~50 FPS, so the performance drop with this mod doesn't seem too crazy at all.
Visually - The grass density is just about right. I think the ground textures from Cathedral Landscapes helps to make it look busy without actually adding more grass. I tried overwriting with other landscape texture mods and the grass began to look spread out. So the current setup is really great on its own.
The Heartland areas feel all that more lush without being too fantasy-like. The fields of Farmers' Coast actually feel like real wheat fields now!
What I immediately noticed, was the absence of those red plants. I do understand from an 'overhaul/gotta change it up' point of view, but I feel that smattering of red everywhere was iconic for those regions - especially in Farmers' Coast, since it leads into the autumn-colored area of Goldenforst. Perhaps it might be worth experimenting with adding it back into the Landscape Texture sets just to see how it looks.
Also in a quick run through Goldenforst, it feels a touch too green. Maybe adding more orange/red ground cover or using smaller grass might help it blend into the scenery.
One question - The other grass mods include INI files to modify grass and display values. Should we delete those or is the INI file in EGR guaranteed to overwrite those changes?
My .ini file overwrites all the others setting as long as the mod is at the bottom of the load order. But you can delete the other .ini files just to be safe but it should be needed.
On a heavy modded load order packing 2k - 4k landscape textures with 2560x1440 resolution i avarage 40-55fps, but that's with a 2080 RTX
1. I cant loot after installing all the mods it gives me this error: cyclic interaction detected between cathedral 3d pine grass and cathedral landscapes.
2. which versions of the grass mods should I install like lets say for cathedral landscapes should I choose brown tundra green tundra or grass only?
Not sure what you mean with loot, but i assume you're talking about the load order optimizer? in that case, the load order of cathedral 3d pine grass, landscapes, folkvangr, origins of forest or tamrielic grass doesn't matter, just make sure that my esp plugin is loaded after all of them. I also included an esp replacer for cathedral landscapes and folkvangr since they originally includes some worldspace edit and that doesn't work with enderal. They're basically stripped of all the worldspace edits
When you install those mods, make sure to pick default on everything (no summer tundra or green riften ect ect)