File information

Last updated

Original upload

Created by

vurt

Uploaded by

vurt

Virus scan

Safe to use

76 comments

  1. vurt
    vurt
    • premium
    • 1,733 kudos
    Locked
    Sticky
    I'll tweak the textures.. on a new install of MGE XE with no weather mods etc i think it looks a bit off, especially how green West Gash looks.

    For Project Cyrodiil groundcover textures check out Project Cyrodiil Grass
    and my retexture for the grasses in that mod which you find here:
    Vurt's Tamriel Grass and Plants Retexture
     
  2. rabcor
    rabcor
    • member
    • 10 kudos
    Locked
    Sticky
    OpenMW install instructions:

    •  Do not enable the plugin files from your launcher, or at all.
    • In openmw.cfg add (anywhere):
      groundcover=Vurt's Groundcover - BC, AI, WG, GL.esp
      groundcover=Vurt's Groundcover - Reeds.esp
      groundcover=Vurt's Groundcover - Solstheim.esp
      groundcover=Vurt's Groundcover - The Ashlands.esp


    • in settings.cfg set (these should be good for most other groundcover mods too):
      [Groundcover]
      enabled = true
      density = 1.0
      stomp mode = 2
      stomp intensity = 1
      rendering distance = 20480
    The biggest performance impact will come from the rendering distance setting, here are some to try based on some scenarios

    • 6144 (This is the default, groundcovers are rendered only a very short distance in front of you)
    • 10240 (Half of my suggested value, should be pretty good for lower end machines)
    • 30720 (This is the sweetspot if you use the exponential fog setting, any popping happens deep enough into the fog that you really have to look for it to see it)

    • 40960 (groundcover will be rendered extremely far, it is perfect in combination with the exponential fog setting)
    • 81920 (Same as max view distance, you should probably never set it this high)
  3. aurum42
    aurum42
    • premium
    • 13 kudos
    Hi vurt, what MGE XE underwater fog distances do you use? I'd love to get the exact look as your screenshots.
    1. vurt
      vurt
      • premium
      • 1,733 kudos
      No clue what i used there, sorry.  one of those images is 13 years old..

      Almost nothing in my installs is kept for very long due to modding and testing on an almost daily basis, that goes for mods and .ini's and any other settings.
  4. Gabe785
    Gabe785
    • supporter
    • 0 kudos
    Where is settings.cfg located? i can't find it in my openmw folder.. 
    1. JMaxPlayZ
      JMaxPlayZ
      • member
      • 0 kudos
      documents/my games/openmw
  5. Adamus
    Adamus
    • premium
    • 0 kudos
    Hi, thank you for all your hard work. Please could you tell me where to put the water.fx file? Thanks
    1. vurt
      vurt
      • premium
      • 1,733 kudos
      Sorry but i don't remember, just search for the file in /morrowind and you'll find the exact location.
  6. Shaord
    Shaord
    • supporter
    • 6 kudos
    Hi Vurt, beautiful grass. I am looking to play a game with your grass and trees as they look beautiful together. I do however play with Morrowind Rebirth rather than Vanilla. Is it possible for you to share the configuration file (ini) for the grass generation or can you create a version for Rebirth? Thanks
    1. vurt
      vurt
      • premium
      • 1,733 kudos
      Sorry but i never saved the .ini.. 

      I'll probably remake the grass when the new grass generator releases, and then i can share the .ini. When that will be i do not know though.
  7. frankstahl
    frankstahl
    • premium
    • 9 kudos
    Hi! First of all, your grass mod is simply awesome. It is the best of all groundcover mods here on the Morrowind Nexus. Thank you!

    I think I might have found a problem, though: Basically all around Raven Rock, there is floating grass, even when I only load Morrowind.esm, Tribunal.esm and Bloodmoon.esm; this happens at -23,19 / -24,19 / -25,19 / -26,19 / -24,20 as far as I can see. E.g.:



    There are a couple of screenshots more here. This looks somewhat unremarkable on the screenshots, but in motion it is really obvious.

    Is this a bug problem or am I missing something...?

    Thanks a lot and have a nice day. :-)
    1. vurt
      vurt
      • premium
      • 1,733 kudos
      Explain what you're seeing or i can not help you, this tells me nothing. 
    2. frankstahl
      frankstahl
      • premium
      • 9 kudos
      Thanks for your reply. There is grass floating in the air; it is not grounded. It's in many places around the Raven Rock settlement.
      As I said, I only loaded the three main esm files, so it's not because of some mod. 

      I would simply like to know whether you are experiencing this on your side too (just walk all around outside the Raven Rock walls, you can't miss it).
      If so, it would be nice if you could fix this. If not, then for some strange reason it must be on my side and I will fix this according to your method. (I've been using your groundcovers for some days now, and I could see floating grass nowhere else, so that's why I found this unusual.)
    3. vurt
      vurt
      • premium
      • 1,733 kudos
      There will always be places where a part might float some cm over the surface, the meshes are sometimes big, the landscape is not flat so it's not possible to predict how the mesh will fit onto the uneven surfaces.
      I can of course make them sink into the ground even more but there's a fine line here, then you will instead mostly see the top part of the grasses and that doesn't look good, it looks much worse. 

      The definitive fix is of course to do very small meshes with 1 grass, some of my meshes are like that, but not all. To me this works good enough, but yes for super picky people maybe it's not the mod to use.

       
    4. frankstahl
      frankstahl
      • premium
      • 9 kudos
      Ah, I see, good to know. 
      Thanks for taking  the time to explain this. 
      And again, this mod is really wonderful, I will certainly keep it in my load order.  
      It‘s just that my former OCD was acting up a bit (no kidding, it keeps doing that now and then). 
      So thanks again and have a nice day. :-)
    5. vurt
      vurt
      • premium
      • 1,733 kudos
      no problems. it's good that people report things if they think they see an issue.
  8. ShadzDash
    ShadzDash
    • premium
    • 0 kudos
    Is there any way we can disable collisions with all the new plantlife?  Can walk through grass...
    1. vurt
      vurt
      • premium
      • 1,733 kudos
      very clear instructions are on the main page.
      this isn't .esp's to be used in the launcher, no grass mod works like that, that won't even give you animations...
  9. AZZ
    AZZ
    • member
    • 3 kudos
    well done !
    The less obstructive groundcover
    Beautiful !
  10. Demanufacturer87
    Demanufacturer87
    • premium
    • 60 kudos
    Any chance for Trackless Grazeland version? and maybe separate plugins?
    1. vurt
      vurt
      • premium
      • 1,733 kudos
      trackless? no clue what that means.

      nope, not going to regenerate all grass again, its a real pain to clean up areas etc. i will look into grass generation when Greatness7 releases the new grass generator they're working on. 
    2. Demanufacturer87
      Demanufacturer87
      • premium
      • 60 kudos
    3. vurt
      vurt
      • premium
      • 1,733 kudos
      i see. i'll keep it in mind for that upcoming generator. with it we should be able to create much better grass mods i hope. 
    4. Bassaganza
      Bassaganza
      • member
      • 0 kudos
      Hey i've been meaning to ask about this actually, because right now I use aesthesia's groundcover mod which has instructions on how to use it with a grass generator. This is important because i have a lot of landscape altering mods. I really like your textures and models but as far as i can see these are .esp's so the grass comes "pre-generated" right?
    5. vurt
      vurt
      • premium
      • 1,733 kudos
      yes
  11. Jonkler64
    Jonkler64
    • member
    • 0 kudos
    nice
  12. FranckDreden2nd
    FranckDreden2nd
    • supporter
    • 0 kudos
    Hi,
    I don't understand because I don't see anything under MGE / Distant land wizard... about Vurt's groundcover. I play with Steam's GOTY version / MGE XE / MWSE 2.1 / MCP installed, not a lot of mods, just about code patch and a few graphical ones. Could you please help me?
    1. vurt
      vurt
      • premium
      • 1,733 kudos
      All the .esp's should be listed when you run Distand Land setup. That's the whole idea of Distant Land generation, it takes the inputs from these .esp's, .esm's, then it generates what's in them in the distance.

      If you have one unticked and it happens to do something in the landscape, let's say a house, then you will only see the house up-close and it will disappear in the distance because it wasn't applied in Distant Land. 

      For grass it is different, is should only be ticked as a .esp in Distand Land, not in the launcher. 

      Let me know how it goes. 
    2. FranckDreden2nd
      FranckDreden2nd
      • supporter
      • 0 kudos
      Well, I reinstalled my game and my mods, I found out your mod is incompatible with Morrowind Rebirth, so I uninstalled MR. (I'd rather have your mod installed - that should speak by itself how much I love your work).

      On the other hand, I've got an error message at launch, where an item can't find a placeholder or something. I'm not saying it's your mod, I do not use a LOT of mods (I've modded my Skyrim way more). I got, what, 20 or so mods here, a tenth of what I've had in SKSE.

      Anyway, I'm still looking for the source of this error, but the game is still playable and VERY beautiful along with your mod!

      Thanks for your work and patience.

      PS: I found out the culprit mods, it wasn't TR afterall, it was Cloud Storage mods... I'm goona look further into it