Asking anyone and everyone who's grass-adjacent: Why does OpenMW revert my changes after I add new lines to groundcover section of my cfg? Not editing with launcher open, it just refuses to keep half of my "groundcover=" lines. Data paths are all where they should be. Sorry for any perceived saltiness. I remembered I had this: https://www.nexusmods.com/morrowind/mods/52345 Kezyma's OpenMW Player for MO2, it helped me solve this problem.
I'm an OpenMW developer and can confirm that since the 0.47 release, we've added support for MGE-XE-compatible groundcover mods. Activate groundcover ESPs as groundcover (i.e. put groundcover=Vurt's Groundcover - BC, AI, WG, GL.esp in your openmw.cfg instead of a content=... line) and you'll see better performance, lighting that more closely matches MGE XE's, and movement like stomping and swaying in the breeze.
That means there's no longer any advantage to using this mod over Vurt's original version. Our thanks go to x79 for making this mod available to our users in the meantime.
Hey, I know this is a real old comment and all, but can you explain what any of this means or tell me where I can find instructions? Do I still need to download MGE XE like the original mod's description says, or not? I'm playing on Steam Deck so modding is a bit different for me, no Vortex for easy installation, everything is manual.
I can't find openmw.cfg anywhere. It's not where the website says it is. I have the flatpak version but I'm totally lost
Activating groundcover ESPs means you do not tick them in the OpenMW launcher but add them to the openmw.cfg instead as mentioned in the above comment. One should note that if you're following the Total Overhaul OpenMW mod list, you only needs Vurt's Groundcover - Reeds.esp to be added to your openmw.cfg file, otherwise you need all of them depending on which mod list you follow, remembering to clean a couple of them using tes3cmd. (To clean using tes3cmd, you need to place the executable tes3cmd.exe as well as all .esm files the .esp you want to clean depends on in your original Morrowind\Data Files directory first and then use tes3cmd.exe from a command prompt in Windows. Format is eg: tes3cmd.exe clean "[path to mod]\Vurt's Groundcover - BC, AI, WG, GL.esp" . Then remove the Vurt's Groundcover - BC, AI, WG, GL.esp and rename Clean_Vurt's Groundcover - BC, AI, WG, GL.esp into Vurt's Groundcover - BC, AI, WG, GL.esp and then activate the path on your openMW launcher as usual; remember you do not activate the ESP on OpenMW launcher for groundcovers).
So, what remains is to find where your openMW.cfg file is. In fact, it's in the same location as settings.cfg is, another important configuration file you need to know about.
Their location is at C:\Users\[your Windows username]\Documents\my games\OpenMW.
I've moved my files from one computer to another. And I have my groundcover activated in openmw.cfg but for some reason the grass isn't appearing. I'm not really sure what to do.
Does anyone know what could be causing some rocks in balmora appear blue? I had this thing happen before and I fixed it by disabling the esps but it happened again and the esps are already deactivated.
I have basically no World altering mods(outside of patch's, like 'patches for purists') Yet i'm seeing floating Grass EVERYWHERE. When this mod is working, it is irreplaceable, But most of the time, its not working QQ. I hope this is safe to uninstall mid game.
I was hesitant to install this due to the comments, but eventually went for it anyway since the modding openmw page for this is more up to date than the comments seem to be.
Happy to report that on 0.47 it works fine, with zero fps hit in the BC. r1700 with 1060 6gb.
I had to try this for myself even though it looks like it will disappoint me. I have a i7 8700, 16gbs of ram and a GTX 1660
Dang. I'm getting steady 40-50 fps but at 1/2 vanilla view distance and a low resolution. I can deal with vanilla view distance but 1/2 is really pushing it... A lower resolution gets the those extra 10 frames, lol. I would really like a version of this with a fraction of the amount of grass.
I got to thinking about it, and I wondered if EVERY clump of grass really needed a shadow and thought "wtf that's an insane amount of shadows being drawn" and so I turned off object shadows in the OpenMW launcher.
RESULT: Entirely playable!(if you have a relatively powerful PC and don't mind trees and buildings not having shadows) I've cranked up the distant land in the worst part of the bitter coast, and my FPS doesn't drop below 30! I don't even like distant land that high, so I'm keeping it around 2.5x. That's just the bitter coast though, it's groundcover is brutal. In other regions I get at least 50-60 fps, if not over 90 fps
I'm sure OpenMW will eventually have grass optimization and treat terrain details as different from other objects so that I can have my object shadows back. If I weren't already procrastinating by testing out this mod I would be really tempted to get really deep into OpenMW right now.
I've set my resolution back to it's proper 1080p value, and I have my preferred view distance set, and I'm not getting any freezing or stuttering so I think I'm going to keep this in my load order. I'm happy with this frame rate, and it might also be worth noting I have over 100 mods in my load order, including Project Atlas and MOP. I don't know what my framerate would be without them on OpenMW. I'm also using a water shader that's dropping my framerate to look at. Here's an imgur album I made with screenshots of various places and the fps?
If you want to use this grass, you're going to need to turn off object shadows in the OpenMW launcher unless you have a supercomputer. Also, optimization mods may help.
25 comments
Sorry for any perceived saltiness. I remembered I had this: https://www.nexusmods.com/morrowind/mods/52345 Kezyma's OpenMW Player for MO2, it helped me solve this problem.
groundcover=Vurt's Groundcover - BC, AI, WG, GL.esp
in your openmw.cfg instead of a content=... line) and you'll see better performance, lighting that more closely matches MGE XE's, and movement like stomping and swaying in the breeze.That means there's no longer any advantage to using this mod over Vurt's original version. Our thanks go to x79 for making this mod available to our users in the meantime.
I can't find openmw.cfg anywhere. It's not where the website says it is. I have the flatpak version but I'm totally lost
So, what remains is to find where your openMW.cfg file is. In fact, it's in the same location as settings.cfg is, another important configuration file you need to know about.
Their location is at C:\Users\[your Windows username]\Documents\my games\OpenMW.
See also
https://modding-openmw.com/mods/vurts-groundcover-for-openmw/
Hope this helps
When this mod is working, it is irreplaceable, But most of the time, its not working QQ. I hope this is safe to uninstall mid game.
Happy to report that on 0.47 it works fine, with zero fps hit in the BC. r1700 with 1060 6gb.
I have a i7 8700, 16gbs of ram and a GTX 1660
Dang. I'm getting steady 40-50 fps but at 1/2 vanilla view distance and a low resolution. I can deal with vanilla view distance but 1/2 is really pushing it...
A lower resolution gets the those extra 10 frames, lol. I would really like a version of this with a fraction of the amount of grass.
I got to thinking about it, and I wondered if EVERY clump of grass really needed a shadow and thought "wtf that's an insane amount of shadows being drawn" and so I turned off object shadows in the OpenMW launcher.
RESULT:
Entirely playable! (if you have a relatively powerful PC and don't mind trees and buildings not having shadows) I've cranked up the distant land in the worst part of the bitter coast, and my FPS doesn't drop below 30! I don't even like distant land that high, so I'm keeping it around 2.5x. That's just the bitter coast though, it's groundcover is brutal. In other regions I get at least 50-60 fps, if not over 90 fps
I'm sure OpenMW will eventually have grass optimization and treat terrain details as different from other objects so that I can have my object shadows back. If I weren't already procrastinating by testing out this mod I would be really tempted to get really deep into OpenMW right now.
I've set my resolution back to it's proper 1080p value, and I have my preferred view distance set, and I'm not getting any freezing or stuttering so I think I'm going to keep this in my load order. I'm happy with this frame rate, and it might also be worth noting I have over 100 mods in my load order, including Project Atlas and MOP. I don't know what my framerate would be without them on OpenMW. I'm also using a water shader that's dropping my framerate to look at.
Here's an imgur album I made with screenshots of various places and the fps?
If you want to use this grass, you're going to need to turn off object shadows in the OpenMW launcher unless you have a supercomputer. Also, optimization mods may help.