Would the two included Remiros & Aesthesia esps work with https://www.nexusmods.com/morrowind/mods/52931, which is a modular combination of Aesthesia and Remiros' groundcover?
Should I have grass growing over campfires (ex. Yakaridan Camp), inside open yurts, etc.? The Grazelands are certainly trackless and grassy after generating LOD with MGE XE but I'm not sure if camps should have grass in some places that they do.
Quick question on the directions. I'm using OpenMW 0.48 and I've got Remiro's Groundcover and Trackless Grazeland installed and working well. But I am still more than capable of f*#@ing this last bit up, new to it as I am.
Am I supposed to rename the esp provided here "Rem_GL.esp" and have it replace the current plugin in Remiro's Groundcover? Or create the standard OpenMW path used for each individual mod and treat the "Rem_GL_Trackeless_GL.esp plugin" as its own entity?
This particular esp is supposed to replace REM_GL, which can be achieved by renaming it (if that's easier for you), or by registering it with its current name.
So, I place esp in data, load MGE's Distant land generator, activate files from either grass mod (aside from GL module) + esp from here, use generator and then deactivate esps, right?
Vurt's groundcover is a bit outdated at this point and doesn't work with OpenMW so I don't really feel like spending time on it. Generating custom grass is not that hard though: yacoby grass generator + tesfaith to visialize cells to delete and then merge with the base grass mods.
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Am I supposed to rename the esp provided here "Rem_GL.esp" and have it replace the current plugin in Remiro's Groundcover? Or create the standard OpenMW path used for each individual mod and treat the "Rem_GL_Trackeless_GL.esp plugin" as its own entity?
Generating custom grass is not that hard though: yacoby grass generator + tesfaith to visialize cells to delete and then merge with the base grass mods.