You are free to: Adapt - remix, transform, and build upon the material
Under the following terms: Attribution - You must give appropriate credit. Non-Commercial - You may not use the material for commercial purposes (i.e. no payment of monetary compensation as a condition for the download).
If author(s) is/are not able to be contacted through a reasonable effort, Then you are free to copy and redistribute the material for use in The Elder Scrolls III: Morrowind
File credits
Thanks to Denina for helping with the placement of saplings in the WG.
Fixed exterior cell "illegal to rest" flags for some settlements
Version 1.4.0
Separated Sheogorad into its own regional plugin
Version 1.3.0
Cleaned up some placement in the AI and WG regions (special thanks to Lucevar for the AI module - expect better compatibility with BCoM in that region with this update)
Version 1.2.0
Added and merged correct version of the WG plugin which cleans up placement
Cleaned plugins
Version 1.1.0
Added optional merged plugin
Version 1.0.0
Initial release
This mod places saplings from OAAB_Data in each of the following regions:
The sapling placement is all based on the vanilla landmass and mesh locations so there will be conflicts. The meshes are relatively small in size, so unless a mod makes drastic changes to the landscape shape (such as is the case with Stonewood Pass), I would expect most conflicts to be relatively minor.
Note: these plugins are NOT intended to function like grass mods. Meaning that you need to turn the ESPs on while playing, not just to generate distant land. Expect that there will be some performance cost to running this mod - what that cost is depends on each system's bottleneck. Using OpenMW's paging feature may help reduce that impact significantly.
Credits: thanks to Denina for helping with the placement of saplings in the WG.