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Mrovkogon

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9 comments

  1. sirbittle
    sirbittle
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    I have Aesthesia Groundcover, Beautiful Cities of Morrowind, and Stonewood Pass Reworked, and then this mod for the patches. Despite that, I still have floating grass around Gnisis, right outside of town passed Fort Darius and also across the river from the Silt Strider and where Hentus stands. EDIT: Also west of the Silt Strider between that and Vabdas Hut.

    EDIT 2: I realize my mistake, this works great if I'm only using this mod, so it must be some combination of groundcover stacking and causing the floating.
    1. Mrovkogon
      Mrovkogon
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      Good to know, i didn't expected it would still work with BCoM after latest updates (assuming you're using latest BCoM up to date of your post.) 
  2. LlamaCzech
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    Awesome work, man, definitely downloading.
    I was wondering though, I see you've already done a tree compatibility for OAAB West Gash Trees, were you planning on doing one for Vurt's West Gash II as well?
    Its so close to working already, there's like, 4 trees floating, but they're right in your face as you walk through haha
    1. Mrovkogon
      Mrovkogon
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      Hi or Zdar maybe, judging by your nickname, glad you like this. I don't plan to make a patch for something I don't play personally, but it's quite easy to delete floating trees via Enchanted Editor (super lazy option), just by deleting "incriminated" cell in which they are placed. But then you lost all changes to that cell of course, so even trees which fit terrain in that cell will be lost.
      Or you can of course open it in Construction Set and do your edits manually (best option :)), but then you shouldn't forget to clean the mod via tes3cmd or other tool (not going to details here, there is lot of manuals all around).
      Or (kinda lazy option), assuming you know exact Object Index of these four trees (which you can get by opening console by pressing '~' , clicking object and writing ori, pressing enter again and reading the result - this works on OpenMW for me, I'm not sure original engine 'ori' command give such detailed information) and then delete them via tes3cmd command in similar way like this (you might want to replace delete with dump for purpose of testing you are not deleting anything else by accident):
      tes3cmd delete --instance-match "ObjIdx:21997" "god_damned_mod_adding trees.esp"Or, you can just nuke the whole edits to given cell (same level of effort or lack thereof as option one, but instead of Enchanted Editor you'll use tes3cmd)
      tes3cmd delete --type cell --match "for example Gnisis but you might try cell coordinates" "lovely mod.esp"

        
  3. RandomPal
    RandomPal
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    Great! Thanks for the support!
    1. Mrovkogon
      Mrovkogon
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      I think the latest version is better than the one you commented on, the previous have some floaters and too much variety around Gnisis, especially on widow Wabdas plot of land. In hindsight, I don't think the default grass generator setting Aesthesia is bundled with is the best, I like variety and sometimes nature look spotty, but default settings is too random. Yeah I know I'm big obsessed about it, but I think I have an eye for natural (dis)order, so if there will be other version or if I decide to make other region(s), I would tweak the settings first to cover bigger surfaces with fewer species of plant as it (not always) appears in nature to make it look easier and more natural to eye and do manual deletes around buildings after. 
  4. Urraim
    Urraim
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    Just what i was looking for :) however are the requirements on the files download page correct?, do i need the bucklers mod for example? i can see how berandas overhaul and the orc yurt are requirements since you have probably made this for your own use and have those mods in mind when you made this, the bucklers requirement is confusing me though.
    sorry for not speaking concisely i am a little tired.

     downloading anyway sans bucklers overhaul but with the yurt and berandas requirements, with fingers crossed, and will endorse when it lets me ^
    Edit: sorry for nitpicking i jsut am scared of adding bucklers to the game on top of all the oaab integrations i have installed xd
    1. Mrovkogon
      Mrovkogon
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      I updated description and requirement notes (although they don't show when just downloading, they show only when you click on requirements menu). 
      I made it in such a way that Nur Kishar, Bucklers, Berandas Overhaul and else are not required, you'll end up with gap in groundcover so if you don't know in advance you'll not notice, probably.

      Btw, bucklers should be compatible with OAAB integrations as long as you merge level lists they change, I suppose.

      Oh, and bucklers have small incompatibility with Stonewood pass - it place cart with Khajiit vendor near Caldera, the cart is hanging in the air. I made a quick patch for it but I didn't released it. (Maybe I will later.) 
    2. Urraim
      Urraim
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      thankyou for clarifying!
      oh im not worried about the bucvklers incompatibility with oaab (after using wrye mash) its only that im starting a fresh install and my brain hurts from branching off of various mod pages through the requirements etc, seems there are endless mods made very recently that i want. i will probably end up getting the buckler mod later! i already downloaded the berandas and yurt mods gladly :)
      thankyou againn