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  1. abot
    abot
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    Note: you need to install things relative to Morrowind installation folder (where your Morrowind.exe is), not inside "Data Files" only (where your Morrowind.esm is).

    Check the "Preview file contents" link in the mod download page to see the archive folders structure relative to the Morrowind.exe installation folder.

    So directly copying/extracting the archive from a standard archive/file manager (e.g.7Zip file manager, Double Commander...) is probably simpler than trying to do it from MO2/Vortex/Mash or similar mod-specialized tools expecting to put things inside Data Files by default.
  2. Pherim
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    Hello, the mod includes tr_flora_thirrlily_flw.nif, however that exists in two variants, one of which is harvestable. These are still in the game for me, but overlapping with the groundcover ones.
    1. abot
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      Uhm. Not sure, Maybe this could work from MGE .ovr too...
      Please try editing the mge3\Hide Grass.ovr like this:
      1. delete line
      tr\f\tr_flora_thirrlily_flw.nif=grass

      2. add to the bottom of the mge3\Hide Grass.ovr file the 2 lines
      [names]
      T_Mw_FloraAT_Lily_01

      3. regenerate distant land

      if MGE can manage multiple [names] sections from .ovr files it could work. If it does not work I'll have to skip any change to the static display for that mesh in the main.lua code (basically delete the line
      "tr\\f\\tr_flora_thirrlily_flw.nif",
      )
    2. Pherim
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      Just adding
      [names]
      T_Mw_FloraAT_Lily_01
      seems to be working.
      Deleting the line "tr\f\tr_flora_thirrlily_flw.nif=grass" would completely exclude this mesh from distant static generation, wouldn't it? But the mod would still hide the ingame objects, so then only the harvestable ones would still be visible.
      By adding the [names] section, only the harvestable ones are excluded from distant statics, and the static ones are still generated as grass.
    3. abot
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      Good, 1st one is the best workaround, I will update the mod with it ASAP. Thanks for the report & testing.
  3. ZealousZeke
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    Latest update is working for me. Big thanks. Bless. 🙏
  4. UlfinBedwyr
    UlfinBedwyr
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    This mod is exceptional, and really should get more attention! I think some folks who see it might not understand that it will increase performance AND, depending on one's definitions, immersion and graphics. A+++ mod. 

    The only question is when you will be releasing an OpenMW-compatible version for us lowly commoner swits to partake of? 
  5. ferstreal
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    Where can i find "Hide Grass.ovr"? Its not in the archive.

    Thx
    1. abot
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      Oops sorry I've reuploaded the full archive, or you can find the Hide Grass.ovr in the previous versions
  6. Is there something like this for OpenMW? Does this let you delete floating grass from any grass mod?
    1. abot
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      > Does this let you delete floating grass from any grass mod?
      No, it just makes some commonly used grass-like but standard meshes to be drawn by MGE-XE instead
    2. Dolsebela
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      you sound like you need lawnmower
      https://www.nexusmods.com/morrowind/mods/53034
  7. Dolsebela
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    so let me get this straight, instead of using remiros ground cover, use this mod? is that kinda what you mean?
    1. abot
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      No. It is right on top of this mod description.
      Inspired by Turn Normal Grass and Kelp into Groundcover, hopefully easier to maintain for MWSE-Lua users.
      So this mod is a replacer for that mod, That mod has basically been discontinued as updating it was a ton of work each time, while from MWSE-Lua you can do it once and update in a dynamic/automatic way from code.
    2. Dolsebela
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      so use this mod in place of remiros, no 8 different plugins then after doing the distant land thing in mge xe uncheck them in load order... then worry about fps loss, none of that, uninstall remiros and install this no special instructions just whammo
      am i getting it right?
    3. abot
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      No, The purpose of this mod (and the original by Turn Normal Grass and Kelp into Groundcover) is not to replace the behaviour/usage of grass mods (you should continue to use them as per their instructions), is to add to them a new feature.

      Grass mods add new grass (not present in vanilla game) to the images rendered by MGE-XE.
      A few vanilla game meshes represent not-interactable grass-like things (e.g. kelps, Mournhold garden grass...) that are usually not managed by MGE-XE grass mods. This mod tells MGE-XE to render this kind of meshes too and tells vanilla (+MWSE-Lua)  morrowind to skip rendering them.
    4. Dolsebela
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      oh okay i get it, but if i wanted to not use an fps consuming mod and just use this, it'd work just fine and give me grass aplenty when i need it?
    5. abot
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      not really, you need dedicated grass mods to have a lot of new MGE grass covering landscapes to be noticeable, this mod just converts the very few grass like meshes used by standard vanilla game so only those will change
    6. Dolsebela
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      i see, are there any grass heavy mods that are low fps that you can suggest? i know in skyrim one modder found a trick to adding lots of grass at much less fps levels, can't remember how he did it
    7. abot
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      Well Remiros's grass usually is more dense/has more references placed than Vurt's, but it also depends on how the mesh is done, the textures etc. In any case you can set how much % grass to generate from MGS-XE grass generation settings, try halving it to 50% and see if performance in game improves, usually the bottleneck with Morrowind,exe is not the video card speed though, it is the single-core processor speed
    8. Dolsebela
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      what about aesthesia's grass? seems new to me, you familiar with it?
  8. ulysses
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    Is this compatible with Ashfall (Bushcrafting)?
    1. abot
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      probably not, this mod is meant to make Morrowind.exe skip rendering grass static to have MGE-XE render it instead  so if another mod needs that grass static rendered/detected by Morrowind.exe/MWSE-Lua raycasting it will not detect it any more.
      If you want to check against/tweak whatever Ashfall may be looking for, list of static objects meshes potentially culled by this mod is currently:
      local grass = {
      "ag\\ar_fernp.nif",
      "bf\\rmj_fern_1.nif",
      "bf\\rmj_fern_2.nif",
      "bf\\rmj_fern_3.nif",
      "caverns_o\\c_o_grass.nif",
      "coi\\stargazerlily01.nif",
      "coi\\stargazerlily02.nif",
      "f\\f_abc_grass00.nif",
      "f\\f_stros_fern.nif",
      "f\\f_stros_kelp01.nif",
      "f\\f_stros_kelp02.nif",
      "f\\flora_ash_grass_b_01.nif",
      "f\\flora_ash_grass_r_01.nif",
      "f\\flora_ash_grass_w_01.nif",
      "f\\flora_bc_fern_02.nif",
      "f\\flora_bc_fern_03.nif",
      "f\\flora_bc_fern_04.nif",
      "f\\flora_bc_grass_01.nif",
      "f\\flora_bc_grass_02.nif",
      "f\\flora_bc_lilypad_01.nif",
      "f\\flora_bc_lilypad_02.nif",
      "f\\flora_bc_lilypad_03.nif",
      "f\\flora_bm_grass_01.nif",
      "f\\flora_bm_grass_02.nif",
      "f\\flora_bm_grass_03.nif",
      "f\\flora_bm_grass_04.nif",
      "f\\flora_bm_grass_05.nif",
      "f\\flora_bm_grass_06.nif",
      "f\\flora_bm_shrub_01.nif",
      "f\\flora_bm_shrub_02.nif",
      "f\\flora_bm_shrub_03.nif",
      "f\\flora_grass_01.nif",
      "f\\flora_grass_02.nif",
      "f\\flora_grass_03.nif",
      "f\\flora_grass_04.nif",
      "f\\flora_grass_05.nif",
      "f\\flora_grass_06.nif",
      "f\\flora_grass_07.nif",
      "f\\flora_kelp_01.nif",
      "f\\flora_kelp_02.nif",
      "f\\flora_kelp_03.nif",
      "f\\flora_kelp_04.nif",
      "fa\\1\\cave_mud_ferns_01.nif",
      "fa\\1\\fern_01.nif",
      "fern_xx.nif",
      "i\\in_cave_plant00.nif",
      "i\\in_cave_plant10.nif",
      "jmk-obli\\2wetlily.nif",
      "ko_fern_013.nif",
      "ko_fern_017.nif",
      "ko_fern_020.nif",
      "ko_small_fern_01.nif",
      "ko_small_fern_03.nif",
      "ks\\dg-wf_lilypad.nif",
      "mg\\f\\fern_01.nif",
      "mg\\i\\cave_mold_ferns_01.nif",
      "oaab\\f\\fern_01.nif",
      "oaab\\f\\goldreedgrass.nif",
      "oaab\\f\\kelpabc_01.nif",
      "oaab\\f\\kelpabc_02.nif",
      "oaab\\f\\kelpabc_03.nif",
      "oaab\\f\\kelpabc_04.nif",
      "oaab\\f\\kelpvnl1g_01.nif",
      "oaab\\f\\kelpvnl1g_02.nif",
      "oaab\\f\\kelpvnl2_01.nif",
      "oaab\\f\\kelpvnl2_02.nif",
      "oaab\\f\\kelpvnl2_03.nif",
      "oaab\\f\\kelpvnl2g_01.nif",
      "oaab\\f\\mv_grass_01.nif",
      "oaab\\f\\rem_ash_grass_black.nif",
      "oaab\\f\\rem_ash_grass_red.nif",
      "oaab\\f\\rem_ash_grass_white.nif",
      "oaab\\i\\cave_mold_ferns_01.nif",
      "pc\\f\\pc_flora_ch_shrub.nif",
      "pc\\f\\pc_flora_ch_shrub02.nif",
      "pc\\f\\pc_flora_ch_shrub03.nif",
      "pc\\f\\pc_flora_ch_shrub04.nif",
      "pc\\f\\pc_flora_ch_shrub05.nif",
      "pc\\f\\pc_flora_ch_shrub06.nif",
      "pc\\f\\pc_flora_ch_shrub07.nif",
      "pc\\f\\pc_flora_fern.nif",
      "pc\\f\\pc_flora_fernscamp.nif",
      "pc\\f\\pc_flora_gc_shrub01.nif",
      "pc\\f\\pc_flora_gc_shrub02.nif",
      "pc\\f\\pc_flora_gf_shrub.nif",
      "pc\\f\\pc_flora_hl_shrub.nif",
      "pc\\f\\pc_flora_kp_sgrass_01.nif",
      "pc\\f\\pc_flora_kp_sgrass_02.nif",
      "pc\\f\\pc_flora_kp_sgrass_03.nif",
      "pc\\f\\pc_flora_kp_sgrass_04.nif",
      "pc\\f\\pc_flora_kp_shrub_01.nif",
      "pc\\f\\pc_flora_kp_shrub_02.nif",
      "pc\\f\\pc_flora_kp_shrub_03.nif",
      "pc\\f\\pc_flora_kp_shrub_04.nif",
      "pc\\f\\pc_flora_lilypad_01.nif",
      "pc\\f\\pc_flora_lilypad_02.nif",
      "pc\\f\\pc_flora_lilypad_03.nif",
      "pc\\f\\pc_flora_str_shrub01.nif",
      "pc\\f\\pc_flora_ww_shrub.nif",
      "pek\\dg-wf_lilypad.nif",
      "tr\\f\\tr_f_fern01_db.nif",
      "tr\\f\\tr_f_fern01_db2.nif",
      "tr\\f\\tr_f_fern02_db.nif",
      "tr\\f\\tr_f_red_lily_01.nif",
      "tr\\f\\tr_flora_at_spartium01.nif",
      "tr\\f\\tr_flora_at_spartium02.nif",
      "tr\\f\\tr_flora_at_spartium03.nif",
      "tr\\f\\tr_flora_moor_fern01.nif",
      "tr\\f\\tr_flora_thirrlily_01.nif",
      "tr\\f\\tr_flora_thirrlily_02.nif",
      "tr\\f\\tr_flora_thirrlily_03.nif",
      "tr\\f\\tr_flora_thirrlily_flw.nif",
      "tr\\f\\tr_flora_tv_grass_01.nif",
      "tr\\f\\tr_flora_tv_grass_02.nif",
      "tr\\f\\tr_flora_tv_grass_03.nif",
      "x\\ex_cave_grass00.nif",
      "x\\vurt_ashgrass.nif",

      you can just delete a line with a mesh you do not want to cull.

      TL;DR;
      if you are using this mod and you see some grass like thing in game moving with the wind/moving when player stomps it that should be able to be gathered by ashfall that will not work as that grass is not really there for the game engine to detect it, it is rendered by MGE-XE
  9. undertaker1974
    undertaker1974
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    Another great mod!
    Is it possible to do something similar with trees, just to gain some FPS?
    1. abot
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      No. Grass is a special case, MGE-XE draws grass near the player only. Trees are drawn like any other distant thing by MGE-XE only when they are far from player, so if you don't render them using the standard Morrowind.exe you will have distant trees popping out of nowhere. Also there are mods using trees as source of gathered wood so you can't really avoid drawing them in game.
    2. undertaker1974
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      Thanks
  10. frankstahl
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    Now, this is *really* great. Thank you so much!
  11. I love Your mods Abot!
    1. abot
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      Thanks ! <3