Hey, thanks for downloading my mod. If you like it, consider uploading a screenshot and/or endorsing, I would love to see what this looks like on your setup and everyone likes positive feedback.
cheers & have fun, AZ
MAKING A PATCH FOR YOUR FAVORITE LANDSCAPE-ALTERING MOD: See Vurt's easy guide here (2nd half of page), alternatively, maybe my Lawnmower tools might be of help.
Version 2.0 is now released! See image section for some examples. Changes:
after cleaning the vanilla files by hand in v1.1 and looking at the Tamriel Rebuilt content, I decided I needed something more automated. So I wrote a script, applied it to the mod, and you won't believe how much better it is. 99% reduction of grass clipping. Flora and other random stuff not covered by grass. Grass enhancing the content instead of obscuring it.
small fix to a single AI mesh, scaled down a flower a little for aesthetic reasons
split the RIVERS and SEAS in pure vanilla (V) and pure TR as opposed to the V/VTR of previous versions. If you want to have both in your game, you need to load both. See the description for order. This was done to reduce the amount of generation overlap. There might currently be some floating grass between TR and vanilla lands in some places due to overlap, a hotfix was released in the Files section.
pushed the depth at which river grass gets generated "down" a tiny bit so rivergrass starts a bit further from shores (depending on slope, and I can't push it too far or zero grass will be generated). Similarly, pushed the depth at which seacoral gets generated "down" to start at greater depth. None of this relates to terrain alteration, it's just "at what height do we generate grass/coral/etc".
HOTFIX 2.1 FIXES SOME FLOATING CORAL IN THE SEAS BETWEEN VANILLA AND TR, IT ONLY REPLACES lush_synthesis_seas_and_lakes_V.esp
updating is easy for openMW users - just overwrite all files with the new ones. For MGE users you will have to do the same and regenerate distant terrain; if I could avoid this step for you I would. You'll have to decide whether the upgrade is worth it, but I try to release only significant updates (and hotfixes when I'm an idiot).
IF YOU SEE UNDERWATER STUFF ON LAND (CORALS, SEAGRASS) , READ THE INSTALL DESCRIPTION. LOAD SEAS FIRST, THEN RIVERS, THEN ALL REMAINING GRASSMODS YOU USE.
2023/12/12 EDIT: I've removed a long tangential garbage thread that had very little to do with my mod, cluttered my comments and frankly, annoyed me. If you have floating groundcover above or under water, the terrain in your game does not match the terrain the groundcover was generated against. For instance, using the current (new) version of TR with this mod will lead to floating stuff, because I used the then-current (now old) version. Using other mods that alter terrain will lead to floating stuff. Lawnmower or other tools cannot fix this. You will have to regenerate the grass or wait for an update, which may be a long time as I'm currently playing other games. I've also edited the text above a little to clarify one or two valid points mentioned.
Like many have said before, the mod is great! My main issue though, that others have also encountered, is that the bridge going into Vivec and also the bridge going into Ebonheart are both deleted when the ai portion of the mod is turned on (needed for grass to populate it looks like).
Could I get some directions on how to fix the issue or possibly a patch? I feel like I have troubleshot this issue a good bit, but nothing I do makes those bridges (among possible others) reappear without turning the mod off.
I assume like the rest of the people with missing bridges and the like, you have not read the instructions on the mod description and are installing this grassmod like a regular mod, i.e. activating it in your load order.
If you're using BCoM, it changes the layout of several towns like Balmora, in both small and big ways. Odds are that BCoM is the reason for the floating grass.
If someone made a patch for the Stonewood Pass mod, that would be absolutely stellar. I'm giving it a go myself but I'm not exactly the best at messing with groundcover.
Love this mod, mostly compatible with everything I am using, however it is in conflict with one particular BCOM module, the BCOM Suran Expansion, which puts 3 vendor stores on the south side of Suran.
I am also having this issue. Otherwise the mod is great! Are there plans to work on this at all or does anyone have a patch somewhere? I'd be in your debt.
The mod author specified in their description that they aren't going to be making patches for any mod and recommends using the Lawnmower app to manually fix it (or follow vurt's process).
I have the same floating grass in expanded Suran, I'm looking into what I need to do to fix it myself.
I just installed openMW and it keeps telling me the ESP for this mod is missing, even tho I've never even installed a mod yet. I'm probably going to use it anyway but this is incredibly frustrating that I can't even get the vanilla game to launch without this
Firstly, groundcover esp files should never be enabled, so check that first. Secondly, you need to input groundcover entries into your openmw.cfg file so that openMW knows to look for them. Entries will look like this:
If you have the entries in your cfg file but don't have the data paths for the mods themselves, it will warn you it cannot find the esp (even though you don't have to actually activate them).
There is a lot of floating grass in the north of Gnisis. I took a file lush_synthesis_WG.esp from 1.1 version and it seems to be okay. Anyway this is a huge grass mod. I love it and can't imagine modern OpenMW playing without it. Thank you very much.
Hello. I came here following One Day Modernization modlist on openmw modding site. I cant get this to work. I installed it in the generated folder as the instuctions say, but it doesn't work in game. I tried enabling and disabling the plugins. Nothing. Using latest openmw dev build
61 comments
cheers & have fun,
AZ
MAKING A PATCH FOR YOUR FAVORITE LANDSCAPE-ALTERING MOD:
See Vurt's easy guide here (2nd half of page), alternatively, maybe my Lawnmower tools might be of help.
Version 2.0 is now released! See image section for some examples.
Changes:
HOTFIX 2.1 FIXES SOME FLOATING CORAL IN THE SEAS BETWEEN VANILLA AND TR, IT ONLY REPLACES lush_synthesis_seas_and_lakes_V.esp
updating is easy for openMW users - just overwrite all files with the new ones. For MGE users you will have to do the same and regenerate distant terrain; if I could avoid this step for you I would. You'll have to decide whether the upgrade is worth it, but I try to release only significant updates (and hotfixes when I'm an idiot).
IF YOU SEE UNDERWATER STUFF ON LAND (CORALS, SEAGRASS) , READ THE INSTALL DESCRIPTION. LOAD SEAS FIRST, THEN RIVERS, THEN ALL REMAINING GRASSMODS YOU USE.
2023/12/12 EDIT: I've removed a long tangential garbage thread that had very little to do with my mod, cluttered my comments and frankly, annoyed me. If you have floating groundcover above or under water, the terrain in your game does not match the terrain the groundcover was generated against. For instance, using the current (new) version of TR with this mod will lead to floating stuff, because I used the then-current (now old) version. Using other mods that alter terrain will lead to floating stuff.
Lawnmower or other tools cannot fix this. You will have to regenerate the grass or wait for an update, which may be a long time as I'm currently playing other games. I've also edited the text above a little to clarify one or two valid points mentioned.2024/09 edit: if you want to try fixing floating groundcover, https://www.nexusmods.com/morrowind/mods/23065 has some exciting new options for you to try.
Could I get some directions on how to fix the issue or possibly a patch? I feel like I have troubleshot this issue a good bit, but nothing I do makes those bridges (among possible others) reappear without turning the mod off.
I have the same floating grass in expanded Suran, I'm looking into what I need to do to fix it myself.
groundcover=lush_synthesis_seas_and_lakes_V.esp
groundcover=lush_synthesis_rivers_V.esp
If you have the entries in your cfg file but don't have the data paths for the mods themselves, it will warn you it cannot find the esp (even though you don't have to actually activate them).