Hello. Can I use this mod if I don't have TR (only Tamriel_Data)? I am playing on classic engine with MGE XE. I have activated the mod in Distant Land but can't see any corals underwater.
Well he is asking for MGE XE not OpenMW. I think you tick the ESP in distant land generation with MGE XE but leave it unticked on your ESP list in Mod Organizer 2. Just like any grass plugin. I'm assuming you do it like a grass plugin. So yea it would be this way.
Thanks! No more floating corals around Firewatch. Another issue with sea bottom is OAAB Brother Juniper's Twin Lamps, which kinda messes up sea bottom level to the west of Vvardenfell (around Fatleg's Camp).
Oh ok , I don't have Twin Lamps. I remember I tried installing it a year ago and it had door bugs where you would get stuck in a wall when entering or exiting a building, or fall forever, so I uninstalled it.
Yes it's not a bug, in some places it might be affected differently. Thanks for letting me know about Khuul. I'll go check it out and see if I can fix it. Always let me know wherever you see something and I can do updates.
Thanks! It looks better this way, imho. Also, near Firewatch, where original corals were floating, some underwater rocks are removed too. One can see it by dark vertex paint on the sand. Not a big deal, just fyi.
Oh yes I deleted those! The reason why is because there was no practical way for me not to because around that area there was SOOOOOO MUCH floating coral and grass and other stuff, I gave up on sifting through what was a part of the coral mod and what was a part of TR. There was so much stuff there my CS kept crashing before I could save. I ended up highlighting everything and deleting. Sorry.
the big edit I made to this was manually lowering every single coral and sea grass mesh by hand in the Construction Set. Yes, insane.
are the corals placed with Morrowind Mesh Generator ? i've not used any coral mod yet, so i don't know details, but just in case it might be relevant, Morrowind Mesh Generator has a "z offset" mode. if that's not relevant consider this spam =P
No, I literally manually lowered every coral on the "Z" axis by hand in the CS. Please tell me how to use mesh generator because the lawnmower guy couldn't. I have read that the Z-offset mode can lower it but some people said it didn't work. How do you use it? The default setting is 10, do you increase it or decrease it? Do you set the number to negative?
for some of my landscape i have some light floating grass with the standard 10, using 0 no more floaters. so yes negative numbers decrease it, and you can use -10 etc
settings location should be you ini that defines which meshes will be placed on which textures mw location obvious i assume output will be your newly generated grass.esp
data files to search is the file for what you generate grass, for example morrowind.esm or your_landmass_mod.esp if you want to generate grass for bloodmoon, you only use bloodmoon.esm same for tamriel rebuilt or anything dependencies do not matter
i've read you can generate grass for your whole load order by import from ini, this doesn't work for me, not sure if i do something wrong or if it doesn't work. if i want to generate for something for example morrowind.esm and several landscape altering mods, i convert morrowind.esm to morrowind.esp with wrye mash, load all needed esm files, for example morrowind.esm tribunal.esm bloodmoon.esm also morrowind.esp including all landscape altering mods (setting the last one as active, not sure if it matters), then i merge all loaded plugins and use this new esp for "data files to search" and generate grass for this new esp
not a grass gen expert and not sure if this is the right approach but it seems to work
Ok, so for settings location do you mean I select my Morrowind.ini, or do I keep it grass.ini? Where do I place the grass.ini after it's created? Do I have to edit it? For data files to search, can I select all my master files? Morrowind, Bloodmoon, TR, etc, at the same time or one by one? Is the grass just procedurally generated?
morrowind.ini is not used in this process, this is an example of a grassgen ini, not sure which one this is, maybe vurts, https://pastebin.com/nMhhFpaA the grass ini will not be created, you need it before hand, there is all info stored to create the grass esp.
i have checked, the corals mod from vurt, it has no ini included, so either from scratch or ask vurt for a ini.
never used several esm at the same time, can result in huge grass esp files, i would only to one esm at once.
grass placement is random, not sure if procedural if you want to be technical correct xP and the random parameters used are in the grass.ini for "settings location"
Ok, but I use Vurt's Corals and don't have a grass ini but it works. Once I get the ini what folder do I place it in? Also, do I also put the ground cover esp into "data files search"?
i think we're talking around each other =P or maybe i'm bad at explaining xD
the morrowind grass generator is to create a grass.esp from scratch, for this process no pre created grass esp is needed.
for that you need a ini or create a ini containing the settings that will be used for grass generation, not sure if it matters where that ini is located, mine are besides grass.exe
so things you need for that is esm or esp for which you want to generate grass ini for the settings
set the ini in the settings location output file, enter whatever your grass.esp should be named data files to search add the esm or esp for which grass will be generated adjust z offset if needed
Ok, so how do I create a new coral and sea grass mod for morrowind using assets from Vurt's Corals? Does mesh generator work for underwater? How do I make the coral for only underwater, do I type [GL_Grass_03:underwater]? Do I type in the name for each nif into the ini under "sMesh0="? How do I separate the nif names, using commas or spaces or do I enter them underneath each other?
uff great question, didn't think about that... i mean since vurts corals exists i just assumed it does, but by default it stops at the water... and i can't see anything related to water level...
in the ini have fMinHeight=0 on your max needed depth not sure how much that is, maybe just some high negative number, and then z offset the amount like you used in the CS oh and fMaxHeight=0 probably lower but not higher, because no corals above water level
Do I type [GL_Grass_03:underwater]? Do I type in the name for each nif into the ini under "sMesh0="? How do I separate the nif names, using commas or spaces or do I enter them underneath each other?
no just the ID of the texture, just in case this is the CS id not the texture_name.tga
Do I type in the name for each nif into the ini under "sMesh0="? How do I separate the nif names, using commas or spaces or do I enter them underneath each other?
generates not that much corals mindepth probably need adjustment edit: iGap=600 was not much, iGap=400 was a lot more sBan1= entries are leftovers but if you didn't start creating an ini this can be used to build upon.
edit: generated on AL_ash_01 corals above water o_O nvm fucked up
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Also, some underwater grass meshes are placed slightly below ground level, I take it's a feature, not a bug? :) Like in Khuul, for instance.
are the corals placed with Morrowind Mesh Generator ? i've not used any coral mod yet, so i don't know details, but just in case it might be relevant, Morrowind Mesh Generator has a "z offset" mode. if that's not relevant consider this spam =P
mw location obvious i assume
output will be your newly generated grass.esp
data files to search is the file for what you generate grass, for example morrowind.esm or your_landmass_mod.esp
if you want to generate grass for bloodmoon, you only use bloodmoon.esm same for tamriel rebuilt or anything dependencies do not matter
i've read you can generate grass for your whole load order by import from ini, this doesn't work for me, not sure if i do something wrong or if it doesn't work.
if i want to generate for something for example morrowind.esm and several landscape altering mods, i convert morrowind.esm to morrowind.esp with wrye mash, load all needed esm files, for example morrowind.esm tribunal.esm bloodmoon.esm also morrowind.esp including all landscape altering mods (setting the last one as active, not sure if it matters), then i merge all loaded plugins and use this new esp for "data files to search" and generate grass for this new esp
not a grass gen expert and not sure if this is the right approach but it seems to work
the grass ini will not be created, you need it before hand, there is all info stored to create the grass esp.
i have checked, the corals mod from vurt, it has no ini included, so either from scratch or ask vurt for a ini.
never used several esm at the same time, can result in huge grass esp files, i would only to one esm at once.
grass placement is random, not sure if procedural if you want to be technical correct xP and the random parameters used are in the grass.ini for "settings location"
the morrowind grass generator is to create a grass.esp from scratch, for this process no pre created grass esp is needed.
for that you need a ini or create a ini containing the settings that will be used for grass generation, not sure if it matters where that ini is located, mine are besides grass.exe
so things you need for that is
esm or esp for which you want to generate grass
ini for the settings
set the ini in the settings location
output file, enter whatever your grass.esp should be named
data files to search add the esm or esp for which grass will be generated
adjust z offset if needed
uff great question, didn't think about that... i mean since vurts corals exists i just assumed it does, but by default it stops at the water... and i can't see anything related to water level...
edit: https://www.project-tamriel.com/viewtopic.php?t=29
i think this is the option needed to generate under water
oh and fMaxHeight=0 probably lower but not higher, because no corals above water level
no just the ID of the texture, just in case this is the CS id not the texture_name.tga
example for using 6 meshes:
[AC_darkstone01]
bPlaceGrass=1
bPosRand=1
bRandClump=0
bSclRand=1
fMinHeight=10
fPosMax=400
fPosMin=-400
fSclMax=1.1
fSclMin=0.62
iBanOff0=128
iBanOff1=128
iGap=400
iWeight=0
sBan0=AC_dirtroad_01
sBan1=AC_roundstone
sChance0=25
sChance1=25
sChance2=5
sChance3=5
sChance4=5
sChance5=18
sChance6=17
sID0=
sID1=
sID2=
sID3=
sID4=
sID5=
sID6=
sMesh0=Grass\Grass_AC_1d.nif
sMesh1=Grass\Grass_AC_2d.nif
sMesh2=Grass\Grass_AC_1f.nif
sMesh3=Grass\Grass_AC_2f.nif
sMesh4=Grass\Grass_AC_3f.nif
sMesh5=Grass\Grass_AC_1s.nif
sMesh6=Grass\Grass_AC_2ds.nif
sName=
sRecType=STAT
sScript=
adjust fMinHeight and fMaxHeight to your needs (missing in example, just add it), if you have more than 6 meshes just add more sChance, sID and sMesh
edit: sChance has to add up to 100
quick test ini https://pastebin.com/GWKySQ1Cgenerates not that much corals mindepth probably need adjustment edit: iGap=600 was not much, iGap=400 was a lot moresBan1= entries are leftovers
but if you didn't start creating an ini this can be used to build upon.
edit: generated on AL_ash_01 corals above water o_O nvm fucked upedit: here tuned a bit more https://pastebin.com/Gri6NjMj
that's how it looks https://i.ibb.co/RPQk8SD/Morrowind-2023-12-24-17-45-19-633.jpg