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Jyggalagpuff

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27 comments

  1. MoralMonster
    MoralMonster
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    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. 
    1. Jyggalagpuff
      Jyggalagpuff
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      I use OpenMW, you're not supposed to activate the esp in the launcher, only add the line in the openmw.cfg groundcover=Vurt's Corals.esp
    2. cubanbface
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      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. 
  2. Atanvarn
    Atanvarn
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    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).
    1. Jyggalagpuff
      Jyggalagpuff
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      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.
    2. Atanvarn
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      This one? There are several different Twin Lamp mods, Nevena's and Brother Juniper's. https://www.nexusmods.com/morrowind/mods/51424

      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.
    3. Jyggalagpuff
      Jyggalagpuff
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      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.
    4. Atanvarn
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      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.
    5. Jyggalagpuff
      Jyggalagpuff
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      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.
  3. FIMzzZzz
    FIMzzZzz
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    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
    1. Jyggalagpuff
      Jyggalagpuff
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      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?
    2. FIMzzZzz
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      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
    3. Jyggalagpuff
      Jyggalagpuff
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      Ok, so how do you use the mesh generator? What do you select for "data files search"? Do you put in all your master files or just the groundcover esp?
    4. FIMzzZzz
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      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
    5. Jyggalagpuff
      Jyggalagpuff
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      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?
    6. FIMzzZzz
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      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"
    7. Jyggalagpuff
      Jyggalagpuff
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      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"?
    8. FIMzzZzz
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      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
    9. Jyggalagpuff
      Jyggalagpuff
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      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?
    10. FIMzzZzz
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      Does mesh generator work for underwater?

      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


      • fMinHeight=0
        - The minimum height a mesh can be generated on. Obviously you might want to leave this at 0. Grass doesn't grow underwater.

      i think this is the option needed to generate under water
    11. Jyggalagpuff
      Jyggalagpuff
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      Yes then I guess you would have to set Z-offset mode to negative?
    12. FIMzzZzz
      FIMzzZzz
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      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
    13. Jyggalagpuff
      Jyggalagpuff
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      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?
    14. FIMzzZzz
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      Do I type [GL_Grass_03:underwater]?

      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?

      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
    15. FIMzzZzz
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      quick test ini https://pastebin.com/GWKySQ1C

      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

      edit: 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
  4. Naufragous77
    Naufragous77
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    You mad lad!
  5. cmiq589346
    cmiq589346
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    Honestly, I don't understand why the TR team don't create and update their own grasscover mod..