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Shaord

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152 comments

  1. MagickaAddict
    MagickaAddict
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    Thank you Shaord
    I tested the Aesthesia version and it looks great!

    1. Shaord
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      ;-)
  2. ahillamon
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    Hi! I think something might have gone wrong with the lawnmowering in the new Remiros grass plugin, I immediately noticed that unlike with the 24.12 plugin the road was not excluded from being covered by grass: Image. Haven't checked any other areas yet nor the Aesthesia plugin.
    1. Jarabi
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      Thanks for the fixes but on a similar comment to the above, the 24.12 version nicely eliminated all the grass (I'm using Remiros) in the Old Ebonheart main plaza (and Ebon Tower area) but the new version leaves some behind, even at low density values. It doesn't look like some residual weed because it is waist high and just looks anomalous in that area.  
    2. Shaord
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      Thank you for the feedback. I have identified the issue and will update in coming days.

      Now fixed in version 25.05a. Thanks ahillamon and Jarabi for quickly identifying this.
    3. Jarabi
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      Thanks for the quick fix. Looks fine in the areas I have checked now.
  3. CholliceKetteridge
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    Hi! First off, love the mod I've been using it since it released. While I was waiting for the update to TR version 25.05 I used the modular version of FGM to fill in areas that weren't yet covered by this mod and I've come to really like the blending of the two. While I can continue to do this by using the old version of this mod, I thought I'd ask if it would be possible to offer a similar modular version of this mod, with different esps for different regions. I know this is a big ask, but I think it would be a great addition to an already fantastic mod :)
    1. bobbyp456
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      +1
    2. Shaord
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      Thanks for the suggestion. It is tricky with TR as it primarily uses vanilla land types, Grasping Fortune was the first release with a lot of new land types. Technically can break it up by release areas but I suspect this will become more complicated as the TR team work through 'refreshing' old areas to modern standards. My primary focus with this mod is that it is sustainable and updatable. I will look into it after I am certain have squashed any bugs from this release. I will need to consider how best to manage future changes in TR.
  4. PresquePlayed
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    the update I have been waiting for! Thank you so much for your work!
    1. Shaord
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      :-)
  5. PinkieSatanas
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    Hello ^^ thanks for the mod and yall for sticking around. Can anybody tell exactly what lines i need to add to openmw.cfg if i only use the remiros file? No Aesthesia or  the Seas Lakes and Rivers addon. I'm a bit confussed by the description of this mod. It says which to add but also says it's an exemple related to the non-remiros mods. I feel there's something i'm not getting. Should i add those lines as they are? Are there other lines i should add and i'm glossing over like a moron cause english is not my first language and my reading comprehension works at 69% potency in english?
    1. Shaord
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      If you are only using Remiros’ ground cover then the only plugin you require is:
      Grass-Rem-TRv24_12.esp

      Be sure that you have also downloaded and enabled the meshes and textures from Remiros’ ground cover.
    2. PinkieSatanas
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      Okey, so i wanna be sure cause i'm not sure you are answering my question, or i'm just being dumb. if i'm understanding correctly i just need to enabled the mod on the openmw "content files" section. I don't need to add lines to the openmw.cfg file, apart from the ones mentioned in remiros page (https://www.nexusmods.com/morrowind/mods/46733). Is all that correct?

      What it says in remiros page for reference:

      "Add the following lines to your openmw.cfg. Only add the sections that are appropriate to your plugin selection:"

      #Vanilla Grass
      groundcover=Rem_AC.esp
      groundcover=Rem_AI.esp
      groundcover=Rem_AL.esp
      groundcover=Rem_BC.esp
      groundcover=Rem_GL.esp
      groundcover=Rem_Solstheim.esp
      groundcover=Rem_WG.esp

      #TR Grass
      groundcover=Rem_AC_TR.esp
      groundcover=Rem_AI_TR.esp
      groundcover=Rem_AL_TR.esp
      groundcover=Rem_AT_TR.esp
      groundcover=Rem_BC_TR.esp
      groundcover=Rem_GL_TR.esp
      groundcover=Rem_RR_TR.esp
      groundcover=Rem_VM_TR.esp
      groundcover=Rem_WG_TR.esp

      #LoC Grass
      groundcover=Rem_LoC.esp

      #LoC Moved Grass
      groundcover=Rem_LoCM.esp

      what it says in this mod's page for reference, on the intallation section 4B:

      "using OpenMW then in your openmw.cfg file enter and save the following lines at the top of the file (example below using Lush Synthesis and Aesthesia, change as required)"
      groundcover=Grass_TR_SeasandLakes.esp
      groundcover=Grass_TR_Rivers.esp
      groundcover=Grass-Aesthesia-TRv24_12.esp

      so no lines to add related to remiros aparts from the previosly mentioned that come from that mod page, right?
    3. Shaord
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      I am unclear re your question but I will seek to clarify activation of ground cover. Ground over requires 3 key components in OpenMW:
      1. Ensure that your settings.cfg (located in your user directory includes the following:
      [Groundcover]
      enabled = true
      density = 0.5
      stomp mode = 2
      stomp intensity = 1
      rendering distance = 10240
      Without this ground cover will not work.
      2. The meshes and textures from the relevant mod (Aesthesia, Remiros’, or other) are installed and activated in your data folder.
      3. The plugin (esp) for the relevant land are is activated. If you are only using Remiros’ ground cover then the only plugin for TR you require is:
      Grass-Rem-TRv24_12.esp For Vvardenfell that is a seperate vanilla plugin(s). For my next release by May 22 I am planning on providing an option of single combined plugin for Vvardenfell as that will help address other issues along with easier installation.

      I hope this helps. I would recommend set up the vanilla grass first for Vvardenfell (eg by using the esp’s from Aesthesia or Remiros) using their instructions. Once you have that working this should be easy.
    4. PinkieSatanas
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      Thanks and i'm sorry. I get particularly stuck with groundcover for some reason. I'll follow your instructions and if it doesn't work and i don't have more concret imput on it i'll let it pass. 2002 grass-less morrowind is a good vibe too.
    5. PinkieSatanas
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      Hey in case you wanna know, i managed to get this to work. I just followed your last instructions and i have the groundcover on Tamriel Rebuilt no problem. It's a bit confussed cause the old remiros TR plugins don't seem to work anymore and you don't need to add any line for those on openmw.fcg nor for the ones of this mod. Also those plugins need to NOT be activated on openmw content files list but yours do. In any case, thank to your help i figure it out ^^
    6. Shaord
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      I’m happy you get it working. Thanks for letting me know.
  6. sleepknot
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    Hi. As Remiros _TR plugins as out of date, should this mod's plugins be used in MGE Distant Land or _TR Remiros' as well? (Not talking about plugins/load order where all grass should be off)
    1. Shaord
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      This plugin replaces the original Remiros’ plugins. Do not use together.
    2. heilkitty
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      I mean, this plugin is out of date right now too.
    3. Shaord
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      Yes, as stated on the description it will be updated by 22 May for the latest TR update. There is no issue with updating grass plugins during play.
  7. pizzafor0dollars
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    So, for some reason, when I add Grass-Seas and Lakes-TRv24_12.esp, I get underwater grasses on the shores around Seyda Neen and the river Odai south of Balmora, might be happening elsewhere too, but I haven't checked that thoroughly. This is my groundcover config:

    • Cyr_Grass.esp
    • Sky_Main_Grass.esp
    • Rem-TOTSP.esp
    • Wyrmhaven - Grass.esp
    • Rem_AC.esp
    • Rem_AI.esp
    • Rem_AL.esp
    • Rem_BC.esp
    • Rem_GL.esp
    • Rem_WG.esp
    • Grass-Aesthesia-TRv24_12.esp
    • Grass-Rivers-TRv24_12.esp

    • Grass-Seas and Lakes-TRv24_12.esp
    Removing seas and lakes from the config fixes it, as does removing the vanilla Rem plugins, so that tells me that something in there conflicts with seas and lakes, but I have no idea how to solve the conflict. 
    1. Shaord
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      Thanks for the info. There is an overlap between land cells for TR and Vvardenfell along the southern shore of Vvardenfell so I expect this is causing the conflict. In the past I have only seen it as duplication (ie thicker grass) rather than out of the water. I will look into further as part of the release by 22 May.

      A partial fix to reduce the impact is to configure grass density to 0.5 or lower. Generally I find reduced density still gives good grass coverage while minimising strange grass positioning inherent in the limitations of the tools.
    2. pizzafor0dollars
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      Yeah, it's nice and thick and right on the shore, like it's being seen as just another type of grass to place there.

      I actually just switched to using Aesthesia regional plugins for Vvardenfell, and that also solved the issue without needing to remove seas and lakes or reduce the grass density, so the conflict seems to specifically be with the Rem plugins. That does come with the cost of having lots of grass in places it doesn't seem to belong, though, so I'll remain hopeful for a patch~
    3. Shaord
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      I have previously done more testing with Aesthesia (my personal grass preference) than Remiros. The original Aesthesia base grass plug-ins do not use lawnmower, which I use to mimimise grass near objects (buildings, walls, posts, etc). This is why there is a lot of grass where it doesn’t belong in original Aesthesia.

      You have given me some ideas to work on. Thanks.
  8. Sonja
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    So, I'd assume this won't be compatible with the latest TR Release, Grasping Fortune? Given I barely scratched the surface of TR during my previous installation, I'm in no huge rush to update or anything, I'm just curious.
    1. Shaord
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      The current version does not place grass on the new GF terrain, apart from that it still works. A new version including GF terrain will be released by 22 May. There is no issue upgrading ground cover during a play through.
    2. Sonja
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      Awesome, thank you so much for the reply! :)
  9. johnypvpgod
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    Sorry for the bother, I downloaded all the Meshes and textures, pasted groundcover in the openmw.cfg file as in the instructions,

    changed the paths to the actual names of the esps, example: Grass_TR_Rivers.esp -> Grass-Rivers-TRv24_12 and it didnt work,

    i tried but with the names as shown on the instructions and it didnt work either, Is the something i had to extract besides the meshes and textures?
    1. Shaord
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      • Have you updated the settings.cfg for ground cover generally? Below are reasonable settings to use.

      • [Groundcover]
        enabled = true
        density = 0.5
        stomp mode = 2
        stomp intensity = 1
        rendering distance = 10240

      Have you had ground cover in vanilla working ok?
    2. johnypvpgod
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       I got Aesthesia working in vanilla by deleting a line in cfg which kept going above groundcover when i loaded the game, sound fallback i think

      EDIT: got this mod working too, for anyone reading, remove the spaces from the esp names and replace them with _

      I also added .esp at the end of the names in openmw.cfg

      for some reason the groundcover line right above fallback never works so i have 2 identical groundcover=whatever lines and it works fine
  10. Hanrahan
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    I'd love the mod, but I am completely confused. I've downloaded Aesthesia, Remiros, and Lush via Mod Organizer. Lush had to be installed manually as there is no nexus install. I have not activated the esps in the launcher, I have inserted the command lines

    groundcover=Grass_TR_SeasandLakes.esp
    groundcover=Grass_TR_Rivers.esp
    groundcover=Grass-Aesthesia-TRv24_12.esp"

      in the openmw.cfg,I have enabled groundcover.

    Nothing, or it's broken. I do not understand what I'm doing wrong. Do I need to go through the three mods, download them as per their specific instructions, then download this mod, without activating them? What do I do, and where do I put the ini that was attached to this? Should they all be manual installations? Will using Mod Organizer not do it right? Where do I find the expansive config file list so they're all active? 
    1. Shaord
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      Some thoughts:
      1. I have only ever installed manually so I cannot comment re nexus. When downloaded manually you only require the meshes and textures not the esp’s for TR.
      2. Remove the “ at the end of groundcover=Grass-Aesthesia-TRv24_12.esp"
      3. Re the “ini that was attached” - are you referring to the optional file. This is only required if you wish to generate your own grass. It is not required if using as is.
      4. In windows the openmw.cfg is located in your user directory.
      5. Ensure that your settings.cfg (located in your user directory includes the following:
      [Groundcover]
      enabled = true
      density = 0.5
      stomp mode = 2
      stomp intensity = 1
      rendering distance = 10240
      6. I would recommend set up the vanilla grass first for Vanderfell (eg by using the esp’s from Aesthesia or Remiros) using their instructions. Once you have that working this should be easy.

      Hope this helps.