Some strange stuff is happening, and I really need some advice. The OpenMW 0.49 launcher refuses to recognize any grass plugins for TR (from any other TR grass mods as well). While it recognizes all grass ESPs for Vanilla and Bloodmoon without any problems. The ESP files are in my Data folder, but there is no way to activate them via OpenMW launcher.
P.S. I know that it is not necessary to activate grass plugins. HOWEVER, activating the ESP is the only way to make the grass distance settings work! Without the ESP being activated, the grass rendering distance is very poor, no matter which value is set under [Groundcover] in the settings.cfg file.
EDIT: I have finally succeeded by adding the ESP in openmw.cfg as a content= entry along with groundcover=. Now the grass rendering distance is finally working. However, the ESP is still not showing up in the Launcher.
1. Please confirm in your settings.cfg file what do you have under [Groundcover]. For your info below is what I use: [Groundcover] enabled = true density = 1.0 rendering distance = 24576
2. In openmw.cfg please share with me all of your entries that start with "groundcover="
3. Confirm that all your grass plugins are in the same directory location. This can be a simple way of checking that they are being recognised. In the OpenMW launcher does the TR grass esp show and is it unselected?
The groundcover plugins (esp's) should definitely NOT be enabled as "content=" as it makes it fixed objects that you cannot walk through.
Much thanks and sorry for bothering, sir! I have found the reason of low grass distance I had "distance = " instead of "rendering distance = " in my cfg file....
I've got a couple of questions. You said to pick either Remiro or Aesthesia. Then you recommand to install both of them since they do not conflict. So, what shoud we do, either Remiro or Aesthesia, or both of them?
Meanwhile, using OpenMW, I could not make Aesthesia to work, so I went for Remiro (only Remiro for now). It works pretty good on Morrowind. Then I install groundcover=Grass_Rem_TRv25_05_mowed.esp to make it work in Tamriel Rebuilt, and Icoc "narsis" to see if it works.
Here's the result, which seems a bit lackluster (with grass on the road) https://postimg.cc/3kVswCrB
Here's the spec I am using (taking from the Remiro installation recommandation page):
Are those parameters wrong for TR, or should I install Aesthesia too (I hope not :/), or should I also install Lush (for what I read, it's only for underwater ground so this is not my priority). Thank you!
Thanks for the feedback IllicitesS particularly the image and location. Feedback from users such as yourself is appreciated.
Regarding the items raised: 1. For the grass on the road near Narsis I am looking at a couple of alternatives to best address. I plan to have an update out in about a week (8 June) with a number of refinements including this. 2. It is definitely use either Aesthesia or Remiros. The reason I recommend installing both is to pre-emptively avoid issues as some grass plugins uses either Aesthesia or Reimiros (or both) so for simplicity I recommend having both installed. 3. Your groundcover setup looks ok, everyone has their preference but it is definitely reasonable. 4. With lush you are correct that the plugin is purely for underwater as as always optional for the user. 5. General comment really surprised you could not get Aesthesia to work as you got Remiros working and the set-up process is essentially the same.
Hey, thanks for the answer. Glad if I could help, even if that "coc narsis" of mine was a bit random (it's my first time playing TR and I understood that command was a nice try to see if TR was correctly installed).
I was a bit skeptical about the scarcity of the grass because I have Seyda Neem as a reference (with the same parameters I showed you above), where there is more grass it seems: https://postimg.cc/14ZmFsVq
Allright for Lush. And for Aesthesia, when I ran OpenMW and it changes the settings.cfg from [Groundcover] enabled = true
To [Groundcover] # invalid setting: enabled = true
But well, if you say Remiro alone is just fine, it's okay for me!
The scarcity of grass in Narsis and its surrounds is intentional. Its a more dry arid environment so I therefore reduced the density. Most of TR has a similar grass density to as experienced on Vvanderfell.
Re the issue with Aesthesia I have no idea. Testing for this mod I have constantly been swapping between the Aesthesia and Remiros grass plugins and never had any issue.
Better get back to testing if the grass really is greener on the other side. ;-)
I've been playing TR for the past days (and for the first time), and indeed, the region around Old Ebenheart has grass, great! Thank you!
90% of the time it looks good. Then on some minor occasions, I get something like this where the issue is ovbious: https://postimg.cc/0MQB1q74 This is at Almas Thirr, right at the east side of the bridge. I don't know if this is an issue on my end and I can fix that or if this is something about the mod itself (so just In case, I let you know).
New update (25.05b) has been released that has fixed groundcover spillage onto roads and towns. Still a small amount occasionally about but weeds will do what weeds do.
Re the issue at Almas Thirr I could not replicate the problem. I know that it looks like a mismatched versions between the ground mod and the groundcover mod. If you wanted to fix it yourself can use the Morrowind Groundcover Generator by Yacoby and use the 'fix' mod to move any floating grass back to ground level. This should not be required but if you are not using any other mods then that should not happen.
Still cannot replicate the issue you are seeing around Almas Thirr. If you want to share your load order I will see if can work out.
Something else you could look at is setting.cfg. If you have modified the setting to reduce detail to improve performance this can lead to times when you will see grass but not all the land so that you will have grass floating. A typical cause of that will be having vertex lod mod as negative. Recommend having "Vertex lod mod = 0" which is the default. I am raising the settings as a possible cause because this can be users specific. If in doubt recommend testing with default settings.
I've just updated to 25.05b (Remiros). I've noticed some road issues.
Around Firewatch, roads have sparse grass (as sparse as the grassy land around). https://ibb.co/tTnkhdNV https://ibb.co/nqnVTPNG
Around Ranyon-ruhn, the path in the grass does not follow the road textures. Also some rocks are covered in grass. https://ibb.co/MxcR48SY https://ibb.co/HLFqQWv8 https://ibb.co/jZrgG7Wx https://ibb.co/4nMBx95M
Patches of grass seem to still be growing in Necrom. Its worked to get rid of the overwhelming grass near Old Ebonheart, and some other floating grass, but not Necrom. IDK why? Its not that type of ghost town, lol.
Thank you for the feedback. I have identified the cause of grass in the cobblestones in Necrom. Will have it removed for the next update... in the interim I am doing more testing to minimise unintended consequences. With TR being such a big landscape your feedback is the best way to pick up these gaps.
I'm using openmw 0.49 with tamriel rebuilt 25.05.09-42145-25-05-09-1746826290. I'm loading the textures Lush Synthesis 2.0-52931-2-0-1686147244 and the leaves around Old Ebonheart look like they have been generated slightly higher than they should have been. Is this normal? I am thinking about regenerating the grasses at a lower height. Unless there is something I am potentially doing that is causing them to be higher than normal.
Could you please provide a picture or link to a picture. I assume you are referring to the river or ocean plant life as that is what Lush Synthesis is used for. With the image I will be able to look into this further.
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.
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.
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 :)
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.
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?
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:"
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?
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.
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.
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 ^^
170 comments
P.S. I know that it is not necessary to activate grass plugins. HOWEVER, activating the ESP is the only way to make the grass distance settings work! Without the ESP being activated, the grass rendering distance is very poor, no matter which value is set under [Groundcover] in the settings.cfg file.
EDIT:
I have finally succeeded by adding the ESP in openmw.cfg as a content= entry along with groundcover=. Now the grass rendering distance is finally working. However, the ESP is still not showing up in the Launcher.
1. Please confirm in your settings.cfg file what do you have under [Groundcover]. For your info below is what I use:
[Groundcover]
enabled = true
density = 1.0
rendering distance = 24576
2. In openmw.cfg please share with me all of your entries that start with "groundcover="
3. Confirm that all your grass plugins are in the same directory location. This can be a simple way of checking that they are being recognised. In the OpenMW launcher does the TR grass esp show and is it unselected?
The groundcover plugins (esp's) should definitely NOT be enabled as "content=" as it makes it fixed objects that you cannot walk through.
Look forward to getting to the bottom of this.
I have found the reason of low grass distance
I had "distance = " instead of "rendering distance = " in my cfg file....
I've got a couple of questions. You said to pick either Remiro or Aesthesia. Then you recommand to install both of them since they do not conflict.
So, what shoud we do, either Remiro or Aesthesia, or both of them?
Meanwhile, using OpenMW, I could not make Aesthesia to work, so I went for Remiro (only Remiro for now). It works pretty good on Morrowind. Then I install groundcover=Grass_Rem_TRv25_05_mowed.esp to make it work in Tamriel Rebuilt, and I
coc "narsis"
to see if it works.Here's the result, which seems a bit lackluster (with grass on the road)
https://postimg.cc/3kVswCrB
Here's the spec I am using (taking from the Remiro installation recommandation page):
[Groundcover]
enabled = true
density = 0.5
min chunk size = 0.5
rendering distance = 16384.0
stomp mode = 2
stomp intensity = 1
Are those parameters wrong for TR, or should I install Aesthesia too (I hope not :/), or should I also install Lush (for what I read, it's only for underwater ground so this is not my priority).
Thank you!
Regarding the items raised:
1. For the grass on the road near Narsis I am looking at a couple of alternatives to best address. I plan to have an update out in about a week (8 June) with a number of refinements including this.
2. It is definitely use either Aesthesia or Remiros. The reason I recommend installing both is to pre-emptively avoid issues as some grass plugins uses either Aesthesia or Reimiros (or both) so for simplicity I recommend having both installed.
3. Your groundcover setup looks ok, everyone has their preference but it is definitely reasonable.
4. With lush you are correct that the plugin is purely for underwater as as always optional for the user.
5. General comment really surprised you could not get Aesthesia to work as you got Remiros working and the set-up process is essentially the same.
Cheers
I was a bit skeptical about the scarcity of the grass because I have Seyda Neem as a reference (with the same parameters I showed you above), where there is more grass it seems:
https://postimg.cc/14ZmFsVq
Allright for Lush.
And for Aesthesia, when I ran OpenMW and it changes the settings.cfg from
[Groundcover]
enabled = true
To
[Groundcover]
# invalid setting: enabled = true
But well, if you say Remiro alone is just fine, it's okay for me!
Re the issue with Aesthesia I have no idea. Testing for this mod I have constantly been swapping between the Aesthesia and Remiros grass plugins and never had any issue.
Better get back to testing if the grass really is greener on the other side. ;-)
Thank you!
90% of the time it looks good. Then on some minor occasions, I get something like this where the issue is ovbious:
https://postimg.cc/0MQB1q74
This is at Almas Thirr, right at the east side of the bridge.
I don't know if this is an issue on my end and I can fix that or if this is something about the mod itself (so just In case, I let you know).
Re the issue at Almas Thirr I could not replicate the problem. I know that it looks like a mismatched versions between the ground mod and the groundcover mod. If you wanted to fix it yourself can use the Morrowind Groundcover Generator by Yacoby and use the 'fix' mod to move any floating grass back to ground level. This should not be required but if you are not using any other mods then that should not happen.
Time for me to focus on playing the game :-)
Something else you could look at is setting.cfg. If you have modified the setting to reduce detail to improve performance this can lead to times when you will see grass but not all the land so that you will have grass floating. A typical cause of that will be having vertex lod mod as negative. Recommend having "Vertex lod mod = 0" which is the default. I am raising the settings as a possible cause because this can be users specific. If in doubt recommend testing with default settings.
Around Firewatch, roads have sparse grass (as sparse as the grassy land around).
https://ibb.co/tTnkhdNV
https://ibb.co/nqnVTPNG
Around Ranyon-ruhn, the path in the grass does not follow the road textures. Also some rocks are covered in grass.
https://ibb.co/MxcR48SY
https://ibb.co/HLFqQWv8
https://ibb.co/jZrgG7Wx
https://ibb.co/4nMBx95M
I hope this help.
I tested the Aesthesia version and it looks great!
Now fixed in version 25.05a. Thanks ahillamon and Jarabi for quickly identifying this.
Grass-Rem-TRv24_12.esp
Be sure that you have also downloaded and enabled the meshes and textures from Remiros’ ground cover.
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?
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.