I have a load order heavy on large textures. I was getting crashes or lockups around Imperial City in particular. I narrowed it down to this mod. More work and I finally noticed that this mod has a landscapeLOD folder with a set of generated LOD that is over ten times the size of vanilla. There are not just 10mb files but also near, med, and far versions. Long story short if you are having crashes or lockup, try simply deleting or hiding the landscapeLOD folder in Textures.
They do in my opinion better match the mod and reduce pop in issues over the vanilla, so I went ahead and copied the contents of the farfar folder into the generated folder, and then used paint.net to reduce the remaining files in generated to 1024x1024 (vanilla resolution) from the 2048x2048 included with this mod. I deleted the farfar, farinf, and farnear folders. This seems to be giving me the look without the overhead that was causing the crashes but is a bit of extra work. If you don't know what I'm talking about just delete the landscapeLOD folder and try again.
Finally, if using MO2, this mod installs a set of shaders I don't think were intended, going by the installation instructions, so I deleted those from my install also. Have not noticed any difference so not sure what he was doing with those.
Still my favorite grass mod by far, so worth the effort to make it work. Others with a less heavy texture setup might not see the issue, but obviously looking at past comments some have run into it. Hope this helps.
Be aware, that using this, will overwrite some textures from OUT or OUT playground, with vanilla textures. The ones in OUT have better resolution and added normals, for higher details and better light reflections. Those in Grass Overhaul, are the vanilla flat normals and low resolutions. You'll end up with vanilla textures and details, if using it like this. And you can't place OUT after this one, or you'll overwrite the Grass Overhaul.
To solve, if you are using Mod Organizer, you can go in it's mod detail window, Tab "Conflicts" and look at the winner's section. Check the files by previewing them (doubleclick) one by one, and click "hide" on the affected textures and normals. Make sure, you are always grabbing them in pairs, if a *_n.dds file exists too, it belongs together with the filename without "_n". Yes, it's a little bit tedious, but worth it.
Spoiler:
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Don't let yourself be confused by the following information. If you don't understand it, ignore it.
It's always safe, to hide files in mods, which exist in vanilla too, even with ESPs. You should not do it for files no in vanilla, unless the same file is served by another mod. And, you should not do it for files, which are unique, they may be referenced from ESPs. Also, don't do it with anything having a different layout in the texture, as the author may have changed the meshes and their UV mapping. The original texture may be wrapped different on the mesh then and looking wrong. When the texture however is similar (differences only in resolution or detail), we should be ok to assume, that things like UV mapping is also the same, without further checks.
Why the author included the original vanilla textures for some things, is beyond me. Probably didn't clean the files, from what he didn't change after copying them first all, and then they were left behind.
There is a great mod, which makes this one compatible with any landscaping mods, without having to remove things from this one (like another does). It actually preserves things and improves also upon some visuals!
If you're going to actually make something to solve the problems, make sure you actually make this "new esp" yourself and not steal it from someone else without proper credits.
OK GUYS, THE REAL SOLUTION IS FREAKING EASY!!!! when you install Unique Landscapes, DONT INSTALL THE MERGED ESP. (yes it will fill up your load order a bit to do it this way) Just install all the seperate esps for unique landscapes rather than the merged esp, the whole problem is caused because the patch esp relies on the imperial isles ESP as a master. ergo if the SEPERATE imperial isles ESP is NOT in your load order than it WILL NOT WORK. i just spent 3 days installing obvlivion and my mods over and over to figure this out so im not saying im much smarter but... its just not that hard to figure out im just dumb EDIT:(or if your smarter than me just changing the master would work i would imagine) EDIT2: Actually yeah changing the master works perfectly, just use tes4 gecko takes like 2 seconds, wyre bash can do it to but i couldnt get that to work
i changed the master and it fixes the land tears near the sewer entrance, but this patch makes the ground look ugly and some rocks look strangely positioned, also the land tears near fort urasek are still there with the patch also the patch contains a error in it and 3 dirty edits **edit** i made a very easy to use fix, if anyone is interested in it, it is in my uploads.
Anyone with issues with UL or land tears, there's a good solution for it with this mod. It does solve it, without affecting lots of other things, like another mod I saw, and without causing any other issues, by only changing carefully what's absolutely necessary.
this mod also destroyed my game. Installed it, played with it once, and next time i try to load the game through MO2, it crashes after the bethseda logo. Removing the mod didnt help, using default inis didnt help. No other mods were installed at the same time as this. There is a clear cause and effect chain resulting in my game being dead after installing and using this mod.
This mod is really really well made. My personnal favorite.
How smart it was to have made the regional ground textures the same shade as their regional grasses. That makes the empty patches of soil less noticeable and even nice to look at. Clever !
When I try to install any grass mod it makes all the grass disappear from the game and its just flat terrain at that point... how can i fix this?? i tried patching batches, uninstalling other grass mods, etc. nothing seems to work.. :(
Heyo, I seem to be having some issues of floating dirt in the imperial city waterfront, I am running unique landscapes but also the patch for that, and I do have some other mods that may be contributing
479 comments
They do in my opinion better match the mod and reduce pop in issues over the vanilla, so I went ahead and copied the contents of the farfar folder into the generated folder, and then used paint.net to reduce the remaining files in generated to 1024x1024 (vanilla resolution) from the 2048x2048 included with this mod. I deleted the farfar, farinf, and farnear folders. This seems to be giving me the look without the overhead that was causing the crashes but is a bit of extra work. If you don't know what I'm talking about just delete the landscapeLOD folder and try again.
Finally, if using MO2, this mod installs a set of shaders I don't think were intended, going by the installation instructions, so I deleted those from my install also. Have not noticed any difference so not sure what he was doing with those.
Still my favorite grass mod by far, so worth the effort to make it work. Others with a less heavy texture setup might not see the issue, but obviously looking at past comments some have run into it. Hope this helps.
To solve, if you are using Mod Organizer, you can go in it's mod detail window, Tab "Conflicts" and look at the winner's section. Check the files by previewing them (doubleclick) one by one, and click "hide" on the affected textures and normals. Make sure, you are always grabbing them in pairs, if a *_n.dds file exists too, it belongs together with the filename without "_n". Yes, it's a little bit tedious, but worth it.
Don't let yourself be confused by the following information. If you don't understand it, ignore it.
It's always safe, to hide files in mods, which exist in vanilla too, even with ESPs. You should not do it for files no in vanilla, unless the same file is served by another mod. And, you should not do it for files, which are unique, they may be referenced from ESPs. Also, don't do
it with anything having a different layout in the texture, as the author may have changed the meshes and their UV mapping. The original texture may be wrapped different on the mesh then and looking wrong. When the texture however is similar (differences only in resolution or detail), we should be ok to assume, that things like UV mapping is also the same, without further checks.
Why the author included the original vanilla textures for some things, is beyond me. Probably didn't clean the files, from what he didn't change after copying them first all, and then they were left behind.
Check out Oblivion Grass Overhaul Compatibility for Unique Landscapes and More. Install this first, and replace the ESP from the other.
With Grass Overhaul, Imperial Isle Patch, and Unique Landscapes Merged.esp.
https://i.imgur.com/VfvMr1j.jpg
Without Grass Overhaul, with Unique Landscapes
https://i.imgur.com/8cUnMZd.jpg
Location on Map, https://i.imgur.com/dG7xN6F.jpg
Found another near Fort Urasek,
https://i.imgur.com/agC5xXQ.jpg
Location on Map, https://i.imgur.com/75yn71X.jpg
https://www.nexusmods.com/oblivion/mods/30519
also the patch contains a error in it and 3 dirty edits
**edit**
i made a very easy to use fix, if anyone is interested in it, it is in my uploads.
How smart it was to have made the regional ground textures the same shade as their regional grasses.
That makes the empty patches of soil less noticeable and even nice to look at. Clever !
What's going on here? This is covering most of my paths, these can't possibly be intentional???