Oblivion

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men of the shire

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samtheson

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35 comments

  1. samtheson
    samtheson
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    23-12-2021

    uploaded texture path fix for underwaterseagrass02


    please note!
    the latest unofficial oblivion patch overwrites nif underwaterseaweed02.


    08-01-2022

    added v2. full file. 
  2. BartlettBob
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    I haven't tried this mod yet so I was wondering, in the vanilla game and with other grass mods there is a disconcerting problem. When I kill something large like a person or a bear or other such there is a tendency for the dead creature to "disappear" into the grass. Now, I know that in tall grass IRL moving away from the site does cause the object to "disappear"  as the unaffected tall grass surrounding the area begins to obscure the object but what I'm finding is that I can be almost standing on top of the body and it is difficult to see for all the grass blades actually showing in the body. This appears to be a collision problem, the grass under the body is not being matted down by the weight. Does your mod have the same problem? Is this an unresolvable problem related to the basic mechanics of Oblivion's engine? Thanks for any clarification.
    1. samtheson
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      oblivions grasses have no collision although it would be possible to add collision, your game would just crash. you can remove the collision from the games few flora nifs and use them as grasses which I have done for trial purposes but I would only recomend that for powerful GPU's.
      Skyrim has a mod which allows you to "part" the grasses as you walk through them but sadly I dont think oblivions engine is advanced enough, however it just may be possible with an obse script. If you lose sight of a corpse you can use the command "tg" (toggle grass) 
  3. firstdungeon
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    Nice grass mod good to see new mods. What mod makes the trees moldy like in that one pic?
    1. samtheson
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      That particular tree is from a discovery1 mod, no longer available.
  4. firstdungeon
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    Looks like a lot of variety but does it cover white grasses for north bruma region and such, you know regional grasses?
    1. samtheson
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      yes it does
  5. CHASE6
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    Hello, this is a great mod, thank you.

    I would like to ask for some advice, please.

    I notice the grasses fade in at a pretty short distance, so that they almost pop in.  I am curious what I may tweak to allow for a much further draw distance.  I have all sliders currently maxed.  Thanks.

    Best,


    Chase
    1. samtheson
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      you could try setting your ini grass to the following

      fGrassEndDistance=12000.0000fGrassStartFadeDistance=11000.0000
    2. CHASE6
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      Great, thanks!  Curious if those are recommended values, or what would you recommend as max?  I have a great new system and am willing to push the limit.  What do you think?  Thanks!
    3. samtheson
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      you can set the grass distance higher but it is dependant on ugrids to load ini setting. usually 5 but i use 7. it means your game takes slightly longer to load and can cause strange things to happen with animation. I have mine set to 18000.00   and 17000.00 fade distance but after altering the ini file you must set the ini to read only or it will revert to default settings every time you load the game.
    4. CHASE6
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      Sounds good, thanks for the advice!
  6. kellen36
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    Love the mod! The only issue I'm having is that there is a lot of grass growing on roads and walkways. It isnt that bad in the wilds, but in cities like Cheydinhal grass and flowers are obscuring about 50% of city walkways. I use imingrass size=10 and have adjusted it quite a bit, I just cant seem to find the medium between lush grass in the wild and clear paths. Any help would be appreciated!
    1. samtheson
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      you could try the following setting in your grass ini, or set it to 1 but the grass will be sparse. is it grass or ground cover? maybe upload a pic for me to look at?


      iGrassDensityEvalSize=2
  7. Ryles1
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    Hello! Nice mod. The screenshots look amazing and the video is really relaxing. Thank you for doing it!
    I have a question: Does it conflitcs with "Natural Environments" from Kibosh (https://www.nexusmods.com/oblivion/mods/2536) ?

    Thank you once again!
    1. samtheson
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      Hi, thanks,

      No clash that I am aware of.
    2. Ryles1
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      Just tested, no conflicts on my end. :)
      Thank you.
  8. Tkohr
    Tkohr
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    I need some help, i install the mod via wyre bash, and i check it and all files are in correct place. I disable the grass from Reloaded, set the ini grass entrys to grass 80 and texture to 15, but im miles away from this lush grass on the screenshots or in the video :/  esp is active, what im doing wrong ? When im using FarCry inspiered grass all is lush and lots of grass.
    1. samtheson
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      please supply a snapshot of your grass in and a image please
    2. Tkohr
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      Grass]
      iMinGrassSize=80
      fGrassEndDistance=4000.0000
      fGrassStartFadeDistance=3000.0000
      bGrassPointLighting=0
      bDrawShaderGrass=1
      iGrassDensityEvalSize=2
      iMaxGrassTypesPerTexure=15
      fWaveOffsetRange=1.7500
      fGrassWindMagnitudeMax=125.0000
      fGrassWindMagnitudeMin=5.0000
      fTexturePctThreshold=0.3000

      = Active BSA Conflicts ========================================

      = Loose File Conflicts ====================================

      = Niedriger ========================================
      ==0== Unofficial Oblivion Patch-5296-3-5-7-1635873247.7z
      Meshes\Plants\UnderwaterSeaweed02.NIF
      Textures\Plants\BWCatTail01_n.dds
      Textures\Plants\BWFern05_n.dds

      = Höher ========================================
      ==40== underwaterseagrass02 fix-51612-v1-1-1640258958.7z
      meshes\plants\underwaterseagrass02.nif
    3. samtheson
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      Change imingrass size=80

      The higher the setting, the thinner the grassLower it for more grass slightly less performance.
      I use 5 but I have a high end GPU.

      Also  grass types per texture 
      I set the mod up to use 20
    4. Tkohr
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      Uh, that was it, grass type 20, imingrass size 5, now all is lush, grass everywhere, looks super great, thank you :)
  9. dagTestWorld
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    This looks amazing! :D
  10. Wiepman
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    Hey @samtheson

    I think I discovered a faulty mesh/ texture combination when exploring the Shivering Isles
    resulting in the infamous purple blocky textures.

    And narrowed it down to this one: underwaterseagrass02.nif

    You may want to give that particular mesh and the corresponding textures a second look?
    1. samtheson
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      Thanks Wiepman

      fix uploaded!
    2. Wiepman
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      Great! Thanks for the fix!
  11. nightwishtarjafollower
    nightwishtarjafollower
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    Your dad would be so proud of you Sam!
    1. samtheson
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      Very Kind.