Meh The way it waves and sways in the video is not immersive and would no doubt add a lot of processing. I don't see how that could be a visual plus when you're frames are likely going to take a big hit.
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.
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)
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.
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!
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.
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!
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?
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) ?
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.
37 comments
uploaded texture path fix for underwaterseagrass02
please note!
the latest unofficial oblivion patch overwrites nif underwaterseaweed02.
08-01-2022
added v2. full file.
Or is there some added wind physics applied just for the video ?
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)
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
you could try setting your ini grass to the following
fGrassEndDistance=12000.0000fGrassStartFadeDistance=11000.0000
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
I have a question: Does it conflitcs with "Natural Environments" from Kibosh (https://www.nexusmods.com/oblivion/mods/2536) ?
Thank you once again!
No clash that I am aware of.
Thank you.
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
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