The installer contains patches for Verdant, SFO and Enhanced Landscapes. If you combine multiple grass overhauls, check their conflicts in TES5Edit and mix your own overrides.
If you have FPS issues adjust your Skyrim.ini [Grass] iMinGrassSize. The densities in this mod are adjusted for higher values than default (20). Unless you already have a preference, you should set iMinGrassSize 85 and lower the value for thicker grasses to match your liking. Verdant's 60 is probably just fine as well. Values below 40 make the grass more dense with the expense of framerate. The numbers increment by one so you can use all integer values. Set iMaxGrassTypesPerTexure 15 or 20. Some of the patches surpass 15 textures so set this to 20 if you use one of the patches. It indeed is "Texure" in the ini setting name.
Mod Organizer users: sometimes MO may say "no game data on top level" and it may happen because you had the mod name input text bar active and pressed enter to install. Install by clicking the install button and not by the enter key.
When I installed this, I got this large plant model everywhere that was missing a texture. I also had virtually no grass anywhere (I set the grass density to 85 as per the mod instructions). Does this mod require another grass mod to actually do something?
Hello, thanks for your efforts to improve the looks of Skyrim's flora.
Sadly I'm writing here because I'm having a bit of an issue with the newly added thistles in 3.5. They are very bright and some areas of them almost seem to be glowing by themselves even if they stand in the shadows: https://staticdelivery.nexusmods.com/mods/110/images/71240-0-1482074105.jpg
It might be an ENB related issue (I'm using RealVision), but so far I haven't seen ENB going overboard with brightness outside of direct sunlight.
That isn't thistle, it is withered willowherb and it shouldn't be there. Think I got rid of those some time ago already, but apparently not. Well, for now before I get the chance to make a new release, you can fix this yourself. If you have unpacked the BSA, delete the RBWillowherb02* and 03 nif files. Alternatively, use xEdit to drop the RBWillowherb02 and 03 density value to 0.
I'm having a weird, issue and I'm betting its either user error on my part or something with my ENB. I have all the correct ini settings, but some of the grass does this weird blocky shadow thing and looks like it is shuffling through textures. Sometimes they may even vanish.
I'm not running Verdant, SFO, or EL. I am running a lighting mod called Eternal Night and an ENB called Bloodborne ENB.
I have 6GB of VRAM. I'm going to run some diagnostics since you mentioned that, make sure nothing is messed up hardware wise. It seems to be random. So sometimes the plants look fine and then one of them starts doing the texture shuffle, often looking like a distant LOD texture along with a cross shaped column of shadow centered on the plant.
I've seen this issue too a couple of times when my (pretty low-end by 2016 standards) GPU gets stressed enough. I've brushed it off as a hardware issue as well, since the nif models I use are stock Bethesda models (just scale-adjusted in Nifskope) and this issue starts appearing at the end of a long session when the CPU/GPU temperatures are nearing freeze/crash levels. I haven't been able to replicate the issue after I've seen it. Maybe 2 or 3 times ever while making the mod. I just let my box cool off when this starts happening.
Has Hafingaar (Solitude) been grassed up? or does that on what grass types are there? also are you going to do any grass that may be in the snow part of Hjaalmarch and Hafingaar or no?
There are some dark lupins in the swamp area in Hjaalmarch. The area is not "complete" though, but it goes quite nicely together with Hjaalmarch Redux. I'd like to do something with Haafingar some time.
i have both your 3.1 version and your 3.4 version. and i'm having graphical issues with the 3.4 version. grass keeps popping in and out at certain angles they become that blocky texture as well. and i'm trying to use the 1K Texture. the #>! works with no problem. and if i can figure out how to take the pics from steam i can upload them i can show you what i mean.
Just to confirm I'm doing this right... I have Verdant, Grim Grass, Grim Grass Verdant patch - in that priority order. Correct? With Verdant I was running iMaxGrassTypesPerTexure=15 and iMinGrassSize=70 and I'm hoping I'll be able to maintain these settings.
Thanks for your reply. However, after some brief testing I uninstalled Grim Grass. If you decide to upgrade the mod with HD textures in the future I will give it another try. Thanks. https://i.imgur.com/535kZSU.jpg
Ok, I can see what you mean. The heathers and other smaller plants are 1024x1024 or 1024x2048 currently. In the heather field on the tundra there are eight variations, six green and two flowering ones. The originals are around 4K so I can release higher resolution versions in the future.
Thanks. However please keep in mind that bigger is not necessarily better in all cases. Sometimes bigger is just bigger, to paraphrase Sigmund Freud For example, I use Verdant with 1K textures (down from 2k for performance reasons) and they are nicely detailed, even close up. https://imgur.com/a/6LiHT
61 comments
If you combine multiple grass overhauls, check their conflicts in TES5Edit and mix your own overrides.
If you have FPS issues adjust your Skyrim.ini [Grass] iMinGrassSize. The densities in this mod are adjusted for higher values than default (20). Unless you already have a preference, you should set iMinGrassSize 85 and lower the value for thicker grasses to match your liking. Verdant's 60 is probably just fine as well. Values below 40 make the grass more dense with the expense of framerate. The numbers increment by one so you can use all integer values.
Set iMaxGrassTypesPerTexure 15 or 20. Some of the patches surpass 15 textures so set this to 20 if you use one of the patches. It indeed is "Texure" in the ini setting name.
Mod Organizer users: sometimes MO may say "no game data on top level" and it may happen because you had the mod name input text bar active and pressed enter to install. Install by clicking the install button and not by the enter key.
These fluffy white things look awful in my game and I'd like to replace them myself manually.
http://imgur.com/a/huVKU
EDIT - Updated: It's supposed to be a 'willowherb', but somehow it replaced my thicket01. Deleting and/or replacing that fixes it.
Sadly I'm writing here because I'm having a bit of an issue with the newly added thistles in 3.5. They are very bright and some areas of them almost seem to be glowing by themselves even if they stand in the shadows: https://staticdelivery.nexusmods.com/mods/110/images/71240-0-1482074105.jpg
It might be an ENB related issue (I'm using RealVision), but so far I haven't seen ENB going overboard with brightness outside of direct sunlight.
I'm not running Verdant, SFO, or EL. I am running a lighting mod called Eternal Night and an ENB called Bloodborne ENB.
The tundra region is ported already.
In fact this most recent update v3.4 backports the refined heathers to Skyrim Classic.
Reach will probably be the next hold to port to SSE.
I have Verdant, Grim Grass, Grim Grass Verdant patch - in that priority order. Correct?
With Verdant I was running iMaxGrassTypesPerTexure=15 and iMinGrassSize=70 and I'm hoping I'll be able to maintain these settings.
Should I recreate my bashed- and merged patches?
Your ini values look good, iMinGrassSize 70 is fine. Current Verdant patch doesn't go over 15 textures / landscape.
Grass mods do not make any changes that would reflect in bashed patch or merged patch.
However, after some brief testing I uninstalled Grim Grass. If you decide to upgrade the mod with HD textures in the future I will give it another try. Thanks.
https://i.imgur.com/535kZSU.jpg
For example, I use Verdant with 1K textures (down from 2k for performance reasons) and they are nicely detailed, even close up.
https://imgur.com/a/6LiHT