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  1. preeum
    preeum
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    A lot of users are reporting the 'dark grass issue in whiterun' again and the most likely culprit is that you've got the shadowsongrass setting to 1 in your skyrimprefs.ini

    In order to fix this, follow these steps:


    Edit your SkyrimPrefs.ini located in your Documents\My Games\Skyrim Special Edition folder and search for this under the DISPLAY section and change to 0 like so. Should solve your problem.

    [Display]
    bShadowsOnGrass=0

  2. preeum
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    Please put water mods AFTER Verdant's esp. Apparently it works with no issues. If you still have problems, please try the WATER and Realistic Water 2 Patches in the files section!

    The meshes are SSE Optimized and now there is a verdant custom ini file so you don't have to edit your inis manually for grass tweaks. Please redownload!


    I have edited the ini file to have these settings:

     

    [Display]
    fGlobalContrastBoost=-0.2
    [Grass]
    iMaxGrassTypesPerTexure=15
    iMinGrassSize=60

     

    If you'd like to change/remove the shadow setting, which some users do not like as it softens the harsh blacks, then download "Verdant ini Optional - removes shadow tweak " file.

    This only edits skyrim.ini settings, not skyrimprefs.ini settings! If you want to change those, like the recommendations in the description, you'll still have to edit your inis manually.

     

    NEVER TOUCH iMaxGrassTypesPerTexure. If you want to change the iMinGrassSize to a higher number for better performance, go as high as 100. Any higher than that will have the opposite effect.

     

    Going to make a Spring Overhaul compatible grass overhaul in the near future. Stay Tuned!

     

    FOR USERS WHO WANT TO REMOVE ANY ROCK GRASSES:
    Load the esp in SSEedfit. Click on the + to the left of the esp (Shift+Alt to see all records at once).
    Open the Landscape Texture section and look for these textures:

    LRocks01, LDirt01, LDirt02, LRiverbedEdge01, LRiverBottom01, LRiverMud01, LReachMossyRocks01, LReachDirt01, LCaveDirt, LTundraRocks01, LMineFloorDirt01, LFallForestRocks01, LCoastOceanFloor01, LTundraRocks01NoRocks, LRocks01NoRocks, LVolcanicTundraDirt01, LVolcanicTundraRocks01, LVolcanicTundraRocks02, LVolcanicTundraGavel01, LVolcanicTundraDirt01NoGrass, LRiverbottom01NoGrass, LRiverMud01NoGrass, LFallForestRocks01NoRocks, LReachMossyRocks01NoRocks, LRiverbedEdge01PF
    and remove these grasses:
    SmallPebbles
    SmallPebblesFarmingPlots
    SmallPebblesRiverEdge
    RiverbedPebbles


    FOR USERS WHO WANT TO REMOVE GRASS ON ROADS:
    Load the esp in SSEedfit. Click on the + to the left of the esp (Shift+Alt to see all records at once).
    Open the Landscape Texture section and look for these textures:

    LDirt01, LDirt02
    and remove these grasses:
    Egrass10_mine
    Egrass10_mineb


    FOR USERS WHO WANT TO REMOVE UNDERWATER GRASS:
    Load the esp in SSEedfit. Click on the + to the left of the esp (Shift+Alt to see all records at once).
    Open the Landscape Texture section and look for these textures:

    LRiverBottom01, LRiverMud01, LCoastOceanFloor01
    and remove these grasses:
    EWpLake07
    EWpSea03
    EWpSea06
    EWpSea08
    WaterKelpGrass01 (original vanilla water grass)

  3. preeum
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    OK, for users that want to patch their game for Realistic Water 2, Open Cities, etc etc, I will give you simple instructions on how to do this for yourself in SSEEdit (which you absolutely must have in order to play a stable modded skyrim). This is also in my opinion an ESSENTIAL step to a stable modded game.

    If you don't care about a stable game or making a decent patch, just put verdant BEFORE your conflict mods (like Realistic Water 2) and see if it works fine in-game for you. The reason I suggest a patch is that the landscape changes I have made may be overridden this way, but if that's OK with you, go for it.

    PATCHING YOUR LOAD ORDER
    Step one. Arrange your load order correctly!

    Step two. Load up your entire load order into SSEEdit (hold SHIFT key when you press OK and it will load much faster).

    Step 3. Right click ANYWHERE in the left hand window and select Other>Create Merged Patch

    Step 4. Say yes and name it 'SSEMergedPatch' and wait for it to load. For big load orders it can take time.

    Step 5. Once it's finished, click on the '+' symbol next to it - it will show you EVERY conflicting record that it has made a patch for, including things like water. On the right it will show you every mod in sequence and how it's overwritten the other.

    Step 6. Go down into the Worldspace tab, and look through each entry. You will most likely see that there are water edits that have been carried over into your new patch so that you can still use verdant, but this patch will carry over water and keyword edits, like with Open Cities.

    Step 7. Now the cleanup. Just comb through the conflicts its solved and make sure the water/keyword edits look to be working correctly, or test in game and check the entries later. If you see a water entry hasn't been carried over from the preferred mod, you can simply drag it into the furthest right mod (your merged patch). These water edits will now be carried over.

    You can always adjust this esp again in SSEEdit when you need to. This is very much like a bashed patch, and can be used in a similar way. When you have more mods, you can always remake it and rename it the same way. It literally solves SO many conflict problems.

    In order to save the esp when you're done, close the window and a checkbox will appear. Keep it checked, and keep backup plugins checked. Press OK. You're done! It should show up in NMM's plugin list, of if not, in your SSE data folder or overwrite folder (for MO users). Congratulations! You have a patch.

    If this doesn't carry over worldspace/water records, as Amoebae has mentioned, here's another method. This is exactly how I make a patch.


    HOW TO PATCH INDIVIDUAL FILES
    Step 1. Load up WATER,Verdant, Open Cities or anything else you want to make a patch with Verdant, then once it's all loaded into SSEEdit, right click and choose "Apply filter for conflict losers". Now wait a bit until it figures this out. This will find and isolate ALL RECORDS that are conflicting with one another. The appropriate files will be in red, such as the mods you want to patch, like RW 2, WATER etc etc.

    Step 2. Select the mods you want to be compatible with verdant (like WATER for example). Click the Plus symbol (+) next to the esp - this will reveal the dropdown of edits in the mod. All the areas (i.e. Worldspace, Landscape Texture etc) that conflict with verdant will show up in the list.

    Step 3. Look through the records one by one and simply drag the new water data across into Verdants esp. Save. This is exactly how I make a patch.

    Same situation for Open Cities and other visual overhauls. Find the individual records that conflict with verdant and drag them in. SSEEdit will let you know which records are losers, seeing as they will be in red! Pretty much anything that conflicts with verdant, you can make a patch this way!

    * Something to note. If Tes5Edit asks to make the file you are patching a master, it is doing so for a good reason. Like with RW2, it has it's own unique records. In order to have the proper water edits carry over, always say yes to making verdant use it as master.

    For more visual information regarding SSEEdit and what the colors mean, check this documentation of TES5Edit. It will soon become second nature to you.

    As for Open Cities grass clipping in whiterun, I'll have to make a new patch for that, seeing as that requires repainting landscape textures in the Creation Kit, but as far as compatibility is concerned, you're good to go.

     
  4. preeum
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    YOUR CHRISTMAS WISH HAS BEEN FULFILLED. FINALLY NO GRASS ISSUES IN WHITERUN WITH OPEN CITIES NOW.

    Have a great holiday nexus!
    1. Memphisblue999
      Memphisblue999
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      you are santa claus my good friend ill be waiting.. with milk and cookies.
    2. Galschar
      Galschar
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      Does this mean I don't need to install the patch from optional files?
    3. Galschar
      Galschar
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      Hello?
    4. preeum
      preeum
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      Yes, the Open Cities Compatible esp. Just let it overwrite the main esp file.
    5. WrinklyRobot
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      Bit late to the party but thank you so much for this!
  5. DrAwesome36
    DrAwesome36
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    In whiterun, the grasses there are brown. What did I do wrong/How can i fix?

    Here's a screen: https://imgur.com/a/LewUFEn
    1. preeum
      preeum
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      Edit your SkyrimPrefs.ini located in your My Documents\My Games\Skyrim Special Edition and search for this under the DISPLAY section and change to 0 like so. Should solve your problem.

      [Display]
      bShadowsOnGrass=0
    2. DrAwesome36
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      It is, it always hes been. Im using rudy, btw.
  6. christos1998
    christos1998
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    i cant find the ini file of this mod anywhere
    any help here
    1. DigitalV1ru5
      DigitalV1ru5
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      C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data

      Verdant - A Skyrim Grass Plugin SSE Version.ini should be near the bottom.
  7. DigitalV1ru5
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    I'm using an ENB and its own AO (Turned off the game's own AO), do I still have to use the globalcontrastboost ini tweak?

    I'm using SkyrimSE Re-Engaged ENB + NAT if that makes any difference.
  8. KorruptkSwades
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    Hola ! Pure Waters is now on SSE :) I went through the oldrim mod page for verdant to see if Pure Waters needed a compatibility patch and I did not find any info... Do I need to make one ? thanks :)
  9. Gabzdark
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    The grasses near whiterun look unreasonably dark and awful. Everywhere else looks just fine.
    1. gimmymymods
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      Same issue here. I'm using Obsidian and Rudy ENB, seems better on bright days but if it's even a little overcast the grass turns to dark mush.
    2. preeum
      preeum
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      Edit your SkyrimPrefs.ini located in your My Documents\My Games\Skyrim Special Edition and search for this under the DISPLAY section and change to 0 like so. Should solve your problem.

      [Display]
      bShadowsOnGrass=0
  10. DeadMansDeeds
    DeadMansDeeds
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    Does anyone get a CTD upon using a carriage, when using a grass mod of any kind? This is not a specific problem related to this one, all grass mods are doing it for me lol. Struggling to figure out if it is actually these mods doing it.
  11. Toyotomii
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    How much does this mod affect performance? I have a gtx 1080 8gb with i7 8770k and 16gb ram. Playing at 1080p
    1. GravitationalPull
      GravitationalPull
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      0 impact especially at 1080p with those overkill specs.
  12. Toyotomii
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    I have Verdant installed. But there is no grass showing when playing. All your recommended settings is in my ini
    1. BloodAssassin325
      BloodAssassin325
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      That is also happening to me!
  13. ndmx5
    ndmx5
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    Okay I figured out it was because I'm using the Open Cities version. Dyn needed more fiddling.
    1. DarkDominion
      DarkDominion
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      no it does not halt DynDoLOD, I have been working with DDL for months now, it never halts with verdant installed.
      Something wrong at your end
  14. SlygoneLive
    SlygoneLive
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    Such amazing mod!
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