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  1. preeum
    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)

  2. 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.

     
  3. preeum
    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!
  4. arsme
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    I have zero grass with this mod even though it has worked for me in the past? Help? I have no grass everywhere.
    1. cowgirl1776
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      I have the same issue. When I disable it the problem persists, so I suspect something going wrong in the .ini.

      That was indeed the problem. I have it working now after restoring the Skyrim.ini. My mistake was copying lines into Skyrim.ini that had been intended for Skyrimpref.ini.
  5. alt3rn1ty
    alt3rn1ty
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    Hi Preeum

    Found a couple of minor issues with your 1.5 plugin

    The Master dependancies were listed in the plugin in the wrong order, Hearthfires before Dawnguard instead of vice-versa

    And after taking it through the latest version of SSEEdit, there were 11 Identical to Master (ITMs) records - Identical means you dont need them in your plugin if they are exactly the same records as in its master plugin (probably due to the CK randomly adding them to your plugin which is often the case).

    Removing: [LAND:000383C6]
    Removing: GRUP Cell Temporary Children of [CELL:0001A280] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-3)
    Removing: [CELL:0001A280] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-3)
    Removing: [LAND:00038406]
    Removing: GRUP Cell Temporary Children of WhiterunWindDistrict01 [CELL:0001A27E] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-1)
    Removing: WhiterunWindDistrict01 [CELL:0001A27E] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-1)
    Removing: [LAND:0001B0D6]
    Removing: GRUP Cell Temporary Children of WhiterunPlainsDistrict02 [CELL:0001A277] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 6,-3)
    Removing: [CELL:00009BDF] (in Tamriel "Skyrim" [WRLD:0000003C] at -12,-17)
    Removing: DragonMoundPineForest03 [CELL:00009ADE] (in Tamriel "Skyrim" [WRLD:0000003C] at -19,-9)
    Removing: [CELL:00009ADC] (in Tamriel "Skyrim" [WRLD:0000003C] at -17,-9)
    [Removing "Identical to Master" records done] Processed Records: 2911, Removed Records: 11, Elapsed Time: 00:00

    Here is the plugin with the above corrected if you wish to use it, feel free, no credit needed :)

    >> Download from DropBox <<


    Spoiler:  
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  6. watermiser
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    I installed and followed the recommended settings in the description, but my game doesn't have any grass at all now. I've tried disabling and uninstalling Verdant and can't seem to get my grass back either. Any advice on how to get Verdant working?
  7. muddyc
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    Thank You for this beauty!
  8. KevinAuliansyah29
    KevinAuliansyah29
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    why we couldnt have high iMinGrassSize anymore?? i used to use 120 for oldrim to mantain 60fps
    1. preeum
      preeum
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      As far as I know, this is the more or less the same as oldrim. You can still set that to whatever you like - just edit my ini in the skyrim folder.
  9. Doomslayer100
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    For some reason the smoke on the loading screens and main menu are bugged when this mod is activated anyone have any idea why?
    1. preeum
      preeum
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      I would say that's a different mod - Verdant doesn't have anything to do with loading screens or smoke. Check your interface folder - you may've installed manually.
  10. imaqtpiesub
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    Hey I seem to be getting the following errors whenever open cities is installed (along with verdant OC patch) Just wondering if its ok to ignore and is expected.

    THanks!

    [00:25] Checking for Errors in [13] Verdant - A Skyrim Grass Plugin SSE Version.esp
    [00:26] WhiterunExterior11 [CELL:000095BC] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,0)
    [00:26] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >
    ---etc
    1. preeum
      preeum
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      This was just me overwriting grass edits so grass wouldn't clip through Open Cities. Just load Verdant after open cities - nothing to worry about
  11. NeirDead
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    I made a distraction free comparison video for this mod. Hands down my favorite grass mod for Oldrim and SE! Hope you enjoy the video

    https://youtu.be/ihWbJQZcUVk

    If you enjoy this style of video please consider subscribing to my channel. New videos weekly.
    1. preeum
      preeum
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      I've been away from nexus for awhile - thank you very much for the video!
  12. kevin96912@gmail.com
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    Hi Im getting a few errors in xedit that any help would be greatly appreciated.

    [00:00] Checking for Errors in [3D] Verdant - A Skyrim Grass Plugin SSE Version.esp
    [00:00] WhiterunExterior11 [CELL:000095BC] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,0)
    [00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >
    [00:00] WhiterunExterior09 [CELL:000095DB] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-1)
    [00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >
    [00:00] WhiterunExterior08 [CELL:000095DC] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-1)
    [00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >
    [00:00] WhiterunExterior06 [CELL:000095FA] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-2)
    [00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >
    [00:00] WhiterunExterior05 [CELL:000095FB] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-2)
    [00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >
    [00:00] WhiterunExterior03 [CELL:00009619] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-3)
    [00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >
    [00:00] WhiterunExterior02 [CELL:0000961A] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-3)
    [00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >
    [00:00] All Done!

    Only mods I can think that would conflict around whiterun are JK's whiterun, open cities, and SFO
    1. preeum
      preeum
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      That looks like an issue with Open Cities - put Verdant after Open cities and see if it fixes it. I only made small edits so grass doesn't clip in whiterun.
  13. rocknalle
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    Hey, thank you for the great mod. I am overall absolutely in love with it.

    However I still seem to have some sort of issue with shadows.. or dark grass? I have Re-Engaged ENB so not sure if it has something to do with it.

    First problem is that some places when I move the camera around, like inside Eldergleam Sanctuary when I stand at the tree... the grass completely dissappears from some view points? It looks very strange, especially due to my second issue, that the grass is almost pitch black in some places (like in Eldergleam Sanctuary).

    Pictures of how it looks when I turn the camera and the very dark grass:

    Spoiler:  
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    I have ELFX as well, not sure if that could be the cause? Any help would be appreciated. Thank you so much!
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