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  1. preeum
    preeum
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    The new 1.6.1 update is not a major update - it was only to clean 11 ITMs and sort masters in the 1.5 esp. The ITMs were likely due to the latest SSE updates. Please check the stickied post below for more details!

    There is also now a 'Clean' and 'Unclean' version of the Open Cities patch - I would recommend the Cleaned file, which now requires Open Cities as a master, but some users reported LOOT having issues with the esp's compatibility with other mods. I tested the clean version myself with a simple load order, and found no issues whatsoever. For users experiencing LOOT issues and cyclical errors, try instead the Unclean version - it's exactly the same as the 1.5 version, with sorted masters and no master requirement. It has 11 ITMs but if you make a merged patch you shouldn't have any problems. It's up to you which patches work best for your load order. This patch is only to clean a bit of grass overgrowth in the whiterun marketplace area - if that doesn't bother you, then you don't need this patch!

    I've also updated the Description page heavily to be more helpful and clear for all users. I've added a 'soft requirements section' to the main page, mainly because I think it's essential to use Landscape Fixes for Grass Mods with Verdant for best visibility. I also have recommended grass textures for the best LOD compatibility with the tundra grass in this mod! Enjoy! :smile:

    'SOFT' REQUIREMENTS:
    These suggestions aren't hard requirements, but without them you're going to have a lot of grass clipping issues and mismatching LOD textures for the tundra region!
    • Landscape Fixes For Grass Mods - Required to fix all clipping issues for roads and buildings. Load after Verdant!
    • Skyrim HD - 2K Textures - Please use the tundra textures from this mod - the tundra grass in this mod was created to match these textures!
    • High Quality LODs - If you're using DyndoLOD you don't need this mod. If you don't use DyndoLOD, be sure to update your LOD textures to match SKYRIM HD's tundra LOD textures by installing the HQLODs - Textures Skyrim HD file.
  2. preeum
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    THERE ARE DARK GRASSES WHAT GIVES?
    • If you're talking about grass not being affected by light sources, that is an in-game skyrim issue, and something that no one (yet) has been able to fix.
    • A possible 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.


      [Display]
      bShadowsOnGrass=0

    • If this does not help and you're using an ENB, sometimes the AO in ENBs can be too harsh. Try turning off the AO in your enblocal.ini, or try testing with other ENBs to see if it solves your problem.
    Also this video came to my attention:

    • This issue that some of you are experiencing, like in this video, is primarily a LOD texture issue - the grass pop-in can be adjusted with adjusting your ini settings - the dark grass in the back of the screen is because of a texture pack not matching Verdant grasses, such as Noble Skyrim textures or vivid landscapes.
    • I highly recommend downloading the Landscape textures and using the tundra textures from Skyrim HD - 2K Textures on oldrim. This texture or the vanilla texture matches the best with my tundra grass. You can locate them inside the texture folder: textures\landscape
      Please use these files specifically:
      tundra01, tundra01_n,tundra02, tundra02_n


      If you're using DyndoLOD be sure to update it! If you don't use DyndoLOD, be sure to update your LOD textures to match SKYRIM HD by installing the HQLODs - Textures Skyrim HD file from High Quality LODs. This should fix all your distant dark grass issues!
  3. 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.
    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)

  4. phrozac
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    Great mod, though I found something curious. You say to make these changes to your ini's:

    Skyrim.ini
    fGrassMaxStartFadeDistance=35000.0000


    SkyrimPrefs.ini
    fGrassMaxStartFadeDistance=20000.0000

    Aren't those editing the same parameter? Is this conflicting?
    1. Amelli
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      I believe the one in the Skyrim.ini just sets the max that the one in the SkyrimPrefs.ini can be set to.
    2. phrozac
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      So if the two inis happen to share the same parameter, Skyrim.ini always overrides Skyrimprefs.ini?
    3. Amelli
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      Actually I may have it all wrong, sorry for the misinformation if that is indeed not correct. That is what I believed it was from looking at it and using my common sense, but then double checking and STEP for Oldrim seems to suggest it is more tied to the game sliders for the launcher options.
    4. Amelli
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      Out of interest I did a test with verdant just outside Whiterun with different fGrassStartFadeDistance= settings. This is just the fGrassStartFadeDistance and fGrassMaxStartFadeDistance changes. Using the Verdant ini for iMaxGrassTypesPerTexure=15 and tweaking iMinGrassSize=80.

      Here are the results:-

      I tried the Verdant recommendation;
      fGrassStartFadeDistance=35000.0000
      fGrassMaxStartFadeDistance=20000.0000

      I then tried the following;
      fGrassStartFadeDistance=25000.0000
      fGrassMaxStartFadeDistance=15000.0000

      fGrassStartFadeDistance=20000.0000
      fGrassMaxStartFadeDistance=15000.0000

      Also tried the STEP highest;
      fGrassStartFadeDistance=18000.0000
      fGrassMaxStartFadeDistance=15000.0000

      Difference Minimal for all the above.

      And for comparisons sake;
      fGrassStartFadeDistance=2500.0000
      fGrassMaxStartFadeDistance=2000.0000

      Comparison Slider Images:
      No Grass and fGrassStartFadeDistance=2500.0000
      No Grass and fGrassStartFadeDistance=18000.0000 - oldrim STEP
      No Grass and fGrassStartFadeDistance=20000.0000
      No Grass and fGrassStartFadeDistance=25000.0000
      No Grass and fGrassStartFadeDistance=35000.0000 - Verdant Recommended
      fGrassStartFadeDistance=18000.0000 and fGrassStartFadeDistance=35000.0000

      Image Album

      I also used command TFC to move out to where the grass cuts off in the distance.
      This is where I zoomed into.

      fGrassStartFadeDistance 35000.0000 Verdant Cut Off
      fGrassStartFadeDistance 18000.0000 S.T.E.P. Cutoff

      As you can see the cut off is exactly the same.

      This is probably due to the iradius size of the grass and how far it can load in to the cell.

      Reddit post
      Grass is only rendered in the current loaded cells and has no LOD.
      A cell is 4096x4096. 5x5 cells are loaded. When you are at one border of the center cell the shortest distance to the outer border is 2 x 4096 + a few units.
      Grass is rendered in a sphere around the player. The max distance from the center of the sphere to its surface is set by iGrassCellRadius. Its technical useful maximum is defined by Integer (uGrids / 2). If its value is higher than that it can cause render problems.
      fGrassMinStartFadeDistance is the min value for the slider in the games menu fGrassMaxStartFadeDistance is the max value for the slider in the games menu
      fGrassStartFadeDistance is the current distance. If its value is higher than iGrassCellRadius * 4096 it can cause render problems.


      With that in mind I would recommend:
      fGrassStartFadeDistance=18000.0000
      fGrassMaxStartFadeDistance=15000.0000

      UPDATE:
      Tested another two distances:
      fGrassStartFadeDistance=10000.0000
      fGrassMaxStartFadeDistance=8000.0000

      fGrassStartFadeDistance=8000.0000
      fGrassMaxStartFadeDistance=7000.0000

      Comparison Image

      Seems 10000 is best out of those two, any lower and it becomes more noticeable in the background.
    5. phrozac
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      Wow. Thanks for these tests. Looks like 18000 is the effective limit then? Really appreciate your effort.
    6. Amelli
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      Well I could test further to see just where the limit is. That was just the STEP recommended highest setting for fGrassStartFadeDistance= (STEP recommended for fGrassMaxStartFadeDistance= is 7000.0000).

      EDIT: Tested another two distances:
      fGrassStartFadeDistance=10000.0000
      fGrassMaxStartFadeDistance=8000.0000

      fGrassStartFadeDistance=8000.0000
      fGrassMaxStartFadeDistance=7000.0000

      Comparison Image

      Seems 10000 is best out of those two, any lower and it becomes more noticeable in the background.
    7. phrozac
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      Yeah, I'm just interested in the most distant view, fps be damned!
    8. Amelli
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      XD
      Well at least I've given you a good idea of what settings you can try. Have fun. x
    9. preeum
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      Stickying this thread to give people some ideas for testing better grass distances.
  5. hazwan223
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    Where is the Verdant ini file located?

    Im using BethINI that configures SkyrimPref.ini
    Does that do the same thing as Verdant ini?

    I cant find where Verdant ini is.
    I installed using NMM
  6. blink86
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    I am not quite sure if this is a Verdant problem, but it seems to me it is the likeliest answer so here it goes:
     
    Maybe there is someone here who has had similar issues and can help me. Since I spent approximately 4-5 hours on modding the game using the S.E.P.T.I.M. Guide I don't necessarily want to go with a clean install in order to eliminate the culprit. ^^
     
    It seems as if Verdant isn't using it's own grasses which results in pretty bad grass textures especially around Whiterun (i would say worse than vanilla - Whiterun Outskirts Dragon's Bridge. I tried deinstalling the ENB, reinstalling Verdant, disabling Skyrim Flora Overhaul, inserting bShadowsOnGrass=0 into my SkyrimPrefs.ini and disabling Natural and Atmospheric Tamriel. The worst thing is that deactivating Verdant only makes all of the grass disappear.
    1. preeum
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      You have to be aware that different ENBs can alter the lighting, and in certain instances, make grass mods look better or worse depending on the ENB settings. I had to try several ENBs to find the lighting I liked, and even then I would sometimes tweak ENB settings to make the grass look lighter/darker overall. In order to figure out what setting that was would be a bit of trial and error with moving sliders, but once I got what I liked, I saved the tweak.
      Here's another tweak I use to help with lessening the contrast of the grass: In your skyrim.ini file I provide with verdant, add in this:
      [Display]
      fGlobalContrastBoost=-0.2
      If you dislike the crispness of the grasses you can always try FXAA, which softens the edges of textures. This also likely has to do with your ini settings and/or graphics settings. Are you playing on ultra, and have you tried altering certain settings to help with this? Definitely check out the suggestions on S.T.E.P. for more in-depth detail on how these changes can help your game.
  7. SheezieGaming
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    No matter what I do it will always crash my game. I made the mentioned changes in skyrim.ini and skyrimsprefs.ini with no luck. I also used loot to sort my mod order but it still crashes. I don't understand what's the problem and I would really like to install this mod :/

    00 Skyrim.esm
    01 Update.esm
    02 Dawnguard.esm
    03 HearthFires.esm
    04 Dragonborn.esm
    05 RSkyrimChildren.esm
    06 SMIM-SE-Merged-All.esp
    07 SkyUI_SE.esp
    08 JKs Whiterun.esp
    09 JK's Riverwood.esp
    0A Run For Your Lives.esp
    0B JK's SkyHaven Forge.esp
    0C icepenguinworldmapclassic.esp
    0D dD - Enhanced Blood Main.esp
    0E dD-Medium Script Range.esp
    0F dD-No Screen Blood.esp
    10 dD-Reduced Wound Size.esp
    11 Footprints.esp
    12 RaceMenu.esp
    13 RaceMenuPlugin.esp
    14 RSChildren.esp
    15 Alternate Start - Live Another Life.esp
    16 RealisticWaterTwo.esp
    17 RealisticWaterTwo - FlowingLakes.esp
    18 RealisticWaterTwo - Watercolor.esp

    I'm also using skyrim 2017 textures (all of them) and SURREAL enb. I tried disabling 2017 textures, but still crashes.
    1. preeum
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      You shouldn't have to make the skyrim.ini changes - I have included an ini file for that purpose. Make sure you are making the correct edits in the correct places - also editing your inis after you've started a playthrough can be dangerous and has always caused crashes for me.
      Also, there are a lot of mods here that are more likely of crashing your game than a grass mod, such as alternate start, JK mods - the chances are much higher since this just edits grass. Are you crashing at startup, or just crashing in grass-dense areas like whiterun? If so, I'd say to try to test this without JK's whiterun and see if you still get the crash, or even try out 1k textures. Try these and see how it goes.
  8. GamerPoets
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    I finally get to use your mod!!!... oh its good to be back in Skyrim = )
    1. preeum
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      Big fan of your content! I'm glad you're enjoying my grass mod! :)
    2. GamerPoets
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      Happy to hear it = )
      I love it = ) Working on my personal guide that I'll be sharing in future months and Verdant will definitely have a place in it. Feels right.
  9. lfirst1
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    Dumbest question but is needed to use the main file for 1k version?
    1. preeum
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      Yep. Have the main file first, then download the 1k textures.
  10. GagaEdward
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    I cant activate the mod via NMM
    1. ThatDirtyShisno
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      Likely NMM being its occasional difficult self, try reinstalling. If that doesn't work, re-download the mod.
  11. Kefix
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    No grasses are loading for me at all; the textures are flat and green. I have the mods in required installed, what could I be doing wrong?
    1. Linkin79
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      I had the same problem,then i stuck verdant at the bottom of my load order and boom,I have grass again.
  12. pury1
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    (Dumb question, but I will do anyways): Can i use this https://www.nexusmods.com/skyrimspecialedition/mods/6642 instead of DynDOLOD?
    1. HanDavo
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      Yes you can, but Dyndolod gives a noticable improvement over that lod maker and Dyndolod is a lot easier to use than it use to be. I rerun Dyndolod all the time as I change my game, it doesn't take that long, and wow what a difference it makes.
    2. pury1
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      The thin is: I use 3D Trees overhaul mod, and DynDOLOD doesn't work well with this one...
  13. zohamm
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    hello sorry for my bad english ,thanks for the mod, I've been using it since I started skyrim, but when I install the Open Cities Compatible Esp. loot it gives this error:

    Cyclic interaction detected between "Verdant - A Skyrim Grass Plugin SSE Version.esp" and "50 More Perk Points.esp". Back cycle: 50 More Perk Points.esp, Open Cities Skyrim.esp, Verdant - A Skyrim Grass Plugin SSE Version.esp

    You know how I can fix it, I still do not familiarize myself with this program.
    1. preeum
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      Apparently making Open Cities as a requirement wasn't the best idea. I've removed the requirement and updated the latest Open Cities esp. Because of this, I suggest making a merged patch to make sure all grass edits are carried through. You can check my FAQ for details.
    2. starfis
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      I've downloaded the file couple of minutes ago and it still has Open Cities as master which results in the cyclic error. I would make a patch, but the file cannot be loaded into the SSEEdit because it loads before Open Cities, which is not possible to be changed because of the cyclic error.... I am stuck. The load order is locked unless I remove the Open cities compatible esp. What it actually does? Do I have to use it?
    3. preeum
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      No, you don't have to use it. It only fixes a few grass issues in whiterun with Open Cities - if you're having issues, use the main file in the meantime and i'll check the esp again to make sure there's no futher issues.
    4. starfis
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      Ok, then I won't use it. Whiterun seems to be fine as far as I can tell. Thanks.
  14. CluelessFool
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    Hi there, I've noticed after installing that there are large square patches of terrain near whiterun that verdant grass isn't loading in, whereas neighbouring sections of terrain are loading the grass perfectly fine. Any ideas what this could be caused by?
    1. CluelessFool
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      I was thinking it could be Whiterun Forest Borealis conflicting with it potentially, but I'm unsure really.
    2. preeum
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      Like I said previously, I'll be checking the esp again to make sure there aren't errors. In the meantime, just use the main file and deal with some grass in whiterun square. I also have to double check if Landscape Fixes for Grass Mods already makes the edits.
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