Please don't submit additional feature or fix requests as bugs in the bugs sections.
The shire is a huge mod, and it is not feasible to fix every single inconsequential bug in the original mod. If you make a comment, I'll consider adding it in the future depending on importance.
I love that this gives a new entrance to the Shire, because it really bothered me that the original entrance being the Morrowind gate was not lore-friendly--even though that absolutely did not matter in a non-canon Lord of the Rings tribute mod. (What's wrong with me? Why am I like this?)
I just want to say, thanks for this. Before installing this, my game was giving warnings of being close to the reference limit. (I still had a lot of room to play with, but still)
After installing it? That message stopped coming up, so I know this worked perfectly. Thank you!
What is the intended iMinGrassSize for the dense grass plugin? It's a bit excessive in my game and leads to some performance issues, so just trying to gauge how much I should drop the density to get the intended effect.
Edit: To other people rocking iMinGrassSize=20, deleting the Grass records (but leaving the landscape records) from the dense grass plugin lands pretty close to what the mod images show.
Did you manually adjust the grass size? Is there a way we can do it specifically for this mod? I don't want all of my grass in Skyrim to be like, half-sized. Most of the grass is okay, but it's immersion breaking when I walk into a town and see little heads barely peeking over the grass. Plus, the roads are absolutely covered by it.
iMinGrassSize does not change the grass size, it changes the density. I didn't change the grass size. You can't do it for one plugin in the ini files, but maybe the grass records have a scale value somewhere.
If you want to clear the roads the easiest option is to not use the dense grass file at all.
This 0.15 patch has changed the ESP of the original shire MOD, so the ESP localization of the 0.15 patch is required. Without the 0.15 patch, there may be bugs in the game so hope for chinese translate thx
Some dialogue subtitles in starting part of the mod don't match spoken linbes, specifically Byrsael greeting dialogue and "hideout guard" one. Random "on-entry" scenes in hideout are missing subtitles for certain phrases. Usually second actor's closing lines.
Goblin cave visited during first 5 tasks has a hole in a roof (passage after wooden bridge going to the right from column).
Food-gatherinmg quest jumps to "talk to Tinruth" log entry, disables quest marker and does not proceed further until you get all the food required, only after gathering berries. Disconnect between log and mod completion trackers?
Greenfields Warren and lair after, several goblins are immortal. Console command works on them however.
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The shire is a huge mod, and it is not feasible to fix every single inconsequential bug in the original mod. If you make a comment, I'll consider adding it in the future depending on importance.
After installing it? That message stopped coming up, so I know this worked perfectly. Thank you!
Edit: To other people rocking iMinGrassSize=20, deleting the Grass records (but leaving the landscape records) from the dense grass plugin lands pretty close to what the mod images show.
If you want to clear the roads the easiest option is to not use the dense grass file at all.
To where???
Random "on-entry" scenes in hideout are missing subtitles for certain phrases. Usually second actor's closing lines.
Goblin cave visited during first 5 tasks has a hole in a roof (passage after wooden bridge going to the right from column).
Food-gatherinmg quest jumps to "talk to Tinruth" log entry, disables quest marker and does not proceed further until you get all the food required, only after gathering berries. Disconnect between log and mod completion trackers?
Greenfields Warren and lair after, several goblins are immortal. Console command works on them however.