morthal swamp looks awesome with northern grass+happy little trees. It's so beautiful, it's hard to leave the place in my previous run i had cathedral grass+SFO and it was nowhere near as good
The mod looks great, but for whatever reason the loading times are way higher now, i am talking 10x the usual loading time when leaving interiors. I am running the game off of an NVMe drive, so i don't think it's a hardware issue.
I tried a ton of different grass mods and this combined with pfuscher's grass addon was easily my favorite. Also performs extremely well, comparable fps at imingrasssize=40 to other popular grass mods like Veydosebrom and Verdant at imingrasssize=60.
My only problem is that the long white-tipped grass found in forests (seen in picture 3) flickers very badly in motion, even at 1440p with TAA. Easy to overlook and not really the fault of your mod, more a flaw in the AA coverage. If I really wanted to fix that I suppose I could just remove that particular grass from the mod.
EDIT: Actually the issue was that the problem grass (vurt_greenyelplant.dds) was generated without mipmaps, I just opened it in GIMP and re-exported it with newly generated mip-maps and the problem is gone. If there are any other grass types with a similar problem it's probably the same fix.
Here is the mipmapped texture for anyone else bothered by the flickering:
Dude thank you, I just came here to comment about this. Otherwise the grass looks good to me but the shimmering of that texture was really distracting.
Can someone show me the tutorial on how to do this or just give me a link where i can have a proper guide to resolve this issue please. I really love this mod and the only thing that prevent me from using it is the flickering issue.
Hey bro, it's easy. You just have to find the northern grass mod folder, wherever it's stored. If you're using vortex you can just go to installed mods, and where it has the remove button with the drop down menu arrow on the right side, click the arrow and click open in file manager. Otherwise you could try windows search. Once you've found the folder, go into it and go to textures > landscape > grass, then drop the .dds new file in there. Windows should ask you to replace the file which ofc you do. Enjoy I'm gonna test this fix now
i haven't been able to find the northern grass mod folder. i downloaded it via mo2 and while i went sse -> data -> meshes and/or textures, there wasn't anything for this mod. i haven't started my game up to see if i have this flickering problem, but i just wanted to cover my bases before i started it up again. any suggestions on how to help me out?
If you use MO2 like me, in the left hand window, right click on the grass mod and select "open in explorer" this will automatically open the files where they are stored. Then just navigate to textures--->landscape--->grass and stick it in. I update all my meshes/textures this way when I have one or two files to drop in like this one, and it works for me every time.
Hi, Yea I have a weird Issue in WhiteRun, I have both pfuscher's grass addon and this mod ( The addon is (AFTER) ) Anyways IDK how to fix this issue, and I idk why its doing it ( I dont like this weird blackness on the grass because when it is loaded from afar it looks like a solid black field of grass which doesnt look nice.
hey! this grass mod looks really good and is more lightweight compared to others so thanks! but when i use it the grass is super dark and not as vibrant as in the photos? is there a option to change the colour or is this to do with my enb (using natural realistic ENB obsidian and obsidian weathers) ?
Installed this mod cause it looked easy to place in the game no another requeriments and full of additional requirements needed,really liked it,got no problem with fps at all on middle class PC,my only problem was why i had to remove, that even the gardens were fully flooded with grass and i couldnt see my plants.Goldenglow and more newly placed player homes with gardens.I though i could use No grass in Objects mod from nexus but sadly not a one net.framework its compatible to my game to run that mod.Also i placed at the bottom of the loadorder cause it was the last mod i installed for the game (got already fully working loadorder finished)and the gardens were still flooded.Is that any possibility to fix that?Any way for solution i maybe overlooked?
Thanks ,i already tryed out all possible corrections for grassmods.Sadly non of them worked as i needed.Goldenhills porch and gardens just like at newly added houses were still flooded with grass.I gave up.Using Skyrim Flora Overhaul without grass mod.That one works well but not the best looking.
Thanks for this mod! It looks great and being able to adjust the grass density really helps my fps. I've tried a number of other grass mods but either they simply looked out of place or were too heavy fps-wise. I'm not using any ENB-enabled mods.
The only issue is that I've had "rocks" (actually grass that looks like rocks) in some areas. Their distribution shows a pronounced pattern and looks out of place. I really like this mod so I'm looking for solution ...
EDIT: Problem solved. Open NorthernGrass.esp in SSEEDIT, search for FormID 00048749. In the DATA section in the RH Pane change Density to 0. Save the file. So far, it has eliminated the extraneous "rocks" being generated without any rendering issues. :)
Thanks for the info! That's indeed a great way to get rid of the pebbles. However, I would like to add that there's some other records that also add them in other areas that you may have missed:
Hey you guys mind helping me out? I'm trying to follow along what you guys are doing but when I make an override which option should I select when asked "Which filter do you want to add this record to?"
530 comments
in my previous run i had cathedral grass+SFO and it was nowhere near as good
Northern Grass Aliased Grass Fix
My only problem is that the long white-tipped grass found in forests (seen in picture 3) flickers very badly in motion, even at 1440p with TAA. Easy to overlook and not really the fault of your mod, more a flaw in the AA coverage. If I really wanted to fix that I suppose I could just remove that particular grass from the mod.
EDIT: Actually the issue was that the problem grass (vurt_greenyelplant.dds) was generated without mipmaps, I just opened it in GIMP and re-exported it with newly generated mip-maps and the problem is gone. If there are any other grass types with a similar problem it's probably the same fix.
Here is the mipmapped texture for anyone else bothered by the flickering:
https://www.mediafire.com/view/4o2tldwzt7euc2s/vurt_greenyelplant.dds/file
Thank you.
but this is so fast I dropped fps booster
Once you've found the folder, go into it and go to textures > landscape > grass, then drop the .dds new file in there. Windows should ask you to replace the file which ofc you do. Enjoy I'm gonna test this fix now
Also, there are mods which addresses Goldenhill:
https://www.nexusmods.com/skyrimspecialedition/mods/61777
When I look into the "far" it doesn't charge me.
The only issue is that I've had "rocks" (actually grass that looks like rocks) in some areas. Their distribution shows a pronounced pattern and looks out of place. I really like this mod so I'm looking for solution ...
EDIT: Problem solved. Open NorthernGrass.esp in SSEEDIT, search for FormID 00048749. In the DATA section in the RH Pane change Density to 0. Save the file. So far, it has eliminated the extraneous "rocks" being generated without any rendering issues. :)
000F871D (RockGrassWater01)
0200447F (RockGrass01b)
020073D6 (RiverbedPebbles)
020083FD (SmallPebblesRiverEdge)
020083FE (SmallPebbles)
020083FF (SmallPebblesFarmingPlots)
I set all of those's Density to 0 and I haven't seen the pebbles since.