FWIW- I play on 1.6.353 with a few hundred plug-ins and find this mod very useful. Not for lack of hardware, but along with all the optimization and "fix" mods to establish a sort of baseline, clean-running game. Then comes all the landscape/tree/flora/grass mods.
grass has to load in memory before you can TG it. plus, an object is still rendered if disabled--you'd have to console > markfordelete each reference you want to remove from your playthrough.
this way the game doesn't ask your GPU to render anything
Grass is not loaded and rendered like other objects in a cell and doesn't have references, which is why it cannot be selected by the console and also why it is not affected by lights. It is dynamically placed on terrain depending on the texture in a location. I'm not 100% sure, but I strongly believe that grass is no longer rendered at all if TG is used (and not just made invisible somehow).
In any case, in the skyrim.ini you'll find two entries under [GRASS]: bAllowCreateGrass and bAllowLoadGrass. Setting both of them to 0 will completely disable all grass and prevent it from being generated in the first place.
still have to load the game with grass before it can be toggled, even if you console at the main menu
at launch, your plugins instruct the game what to prepare to pull from the data folder. NoGrass.esp overwrites Grass records in Skyrim.esm, except the entries for Model are empty where they would have been ‘mesh\landscape\grass\ExampleGrass.nif’.the result: no request is made to read that file.
yes TG functions as intended. this plug-in is for those who want to be certain their grass stays where it belongs—out of their game
nexus is all about choices. roll with the solution that suits you best
i made this as a joke. just uploading it for anyone who might want it
still have to load the game with grass before it can be toggled, even if you console at the main menu
Not if you disable it in the ini, as I proposed. I cannot guarantee that the game absolutely won't read the grass files (though I don't see why it should), but that way, the grass also stays disabled. Using a plugin might cause conflicts with other mods, disabling grass in the console is most definitely safe.
Even if it is a joke, your explanation didn't come across as one to me, and I just wanted to point out what I think was inaccurate and provide an easy alternative. I meant no offense, though.
Even if it is a joke, your explanation didn't come across as one to me
It isn't.
Using a plugin might cause conflicts with other mods
Covered by the description, which explains every step taken for each of the two (2) record signatures touched in this mod. Maybe 20 records touched, no scripts, extremely light plugin. Quest mods and such are unlikely to depend on/even contain Grass or Landscape Texture records.
If your use case calls for a mod named 'No More Vanilla Grass', then grass mods like Veydosebrom likely aren't in your load order.
Not if you disable it in the ini, as I proposed. I cannot guarantee that the game absolutely won't read the grass files
Me neither--That's why I made the plugin. Save yourself the effort of messing with .inis when guaranteed grass removal is as simple as one click: [Mod Manager Download].
Appreciate your input mate; don't mean any offense either. I wasn't thinking of my .inis at all when I was in xEdit. Though, over a few MO2 profiles and a couple enb presets, managing them grows to be a hassle.
Honestly didn't expect anyone to have a use for this. But if it finds a niche, who am I to keep a cutting-edge, technological-Advance a secret from the world?
I have to say this works very well for VR. I have grass and plant mod(s) that I just noticed do not replace all Vanilla like flat grass. I needed to get rid of all vanilla atrocities basically but still have my grass mod's show up where appropriate, so tried this mod.
Bingo. But have it right at top of plugin list order. Then the vegetation mods that adds stuff below and seems to work a treat ie.
NoGrass.esp Grass Field.esp Cathedral - 3D Pine Grass.esp
Now I have all the fancy stuff injected into the areas as intended and all vanilla flat ugly stuff that got forgot about gets removed thanks to this mod.
Only thing I may like to ask for is a plugin option that keeps in under water plants ?
Firstly, Skyrim doesn't seem to be a place where grass would grow so lushly.
Secondly, I think it makes Skyrim look more like a well manicured Zen garden. Or maybe kinda like a golf course... Given that I also have Psychoslammer's fairies flitting about, I like to imagine there are also elusive Gnome gardeners hard at work tending the grounds.
Anyways, didn't need it for performance, just like the way it makes things look. Endorsed.
Although it does kinda make it hard to use "Blood makes the grass grow" to justify all the killings... ;)
i haven’t even been using it, since i would have to rerun dyndolod (a few hours i do NOT want to revisit anytime soon). but you inspired me to play around with the plugin again, and i definitely agree on the appeal.
this is by far the sweetest feedback i’ve gotten from anything on the nexus, thank you! i’ll have to look into Psychoslammer’s fairies... kudos!
Doesn't touch mod-added grass models or textures. But if you have any, do you really want to remove vanilla grass? lmao
Also, it should prevent any case where a mod places, or adds new textures to grass records from Skyrim.esm. Essentially it's trying to be [Remove Underwater Grass], [No Grass In Caves], [NoGrass In Objects], should've-just-named-it [No Grass At All], all in one.
26 comments
v0.1:
- removed grass.
- tested with SMIM for 5 minutes, seems OK
- pretty proud of the screencap i got for the header
this way the game doesn't ask your GPU to render anything
In any case, in the skyrim.ini you'll find two entries under [GRASS]: bAllowCreateGrass and bAllowLoadGrass. Setting both of them to 0 will completely disable all grass and prevent it from being generated in the first place.
at launch, your plugins instruct the game what to prepare to pull from the data folder. NoGrass.esp overwrites Grass records in Skyrim.esm, except the entries for Model are empty where they would have been ‘mesh\landscape\grass\ExampleGrass.nif’.the result: no request is made to read that file.
yes TG functions as intended. this plug-in is for those who want to be certain their grass stays where it belongs—out of their game
nexus is all about choices. roll with the solution that suits you best
i made this as a joke. just uploading it for anyone who might want it
Even if it is a joke, your explanation didn't come across as one to me, and I just wanted to point out what I think was inaccurate and provide an easy alternative. I meant no offense, though.
If your use case calls for a mod named 'No More Vanilla Grass', then grass mods like Veydosebrom likely aren't in your load order.
Appreciate your input mate; don't mean any offense either. I wasn't thinking of my .inis at all when I was in xEdit. Though, over a few MO2 profiles and a couple enb presets, managing them grows to be a hassle.
So, it needs to disable just vanilla grass as well.
Perfect weed killer
Bingo. But have it right at top of plugin list order. Then the vegetation mods that adds stuff below and seems to work a treat ie.
NoGrass.esp
Grass Field.esp
Cathedral - 3D Pine Grass.esp
Now I have all the fancy stuff injected into the areas as intended and all vanilla flat ugly stuff that got forgot about gets removed thanks to this mod.
Only thing I may like to ask for is a plugin option that keeps in under water plants ?
Firstly, Skyrim doesn't seem to be a place where grass would grow so lushly.
Secondly, I think it makes Skyrim look more like a well manicured Zen garden. Or maybe kinda like a golf course...
Given that I also have Psychoslammer's fairies flitting about, I like to imagine there are also elusive Gnome gardeners hard at work tending the grounds.
Anyways, didn't need it for performance, just like the way it makes things look. Endorsed.
Although it does kinda make it hard to use "Blood makes the grass grow" to justify all the killings...
;)
i haven’t even been using it, since i would have to rerun dyndolod (a few hours i do NOT want to revisit anytime soon). but you inspired me to play around with the plugin again, and i definitely agree on the appeal.
this is by far the sweetest feedback i’ve gotten from anything on the nexus, thank you! i’ll have to look into Psychoslammer’s fairies... kudos!
Also, it should prevent any case where a mod places, or adds new textures to grass records from Skyrim.esm. Essentially it's trying to be [Remove Underwater Grass], [No Grass In Caves], [NoGrass In Objects], should've-just-named-it [No Grass At All], all in one.
JK
but for real, can you delete the trees and bushes too?