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xrdinary

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xrdinary

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26 comments

  1. xrdinary
    xrdinary
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    please remember to read the sticky

    v0.1:
    - removed grass.
    - tested with SMIM for 5 minutes, seems OK
    - pretty proud of the screencap i got for the header
  2. tinymusic
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    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.
  3. schnubbel76
    schnubbel76
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    So basically what the "TG" command in the console does?!
    1. xrdinary
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      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
    2. schnubbel76
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      I see. Nice.
    3. Pherim
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      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.
    4. xrdinary
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      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
    5. Pherim
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      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.
    6. xrdinary
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      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.
    7. xrdinary
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      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?
    8. ServalKhajiit217
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      Also, TG touching all of grass cells (modding grass included). 

      So, it needs to disable just vanilla grass as well.
    9. xrdinary
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      correct
  4. jfjb2005
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    LOL
    Perfect weed killer
    1. xrdinary
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      thanks for the feedback
    2. DontBlnkBadWolf
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      I don't think Cheech & Chong, nor Willie Nelson would like this weed killer! I'm good with it, though.
  5. Jayombie
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    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 ?
  6. mihailis
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    I much prefer the way Skyrim looks with this mod.

    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...
    ;)
    1. xrdinary
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      aw :’)

      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!
  7. HedyL
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    My man got so sick of grass clipping he just deleted grass completely
    1. xrdinary
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      leaves room for more HDT-SMP
  8. LucidBlackreach
    LucidBlackreach
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    Oh honey no...
    1. xrdinary
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  9. WalkerSorin
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    Wait in compatibility you said that grassmods are a no go but this takes out vanilla grass only no? I mean i thought in just keeping the modded gras.
    1. xrdinary
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      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.
  10. omgallidsaretaken
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    Is there going to be a compatibility patch for Flora of Skyrim? 




    JK

    but for real, can you delete the trees and bushes too? 
    1. xrdinary
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      will do some research on this
  11. Krzysztof123
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    oh yeah grass f*#@ that s#*! i hate it
    1. xrdinary
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      it’s literally the worst