Makes the base mod Tamrielic Grass ESL, removes the green snow grass a number of people have requested removed, cleans up the rivers and streams while still allowing pools of water to accumulate kelp and seaweed. Updates the grass shaders to Skryim SE values and fixes caves, mines and roads as well as small rocks used in the base mod.
Patches, fixes, and updates that require my main file do not need my permission - live your best life.
File credits
Ciathyza for making Tamrielic Grass.
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Changelogs
Version v2.6
This update will make the base mod Tamrielic Grass into a ESL mod thus freeing up a slot in your load order.
Version v2.5
Spent all night last night on this. basically the kelp and seaweed was so tall in deep water areas that they would poke out or be visible just under the surface. I have been trying so hard to not nix the records but also hide them when appropriate. To this end I not only edited the depth of water requried for these records to appear but I edited their *Height. I have not previously done that but basically I made them all a bit smaller so they are hidden under the water but also still around and create a sense of wonder as you look over a kelp forest in deep water. I edited all Kelp and Seaweed to achive this. Only those records were impacted.
This is the last update for a while. I looked over numerous water bodies and love how it looks so until I find something I hate I think we are good for a while now.
Version v2.3
Small update - Basically re-reviewed the kelp and seaweed entries used in river mud and increased the depth of water required for them to spawn. I found some spawning still in shallow river areas which they shouldnt be in.
Version v2.2
im sorry guys - Ive been working on this all day and keep having - Oh shit i figured it out moments - this update cleans up rivers and fast moving streams same as the cleaner rivers version, BUT it does not delete the records so if the water is deep enough you still will get water grass instead of barren landscapes under water in some areas like around solitude docks which also uses the river mud landscape there which is typically only used around rivers and waterfalls. Im sure there are a few other spots too - anyway this version allows water grass to popualate everhwere - it just has a high threshold of when it can popualte so fast rivers and streams and falls should be barren but pockets of deep water even in those areas can have a growth there. it looks right makes sense this should be the final version.
If you prefer to nix a majority of water grass from fast moving rivers and streams you can use the old version of the less populated rivers which i released all of like 10 min ago.. lol
Version v2.1
I created a second version of the mod which should make areas around waterfalls and fast moving water cleaner - the downside is that you might see a little less diversity in other areas. I personally think Ill be using the cleaner rivers version tho so take that as you will. I also increased the depth of water that is required for driftwood to appear at - this prevents it form overpopulating some areas and brings balance into placement. This is a minor update.
Version v2.0
Snow grass fix is still exactly the same so that didnt change - however the method use to resolve rivergrass problems is completly different and I think superior. I found that I could set the exact height grass has to be under water to appear. This in turn allows streams and shallow rivers to be void of river grass like kelp etc but larger standing bodies of water have more life and water grass in it. This method also means I didnt actually remove any grass rather I just changed the place were it appears - this also resolved a issue with some grasses still appearing all over streams around markarth. I also noticed that ocean grass like coral or kelp was sticking out of the water and coming right up to shore. It broke immersion, looked bad, and made no sense. Using the same method for the rivers I pushed the ocean grass back significantly off the shore so the shores should just look sandy and once you get a smidge out at the drop off its then full of life.
I also noticed that Tamrielic grasses inlcuded a bad grass cover mesh in the volcanic eco system area. Basically its a flat grass mesh that covers the ground like clovers would but its heigh is set about 3 feet off the ground meaning its just floating up there. This made no sense, looked bad, and broke immersion. I removed all instances of this floating ground cover.
Tamrielic Grass ESL - Green Snow Grass Removal and River Fix
Description Tamrielic Grass is the best grass mod out there in my opinion but just need a couple small tweaks. This update replaces the original base mod esp and makes it ESL. Additionally it removes the green snow grass and cleans up the rivers and streams while still allowing pools of water to accumulate kelp and seaweed. Basically areas of moving water wont have flora outside of pebbles and driftwood, and areas with still water will have water flora. I also have updated the grass shaders to Skryim SE values, and finally I removed grass in places where grass shouldn't exist such as in caves and in mines etc. or on paths and roads. Please see the screenshots section for a comparison with the mod enabled and disabled.
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Compatibility If you plan to use "Landscape Fixes for Grass Mods" and I suggest you do its a great mod then do NOT use the "Generic Grass Limiter." You do not need the generic grass limiter optional file if you have this mod installed. It wont cause a issue you just wont get all the awesome grass and effects from Tamrielic grass that have been curated by me.
Required Files and Installation -This mod requires the original mod Tamrielic Grass, install this mod after Tamrielic Grass and overwrite when prompted -Install on a Existing Game or a New Game Doesn't matter -If you want to use ENB Complex with Tamrielic Grass then you should use the patch from ENB Complex Grass Patch Compendium
Known Issues -There are no issues with this mod but keep in mind if you use ENB complex grass with Tamrielic Grass the grass will always appear green even if the brown option is selected. This has nothing to do with my mod and has to do with a fundamental issue in the way the complex grass was created for Tamrielic Grass. The grass to be clear looks good but it will look green.
Special Thanks I wanted to give special thanks to Ciathyza for creating Tamrielic Grass