Skyrim Special Edition

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GGUNIT

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GGUNIT

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Lite version of Markarth Mossy AF, most moss is now mostly growing near water sources and around the Warrens area. Moss allocations and additional vegetations are also less wild and more detailed

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If you like my mods and want to support me, feel free to visit my Patreon. Even if you're not donating you can still download my next project beta for free and try it out before it's even released. Supporting existing mods and working on new ones as well is really time consuming so any kind of support is highly appreciated.

               
 
    
  







Markarth Mossy Lite is a less invasive version of Markarth Mossy AF. That version is a standalone, it includes my custom moss shader and all reworked meshes so that moss is way more controlled and not growing abslutely everywhere. To avoid any visual confusion I'm creating a new mod page for that version since it's using new assets, new shaders and different edits ingame.




- Markarth Mossy Lite is a standalone version of both Markarth Mossy AF, my custom moss shaders and the lite version combined. Thus that new mod is using a custom shader, reworking all vegetation in more light and consistent way.
- Main mod and all patches are ESPFE so do not count toward the mod limit, it's a lightweight visual overhaul.
- Most assets have been replaced with a mossy counterpart, all vanilla building and meshes are left untouched so the mod won't change a single thing about all other assets being used in modded content in Markarth or anywhere else.
- I'm using a custom moss shader relying on a new moss texture so the final look is consistent. Anyone can replace it without messing with any vanilla game feature, just rename your own texture accordingly and replace mine with yours.
- Moss is still growing a lot around the water areas, including the Warrens, but really scarce at Markarth main doors, and also less dense around the Keep.
- Most vanilla vegetation has been reworked. I cleaned a lot the whole city from vanilla shrubs and weird trees, I focused on ground one instead of spamming shrubs high in the mountains and optimized tree scale and placements. Feel free to use a tree overhaul there like Blubbo's and overwrite my own changes.
- I'm now relying on many reworked meshes to clean a bit some off moss, let that mod overwrite any other mesh or it won't work as intended.
- Custom vine assets have been added so they feel a bit more unique and aren't purely relying on vertex colours like vanilla ones. 
- I removed all hanging moss on trees especially in the JK's Skyrim patch so tree replacers aren't wrecking havok and making them float all around.





I'm now relying on both plugin edits but also reworked meshes. Moss can still be patched easily for any kind of content but all changes I did on vertex alpha to make moss stop growing are exclusive to my own meshes.

Shaders and vines are standalone so not likely to conflict with anything else ingame.

Meshes need to win all conflicts though, I'm relying on my own fixed meshes from Markarth Fixed AF so all things I fixed will still be fixed.

Only Markarth inner city has been edited, I'm not editing anything else, no interior building, no Markarth exterior entrance, no dungeon.

I added a patch for JK's Skyrim cause both mods are working well together (and I'm also a lazy mod author cause I'm using it too)

I didn't change any plugin name so all patches (for instance Nature of the wild land) from Markarth Mossy AF mod page should still work just fine.



Download, install.




Moss is added through game shaders so any additional refs from other mods won't have any moss to start with. It needs to be manually added, just like snow.

Mod is fully compatible tree overhauls, just let that mod overwrite my own plugin. Blubbo's Markarth for example should be loaded after the mod, at least that's what I'm planning to do until I patch it.

The reworked meshes are relying on my Fixed ones for Majestic Mountains so UVs may look differently on vanilla mountains. I'm not editing much rock meshes though so maybe it wouldn't be even noticeable.















Bethesda, obviously
AgentW for helping me with the vines textures and for testing too
wSkeever for his Shaders of solstheim