Correct version of Vurt's groundcover - Which one?

Post » Tue Jun 28, 2011 3:36 am

I was doing some testing of a mod and noticed I had some bloodmoon GMST's running when I used sv in the console - I had a few replacers running so have been checking them with TESAME and tracked down the offending esp to Vurt's groundcover 1.1

I haven't downloaded any of his work for a while and see he now has a number of versions available - is anyone running 2.1? Does that cover the same areas as 1.1? Unsure whether I should clean 1.1 or get a different version
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Unstoppable Judge
 
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Post » Mon Jun 27, 2011 6:45 pm

you shouldn't really be using ticking the esp in the loader, only in MGE, cause the MGE grass doesn't work the same way, it doesn't carry across the GMST's, only the grass meshes.
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louise tagg
 
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Post » Mon Jun 27, 2011 5:16 pm

Huh? I never said I was - I only have it being run via MGE however because version 1.1 is a dirty mod - even though it is run via MGE the GMST contamination still comes through into the game
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Andrew
 
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Post » Mon Jun 27, 2011 10:10 pm

akaik, it cant.

i'm useing 5 grass mods and none of them are carrying across the dirty GMST's,
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Alex Vincent
 
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Post » Mon Jun 27, 2011 10:30 pm

afaik it can - I was wondering why the console was reporting Globals for Bloodmoon when i didn't have it selected and i knew my mod was clean - I had better: bodies, clothes, khajiits, argonians and Vality's trees selected as esps apart from my own - in MGE I had Vurt's groundcover and some of his trees selected - I went out of the game made some changes to my esp tried to update my save using mash and it warned me there was a bloodmoon global issue - so then i went and checked all the esps for dirty GMSTs only groundcover 1.1 had them - so even though it wasn't loaded in my datafiles somehow there was cross contamination happening - otherwise the console would not have been reporting them and neither would MASH have
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Captian Caveman
 
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Post » Mon Jun 27, 2011 8:20 pm

vurt:
LordHaHa: the GMST's has no effect at all since this .esp is not created for Morrowind. It's created for MGE and should only be used when generating distant land.


also you could clean it.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8378&comment_page=3

new version is 2.1.so i'd suggest updating to it. but it'll still probably be dirty.
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rheanna bruining
 
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Post » Mon Jun 27, 2011 4:26 pm

No way it could make it into the game, MGE just renders the visuals i really doubt they've gone through the effort of making it able to read GMST's. What would be the point of that? If you're concerned, ask the devs..
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Eoh
 
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Post » Mon Jun 27, 2011 5:04 pm

Hey Vurt!!!!
How are you man? :turned:
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lucile davignon
 
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Post » Tue Jun 28, 2011 3:05 am

Heya, all good :)
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Esther Fernandez
 
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Post » Mon Jun 27, 2011 11:18 pm

Thanks for popping by Vurt - love your new avi - I was only reporting what I had found with my save file after playing with it in MASH - it is quite possible it was picking up something else however only your grass mod 1.1 had the dirty GMST's in my load - even though that was running only in MGE

I am running a GOTY version and when testing do not have either Tribunal or Bloodmoon selected - perhaps that pulls across some of the settings? Mash reported an issue with Bloodmoon and when I select sv in the console it does show 2 werewolf references even though I know no esp has any contamination or dependency on Bloodmoon.

So if MGe doesn't carry over references then that's fine - I just have no other way to explain what I am seeing :confused:
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Rach B
 
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Post » Mon Jun 27, 2011 8:08 pm

:wave:
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ChloƩ
 
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