Edit Yakoby's Grass Mods?

Post » Sat May 28, 2011 9:10 pm

I've been playing around with MGE and the old Morrowind database and I was attempting to modify the animated grass mods to remove unwanted patches from around some of my mods, and have run into difficulties.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7762

This is the one I'm talking about, using MGE to generate the animated version through Distant Land. I'm using mge3.8.2-rev.0178 and have attempted completely reinstalling it, deleting the distantland folder and all configuration files in the process, however the problem is still present.

Basically, I tried opening my mod with the animated grass mod that effect's its region as the active file. I then did my weed whacking and saved. If I then open this modified grass mod by itself in the editor, I can see that the patches I removed are indeed gone, or so it would seem.

However, when I go back to MGE and regenerate distant land, using this modified file in place of the original, the original placement still shows up in-game.

My initial suspicion is that they have added some extra information to the file that is telling MGE somehow to replace the meshes at certain locations automatically. Looking in TESAME there are tons of Cell entries with garbled text...

However, if my suspicion is correct and there -is- some extra tag going on here, how am I supposed to know which is an entry I would like to keep and which corresponds to the patches I would like removed?

Am I doing something else wrong? Would be wonderful if you could just open the mod in the editor and delete the meshes where you don't want grass. The author himself said he did this to clean up areas where the generator misplaced stuff, so why isn't it working for me in-game?
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Nikki Morse
 
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Post » Sat May 28, 2011 12:35 pm

Haha, forgive my silliness. I realize now I had a completely separate grass mod in my archive along with this one. Had to edit that as well. =P
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Cameron Garrod
 
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