grass popping up everywhere :O

Post » Thu Dec 02, 2010 11:58 pm

hey guys,

It's been a long time since I've touched the cs but my basic knowledge still remains. I've been designing a small island for which a village will be placed and subsequently the main content of my mod however the textures I have placed on the ground are causing large areas of grass to appear in and around my buildings. They are also popping up under the fences and it looks atrocious. I know there is a way to reset the textures in a cell or paint over them with ones that do not have grass generation however I cannot for the life of me remember the hotkey.

If anyone else has any tips for making sure grass doesn't appear in and around the edges of my buildings, I would be very appreciative. I'm still relearning the cs after a few years :P

edit: I can paint over them but there is a maximum of 4 textures per cell, I am able to open the landscape editor settings fine.

edit2: Also, is there any way to force an autosave without making a cell change? I've got some intense dungeon puzzles and to have to redo them would be a definitely turnoff for many people including myself, especially the later ones.
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Max Van Morrison
 
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Joined: Sat Jul 07, 2007 4:48 pm

Post » Thu Dec 02, 2010 9:37 pm

With the landscape editor open, press the I key to view the textures contained in each quadrant of the current cell. The limit is actually 9 per quad.

Two tricks for grass control:

1-Paint all the way around your buildings and porches etc. with NoGrass textures with max opacity set to 100%.

2-From the quadrant dialogue, right-click the grass texture in the quadrant containing your building. Choose "replace" from the context menu, and choose the NoGrass version of the same texture. This will remove that grass texture from the whole quadrant, so it's best to only do this if you really want to clear the space.

The script function "autosave" will automatically autosave. However, players can turn off the ability for scripts to call an autosave in Oblivion.ini, so it is still ultimately up to them when to save. You may just want to gently remind them in your readme that saving often is wise. ;)
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gandalf
 
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Joined: Wed Feb 21, 2007 6:57 pm

Post » Fri Dec 03, 2010 11:08 am

Cheers :)

I'll give those a go. I have some more concerns regarding advanced traps and activators but I'll leave those questions until I am actually up to them in the design phase.
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CSar L
 
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