Groundcover mod compatibility

Post » Wed Aug 08, 2012 9:26 pm

Hi,

Trying to make a grass mod compatible with a large mod altering the landscape, I have followed instructions given here:
http://morrowind.nexusmods.com/mods/31051

Here is the tutorial:
=== TUTORIAL====
How to make Groundcover mod compatible with landscape altering mods.

So you've installed the Groundcover mod and you've noticed an area in the game with floating vegetation. This means you've got a mod activated that alters the landscape, unfortunately this makes my mod incompatible. Fortunately there's a way to fix this, and it's actually quite easy.

Let's say you're in-game looking at the floating grass, here's what to do:

* Go into the console, enter TG then enter. Now you will have the position of the cell where floating vegetation is. Write the position down, or take a screenshot.
* Start TES Construction Set. Go to "File", "Data Files..." and tick Morrowind.esm and Vurt's Groundcover - BC, AI, WG, GL.esp, click "set as active file". You might also want to tick the mod that is affecting the landscape if you want to see how it alter the landscape/grass.
* Click "World", "Go to Cell", enter the cordinates you wrote down, hit enter. This should take you to the affected cell.
* Drag and select the whole area with floating vegetation, it does not matter if you select rocks, trees or houses. Hit the Del key. If you're deleting a whole town for example you'll get a lot of annoying messages where you're supposed to click ok, just hold Enter to skip through all those messages.
* "File", "Save"
* Download TES3CMD: http://mlox.googlecode.com/files/tes3cmd-0.37p-2011.05.23.7z
* extract this exe to the root of c:\ and also copy Vurt's Groundcover - BC, AI, WG, GL.esp to c:\
* copy this text (ctrl+c): tes3cmd delete --instance-no-match GRS_ "Vurt's Groundcover - BC, AI, WG, GL.esp
* Click the start button, write: command prompt in the search field, click its icon.
* enter cd.. (hit Enter) untill you reach the root of C:\ where you copied the .esp
* Right click in the window, paste, and hit enter. This procedure will undelete everything except the floating grass that you removed.
* You now have a compatible .esp. There's no need to ask for my permission to share this file.

Credits: Dragon32 for the tes3cmd instructions.

I have followed the tutorial step by step, deleted objects and grass in area where it was floating, but at the end, after using the "tes3cmd --instance-no-match" command as described above, my grass mod (basically Vurt's Solshteim grass mod) is reduced form 4Mo to 8Ko !! All the grass has disappeared, in the edited area as well as in all the other cells.

Could Dragon32 or someone else help? What's happening and why it does not work?
User avatar
JaNnatul Naimah
 
Posts: 3455
Joined: Fri Jun 23, 2006 8:33 am

Post » Thu Aug 09, 2012 1:54 am

I'm not really familiar with the plugins, but it looks like what is going on here is that the goal is to produce a plugin that "deletes" things from one of the incompatible plugins. So the CS part creates a plugin with lots of DELE records for objects in that cell, and the tes3cmd part removes the DELE records from the CELL for objects you still want.

You might be able to figure out what is happening if you use tes3cmd to look at the result of the CS part:

tes3cmd dump "Vurt's Groundcover - BC, AI, WG, GL.esp" > dump.txt

Then load dump.txt in a text editor and look at what you have in the CELL you are trying to fix.

Also, the log that tes3cmd prints when you do the delete command should tell you everything it is doing, so if you want help interpreting it, you could post a portion of it:

tes3cmd delete --instance-no-match GRS_ "Vurt's Groundcover - BC, AI, WG, GL.esp" > delete.txt

Then look in delete.txt and see what the delete command did to your plugin.

Also, there is a newer version of tes3cmd (http://mlox.googlecode.com/files/tes3cmd-0.37q-2012.07.29b.7z http://code.google.com/p/mlox/downloads/detail?name=tes3cmd-0.37q-2012.07.29b.7z&can=2&q=) than the one you mention in your post. It has some bug fixes, but the functionality you are using should be the same.

If the above is unclear, post the plugin you created in the first part from the CS, and I'll take a look at it and see if I can figure out the problem.

(Edit: actually, if you want, post links to the mods involved, and I could probably post a tes3cmd command recipe that doesn't even involve the CS).
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Wed Aug 08, 2012 9:04 pm

Could Dragon32 or someone else help? What's happening and why it does not work?
Maybe ids of grass you are using do not start with "GRS_"?
[EDIT] but with "Vurt_"?
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Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm


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