Hasphat Antobolis, not sure what you mean, there's a flowery version already included as you can see. Texture packs? Lots of different, a few unlreased that i've created, conary's, visual pack.. i mix and match
Guitarjoe91, it is possible.. either by editing the .esp's from Vality or if someone creates new grass .esps for the regions using the utility for this purpose (Zackq has given me a tutorial on how to do this, i might try it sometime if no one else does it..).
Tetchy has explained how you can edit Vality's grass .esp's:
tetchy, on Nov 3 2009, 04:58 PM, said:
Figured out an even easier way to edit the grass beta esps - you'll need to use Enchanted Editor for this:
* open the grass beta esp with EE
* find the Static Models (STAT) enties
* select each entry and edit the ModelPath to point to the renamed .nif
* save as new esp renamed
* regenerate distant statics using newly edited copy of grass beta esp in place of it's corresponding original
You'll still want to edit GS_Grass_group.nif & GS_Scrub_group.nif to point to a renamed copy of vurt's Grass_atlas.dds, then save the nifs as renamed.
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Looking at the grass betas, Ascadian Isles only contains references to GS_Grass_group.nif - so none of vurt's blue or violet flower retexs will show up in that region (the grass retex will tho). All the other betas make use of both grass and scrub nifs.