[REL] * Morrowind Grass Mod *

Post » Fri Apr 08, 2011 12:02 am

Why is it??? There have ben loads of new grassmods released lately...

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8353

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

Pretty much got the whole of Vvardenfall covered (where it makes sense) So saying this mod needs updating is a little silly :P

While it's awesome that there are other, superior grass mods out there, I think my statement that this particular mod could use an update still holds true... as it is not on-par with the rest of them. Simply because there are alternatives, does not invalidate the original subject matter.

Silly indeed... :P
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Veronica Martinez
 
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Post » Thu Apr 07, 2011 6:06 pm

While it's awesome that there are other, superior grass mods out there, I think my statement that this particular mod could use an update still holds true... as it is not on-par with the rest of them. Simply because there are alternatives, does not invalidate the original subject matter.

Silly indeed... :P

Yeah, but if there's no update planned for it, I guess it really is kind of silly.
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Emily Shackleton
 
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Post » Thu Apr 07, 2011 7:49 pm

I will play only with Vality grass, so i need new grass... Vality, help me with it please.
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Lori Joe
 
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Post » Fri Apr 08, 2011 2:35 am

Vurt made an excellent update to the textures for Vality's grass, but since Vurt's own grass mod allows for different grasses in different regions and has (in my opinion) much higher quality textures, I'm not sure why you'd only play with this mod :confused:
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Jeremy Kenney
 
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Post » Fri Apr 08, 2011 3:27 am

Vurt made an excellent update to the textures for Vality's grass, but since Vurt's own grass mod allows for different grasses in different regions and has (in my opinion) much higher quality textures, I'm not sure why you'd only play with this mod

I dont like Vurts stuff.
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Dalia
 
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Post » Thu Apr 07, 2011 7:49 pm

the only part in the install guide that mentions uninstalling is this...
* I don't want animated grass anymore, how do I go back to the normal grass?
Reinstall the standard version, making sure to overwrite any files, then tick the esps in the Morrowind Launcher, and run the game.

I did this, to the letter, and it does not work, remember that for animated grass the .esp files are already disabled in order for it to work. I want the grass gone completely which means I have to do something with MGE since that is what is creating the grass not the esp file. I have no idea what you mean by "distant statics generator".

All you have to do is untick the animated grass esp when you create distant land/ statics. As i already said ^^

While it's awesome that there are other, superior grass mods out there, I think my statement that this particular mod could use an update still holds true... as it is not on-par with the rest of them. Simply because there are alternatives, does not invalidate the original subject matter.

Silly indeed... :P

As far as i know, all the new grass mods by Vurt atleast, have just expanded on this on anyway. Or atleast i think so anyway

I dont like Vurts stuff.

How kind of you...
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Nicholas
 
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Post » Fri Apr 08, 2011 2:06 am

I dont like Vurts stuff.


That′s your own fault since Vurts stuff is awesome. And his grass is by far superior to the grass seen in this mod (not because Vality is a worse modder, he just didn′t update this mod to have different grasses or different textures). So I can′t understand why you wouldn′t like Vurt′s work?
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Nicole Mark
 
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Post » Fri Apr 08, 2011 3:00 am

How kind of you...

It is my personal taste, if you have any problems with it - send me report on my email( Khunka781@lvbox.lv).
That′s your own fault since Vurts stuff is awesome.

Thank you captain obvious, all our posts it is our own imho. i've ask Vality about his stuff, dont type me about Vurt, okay? Its your personal opinion. I have another imagine of MW grass.
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Bonnie Clyde
 
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Post » Fri Apr 08, 2011 4:15 am

Vality7 hasn't been active here in a number of months, I wouldn't expect him to respond any time soon to any requests for an update. The last post from him was November 4th of last year. If you really want to contact him, you might try the e-mail address he has listed in his profile.
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Dj Matty P
 
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Post » Fri Apr 08, 2011 3:16 am

Moreover, Vality7 and Vurt are good friends. :violin:

But good after all, you are free not to like the work of Vurt.
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W E I R D
 
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Post » Fri Apr 08, 2011 5:46 am

Hello,

As you may have read in the FAQ, there is a list of what the next version might include. Since everything on the list has been covered by other mods such as Vurt's and Muspila's, consider their mods the update.
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Vera Maslar
 
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Post » Fri Apr 08, 2011 9:08 am

Vality!! Glad to see you again! :)
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Skivs
 
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Post » Fri Apr 08, 2011 2:27 am

Thx for the clarification, so the little "quarrel" here should be over now. @ Khunka: You could still make your own grass mod if you don′t like the work of the others (Vurt, Muspila).
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Jade MacSpade
 
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Post » Thu Apr 07, 2011 11:47 pm

Hi, I tried this mod, and I have to say, it looks awesome. I only have one problem with it; I can't walk through the grass... The game treats it as an object, meaning my character was stuck in an area of moving grass when I loaded the save. Is this supposed to happen or am I missing something? I'm very new to MGE, I've only just installed Morrowind on my new computer (one that can actually handle MGE :P), so please, don't assume I know anything :P
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Meghan Terry
 
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Post » Fri Apr 08, 2011 6:50 am

Have you thinked to deactivate your grass's .esp ? ;)
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NAkeshIa BENNETT
 
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Post » Fri Apr 08, 2011 4:21 am

Ok, I'm getting a slight problem, and I can't think what's causing it.

Installed this today, set everything up right using the MGE as I want animated grass, but when I enter the game, there is no grass whatsoever. Grass .esps unticked in the launcher, the esps were used in the Distant Land Generation, and left the default settings on. Have I missed something really obvious here?

EDIT: Been doing a bit more testing, removed all Animated grass files and replacing with Standard, regenerated Distant Land WITHOUT any grass .esps loaded into MGE, ticked the Standard grass files in the launcher, and while it appears in-game, I got collision. Is it a case of if I want to use MGE, I HAVE to use animated grass?
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Queen Bitch
 
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Post » Thu Apr 07, 2011 10:03 pm

Ok, I'm getting a slight problem, and I can't think what's causing it.

Installed this today, set everything up right using the MGE as I want animated grass, but when I enter the game, there is no grass whatsoever. Grass .esps unticked in the launcher, the esps were used in the Distant Land Generation, and left the default settings on. Have I missed something really obvious here?


You might have missed a couple of things.
What MGE version are you using?
Have you managed to get Distant Land activated?

..
EDIT: Been doing a bit more testing, removed all Animated grass files and replacing with Standard, regenerated Distant Land WITHOUT any grass .esps loaded into MGE, ticked the Standard grass files in the launcher, and while it appears in-game, I got collision. Is it a case of if I want to use MGE, I HAVE to use animated grass?

You probably have the wrong nif files, the ones with collision which were meant to be used with MGE.

We can continue the discussion in http://www.gamesas.com/index.php?/topic/1109820-morrowind-graphics-extender-mge
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michael flanigan
 
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Post » Fri Apr 08, 2011 2:01 am

Bumping this.

All of my animated grass appears as yellow, opaque planes. I have checked both the meshes and the textures and everything seems to be in place. Why exactly is this happening?
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Zualett
 
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Post » Fri Apr 08, 2011 5:18 am

The MGE-rendered animated grass has become a "standard feature" in my games, but the height is an issue. I had the same issue with grass in OB. It makes it all but impossible to locate things such as bodies after a fight, or the aforementioned tax collector. I located a shorter grass mod which works with this mod, and it's MUCH better, in my opinion. The perfect solution would be to have different grass heights (at least 2), and mix them, so you'd have a few tall ones standing out amid the lower ground cover. You could still find bodies from up close because they'd stick out above the shorter grass, while the occasional taller blades and stalks would still obscure things from a distance.

Aside from a bit of cleanup (a lot of minor but tedious stuff to fix, like the tips of grass blades sticking out of rocks and building foundations), and the off chance that there could be an even better "mixed height" or "more diverse grass shades" version someday, this mod is close to perfect.
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Jimmie Allen
 
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