[BETA REL/WIP] * Morrowind Grass Mod *

Post » Fri May 27, 2011 4:16 pm

Open the grass esp and the mod you are trying to make it compatible with and compare cells used in the Enchanted editor. Then go into the grass esp and delete the cells that conflict with the other mod and save. Then remake the distant land in MGE.
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El Khatiri
 
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Post » Fri May 27, 2011 12:51 pm

In my opinion, this is the most visually powerful mod out there, I can't even stand walking in Solsthiem or even Mournhold because there is no grass there, Can't wait for the Final releases. I love how MGE and the Grass compliment eachother as well. The only criticism that I have I already said. I can't stand to go to un-grassed zones (Save for the Ashlands, but I always hated going there anyway so nothing changed) Let's get Solsthiem grass out before I run out of stuff to do on the mainland! lol.
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[Bounty][Ben]
 
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Post » Fri May 27, 2011 2:58 am

Fantastic work
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Tania Bunic
 
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Post » Fri May 27, 2011 3:26 pm

Not checked on this in ages, but just want to confirm that it's still possible for a user to generate their own esp(s) for grass placement and use this with MGE to render (if you wish to use MGE)?

If so, that's great, as I'll most likely do that. I like playing with things like this. Being a old timer modder, I assume there would be no problems with the program or mge if I make copies of your meshes and apply my own additional textures for placement?
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Mrs Pooh
 
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Post » Fri May 27, 2011 10:43 am

Not checked on this in ages, but just want to confirm that it's still possible for a user to generate their own esp(s) for grass placement and use this with MGE to render (if you wish to use MGE)?

If so, that's great, as I'll most likely do that. I like playing with things like this. Being a old timer modder, I assume there would be no problems with the program or mge if I make copies of your meshes and apply my own additional textures for placement?

I wanted to know this too, I was thinking of making some flower-grass.
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JUan Martinez
 
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Post » Fri May 27, 2011 3:37 am

Bump!

Great mod, Vality. Improves Morrowind's visuals by a longshot without affecting the framerate too much. I have one question:

How can I get your grass rendered by MGE without using Distant Land? I've tried simply using Distant Land with minimal detail in the World Texture, Mesh, and so on, and setting the draw distance to 0. That gives me http://img145.imageshack.us/img145/9594/grassdr3.jpg trippy result. The grass meshes are essentially "cutting" through the world. Oh, and Distant Land is rendering. :facepalm:

I also tried just running the grass esps through the Distant Land wizard, but that did the same thing.
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rebecca moody
 
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Post » Fri May 27, 2011 4:25 am

I'm not sure what the problem is, I've never seen it do that. You can't render the grass through mge without using distant land, as it's part of the distant land. If you follow the instructions http://vality7.googlepages.com/mgegrassand it doesn't work, you can run it without mge, just reinstall the mod and run it like you would any other mod.
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BaNK.RoLL
 
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Post » Fri May 27, 2011 9:15 am

I know, but MGE renders it far more efficiently than Morrowind does. My FPS takes a dive when I just load the .esps.
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Stefanny Cardona
 
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Post » Fri May 27, 2011 1:03 pm

Hmm, so basically, for those of us who prefer the old foggier Morrowind without distant lands enabled, but who'd still like to have animated grass rendered by MGE, it's not possible to have both? :(
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mishionary
 
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Post » Fri May 27, 2011 9:28 am

Hmm, so basically, for those of us who prefer the old foggier Morrowind without distant lands enabled, but who'd still like to have animated grass rendered by MGE, it's not possible to have both? :(

It is, here, just let me mess with my distant land settings a bit and I'll get back and tell you guys what to do.

EDIT: Got it, ok, just set your Draw distance to 2 or 3 depending on how much you want to see, each number is X times the normal draw distance, so 2 would be 2 times, 1 would be normal, and 0 would be messed up nothingness, so yeah, that's why it got screwy.

Anyway, the fog effects aren't the prettiest, but it's faster than rendering the grass with normal Morrowind, and you get it animated and reflective water as well!
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trisha punch
 
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Post » Fri May 27, 2011 5:10 pm

It is, here, just let me mess with my distant land settings a bit and I'll get back and tell you guys what to do.

EDIT: Got it, ok, just set your Draw distance to 2 or 3 depending on how much you want to see, each number is X times the normal draw distance, so 2 would be 2 times, 1 would be normal, and 0 would be messed up nothingness, so yeah, that's why it got screwy.

Anyway, the fog effects aren't the prettiest, but it's faster than rendering the grass with normal Morrowind, and you get it animated and reflective water as well!

:hugs:
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Jarrett Willis
 
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Post » Fri May 27, 2011 2:13 pm

Ok, i was able to get this mod to run no problem on my crappy computer :).
Do what vality says in the post about deleting some of the models, if you have a lower end computer like $300-$500(like mine).

Follow these steps for each esp in the d/l

1. Load a esp into the construction set.
2. click statics and find GRS_
3. Look at the name of the static. You could see something like "GRS_WG_dirtscrub0" and "GRS_WG_dirtscrub1"
4. now look at the count of the static's, which ever one has more delete it.
5. repeat steps for the remaining statics starting with GRS_ and with the remaining esp.

Basically you cut the grass model count down more then half and it doesn't look bad at all.

Ill post some pictures soon.

Vality can i edit your models? I was going to make the models smaller, like half the size of the current models but since your the creator do you think their would be errors?

Great beta for the mod 10/10 :)

Edit: http://www.xfire.com/screenshots/v3nture/
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Chrissie Pillinger
 
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Post » Fri May 27, 2011 3:00 am

Will there be a full release someday? Is this still being worked on. I?m not using it right now because I thought I?d wait for the finished version. Shouldn?t I? The screenshots look very nice. And it is no problem to manually delete grass in spots you don?t want to have it?
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SHAWNNA-KAY
 
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Post » Fri May 27, 2011 3:48 am

Will there be a full release someday? Is this still being worked on. I?m not using it right now because I thought I?d wait for the finished version. Shouldn?t I? The screenshots look very nice. And it is no problem to manually delete grass in spots you don?t want to have it?

Yup, there will be a full release of this, including every Morrowind region and TR too. You should get the beta though, and if you have MGE, I think you have to.

Not sure about how it runs now with MGE, but yes, I'm pretty sure deleting stuff in the CS works.
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Loane
 
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Post » Fri May 27, 2011 4:44 pm

Will there be a full release someday? Is this still being worked on. I?m not using it right now because I thought I?d wait for the finished version. Shouldn?t I? The screenshots look very nice. And it is no problem to manually delete grass in spots you don?t want to have it?

You could always ask Vality if you could put togther a region. The worst he can say is no ;)
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Laura Simmonds
 
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Post » Fri May 27, 2011 4:17 pm

I would like to try to reduce the grass size to see how it looks (since the grass is quite high). Is it possible to do this without editing the grass meshes?
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barbara belmonte
 
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Post » Fri May 27, 2011 1:54 am

Vality can i edit your models? I was going to make the models smaller, like half the size of the current models but since your the creator do you think their would be errors?

If you want, but if you make the meshes any smaller you're going to find that there are gaps between each mesh, so it won't really look like the ground is covered in grass, just random patches of grass meshes.

Will there be a full release someday? Is this still being worked on. I?m not using it right now because I thought I?d wait for the finished version. Shouldn?t I? The screenshots look very nice. And it is no problem to manually delete grass in spots you don?t want to have it?

Yes there should be another release someday. Although I called it a beta (mainly so people would give feedback for future releases), it's still a proper playable, usable and functional mod, don't be put off by the word beta. There will never be such a thing as a "finished" version anyway, just updates.

And yes you can delete grass in places you don't want it using the CS.

You should get the beta though, and if you have MGE, I think you have to.

You don't have to use the grass if you use MGE, it's as optional as any other MGE option.
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Neko Jenny
 
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Post » Fri May 27, 2011 1:46 am

Not checked on this in ages, but just want to confirm that it's still possible for a user to generate their own esp(s) for grass placement and use this with MGE to render (if you wish to use MGE)?


I'd like to know this too, it will probably be a million times faster to generate a new esp for my modded morrowind then loading these esp's up and trying to alter them with all my mods.
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lolli
 
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Post » Fri May 27, 2011 3:38 am

I am using MGE 3.7.2.14 and am getting slighty moving trees as well as grass - so has animated trees now been added along with grass? The Trees don't move as much as the grass, but they definitely move in my game!
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Amanda Furtado
 
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Post » Fri May 27, 2011 9:45 am

Hey,
I just downloaded this awsome mod!
First I used the animated gras and it worked pretty good but my Laptop is way to slow,
so I tried to install the static version:
I unpacked all the files to the folders (meshes, textures ...) and I activated the .esp files
But when I load the game I get a error-message (something wasn`t found)
and the game crashes.
Have I made any mistakes during the instalation or is this just a bug?
I hope you can help me, because I`d really love to use this great mod!

Thank you,
Lobbos
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Hayley O'Gara
 
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Post » Fri May 27, 2011 6:06 am

Did you disable Distant land when you activated those files? If you want to keep distant lands, you need to re create it without the grass esps. Otherwise bad things happen.
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saharen beauty
 
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Post » Fri May 27, 2011 10:06 am

[....... problem solved ...... ]
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Isaac Saetern
 
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Post » Fri May 27, 2011 3:23 am

So how's this coming? Did you find a way around the disappearing trees in Solstheim?
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Anna Watts
 
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Post » Fri May 27, 2011 1:51 pm

I'm busy with other things atm, and no.
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Emma Parkinson
 
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Post » Fri May 27, 2011 3:37 am

as long as you're busy. :twirl:
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Nicholas
 
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