[BETA REL/WIP] * Morrowind Grass Mod *

Post » Fri May 27, 2011 5:03 am

So basically this mod adds more realistic grass in greater capacities?

Also, some links are broken as well as a link in your signature that I clicked... they looked interesting too. You might want to fix those broken links.

EDIT: Crud I just found where you addressed that issue on the post above... sorry bout that.
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Tom
 
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Post » Fri May 27, 2011 3:51 am

The videos you're talking about are mine, they're 'work in progress', not of a released mod. Before the animated trees can be released as a mod, there's some issues that need to be fixed, mainly the collision, and the animation itself needs a little work, though Liztail is no longer working on it so I'm trying to make the changes myself.

As for my site, it will be back soon, with a new host and better look. All my mods are at PES if you want them. If anyone has any questions unrelated to the thread they should PM me, let's keep the discussion on the grass mod.

Thanks for the respons vality7. i will head over to PES. Now i'm trying to find a conflict that has started since i put the grass mod in. I updated MGE at the same time i installed the grass mod, and now my pc randomly locks up. I have not figured out weather its an MGE setting or the grass mod itself. The lock up happen just as much outdoors as they do indoors. i get alot of hitching since installing the mod that i never had before. that hitching continues when i walk indoors eventually the game just stops.
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OTTO
 
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Post » Fri May 27, 2011 3:57 pm

Unless it's some strange side-effect oddity, the culprit is probably not the Grass Mod, as that doesn't affect interiors at all. While MGE is always running, distant land is disabled indoors also, though - so it's either some other MGE setting, or has nothing to do with either...

Did you, maybe, enable other mods at the same time? If yes, try if disabling them helps.

To test further, you could regenerate distant land without the grass (you only need to recreate distant statics, you can skip world mesh and world texture creation) and see if that solves the issue.
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Anthony Rand
 
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Post » Fri May 27, 2011 4:59 pm

I can't get the grass to show up at all when using MGE... Is there a way to test if it's being generated when I do the statics part? Or any further info on how to use the override function? Either would be greatly appreciated.
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Ally Chimienti
 
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Post » Fri May 27, 2011 12:35 pm

I can't get the grass to show up at all when using MGE... Is there a way to test if it's being generated when I do the statics part? Or any further info on how to use the override function? Either would be greatly appreciated.

You have to select all the grass esp's in the distant land generator, then always turn on distant statics.
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Benji
 
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Post » Fri May 27, 2011 6:19 am

If you already use an override list, check if there's any [grass] entries in it (usually down towards the end of the list). Delete those from the list, if they are set on "ignore".
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Tasha Clifford
 
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Post » Fri May 27, 2011 9:04 am

Sorry about that, it seems I never checked enable distant statics! doh! >.<

And now that I've got it all working, it all looks much better than it did with the normal plugin. Thanks a ton, this is awesome! Improved my framerate by a bunch, too.
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Shiarra Curtis
 
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Post » Fri May 27, 2011 12:16 pm

I have encountered an oddity with the grass animation. Randomly (it seems), when entering an exterior cell from an interior, the 'waving' grass animation starts with a weird amplitude (to the point that nothing but waving grass is seen on the screen) and fluently comes to normal within few seconds. This oddity doesn't show up when changing exterior cells only, as far as I can say. It's not something that spoils the game but I thought you'd like to know.
I'm using 3.6.1 version right now. I'll try the latest 3.6.3 and see if anything changes and post.
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john palmer
 
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Post » Fri May 27, 2011 6:32 am

I haven't seen that myself but it's probably just checking and adjusting to the weather conditions, that usually takes a few seconds to transition.
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Chris BEvan
 
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Post » Fri May 27, 2011 1:50 am

I have encountered an oddity with the grass animation. Randomly (it seems), when entering an exterior cell from an interior, the 'waving' grass animation starts with a weird amplitude (to the point that nothing but waving grass is seen on the screen) and fluently comes to normal within few seconds. This oddity doesn't show up when changing exterior cells only, as far as I can say. It's not something that spoils the game but I thought you'd like to know.
I'm using 3.6.1 version right now. I'll try the latest 3.6.3 and see if anything changes and post.

happened to me once, but I never saw it again.
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Jade Barnes-Mackey
 
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Post » Fri May 27, 2011 1:53 pm

I've been using your grass mods for a long time Vality7 and I look forward to every update of your mods! It's amazing how much more realistic this makes Morrowind feel. And without a bad FPS hit for a decent machine.

Keep'em comin'!
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Fanny Rouyé
 
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Post » Fri May 27, 2011 6:05 am

I've seen Gawain's issue also, now and then (though quite rarely - once or twice).
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barbara belmonte
 
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Post » Fri May 27, 2011 2:01 am

I've seen this issue (grass swing a lot) too !
It was in Balmora with the worst FPS in my game (15-18).
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Ashley Tamen
 
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Post » Fri May 27, 2011 7:37 am

Well thanks for pointing it out, but it has nothing to do with my mod, the animation is all done through MGE so it's an MGE issue. Without Liztail working on it there probably won't be any fixes or changes any time soon. As I said in the last post, it's likely just transitioning from one weather to another.
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James Rhead
 
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Post » Fri May 27, 2011 7:59 am

I get weird-looking MGE grass with the tops looking all weird. They seem both doubled and missing alphas.
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Chloe Yarnall
 
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Post » Fri May 27, 2011 11:28 am

ok i reinstalled morrowind from scratch, installed MGE 3.6.1, and the grass mod. When i start the game, it still locks up after about 10 to 15 seconds despite no other mods being loaded.
This means its either the grass mod, or MGE. i have read that thier is a version of MGE 3.6.3. Does it have any bug fixes that might address this problem. Has anyone else had similar lockups using the grass mod. I have a Radeon 4850 using 8.10 cat's, latest version of directx 9, 4 gigs of ram, AMD athlon X2 4400+ running under windows xp. I want to run this mod bad, if anyone could shed some light on this i would be eternally grateful. Thanks.
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Janette Segura
 
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Post » Fri May 27, 2011 5:48 am

I get weird-looking MGE grass with the tops looking all weird. They seem both doubled and missing alphas.

You need to follow the installation instructions properly, seems you missed step 3. Animated grass needs a different grass mesh due to the clamp settings that we changed.

Here's the instructions again:

- Download the latest version and the other necessary stuff stated on http://www.gamesas.com/bgsforums/index.php?s=&showtopic=880254&view=findpost&p=12905117.
- Download and install my mod.
- Download http://www.liztail.com/grass_meshes.7zoptimised meshes and overwrite the originals.
- Generate distant land and make sure the grass esps are chosen when generating.
- If you're using a static exception list then make sure any grass entries are removed from it then generate statics. If you're not using one then don't worry.
- Make sure all grass esps are unticked in the launcher then run the game.
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Natalie Taylor
 
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Post » Fri May 27, 2011 3:51 pm

ok i reinstalled morrowind from scratch, installed MGE 3.6.1, and the grass mod. When i start the game, it still locks up after about 10 to 15 seconds despite no other mods being loaded.
This means its either the grass mod, or MGE. i have read that thier is a version of MGE 3.6.3. Does it have any bug fixes that might address this problem. Has anyone else had similar lockups using the grass mod. I have a Radeon 4850 using 8.10 cat's, latest version of directx 9, 4 gigs of ram, AMD athlon X2 4400+ running under windows xp. I want to run this mod bad, if anyone could shed some light on this i would be eternally grateful. Thanks.

What happens when you use just MGE, but no grass?
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Daniel Holgate
 
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Post » Fri May 27, 2011 10:39 am

A bit OT, but I remember this discussed a while back. Can Yacoby's program place spawn points? I'm thinking of a Creatures addon "More Spawns" that adds low chance spawn points across the world to provide a bit more random challenge to players.
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Emma louise Wendelk
 
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Post » Fri May 27, 2011 4:25 pm

A bit OT, but I remember this discussed a while back. Can Yacoby's program place spawn points? I'm thinking of a Creatures addon "More Spawns" that adds low chance spawn points across the world to provide a bit more random challenge to players.

No, it can place statics, activators and containers, though I don't think containers work properly. Probably wouldn't be hard to implement into the program, but I don't think the generator would be very good for that though.
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Hayley Bristow
 
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Post » Fri May 27, 2011 4:20 pm

It would be fairly simple to create an activator that works as a spawn point through scripting...
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Lindsay Dunn
 
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Post » Fri May 27, 2011 10:22 am

The videos you're talking about are mine, they're 'work in progress', not of a released mod. Before the animated trees can be released as a mod, there's some issues that need to be fixed, mainly the collision, and the animation itself needs a little work, though Liztail is no longer working on it so I'm trying to make the changes myself.

As for my site, it will be back soon, with a new host and better look. All my mods are at PES if you want them. If anyone has any questions unrelated to the thread they should PM me, let's keep the discussion on the grass mod.

Vality7, just wanted to update you. i finally got everything working without any lockups. as you already stated it was not your grass mod, it was anti alaising. in another forum someone had mentioned problems with mge using anti alaising. so i turned it off and behold all my problems were gone.
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Vicki Blondie
 
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Post » Fri May 27, 2011 4:08 pm

It would be fairly simple to create an activator that works as a spawn point through scripting...

Wouldn't it be equally simple to, with the TESCS, do a search and replace of said activator by real spawn points, unchecking the "current cell only" checkbox, and be done with it? ;)
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Nichola Haynes
 
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Post » Fri May 27, 2011 12:37 am

Wouldn't it be equally simple to, with the TESCS, do a search and replace of said activator by real spawn points, unchecking the "current cell only" checkbox, and be done with it? ;)

Good one, that should work. :)
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mishionary
 
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Post » Fri May 27, 2011 7:02 am

Yes it would. :hehe:
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how solid
 
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