[BETA REL/WIP] * Morrowind Grass Mod *

Post » Fri May 27, 2011 4:42 pm

This mod looks EXTREMELY good, but it eats FPS like candy... I can't decide if I should keep it on for looks or take it off for playability.
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BEl J
 
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Post » Fri May 27, 2011 10:24 am

This mod looks EXTREMELY good, but it eats FPS like candy... I can't decide if I should keep it on for looks or take it off for playability.

If you can run the latest version of MGE, then the grass can be rendered through that instead of Morrowind. Little to no FPS hit, plus it's animated.
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RUby DIaz
 
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Post » Fri May 27, 2011 2:07 am

If you can run the latest version of MGE, then the grass can be rendered through that instead of Morrowind. Little to no FPS hit, plus it's animated.


Vality, is there any possibility to adding some form of underwater seaweed/grass in the future?
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Markie Mark
 
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Post » Fri May 27, 2011 9:40 am

Vality, is there any possibility to adding some form of underwater seaweed/grass in the future?

It's possible to add more seaweed yes, but the generator doesn't generate anything below sea level. There was a work around that Yacoby told me, but it's been a while so I've forgot what it was, I'll have to ask him when I get around to it. I didn't have any plans to do an underwater mod, but yeah it is possible, I'll think about it once I've released another version.

As for updates on this mod, I know it's been a while, but I've been busy with other things, I'm in no rush to release anything soon so please be patient. Right now I'm working on my Skyrim mod, which is going quite well, and playing a few new games - Fallout 3, Fable 2, Far Cry 2 - all awesome games, so it may be a while before I get back to my other Morrowind mods. Also, my new website is almost finished, it's pretty much all uploaded to a new host, just got a few pages to go, my googlepages site is back till I finish the new one.
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Emmanuel Morales
 
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Post » Fri May 27, 2011 2:02 am

You said you were making Bloodmoon and Ashland grass? I look forward to those. :)
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CxvIII
 
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Post » Fri May 27, 2011 4:23 am

Wow, that looks amazing! Really makes it look a lot like Oblivion! :)
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djimi
 
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Post » Fri May 27, 2011 5:16 pm

It's possible to add more seaweed yes, but the generator doesn't generate anything below sea level. There was a work around that Yacoby told me, but it's been a while so I've forgot what it was, I'll have to ask him when I get around to it. I didn't have any plans to do an underwater mod, but yeah it is possible, I'll think about it once I've released another version.

As for updates on this mod, I know it's been a while, but I've been busy with other things, I'm in no rush to release anything soon so please be patient. Right now I'm working on my Skyrim mod, which is going quite well, and playing a few new games - Fallout 3, Fable 2, Far Cry 2 - all awesome games, so it may be a while before I get back to my other Morrowind mods. Also, my new website is almost finished, it's pretty much all uploaded to a new host, just got a few pages to go, my googlepages site is back till I finish the new one.


Thank you for getting back to me. Everywhere I go in the game where you have added Grass seems so much more dynamic, so I am just wanting it everywhere in some form.

I am also playing Far Cry 2, fun game.
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Louise Dennis
 
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Post » Fri May 27, 2011 2:22 pm

I started playing Fallout 3, then I got a little depressed about the environment and stuff, I also couldn't stand the ugly textures, but it's still a great game.

Your grass looks great Vality, I've played through Prey and the grass in it looks great, you should checkit out.
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jennie xhx
 
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Post » Fri May 27, 2011 8:34 am

If you can run the latest version of MGE, then the grass can be rendered through that instead of Morrowind. Little to no FPS hit, plus it's animated.


My PC can't run MGE. I got an error message when I first double clicked to install the EXE and I installed it anyway. It crashed on startup. Until I get my new computer (which will be very soon) I'll just have to sit this mod out.
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P PoLlo
 
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Post » Fri May 27, 2011 12:40 am

Grass mod looks great, especially animated. It adds a ton of environmental detail that Morrowind was always lacking.

I was just thinking about the way Oblivion used multiple grasses in the same area either in patches or overlapping.
That style seems to add so much more atmosphere to the game than a single grass mesh in an area.

I am curious if Yacoby's prog allows for multiple mesh placement in one pass.
If not, I could always make my own prog to do it, but I'm soooo so lazy. :whistle:

Anyway, just a thought.
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Harry Hearing
 
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Post » Fri May 27, 2011 12:44 am

Yes it's possible, the only reason you don't really see it in the beta is because it only includes two textures.

Have a look at these pics:
http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/graze11.jpg
http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/graze12.jpg
http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/graze16.jpg
http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/graze17.jpg
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Felix Walde
 
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Post » Fri May 27, 2011 2:53 am

I think you need to put some form of grass, weed, flowers across the whole freakin' plain minus roads. When I look at those screen shots, I doesn't even look remotely like the graphical capability of the original.
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Rex Help
 
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Post » Fri May 27, 2011 3:28 am

I think you need to put some form of grass, weed, flowers across the whole freakin' plain minus roads.

I tried, it doesn't run well. In the CS it takes like 5 minutes to load everytime you move to a new cell.
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Sam Parker
 
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Post » Fri May 27, 2011 10:12 am

Well, there are only two things I can say about those last screens:
- wannawannawannawanna...wannahave! =D
- Poor, poor computer... even through MGE

I already have your beta-release installed, and it looks absolutely awesome! So with even more textures: :mohawk:
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Kelli Wolfe
 
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Post » Fri May 27, 2011 3:32 pm

I tried, it doesn't run well. In the CS it takes like 5 minutes to load everytime you move to a new cell.


Oh well, it looks gorgeous.
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Hannah Whitlock
 
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Post » Fri May 27, 2011 3:20 pm

Hey Vality? Did you make new trees? Those trees in the Grazelands pic are either Ascadian Isles trees or something new, if so, when you plan on releasing them?
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Music Show
 
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Post » Fri May 27, 2011 12:16 pm

* What mods are you using in your screenshots/videos?
See this page here: http://vality7.googlepages.com/mods.


The link does not work anymore. :)
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Laura Ellaby
 
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Post » Fri May 27, 2011 2:15 am

Hey Vality? Did you make new trees? Those trees in the Grazelands pic are either Ascadian Isles trees or something new, if so, when you plan on releasing them?

Yes I made them, no I had no plans to release them, I don't even know if I still have them.

The link does not work anymore. :)

As I said earlier, I'm updating my site. The mods I use are pretty much just my own mods, connary's texture mods, and MGE and ENBSeries for various effects.
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Adam Kriner
 
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Post » Fri May 27, 2011 4:23 pm

How do you get your fog/etc to look the way it does? It's lovely!!!

Really hoping Animated Morrowind gets finished eventually.
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Jason White
 
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Post » Fri May 27, 2011 4:49 pm

http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/graze12.jpg


This mod is really great. This pic stole my heart! wanna live there.
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Kayla Bee
 
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Post » Fri May 27, 2011 2:10 am

As I said earlier, I'm updating my site. The mods I use are pretty much just my own mods, connary's texture mods, and MGE and ENBSeries for various effects.


Oh OK then. :)
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Sharra Llenos
 
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Post » Fri May 27, 2011 4:25 am

I made a grass addon for TR a while back, I thought I'd release it now along with the new TR release, and I've redone it to suit any new changes. It's as much a beta as the other grass releases, maybe even less so at this stage, I haven't done much testing or fixing. I'll probably fix it up in the next few days if I can, as there's a few places that need cleaning up like Helnim, and a few random campfires covered in grass, but most of the wilderness areas look fine.

It includes grass for both Map 1 & 2 in the one esp so it's quite a big esp, 52mb, whereas the others were around 10mb, but it is a way bigger region so its about the right size. It's quite heavily placed, but if you could run the old one then you should be able to run it, though you will probably need to run it through MGE for it to run well. Remember to follow the same generation instructions as before if you do use MGE. Let me know how it goes.

http://vality7.googlepages.com/screens2
http://www.adrive.com/public/44f1f97034d74d491cb506663bd1f45c147421d5d557f95c8d3c4a0040c5ab02.html
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Juanita Hernandez
 
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Post » Fri May 27, 2011 4:17 pm

Yay! I've seen these screenshots for a while and wanted them for myself. Thanks for making this great beta available. I'll overlook the few overgrown campfire ;)

Great work as always! :goodjob:
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Anna Watts
 
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Post » Fri May 27, 2011 2:05 pm

I made a grass addon for TR a while back, I thought I'd release it now along with the new TR release, and I've redone it to suit any new changes. It's as much a beta as the other grass releases, maybe even less so at this stage, I haven't done much testing or fixing. I'll probably fix it up in the next few days if I can, as there's a few places that need cleaning up like Helnim, and a few random campfires covered in grass, but most of the wilderness areas look fine.

It includes grass for both Map 1 & 2 in the one esp so it's quite a big esp, 52mb, whereas the others were around 10mb, but it is a way bigger region so its about the right size. It's quite heavily placed, but if you could run the old one then you should be able to run it, though you will probably need to run it through MGE for it to run well. Remember to follow the same generation instructions as before if you do use MGE. Let me know how it goes.
-clip-

Cool. I was just thinking about asking when this would be available! ;)

Downloaded. Installed. Animated. :twirl: :rock:
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Invasion's
 
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Post » Fri May 27, 2011 3:20 pm

Thanks for releasing this, Vality! :goodjob:
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Michelle Smith
 
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