[BETA REL/WIP] * Morrowind Grass Mod *

Post » Fri May 27, 2011 2:39 am

Looks great, I was going to generate one for myself but you made that unnecessary! :)

Will you still be releasing tree replacers for the other regions? And the flowers for the regions? My suggestion would be to use separate ESPs if possible. And would you be able to give us your settings, so if I have a mod in place which edits an area, I can create a new ESP?
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Damien Mulvenna
 
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Post » Fri May 27, 2011 3:16 am

This is awesome, thank you for putting this together for all of us to enjoy.

Also, in my own unscientific study - I got about 5 to 7 fps higher using FPS Optimizer vs. MGE (even without the animated grass). I'm running:
Processor Intel® Core™2 Quad CPU Q6600 @ 2.40GHz
Memory (RAM) 3.00 GB
Graphics NVIDIA GeForce 8500 GT

And with MGE in a heavily "grassed" area I was getting about 7 FPS and with FPS Optimizer I am getting around 15-20.

Thanks again - combined with your other mods, I love playing Morrowind again.
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Charleigh Anderson
 
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Post » Fri May 27, 2011 5:36 am

So I downloaded and installed the mods. Installed FPS Optimizer and MGE, generated distant land aaand... it looks like rubbish. It's
really nice that I have widescreen and swaying grass in the near, but the distant land hogs my machine, and frankly, I really don't
need it, plus I have water between the far distance barrier and the beginning of the very far distance. It's really annoying. If I activate
the grass mod in the launcher it feels like concrete, blocking my way. My question: is there a way to have the grass mod run without
the distant land feature of MGE? Or have distant land style generated terrain with normal distances?
BTW I have CeleronD 3.2 GHz, Geforce 6200 256Mb, 1.5 Gb Ram, so Oblivion/Morroblivion is a no go.
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Emily abigail Villarreal
 
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Post » Fri May 27, 2011 2:18 am

I use the grass mods and I do not use MGE. Just because I have Vista and am too lazy to configure it to my computer. The grass mods work fine for me :)
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JLG
 
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Post » Fri May 27, 2011 7:53 am

@Vality7,
Just noticed that 'Grass Beta_Tamriel Rebuilt.esp' is not associated with any of the base esms (and shows Morrowind Mod File v0.0). Might this be a problem for those who want to load the mod directly and not use MGE?

FYI: I had no problems generating the grass thru MGE and letting it handle the rendering.


Also, you might want to let people know they will need to get the grass meshes and textures from your other Grass Betas if they try to just run the grass for TR - they're NOT included in the dl. :nope:
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Quick draw II
 
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Post » Fri May 27, 2011 7:01 am

@Vality7,
Just noticed that 'Grass Beta_Tamriel Rebuilt.esp' is not associated with any of the base esms (and shows Morrowind Mod File v0.0). Might this be a problem for those who want to load the mod directly and not use MGE?

FYI: I had no problems generating the grass thru MGE and letting it handle the rendering.


Also, you might want to let people know they will need to get the grass meshes and textures from your other Grass Betas if they try to just run the grass for TR - they're NOT included in the dl. :nope:


thx, I think I installed the separate meshes, now replaced with the original ones. It works now, looks good, but with MGE it would look even better.
Like I said before, a distant land like generated world with hardware shaders and without the actual distant land would be the best. Also I need a
new card.
Spoiler
Anyone wanna send me an ATI X2600 AGP card?

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Karen anwyn Green
 
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Post » Fri May 27, 2011 2:47 pm

Looks great, I was going to generate one for myself but you made that unnecessary! :)

Will you still be releasing tree replacers for the other regions? And the flowers for the regions? My suggestion would be to use separate ESPs if possible. And would you be able to give us your settings, so if I have a mod in place which edits an area, I can create a new ESP?

Tree replacers? I didn't have any others planned, other than my BC update and maybe Solstheim, but no not any time soon, I'm working on other things. I never had any intentions on releasing flowers for the regions, the flower pics you see a few posts up are a few extra textures I made, which would have been included in a grass resource, not part of the actual grass mod - I know not everyone would want to see flowers like that anywhere in Vvardenfell. Not sure what you mean by seperate ESPs.

So I downloaded and installed the mods. Installed FPS Optimizer and MGE, generated distant land aaand... it looks like rubbish. It's
really nice that I have widescreen and swaying grass in the near, but the distant land hogs my machine, and frankly, I really don't
need it, plus I have water between the far distance barrier and the beginning of the very far distance. It's really annoying. If I activate
the grass mod in the launcher it feels like concrete, blocking my way
. My question: is there a way to have the grass mod run without
the distant land feature of MGE? Or have distant land style generated terrain with normal distances?
BTW I have CeleronD 3.2 GHz, Geforce 6200 256Mb, 1.5 Gb Ram, so Oblivion/Morroblivion is a no go.

If you're using MGE, you're not meant to activate the grass in the launcher, you didn't follow the instructions properly.

If you don't want to use MGE then yes you can just download the original grass mod, install it, and run it like any normal mod.

Like I said before, a distant land like generated world with hardware shaders and without the actual distant land would be the best.

That doesn't make sense.

@Vality7,
Just noticed that 'Grass Beta_Tamriel Rebuilt.esp' is not associated with any of the base esms (and shows Morrowind Mod File v0.0). Might this be a problem for those who want to load the mod directly and not use MGE?

I don't see why it would cause any problems. I can upload it with the associated esms if it's going to make a difference. (edit: Nevermind, once I've gone through and fixed up the misplaced grass it will have the associations anyway).

Also, you might want to let people know they will need to get the grass meshes and textures from your other Grass Betas if they try to just run the grass for TR - they're NOT included in the dl. :nope:

Including them would probably make it even more complicated for those people that can't already figure out that they're not there - as there are two mesh downloads, one for those who use MGE and one who don't. I don't see why anyone would want grass for just TR anyway, but it was just a quick release/addon for my grass mod, for those who wanted it in TR as well.
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Kelsey Hall
 
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Post » Fri May 27, 2011 5:15 am

-clip-
I don't see why it would cause any problems. I can upload it with the associated esms if it's going to make a difference. (edit: Nevermind, once I've gone through and fixed up the misplaced grass it will have the associations anyway).

I haven't tried running grass without MGE yet, so not sure it would really be an issue. Seems like others are running it that way without problems according to recent posts. And it looks like it won't be a concern as your edit indicates. :)

Including them would probably make it even more complicated for those people that can't already figure out that they're not there - as there are two mesh downloads, one for those who use MGE and one who don't. I don't see why anyone would want grass for just TR anyway, but it was just a quick release/addon for my grass mod, for those who wanted it in TR as well.

Yea, that's probably more likely what people will do. Now that I think about it more, makes sense that most will be running the other grass betas already.
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Casey
 
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Post » Fri May 27, 2011 6:04 am

Hmm, I just entered Helnim to find it overgrown with grass.
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Charles Weber
 
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Post » Fri May 27, 2011 3:33 pm

Hmm, I just entered Helnim to find it overgrown with grass.


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.


The generator does a great job, but always needs some post work, I thought you'd know this. With the other regions I spent hours going through cleaning them, but as I said, I've yet to do it for TR - it's a huge region.
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xemmybx
 
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Post » Fri May 27, 2011 6:46 am

That doesn't make sense.


Now that I read it again I have to agree. The grass esps were disabled when running through MGE distant land. The "water barrier glitch" must be some sort of shader problem.
I think it's fog but my card can't render it correctly (Geforce 6200).
So tl;dr my card is weak, I need a new one.
Until then, no graphic mods (except widescreen). Still these mods are great, can't wait for Skyrim to be finished.
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Brittany Abner
 
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Post » Fri May 27, 2011 8:02 am

I do know it, I've generated my own ESPs for personal use and cleaned them. Just thought I'd give you some directions :)
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Laurenn Doylee
 
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Post » Fri May 27, 2011 8:06 am

Now that I read it again I have to agree. The grass esps were disabled when running through MGE distant land. The "water barrier glitch" must be some sort of shader problem.
I think it's fog but my card can't render it correctly (Geforce 6200).
So tl;dr my card is weak, I need a new one.
Until then, no graphic mods (except widescreen). Still these mods are great, can't wait for Skyrim to be finished.

The water barrier is an unlucky combination of setting the (vanilla MW) view distance too high, for instance by using the FPS Optimizer, or with MGE itself, and the Distant Land feature.
If you lower your maximum view distance in FPSO (also works if you set up an hotkey for doing it ingame), the stretch of water will go away.
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Mark
 
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Post » Fri May 27, 2011 8:33 am

So - I have the grass generated through MGE which I thought would mean it would be more compatable with my various mods. But I've got huge hillocks completely covering the Ascadian Cottage and Starstone Outpost. How do I fix that?
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Chenae Butler
 
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Post » Fri May 27, 2011 4:57 am

So - I have the grass generated through MGE which I thought would mean it would be more compatable with my various mods. But I've got huge hillocks completely covering the Ascadian Cottage and Starstone Outpost. How do I fix that?

Easy way... Edit the applicable grass .esp (grazelands, west gash...) Open the editor, go to the details of the mods you want to be compatible, write down the cells that are altered by them. Then open up the grass .esp you want to edit. Flag the ignore on all those cells you just wrote down. Repeat this for all the mods you want to be compatible. I did this because the grass mod conflicted with Pegas Horse Ranch.

Downside to this approach, there will be no new grass in those cells whatsoever, but I didn't really notice too much personally. Hope this helps.
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Wayne W
 
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Post » Fri May 27, 2011 2:51 am

Generating grass through MGE doesn't make it more compatible - it still puts grass exactly wherever the ESP tells it to. It therefore still assumes an unaltered landscape as basis.
MGE "just" animates it and takes the load of rendering these many objects off of your CPU.

If you want to do it in a more detailed way than what Melchior Dahrk suggested, you could load the grass...esp and the conflicting plugins into the CS and delete those offending grass meshes yourself.
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Vicki Blondie
 
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Post » Fri May 27, 2011 4:38 pm

Thanks guys, no grass in selected patches is better than mirage hillocks concealing huge dropoffs and two houses from view.
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suniti
 
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Post » Fri May 27, 2011 7:23 am

I just finally gathered the courage to install this with MGE. OMG! I AM SPEECHLESS!

Awesome work, Vality!!!!

Also I did not see any bloodmoon region esps in the pack I downloaded from the fist page. I only saw ascadian isles, bitter coast, grazelands and west gash. Am I missing anything?
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QuinDINGDONGcey
 
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Post » Fri May 27, 2011 7:47 am

I just finally gathered the courage to install this with MGE. OMG! I AM SPEECHLESS!

Awesome work, Vality!!!!

Also I did not see any bloodmoon region esps in the pack I downloaded from the fist page. I only saw ascadian isles, bitter coast, grazelands and west gash. Am I missing anything?

Vality hasn't released the final of the grass mod yet, which includes the other regions + Solshiem/TR.
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Alexx Peace
 
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Post » Fri May 27, 2011 6:52 am

Vality hasn't released the final of the grass mod yet, which includes the other regions + Solshiem/TR.


Oh I see. I guess I got too excited... :P
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Darlene Delk
 
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Post » Fri May 27, 2011 9:14 am

The only other region I've released so far is a TR (map 1 & 2) version, which you can find a few posts back.
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Ruben Bernal
 
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Post » Fri May 27, 2011 8:24 am

Hey Vality7, what body/head replacer are you using in http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/bcvz47.jpg screenshot?
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Andrew Perry
 
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Post » Fri May 27, 2011 5:23 am

Hey Vality7, what body/head replacer are you using in http://i73.photobucket.com/albums/i201/Vality7/Screenshots2/bcvz47.jpg screenshot?

The body is (or based off of) http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=213 "ditto" and the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6173 are done by westly. She looks like a http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6666 actually which is also done by Westly
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Neliel Kudoh
 
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Post » Fri May 27, 2011 12:17 pm

Here is question. There are few places that I would like to trim the weeds (some of the children playgrounds from COM2 are covered up). I am using MGE to generate the grass. How would go about editing out the grass?
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cosmo valerga
 
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Post » Fri May 27, 2011 5:11 am

Here is question. There are few places that I would like to trim the weeds (some of the children playgrounds from COM2 are covered up). I am using MGE to generate the grass. How would go about editing out the grass?

Just use the construction set to delete some of the grass where applicable.
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Sophie Payne
 
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