NoM Grass Not Working

Post » Sun Dec 19, 2010 10:51 am

I recently realized I was still using the beta release of the new NoM 3.0, so I switched all of my .esp's as well as the necessary files (Meshes, Textures, etc.). The beta grass was working fine, but since i've switched, i've tried generating grass 3 times and it hasn't worked. I'm using MGE 3.8.0 at the moment. I don't check the grass mods in Wrye Mash (just like Vurt's grass mods) when I load up a game. I'm not really sure what's going wrong. Since i've started using grass, I can't really play without it. Lol. Anyone have this problem or maybe know a solution?
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George PUluse
 
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Post » Sun Dec 19, 2010 7:03 pm

why does Nom use grass?
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Clea Jamerson
 
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Post » Sun Dec 19, 2010 8:42 pm

why does Nom use grass?


As far as I know it doesn't. :blink: Unless the new NoM has compatibility patches for pre-existing grass mods.
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Kelsey Anna Farley
 
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Post » Sun Dec 19, 2010 7:28 pm

Well the new NoM version came with grass mods. Maybe they weren't actually for the grass. :facepalm:
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Ruben Bernal
 
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Post » Sun Dec 19, 2010 10:38 am

brymann, is it just not showing up at all?

wolli: NoM changes some landscape and Taddeus made a patch for animated grass so it wouldn't generate where it isn't supposed to.
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Brandi Norton
 
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Post » Sun Dec 19, 2010 2:32 pm

No, Elaura. It doesn't show at all. I'm not doing anything differently, and like I said, it was there with the beta version.

Edit: I removed the original Vurt's grass mods and replaced them with the NoM mods. I assumed that was the thing to do.
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Danger Mouse
 
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Post » Sun Dec 19, 2010 9:48 am

I am still using the last beta. I haven't tried the final release, so I don't know if there might be a problem.

A few things which I'm sure you've checked already:

In MGE did you change any of the distant land settings?
Did you have all of the appropriate grass mods checked when you generated distant land?

I would think that if you did it the same way as you did for the beta, it should have worked the same way, but as I said, I haven't tried the final release myself.
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Nymph
 
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Post » Sun Dec 19, 2010 4:48 pm

Yeah, I did have them checked in MGE and not in Wrye Mash. I double checked, triple checked, you get the idea. lol I wrote a message to taddeus about how the NoM stats (Hunger, Thirst, Sleep) kept popping up down below, and he said he had disabled that in the final version, which is why I switched. Unfortunately, aside from that being in the beta, I deleted my beta copy. The only distant land setting I changed was from High to Very High in the mesh detail level, which I didn't think would cause a problem.


Edit: I may be able to retrieve the beta version from my deleted emails. I think it should still be in there. Only problem is those stats will keep popping up, and that got kind of annoying.
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Aaron Clark
 
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Post » Sun Dec 19, 2010 2:09 pm

If not, I do have it. I'm hoping Taddeus will just tell me how to disable that box. I'm such a miser with my bandwidth, but paying by the MB for overages will do that to you.
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Stacyia
 
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Post » Sun Dec 19, 2010 10:07 pm

Do you have the same problem with that message too? I assume everyone would, since it is in the beta version. lol
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gemma king
 
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Post » Sun Dec 19, 2010 7:20 pm

I'd love to know how to just turn it on and off, because I do find it useful sometimes, just not all the time.
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^~LIL B0NE5~^
 
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Post » Sun Dec 19, 2010 9:30 am

No, Elaura. It doesn't show at all. I'm not doing anything differently, and like I said, it was there with the beta version.

Edit: I removed the original Vurt's grass mods and replaced them with the NoM mods. I assumed that was the thing to do.

Did you remove the meshes and textures? The NoM package doesn't come with them.
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Brooks Hardison
 
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Post » Sun Dec 19, 2010 9:14 pm

Do you have the same problem with that message too? I assume everyone would, since it is in the beta version. lol

Sorry, totally unrelated, but cool avatar
Third eye is one of the greatest songs ever written
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Flutterby
 
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Post » Sun Dec 19, 2010 8:13 am

It looks like the answer might have been found by skizo in the PES release page comments.

Yeah, the grass mods seem to be pretty broken, I think they are from an older version because the meshes have a new name i.e. the NoM grass mods point to "Vurt_S_IcyBush.nif" and the original Vurt mod points to "Vurt_Solstheim_IcyBushes.nif"
My guess is he renamed the meshes because some of the meshes are over 32 characters long and he forgot to include them in the archive.

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john page
 
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Post » Sun Dec 19, 2010 3:44 pm

@ skaeps.mp3: No, I just removed the Vurt .esp's.

@ SGMonkey: Thank you. I found it online somewhere. That's my favorite one on the cd. RIP Bill Hicks.

@ Elaura: Ahh, that explains it then. Thank you for researching. If you DO find out how to disable them, please fill me in. I would love to just use the beta until the new mods are straightened out. I managed to retrieve the beta version from my deleted emails as I had hoped, but thank you for the offer. Much appreciated.
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Noraima Vega
 
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Post » Sun Dec 19, 2010 2:06 pm

Rather than reverting to the beta, I'd just use the grass patches packaged with it and regenerate distant land, especially since you're experiencing problems with Redesigned Vivec. When I generate distant land, I check the "use morrowind.ini" and just let MGE sort them out.

Good luck.
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Rob
 
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Post » Sun Dec 19, 2010 3:19 pm

Hehe, I forgot I renamed some of the vurt's grass meshes because they were more than 32 characters. I'll upload on PES a little grass pack with the renamed meshes. :)
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KIng James
 
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Post » Sun Dec 19, 2010 10:59 pm

Great. Thanks, Taddeus.
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Frank Firefly
 
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Post » Sun Dec 19, 2010 3:50 pm

I've uploaded the missing grass meshes.
EDIT: I'm getting a file error, maybe it needs some time to get online. :P
EDIT2: It's online now.
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Astargoth Rockin' Design
 
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Post » Sun Dec 19, 2010 2:05 pm

Ok, I used to console to fast travel to Seyda Neen, Hla Oad, Balmora, Vivec, Ebonheart and Khuul and I still didn't see any grass. When the distant land was finished being generated, it did show more files were present as opposed to before. Maybe that doesn't mean anything though. I didn't change any of the MGE settings, so if it was going to be generated, I assume I would have seen it.
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Ridhwan Hemsome
 
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Post » Sun Dec 19, 2010 1:05 pm

Ok, I used to console to fast travel to Seyda Neen, Hla Oad, Balmora, Vivec, Ebonheart and Khuul and I still didn't see any grass. When the distant land was finished being generated, it did show more files were present as opposed to before. Maybe that doesn't mean anything though. I didn't change any of the MGE settings, so if it was going to be generated, I assume I would have seen it.

Do you see any grass in Fort Frostmoth?
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Javier Borjas
 
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Post » Sun Dec 19, 2010 4:30 pm

My bad. I reloadeed all the meshes and textures as well as Taddeus' grass 'fix' and it seems to work now. I only deleted Vurt's .esp's. Not sure why that happened. Sorry! lol
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Chad Holloway
 
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Post » Sun Dec 19, 2010 7:39 pm

As Flo says: "Happens to me all the time!" I forget a step doing things I've done a hundred times. I'm famous for mis-naming an update, and then wondering why Wrye doesn't update the time, and then fixing the name only to find out after loading that I forgot to re-check it in my mod list. Always an adventure with Morrowind.
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Project
 
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Post » Sun Dec 19, 2010 9:30 am

I tested the three .esps that come with NOM 3.0 and grass only shows up in Fort Frostmoth and nowhere else.

Another problem entirely (probably my fault) but that grass at Fort Frostmoth doesn't have a grass texture, what packages do I need for this?

I'm using the animated grass package from here

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7762

That has a animated grass texture that is grass_atlas.dds.

Then I use the meshes and esps that come with NOM 3.0, but when I generate the grass it only shows up at Fort Frostmoth and the grass is using like a rock brown texture instead. I don't get it.
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Tanika O'Connell
 
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Post » Sun Dec 19, 2010 2:41 pm

No it's the grass's mod Groundcover of Vurt
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Monika
 
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