[Tutorial] Make Groundcover compatible with your mod

Post » Sat Dec 10, 2011 2:07 pm

So you've installed the Groundcover mod and you've noticed an area in the game with floating vegetation. This means you've got a mod activated that alters the landscape, unfortunately this makes my mod incompatible. Fortunately there's a way to fix this, and it's actually quite easy.

Let's say you're in-game looking at the floating grass, here's what to do:

* Go into the console, enter TG then enter. Now you will have the http://img838.imageshack.us/img838/1356/cellz.th.jpg of the cell where the floating vegetation is. Write the position down, or take a screenshot.

* Start TES Construction Set. Go to "File", "Data Files..." and tick Morrowind.esm and Vurt's Groundcover - BC, AI, WG, GL.esp, click "set as active file". You might also want to tick the mod that is affecting the landscape if you want to see how it alters the landscape/grass (do NOT set this as active).

* Click "World", "Go to Cell", enter the cordinates you wrote down, hit enter. This should take you to the affected cell.

* Drag and select the whole area with floating vegetation, it does not matter if you select rocks, trees or houses. Hit the Del key. If you're deleting a whole town for example you'll get a lot of annoying messages where you're supposed to click ok, just hold Enter to skip through all those messages.

* "File", "Save"

* http://mlox.googlecode.com/files/tes3cmd-0.37p-2011.05.23.7z

* extract this exe to the root of c:\ and also copy Vurt's Groundcover - BC, AI, WG, GL.esp to c:\

* copy this text (ctrl+c): tes3cmd delete --instance-no-match GRS_ "Vurt's Groundcover - BC, AI, WG, GL.esp

* Click the start button, write: command prompt in the search field, click its icon.

* enter cd.. (hit Enter) untill you reach the root of C:\ where you copied the .esp

* Right click in the window, "paste" (ctrl+v does not work), and hit enter. This procedure will undelete everything (rocks, houses etc) except the floating grass that you removed.

* You now have a compatible .esp. There's no need to ask for my permission to share this file.


Credits: Dragon32 for the tes3cmd instructions.

Questions or suggestions for improvements are welcome.
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Jessica Lloyd
 
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Joined: Fri Aug 25, 2006 2:11 pm

Post » Sat Dec 10, 2011 12:51 am

Thanks for your tutorial, Vurt. I used this command (tes3cmd delete --instance-no-match GRS_ "Vurt's Groundcover - BC, AI, WG, GL.esp") to the original file Vurt's Groundcover - BC, AI, WG, GL.esp (without removing something the CS) and it was removed several objects. This means that I can remove them? And a lot of records in the plugin marked as deleted. Can they be removed?
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Lady Shocka
 
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Joined: Mon Aug 21, 2006 10:59 pm

Post » Sat Dec 10, 2011 11:32 am

Yes there are some objects that are deleted by mistake (mainly small objects like rocks and some flowers that wont render in the distance) and others that are removed intentionally (vurt_lilypad or something similar) but it doesnt matter that it adds this in again, it wont render anyways since the textures for those lilypads are removed from my mod.
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Far'ed K.G.h.m
 
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Joined: Sat Jul 14, 2007 11:03 pm

Post » Sat Dec 10, 2011 1:32 pm

Yay! Thanks Vurt, I've been wanting something like this since you first started releasing ground cover mods. Now I can have wildflowers in my Morrowind too :twirl:
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sara OMAR
 
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Joined: Wed Jul 05, 2006 11:18 pm

Post » Sat Dec 10, 2011 2:24 pm

I'm already doing this to make the Overhaul compatible with Morrowind Rebirth.
Thanks for posting :)
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Nicole Coucopoulos
 
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Joined: Fri Feb 23, 2007 4:09 am

Post » Sat Dec 10, 2011 6:54 am

It is potentially easier to simply remove the refs from the grass' .esp with TESAME, but then you don't have quite as much control over which grass you delete and which you leave.
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Siobhan Wallis-McRobert
 
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