blocky tree textures in vurts grazelands trees 1? (and some

Post » Tue May 08, 2012 2:27 pm

link -

http://img94.imageshack.us/img94/2497/mgescreenshot010.png

I presume this is something to do with mge? I have tried playing around with min static size to no avail - any help? If it comes down to it, would it be safe to swap this version for version 2 mid-game? Would I have to vacate the affected cells first or something?

On a more minor note - I see a lot of floating grass, practically everywhere (vurts groundcover). Most badly affected regions seem to be ascadian isles and the grazelands - on top of some hills I can see the grass floating slightly above the land. I have looked into it, and apparently it means I have effected the area with some other mod, yet I am running very few mods, the only thing I can think of that might be conflicting is perhaps some sort of mesh improvement mod?


any help would be just grand
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Chris Duncan
 
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Post » Tue May 08, 2012 10:11 am

On a more minor note - I see a lot of floating grass, practically everywhere (vurts groundcover). Most badly affected regions seem to be ascadian isles and the grazelands - on top of some hills I can see the grass floating slightly above the land. I have looked into it, and apparently it means I have effected the area with some other mod, yet I am running very few mods, the only thing I can think of that might be conflicting is perhaps some sort of mesh improvement mod?

Mesh improvement has nothing to do with that. Grass is generated depending on the landscape of original Morrowind, so mods that would affect the grass would be mods that raise/lower the terrain thus making the grass to float over/be stuck into the ground. So check if you have any of those.
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Kortknee Bell
 
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Post » Tue May 08, 2012 3:05 am

Mesh improvement has nothing to do with that. Grass is generated depending on the landscape of original Morrowind, so mods that would affect the grass would be mods that raise/lower the terrain thus making the grass to float over/be stuck into the ground. So check if you have any of those.

yeah, the thing is, I don't think I do. Here is my mod list -

[Game Files]
GameFile0=Bloodmoon Landscape Overhaul 1.1.esm
GameFile1=Bloodmoon.esm
GameFile2=Morrowind Patch 1.6.5 Beta (BTB Edit).esm
GameFile3=Morrowind.esm
GameFile4=Rise of House Telvanni.esm
GameFile5=Siege at Firemoth Fort.esm
GameFile6=Texture Fix 2.0.esm
GameFile7=Tribunal.esm
GameFile8=Acheron's Camping Gear 2.esp
GameFile9=Adj_Magicka Regen (1.00%).esp
GameFile10=Appropriate Greetings M - T - 1.5.2.esp
GameFile11=AshlanderTent.esp
GameFile12=bcsounds.esp
GameFile13=Better Bodies.esp
GameFile14=Better Clothes Complete (BTB Edit).esp
GameFile15=BTB - Alchemy.esp
GameFile16=BTB - Equipment.esp
GameFile17=BTB - Settings.esp
GameFile18=BTB - Spells.esp
GameFile19=DB_Attack_Mod3.esp
GameFile20=DXM_masterindex_journalfix.esp
GameFile21=horationpcenhanced12-bm.esp
GameFile22=Illuminated Windows - Bloodmoon.esp
GameFile23=Illuminated Windows.esp
GameFile24=Illy's Solsteim Rumour Fix.esp
GameFile25=k_weather (louder sounds).esp
GameFile26=master_index.esp
GameFile27=npce_mwse_patch.esp
GameFile28=Quick Char.esp
GameFile29=Talrivian's State-Based HP Mod v.2.2.esp
GameFile30=UL v2.0 RoHT v1.52 Compatibility.esp
GameFile31=UniqueFinery_NoRobe.esp
GameFile32=Uvirith's Legacy_Final_2.0.esp
GameFile33=Vurt's BC Tree Replacer II.ESP
GameFile34=Vurt's Grazelands Trees.ESP
GameFile35=Passive_Healthy_Wildlife.esp


I can't see anything on there that does what you're describing, especially on such a wide scale as this floating gras problem seems to be - I see it in all regions.

Here is a sample of what it looks like in game -

http://tinypic.com/view.php?pic=2cp9wkw&s=5

I see that on the tops of some hills, in all regions - the grass floating slightly above the ground. Really big immersion killer, so if anyone knows anything about this problem, help would be vastly appreciated.
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Caroline flitcroft
 
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Post » Tue May 08, 2012 1:39 pm

Just for a test disable all mods in the MW Lauchner and render MGE only with the 3 Main ESMs and Vurts Grass.

It is no issue of Vurts Grass, that's for sure cause I use the same and never had floaters like those on the screens.

I don't know many of the mods on your list, therefore I have no clue which plugin could be responsible.
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DeeD
 
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Post » Tue May 08, 2012 9:26 am

Just for a test disable all mods in the MW Lauchner and render MGE only with the 3 Main ESMs and Vurts Grass.

It is no issue of Vurts Grass, that's for sure cause I use the same and never had floaters like those on the screens.

I don't know many of the mods on your list, therefore I have no clue which plugin could be responsible.

ok, thanks for the help. I will try that and report back in this thread
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Lucky Boy
 
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Post » Tue May 08, 2012 11:07 am

Just for a test disable all mods in the MW Lauchner and render MGE only with the 3 Main ESMs and Vurts Grass.

It is no issue of Vurts Grass, that's for sure cause I use the same and never had floaters like those on the screens.

I don't know many of the mods on your list, therefore I have no clue which plugin could be responsible.

ok, I've tried that, but for some god awful reason, it is still exactly the same. That leads me to deduce it must be some sort of mesh replacer, or else an mge bug that no one else seems to be getting. Any ideas?
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Emmanuel Morales
 
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Post » Tue May 08, 2012 10:00 am

ok, I've tried that, but for some god awful reason, it is still exactly the same.

That's weird :blink:

To find out if it is caused by MGE you could delete all MGE releated files in your Morrowind folder and the Data Files folder and take a look ingame with the 3 main ESMs plus Vurts Grass activated...if it is still the same it has nothing to do with MGE. Open the console and type "tcl", otherwise the grass meshes will block your way because they are for MGE only (collision is not removed).
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Kieren Thomson
 
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Post » Tue May 08, 2012 6:32 pm

That's weird :blink:

To find out if it is caused by MGE you could delete all MGE releated files in your Morrowind folder and the Data Files folder and take a look ingame with the 3 main ESMs plus Vurts Grass activated...if it is still the same it has nothing to do with MGE. Open the console and type "tcl", otherwise the grass meshes will block your way because they are for MGE only (collision is not removed).


hmmm..can't get the grass to even load without mge - get stuck on an error.
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saharen beauty
 
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Post » Tue May 08, 2012 8:31 am

You could also check it in the construction set...just load the Morrowind.ESM and the grassmod in the CS and check the critical cells.

I doubt that there will be floaters.

btw...it is important to create new distant land files if you wanna check it ingame, if you remove the mods but don't update distant land it still shows the outdated render including the floaters ingame, at least from a distance.
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Kayla Bee
 
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Post » Tue May 08, 2012 3:41 am

You could also check it in the construction set...just load the Morrowind.ESM and the grassmod in the CS and check the critical cells.

I doubt that there will be floaters.

btw...it is important to create new distant land files if you wanna check it ingame, if you remove the mods but don't update distant land it still shows the outdated render including the floaters ingame, at least from a distance.

yeah, I have been creating new distant land files every time I wanna check with or without certain mods. As for your construction kit idea - I am an absolute noob - what exactly do you mean by checking the critical cells?
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Chenae Butler
 
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