[WIP / RELz] Vurt's Groundcover

Post » Sat Dec 10, 2011 6:19 am

Vurt's Groundcover

Features:

MGE Animated vegetation for the following regions:

* Bitter Coast

* Ascadian Isles
* West Gash
* Grazelands
* Ashlands
* Solstheim

For the rest of the regions this mod comes highly recommended: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8353.

Installation:

* drag and drop "data files" into your Morrowind Folder.

* run Morrowind Graphics Extender (MGE) and generate distant land with all Groundcover .esp's enabled.

* Don't tick any of the Groundcover mods in the Morrowind launcher.

http://www.gamesas.com/index.php?/topic/1086326-wipz-relz-vurts-groundcover/

http://www.youtube.com/watch?v=eQC9ZiQlA-I ***v2.3 Final***

Download:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8378
http://www.tesnexus.com/downloads/file.php?id=31051
User avatar
Gemma Woods Illustration
 
Posts: 3356
Joined: Sun Jun 18, 2006 8:48 pm

Post » Sat Dec 10, 2011 2:51 pm

The WIP v2.3 is looking splendid Vurt!
User avatar
Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Sat Dec 10, 2011 3:05 pm

The WIP v2.3 is looking splendid Vurt!

Indeed.
Will wait it for the release of MGSO 2.0.
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Sat Dec 10, 2011 12:31 pm

Glad you like it. I'm Working on an additonal .esp that will add http://piclair.com/data/4ovz2.jpg and maybe some other stuff (suggestions? bushes perhaps?). I'm also interested in suggestions for placements. The reeds are so far only placed in the Bitter Coast region, at a few places.
User avatar
Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Sat Dec 10, 2011 10:10 am

Hi Vurt,

I really love your grass but I have a problem;

I have expanded Balmora and Suran, and now I have grass on unwanted places, so I don't load grass anymore.

I also cannot recommend it with my mod release, what annoys me... Can we come to a solution?


Cheers,

Praedator
User avatar
Janine Rose
 
Posts: 3428
Joined: Wed Feb 14, 2007 6:59 pm

Post » Sat Dec 10, 2011 10:09 am

The solution is to load the groundcover mod + the affected mods and start deleting grass in the editor. Not something i'm willing to do myself though, it's up to the mod creators or users of those mods if they want compability.
User avatar
Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Sat Dec 10, 2011 12:06 pm

The solution is to load the groundcover mod + the affected mods and start deleting grass in the editor. Not something i'm willing to do myself though, it's up to the mod creators or users of those mods if they want compability.


Ok so you are fine if I re-relase your vurt groundcover that fits to my exteriors? I will definately mention you in the readme ofcourse, but anything else?
User avatar
RObert loVes MOmmy
 
Posts: 3432
Joined: Fri Dec 08, 2006 10:12 am

Post » Sat Dec 10, 2011 9:46 am

You're welcome to edit the .esp's and release it. I would suggest that you wait for the new groundcover .esp that Artaios is doing edits to (removing a lot of grass hidden under houses etc). So wait for 2.3 before you do edits.
User avatar
HARDHEAD
 
Posts: 3499
Joined: Sun Aug 19, 2007 5:49 am

Post » Sat Dec 10, 2011 5:53 am

You're welcome to edit the .esp's and release it. I would suggest that you wait for the new groundcover .esp that Artaios is doing edits to (removing a lot of grass hidden under houses etc). So wait for 2.3 before you do edits.


Ok thx for the warning, saves time :)
User avatar
Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Sat Dec 10, 2011 12:59 am

2.3 released.

Changelog:

* Reeds (optional .esp, a few places around the Bitter Coast now have reeds).

* many of the textures are changed or tweaked, especially for Solstheim and
Ascadian Isles.

* Some areas have been cleaned from misplaced and hidden vegetation (credits to Artaios):

Ahemmusa Camp

Ald Sotha

Ald Velothi

Ashalmawia

Balmora

Bal Fell

Caldera

Ebonheart

Falensarano

Gnaar Mok

Suran
User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Fri Dec 09, 2011 11:57 pm

\o/
User avatar
stevie trent
 
Posts: 3460
Joined: Thu Oct 11, 2007 3:33 pm

Post » Sat Dec 10, 2011 9:31 am

Downloading right now. :celebration:
User avatar
Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Sat Dec 10, 2011 1:11 pm

Looks good! However, vanilla Balmora is still covered in unwanted and immersion breaking grass. I am torn. It looks awesome, but too much grass! I guess that I will try some other areas before I decided to keep or remove.
User avatar
Alba Casas
 
Posts: 3478
Joined: Tue Dec 12, 2006 2:31 pm

Post » Sat Dec 10, 2011 1:29 am

Looks good! However, vanilla Balmora is still covered in unwanted and immersion breaking grass. I am torn. It looks awesome, but too much grass! I guess that I will try some other areas before I decided to keep or remove.

Well you could lower grass density while creating distant lands
User avatar
Robert DeLarosa
 
Posts: 3415
Joined: Tue Sep 04, 2007 3:43 pm

Post » Sat Dec 10, 2011 9:46 am

Well you could lower grass density while creating distant lands

I can try. But it looks like it still needs some more cleanup of the .esp. I will post pix tonight, when I get back from work.
User avatar
katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Sat Dec 10, 2011 5:24 am

I agree, there's a ton of grass left to remove under houses in Balmora.. i'm doing some addional cleanup right now.
User avatar
rolanda h
 
Posts: 3314
Joined: Tue Mar 27, 2007 9:09 pm

Post » Sat Dec 10, 2011 11:51 am

New version looks great from the screens, haven't gotten a chance to try it in game.

Really glad there's work being done on cleaning up the grass .esp.
User avatar
Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

Post » Sat Dec 10, 2011 8:36 am

Does anyone know if there's a way to hide objects in the construction set? i hate when i try to click an object and it selects a house, a wall etc..

I think i'll remove all the grasses from around Balmora so that all Balmora mods will be compatible with this .esp. It's actually a lot easier and faster to remove grass than i remembered it to be.
User avatar
Matthew Barrows
 
Posts: 3388
Joined: Thu Jun 28, 2007 11:24 pm

Post » Sat Dec 10, 2011 1:50 pm

When you're walking in your video, it looks so smooth. Amazing work, Vurt. I love your textures. You must have a very nice rig. I also love how when you walk through the grass, it moves out of your way when you walk.

You know how you can get grass to generate over the landmass, well, could you do the same but with rocks and tiny pebbles? Say for instance, you wanted to put a thousdand pebbles and rocks on the shores of the Ascadian Isles or Bitter Coast; could you use the same program and just replace the grass meshes with pebble meshes and give them all unique IDs?
User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Sat Dec 10, 2011 3:53 pm

Does anyone know if there's a way to hide objects in the construction set? i hate when i try to click an object and it selects a house, a wall etc..

I think i'll remove all the grasses from around Balmora so that all Balmora mods will be compatible with this .esp. It's actually a lot easier and faster to remove grass than i remembered it to be.

No, but grass .esps don't get loaded anyway as you of course know, so if you end up deleting non-grass objects it's not a big deal. The objects will still appear in distant land even if they don't exist in the grass .esp

Helnim in TR ends up getting grassed to all hell, for example, so I just go into the editor and delete the whole town.
User avatar
Nicole Coucopoulos
 
Posts: 3484
Joined: Fri Feb 23, 2007 4:09 am

Post » Sat Dec 10, 2011 1:41 pm

I guess I missed a few buildings on the very edge of Balmora. Are those the ones you're referring to or do you want all the grass within Balmora removed? I also find it easy to select grass by clicking and dragging in wire mode.
User avatar
Ladymorphine
 
Posts: 3441
Joined: Wed Nov 08, 2006 2:22 pm

Post » Sat Dec 10, 2011 2:17 pm

Does anyone know if there's a way to hide objects in the construction set? i hate when i try to click an object and it selects a house, a wall etc..

I think i'll remove all the grasses from around Balmora so that all Balmora mods will be compatible with this .esp. It's actually a lot easier and faster to remove grass than i remembered it to be.


You can only either show all objects or none. There is no way of hiding a particular object though :( However, you can hide markers and light bulbs by pressing m. Not sure if it helps in this case though :P
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Sat Dec 10, 2011 4:12 am

I agree, there's a ton of grass left to remove under houses in Balmora.. i'm doing some addional cleanup right now.

Thanks. Be glad to test if necessary.
User avatar
Anthony Santillan
 
Posts: 3461
Joined: Sun Jul 01, 2007 6:42 am

Post » Sat Dec 10, 2011 1:17 am

Does anyone know if there's a way to hide objects in the construction set? i hate when i try to click an object and it selects a house, a wall etc..

I think i'll remove all the grasses from around Balmora so that all Balmora mods will be compatible with this .esp. It's actually a lot easier and faster to remove grass than i remembered it to be.

Maybe just choose menu CS Edit->Find...(Ctrl+F) GRS_Tx_BC_grass.tga0, for example, (and other), then Find Next (F3)?

Or use menu CS Edit-> search&replace in the model grass in current cell to something significant and back.
User avatar
Joey Avelar
 
Posts: 3370
Joined: Sat Aug 11, 2007 11:11 am

Post » Sat Dec 10, 2011 1:23 am

2.3a released.

Thanks for all suggestions.. what seems to work best (for me) is to look from the underside and then drag to mark the affected area, then alt de-click things that shouldnt be removed (probably not necessary, like Knots pointed out).

Artaios: yes the center was really clean already.

I've done further cleaning up in Balmora, Seyda Neen and Caldera. In Balmora you should see a 2-3 FPS gain at least (tested before / after our cleaning up) with 100% generated grass.
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Next

Return to III - Morrowind

cron