[WIPz RELz] Vurt's Groundcover

Post » Mon May 07, 2012 8:20 am

I personally would like to see the ashlands in particular separate from the rest. The grass doesn't blend in very well with the texture replacer I'm using and I think I actually prefer a grass-less ashlands region. :)

Cool shots!
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Danial Zachery
 
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Post » Mon May 07, 2012 5:40 am

I've decided that im not going to split the mod into several parts, except maybe for Solstheim.
-clip-
It really would be more convenient to keep each region as a separate esp for the sake of flexibility and modularity. :cookie:

As povuholo points out, not everyone may want grass in certain regions - keeping them separate will cater to those types and still give the full option to those who want grass everywhere. B) And since these esps will only be needed for MGE distantland creation, there isn't the same problem with trying to use too many plugins that plagues the active load list (only graphical plugins need to be selected for distantland creation).

In any case, it's gratifying to see the heretofore neglected regions getting the animated grass treatment. Thanks!
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Rebecca Dosch
 
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Post » Mon May 07, 2012 1:57 am

I just thought it would be more convinient with one file, but you're right, it would be better for modularity with separate files so i'll stick to the original plan ;)
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Ludivine Dupuy
 
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Post » Mon May 07, 2012 5:28 am

http://piclair.com/data/f5wph.jpg
http://piclair.com/data/9wtxk.jpg

These screens reminded me...
Have you considered doing animated trees for Bittercoast? I like your textures but the meshes of the originals just don't compare to Vality's trees (In my opinion). Maybe grazelands too?

Then again, you already have plenty of stuff already started. Disregard for now.:foodndrink:
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Davorah Katz
 
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Post » Mon May 07, 2012 3:47 pm

Modular esp's please. They don't add to your load order and from experience are more easy to manage.


Cheers
KaosWarMonk

:)
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Melissa De Thomasis
 
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Post » Mon May 07, 2012 5:54 am

I personally prefer the vanilla-BC-trees before Vality's. They are the best-made vanilla-trees in my opinion and they just look more swampy than vality's billboards which contrarily seem rather tropical to me.
Should you ever make animated non-billboard-trees for the Bittercoast, I'd definetively use them.
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Abel Vazquez
 
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Post » Mon May 07, 2012 7:45 am

The problem with the BC trees is that they have containers attached to them (fungi) and also other stuff attached to them, so the trunks and even the branches has to be pretty much like the original for it to fit.

I did not make http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8378/1271248507_fullres.jpg modular, I was too lazy to go back and redo the cleaning of those mods + it's a lot more work reopening / re-editing each file than having it in a single file + i can easily copy plants from one region to another (i sometimes arrange them, like having flowers outside houses etc). Sorry. I might release them separately later if a lot more of these grass mods comes out. Right now there's only Vality that has made those regions + i dont think anyone would want a grassless ascadian isles or grazelands anyways, most people would use all of these regions.. at least you can choose not to include Ashlands (i can understand if someone would prefer it without any plants).

I've tried to clean the cities from grass, i think for the most part they're a bit cleaner than Vality's .esp's, which were a bit messy in places. I've not deleted any trees to my knowledge, Vality seems to have done that with his esp's because i got quite i bit of pop-ins of trees with his (took me a long time to figure out why on earth i got those pop-ins hehe)

Try it out and let me know what you think.
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Sabrina Steige
 
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Post » Mon May 07, 2012 2:47 am

So what is next Vurt?

Gorundcover updates (probably), Grazelands trees(please), Solstheim Trees (pretty please), something else (probably would blow my mind).
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Dawn Porter
 
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Post » Mon May 07, 2012 8:11 am

I'm probably doing Grazelands trees, but i'm gonna try to do something else for a little while, like playing any of the 12 or so games that i've bought in the latest 6-7 months hehe (Risen and STALKER: CoP amongst others :) )
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IM NOT EASY
 
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Post » Mon May 07, 2012 4:07 am

I'm probably doing Grazelands trees, but i'm gonna try to do something else for a little while, like playing any of the 12 or so games that i've bought in the latest 6-7 months hehe (Risen and STALKER: CoP amongst others :) )

Let me know your opinion on risen vs gothic 3!

Have fun, you deserve a break!
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Chase McAbee
 
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Post » Mon May 07, 2012 5:38 pm

Hello Vurt, I just tried your new plugins .. visit in the Bitter Coast and the Ascadian Isles I received this error, perhaps dependent on me, I report them anyway ...


Model Load Error: Meshes\fg\flora_bc_mushroom_06.nif cannot load file in Meshes\fg\flora_bc_mushroom_06.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\fg\flora_bc_mushroom_07.nif cannot load file in Meshes\fg\flora_bc_mushroom_07.nif.
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Nomee
 
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Post » Mon May 07, 2012 8:27 am

oops, it was my mistake, I forgot to add a bsa into morrowind.ini ... sorry ;)
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Bek Rideout
 
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Post » Mon May 07, 2012 5:48 pm

So, does this make the other major animated grass mod redundant? Or should I run both?
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Floor Punch
 
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Post » Mon May 07, 2012 7:59 am

No you can't run both, it's like Vality's but mine has different grass and plants for the different regions.
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Emily abigail Villarreal
 
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Post » Mon May 07, 2012 4:34 pm

I've used this before and it worked fine. I ran MGE a few more times and the grass isn't appearing anywhere. Any idea what could be happening?
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Elizabeth Falvey
 
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Post » Mon May 07, 2012 1:10 pm

Did you tick the .esp's in MGE?
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DeeD
 
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Post » Mon May 07, 2012 12:52 pm

Well, I was confused at that wording earlier. I checked them in Wrye Mash then unchecked them when I was done with MGE. Am I supposed to do something different?
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Anna Kyselova
 
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Post » Mon May 07, 2012 1:23 pm

You should see a list of all .esp's when you create distant land, make sure they're ticked (and any other mod that you want MGE to render, otherwise they wont show up in the distance). My .esp's should not be used by Wrye Mash, Morrowind or anything, except for MGE.

If that doesnt work then i have no idea, something is probably wrong with your MGE install in that case, or you have put grass down to 0 in MGE or something.
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Epul Kedah
 
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Post » Mon May 07, 2012 12:53 pm

Ahh ok. I guess i've been doing it wrong all thsi time. I'll give it a shot.


Edit: Tried it a few more times, still nothing. If 'ticking' the .esp means to 'Add' it to the Plugin Selection created by clicking 'Use Morrowind ini', then that's what I did. Maybe I need to reinstall MGE again. I had this working before. Not sure why it stopped working all of a sudden.
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James Smart
 
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Post » Mon May 07, 2012 10:03 am

Ahh ok. I guess i've been doing it wrong all thsi time. I'll give it a shot.


Edit: Tried it a few more times, still nothing. If 'ticking' the .esp means to 'Add' it to the Plugin Selection created by clicking 'Use Morrowind ini', then that's what I did. Maybe I need to reinstall MGE again. I had this working before. Not sure why it stopped working all of a sudden.


No.... Here's the easy way. Go into "DATA FILES" in the Morrowind Launcher. Tick those grass ESPs... Then exit. (Don't hit PLAY)... This will update the INI file. Run MGE and generate lands. Go back into the Launcher. Go to Data Files... UNtick the grass ESPs now.... Play the game.
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Steve Smith
 
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Post » Mon May 07, 2012 4:12 am

Ahh I see. I thought that's how I did it before. I re-installed MGE as well as all of the MGE stuff I had. Hopefully it's fixed now.


Edit: I did everything again and still no grass. I unchecked the Groundcover .esp's before I started the game. Damn, this is frustrating.
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Cccurly
 
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Post » Mon May 07, 2012 12:51 pm

There's now a screenshot posted on PES for this mod where you need to go to tick the .esp's..

The grass was much more performance heavy than i thought, i just did a comparison with it on / off. I'll have a new version up today. It gains 4-5 FPS compared to the old version. All textures are now 512x512, meshes are much more performance friendly..
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Jack
 
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Post » Mon May 07, 2012 7:09 am

Vurt, I notice your screenshot has the Distant Land Creation Wizard option under Tools, and mine has the Reset all Graphics Settings to Default. I noticed the version you're using is 3.8.0_rev-118 and mine just says v3.8.0. I'm new to this whole MGE thing. Am I supposed to 'upgrade' my version to 118 or something?
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Breautiful
 
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Post » Mon May 07, 2012 7:01 am

I would suggest that you use the latest one yes.


Uploading 1.2 right now to PES and TESNexus.
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Becky Cox
 
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Post » Mon May 07, 2012 6:19 am

Theres like too many files on these mods now. I dont really know what to download anymore. You should remove your outdated or buggy versions. And I would throw everything into one file, all regions, but have seperate ESPs for every region.
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Thomas LEON
 
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