[WIP RELz] Vurt's Groundcover

Post » Tue May 08, 2012 12:48 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
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FITTAS
 
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Post » Tue May 08, 2012 11:17 am

The WIP v2.3 is looking splendid Vurt!
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Madison Poo
 
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Post » Tue May 08, 2012 12:44 am

The WIP v2.3 is looking splendid Vurt!
Indeed.
Will wait it for the release of MGSO 2.0.
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Jessica White
 
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Post » Tue May 08, 2012 11:20 am

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.
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Neil
 
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Post » Tue May 08, 2012 4:44 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
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Ashley Hill
 
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Post » Tue May 08, 2012 7:03 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.
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Bones47
 
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Post » Mon May 07, 2012 11:58 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?
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louise fortin
 
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Post » Tue May 08, 2012 9:35 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.
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Phoenix Draven
 
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Post » Tue May 08, 2012 8:37 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 :)
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Etta Hargrave
 
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Post » Tue May 08, 2012 9:49 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
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kevin ball
 
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Post » Tue May 08, 2012 1:05 am

\o/
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lauraa
 
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Post » Tue May 08, 2012 12:21 am

Downloading right now. :celebration:
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casey macmillan
 
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Post » Tue May 08, 2012 3:41 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.
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Lauren Denman
 
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Post » Mon May 07, 2012 11:20 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.
Well you could lower grass density while creating distant lands
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Matthew Barrows
 
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Post » Tue May 08, 2012 12:58 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.
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ashleigh bryden
 
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Post » Mon May 07, 2012 11:23 pm

I agree, there's a ton of grass left to remove under houses in Balmora.. i'm doing some addional cleanup right now.
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Skivs
 
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Post » Tue May 08, 2012 8:57 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.
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Aman Bhattal
 
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Post » Tue May 08, 2012 10:22 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.
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Nana Samboy
 
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Post » Mon May 07, 2012 9:32 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?
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Rodney C
 
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Post » Tue May 08, 2012 8:48 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.
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.
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TOYA toys
 
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Post » Tue May 08, 2012 12:12 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.
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Verity Hurding
 
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Post » Tue May 08, 2012 3:41 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.

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
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Bonnie Clyde
 
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Post » Tue May 08, 2012 4:05 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.
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JAY
 
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Post » Mon May 07, 2012 11:18 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.
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.
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Ryan Lutz
 
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Post » Tue May 08, 2012 12:43 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.
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michael danso
 
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