[WIPz / RELz] Vurt's Groundcover

Post » Tue May 17, 2011 3:09 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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Quick Draw
 
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Post » Tue May 17, 2011 6:02 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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Dylan Markese
 
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Post » Tue May 17, 2011 1:20 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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james kite
 
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Post » Tue May 17, 2011 9:21 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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Abel Vazquez
 
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Post » Tue May 17, 2011 8:45 am

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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Vicki Blondie
 
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Post » Tue May 17, 2011 3:10 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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Quick draw II
 
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Post » Tue May 17, 2011 4:34 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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evelina c
 
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Post » Mon May 16, 2011 11:58 pm

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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stephanie eastwood
 
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Post » Tue May 17, 2011 1:19 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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Adam Baumgartner
 
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Post » Tue May 17, 2011 12:16 pm

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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Javaun Thompson
 
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Post » Tue May 17, 2011 11:28 am

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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Chelsea Head
 
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Post » Tue May 17, 2011 2:34 am

oops, it was my mistake, I forgot to add a bsa into morrowind.ini ... sorry ;)
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Avril Churchill
 
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Post » Tue May 17, 2011 2:12 pm

So, does this make the other major animated grass mod redundant? Or should I run both?
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matt white
 
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Post » Tue May 17, 2011 12:01 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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Kieren Thomson
 
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Post » Tue May 17, 2011 5:20 am

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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NO suckers In Here
 
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Post » Tue May 17, 2011 12:28 am

Did you tick the .esp's in MGE?
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Claudia Cook
 
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Post » Tue May 17, 2011 2:04 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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Facebook me
 
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Post » Mon May 16, 2011 11:45 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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Jack Bryan
 
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Post » Tue May 17, 2011 2:51 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.
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Sophh
 
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Post » Tue May 17, 2011 10:22 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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Emerald Dreams
 
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Post » Tue May 17, 2011 12:54 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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Laurenn Doylee
 
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Post » Tue May 17, 2011 11:28 am

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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Kat Stewart
 
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Post » Tue May 17, 2011 4:01 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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james tait
 
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Post » Tue May 17, 2011 3:34 pm

I would suggest that you use the latest one yes.


Uploading 1.2 right now to PES and TESNexus.
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Alkira rose Nankivell
 
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Post » Tue May 17, 2011 8:03 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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Tyrel
 
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