Ahh, I see. So just to get this straight, let's say you make a grass mod for AV as it stands now. If I created a new village or whatever and used one of those textures mentioned above after you've put grass on AV, would MGE skip over these areas?
No. You have to finish the mod first and apply textures that arent named grass to areas where you dont want it (towns etc) then i run the grass utility, tell it to skip everything except areas that has textures that are named "grass"-something. It cant be done the other way around.
The mod is not compatible with NoM or any other mod that alters the landscape, the biggest problem with mods like this. I could make a version that is compatible with the biggest mods out there later on, maybe when NoM 2 is finished.
C_Mireneye .. Yes, I'm sure there are a few spots that i've missed, it's almost impossible to see the grass in the editor, unfortunately.. i think im gonna go with a neon pink texture for the grass the next time i try to clean those areas hehe. Its extremely time consuming to remove the grass and being careful enough not to select anything but the grass, so i can understand that Vality's version also was like this, or even worse heh
Does anyone know if its possible to create a copy of the whole morrowind terrain in a .esp (or .esm) file.. that would be extremely helpful because then i could use it instead of morrowind.esm (which i can't alter) to paint specific terrain textures to areas where grass shouldnt be. It doesnt work creating a mod for specific areas + using morrowind.esm, it'll still apply grass to those areas since it reads the morrowind.esm too..