2025-05-21: LUSH3 is now out! If you're upgrading from a previous version, uninstall the old version first and read the instructions, some stuff has changed in the file layout. If you are familiar with my other grass mod Fantasia you already know this structure (although fantasia is organised around regions, lush and other grass mods are organized around land textures, but the overall folder structure is the same).
What's new: Support expanded to all regions. TR25 Grasping Fortune Support, including the new regions. More underwater options, including Waters of Morrowind, Tomb of the Snow Prince, Project Cyrodiil. Better BCOM/vanilla support through separate set of plugins. Some nice optional flower fields for Ascadian Isles.
Thank you! I was going to simply regenerate lush using the build pipeline I made for fantasia and call it a day, but I couldn't resist tinkering and fixing it up a little. It's always a little embarrassing revisiting older mods, lots of "what was I thinking" moments. But at the same time it's a nice feeling to fix up those areas (and create new ones I'm sure).
Fantasia has a lot more of myself poured into it (in both artistic and engineering terms) while Lush was originally much more about how far you could push the groundcover systems with silly stuff like 30+ unique meshes for some regions. It didn't succeed very well due to a variety of factors, partly me, partly tooling issues. The very skewed download/endorsement ratio convinced me people didn't care for it much (turns out this may be more due to lush being on some automated openmw mod lists?) and so I have largely neglected it. But with a little polish and a lot more restraint (10-15 meshes per region is more than enough) I think it's in a decent place now. Until TR inevitably updates ^^
It's definitely a great option for those who may prefer something a bit closer to vanilla colors. I tried it without the recommend MGE XE shader from Remiros' Groundcover and then with and I'm not sure I noticed a difference but overall the appearance, distribution, and behavior is excellent.
It is really dependent on the rest of your shader stack and how it's tuned, particularly ambient occlusion and antialiasing stuff. With some settings I barely noticed a difference, with other combinations it improved the self-shadowing by anything from a little to a lot. I prefer how openmw renders groundcover but I generally assume it means that I just haven't spent enough time picking and tuning mgexe shaders.
I keep getting the error "file lush3_WoM_BM.esp not found" but it's neither in my config file, nor is it even a file existing in the download.
I'm using the latest version of OpenMW, and afaik, the other grasses mod only distributes the underwater stuff for this mod, which both are installed, following instructions, for each.
This is my first time actually putting anything other than a stability mod into my game.
Hi, could you share your openmw.cfg, specifically all the lines with groundcover= These are where the grass gets loaded and I think you may have some duplicates and an incorrect line somewhere.
Other issue I'm having is, regardless of where I put the Groundcover stuff, it crams it all on top, even if I saved it at the bottom of the file. But I'm guessing that's just an OpenMW thing.
I think you may have put some additional lines in another config file somewhere, there is one openmw.cfg stored in the same folder as the game launcher (this is the one I usually edit), the other is in Documents\my games\OpenMW - check both files for entries, and only put groundcover lines in one of them (the file you shared has no "lush3_WoM_BM" (and it's not a file that would exist, it would be lush3_SE... or lush3_RI... so maybe a typo?)
Aside from that, you were loading both lush3_RI_TR_BM and lush3_RI_WOM_TR_BM (and the same for SE) which would cause a lot of floating sea grass, here is a corrected version (for your load order with WoM and BM and TR):groundcover=lush3_ac_TR.esp groundcover=lush3_RI_CYR.esp groundcover=lush3_RI_WOM_TR_BM.esp groundcover=lush3_SE_CYR.esp groundcover=lush3_SE_WOM_TR_BM.esp groundcover=lush3_ai_flowerfields_TR.esp groundcover=lush3_al_TR.esp groundcover=lush3_at_TR.esp groundcover=lush3_bc_TR.esp groundcover=lush3_gl_TR.esp groundcover=lush3_ow_TR.esp groundcover=lush3_rr_TR.esp groundcover=lush3_so_TR.esp groundcover=lush3_tv_TR.esp groundcover=lush3_wg_TR.esp But you should still look whether you accidentally put stuff in the other config file as well as this one looks generally correct (assuming the esp files are installed), except this also has no grass for the vanilla lands but I guess that's intentional? (all the _TR files are only for the TR mod). It is also somewhat strange to load lush3_ai_flowerfields_TR without lush3_ai_TR but maybe a preference (the reverse would be less strange tbh)
I haven't seen groundcover getting sorted to the top before though.
That makes a TON of sense. I was misreading "In combination" in the instructions for underwater, assuming to only leave out TOTSP. THANK YOU~
IT WORKS AAAAAAAAAAAAA! I've been trying to go back to my childhood to relax, and you just fixed it for me, I was dreading this all my time modding that something would go wrong and just, Agh! Thank you! Especially for taking out the time to even respond at all. It's time to relax. c:
Hi! Just tested the new files and stright away I found some weirdness with the AT grass. The grass tufts are cut uniformly short and stick straight up while the scattered fallen leaves(?) are in clumps and at odd angles with the ground: Image Could it be that the textures and meshes got mixed up somehow? A couple of other regions I checked looked fine. Edit: Seeing it with some Solstheim (TOTSP) grasses too: Image
can't reproduce this on a fresh download of the mod, no idea what is going on with your install. Make sure you don't have other grassmods overwriting lush (specifically anything having to do with aesthesia textures)? Make sure you're on the latest openmw? No idea. Some strange issue on your end I can't fathom.
Now that you mention it I do have Aesthesia's textures I'd used for another mod! I'll look through my folders, it's probable that some files have been left behind. Thank you for the tip!
was thinking of renaming and re-atlasing the whole textures folder and I probably should have but I'm two grassmods in and a little tired of them right now.
Perfectly understandable! And you were right, after removing some leftover Aesthesia files, all my issues solved themselves and I may have even slightly higher fps as a result. Sorry for troubling you with what was actually a user error. You might want to update the description to mention not only removing any older Lush files but Aesthesia ones as well.
I've just installed version 3.0 and I can't seem the find the plugin for the Shipal-Shin region. Is it included in the lush3_tv_TR.esp? (I'm assuming tv stands for Thirr Valley)
not a lot of grass in Shipal-Shin but the bits that are there around Narsis and the waterfalls use the TV land textures (Thirr Valley, correct, they're just named that way) so are covered by the TV plugin (lush and all other grass mods except fantasia use land textures rather than regions, fantasia is the only fully regionalized grass mod at the moment, I think).
Like many have said before, the mod is great! My main issue though, that others have also encountered, is that the bridge going into Vivec and also the bridge going into Ebonheart are both deleted when the ai portion of the mod is turned on (needed for grass to populate it looks like).
Could I get some directions on how to fix the issue or possibly a patch? I feel like I have troubleshot this issue a good bit, but nothing I do makes those bridges (among possible others) reappear without turning the mod off.
I assume like the rest of the people with missing bridges and the like, you have not read the instructions on the mod description and are installing this grassmod like a regular mod, i.e. activating it in your load order.
If you're using BCoM, it changes the layout of several towns like Balmora, in both small and big ways. Odds are that BCoM is the reason for the floating grass.
79 comments
What's new: Support expanded to all regions. TR25 Grasping Fortune Support, including the new regions. More underwater options, including Waters of Morrowind, Tomb of the Snow Prince, Project Cyrodiil. Better BCOM/vanilla support through separate set of plugins. Some nice optional flower fields for Ascadian Isles.
Fantasia has a lot more of myself poured into it (in both artistic and engineering terms) while Lush was originally much more about how far you could push the groundcover systems with silly stuff like 30+ unique meshes for some regions. It didn't succeed very well due to a variety of factors, partly me, partly tooling issues. The very skewed download/endorsement ratio convinced me people didn't care for it much (turns out this may be more due to lush being on some automated openmw mod lists?) and so I have largely neglected it. But with a little polish and a lot more restraint (10-15 meshes per region is more than enough) I think it's in a decent place now. Until TR inevitably updates ^^
I'm using the latest version of OpenMW, and afaik, the other grasses mod only distributes the underwater stuff for this mod, which both are installed, following instructions, for each.
This is my first time actually putting anything other than a stability mod into my game.
Here is my log.
https://pastebin.com/My31VtN1
These are where the grass gets loaded and I think you may have some duplicates and an incorrect line somewhere.
Other issue I'm having is, regardless of where I put the Groundcover stuff, it crams it all on top, even if I saved it at the bottom of the file. But I'm guessing that's just an OpenMW thing.
Thank you.
Aside from that, you were loading both lush3_RI_TR_BM and lush3_RI_WOM_TR_BM (and the same for SE) which would cause a lot of floating sea grass, here is a corrected version (for your load order with WoM and BM and TR):
groundcover=lush3_ac_TR.esp
But you should still look whether you accidentally put stuff in the other config file as well as this one looks generally correct (assuming the esp files are installed), except this also has no grass for the vanilla lands but I guess that's intentional? (all the _TR files are only for the TR mod). It is also somewhat strange to load lush3_ai_flowerfields_TR without lush3_ai_TR but maybe a preference (the reverse would be less strange tbh)groundcover=lush3_RI_CYR.esp
groundcover=lush3_RI_WOM_TR_BM.esp
groundcover=lush3_SE_CYR.esp
groundcover=lush3_SE_WOM_TR_BM.esp
groundcover=lush3_ai_flowerfields_TR.esp
groundcover=lush3_al_TR.esp
groundcover=lush3_at_TR.esp
groundcover=lush3_bc_TR.esp
groundcover=lush3_gl_TR.esp
groundcover=lush3_ow_TR.esp
groundcover=lush3_rr_TR.esp
groundcover=lush3_so_TR.esp
groundcover=lush3_tv_TR.esp
groundcover=lush3_wg_TR.esp
I haven't seen groundcover getting sorted to the top before though.
THANK YOU~
IT WORKS AAAAAAAAAAAAA! I've been trying to go back to my childhood to relax, and you just fixed it for me, I was dreading this all my time modding that something would go wrong and just, Agh! Thank you! Especially for taking out the time to even respond at all. It's time to relax. c:
Edit: Seeing it with some Solstheim (TOTSP) grasses too: Image
Could I get some directions on how to fix the issue or possibly a patch? I feel like I have troubleshot this issue a good bit, but nothing I do makes those bridges (among possible others) reappear without turning the mod off.