Great idea, and a respectable effort in implementation. However, I experience something strange when I use it that makes me have to say I must decline. The meshes (I assume) are affected by wind, as with grasses and other flora. The patches on the ground were actually swaying back and forth.
I wish so much that I could use this, and it may be something simple that I could fix myself, but I just have so many other more significant things as far as modding goes that will be taking up my time.
- open the "JungleHasMoreGroundcover.esp" file with the Oblivion Construction Set = File -> Data -> select "JungleHasMoreGroundcover.esp" by double-clicking on it and "Set as Active File" and Ok - once it's loaded, go to WorldObjects -> Grass - set "Wave Period" to 0.0001 for "JungleFern", "JungleFernRocks" and "JunglePlant". - save
Downside is that now the new groundcovers are completely static, but i don't mind personally, it still looks fantastic.
Awesome mod besides the grass in cities. If there was a way to get rid of that without compromising anything outside of the cities it would be perfect and essential for bringing oblivion into the modern era.
I did try some of the fixes mentioned below but i felt they removed too much.
my grass is moving....like across the road and into the walls of IC. I really like what this mod is trying to do but the grass needs to stay put....maybe another mod I'm using is causing this problem IDK. This mod really looks cool
Also noticed the moving plants that this adds. Its like a small cluster of plants that slides across the ground back and forth. Rather unfortunate bc this would be a must have mod if not for that visual bug. This is with the fix file posted further down in the comments
I haven't tested it, mainly because I decided to uninstall this again, before truely looking at it. But I believe, the moving may be because of the wind affecting grass. Turn off wind for grass in the ini (this was possible, if I'm not mistaken right now), and it may be ok then.
No guarantees, like I said, neither looked deeper into the issue nor tested it, but that just came to mind as a possible reason.
This mod is broke my imperial city. The grass is coming out from the stone on the ground. i spent some time to pinpoint which of my grass mods or imp city textures causes this bug. Maybe this comment can help to someone. So if you want more grass on empty places you can use it, but disable when you have a walk in city.
I used the fix linked to below for MonkeyAngie's "Monkey Grass" mod and it worked beautifully. No more overgrown wild grass on IC streets. It's not a perfect fix, there's still grass where there shouldn't be in certain areas of certain cities, but not enough to worry about.
Very nice mod. A lot more subtle than most grass overhauls, but still adds more life to the world.
For the people who don't like the grass in the city streets, I've found a good compromise is to remove this mod's edit to just a couple of textures. You still get most of the variety in the wilderness, but the cities look less overgrown.
For the Imperial City, the problematic ground texture is mostly TerrainHDGrass01SUNoGrass. In most cities, you walk directly on the terrain, but in the Imperial City, they've added street meshes on top. Unfortunately, they haven't made sure that the texture underneath is cobblestone, so the grass added by this mod pokes through. There will still be patches of short plants poking through in some places from other textures, but it won't be tall plants in the middle of the main streets.
Anvil has the same problem, but here the problematic texture is TerrainGCgrass01NoGrass. The grass here even pokes through the cathedral. Whoops. The Prophet wouldn't like that! :-)
The other cities are mostly fine. Bravil has some weeds in the castle courtyard, but I find it fitting. Skingrad has some plants poking through a walkway, but it's out of the way and near some back gardens, so that's fine by me too.
Oh, and I should state that this is for the vanilla cities. I haven't checked with Better Cities or Open Cities Classic or Reborn yet.
TL;DR: To fix plants poking through city streets, remove this mod's edits to TerrainHDGrass01SUNoGrass and TerrainGCgrass01NoGrass. You will lose some variety.
Hi! I could, but looking through the comments here, I think TesaPlus has a cleaner solution, by implementing the changes as a patch esp that loads after Betty's instead.
I originally opted to post instructions, rather than an altered esp, so as not to infringe on Betty's wonderful work, but the patch approach makes a download viable.
Hi, here's an ESP that does what Vrugdush suggested. It is as he said, there's less variety. The only thing my ESP does is to reconstitute the Vanilla state of those two textures Vrugdush mentions. It does not even know about Betty's stuff.
You're welcome. Thanks for the kudo (I think), but it's Vrugdush who figured stuff out! By the way, a little hint, playing the Construction Set, just a little bit, is fun all in itself. For example, you could try out whether the weed with the tiny blue flowers is flat enough to fit under the cobblestones.
82 comments
Edit: Fixed by removing the wave period from the plants.
I wish so much that I could use this, and it may be something simple that I could fix myself, but I just have so many other more significant things as far as modding goes that will be taking up my time.
Thanks anyway.
- open the "JungleHasMoreGroundcover.esp" file with the Oblivion Construction Set = File -> Data -> select "JungleHasMoreGroundcover.esp" by double-clicking on it and "Set as Active File" and Ok
- once it's loaded, go to WorldObjects -> Grass
- set "Wave Period" to 0.0001 for "JungleFern", "JungleFernRocks" and "JunglePlant".
- save
Downside is that now the new groundcovers are completely static, but i don't mind personally, it still looks fantastic.
Even 6 years later, this is very helpful :)
I did try some of the fixes mentioned below but i felt they removed too much.
No guarantees, like I said, neither looked deeper into the issue nor tested it, but that just came to mind as a possible reason.
For the people who don't like the grass in the city streets, I've found a good compromise is to remove this mod's edit to just a couple of textures. You still get most of the variety in the wilderness, but the cities look less overgrown.
For the Imperial City, the problematic ground texture is mostly TerrainHDGrass01SUNoGrass. In most cities, you walk directly on the terrain, but in the Imperial City, they've added street meshes on top. Unfortunately, they haven't made sure that the texture underneath is cobblestone, so the grass added by this mod pokes through. There will still be patches of short plants poking through in some places from other textures, but it won't be tall plants in the middle of the main streets.
Anvil has the same problem, but here the problematic texture is TerrainGCgrass01NoGrass. The grass here even pokes through the cathedral. Whoops. The Prophet wouldn't like that! :-)
The other cities are mostly fine. Bravil has some weeds in the castle courtyard, but I find it fitting. Skingrad has some plants poking through a walkway, but it's out of the way and near some back gardens, so that's fine by me too.
Oh, and I should state that this is for the vanilla cities. I haven't checked with Better Cities or Open Cities Classic or Reborn yet.
TL;DR: To fix plants poking through city streets, remove this mod's edits to TerrainHDGrass01SUNoGrass and TerrainGCgrass01NoGrass. You will lose some variety.
I originally opted to post instructions, rather than an altered esp, so as not to infringe on Betty's wonderful work, but the patch approach makes a download viable.
Anyway, it looks like the link that TesaPlus posted is still live: https://www.dropbox.com/s/76u8ma4ye2y17b2/LessMoreGroundcover.esp?dl=0. Just download that, and make sure it loads after this mod. Oh, and send a thanks to TesaPlus, of course. :-)
09 April 2018, 10:38AM
The only thing my ESP does is to reconstitute the Vanilla state of those two textures Vrugdush mentions. It does not even know about Betty's stuff.
https://www.dropbox.com/s/76u8ma4ye2y17b2/LessMoreGroundcover.esp?dl=0
Yes, that's right, it's 303 bytes tall. Load this LessMoreGroundcover.ESP __after__ Betty's.