Mod that improves the placement of fires, campfires and embers in their respective supports. Also fixed the correct positioning of all cooking items, like stations, pots and the various types of stands.
Required for most patches. JK's Skyrim patch required for all combo patches involving it, but Arthmoor's town overhaul patches are not. Alternate Start mods patch needed for its patch with Ryn's Lund's Hut.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
General permissions: -No permission needed to use/modify edits in this mod to make compatibility patches, standalone patches or to use as base edits for a mod so long as you do not exceed 20 of the locations listed on the description page(no location limit if this mod is required as master). -No permission needed for translations if hosted on nexusmods.com
File credits
This author has not credited anyone else in this file
Donation Points system
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-Cell border changes at 2,-18 and 1,-18 to reduce or eliminate possibility of hard conflict(texture seam) with other mods.(Alternate Start patch also updated here)
Version 5.5
-Fixed texture seam at Halfmoon mill(-11, -15)
-Forwarded USSEP XLCN for cell -25,19
-Cell border changes at 8,6 & 7,6 to reduce or eliminate possibility of hard conflict(texture seam) with other mods
-Updated land height for cell 26,2 to Dawnguard.esm AE update. Base game change for CC DLC Gallows Hall.
-re-uploaded v5.5 to fix texture seam at cell 7,-4
Version 5.4
-Cleared/partially cleared parts of the trail leading to east side of Dushnikh Yal
-Cleared/partially cleared other random bits of trails around Skyrim
-Removed a number of unnecessary cells
Version 5.3
Cell border changes to cells [10,-4 / 9,-4] and [33,-28 / 33,-27] in order to reduce or eliminate possibility of a hard conflict(texture seam)
Version 5.2
-Removed a number of unnecessary cells -re-upload v5.2 to fix accidental texture seam
Version 5.1
-Restored trail to Heljarchen Hall & Stonehill Bluff
-Restored trail to Dead Men's Respite
-Cleared/partially cleared other random bits of trails around Skyrim
-Removed a number of unnecessary cells
-Visual improvements to a few locations
Version 5.0
-Restored path around Riverwood Sawmill to the vanilla look with pineforest01 texture instead of dirtpath01 in order to reduce or eliminate possibility of a hard conflict(texture seam) with mods like Beginner's Shack in Riverwood.
-A few other locations with cell border changes to reduce or eliminate possibility of hard conflicts.
-Restored some of the trails in the northern part of the Reach near Bthardamz.
-Restored trail to Bleakwind Bluff and connected to the trail leading to Soljund's Sinkhole
-Cleared/partially cleared other random bits of trails/roads around Skyrim.
-Removed a number of unnecessary cells
-Visual improvements to a few locations
Re-upload:
-Restored trail to Mor Khazgur from Volskygge (mostly)
-Removed a few unnecessary cells that i forgot last update
Version 4.9
-Updated Cell (-25,-9) to fix gap between cells due to base game terrain height being changed between cells(probably for some CC DLC I'm unaware of).
-Small Changes to Heljarchen Hall to add partial support to grass mods that add grass on the GrassSnow01NoGrass texture.
Version 4.8
-Fixed texture seam at Dushnikh Yal
-Removed a number of unnecessary cells
-Removed hidden grass under Treva's Watch
-Visual improvements to a few locations
Version 4.7
Removed cell -20, -9 to fix gap due to the base game land height being changed to multiple cells where Hendraheim goes.
Version 4.6
-fixed bugged vertex normals near Solitude docks/arch bridge(same fix is included in majestic mountains)
-fixed vertex color seam at Halted Stream Camp
-fixed some vanilla texture seams
-visual improvements to a few locations
Version 4.5
-Fixed vertex color seam near Bilegulch Mine
-Removed hidden grass under mountain rock near Glenmoril Coven
-More hidden grass removed under the Cliffs/Rocks surrounding Whiterun
-visual improvements to a few locations
Version 4.4
-Fixed bed roll at swindler's den
-Removed hidden grass under mountain rock near Moss Mother Cave/Hunters Rest
-More hidden grass removed under mountain rock west of Katla's Farm
-visual improvements to a few locations
Version 4.3
-Reduced amount of grass in multiple creeks in the tundra region
-Main file Riverwood is based on vanilla now that JK Skyrim has it's own patch.
-visual improvements to a few locations
Version 4.2
-Reduced amount of grass in the creek leading to Falkreath lumber mill
More hidden grass removal under mountain rock near this creek
-Removed riverbededge grass from inside the water fall at Whiterun crossroads
-Hidden grass removal near Prospector's Shack
-visual improvements to a few locations
Version 4.1
-Added Heljarchen Hall
-Cleaned up road going south from kynesgrove
-visual improvements to a few locations
Version 4
-Added Windstad Manor (Veydosebrom support)
-Some changes in the Rift region to better support grass on fallforestleaves01 texture (Veydosebrom)
-Reduced amount of grass in the garden near Fort Dawnguard
-visual improvements to a few locations
Version 3.9
Added:
Alchemist's Shack
----------------------------------------------
Small visual improvements to several location:
Anise's Cabin
Alchemist camp (near Half-Moon Mill)
Katla's Farm
-Just To name a few.
-----------------------------------------------
Removed decent amount of hidden grass under mountain Rock in a few locations (small performance boost?)
Near:
alchemist camp/Evergreen Grove
Falkreath Watchtower
Katla's Farm
Pinewatch Bandit Bridge
Sacrificial Alter (Near Cracked Tusk Keep/Roadside Ruins)
---------------------------------------------------------------------
Fixed bugged snow to grass transition near Lost Echo Cave
Version 3.8
Added
Solstheim locations:
The miners Lament
Shoreline Massacre
Haknir's Shoal
Ramshackle Trading Post
Dumeri Camp
Kagrumez
Path* from Thirsk Mead Hall to Bujold's Retreat
Removed riverbed edge grass from all waterfalls in Solstheim
--------------------
Improved Fort Sungard
Version 3.7
Forwarded a single USSEP "XLCN" i missed
Version 3.6
Added
Hela's Folly
Orphan Rock
North Shriekwind Bastion
Valthume
DaySpring Canyon/Fort Dawnguard -Fishing boat area and part of path
Version 3.5
Added
Rkund Troll Den
The Three Sentinels
Smuggler's Den
Darklight Tower
Fort Neugrad *path and green grass removal from general area
Reachcliff Cave *path
CragWallow Slope * Path
Sahloknir's Dragon Mound *path to Kynesgrove
Added
Arkngthamz
Redoran's Retreat
Lovers camp
Rannveig's Fast
Statue to Meridia
Karthwasten
Burning Caravan
Giant's grove
Volskygge
Druadach Dwarven Rubble
Bthardamz
Avanchnzel *Path
Path from Rorikstead to Serpent's Bluff
Twilight Sepulcher *path
Improvements to a few locations already added
Version 3.2
Added
Glenmoril Coven - restored to a more dead zone appearance
Sunderstone Gorge *path
Ilinalta's Deep
Evergreen Grove - reduced amount of grass in the pond and cleaned up the creek leading to it a bit
Roadside Ruins
Other miscellaneous location fixes
Version 3.1
Added
Lake Yorgrim + entire river down to Windhelm bridge
(mostly to fix texture seam errors present in Verdant, removes riverbed edge grass along this lake/river for other grass mods)
Improvements to several locations
Version 3.0
Added
Lost Tongue Overlook
small improvements in Dragons Bridge and various other locations
Version 2.9
Fixed several bad texture seams that i overlooked
small improvements in various locations
Version 2.8
Added
Dark waterpass lower exit
Many small changes in Falkreath
small changes in Riverwood
small changes in Morthal
small changes in Loreius farm
Version 2.7
Added
Cradle Stone Tower
Wood Cutter's Camp (near Ivarstead)
Helgen Escape Tunnel *path (half of the path) still overgrown but can now see the general direction starting from the cave exit.
Updated Alternate Start patch to better fit with the path change in main file.
More small changes in Whiterun stables area and along the road near riverwood falls
small changes in Ivarsead and fixed the road near the bridge
Version 2.6
Added
Cradlecrush Rock
Mara's Eye Pond
Embershard Iron Mine
Small changes in Riverwood and Whiterun stables/gate area also the road to Riverwood<--->Whiterun
Version 2.5
Added
Hillgrund's Tomb
Shroud Hearth Barrow - Ivarstead
Gallows Rock
Frostmere crypt world
small changes in Riverwood and Falkreath
Version 2.4
added
Sky Haven Temple courtyard
fixed overgrown roads in a few more locations
fixed some spots i missed in Sundered Towers
Version 2.3.5
forgot to switch textures in few places
Bleakwind Bluff - test snow texture switched back to grass
East Empire Company Warehouse (solitude docks) - switched to no grass riverbed edge texture
Added
Sky Haven Temple - removed all grass from this area and replaced it with static plants ferns and such that actually receive lighting from fake sunlight and torches
Version 2.3
Added
Bandit Camp - near Guardian Stones
Shrine of Talos - near Guardian Stones
Treasure hunter's camp
Shor's Watchtower
Dragon Bridge Overlook
Reach Stormcloak Camp
Red Eagle Redoubt
Sundered Towers
Reachwater River Forsworn Camp
GloomReach Pathway Forsworn Camp
Serpent's Bluff Redoubt
Bleakwind Bluff
Talking Stone Camp
Shrine of Stendarr - Near sleeping tree camp
Bleakwind Bassin
Whiterun Stormcloak Camp
Rift Imperial Camp
Hunter's camp - Near Marryfair Farm
Smuggler's Alcove
Fellglow Keep
Improved Meeko's Shack
Version 2.2
Added
Druadach Redoubt
Swamp Pond Massacre
Ustengrav
Silent Moons Camp
Hag Rock Redoubt/Dead Crone Rock
Summoning Stones
Darkwater Crossing
Shrine of Dibella
Alchemist's Camp
RiverSide Bandit camp & Karth River Henge
Pinewatch & bandit camp nearby(below Prospector's Shack)
Guardian Stones & camp below
The Mind of Madness(blue Palace wing)
Added no grass riverbededge textures to many locations that had clipping. updated the Tweaks for verdant file to reflect this change by adding back riverbededge grass.
Disabled all* grass from growing inside walls of whiterun, may see large performance boost around the walls/gate. also it's a full fix for open cities and no longer Requires Verdant esp.
Small improvements to Haafingar Stormcloak Camp
Version 1.f
1.e Tweaks for Verdant is now a esl patch file
1.f Now a fomod patch pack with option for the 'espfe' version of Verdant 1.7 or newer
Version 1.RB
zNo Riverbededge Grass Coast or the Rift is mostly recommended for any grass mod that has the Verdant land edits due to texture seam errors.
Viscous, Voluptuous, Midsummer and Folkvangr are the only other grass mods I'm currently aware that use them, could be others.
If you use a grass mod that places grass on the riverbededge texture you can use the file to disable those grasses in The Rift and along the coast if preferred.
Grass mods with riverbededge grass: Veydosebrom, Tamrielic Grass, Grass and Ground Overhaul and Fantastic grasses and where to find them, maybe some others I'm unaware of.
Treat this file same as you would the Landscape Fixes For Grass Mods.esp by keeping it near the top of your load order and before any mod that edits terrain height.
Currently I recommend loading this file before LFFGM.esp due to some partial trail clearing done in v5.0 but can be loaded after if you prefer to disable as much riverbededge grass as possible.
Version 1.G
Removed FOMod and option for regular esp since non espfe of Verdant is no longer provided or supported.
Version 1.9
Added:
Shrine to Peryite
Pinemoon Cave (campsite area)
Lost Valley Redoubt
Black-Briar Lodge
Angarvunde
Mzulft
some visual improvements to a few locations
Shor's Stone -fixed land clipping through door
Katla's Farm - added some grass and placed some rocks around the shed
Halted Stream Camp - cleaned up some of the grass near the mine entrance
Falkreath - removed some grass inside the buildings (may see slight performance boost)
Version 1.8
Added
The Ritual Stone
Shrine of Zenithar (near riften)
Cragslane Cavern
Shor's Stone
Goldenglow Estate
Fort Greenwall
A few Roads that were to overgrown
Version 1.7
added
Totem to the Dragon
Bloated Man's Grotto (inside)
Loreius Farm
White River watch
many locations around whiterun:
Pelagia Farm
Battle-Born Farm
Chillfurrow Farm
Honningbrew meadery
WhiteWatch Tower
Version 1.6
added Fort Sungard
added Fort Greymoor
added Sabre Cat Rock (hard to see dead bodies and treasure)
Added Fisherman's Camp
Added Bilegulch Orichalcum Mine
Added Salvius Farm + Left Hand Iron Mine
Cracked Tusk Keep - restored visibility of path to/from road
Version 1.5
Added more Grass to Almost every area
Largashbur - restored visibility of path to/from road
Morthal - a few Clipping fixes
Version 1.4
Added Morthal
+ path visibility to Movarths Lair from morthal
Ivarstead - update
Halted Stream Camp - added more grass inside
Whiterun Stables - added a bit more grass near the immersive citizens camp
Peak's Shade Tower - restored visibility of path to/from road
Falkreath Watchtower -restored visibility of path to/from road
Sarethi Farm - restored visibility of path to/from road
Marryfair Farm - improvements to path
Removed and replaced landscape texture records. Patch now requires main file.
Specular issue with the riverbededge texture record should be fixed.
Patch is now flagged as esl
*for users of old versions* you may want to remove the esl flag if you are using a save game where the old non esl patch was used or you can merge and or rename the patch before you use the esl flagged version with old saves.
Version 1.05
Jk"s Skyrim patch updated Rorikstead to better match change in main file version 4.6
Version 1.01
Updated immersive citizens patch to match changes in main file v4.6
Version 1.0.10
Cutting Room Floor patch:
-Cell border changes at 3, -3 to reduce possibility of hard conflict(texture seam) with other mods.
Version 1.0.9
Alternate Start Patch:
Cell 1, -18 fixed small texture seam and copied cell border change from main file v5.6
Updated cell -40, 1 from main file v5.6
Version 1.0.8
1.0.8
Updated Alternate Start Patch:
Added cell -40, 1 Salvius Farm / Ri'saad's Caravan Markarth - load order patch for Alternate Start v4.2.0~
Version 1.0.7
Cutting Room Floor patch:
Some clearing for the paths at Barleydark Farm.
Version 1.0.6
Alternate Start patch: Partially cleared path leading up to Lund's Hut
Version 1.0.5
Provincial Courier patch updated for v4.1
Version 1.0.4
Contains Provincial Courier patch for the old location at the Whiterun crossroads pre v4.1
Version 1.0.3
-Alternate start & CRF patches are now part of the fomod pack
-All patches are now flagged as esl
Cutting Room Floor patch
-Removed some unnecessary cells
-Redid Barleydark Farm, Path now overgrown a bit (if you have old version don't update if you want fully clear path)
Dragon Bridge patch
-Removed the new land texture record so file could be flagged esl without compacting
(no other changes if you have old version no need to update)
Provincial Courier
-Forward visual improvements to Honningbrew Meadery from main file.
-Removed riverbed edge grass inside the waterfall.
*No changes to other patches.
Version 1.0.2
Updated Rorikstead patch to fix texture seam due to change in main file version 4.6
Version 1.0.1ve
Cortex56 provided an update to the grass patch for Valkyrja Estate SE Rebuilt Version v1.2.7.2M, additionally I have fixed a few texture seams and added some extra grass where possible.
!!!Re-uploaded with esl flag!!! Remove the esl flag if you are using a save game where the old non esl patch was used or you can merge and or rename the patch before you use the esl flagged version with old saves.
Version 0.2.01d
Added grass mod patch for The Great Town of Karthwasten.
Version 0.2.01c
Now a fomod patch pack.
Added patches for:
Ivarstead, Mixwater Mill and separate patches for Falkreath, Morthal and Rorikstead for non all in one users.
Version 0.02
Generic grass limiter:
Added VolcanicAsh01 and VolcanicAshRocks01 to reduce issues in Raven Rock for grass mods that get crazy on Solstheim
Version 0.0.7.0
Added patch:
Karthwasten
kynesgrove (All in one only.)
Version 0.0.6.2
Fixed Fomod not installing standalone Morthal patch
Goal of this mod Primary: Change landscape to reduce grass clipping through objects and restore lost details (details=pathways and small objects) Secondary: Improve performance by removing grass where it cannot normally be seen without ~tcl (under Whiterun and inside Buildings of Falkreath for ex.) & Reduce overgrown sections of some roads
This mod adds support to the vanilla game for all expanded landscape type grass mods however some may require the 'generic grass limiter' from files here to remove grass from certain dirt/rock textures, check list below or do own comparison. And yes it will fix some clipping/placement issues with vanilla landscape grass also.
Slope Restricted Grass Mods (These options do not allow grass on flat spots of nograss textures making them somewhere between expanded landscape and vanilla landscape, and similar to vanilla landscape some optional patches on this page may not be needed) Cathedral Landscapes(use generic grass limiter file to reduce dirt grass/leaves in The Rift region if preferred) Cathedral - 3D Pine Grass Grass Field Plus Serene Grasslands(use generic grass limiter file to remove sparse grass on rock in Tundra / dirt in The Rift regions if preferred)
Vanilla Landscape Grass Mods(These options generally have less clipping issues and most patches here may not be needed if you use one of these) Skyrim Flora Overhaul SE SFO Summer Edition II Veydosebrom (Vanilla landscape option) Logical Grass SE Flora Orientalis Skoglendi (bethesda's cut option) *These are just the grass mods I'm aware of, if you see a grass mod not listed here it doesn't mean it's not compatible.
Load order information:
Keep this mod near the top of your load order and make sure you load it before any mods that change land height in the areas this mod edits.
Load this mod after Verdant, Folkvanger or other grass mods unless otherwise instructed. (Generally it is best to manually move grass mods above this mod if LOOT has no rules for new grass mods and places them very low in your load order.)
Mods that require terrain height changes must load after and disable this mod in the areas they edit. If you load this mod after mods that edit landscape height you could see things like buried or floating houses, objects, etc.., a tear/gap on the land between cells with different height or even NPCs not able to navigate due to the land height not matching new navmesh. Do not try to force the edits in this mod to override another mod if you don't know how to test for the issues stated above.
The worst conflict you'll see by having another mod that edits landscape loaded after this mod is no fix for grass placement in that area and maybe a texture seam.
Patches Do not ask authors of the mods being patched here for support for any patches on this page. Any issues related to patches here such as terrain/grass should be directed to this page.
Too many patches? I recommend merging grass patches together into one file using the zMerge function of zEdit.
Do not merge the patches into the main file of this mod.
Recommended grass fixes to use alongside this mod: No Grass In Objects - Grass occlusion plugin that will fix grass object clipping without a .esp. My recommended setup here (completely optional) No Grass In Caves
Locations fixed so far(some names from Atlas map markers) (road fixes and other misc locations unlisted)