1852 comments

  1. LucasWerewolf
    LucasWerewolf
    • member
    • 1 kudos
    Locked
    Sticky
    Is this mod suppose to remove grass around Goldenhills Plantation?
    Cause if not, anyone know a way to remove the grass? 
    1. code1k
      code1k
      • premium
      • 261 kudos
      That's a CC mod, grass patches for those add-ons are > https://www.nexusmods.com/skyrimspecialedition/mods/61777
  2. VaporShiro
    VaporShiro
    • supporter
    • 2 kudos
    I don't know if anyone has had this issue with using this mod or anything but I have some landscape tearing like straight solid lines that look jagged or a straight solid cut or areas of landscape that fail to blend and look like a sharp 90 degree right angle. Or having snow and all of a sudden a thin straight line of dirt breaks through the texture.  
    I don't know what mod could be causing this and I have been trying to track it down for some time. Some people might not care but it is just jarring to look at and immersion breaking. I will see spots that blend well like snow around a campfire, but a quarter of the circle is a solid straight line with no blending at all. 
    I have tracked down this mod causing terrain seam issues however that could have been fixed and maybe something else.

    Does anyone have any solutions? It might not be this mod but it is a landscape issue and I am hoping that maybe this is the place that someone can help me resolve this.  Also I am not posting it as a bug report because I do not know if it is linked to this mod or it could be load order on my end. 
    1. code1k
      code1k
      • premium
      • 261 kudos
      Without screenshots i can't really say. https://modmapper.com/ can also help you narrow down the mods you have that edit cells in the area that has issue. Once you know which mods are editing the landscape record for the cell you'll have an idea if you have load order issue or are missing a patch and/or I'd be able to tell you. 
    2. VaporShiro
      VaporShiro
      • supporter
      • 2 kudos
      This is picture from it on my profile everything I try to do can not and will not fix this jaggedness, its not just here but almost everywhere. Someplaces look fine and normal others look worse then this.  https://www.nexusmods.com/skyrimspecialedition/images/272818
    3. code1k
      code1k
      • premium
      • 261 kudos
      Definitely not a mod conflict, that's not an issue between cells. It almost looks like broken/corrupted normals for the landscape record but never seen it like that, if your issue is similar to this post some of those pics look more like a terrain LOD issue but hard to tell with the blur. 

      That's not a type of seam that this mod could cause and if the normals in this mod got broken somehow it would be effecting everyone, I don't think that's what's going on here.
      If you have this issue in multiple locations and in areas not all edited by a single mod its highly unlikely a worldspace mod/landscape record issue.
    4. VaporShiro
      VaporShiro
      • supporter
      • 2 kudos
      THAT IS EXACTLY MY ISSUE 100% THAT IS MY ISSUE WITH THE LANDSCAPES 
    5. robbybaby1962
      robbybaby1962
      • premium
      • 0 kudos
      How did you fix this? I have the same problem
    6. VaporShiro
      VaporShiro
      • supporter
      • 2 kudos
      How did you fix this? I have the same problem

      I uninstalled Atlantean landscapes and terrain parallax blending and took a s#*! on it. Dont get terrain blending parallax AVOID IT 
  3. SonnyM94
    SonnyM94
    • premium
    • 27 kudos
    I know this will cause a backlash, but will a patch for Arthmoor's Village Pack be considered? Its effectively a merged version of the existing one in this mod minus AS: Live Another Life
  4. banandaid
    banandaid
    • premium
    • 0 kudos
    I'm having issues using this with JK's Outskirts and Northern Roads. My patches for JKO include NR and LFGM, and my patches for NR include JKO and LFGM. I also have the LFGM patch for JK. I see a lot of issues after using 'coc whiterun' in console and running to the main gate, including floating objects and deformed terrain. JKO and NR play just fine together without LFGM (except your mod no longer helpfully stops the grass from eating parts of the road). Any known fixes or things I should investigate?
    1. code1k
      code1k
      • premium
      • 261 kudos
      Go to the Northern Roads patch collection page for support of those patches and NR. They list the recommended load order for their patches, you can't load the NR+LFFGM patch after other NR patches like the JK's Outskirts+NR patch. There may be a combo patch for all 3 somewhere.
      With correct load order this mod and patches on this page will be disabled in every cell edited by NR, this mod will only work in cells not edited by NR.
  5. Larethio
    Larethio
    • member
    • 1 kudos
    Can anybody make a compatability patch for lux and this mod that prevents the freezing caused by grass in certain caves. I have had this happen with Moss Mother Cavern even with the no grass in caves patch from lux. Lush Vanilla Grass is my only grass mod (along with grass fps booster loaded after it) 
    1. code1k
      code1k
      • premium
      • 261 kudos
      This mod does not have edits to Moss Mother Cavern. 
      If you are sure the Lux+no grass in caves patch has the correct load order and is actually working to disable grass in that cave your freeze in Moss Mother Cavern is the result of something else with Lux.
  6. AugnierCalyenin
    AugnierCalyenin
    • member
    • 7 kudos
    I need some help with my grasses showing up all over my roads. I'm using QW's Grass Patch 2, along with Northern Roads. I'm using Landscape Fixes for Grass Mods, No Grassias, and also NGIO NG 1.4, I also tried 1.2.4 and the 1.5.0b beta, along with all the Northern Roads patches for them, but still no luck. Grass is still showing up everywhere on my roads. I intend to ask the authors of all these mods for help cause I really need it. I've tried combinations of these grass fix mods, switched up load orders, but so far nothing has helped. This happened right after I did my grass cache which took about 5 hours with probably a hundred crashes but it still completed, so I thought it might be some problem with the grass cache so I disabled it in both MO2 as a mod and in the GrassControl.ini, but nothing changed, grass is still allover my roads. 

    I'm also using Complementary Grass Fixes, Generic Grass Limiter, and Grass FPS Booster, along with the "Northern Roads Grass Patch" and "Northern Roads Ultimate Grass Fix" both from the from Northern Roads Patches Compendium. Please let me now if any of these interfere with each other or cancels out the other. ANY help would be greatly appreciated thanks.

    Screenshots
    1. calebv123
      calebv123
      • member
      • 0 kudos
      Hey there! I was also having major problems with grass completely covering roads while using Northern Roads (and Tamrielic Grasses as my grass mod). And there were two separate solutions that worked for me:


      1) (preferred, Northern Roads Patch Compendium solution)
      Have you tried downloading both the Northern Roads - Overgrowing Grass Remover patch and the Northern Roads - Overgrowing Grass Remover xEdit script from the Northern Roads - Patch Compendium? I thought I just had to download the "Overgrowing Grass Remover" and NOT use the xEdit script. Which of course, didn't work. Then I saw this article from the Patch Compendium page. So I downloaded the xEdit script, followed the instructions at the top of the article, prayed, made blood sacrifices, and lo and behold, the grass was no longer completely covering my roads! There were still small patches here and there in the middle of the roads, but I like the look of that.

      2) (No Grass In Objects solution) 
      I followed these instructions, from the bottom of the No Grass In Objects page, in the Compatibility section:

      Northern Roads removes road objects and replaces them with landscape textures. To remove grass from the new roads, generate a cache with the following line in GrassControl.ini:

      Ray-cast-texture-forms = 112D5520:Northern Roads.esp;112D5521:Northern
      Roads.esp;1148E3C8:Northern Roads.esp;110425FE:Northern
      Roads.esp;1105190C:Northern Roads.esp;110A7B23:Northern
      Roads.esp;112C6203:Northern Roads.esp;112D551F:Northern
      Roads.esp;112DA624:Northern Roads.esp;112DF729:Northern
      Roads.esp;112DF72A:Northern Roads.esp;112DF72B:Northern
      Roads.esp;113684BB:Northern Roads.esp


      That also worked, and very well. No grass in the roads at all! But I liked that super clean look a little less than the first method, so went with the first instead.

      I hope this helps!
    2. AugnierCalyenin
      AugnierCalyenin
      • member
      • 7 kudos
      Thanks, and yes I tried all of those but none of it worked for me. But what worked for me in the end was loading the "Northern Roads - Ultimate Grass Fix.esp" from the patch compendium at the bottom below all my Northern Roads patches, right above the "Northern Roads - Grass Patch.esp" instead of where the author of patch compendium said we should load the Ultimate Grass Fix, which is right below the "Northern Roads.esp".

      Different grass mods probably need different solutions, I'm using QW's Grass Patch 2.
  7. GennyWoo
    GennyWoo
    • premium
    • 54 kudos
    Why is the xedit group invalid?

    [00:48] ModGroup "Landscape Fixes for Grass Mods" is invalid:
    [00:48]  - Error: "COTN - Falkreath.esp" has a lower load order than "cutting room floor.esp"
    [00:48]  - Error: "Landscape For Grass Mods JK'S Skyrim.esp" has a lower load order than "COTN Falkreath - JKs Skyrim Patch.esp"
    [00:48]  - Error: "SurWR.esp" has a lower load order than "Landscape For Grass Mods JK'S Skyrim.esp"
    [00:48]  - Error: "JK's Sky Haven Temple.esp" has a lower load order than "Landscape For Grass Mods JK'S Skyrim.esp"
    [00:48]  - Error: "Beyond Reach - Skyrim Border Tweak.esp" has a lower load order than "Landscape For Grass Mods JK'S Skyrim.esp"
    [00:48]  - Error: "Landscape Fixes For Grass mods - Cutting Room Floor Locations.esp" has a lower load order than "Landscape for Grass Mods - COTN Falkreath_JK patch.esp"
    [00:48] ModGroup "The Great City of Rorikstead - JK's Skyrim Patch" is invalid:
    [00:48]  - Error: "The Great City of Rorikstead.esp" has a lower load order than "JKs Skyrim.esp"

    my other ones are fine
    1. code1k
      code1k
      • premium
      • 261 kudos
      I don't make or use mod groups but as far as i know it just means whoever made the mod group is recommending a different load order then what you have it set to with those mods. Some may or may not matter, like my CRF patch loading after someone else's COTN Falkreath+JK's  combo patch shouldn't really conflict and JK's Sky Haven Temple.esp loading after my JK's Skyrim patch shouldn't matter one way or the other.
      The only potential LO issue i see is my JK's skyrim patch loading after the COTN Falkreath+JK's combo patch but that probably
      doesn't matter with 'Landscape for Grass Mods - COTN Falkreath_JK patch.esp' but i didn't make that one and don't know what the COTN+JK combo patch does so idk. If you don't see any issue there your LO is probably fine.
    2. GennyWoo
      GennyWoo
      • premium
      • 54 kudos
      Oh ok thanks a lot!
  8. Back2friday
    Back2friday
    • member
    • 3 kudos
    Im using Veydogolt grass only mod but i still get grass sticking out eg in alchemy shack. Grass sticking out the bed. How can i fix this. 

    With Grass your mother warned, it works real nice, but with Veydogolt i get some issues 
    1. code1k
      code1k
      • premium
      • 261 kudos
      Try the generic grass limiter file from here. Veydogolt adds some sparse grass/leaves on multiple dirt textures.
  9. RazerWang
    RazerWang
    • member
    • 2 kudos
    Very goooooooooooooood!
  10. PseudopodeCJV
    PseudopodeCJV
    • member
    • 5 kudos
    Many thanks code1k for this mod and for continuing to improve it. <3
  11. JeanA882
    JeanA882
    • member
    • 46 kudos
    I'm guessing if updating, we have to rerun dyndolod?
    1. code1k
      code1k
      • premium
      • 261 kudos
      If you use a NGIO grass cache that would need to be regenerated. If you use DynDOLOD grass LOD i think updating that part could be skipped, these changes wouldn't really be noticeable in LOD, unless they don't disappear when you get close.