Hi code1k, first of all many thanks for your mod I use since three years now, since I started to play Skyrim.
I would like to ask you if you have some advices to give me as I also use Water For ENB. When using them together, even with Complementary Grass Fixes or not, I noticed issues with the river bed after the water fall of Ivarstead, too low with rocks "floating" above.
The Water For ENB - LFFGM patch would need updating. If it doesn't get updated and If you know how to use xEdit you can make a simple load order patch, just copy the conflicting landscape record for cell (21,-13) from the Water for ENB.esm as override into the patch to disable this mod in the area. Assuming Water for ENB doesn't require extensive terrain paint changes a true patch that keeps edits from both mods would forward the height map from the Water for ENB esm onto this mods landscape record and then CK would be used to update normals for that landscape record.
*cell 21,-12 is not in this mod so if that one is also vanilla height you have another mod changing that one, you'll need that patched too.
Many thanks, it helped me a lot ! <3 I found an object in the two cells and which mods changed the landscape : Water For ENB ESM, Landscape Fixes For Grass Mods and Complementary Grass Fixes. Even if I'm not an expert of SSEEdit, I started with overriding landscape records from from LFFGM and CGF and it worked. :) Now I have to learn how to make a patch as you advised me. Thanks again. :)
PS. I used the Copy as override (with overwriting) into... menu and managed to make a patch plugin. :)
Hi - I'm using using The Great Town of Ivarstead and have the Patches for Great Cities and Towns from here installed. I've generated seasonal grass caches. There's still quite a bit of grass in the street that runs through Ivarstead. See link.
https://imgur.com/a/TBGLRwP
Without the patch from this site this entire area is blanketed with grass, of course. But I'm wondering if I've done something wrong since there is still more grass in the road than I would have expected. For example, further up the road in front of the inn, the road is clear of grass.
Let me know if the image is as should be expected or if I've missed some crucial step.
A few grass mods add full grass to the FallForestRocks01 texture which is not fully supported. Removing that texture record from your grass mod with SSEEdit would be the quick fix. It's not removed by the generic grass limiter file mostly because grass on that texture doesn't cause massive issues. That texture is mostly only setup to support rock grass or the leaf pile type grasses which is whats there in my game and why i left a small amount of grass there.
Hello! Just coming back to modding again after 4 years, used to use Vortex (ew) but I am using MO2 and it's amazing. I encountered a strange issue concerning your mod when I was sorting the plugins using LOOT, I hope you can help me.
I'm not sure what compatibility patches LOOT is mentioning here, I have scoured your page, Jk's Skyrim, CRF and AS, and to no vail. Maybe you can help me with this dilemma :)
Landscape Fixes For Grass Mods.esp
You seem to be using Alternate Start, but you have not enabled a compatibility patch for this mod. A compatibility patch is provided on this plugin's mod page.
You seem to be using Cutting Room Floor, but you have not enabled a compatibility patch for this mod. A compatibility patch is provided on this plugin's mod page.
You seem to be using JK'S Skyrim, but you have not enabled a compatibility patch for this mod. A compatibility patch is provided on this plugin's mod page.
Hi - recently did my first seasonal grass cache on 1.6.1170 using Seasonal Landscapes and Floral Fields, along with your mod of course. It looks great with one pretty big exception that I can't seem to figure out.
https://postimg.cc/SYS0QcVQ
https://postimg.cc/hzRpcgMK
The screenshots depict a staircase running up to the Jarl's Keep from the COTN - Falkreath mod. That's the same one that gave Xologamer trouble back in March of 2023. In MO2, the plugin (.esp) for your mod is near the top of the load order, with the COTN - Falkreath mod loading after with higher priority, which is how I understand from the description and your thread with Xologamer it should be.
I tried having the grass mods' plugins load before your mod, per the description, but that didn't have any effect.
I'm enough of a noob that I'm not sure if what's happening is a load order problem or because of some error I made when I ran grass cache. Per Shizof's advice, I pared down my mod list to just mods affecting grass/landscape and I'm worried that this is the result of not having a mod in my load order when I generated the grass cache.
Only 3 possibilities. 1) All mods/patches were not active when generating the grass cache (disable grass cache, if that spot is the same it's probably one of the two below) 2) The grass mod you are using adds grass to the 'Rocks01norocks' texture (use the generic grass limiter file from here to fix this) 3) You may have another COTN-Falkreath patch loading after the LFFGM-COTN patch that needs to edit land in that cell for some reason. (if the other patch requires more important terrain edits the only fix for that is for someone to make a 3 way patch.)
The problem was not including COTN - Falkreath in the load order when I ran the precache the first time. Re-ran precache with that mod in my load order and no grass in the stairs anymore.
https://postimg.cc/hXWwNQvh
In other words, I took Shizof's excellent advice too far when I pared down the list for my first run.
I went back and ran precache for all seasons with the mods I'd originally included in the first successful run plus any mods that added buildings in an area likely to have grass. Now there's no grass in areas there shouldn't be around those buildings.
I'll probably find other areas where mod-added buildings have misplaced grass, but now I have a foundation in my Grass Cache MO2 profile so I can easily rerun anytime.
1818 comments
Cause if not, anyone know a way to remove the grass?
I would like to ask you if you have some advices to give me as I also use Water For ENB.
When using them together, even with Complementary Grass Fixes or not, I noticed issues with the river bed after the water fall of Ivarstead, too low with rocks "floating" above.
Cell : 21,-12 and Cell : 21,-13
Many thanks in advance. :)
Assuming Water for ENB doesn't require extensive terrain paint changes a true patch that keeps edits from both mods would forward the height map from the Water for ENB esm onto this mods landscape record and then CK would be used to update normals for that landscape record.
*cell 21,-12 is not in this mod so if that one is also vanilla height you have another mod changing that one, you'll need that patched too.
I found an object in the two cells and which mods changed the landscape : Water For ENB ESM, Landscape Fixes For Grass Mods and Complementary Grass Fixes.
Even if I'm not an expert of SSEEdit, I started with overriding landscape records from from LFFGM and CGF and it worked. :)
Now I have to learn how to make a patch as you advised me.
Thanks again. :)
PS. I used the Copy as override (with overwriting) into... menu and managed to make a patch plugin. :)
Can I have your permission to keep your mod up-tp-date on bethesda.net for console users?
Thank you xD
https://www.nexusmods.com/skyrimspecialedition/images/269382
Editor: This is not an issue with your mod, it is a newly discovered problem. We hope you can fix it.
https://imgur.com/a/TBGLRwP
Without the patch from this site this entire area is blanketed with grass, of course. But I'm wondering if I've done something wrong since there is still more grass in the road than I would have expected. For example, further up the road in front of the inn, the road is clear of grass.
Let me know if the image is as should be expected or if I've missed some crucial step.
Thanks!
Removing that texture record from your grass mod with SSEEdit would be the quick fix. It's not removed by the generic grass limiter file mostly because grass on that texture doesn't cause massive issues.
That texture is mostly only setup to support rock grass or the leaf pile type grasses which is whats there in my game and why i left a small amount of grass there.
I'll look into whether my Xedit skills are good enough to remove the texture record from the grass mod.
Best!
Just coming back to modding again after 4 years, used to use Vortex (ew) but I am using MO2 and it's amazing. I encountered a strange issue concerning your mod when I was sorting the plugins using LOOT, I hope you can help me.
I'm not sure what compatibility patches LOOT is mentioning here, I have scoured your page, Jk's Skyrim, CRF and AS, and to no vail. Maybe you can help me with this dilemma :)
https://imgur.com/a/LedEtWS
Cutting Room Floor and Alternative Start: Landscape Fixes For Grass Mods at Skyrim Special Edition Nexus - Mods and Community
JK's Skyrim: Landscape Fixes For Grass Mods at Skyrim Special Edition Nexus - Mods and Community
https://postimg.cc/SYS0QcVQ
https://postimg.cc/hzRpcgMK
The screenshots depict a staircase running up to the Jarl's Keep from the COTN - Falkreath mod. That's the same one that gave Xologamer trouble back in March of 2023. In MO2, the plugin (.esp) for your mod is near the top of the load order, with the COTN - Falkreath mod loading after with higher priority, which is how I understand from the description and your thread with Xologamer it should be.
I have the patches from Landscape Fixes For Grass Mods - Cities of the North Patch collection and Cities of the North - Falkreath Patch Collection installed. Both patch plugins load after your mod.
I tried having the grass mods' plugins load before your mod, per the description, but that didn't have any effect.
I'm enough of a noob that I'm not sure if what's happening is a load order problem or because of some error I made when I ran grass cache. Per Shizof's advice, I pared down my mod list to just mods affecting grass/landscape and I'm worried that this is the result of not having a mod in my load order when I generated the grass cache.
Any advice is appreciated.
1) All mods/patches were not active when generating the grass cache (disable grass cache, if that spot is the same it's probably one of the two below)
2) The grass mod you are using adds grass to the 'Rocks01norocks' texture (use the generic grass limiter file from here to fix this)
3) You may have another COTN-Falkreath patch loading after the LFFGM-COTN patch that needs to edit land in that cell for some reason.
(if the other patch requires more important terrain edits the only fix for that is for someone to make a 3 way patch.)
Really appreciate the quick and informative response!
The problem was not including COTN - Falkreath in the load order when I ran the precache the first time. Re-ran precache with that mod in my load order and no grass in the stairs anymore.
https://postimg.cc/hXWwNQvh
In other words, I took Shizof's excellent advice too far when I pared down the list for my first run.
I went back and ran precache for all seasons with the mods I'd originally included in the first successful run plus any mods that added buildings in an area likely to have grass. Now there's no grass in areas there shouldn't be around those buildings.
I'll probably find other areas where mod-added buildings have misplaced grass, but now I have a foundation in my Grass Cache MO2 profile so I can easily rerun anytime.
Thanks for your help code1k.