This mod was designed for Next Gen primarily and uses assets exclusive to next gen. I will likely work on an old gen version at some point but no guarantees as to when and how it will look comparatively. I will have to restructure the mod and look into porting assets over from next gen, so it may be a while if I get to it and it may look different. In the meantime you can use my old mod Meadows if you like: https://www.nexusmods.com/witcher3/mods/4757
Update is out! I decided to stick to one version to maintain my desired aesthetic but I changed quite a few things to bring the mod to a fully polished and improved state that I am very happy with. See changelog for details and enjoy :)
Id love this mod if it only affected certain areas and not the whole map. It just takes too much diversity of the vanilla flora and replaces it with the same (albeit beautiful) grass, giving the world a very unnatural, uniform look.
Yes, but I think (speculating) he is specifically referring to the colorful flora often seen in Skellige (RE: picture 9 in the screenshots).
It' a shame too, cause this mod is beautiful but removing practically the only distinct (and best, IMO) plants such as those red and yellow flowers mentioned above, not only takes away from the original artistic intent of this magical world, but it also has a pronounced effect on the ambience and mood of the game, esp when traveling through those vast fields filled w/ nothing but large swaths of grass. It almost gives off this (for lack of a better word) monochromatic feeling of green, cause that's all there is.
It all just seemed the same to me, so much so that when I had Meadows (different mod but still similar) installed, it got to a point where everywhere there was grass ended up looking so identical that I couldn't even tell any places apart from one another.
Hello after install mod, it seem not work well grass turn flat and square alot. is there some thing wrong? Edited: i found a bug that come from Project HD texture. so srr.
The lighting mod I was using in the screenshots muted the color of the red flowers I used and my unnecessarily high grass density made them blend in more. The distinct color is still visible with other lighting mods and Ultra+ grass density. I would love to make a version with the original flowers as an optional but it is sadly impossible due to the fact that grasses share a texture atlas, and by replacing those two grass types, I would have to replace many others. This would severely compromise my vision for the mod.
EDIT: I remembered that it might actually be possible, I will look into adding an optional version when I update the mod. I will also be restoring Toussaint to be more in line with my original vision for the mod, and will look into adding an optional file to change Toussaint to have grass more in line with the original aesthetic, but improved.
I really like most of the mod but idk about removing the yellow and purple flowers in Skellige, in my opinion they added a lot to the vibe of the place
I like the colors, but imo the models look very blocky and out of place and the textures are low quality. When I eventually release my next mod with new textures I may or may not retain the original color palette, I haven’t decided yet.
I join SlashMaster's feedback. I'm more of "improved vanilla thing" rather than a complete replacement. If you could improve those Skelliger plants without removing, that would be great.
Just upscale the textures and improve the models in blender, the foliage used by the game is very simple graphically. The game just copy pastes the same few assets to fake a somewhat diverse environment around the player yet most grass is set to automatically generate in chunks instead of being hand placed. Removing 'unique' stuff like flowers really hurts the games graphics because by default it already has a low variety of flora due to the 2013 and 2014 downgrades.
I didn’t actually remove any of them, I swapped them to another model. Everywhere there was heather previously, there are red flowers now. Still just as diverse. I don’t know much about blender tbh and my understanding is that the game uses an old version of speedtree for the grass rendering so I’m not sure how simple it would actually be to edit the models themselves, not my area of expertise. Upscaling the textures wouldn’t fix the general blocky shape of them. I am experimenting with different textures for my next mod.
I mean sure if you want to go by technicalities you did not remove the 'low growing evergreen shrubs' from the games files yet the average user does not care about what goes on 'behind the scenes' and only that the original flowers are gone. I specifically mentioned both upscaling and editing the mesh because only doing 1 would yield mediocre improvements.
As usual with modding games this old: you will most likely find a bunch of semi-outdated guides from ages ago detailing what to do, editing the actual models would most likely be one of the easier things in that entire workflow. Blender is not really complex anymore unless you want to make very detailed models or effects, giving the vanilla ones a face lift would take a day or two if you had to learn everything from scratch. The actual difficult part would be finding working tools to properly extract and convert the files.
Looks like speedtree cannot be easily edited. Witcher 3 uses a lot of middleware that is closed source, with that being said I wonder if the internal developer version of red kit has the capabilities to work with speedtree directly. Never tested that stuff because.. Well, why would I? Editing foliage is not something I plan on doing anytime soon especially when the software responsible for handling said foliage has not been updated for years and it's formats are difficult to deal with.
Agreed. This is literally the only reason I haven't used this mod or kept the OP's previous ones installed (before Next-Gen) as well.
Sometimes different locations looked practically the same and couldn't even recognize or tell them apart like I was normally able to w/o the mod (depending on the area, ofc).
What does the area look like without my mod? I only edited 2 vbrushes in Velen so if the game forces one of them there, the only fix without drastically changing the mod would be to repaint the landscape with the RedKit, which I don’t know how to do.
134 comments
https://www.nexusmods.com/witcher3/mods/4757
It' a shame too, cause this mod is beautiful but removing practically the only distinct (and best, IMO) plants such as those red and yellow flowers mentioned above, not only takes away from the original artistic intent of this magical world, but it also has a pronounced effect on the ambience and mood of the game, esp when traveling through those vast fields filled w/ nothing but large swaths of grass. It almost gives off this (for lack of a better word) monochromatic feeling of green, cause that's all there is.
It all just seemed the same to me, so much so that when I had Meadows (different mod but still similar) installed, it got to a point where everywhere there was grass ended up looking so identical that I couldn't even tell any places apart from one another.
Hello after install mod, it seem not work well grass turn flat and square alot. is there some thing wrong?
Edited: i found a bug that come from Project HD texture. so srr.
Try to delete modHDReworkedProject4 fix it
Thanks
EDIT: I remembered that it might actually be possible, I will look into adding an optional version when I update the mod. I will also be restoring Toussaint to be more in line with my original vision for the mod, and will look into adding an optional file to change Toussaint to have grass more in line with the original aesthetic, but improved.
If you could improve those Skelliger plants without removing, that would be great.
As usual with modding games this old: you will most likely find a bunch of semi-outdated guides from ages ago detailing what to do, editing the actual models would most likely be one of the easier things in that entire workflow. Blender is not really complex anymore unless you want to make very detailed models or effects, giving the vanilla ones a face lift would take a day or two if you had to learn everything from scratch. The actual difficult part would be finding working tools to properly extract and convert the files.
Looks like speedtree cannot be easily edited. Witcher 3 uses a lot of middleware that is closed source, with that being said I wonder if the internal developer version of red kit has the capabilities to work with speedtree directly. Never tested that stuff because.. Well, why would I? Editing foliage is not something I plan on doing anytime soon especially when the software responsible for handling said foliage has not been updated for years and it's formats are difficult to deal with.
Sometimes different locations looked practically the same and couldn't even recognize or tell them apart like I was normally able to w/o the mod (depending on the area, ofc).
i found grass here and i think it shouldn't be there.
https://imgur.com/a/O7aEMad