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Re: Real grass

Posted: Wed Sep 13, 2017 2:07 pm
by TheLacus
Jay_H wrote:More great additions. Are there any future plans for this mod?
I intend to revisit all water plants and release a graphic update for version 2.1. It will take a while :)

Re: Real grass

Posted: Wed Sep 13, 2017 2:12 pm
by Midknightprince
TheLacus wrote: I intend to revisit all water plants and release a graphic update for version 2.1. It will take a while :)
Take your time, this one is still burning in 8-)

Re: Real grass

Posted: Wed Sep 13, 2017 4:57 pm
by ifkopifko
I have been wondering... adjustable height of grass is very nice. However, I can not seem to find a good value. Tall grass in towns looks very weird, and short grass in the wilderness also is not the best choice. Would it be possible to have separate height settings for general terrain and city blocks?

Re: Real grass

Posted: Wed Sep 13, 2017 7:59 pm
by TheLacus
ifkopifko wrote:I have been wondering... adjustable height of grass is very nice. However, I can not seem to find a good value. Tall grass in towns looks very weird, and short grass in the wilderness also is not the best choice. Would it be possible to have separate height settings for general terrain and city blocks?
This would make even more visible the hard border between towns and streamingworld, not really found of the idea. My suggestion is to choose a relatively wide range while still keeping low values. The result is a varied grass, like you'd expect it to be if not maintained, but at the same time it doesn't clip too much in cities.

Re: Real grass

Posted: Thu Sep 14, 2017 5:38 am
by ifkopifko
Will try it out, thanks. :-)

Re: Real grass

Posted: Thu Sep 14, 2017 6:47 am
by Nystul
TheLacus wrote:
ifkopifko wrote:I have been wondering... adjustable height of grass is very nice. However, I can not seem to find a good value. Tall grass in towns looks very weird, and short grass in the wilderness also is not the best choice. Would it be possible to have separate height settings for general terrain and city blocks?
This would make even more visible the hard border between towns and streamingworld, not really found of the idea. My suggestion is to choose a relatively wide range while still keeping low values. The result is a varied grass, like you'd expect it to be if not maintained, but at the same time it doesn't clip too much in cities.
Unless you blend average grass height between both heights for let's say one rmb block

Re: Real grass

Posted: Fri Oct 06, 2017 4:34 pm
by TheLacus
NikitaTheTanner wrote:
Add alchemy like in later tes games with pick flowers and stuff?
Why not? You can literally pick up flowers from dead bodies in original game, like roses, for example, so why not give players an ability to pick up flowers in the wild? There is nothing in the wilds right now, but it would give at least one reason to walk around in the woods. And for people who don't like doing it, there will always be shops and dungeons/enemies to get the same ingredients from.

This is probably outside the scope of this particular mode, but similar algorithms can be applied to spread harvestable plants around.
I believe farms are the best place to start something like this. I'm not making any promise but if i decide to look into this, do some of you have some pratical suggestions like a list of existing ingredients which make sense to harvest from a salad etc?

Re: Real grass

Posted: Fri Oct 06, 2017 5:52 pm
by StarMadeKnight
Are the crops gonna be a separate option in the menu like the water plants and flowers? They look phenomenal, but i am partial to the old-school flats.

Re: Real grass

Posted: Fri Oct 06, 2017 6:20 pm
by TheLacus
Yes, they're optional ;)

Re: Real grass

Posted: Fri Oct 06, 2017 6:42 pm
by TheLacus
removed