OAAB Saplings
by Melchior Dahrk

This mod places saplings from OAAB_Data in each of the following regions:

00 Regional
OAAB_Saplings_AC.esp	Azura's Coast
OAAB_Saplings_AI.esp	Ascadian Isles
OAAB_Saplings_BC.esp	Bitter Coast
OAAB_Saplings_GL.esp	Grazelands
OAAB_Saplings_SG.esp	Sheogorad
OAAB_Saplings_WG.esp	West Gash

00 Merged
OAAB_Saplings.esp	All of the above

The sapling placement is all based on the vanilla landmass and mesh locations so there will be conflicts. The meshes are relatively small in size, so unless a mod makes drastic changes to the landscape shape, I would expect most conflicts to be relatively minor.

Note: these plugins are NOT intended to function like grass mods. Meaning that you need to turn the ESPs on while playing, not just to generate distant land. Expect that there will be some performance cost to running this mod - what that cost is depends on each system's bottleneck. Using OpenMW's paging feature may help reduce that impact significantly.

Credits: thanks to Denina for helping with the placement of saplings in the WG.

Version 1.0.0 - initial release
Version 1.1.0 - added optional merged plugin
Version 1.2.0 - added and merged correct version of the WG plugin which cleans up placement. cleaned plugins
Version 1.3.0 - cleaned up some placement in the AI and WG regions (special thanks to Lucevar for the AI module - expect better compatibility with BCoM in that region with this update)
Version 1.4.0 - separated Sheogorad into its own regional plugin