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the only functioning tweaks to grass that exist in the .ini are related to density within the currently loaded grid
oblivion reloaded does give you the option to increase the loaded grids, but the subsequent performance and stability hit is not worth the trade-off; oblivion is still only on a 32-bit engine and grass density is one of the most major performance-killers
[Grass]
fGrassEndDistance=x
fGrassStartFadeDistance=x
https://steamcommunity.com/sharedfiles/filedetails/?id=1927178956
https://steamcommunity.com/sharedfiles/filedetails/?id=1927178821
It has problems though.
It is true that Grass will not extend outside your ugrid distance no matter how far you set it, so you can't actually get grass much farther than it already is.
Setting it beyond will just cause tons of grass to suddenly pop-in once the next cell over loads, which is ultimately a lot more noticable than the fade.
It also behaves strangely, causing large patches that would otherwise be within your draw distance to disappear and reapper as you move about.
I don't know if that's related to the density setting mentioned above, but either way it's probably not worth it, since Grass *is* a major performance hog.
Really, vanilla isn't so bad. You only really see the short distance in the West Weald. Every where else is suitably hilly and has plenty of trees to help mask the limits.
If you want a grass tweak that's a lot easier to appreciate, go with GrassPointLighting=1.
It allows Torches and other light sources to light up grass. Makes walking through a dark forest at night a lot more atmospheric.