Jump to content

mooit

Citizen
  • Posts

    539
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by mooit

  1. I'm only saying, that it looks like someone else is having the same issue is all. THANKS P.S. Going to go test with Cathedral Landscapes
  2. Here's a reddit post from 3 months ago. Verdant and DynDOLOD : skyrimmods (reddit.com)
  3. Looks like someone else had this same problem before, but I don't understand what sheson means... :/ Will DynDOLOD Help with Verdant Grass Plugin - DynDOLOD & xLODGen Support - Step Modifications | Change The Game I'm seeing others are having this same issue Googling around... hmm THANKS P.S. Ok on Grass Cache Fixes...
  4. I remember that I had to disable it for creating the grass cache, but I don't even recall asking about it when playing the game, sorry if this was discussed before. I read the entire thing, I must be going blind... LOL There is no mention of anything, it simply states to install it. Grass Cache Fixes at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) P.S. Oh, I forgot to post, DynDOLOD also showed up in MCM as active.
  5. Ahh sorry I overlooked you mentioning 'object bounds'... hmm Ok I'll Google around for Verdant object bound dyndolod etc... The Verdant nexusmods page says this about object bounds; -------------- UPDATE FOR 1.8 - Updated all Object Bounds records so verdant can be generated successfully for No Grass in Objects/Dyndolod 3.0. If you're using the ESP version, just update. If you're using the ESPFE, also update! If you're starting a new game, use the ESPFE! -------------- It also mentions under the Soft Requirements; ------------------ No Grass in Objects - fixes grass clipping through objects and can be used to generate long-distance grasses! Amazing! ------------------ https://www.nexusmods.com/skyrimspecialedition/mods/2296 I'll try and test this with Cathedral Landscapes. I went back and deleted the xLODGen, and DynDOLOD directories and put them back new, then created my grass cache over, right clicked 'overwrite' and added in Grass Cache as a mod, then ran xLODGen, TexGen, and DynDOLOD. One thing for me to be clear/understanding of, I assume, if DynDOLOD shows the Grass LOD section not grayed out, then everything has been correctly done to create the LODs? So here's a slight run down of everything again. Here's the FileTree of the Grass Cache mode after right clicking overwrite and adding it as a mod to MO2. The Grass Cache mod installed, showing the .cgid and .gid Here's DynDOLD, after deleting it and starting it all clean, and creating my grass cache over, it shows the Grass LOD section is not grayed out. Here's the contents of the DynDOLOD archive after running DynDOLOD. Here's DynDOLOD3 installed in MO2. THANKS P.S. Do I keep Grass Cache Fixes enabled in MO2 when playing SSE?
  6. This listed it as .esp Veydosebrom Regions.esp It also mentioned other mods too, anyhow, I deleted DynDOLOD, going to start it fresh and recreate the grass cache. What a day... LOL THANKS
  7. By the way, the TexGen archive is 72mb big, not sure if this size is normal? I think I might of found the problem if I don't need a /Data directory for the grass cache. Here it mentions Veydosebrom Regions.esp in TexGen_SSE_log; Veydosebrom Regions.esp VEY_HIGHLAND_LReachMoss01_Flower03 [GRAS:2452D5C6] [00:19] Creating billboard C:\DynDOLOD3\TexGen_Output\textures\terrain\lodgen\veydosebrom regions.esp\marshgrass02_003b1a42 with Meshes\landscape\grass\marshgrass02.nif Veydosebrom Regions.esp VEY_MARSH_LFrozenMarshLichen01NoGrass_Grass02 [GRAS:243B1A42] I used Veydosebrom before, but I uninstalled it from MO2, so I don't get how/why this is happening. Looking through the TexGen_SSE_log it says it's loading resources for a lot of mods I uninstalled. I'll delete the DynDOLOD directory and install it back and start it all clean over and see what it does... Hmm P.S. Noticed this in the logs [00:00] Background Loader: Warning: <Can't find Skyrim - Patch.bsa> Skyrim - Patch.bsa is for SE, not AE correct? Seems like deleting dyndolod and putting it back fresh cleaned this out from loading old resources, which I still don't get, and I did check the timestamp of the log file, it was generated after running.
  8. 4th screen shot up is MO2 with xLODGen, TexGen, DynDOLOD installed.
  9. Ok, here is the Grass Cache mod, I added in 'data'; I'll rerun DynDOLOD and the others over. By the way, the Guide says to right click overwrite, to create the mod, but in MO2 people might have a lot of other directories in there, and they get added in with the grass cache, so you need to move everything out before doing this. Someone should add that info to the guide. Also adding into the guide when right clicking overwrite to create the grass mod, before doing this, to create a data directory and place grass under it. THANKS
  10. Hmm ok, maybe I found the problem? The Grass Cache guide says only this; The grass cache should have been generated within Overwrite. Right-click on Overwrite and select Create Mod.... Name it "Grass Cache - cgid" or something similar and click OK. The No Grass LOD Check List says; 'Check in the mod manager that there are ..\Data\Grass\[Worldspace]*.CGID grass cache files for the worldspace in the load order' When I right clicked in MO2 on Overwrite and selected Create Mod, it didn't create the mod with a /Data directory, it only placed the grass folder in it. So I didn't see any mention in the Guide(s) on stepmodifications about needing the /Data directory. I guess this is the problem and I need to go create it manually, add in the /Data THANKS
  11. I didn't say Grass Cache equaled LODs I was only replying to when you said for me to generate grass cache and I was showing you I did. Here's a screen shot of MO2 with it installed, with the Resources, along with XLODGen and TexGen, and a screen shot showing the inside of the DynDOLOD archive. Where would I find the grass lod inside the DynDOLOD archive so I can look to see if they are there? I don't understand why DynDOLOD would show me the grass lod option, if it then didn't create them.... hmm THANKS
  12. Here's the DynDOLOD3 settings I used on High, and you can see Grass LOD is there too not grayed out. THANKS
  13. I did make grass cache, I have them, DynDOLOD also showed the Grass option available and not grayed out too. I also right clicked overwrite in MO2 and created a mod called Grass Cache.
  14. I have read the guide(s) and I set Bethini according to it, I also set Bethini later to Ultra. So the question is, according to what z929669 just mentioned, the Verdant grass should be rendered in these distances that appear green in the screen shots? In the meantime I'll just crank all these settings for the View Distance Level 4, 8, 16 to their max and the Tree far-off distance to the max. By the way, the Tree far-off distance according the guide sets this at 0, I assumed, because DynDOLOD, took care of this? THANKS P.S. I set the View Distance Level 4, 8, 16 to their max and the Tree far-off distance to their max and it did nothing. In the NGIO GrassControl.conf I put these settings, so they wouldn't overewrite the Skyrim ini settings. Here's my NGIO GrassControl.conf ######################################################################################################################## # Ray cast enabled # # # # Use ray casting to detect where grass shouldn't grow (inside rocks or roads). # # # # Type: (boolean) # ######################################################################################################################## RayCast = True ######################################################################################################################## # Ray cast height # # # # The distance above grass that must be free. 200 is slightly more than player height. # # # # Type: (float) # ######################################################################################################################## RayCastHeight = 150 ######################################################################################################################## # Ray cast depth # # # # The distance below grass that must be free. # # # # Type: (float) # ######################################################################################################################## RayCastDepth = 5 ######################################################################################################################## # Ray cast collision layers # # # # Which collision layers to check when raycasting. Not recommended to change unless you know what you're doing. These # # are collision layer index from CK separated by space. # # # # Type: (string) # ######################################################################################################################## RayCastCollisionLayers = "1 2 13 20 31" ######################################################################################################################## # Ray cast ignore forms # # # # Which objects will raycast ignore. This can be useful if you want grass to still grow from some objects (such as # # roads). The format is formid:formfile separated by ; for example "1812A:Skyrim.esm;1812D:Skyrim.esm" would add # # RoadChunkL01 and RoadChunkL02 forms to ignore list. Base forms go here not object references! # # # # Type: (string) # ######################################################################################################################## RayCastIgnoreForms = "" ######################################################################################################################## # Super dense grass # # # # Enable much more grass without having to change mod files. # # # # Type: (boolean) # ######################################################################################################################## SuperDenseGrass = False ######################################################################################################################## # Super dense mode # # # # How the super dense mode is achieved. Not recommended to change for normal play. This does nothing unless you enable # # SuperDenseGrass setting. 7 is normal game (meaning nothing is actually changed), 6 or less would be much less grass, # # 8 is dense, 9 is ?, 10+ is probably crash city. # # # # Type: (int32) # ######################################################################################################################## SuperDenseMode = 8 ######################################################################################################################## # Profiler report # # # # Whether to track how much time is taken to generate grass. Whenever you open console the result is reported. Try # # disabling all settings except profiler, go to game and in main menu 'coc riverwood', after loading open console to # # see normal game time. Then enable settings and check again how it changed. Remember to coc from main menu instead of # # loading save because it might not be accurate otherwise. # # # # Type: (boolean) # ######################################################################################################################## ProfilerReport = False ######################################################################################################################## # Use grass cache # # # # This will generate cache files in /Data/Grass/ and use those when we have them. Any time you change anything with # # your mod setup you must delete the contents of that directory so new cache can be generated or you will have bugs # # like floating grass or still grass in objects (that were changed by mods). # # # # Type: (boolean) # ######################################################################################################################## UseGrassCache = True ######################################################################################################################## # Extend grass distance # # # # Set true if you want to enable extended grass distance mode. This will allow grass to appear outside of loaded # # cells. Relevant ini settings: # # SkyrimPrefs.ini [Grass] fGrassStartFadeDistance # # # # Type: (boolean) # ######################################################################################################################## ExtendGrassDistance = True ######################################################################################################################## # Extend grass count # # # # Allow more grass to be made in total. This is needed if you use very dense grass or have large draw distance. # # Otherwise it will reach a limit and just stop making grass leaving weird empty squares. # # # # Type: (boolean) # ######################################################################################################################## ExtendGrassCount = True ######################################################################################################################## # Ensure max grass types setting # # # # Makes sure that the max grass types per texture setting is set to at least this much. Can be useful to make sure # # your INI isn't being overwritten by anything. Most grass replacer mods require this. Set 0 to disable any # # verification. # # # # Type: (int32) # ######################################################################################################################## EnsureMaxGrassTypesPerTextureSetting = 15 ######################################################################################################################## # Overwrite grass distance # # # # Overwrite fGrassStartFadeDistance from any INI. If this is zero or higher then the grass distance will always be # # taken from this configuration instead of any INI. This can be useful if you have a million things overwriting your # # INI files and don't know what to edit, so you can just set it here. For example 7000 is vanilla highest in-game # # grass slider. If you want to set higher you need to enable ExtendGrassDistance setting as well or it will not look # # right in-game. What the setting actually means is that grass will start to fade out at this distance. Actual total # # grass distance is this value + fade range value. # # # # Type: (float) # ######################################################################################################################## OverwriteGrassDistance = False ######################################################################################################################## # Overwrite grass fade range # # # # Overwrite fGrassFadeRange from any INI. If this is zero or higher then the grass fade range will always be taken # # from this configuration instead of any INI. This determines the distance it takes for grass to completely fade out # # starting from OverwriteGrassDistance (or fGrassStartFadeDistance if you didn't use the overwrite). If you want the # # grass fade out to not be so sudden then increase this value. Probably recommended to keep this at least half of the # # other setting. # # # # Type: (float) # ######################################################################################################################## OverwriteGrassFadeRange = False ######################################################################################################################## # Overwrite min grass size # # # # Overwrite iMinGrassSize from any INI. If this is zero or higher then the grass density setting (iMinGrassSize) will # # be taken from here instead of INI files. Lower values means more dense grass. 50 or 60 is normal mode with somewhat # # sparse grass (good performance). Lowering the value increases density! 20 is very high density. You should probably # # not set lower than 20 if you decide to change it. The grass form density setting itself still mostly controls the # # actual density of grass, think of iMinGrassSize more of as a cap for that setting. # # # # Type: (int32) # ######################################################################################################################## OverwriteMinGrassSize = False ######################################################################################################################## # Global grass scale # # # # Apply this scale to every piece of grass everywhere. For example 0.5 makes all grass pieces half the size it should # # be. # # # # Type: (float) # ######################################################################################################################## GlobalGrassScale = 1.15 ######################################################################################################################## # Only load from cache # # # # This will change how grass works. It means grass can only ever be loaded from files and not generated during play. # # # # Type: (boolean) # ######################################################################################################################## OnlyLoadFromCache = True ######################################################################################################################## # Skip pregenerate world spaces # # # # When pre-generating grass then skip worldspaces with this editor IDs. This can greatly speed up generating if we # # know the worldspace will not need grass at all. # # # # Type: (string) # ######################################################################################################################## SkipPregenerateWorldSpaces = "DLC2ApocryphaWorld;DLC01Boneyard;WindhelmPitWorldspace" ######################################################################################################################## # Only pregenerate world spaces # # # # If this is not empty then skip every worldspace that isn't in this list. # # # # Type: (string) # ######################################################################################################################## OnlyPregenerateWorldSpaces = "aaaWereBalokDungeonWorld;AlftandWorld;Blackreach;BlindCliffCaveWorld;BloatedMansGrottoWorld;BluePalaceWingWorld;BrinewaterGrottoWorld;DarkwaterWorld;DeepwoodRedoubtWorld;Dimfrost;DLC01Boneyard;DLC01FalmerValley;DLC01SoulCairn;DLC1AncestorsGladeWorld;DLC1DarkfallPassageWorld;DLC1ForebearsHoldout;DLC1HunterHQWorld;DLC1VampireCastleCourtyard;DLC2SolstheimWorld;EastEmpireWarehouse;EldergleamSanctuaryWorld;FallowstoneCaveWorldEnd;FallowstoneCaveWorldStart;Falskaar;FalskaarStargazerGroveWorld;FrostmereCryptWorld;JaphetsFollyWorld;KarthspireRedoubtWorld;KatariahWorld;LabyrinthianWorld;LabyrinthianWorld03;LabyrinthianWorld04;MarkarthWorld;MossMotherCavernWorld;RedEagleRedoubtWorld;RiftenWorld;ShadowgreenCavernWorld;SkuldafnWorld;SolitudeWorld;SouthfringeWorld;Sovngarde;Tamriel;WhiterunDragonsreachWorld;WhiterunWorld;WindhelmPitWorldspace;WindhelmWorld;WyrmstoothWorld " ######################################################################################################################## # DynDOLOD Grass Mode # # # # Enable grass compatibility mode with DynDOLOD Grass LODs. Valid values: # # 0 = Disabled # # 1 = Display grass only in active cells (without fade) and let DynDOLOD handle inactive cell Grass # # 2 = Display grass only in active cells and large ref loaded cells (without fade) and let DynDOLOD handle grass # # outside of large ref cells # # # # Type: (int32) # ######################################################################################################################## DynDOLODGrassMode = 1
  15. After putting my Bethini settings as listed on the SSE Wiki, I went back and changed it to Ultra settings. I'm running a 3080, and I'm getting great frames, so I'd like to have objects, the grass, buildings, etc., rendered/view far in the distance. I'm noticing that I have grass and objects popping into view, around only 50 meters in front of me, it looks really odd, and kills the immersion/reality. With everything setup through the SSE Guide and DyDOLOD, I could of sworn I had better distance rendering, but I have changed my mods a lot, and now it looks odd. I'm using Verdant for my grass. Here are two screen shots at Whiterun, notice the red boxes, this is the Verdant grass, and the green look of the fields in the distance, the Verdant grass is not appearing in all of these areas. Even this screen shot, which I find really odd, how close I am to all of the area appearing in green, which should be showing the Verdant grass. I've been messing with so much over the past few days, I can't remember what settings allow for the render/view distance to be increased, for everything, not just the grass? THANKS
  16. Is there an SE version for Fall of Granite Hill? https://www.afkmods.com/index.php?/files/file/2156-the-fall-of-granite-hill/ THANKS P.S. With only the grass folder in 'overwrite' and then creating a mod, it will say in MO2 it doesn't have any game data and shows a red x. Is this is how everyone's MO2 will look?
  17. I did read the Grass guide, sorry I didn't elaborate better, it saying to install DynDOLOD as a mod, I was trying to understand, if that I meant, I needed to generate, xLODGen, TexGen and DynDOLOD and have the outputs of all 3 in MO2 to generate the grass cache with? OH Oakwood was the crash! I want to play Oakwood in AE, but I can't find an SE version for when I generate the grass cache. Anyone know if there's a SE 1.5xx version for Oakwood? This screen shot is what confuses me, mod being mentioned like this for installing DynDOLOD, because I look at DynDOLOD as an app, that creates a mod output, therefore the reason I asked what I did. P.S. I'll just have to say go with 'Step 6: Generate LOD' and generate xLODGen, TexGen, DynDOLOD aftwards. THANKS
  18. Sorry if I seem dense here, but this makes no sense to me; Step 1: Install required mods[edit] The following mods should be installed and setup correctly to use this quick start walkthrough: DynDOLOD 3 alpha DynDOLOD the application itself is what I'm thinking, when I think of DynDOLOD, and when you use it, you generate a DynDOLOD output, as a mod. But the Grass guide doesn't talk about generating xLODGEN, or TexGen as a prerequisite to generate grass cache. So I'm lost as to what is meant here by installing DynDOLOD as a Mod? So should I have a xLODGen, TexGen, DynDOLOD outputs listed as mods in MO2 before generating the grass cache? P.S. Is there an Oakwood version for SE? All I can find is an AE version, but that requires Fish from the Creation Club, and I want to use Oakwood in the game, and I assumed I needed it in my SE mod list to generate a grass cache?
  19. Now I went back and added in mods, that I'll be using in the game, I unchecked them and put a red box around them. Now when trying to generate the cache the game crashes and it won't generate a grass cache. Hmm, I'm starting to see, that in order to do this, you really need to have a simple, somewhat basic mod setup. Is Verdant, as an example, grass/landscape mods all that really matters added into Mo2? I thought if I was going to have extra content added to the map like Helgen Reborn, etc., then I should be adding them in? hmm You can also see below in MO2 Landscape Grass patches that also pertain to the mods in the red box. As for any log/crash info, this is all I could find in NetScript; [02 Jul 2022 17:12:33.303] Initializing framework version 15. [02 Jul 2022 17:12:33.305] Loaded configuration file. [02 Jul 2022 17:12:33.307] Preparing .NET code hooking. [02 Jul 2022 17:12:33.310] Loading game library. [02 Jul 2022 17:12:33.954] Loaded game library for `The Elder Scrolls V: Skyrim Special Edition` (18). [02 Jul 2022 17:12:33.954] Running game version is 1.5.97.0 [02 Jul 2022 17:12:36.981] Loading plugins. [02 Jul 2022 17:12:36.981] Path to plugins: "Data\NetScriptFramework\Plugins". [02 Jul 2022 17:12:36.983] Checking file "GrassControl.dll"... [02 Jul 2022 17:12:36.986] Plugin found and loaded. [02 Jul 2022 17:12:37.001] Finished loading 1 plugin. [02 Jul 2022 17:12:37.001] Finished framework initialization. [02 Jul 2022 17:12:56.675] Unhandled native exception occurred at 0x7FF7ED581F22 (SkyrimSE.exe+5E1F22) on thread 10984! hmm THANKS
  20. I'll move the other folders out, when making the grass mod then. THANKS
  21. Under this URL; SkyrimSE:Grass LOD Guide - Step Mods | Change The Game (stepmodifications.org) The grass cache should have been generated within Overwrite. Right-click on Overwrite and select Create Mod.... Name it "Grass Cache - cgid" or something similar and click OK. The last time I created the grass mod and added it to MO2 everything listed in overwrite was listed in this mod, not just the grass cache folder. hmm And then if you go to delete the grass mod in MO2 you delete everything out of the overwrite folder. So by doing it this way, it then removes everything out of the overwrite folder that needs to be there, and then moves it into the grass mod folder under the MO2 mods directory. THANKS P.S. I'm assuming I should remove everything out of the 'overwrite' directory, except grass, then create the grass mod?
  22. Yeah, finally... LOL THANKS
  23. I was running it at 800x600, but full screen. THANKS
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.