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Taisaijin

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    Taisaijin
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  1. Thank you! I forgot about that. Hopefully this gets it! will know in a couple hours update: that was indeed the problem, thanks again!
  2. So the other night I decided to switch water mods which meant I would need to re run the Dyndolod. Clicked on TexGen and I was prompted to download and update to the latest version, so i did that, downloaded new Dyndolod resources and updated Majestic Mountains + dyndolod pack. Started a new game and have been experiencing what i could best describe as stuck LOD everywhere, as soon as i leave the cell I started in the LOD is stuck on some objects - mostly stonework. I was thinking this was majestic mountains issue but i dont think MM messes with dwemer ruins. I have tried every solution i could find from other stuck lod threads - adjusting lod from ultra to high in launcher, setting fBlockLevel0Distance=57000 and uLargeRefLODGridSize=5 in skyrimprefs.ini. Anyways I turn off Dyndolod and I no longer have this problem but then I dont have dyndolod which is also unacceptable. This is a new problem with the new version, old version wasn't doing this with a nearly identical load order, I would really like to just roll back versions and call it a day, is there a way to remove that prompt and do that? I would be happy with any solution, game is unplayable as is. I have included some images of the issue, objects tend to lose their meshiness/ look horrible when you get out of the starting cell, this phenomena seems to be centered around rock type objects. Thank you!
  3. nvm booted up without the cache and it acts the same
  4. isn't complex grass supposed to act like this though? Yes this is the picture from ENBlight
  5. THANKS EVERYONE! I tried the cache again and got rich full grass, it generated about 8k more files than it had been. I think the real issue was not booting into the SE instance after changing grass mods and it was stuck generating some glitched grass. I made way too many caches before figuring this simple fact out BUT it lead me to discover numerous other problems with my load order I might not have otherwise. On a side note, ENB complex grass on or off doesn't really matter, it still gives you grass. I generated with ENB complex grass NOT installed on SE but have it installed on AE, I still have the right textured grass but doesn't look like it's ENB complex (second pic) so will get to do this again (Yay!)
  6. I was thinking maybe the problem began with not booting the game once after changing the grass mod then going ahead and generating a cache? i dont play on the SE instance. I had been deleting before generating each time just this time i booted up SE to look around.
  7. Sorry about that, it's always some Duh issue, i still had an old grass cache in skse overwrite that it was reading, deleted that and I have no more crab grass WITH proper NGIO settings! I usually delete those before generating a new cache not sure why the caches kept coming out like they did but thats a different issue, this is sorted out and I Thank you all. Maybe it is required to boot the game up at least one time when changing grass mods before you generate a new cache?
  8. Printing = generating the cache, ive been calling it that lol. anything in the beth.ini default tweaks it sets you up with that would be conflating when NGIO ini is activated and swapping out the texture of the grass entirely?
  9. Would setting 'load only from cache & use cache' to false before printing actually yield a viable cache? I haven't tried this out yet.
  10. I mean when I boot up SE I see the same grass that gets carried over to AE. I feel like I had generated good caches before with those settings before trying out Seasonal Landscapes. Only other thing that has changed since then that might be affecting is i ran beth.ini, I think that would affect my SE install too. I definitely do appreciate all of your responses on this, it is indeed a confusing subject.
  11. all i know is that the grass cache i was using in AE was over riding my grass textures and looked exactly like what the game looked like when I booted up SE. To get the grass textures to appear correctly in SE I had to turn off 'use grass cache' and 'load only from cache' in NGIO. All caches generated with those settings on came out looking the same, default looking crab grass not matching my grass mod... of course this could all just be a quirk of seasonal landscapes too.
  12. Starting out with no grass cache generated, not playing on SE just using it for Grass Gen, the grass becomes ugly crab grass after those two settings in NGIO are applied, when you generate a cache with that you get ugly crab cache that carries over. I would imagine the same is true for playing on SE since the trouble begins with NGIO. It's not just the Step guide that asks for those settings, this other guide I read and linked to earlier that's intended for AE said the same thing.
  13. Right but it was when i sent that cache over to AE i would still have the exact same crabby grass that was in my SE game, which was being created by having those 2 settings in NGIO. you really don't want to set it to use cache if havent generated it yet correct? or am i missing something?
  14. the guide wants both of those things set to true, but if i do that i get sad blotchy grass everywhere
  15. It seems changing the settings , use cache and only load from cache to false fixed it
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