
bruhcubed
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Everything posted by bruhcubed
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I am aware that grass rendered in active cells is not affected by DynDOLOD, and also NGIO does function as it should and I'm using the correct config files. The issue is that when I make an upgrade to 1.6, in which I cannot use NGIO, the grass in active cells simply refuses to stop fading even with all of my settings in the inis being all correct with no other mods overwriting it. I have tried this multiple times (probably well over 10 times following STEP guides, your guides, others inis and grass caches etc.) and nothing I do fixes it except NGIO which I find strange. I am also aware that this really does not have much to do with LODs which is why I did not use this forum originally, but I was suggested by @z929669 to make a post here to try to see if your logs or yourself with knowledge on this topic would reveal something about a config issue. I understand if its not possible however and your mod DynDOLOD works perfectly as it should. If nothing can be done then, enjoy the rest of your day.
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How to FORCE bGrassFade=0
bruhcubed replied to bruhcubed's topic in General Skyrim SE Discussion & Support
I have regened the cache and it still does not work, I also have posted to the DynDOLOD forums. Thanks guys for your help, have some great holidays! -
Hi @sheson, I was told to ask you regarding a question I've been having about grass fade. You can read about everything so far from this forum post: STEP Topic Post. I have an issue where my grass fades before my LOD kicks in, and for some reason this issue only happens on Grass Cache Helper NG but not on NGIO. Here's a new image of my current testing setup where the issue still occurs: IMGUR Link The image is not from the exact same location but I think it should give enough of an idea what the issue exactly is. After discussing with others such as shizof, all of my configs should be 100% correct, but this fade issue keeps occurring. However, I was told to run a fresh grass cache and DynDOLOD generation and give you the logs as you are quite knowledgeable on these matters. Logs ZIP Download I also only ran the cache and DynDOLOD gen for only "Tamriel" and default, as I felt it unnecessary to generate for other things and it speeds up the process significantly. I think I've really tried everything, but I hope you can find something to help me out here as I do want to run Skyrim 1.6, not 1.5. Also if we do find this issue, I'd love to pass it on to shizof as I think he'd be glad to fix it or at least warn users how to fix it. Thanks again, and enjoy your holidays!
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How to FORCE bGrassFade=0
bruhcubed replied to bruhcubed's topic in General Skyrim SE Discussion & Support
This line of thought occurred to me as well, but I tried with CL and that did not seem to work either. I already talked about this in depth with Shizof and we were both stumped so I thought STEP might have the answer. One of the only things that I thought of is that it might be hardware based? But I have no idea where that would even begin. If it concerns you, I have an AMD 6750XT. But then why would NGIO work and not Grass Cache Helper? It's all very confusing. EDIT: Additionally, I have tried grass caches from the Nexus and even that did not work with Grass Cache Helper NG. -
How to FORCE bGrassFade=0
bruhcubed replied to bruhcubed's topic in General Skyrim SE Discussion & Support
So I followed this all to the T, ensuring that I deleted all of the files in both the "MyGames" folder and the Grass Test profile folder. I also set the ini paths to the Grass Test folder path after MO2 ended up grabbing a copy of the vanilla settings from the MyGames folder after the I ran it from the steam launcher. Then I imitated exactly every single setting in your link regarding BethINI. Unfortunately, the fade still exists between active cells and lod cells. I also made sure that no mods are providing conflicting ini settings. The only one is the Unofficial Skyrim Special Edition Patch, as I have disabled all other mods, and the ini settings there were not at all relevant. As for my NGIO settings, here they are in full below the spoiler. It has worldspaces relevant to mods but I think that should not affect anything. -
How to FORCE bGrassFade=0
bruhcubed replied to bruhcubed's topic in General Skyrim SE Discussion & Support
Here are my settings: Skyrim.ini [Grass] bAllowCreateGrass=1 bAllowLoadGrass=0 bDrawShaderGrass=1 bEnableGrassFade=0 fGrassFadeRange=14128 fGrassMaxStartFadeDistance=7000.0000 fGrassMinStartFadeDistance=0.0000 fGrassWindMagnitudeMax=65 fGrassWindMagnitudeMin=5 iGrassCellRadius=2 iMaxGrassTypesPerTexure=2 iMinGrassSize=35 SkyrimPrefs.ini [Grass] fGrassMaxStartFadeDistance=7000 fGrassMinStartFadeDistance=0 fGrassStartFadeDistance=6144 And here's an image I took a while ago just for context: Imgur Link. I had different settings before but I decided to copy yours. Still does the exact same thing. I also made a "grass test" profile in mo2 and I can confirm that there also no other mods loaded except the essentials to run seasons of skyrim, seasonal landscapes, grass cache helper ng and the grass cache. This has been utterly confounding so if you know anything, it would be greatly appreciated. Thanks in advance. Edit: Also, in regards to the high values, I made sure to double check what the grass fade value was in skyrim after I made the changes to the ini file. The issue persisted however, it outputted the new value of 14128. Unfortunately that ini change did not resolve it. -
How to FORCE bGrassFade=0
bruhcubed replied to bruhcubed's topic in General Skyrim SE Discussion & Support
After checking the ini files and comparing to both what is on file and what is displayed. I can confirm that the results are as expected. Here are the values. fGrassStartFadeDistance: 6144 fGrassFadeRange: 107983 iGrassCellRadius: 2 fTexturePctThreshold: 0 These values were the same across both NGIO and Grass Cache Helper NG, the problem still persists however. Thanks again for the help! -
How to FORCE bGrassFade=0
bruhcubed replied to bruhcubed's topic in General Skyrim SE Discussion & Support
Hey everybody thanks for the advice, First off, I absolutely used DynDOLOD mode 1. I made certain to do so in all the grass caches I made. I even used working grass caches from others on the nexus on a clean instance. I also use BethINI. I am very familiar with grass caching as this is my 4th go at it, and each time before its worked perfectly. I would like to try overriding this auto calculated value, but as a bit of warning I have tried disabling the values in the Grass Cache Helper NG file in favor of using proper settings from within BethINI, also following the advice for INI values from the STEP guide. Still even if I do that, I still get grass fade for some reason. The only thing I have not tried is the sufficient alpha mipmap threshold. However, I have tried two separate grass mods, both which work for other people. These being Seasonal Landscapes with Unfrozen, and Cathedral Landscapes Complex Grass. So unless both of these mods suffer from insufficient alpha mipmaps, I am fairly certain that this is unlikely. For now, I'll try to override the INI settings and report back with an edit to this post. Thanks again everybody. Edit: well, I tried overwriting the grass distance settings to 99999 in BethINI and I can confirm it does nothing. The grass still fades away right at the edge of the cells before the LOD kicks in. If only I could figure out why it works on NGIO and not on Grass Cache Helper. Oh also, I am using the latest version of DynDOLOD. Before it comes up as well, yes, my ini file location on BethINI is directed to the correct profile in MO2. -
So I'm using Grass Cache Helper NG, and that mod is great (Thanks Shizof). But when I use grass LODs (which also works great, thanks Sheson), there is a blatant gap between the LOD and the actual cell grass as a result of the grass fading prematurely. Normally, most users can just disable this and have grass load into all cells and this works for many people. But for me, my setup just straight REFUSES to disable grass fade. However, I've discovered that when running this setup on NGIO, there is no gap in the LOD? So NGIO somehow can disable it, but Grass Cache Helper, which does have a setting to disable grass fade(and yes this is correct in the settings ini for that mod) cannot seem to disable it. This is slightly frustrating because I have to downgrade to 1.5, not ideal. Literally the only thing keeping me from 1.6 is this issue of bGrassFade. I have scoured every single ini file, I even disable every mod, deleted and used the default for my ini settings. I've used BethINI, I've manually edited every single ini file that are even adjacent to being relevant to have this ini setting be 0. I've even disabled every single mod and had a setup with just grass and grass cache helper ng to see if there was another mod overwriting the setting. Nothing. For some god forsaken reason, only NGIO seems to disable this setting. Normally, I would be happy to just downgrade to 1.5, something I used to do in the past. But there are some critical mods (for me) which are 1.6 only now, so trying to fix this would be great not just for me, but for the other users that struggling with this under the Grass Cache Helper NG page. If anybody has any ideas, please let me know, I will be glad to test it. Edit: just to be more clear, I mean the bEnableGrassFade setting.
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Hello once again Sheson, I can confirm it was indeed the Seasonal Landscapes - Unfrozen file that was causing the issue. Upon redownloading and reinstalling it, it works with no problems. It's odd because the previous install was the latest version... I guess it must have corrupted somehow? I am unsure how that could have happened. But regardless thank you for solving a 2 week problem for me, only for it to be something as simple as a error in installation. Thanks again for your time and have a good week!
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Okay so I've checked the CRC32 for Unfrozen after reinstallation and it matches the value given to me. I have also checked for HITME errors, and none have been reported by xEdit. I'm going to run DynDOLOD now and report back if it has worked again.
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I am using the latest version with no modifications to the file. There was only one file overwriting it, which was Fixed Mesh Lighting - 3D Mountains Flowers patch. I will reinstall the Seasonal Landscapes - Unfrozen file again. I do wish to ask if there is any way to double check that this error won't happen again before I rerun DynDOLOD?
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Hello again, Thanks for the clarification. I've been combing the area with More Informative Console and have been taking screenshots of the issues. I think it's something to do with Seasonal Landscapes - Unfrozen? But I am completely unsure as to why the LODs for that mod would not be generated... I leave attached many files showing the effects of the disappearing LODs on some notable structures but its effect can be felt throughout the game world on things like rocks disappearing and reappearing into existence. Terrain works fine... Thanks again for your time. Forgot to post the object report, so here it is. https://ufile.io/w1cpiv4q
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Hi again Sheson, Unfortunately I tried your fix and it hasn't worked. Some things of note which may be obvious but I'll say it anyways: the duration of the DynDOLOD generation is very long, running a little over 6 hours. It may be normal because I have Seasons enabled and many worldspaces but I'd thought I would mention it anyways. Another thing is the memory usage consistently hits above 14gb of use throughout the process. Lastly, I monitored the VRAM usage as directed by you, and saw that it would rarely, if ever, break past 5% total VRAM usage. I was sat next to the computer doing work while it ran DynDOLOD and throughout the entire generation, it did not put my GPU under load it seems. Once again I have posted the logs at your request. But thank you for the help, it means a lot. Logs: https://ufile.io/f/r5wzp
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Hello again Sheson, Your help was greatly appreciated! Trees are working now that I pushed it to be Ultra and it's not hitting that tree limit. Once again though, the main issue being that pesky OpenGL error keeps showing up. I reran DynDOLOD with the changes in the ini file as directed by you but the error still showed up. I can post the log again if you wish. If it is pertinent to the issue, I have a GTX 1060 3gb with the latest Nvidia drivers. It might be futile but is there any other options available to me to see if the process will run through? Thanks again for your time!
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Hey there Sheson, I just want to preface this this by saying that I've been using DynDOLOD for years now and never came across any issues, and I've always managed to somehow figure out how to resolve my own issues through your excellent guides. So I just wanted to make a bit of an appreciation post really thanking you for your excellent mod as this is my first time here. It's probably one of the only reasons why I bother to continue playing Skyrim. Recently, I have become a bit more adept at modding Skyrim, so I wanted to challenge myself in doing something that I have always wanted to do, which is Seasonal Landscapes - Unfrozen with city mods, tree mods, and grass mods all operating in 1.6.640. I have used Grass Cache Fixes and somehow managed to get tree mods and grass mods working perfectly with multiple grass caches for seasonal swaps (somehow!). However, the issue I have has nothing to do with what I thought would be the difficult part (the grass and tree mods). It actually comes in the form of the really blatant Object LODs and on a minor note, city mod swapping. For some reasons, objects between seasons simply will not have any LODs generated for them. In the default season, they are all present, but in the SUM season (as an example) they all disappear. I have even disabled SeasonsCopy to no avail. As for the city mods, in between seasons, while the object LOD is at least present the LOD will not be updated (ie snow in summertime). I really have tried troubleshooting in every way possible and scoured the internet for an issue similar to this but I cannot seem to fix it. So I require the assistance of a modder much wiser and greater than me. I've dropped practically all the files zipped here for your perusal: https://ufile.io/f/bkn26 Thanks for your time, and thanks again just for doing what you do. You're awesome.