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MarcDwonn

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Everything posted by MarcDwonn

  1. Yeah, this is what caused 2 days of pain for me. The guide explicitly said NOT to enable the mod, and i followed it very closely. Regarding the Dyndolod error - mea culpa - i was already very tired and when i found the first part of the error message explained, i never assumed that the second part would be explained a way below that. But honestly, without the context of your forum reply it would not have helped me because i lack the technical knowledge. Anyway, thank you very much for the help! I managed to generate grass LOD, and currently fine tuning brightness etc. I'm still having issues at precaching (precacher says "done" after 2 minutes, or it says "done" and after game closes it auto-starts it to cache the same cells again...), but maybe i'll open another topic for that. Gonna first try with another grass mod, maybe it will cache with less issues.
  2. Much appreciated. I never knew that Grass Cache can be used for regular grass as well. Live and learn.
  3. Unfortunately Depths Of Skyrim is not the culprit. Still can't get the game to generate -47 38. Hope someone could help.
  4. I just tried generating the corrupt/missing cell in-game with the command cow tamriel -47 38. (changed the pre-cache setting in NGIO prior to this) I spawned in the water between the north coast and the vampire castle. Looked around, did a TCL and rised above the water, then quit. Still, in the freshly generated CGIDs there is no cell with the coordinates -47 38. Am i missing something here? [EDIT] Ha! Could this maybe related to Depths Of Skyrim? After all, there is no grass around Volkihar... I'm gonna try disabling the mod for the Grass PreCache.
  5. I'm was doing the Dyndolod generation, and it stopped with the error in image#1. "unknown grass data file format" But trying to find that GID file, i noticed that it's not there. See image#2. Am i looking for the wrong file?
  6. Now i'm a bit confused. I always thought that Grass Cache is only used for LOD with Dyndolod, at least with the settings provided here https://github.com/The-Animonculory/Modding-Resources/blob/main/Grass Lods.md and here https://stepmodifications.org/wiki/SkyrimSE:Grass_LOD_Guide#Step_5:_Precache_Grass Am i wrong here? Is Grass Cache used for regular grass as well? If yes, what settings should i apply to only use it for LOD with Dyndolod?
  7. I have a customised Wabbajack modlist (Nordic Souls), and created a downgraded MO2 profile for grass cache generation (v1.5.97), following this guide to the point (because i didn't know STEP has one as well): https://github.com/The-Animonculory/Modding-Resources/blob/main/Grass Lods.md My problem is that Grass Precache never finishes 100%. It says so, but it's never complete, and the PrecacheGrass.txt remains in the ROOT folder. Now, i could try to fix the underlying issue, if you guys provide some helping hand to a non-hardcore-modder. But i found a workaround that fixes the result (Grass Cache) more or less, and faster. There's a pre-generated Grass Cache for my exact grass combo available on Nexus - there was only 24 CGID files missing from my own cache (at least for Main+DLC). I have two questions: 1) Are these CGID files absolute references? Meaning that if i generate Tamrielx0004y-015.cgid, is it swappable for someone else's Tamrielx0004y-015.cgid, provided the person has roughly the same world mods as me? 2) How safe would it be to do that workaround? It basically completes my missing Tamriel world CGIDs. And we're talking about LOD here, some clipping will probably be unnoticeable. Or what am i missing here?
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