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Posted

Discussion topic:
No Grass in Objects by meh321, DwemerEngineer, and alandtse

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UPDATED to support the latest SkyrimSE runtime (and SkyrimVR support forthcoming). Not only is this mod necessary for generating LO-specific grass LOD, but it's also beneficial to performance without grass LOD if properly configured.

Prevents grass clipping through most objects.

Mod performs a raycast in-game from each position where grass is located and if it detects a collision with another object then it doesn't place grass at that point.

Needs .Net framework but that's already a requirement for MO2.

OCD sufferers rejoice!

  • 4 months later...
  • 5 months later...
  • 3 months later...
Posted
1 hour ago, NuroDragonfly said:

Im trying this out now, to see if including it in my modlist will affect my FPS - im running a full watercooled system and 2070 Super...

See our Grass LOD Guide for configuration tips with DynDOLOD. We have it set up nicely from fairly extensive testing. I assume you are still running Skyrim 1.5.97 ...

  • 2 months later...
  • 2 years later...
Posted

FINALLY. This mod has been updated thanks to DwemerEngineer. Consider giving DwemerEngineer some kudos on Nexus.

Rather than pregenerating grass, the Step 2.3. guide will include grass cache generation instructions similar to DynDOLOD instructions.

Tagged for testing

  • z929669 changed the title to No Grass in Objects (by meh321, DwemerEngineer, and alandtse)
Posted
1 hour ago, z929669 said:

FINALLY. This mod has been updated thanks to DwemerEngineer. Consider giving DwemerEngineer some kudos on Nexus.

Rather than pregenerating grass, the Step 2.3. guide will include grass cache generation instructions similar to DynDOLOD instructions.

Tagged for testing

Fantastic! Kudos given to him!

  • 1 month later...
  • 3 weeks later...
Posted

Version 1.1.0 released

Changelog

  • Fixed broken quests and crash with Extended Grass Distance and Only-load set to false. Strongly recommended to always use Extended Grass Distance with Only-load set to true.
  • Fixed Crashing with Raycasting when Cache is disabled.
  • Added option to disable freeze check during crashing for anyone that has an issue with false positives from the check. You will need to add the line Freeze-check-enabled = false.
  • Fixed missing log info regarding INI settings. Should help debug issues.
  • Like 1
  • 1 month later...
Posted

Do we actually need to keep the mod enabled after grass precaching is done? With the exception for those who want Extended-grass-distance, the grass generation cache already solved grass in objects per load order right?

Posted
Just now, trackho said:

Do we actually need to keep the mod enabled after grass precaching is done? With the exception for those who want Extended-grass-distance, the grass generation cache already solved grass in objects per load order right?

Keep NGIO active along with Grass Cache Helper NG at all times. They impact how grass is rendered during gameplay. NGIO isn't only for generating a grass cache.

  • 3 weeks later...
Posted

New beta up, but best to probably wait for full release.

Beta 3 - Improved fix for Cell loading issue with Extended Grass Distance. Possible fix for those only using raycast. Cleaned up crash management. Use Instead of main file.

Marked as beta, until I know if the fix works or not.

  • 4 weeks later...
Posted

New version

  • Version 14/1.1.5

    • This is the same as Beta 1.2.3b except for the edition of the Updating Option
    • Implemented a more reliable fix for infinite load screens when using Extended Grass Distance/Dyndolod Mode 2
    • Possible fix for infinite load screens when only using Raycasting
    • Completely Disable freeze check with the corresponding INI settings. Previous implementation was for debugging, but was not helpful.
    • Added new INI Setting Updating-Cache for convivence, more is under updating a cache

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