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Worldspaces with Grass SSEEdit Script for No Grass In Objects (by DoubleYou)


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Worldspaces with Grass SSEEdit Script for No Grass In Objects by DoubleYou
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Description

This is an SSEEdit script that can be used to populate the "OnlyPregenerateWorldSpaces" setting for No Grass In Objects. This increases the speed of precaching grass by eliminating worldspaces that do not have grass in them.

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Installation

Extract the "List grass in worldspaces.pas" file to your SSEEdit installation's "Edit Scripts" folder.

Usage

  1. Open SSEEdit and load all your plugins.
  2. Once the "Background Loader: Finished" message appears, right click anywhere in the left pane and select "Apply Script...."
  3. In the window that appears, in the Script dropdown, select List worldspaces with grass and click OK.
  4. Wait for it to finish processing. This may take a minute or two, depending on how many mods you have.
  5. When the Worldspaces with grass window appears, right-click the highlighted text and select "Copy".
  6. Click OK and exit SSEEdit.
  7. Open GrassControl.config.txt from NGIO (it's under Text Files in the mod information window in Mod Organizer) and paste the contents between the quotation marks of the OnlyPregenerateWorldSpaces setting.
  8. Save GrassControl.config.txt

Precaching grass will now only look at the worldspaces specified in OnlyPregenerateWorldSpaces, so it will take less time to finish.

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Uninstallation

Delete the "List grass in worldspaces.pas" file from your SSEEdit installation's "Edit Scripts" folder.


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  • 1 month later...

I think this mod may be better classified as a 'Utility' rather than an 'Extender':

Flowchart questions:

Extenders

Question: Does the mod expand on the inherent functionality of the game or another mod without itself affecting content?

Answer: No? --> it expands no functionality of the game or a mod. It allows NGIO to more efficiently gen the grass cache is all.

Utilities

Question: Does the mod generate load-order-specific output that will itself be used as a mod or a game/mod resource?

Answer: Yes --> it does generate load-order-specific output that is used as a resource for NGIO (added to config file as text 'resource' rather than as assets 'resource)

... it also feels like a Utility in that it is an xEdit script that the user runs to generate output that is manually inserted for NGIO to use. It only needs to be run when load order changes (like FNIS, Nemesis, DynDOLOD, and xLODGen).

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Uploaded new version 1.1

  • Bugfix: Fixed an issue where if a child worldspace was inheriting land data from a parent worldspace containing grass, it might not be added to the list.
  • Cleanup: Removed manual tweaks to the list that added/removed known worldspaces affected by the above bug.
  • Cleanup: Also removed manual tweaks that would delete DLC2ApocryphaWorld, DLC01Boneyard, and WindhelmPitWorldspace from the list. These are already included within SkipPregenerateWorldSpaces in default NGIO config and do not need to be removed from OnlyPregenerateWorldSpaces in order to be successfully skipped.

These changes do not really impact previous users, except perhaps in the rare case that a mod adds a worldspace matching the criteria of the bug mentioned (only one I saw that might be affected is Beyond Reach). This change also makes the script valid for use with other games, albeit there is no current use for this information for other games.

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  • 4 months later...

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