DoubleYou Posted September 5, 2021 Posted September 5, 2021 Discussion topic: Worldspaces with Grass SSEEdit Script for No Grass In Objects by DoubleYou Wiki Link 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. Installation Extract the "List grass in worldspaces.pas" file to your SSEEdit installation's "Edit Scripts" folder. Usage Open SSEEdit and load all your plugins. Once the "Background Loader: Finished" message appears, right click anywhere in the left pane and select "Apply Script...." In the window that appears, in the Script dropdown, select List worldspaces with grass and click OK. Wait for it to finish processing. This may take a minute or two, depending on how many mods you have. When the Worldspaces with grass window appears, right-click the highlighted text and select "Copy". Click OK and exit SSEEdit. 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. Save GrassControl.config.txt Precaching grass will now only look at the worldspaces specified in OnlyPregenerateWorldSpaces, so it will take less time to finish. Uninstallation Delete the "List grass in worldspaces.pas" file from your SSEEdit installation's "Edit Scripts" folder.
z929669 Posted September 10, 2021 Posted September 10, 2021 Yeah, I guess I would have named it "Grass xEdit Script - NGIO" @DoubleYou did you get a hold of meh? I see he is active on that Discord sheson linked.
DoubleYou Posted September 10, 2021 Author Posted September 10, 2021 Not yet. Long name is for SEO. Not trying to make it a brand, just make it easy to be found in search results. If I used "Grass xEdit Script - NGIO" , very few people would find it.
z929669 Posted September 13, 2021 Posted September 13, 2021 I tested this, and it works great. @DoubleYou I haven't looked yet, but does meh incorporate this into NGIO now? If not, please mark 'accepted', since we will be using it in 2.0.0 if you agree.
DoubleYou Posted September 13, 2021 Author Posted September 13, 2021 It is not incorporated. Marked as accepted.
z929669 Posted October 18, 2021 Posted October 18, 2021 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).
DoubleYou Posted October 18, 2021 Author Posted October 18, 2021 I thought I had put this in Utilities.
z929669 Posted October 18, 2021 Posted October 18, 2021 On 10/18/2021 at 3:57 PM, DoubleYou said: I thought I had put this in Utilities. Expand Thanks for confirming. I will move it
DoubleYou Posted October 20, 2021 Author Posted October 20, 2021 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.
TechAngel85 Posted March 4, 2022 Posted March 4, 2022 Was accepted for the v2.0 Guide, but since NGIO was removed, this one no longer applies. Since v2 has yet to release, I've simply removed the accepted tag.
DoubleYou Posted June 23, 2024 Author Posted June 23, 2024 Version 2.0 Complete rewrite that significantly improves the speed of the script. What took minutes before now takes seconds.
mooit Posted June 24, 2024 Posted June 24, 2024 Hi, I'm using SE 1.6.640.0 NGIO 1.0.16f and Worldspaces with Grass SSEEdit Script for No Grass In Objects 2.0 In Worldspaces with Grass SSEEdit 1.1 I had these 6 additonal Worldspace that no longer appear in 2.0. DLC1VampireCastleCourtyard LabyrinthianWorld LabyrinthianWorld03 SouthfringeWorld TestSnow WhiterunWorld Forgive my ignorance here, but I didn't see any changes that these worldspace should no longer be appearing? THANKS
DoubleYou Posted June 24, 2024 Author Posted June 24, 2024 If a world has the No Grass flag, it will be removed from the list.
mooit Posted June 26, 2024 Posted June 26, 2024 On 6/24/2024 at 9:02 AM, DoubleYou said: If a world has the No Grass flag, it will be removed from the list. Expand Hi DoubleYou, Sorry if I'm not explaining myself very well. I understand if a world has the No Grass Flag it will be removed. What I am confused over, is did this 'No Grass Flag' change for these areas in the latest updates, because they were suppose to be removed at some point, and now they have been? As long as the mods have been around, these have exsisted. So this is quite a number of years, and now gone, that's really the confusion. Why around for so many years and now gone? Am I making sense now? THANKS
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