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NBBEAST

Ngio, trouble generating grass.

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Posted (edited)

Hey y'all. I've been trying desperately to get ngio to work. I successfully precache grass for all my mods (for some reason precaching grass for wyrmstooth crashes the precache program so I always have to disable that mod beforehand and then reenable it after grass and dyndolod generation), yet there's missing grass within markarth hold. As far as I can tell this is only within markarth hold (I also had to disable greater markarth expansion for precache as it always crashes the precache+ didn't generate dyndolod 3.0 with it as I figured it could screw something since I didn't generate grass for it, I re-enable greater markarth expansion after ngio and dyndolod 3.0 ).

There's an obvious cell within markarth outskirts (outside the city area leading to salvius farm) that's missing all the grass, as the grass stops in a perfect square. Everywhere else is ok in markarth, it's just this area in particular. I've disabled greater markarth expansion and loaded into the game, but this whole area is still missing grass. 

My ini settings for ngio is as such: 

Grassoverwritedistance=30000

Grassoverwritefaderange=30000

Extend grass count=true

Dyndolodgrassmode=2

Only load from cache=true

Usegrasscache=true

I have another issue in which when I do precache grass I just leave it in the overwrite folder and leave it to dyndolod 3.0 to pick up the grass files for lod and render. I don't place grass files in an empty mod as when I do, mo2 notifies me there's "no valid game data" and has a big red checkmark to indicate as such, so I always end up placing it back in the overwrite folder. Is this ok? 

I just want the endless field type of grass for all areas within the game. It's only within markarth outskirts this occurs (which has no grass whatsoever in area), everywhere else in the game it is for the most part endless grass. 

For dyndolod 3.0, I click grass lod (15,000+ files) and select dyndolod grass mode 2. Medium settings for dyndolod and generate. 

Plus I've noticed that sometimes grass will have have giant squares missing, however it usually always loads in 10 or so seconds later. I don't know if this is relevant to issue in markarth, but figured I'd throw it out there. 

Thank you for reading lol! It's a whole damn essay, but really wanted to explain everything. 

 

 

Edited by NBBEAST
Had to add more information again.

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If Wyrmstooth was crashing during grass cache generation, it is going to crash when you visit there. You need to fix the crash issue before generating grass cache, not disable creating grass for the worldspace. I have successfully created grass cache for Wyrmstooth, so there must be something wrong in your setup if you crashed there. Use the crash log generated from .NET Script Framework to determine what is causing the crash, fix the issue, and regenerate.

Any time you find a cell missing grass like you describe, it is because grass cache was not successfully created for the cell. To fix, set OnlyLoadFromCache=False and load the area with the missing grass. NGIO will then generate the missing grass cache file. You can set OnlyLoadFromCache=True again afterwards.

Storing your grass cache in Overwrite is not best modding practice. It is recommended to right-click --> Create Mod as you described. To remove the big red checkmark, right-click the mod and select Ignore Missing Data.

A lot of information can be found by looking at our Grass LOD Guide.

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Thank you for the response! I was actually using that guide like 2 hours ago, it's extremely helpful! I'm pretty positive I wasn't generating grass lod due to the fact I never selected the grass lod option in tex gen. I selected that's and ran dyndolod on grass lod mode 1, with dyndolod ngio ini=1. Grass lod is way way better than it was before and I have much better performance. Now I just need to tweak density settings to find a good middle ground. I think a density setting of 80 in dyndolod settings would work well. 

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Hey so I'm just curious, does changing the distance of grass fade within bethini affect the grass distance settings for grass that's already been precached and loaded within the gameworld? I lowered the grass fade distance in bethini for the sake of looking at all avenues to improve performance. I'm just curious if I need to bounce it back up to the max, or if it even matters at all once I precache the grass and generate grass lod? 

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As long as you are using NGIO to set grass distance successfully, game ini settings for grass distance should be overridden. 

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4 hours ago, DoubleYou said:

As long as you are using NGIO to set grass distance successfully, game ini settings for grass distance should be overridden. 

I think he is asking if changing grass distance settings impact grass when it's precached.

5 hours ago, NBBEAST said:

Hey so I'm just curious, does changing the distance of grass fade within bethini affect the grass distance settings for grass that's already been precached and loaded within the gameworld? I lowered the grass fade distance in bethini for the sake of looking at all avenues to improve performance. I'm just curious if I need to bounce it back up to the max, or if it even matters at all once I precache the grass and generate grass lod? 

Precached grass just means that the game does not need to dynamically load it from the vanilla BSA on demand. The precached grass files are 'static' for the landscape, so changing the Game INI grass settings will affect the visuals in game either way (only if the corresponding NGIO settings are not set to override the game settings. If so, then change them here, as DY mentions).

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Posted (edited)

Awesome thank you for the response. I understand that facet now. However I've ran into an issue involving the actual grass cache generation. So I downloaded tamrielic grass and wanted to precache the grass. I got about 57% done for the final world (tamriel, 95 out of 95), and it would constantly crash. This has happened before with wyrmstooth for my game.

So I figured if I disable wyrmstooth it'd resume precaching. This did not work, and it kept crashing. So then I deleted the grass files generated within precache and closed out of mod organizer 2 in the hopes of restarting the grass precache process. But then I ran grass precache again and eventually crashed due to ngio resuming my previous cache, it gave me the option to terminate precache process. I selected this and then began precaching again. However this is where it gets funky.

Whenever I hit the precache tool button, it would go back into game and resume precaching at world 95 of 95, 57% and then duly crash after a few seconds. This kept happening so eventually I restarted laptop. Now finally I went back into mo2 and made sure any grass files within overwrite were deleted and restarted precache process. But now it just doesn't work at all?

The precaching will never start, it doesn't matter if I select new game, load into one, etc. Then when I exit Skyrim, it restarts the precache process and tells me Application needs to run to completion for desired output. So I terminate the process and start again. Same thing keeps happening no matter what. I enabled game within borderless, windowed mode and still nothing ever happens but when I leave game, mo2 boots it back up to resume precaching. Precaching grass for me also takes forever, as in 7 hours until I got to world 96 of 96. I don't know if this has anything to do with it. Do I need to reinstall the game? I reinstalled no grass in objects main file and still no luck. 

Edit: Within mo2 log it states: "QNetworkDiskCache: couldn't remove the cache file D:/Mods/MO2/we cache/data8/4/23rjofsd.d" 

I am also running latest Skyrim SE skse and have se version 1.5.9.7. 

In netscript framework crash, it looks like some of the mods relevant to it might of been  better stealing, sse display tweaks, bug fixes or no grass in objects. 

Edited by NBBEAST
Grammer and punctuation.

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The only thing relevant that will help you figure out what is causing the game-breaking crash is the .NET Script Framework crash log. Grass caching isn't the problem when the game repeatedly crashes on the same cell, your setup is. Please attach the logs and ask for help if you can't figure out the cause of the issue from it. Never disable worldspaces to "fix" the grass cache process. 

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This is all very confusing.

To reset the precaching process and prevent it from starting again, delete the file named PrecacheGrass.txt in the game folder (that is the folder containing SkyrimSE.exe). This file must not exist for normal game operation. Its presence instructs NGIO to run in precaching mode, and it's used to store the precaching progress state so it can be resumed where it left off in case of crash. NGIO automatically removes it when precaching is completed, i.e. all specified worldspaces are 100% processed.

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Posted (edited)

Thanks for the response. Both of y'all.

So I keep running into various issues that just keep sprouting up out of nowhere. I eventually got my grass precache files successfully generated. The net script framework crash log highlighted better stealing, bug fixes, and sse display tweaks as related to the crash. So I disabled those and wyrmstooth then started over. I understand disabling wyrmstooth doesn't fix the issue and wyrmstooth won't have any grass so I just uninstalled it, (trying to figure out the issue with wyrmstooth is just too big of a headache for my massive modlist). 

Anyway after doing this, the grass precache successfully finished after about 7 hours. 

So I then did xlodgen for terrain. Then I disabled the xlod sse terrain tamriel plugin once it was finished. After this I did texgen and made sure the grass texture option was checked as well. Texgen worked without a hitch. 

Now whenever I generate dyndolod, I get a message about 30 mins in that says " failed to generate lod for tamriel". Within the file "Lodgen_sse_tamriel_log" it states "error processing grass data tamrielx-017y-037.cgid unable to read beyond the end of the stream. System.IO.EndOfStreamException"

Code 655. 

Edit: I did re-enable sse display tweaks, bug fixes and better stealing after precaching grass (so it was active for texgen and dyndolod generation). Also I don't think those mods were having any conflicts anyway as the precacher would always work with those mods active anyway. I'm pretty positive it was a just conflict with wyrmstooth and some other mod messing up the precache. 

 

 

Edited by NBBEAST

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I can't seem to edit my post anymore, but I figured I'd add the fact that before I precached grass, within the ngio config I also added these exceptions to skippregernateworldspaces:"DLC2ApocryphaWorld;DLC01Boneyard;WindhelmPitWorldspace;DLC1ForebearsHoldout;DLC1VampireCastleCourtyard;WhiterunWorld;CWSiegeTestWorld;TestDLC1PlantWorld;TestMeganWorld;TestSnow;JaphetsFollyWorld;FXLightWorldSpace;KarthspireRedoubtWorld;FallowstoneCaveWorldStart;LabyrinthianWorld03;ShadowgreenCavernWorld;CWTestHold;3DNPCGabaniasWorld;SnowThroatWorld;TOKMountainPassWorld;zAoMVigilantWorld;zAoMWitchWorld;zCHColosseumWorld;zCHWasteland;zCHWhaleGraceyardWorld;zCOCursedWorld". I did this following lively dismays guide in the hopes of speeding the process up without having to use the xedit method. https://github.com/LivelyDismay/Learn-To-Mod/blob/c176a650828eeb0394c007995d024a3e7eae1227/lessons/DynDOLOD 3.0 and Grass Cache.md

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1 hour ago, NBBEAST said:

Now whenever I generate dyndolod, I get a message about 30 mins in that says " failed to generate lod for tamriel". Within the file "Lodgen_sse_tamriel_log" it states "error processing grass data tamrielx-017y-037.cgid unable to read beyond the end of the stream. System.IO.EndOfStreamException"

This is caused by a bad grass cache file at tamriel -17 -37. Delete the corresponding cgid file as indicated, set OnlyLoadFromCache=False in NGIO config, open game and in console type cow tamriel -17 -37. This will drop you in that cell, and NGIO will create the grass cache file. Exit and you should now be okay for DynDOLOD.

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Thank you for the response! Seriously I really appreciate it. So I did that, and in game when I loaded it up it gave me a warning stating that I should have that and use grass cache=true. Should I make that false too? As when I started a new game, it froze on me. 

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Posted (edited)

NVM my laptop was just running out of memory and freaking out. Thank you so much! I just loaded in to that area (it was all the way at the edge of the map high up in the mountains lol). I'm going to try Regen texgen and dyndolod now. Once again thank you. 

On a side note, would you recommend hd trees for the ultra trees option within dyndolod 3.0? I want to do it as I get sick of tree pop in, but don't know if it causes performance to suffer. Is there a noticeable difference between that and just regular ultra trees option? Do I need to disable tree lod if I choose enable hd tree billboards within texgen? 

Edited by NBBEAST

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Posted (edited)

So my dyndolod failed and said "the process cannot access the file because it is being used by another process".  This had to do with a moss texture from beyond Reach while processing anima. It says specifically, [D:\Mods\Dyndolod\dyndolod_output\textures\landscape\reachmoss01noalpha.dds] while processing arnima.esm [REFR:0A09B400] (placed Rockcliff06arnimamoss [STAT:0A27AA18] in GRUP cell Temporar children of [CELL:0A05FD30] (in ArnimaVoid "Scuttling Void" [WRLD:0A05E764] at -4,-2)). 

Edit: I think it's because I chose to generate ultra tree lod for beyond Reach but I don't have the specific billboards needed for it? 

 

Edited by NBBEAST

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