Jump to content
Sign in to follow this  

Adding a mod and grass problems

Recommended Posts

Please forgive if this is in the wrong forum...


I've tried to add Elysium Estate to my STEP AE install, but even after running xLODGen and DynDOLOD, the grass around the house seems to conform to the unmodded terrain, and is thus floating around the house, since the terrain was lowered.  Is this the grass cache needing to be regenerated, and, if so, is there a guide on how to do this correctly?  Thanks in advance.





Share this post

Link to post
Share on other sites

Easiest solution will be to hide the Step Patch - Conflict Resolution.ini file. Step bundles pregenerated grass cache that is loaded via the vanilla game mechanism so that NGIO is effectively used on AE, since NGIO doesn't work on AE. This will cause issues if you add mods such as this on top of it. Hiding the ini file will allow the game to use normal grass creation method within loaded cells. You still will be able to see grass LOD from DynDOLOD. You simply won't have the benefit of grass not loading through objects or the performance improvement of the grass scale tweak.

Generation of grass cache for AE is a difficult process that requires you to temporarily downgrade the game just for grass cache generation. I understand the process very well, and it still takes me about 5 tries before I remember to set everything up correctly for a successful generation, so I don't recommend the process for anyone other than expert modders.

Share this post

Link to post
Share on other sites

Thank you for the reply.  I just wanted to make sure of the cause of the problem before I tried solving it on my own.





Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Similar Content

    • By Badfrog88
      Following a clean re-install of Skyrim AE, I've been reinstalling the Step Guide and had intended to include everything. Because of this I have installed the ENB options in all the steps prior to Post Processing. Now I'm not so sure I want to install/run an ENB with this build. Is it safe to jump to Step 05 or do I need to remove and reinstall the mods with the Post Processing (blue) flag? I am getting between 91-115 FPS in Riften with my new 144 Hz monitor.
    • By MegaDan32
      Hi! I have been trying to mod my Skyrim game for a couple of days now and I have been meticulosly following the STEP Skyrim Special Editio Guidelines and I have finally arrived to step 6.24.2. I already finished sorting the plugins with LOOT and already finished the standar cleaning procedures. Now I have to proceed with the performance benchmark which requires to launch the game for the first time after downloading and installing all the mods. Now here is the problem: When launching Skyrim, it will open, it shows the logo and a little loading animation on the bottom right, and it closes itself after a couple of seconds -No error pop ups or anything. I am pretty new when it comes to modding and I have no idea of what could be causing this problem, and I would love to fix this instead of uninstalling everything and retrying in a couple of months.
      Thank a lot beforehand!
    • By Mousetick
      Discussion topic:
      I'm Walkin' Here by Fudgyduff
      Wiki Link
      SKSE plugin with customizable JSON configuration.
      QOL: Disables collision between player and NPCs so that they don't push the player or block narrow passages.
      The description on the Nexus mod page is very short and rather vague:
      What this does exactly is disabling collision so the NPCs are no longer solid: they can walk through the player and vice-versa. They'll still get in your face while you're in a conversation, or clump together stuck in passageways. So it's not perfect, but it's much better than vanilla.
      The following NPCs and situations are addressed:
      Disables collision while the player is in dialogue. Disables collision between the player and their allies. Disables collision between the player and their summons. Disables collision between the player and their allies' summons. Each of the above can be turned on or off via configuration settings (all ON by default).
  • Recently Browsing   0 members

    No registered users viewing this page.

  • Create New...

Important Information

By using this site, you agree to our Terms of Use.