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another weird grass cache problem, generating works okay but no grass is cached


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Posted (edited)

ongoing grass cache issues again. thanks for the help so far!

I've got the grass cache generation apparently working - it takes about 25 minutes to complete, and if I open the console I can watch it progress through the 38 worlds it generates for

when it's finished the game crashes (of course) and the files are in MO2 overwrite folder, over 2000 CGID files so it looks good, so I save that as a new mod. all good

however there are two problems

first, the cache is really small. most reports online suggest it should be several GB, mine is only about 200MB. so it's not zero, but it doesn't seem anything like as big as it should be

second, absolutely no grass appears in game if I try to use it. I don't know if this is because the cache has little/no grass in it, which is why I can't see any, or if it's because there's something wrong with loading it

I'm using Veydosebrom with the "dense" preset, and I've found that when enabling NGIO I need to enable "super dense" mode in NGIO ini to maintain the same amount of grass visible in the game, as when the mod is disabled. so that's enabled. for some reason, all areas of grass just get a little depleted when it's enabled and super dense mode seems to fix it

here's a screenshot of a test play using the settings I'm building the grass cache from (so most mods disabled except for grass/landscape mods and relevant patches, resolution down to 1200x720, etc) with NGIO enabled, but the settings "UseGrassCache = false" and "OnlyLoadFromCache = false", so that I can play the game and see how it should look. as you can see, plenty of grass

?imw=5000&imh=5000&ima=fit&impolicy=Lett

I then set both of those settings to "true" and build the cache, which as I said takes about 25 minutes and ends up with a cache of about 2000 files adding up to about 200MB of data

I then enable the cache and enable Grass Cache Helper NG and get absolutely no grass. nothing. completely barren. I've tried this with and without NGIO enabled and it's the same either way. I do not have Seasons of Skyrim, which the Grass Cache Helper NG page suggests can cause this, so it can't be that

?imw=5000&imh=5000&ima=fit&impolicy=Lett

I've built the cache 4 times over now, trying a few different things, and it's coming out the same size every time. I've pasted below a few ini files that are relevant (I'm using Bethini ultra preset but with the shadow res turned down). I feel like it's the cache that's at fault, as 200MB seems way smaller than any of the reported cache sizes I've seen online (just seen one that says 1.8GB for example), but I can't be certain that it's not just failing to read the cache

if anyone has any idea what's gone wrong, I'd love some assistance

cheers

 

skyrim.ini :

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skyrimprefs.ini :

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NGIO GrassControl.config.txt :

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GrassCacheHelperNG.ini :

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Edited by Statick

10 answers to this question

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Posted (edited)

okay I'm getting somewhere

I'm using rootbuilder - turns out this causes problems here unless you add precachegrass.txt to its exclusions

since doing that, the game still crashes instantly when I start to generate grass with mods enabled, but then MO2 restarts it and it continues from where it was. it seems that previously it was starting from scratch every time because rootbuilder was interfering with this file, so it would crash right at the start and then MO2 would just say "grass cache finished successfully" and that would be it. so it just appeared to be getting nowhere at all. it's actually progressing now

 

 

Edited by Statick
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Posted (edited)

actually one thing I've just noticed is there's no files whatsoever in my cache that begin with the word "tamriel"

there's 2000 files there and I can see files for all the different worlds listed in "OnlyPregenerateWorldSpaces", except for Tamriel.

that's bad isn't it

Edited by Statick
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Posted

right I've changed my OnlyPregenerateWorldSpaces so it only generates for Tamriel, to assist debugging

if I turn off every mod then it will generate the Tamriel world

turning the few mods I'm using back on one by one, and it seems that if I enable any mod that modifies the terrain then it's instant crash as soon as cache building begins. so that's cutting room floor, landscape fixes for grass mods, landscape and water fixes, and northern roads. any of these enabled and it's instant crash, but without any of these then it works. of course if I generate the cache without these and then use it, the grass will be cached to the wrong terrain unless I remove those mods permanently...

 

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Posted

Grass Cache Helper NG should be enabled when you are building the cache and after. It's always enabled.

Also, you should enable all of your mods when building the cache; although, some will be different runtime versions (e.g., Address Lib, SKSE, SSE Engine Fixes, etc.).

Are you following the instructions in the Grass LOD Guide?

EDIT: From the GCHNG Nexus page ...

Usage

For generating precache:
- Install Grass Cache Helper NG in your 1.5.97 MO2 installation. It will detect that you are generating precache and set game ini settings automatically.
- Generate *.cgid files (and .SPR|SUM|AUT|WIN.cgid files if you want to use it with Seasons of Skyrim) normally with "No Grass In Objects". Make sure you use DynDOLODGrassMode=1. Refer to Step Grass LOD Guide which now uses this mod.



For using precache:
-
Install Grass Cache Helper NG in your regular mod list. It will detect that you are not generating precache and set game ini settings automatically.
- Copy your grass precache (*.cgid files) to the mod list as well. Always leave it enabled, because they will be used. Make sure your grass precache files are in "Data\Grass\" folder. In MO2, this would require them to be in a "Grass" folder inside the mod folder. (ACTIVATE THIS MOD)
- (OPTIONAL) Generate Grass LOD with DynDOLOD. You don't have to rename precache files and you don't have to change DynDOLOD GrassGID setting to gid, leave it as GrassGID=cgid which is the default.
- If you are on game version 1.5.x, disable NGIO in your mod list for normal play, otherwise it would overwrite the hooks of this mod.
- No setting changes required. When you are ready, open the game and you'll be using grass precache instead of creating the grass on the fly. Everything else is done automatically.

 

PS: Always test with a new game.

  • 0
Posted

Are you or are you not using the MO2 plugin for caching grass? If not, that is your issue. Tamriel always crashes during grass generation. Simply relaunch the game to continue precaching. There will be a error message box stating Grass Generation Finished Successfully when it has fully completed.

  • 0
Posted (edited)
  On 1/9/2024 at 5:11 AM, DoubleYou said:

Are you or are you not using the MO2 plugin for caching grass? If not, that is your issue. Tamriel always crashes during grass generation. Simply relaunch the game to continue precaching. There will be a error message box stating Grass Generation Finished Successfully when it has fully completed.

Expand  

I am yes, and if I enable any of the terrain-editing mods (landscape fixes, northern roads, etc) then the game loads up but then exits immediately, before any grass generation happens, and the pop up says "grass generation finished successfully". if I disable those mods then the grass generation works

Edited by Statick
  • 0
Posted
  On 1/9/2024 at 2:52 AM, z929669 said:

Grass Cache Helper NG should be enabled when you are building the cache and after. It's always enabled.

Also, you should enable all of your mods when building the cache; although, some will be different runtime versions (e.g., Address Lib, SKSE, SSE Engine Fixes, etc.).

Are you following the instructions in the Grass LOD Guide?

EDIT: From the GCHNG Nexus page ...

Usage

For generating precache:
- Install Grass Cache Helper NG in your 1.5.97 MO2 installation. It will detect that you are generating precache and set game ini settings automatically.
- Generate *.cgid files (and .SPR|SUM|AUT|WIN.cgid files if you want to use it with Seasons of Skyrim) normally with "No Grass In Objects". Make sure you use DynDOLODGrassMode=1. Refer to Step Grass LOD Guide which now uses this mod.



For using precache:
-
Install Grass Cache Helper NG in your regular mod list. It will detect that you are not generating precache and set game ini settings automatically.
- Copy your grass precache (*.cgid files) to the mod list as well. Always leave it enabled, because they will be used. Make sure your grass precache files are in "Data\Grass\" folder. In MO2, this would require them to be in a "Grass" folder inside the mod folder. (ACTIVATE THIS MOD)
- (OPTIONAL) Generate Grass LOD with DynDOLOD. You don't have to rename precache files and you don't have to change DynDOLOD GrassGID setting to gid, leave it as GrassGID=cgid which is the default.
- If you are on game version 1.5.x, disable NGIO in your mod list for normal play, otherwise it would overwrite the hooks of this mod.
- No setting changes required. When you are ready, open the game and you'll be using grass precache instead of creating the grass on the fly. Everything else is done automatically.

 

PS: Always test with a new game.

Expand  

 

ah yes I am using grass cache helper NG during generation as well, but I have tried disabling that and changing settings manually so I could be certain what was going on. I have the base set of mods (skse, address library, etc) all running and initially I had all my mods enabled, but I've since disabled anything that doesn't affect grass or terrain to try to track down what's causing the problems, and then started disabling those as well to try and figure it out. so far, it seems that if I enable any mods that include terrain edits (landscape fixes for grass mods, northern roads, etc) then Tamriel generation exits immediately, but if I disable those mods then it works. ideally I want to generate grass with those enabled though!

 

  • 0
Posted (edited)

managed to enable all my mods and it's working fine, the only one I've had a problem with is "northern roads - floating plants fix.esp" from NR patches compendium. for some reason with this enabled, the grass generation starts but then ends a couple of seconds later with a popup saying it's finished successfully. not sure if this patch affects the grass or not but happy to leave it disabled for now and see what happens, everything else is enabled and working fine

 

Edited by Statick
  • 0
Posted

okay next problem lol

it pops up "completed successfully" (this popup comes from skyrim not from MO2)

but I can see in the skyrim window that Tamriel only reached 71%

is this sort of thing normal? am I going to be missing loads of grass if it hasn't reached 100%?

  • 0
Posted

It is normal for Tamriel to finish around 71.

  On 1/9/2024 at 8:56 PM, Statick said:

okay next problem lol

it pops up "completed successfully" (this popup comes from skyrim not from MO2)

but I can see in the skyrim window that Tamriel only reached 71%

is this sort of thing normal? am I going to be missing loads of grass if it hasn't reached 100%?

Expand  

 

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