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Posted (edited)

I thought so, concerning the grass, see I didn't even notice it so much as at the first time I saw it, it just works.

 

I think I understand it, in short: the master plugin was in the wrong place (wrong dyndolod plugin) and so a record couldn't be copied/overwrite another to where it should go.

Anyway, you solved it and now it works.

 

I have another question, not a problem:

Do to the patches for the whiterun exterior, when I am looking outside the city (from the whiterun child world) there are the few buildings which are coming from these patches. Would it be possible to generate the grass, too? I'm asking, because if you looking more far way the rest of the LODs are loaded and also the grass is present...looks a bit weird in short distance that there is "nothing", here are some example screenshots to better show what I mean:

 

 

Nothing that needs a high priority or is absolutely necessary. I just wanted to ask. It hasn't to be all LODs, the grass would be enough to hide the rest.

To enable grass in the Worldspace, edit 0001A26F  and unset the No Grass flag on the DATA - Flags

 

Alpha 25 failed in DynDOLOD for Tools of Kagrenac. Logs are at 

https://drive.google.com/drive/folders/15TUvbd1E-kGyQFhpxoU5Kg4cG290xWzz?usp=sharing

 

Upload bugreport.txt too please.

Edited by sheson
Posted

To enable grass in the Worldspace, edit 0001A26F  and unset the No Grass flag on the DATA - Flags

Ah...so easy, haven't thought of this, thank you.

 

Posted

Do you guys get a few crashes when generating the grass precache with the No Grass in Objects mod?  I get a black screen right before what I assume to be finished, as on the next game restart it runs normally and the PrecacheGrass.txt file is gone.  I get slightly over 500MB in the Grass folder having vanilla grass with normal density.  I disabled all mods except the ones required plus the Unofficial Patch just to make sure the crashes are not caused by any mods.

Thanks

Posted

To enable grass in the Worldspace, edit 0001A26F  and unset the No Grass flag on the DATA - Flags

 

Could you explain where to edit such a thing?  I would also like to solve this problem.

 

Do you guys get a few crashes when generating the grass precache with the No Grass in Objects mod?  I get a black screen right before what I assume to be finished, as on the next game restart it runs normally and the PrecacheGrass.txt file is gone.  I get slightly over 500MB in the Grass folder having vanilla grass with normal density.  I disabled all mods except the ones required plus the Unofficial Patch just to make sure the crashes are not caused by any mods.

Thanks

No worries, this is also what mine does when it's finished.  If I open Task Manager and kill Skyrim.exe, I then get the message saying grass cache is finished.  If this doesn't exactly give you feelings of confidence about the process, then try running the grass precache process with Skyrim set to windowed mode.  I did this once, and discovered that the "black screen, hang" behavior I was seeing was actually Skyrim attempting to pop up a message about the grass cache being finished (but being unable to do so because it was fullscreened).

Posted (edited)

Could you explain where to edit such a thing?  I would also like to solve this problem.

 

I just uploaded DynDOLOD Resources SE 3.0 Alpha-7 which includes a new Whiterun Exterior Grass patch.

 

After installing the DynDOLOD output, the grass is active and No Grass in Object should typically just create the few missing cgid files. You can then move them from the MO2 Overwrite folder into your usual grass cache mod.

 

Since the Whiterun worldspace itself has no LOD, the grass cache cgid files for the Whiterun worldspace are not required for Grass LOD generation with DynDOLOD.

Edited by sheson
Posted (edited)

Since the Whiterun worldspace itself has no LOD

Ah, this just made me realize that in the above screenshots of Whiterun exterior not just the grass is missing, but objects and trees as well, correct?

 

Does this happen with the exterior of other cities as well?

 

No worries, this is also what mine does when it's finished.

Thank you :) 

Edited by ikonomov
Posted

Ah, this just made me realize that in the above screenshots of Whiterun exterior not just the grass is missing, but objects and trees as well, correct?

Child worldspaces replace the same cells of the parent worldspace with their own version. Bethesda did not place (m)any objects outside the walls into these cells for performance/memory reasons. Beyond the active cells, they use the LOD of the parent worldspace. Hence the parts just outside the wall look barren and worse than LOD. 

Posted

Child worldspaces replace the same cells of the parent worldspace with their own version. Bethesda did not place (m)any objects outside the walls into these cells for performance/memory reasons. Beyond the active cells, they use the LOD of the parent worldspace. Hence the parts just outside the wall look barren and worse than LOD. 

Ahh...  It's probably not so obvious in vanilla game, but with v3.0 the LODs just look so good it makes that line painfully obvious.  Open Cities would be the only solution then?

Posted

A quote from Open Cities:

"Due to the liberal use of occlusion planes in the mod, the game will not render anything on the opposite side of the city walls in any given location. So your viewing content will be limited to roughly what you'd see if you were in the closed city worldspaces."

 

I guess I've answered my own question.

Posted

Ahh...  It's probably not so obvious in vanilla game, but with v3.0 the LODs just look so good it makes that line painfully obvious.  Open Cities would be the only solution then?

Either that, or create a patch/mod that copies more or less every reference that is missing (or make the walls higher)

Posted (edited)

Sorry for the stupid question.  Just wondering what would happen if those occlusion planes were moved somewhere where they would be essentially disabled.  Would that allow things outside/inside to render correctly, or maybe result in a bugfest?

Edit: That was assuming using Open Cities

Edited by ikonomov

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