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Hello,

I followed Step 2.3 and got a stable, great working build. Then I started adding some non-Step mods and testing as I went. So far so good. However, I have noticed one problem with all my mods adding new worldspaces/exteriors. They have no grass, except for the occasional hand-placed grass along the road. This seems to be the case for mods like Beyond Reach, Falskaar, Beyond Skyrim, Wyrmstooth, etc.

I should add that grass is appearing correctly (LOD and local cell) in official content areas, such as Skyrim itself, Solstheim, etc.

I don't think the problem is my LOD, but rather with grass cache, because it's not just missing in adjacent cells, it's missing in my current cell. If I search my grass cache output folder in the custom "SKSE Output mod", I can't find any cell references/names related to these new worldspaces. I did run grass cache after installing these "new lands" mods and any relevant compatibility patches I could find.

Is there a way to tell MO2 to cache grass for these regions? Or am I missing something else?

I know this isn't really a STEP problem, but these forums seem active with good advice, so I'd appreciate any help! Thanks in advance!

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5 hours ago, nikwriter said:

Hello,

I followed Step 2.3 and got a stable, great working build. Then I started adding some non-Step mods and testing as I went. So far so good. However, I have noticed one problem with all my mods adding new worldspaces/exteriors. They have no grass, except for the occasional hand-placed grass along the road. This seems to be the case for mods like Beyond Reach, Falskaar, Beyond Skyrim, Wyrmstooth, etc.

I should add that grass is appearing correctly (LOD and local cell) in official content areas, such as Skyrim itself, Solstheim, etc.

I don't think the problem is my LOD, but rather with grass cache, because it's not just missing in adjacent cells, it's missing in my current cell. If I search my grass cache output folder in the custom "SKSE Output mod", I can't find any cell references/names related to these new worldspaces. I did run grass cache after installing these "new lands" mods and any relevant compatibility patches I could find.

Is there a way to tell MO2 to cache grass for these regions? Or am I missing something else?

I know this isn't really a STEP problem, but these forums seem active with good advice, so I'd appreciate any help! Thanks in advance!

Most of the staff here don't mess with new lands, so we can't speak from experience, but I'd say it's related to your grass mods not impacting the new lands (no corresponding GRASS records for these locations). Ask on the DynDOLOD support forum (provide the logs requested if you want to save yourself some time).

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24 minutes ago, z929669 said:

I'd say it's related to your grass mods not impacting the new lands

Thanks for the response and advice - you're spot on. I'm 90% sure (though DynDOLOD is still running) that it was due to setting the NGIO "worldspace" list during the Step guide and I didn't think to adjust after adding new worldspaces. It was actually a post on here that led me toward a solution. Huge shout out to Mousetick in the linked post below. Thought I'd link here in case anyone else as inexperienced as I follows Step and then tries adding something like Beyond Skyrim.

 

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9 minutes ago, nikwriter said:

Thanks for the response and advice - you're spot on. I'm 90% sure (though DynDOLOD is still running) that it was due to setting the NGIO "worldspace" list during the Step guide and I didn't think to adjust after adding new worldspaces. It was actually a post on here that led me toward a solution. Huge shout out to Mousetick in the linked post below. Thought I'd link here in case anyone else as inexperienced as I follows Step and then tries adding something like Beyond Skyrim.

 

Ahh, so the worldspaces must be added by ID. I was actually wrong, it seems. The GRASS records must exist, but NGIO doesn't know about those worldspaces unless you tell it. I pinned that post. Mouse is an encyclopedia of useful info.

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