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Increase Grass/Foilage/Tree Density Further Away?


Question

Posted

https://imgur.com/a/hi42fvB

In the screenshots I've provided above, there is always some part of land that gets no grass/foilage/trees whatsoever. I don't know if this is a limatation with the engine or game or if this is normal.

I've done the whole process with DynDOLOD and even generated my own grass cache to get grass LODs. Is there a mod or some option in DynDOLOD where I can make the land (that isn't loading) less barren and full of life?

Modlist - https://pastebin.com/izRhfpSW

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Posted
3 hours ago, Sendit said:

So I tried with a different grass mod, originally I was using Veydosebrom, and switch to Verdant, however the problem still persists.

The problem being the empty patches of land where grass is suppose to be. 

To me it seems like the problem is the LOD terrain that is being generated on top of the full grass is empty, based on what I can gather in the images. When I disable LOD (with console tll), there is full grass underneath it, and when I reenable it the empty patch of land comes back. When I move closer and turn it into an active cell, then I can see the full grass.

I've attached the DynDOLOD Debug text at the bottom.

I realize that this is not a problem with DynDOLOD or TexGen. But I believe that the problem of the terrain being blank is with the base games LOD. When I disable DynDOLOD and TexGen outputs in my mod manager, and disable LOD in game that blank terrain goes away.

In the screen shots I've provided, 

The first screen shot has DynDOLOD/TexGen outputs disabled and LOD enabled.

In the second screen shot has DynDOLOD/TexGen outputs disabled and LOD disabled.

https://ufile.io/pcyzmkzw

DynDOLOD_SSE_log.txt 2.32 MB · 1 download

20241209234145_1.jpg

20241209234152_1.jpg

Generating better higher resolution terrain LOD meshes with xLODGen should fix that.

https://dyndolod.info/Generation-Instructions#Prerequisites
Typically generate and install terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD

https://dyndolod.info/Help/xLODGen

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Posted
4 hours ago, Sendit said:

https://imgur.com/a/hi42fvB

In the screenshots I've provided above, there is always some part of land that gets no grass/foilage/trees whatsoever. I don't know if this is a limatation with the engine or game or if this is normal.

I've done the whole process with DynDOLOD and even generated my own grass cache to get grass LODs. Is there a mod or some option in DynDOLOD where I can make the land (that isn't loading) less barren and full of life?

Modlist - https://pastebin.com/izRhfpSW

Just the grass is missing and not trees or other objects.

What values do you have for fGrassStartFadeDistance (skyrimprefs.ini) and fGrassFadeRange (skyrim.ini)? These should sum to 20,078 (or possibly 20,272). If you use BethINI, the values will be set correctly using it's presets. You may need to raise/lower both of these likewise based on your grass height (depending on your grass mod).

Step recommends DynDOLOD grass Mode 1 with DynDOLOD-Grass-Mode = 1 (NGIO GrassControl.ini) for the best outcome and performance.


Also check that you are not running a mod loading INI overrides for the settings mentioned above. Lastly, GrassControl.ini has overrides for these values, so they should be either -1 or the same as those I indicated for the game INIs (Overwrite-grass-distance & Overwrite-grass-fade-range).

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Posted (edited)
56 minutes ago, z929669 said:

Just the grass is missing and not trees or other objects.

What values do you have for fGrassStartFadeDistance (skyrimprefs.ini) and fGrassFadeRange (skyrim.ini)? These should sum to 20,078 (or possibly 20,272). If you use BethINI, the values will be set correctly using it's presets. You may need to raise/lower both of these likewise based on your grass height (depending on your grass mod).

Step recommends DynDOLOD grass Mode 1 with DynDOLOD-Grass-Mode = 1 (NGIO GrassControl.ini) for the best outcome and performance.


Also check that you are not running a mod loading INI overrides for the settings mentioned above. Lastly, GrassControl.ini has overrides for these values, so they should be either -1 or the same as those I indicated for the game INIs (Overwrite-grass-distance & Overwrite-grass-fade-range).

My fGrassStartFadeDistance (skyrimprefs.ini) is 7000 and for some reason I don't have a fGrassFadeRange in my Skyrim.ini, when I look at the text file. Do I need to just type in the value in Skyrim.ini?

When I look at my GrassControl.ini file, the Overwrite-grass-fade-range (fGrassFadeRange overwrite) value is 7500 and Overwrite-grass-distance = 15000.000000. 

Edited by Sendit
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Posted
40 minutes ago, Sendit said:

My fGrassStartFadeDistance (skyrimprefs.ini) is 7000 and for some reason I don't have a fGrassFadeRange in my Skyrim.ini, when I look at the text file. Do I need to just type in the value in Skyrim.ini?

When I look at my GrassControl.ini file, the Overwrite-grass-fade-range (fGrassFadeRange overwrite) value is 7500 and Overwrite-grass-distance = 15000.000000. 

If you set the values in GrassControl.ini, then it overrides all others, so they don't matter. First, try setting Overwrite-grass-fade-range to 6144 and Overwrite-grass-distance to 14128. Then you can try subtracting 1024 from the range setting and adding it to the distance setting until it resolves your issue.

This is all assuming you generated DynDOLOD grass mode 1 and have a proper grass cache for your LO.

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Posted
On 12/5/2024 at 12:32 AM, Sendit said:

https://imgur.com/a/hi42fvB

In the screenshots I've provided above, there is always some part of land that gets no grass/foilage/trees whatsoever. I don't know if this is a limatation with the engine or game or if this is normal.

I've done the whole process with DynDOLOD and even generated my own grass cache to get grass LODs. Is there a mod or some option in DynDOLOD where I can make the land (that isn't loading) less barren and full of life?

Modlist - https://pastebin.com/izRhfpSW

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

The first screenshot seems to show what happens when generating grass LOD with mode 2 with DynDOLOD, while not setting DynDOLOD-Grass-Mode 2 in GrassControl.ini. https://dyndolod.info/Help/Grass-LOD#Gap-between-full-grass-and-grass-LOD

See https://dyndolod.info/Help/Grass-LOD#Settings

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Posted
On 12/5/2024 at 7:48 AM, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

The first screenshot seems to show what happens when generating grass LOD with mode 2 with DynDOLOD, while not setting DynDOLOD-Grass-Mode 2 in GrassControl.ini. https://dyndolod.info/Help/Grass-LOD#Gap-between-full-grass-and-grass-LOD

See https://dyndolod.info/Help/Grass-LOD#Settings

Thank you so much. This in tandem with setting NGIO to DynDOLOD Mode 1 and generating Grass LODs at Mode 1 fixed the problem. I was wondering if you could help me with another issue.

While grass LODs have begun generating mostly everywhere, there are still some odd patches that won't load unless I get up close to it. https://imgur.com/a/gvcdtJ8

Could you help me trouble shoot that?

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Posted
3 hours ago, Sendit said:

While grass LODs have begun generating mostly everywhere, there are still some odd patches that won't load unless I get up close to it. 

Modlist: https://pastebin.com/izRhfpSW

https://imgur.com/a/gvcdtJ8

20241205203114_1.jpg

Do not make duplicate posts.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD logs, debug logs and which LODGen log to upload when making posts. 

See https://dyndolod.info/Help/Grass-LOD#Not-all-grass-types-have-LOD-grass-LOD-billboards and https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List

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Posted (edited)
On 12/6/2024 at 1:59 AM, sheson said:

Do not make duplicate posts.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD logs, debug logs and which LODGen log to upload when making posts. 

See https://dyndolod.info/Help/Grass-LOD#Not-all-grass-types-have-LOD-grass-LOD-billboards and https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List

My apologies.

I've attached another image of the terrain this time with more information. It says something about it being Tamriel_Underside, so I checked the DynDOLOD Debug Logs and LODGen and I see this message:

[AddModel] <Debug: File not found meshes\Terrain\Tamriel\Tamriel_Underside.nif DynDOLOD.esm Tamriel_Underside [MSTT:A60195D6]> . 

How would I resolve this?

 

20241207202313_1.jpg

20241207205619_1.jpg

Edited by Sendit
Added another photo
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Posted
2 hours ago, Sendit said:

My apologies.

I've attached another image of the terrain this time with more information. It says something about it being Tamriel_Underside, so I checked the DynDOLOD Debug Logs and LODGen and I see this message:

[AddModel] <Debug: File not found meshes\Terrain\Tamriel\Tamriel_Underside.nif DynDOLOD.esm Tamriel_Underside [MSTT:A60195D6]> . 

How would I resolve this?

 

20241207202313_1.jpg

20241207205619_1.jpg

Nevermind, I've figured it out. After disabling all of my mods, I found the issue to be... Just with the base game!

It wasn't DynDOLOD or any texture or mesh mod anything. It was literally a problem with the base game. 

Does anyone know a mod for this?

20241207223907_1.jpg

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Posted
7 hours ago, Sendit said:

My apologies.

I've attached another image of the terrain this time with more information. It says something about it being Tamriel_Underside, so I checked the DynDOLOD Debug Logs and LODGen and I see this message:

[AddModel] <Debug: File not found meshes\Terrain\Tamriel\Tamriel_Underside.nif DynDOLOD.esm Tamriel_Underside [MSTT:A60195D6]> . 

How would I resolve this?

 

20241207202313_1.jpg

20241207205619_1.jpg

Requested logs were provided.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
Note that terrain LOD, tree LOD or object LOD does not have a form ID. To determine if something is LOD, toggle LOD on/off with tll in console. In that case, also walk close to an object, so its reference with the full model is loaded in order to get its form ID and provide that screenshot of the full model in addition to the screenshot of the LOD.
Hence clicking in the LOD area will often select either cloud references or the terrain underside reference which is placed below terrain LOD.

"This" is not a problem description. 
"This" still refers to a patch not having grass LOD? When the area loads as active cell, does this patch have full grass?

5 hours ago, Sendit said:

Nevermind, I've figured it out. After disabling all of my mods, I found the issue to be... Just with the base game!

It wasn't DynDOLOD or any texture or mesh mod anything. It was literally a problem with the base game. 

Does anyone know a mod for this?

20241207223907_1.jpg

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
A screenshot alone does not substitute describing the issue with text. "This" is not a problem description.

The screenshot shows vanilla terrain LOD without any optional grass LOD generated by DynDOLOD, so it is unclear what "this" refers to now.

If "this" refers to the wired terrain LOD gap, then generate terrain LOD meshes with xLODGen with the Protect cell border checkbox checked.

https://dyndolod.info/How-LOD-Workshttps://dyndolod.info/Generation-Instructions#Prerequisiteshttps://dyndolod.info/Help/xLODGen

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Posted (edited)
8 hours ago, sheson said:

"This" still refers to a patch not having grass LOD?

Yes, I'm sorry for not being specific enough.

Using the console commands, the image on the top has LOD disabled. Oddly, I can see grass, but there is no terrain underneath it.

The image in the middle on the right has LOD enabled, and that patch has no grass LOD.

The image on the bottom is when I approach it and it becomes an active cell. In which case, grass does load.

20241208121821_1.jpg

20241208121826_1.jpg

20241208121943_1.jpg

Edited by Sendit
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Posted
1 hour ago, Sendit said:

Yes, I'm sorry for not being specific enough.

Using the console commands, the image on the top has LOD disabled. Oddly, I can see grass, but there is no terrain underneath it.

The image in the middle on the right has LOD enabled, and that patch has no grass LOD.

The image on the bottom is when I approach it and it becomes an active cell. In which case, grass does load.

20241208121821_1.jpg

20241208121826_1.jpg

20241208121943_1.jpg

Requested logs were provided.

If you disable all LOD with tll, then whatever remains is not LOD. That probably means you set NGIO to render full grass render beyond the active cells to the large reference grid distance and generated grass LOD with mode 2 accordingly.

Whatever happens with full grass is not affected by DynDOLOD. Maybe the grass cache is outdated and if you have no set NGIO to only load full grass from cache, then when the cell attaches, the missing full grass is generated. In that case, grass LOD will be also not show anything for that patch. Or the full grass is using a full texture with badly generated mipmaps that fade to transparent. In that case using tfc to fly closer to the patch missing the full grass will fade in. In that case grass LOD should probably show for the patch.

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Posted
7 hours ago, sheson said:

Requested logs were provided.

If you disable all LOD with tll, then whatever remains is not LOD. That probably means you set NGIO to render full grass render beyond the active cells to the large reference grid distance and generated grass LOD with mode 2 accordingly.

Whatever happens with full grass is not affected by DynDOLOD. Maybe the grass cache is outdated and if you have no set NGIO to only load full grass from cache, then when the cell attaches, the missing full grass is generated. In that case, grass LOD will be also not show anything for that patch. Or the full grass is using a full texture with badly generated mipmaps that fade to transparent. In that case using tfc to fly closer to the patch missing the full grass will fade in. In that case grass LOD should probably show for the patch.

Sorry, I don't quite understand.

After reading what you posted, I regenerated my grass cache and then redid the entire process for LOD generation (TexGen and DynDOLOD).  

7 hours ago, sheson said:

if you have no set NGIO to only load full grass from cache

I have Use-grass-cache = true on my GrassControl.ini file. 

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Posted
5 hours ago, Sendit said:

Sorry, I don't quite understand.

After reading what you posted, I regenerated my grass cache and then redid the entire process for LOD generation (TexGen and DynDOLOD).  

I have Use-grass-cache = true on my GrassControl.ini file. 

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD logs, debug logs and which LODGen log to upload when making posts.

Ask specific questions for anything that needs more detailed explanations for.

I assume your post means that after generating grass cache, parts of the full grass still fades out while other parts of full grass still remain inside the uLargeRefLODGRidSize. That typically means the diffuse texture of that grass type is badly generated mipmap that fades to fully transparent. In that case I would try different grass mods with better textures, try to fix the mipmaps of the texture with Texconv --keep-coverage command line argument.

Generating grass LOD is not going to affect problems with full grass.

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