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DynDOLOD Resources Alpha 54 Whiterun Exterior Grass Not Working


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Posted (edited)

Sorry if this isn't the right subforum for Resources reports, but:

As stated in the title, exterior grass is not showing up when inside Whiterun, despite ticking the check in the FOMOD. I've tried fresh generations (though that might not be necessary), a new NGIO cache generation, reinstalling Resources, and disabling NGIO and my grass mods to test on vanilla grass; all give the same result. Pre-Alpha 54 versions worked for me, and while I've done a few generations on the current version since it released, this is the first time I've been in Whiterun and noticed it.

Logs (although I don't know how relevant they are for this). 

Edited by LF111

6 answers to this question

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Posted
7 hours ago, LF111 said:

"No Grass" was unchecked for DynDOLOD.esp, but was checked for Occlusion.esp. 

I edited Occlusion to uncheck the box, saved the changes in xEdit, and redeployed all files (getting the confirmation notification that DynDOLOD_Output.zip was modified), yet the grass is still missing in-game, so unchecking it did not seem to do anything. 

This was done with Resources Alpha 55 and DynDOLOD Alpha 190. 

Edit: Never mind, unchecking the box did in xEdit did fix the issue, I just had to regen or disable NGIO (this has happened in the past, where if you generate NGIO on a freshly installed/reinstalled game before generating DynDOLOD, exterior grass won't appear; I had reinstalled when the weird form ID error was happening). 

NGIO was not the cause of the original issue (as I'd already tested that), but rather it appears to be something not forcing Occlusion to uncheck the box. 

If you have NGIO set to only load from cache, it will not find any files, since the flag was still set when it was generated.
You can change settings so it generates cache files on demand.

The flag not being unset in Occlusion.esp will be fixed in the next alpha version.

  • 0
Posted
8 hours ago, LF111 said:

Sorry if this isn't the right subforum for Resources reports, but:

As stated in the title, exterior grass is not showing up when inside Whiterun, despite ticking the check in the FOMOD. I've tried fresh generations (though that might not be necessary), a new NGIO cache generation, reinstalling Resources, and disabling NGIO and my grass mods to test on vanilla grass; all give the same result. Pre-Alpha 54 versions worked for me, and while I've done a few generations on the current version since it released, this is the first time I've been in Whiterun and noticed it.

Logs (although I don't know how relevant they are for this). 

According to the debug log the patch was applied.

Check if DynDOLOD.esp and Occlusion.esp remove the the DATA - Flags \ No Grass flag from the WhiterunWorld record. Just ask if more explanations how to do this are needed.

Make sure no other plugins overwrite DynDOLOD.esp and Occlusion.esp undoing the change.

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Posted (edited)
19 hours ago, sheson said:

Check if DynDOLOD.esp and Occlusion.esp remove the the DATA - Flags \ No Grass flag from the WhiterunWorld record. Just ask if more explanations how to do this are needed.

I'll take you up on that explanation offer.

As a side note (I didn't want to make this its own thread because I resolved the issue, but nevertheless think it's worth bringing up): When generating a new output on Alpha 189 and the newest Resources mod (wanted to see the new rock wall LOD), I got a notification about an unresolved form ID in cctwbsse001-puzzledungeon.esm. I went through the steps to find the errors in xEdit (there were two such errors in that plugin) and deleted the relevant properties, as both errors were for VMAD script properties. I was able to generate with no problem after doing that, but I felt I'd bring it up here since I've never gotten that warning before on past DynDOLOD versions and because that plugin is one of the AE creations/DLCs. As a test, I reinstalled the base game + AE creations and the same two form ID errors returned, which means they've probably been there all along. Just found it strange that I'm only now getting warnings about it, and I just want to make sure that it's safe to delete those properties for CC content. (Note: I am using the Unofficial CC Patch, too, and have been for a while).  

Edit: I saw some other people in the main Alpha 189 thread having the same issue with that CC content out of nowhere, so I've copied that portion of my reply there as well. 

Edited by LF111
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Posted
On 2/23/2025 at 10:39 PM, LF111 said:

I'll take you up on that explanation offer.

As a side note (I didn't want to make this its own thread because I resolved the issue, but nevertheless think it's worth bringing up): When generating a new output on Alpha 189 and the newest Resources mod (wanted to see the new rock wall LOD), I got a notification about an unresolved form ID in cctwbsse001-puzzledungeon.esm. I went through the steps to find the errors in xEdit (there were two such errors in that plugin) and deleted the relevant properties, as both errors were for VMAD script properties. I was able to generate with no problem after doing that, but I felt I'd bring it up here since I've never gotten that warning before on past DynDOLOD versions and because that plugin is one of the AE creations/DLCs. As a test, I reinstalled the base game + AE creations and the same two form ID errors returned, which means they've probably been there all along. Just found it strange that I'm only now getting warnings about it, and I just want to make sure that it's safe to delete those properties for CC content. (Note: I am using the Unofficial CC Patch, too, and have been for a while).  

Edit: I saw some other people in the main Alpha 189 thread having the same issue with that CC content out of nowhere, so I've copied that portion of my reply there as well. 

Load the load order into xEdit.
Enter the from ID 0001A26F  for WhiterunWorld into the FOrmID field top left and hit enter key.
In the right Window, the most right columns should show DynDOLOD.esp and Occlusion.esp.
Find the row called "DATA - Flags"
In the columns for DynDOLOD.esp and Occlusion.esp, right click the entry, select edit. Check/make sure No Grass is not checked.

Use latest alpha that updated in the meantime.

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Posted (edited)
On 2/28/2025 at 3:33 AM, sheson said:

In the columns for DynDOLOD.esp and Occlusion.esp, right click the entry, select edit. Check/make sure No Grass is not checked.

"No Grass" was unchecked for DynDOLOD.esp, but was checked for Occlusion.esp. 

I edited Occlusion to uncheck the box, saved the changes in xEdit, and redeployed all files (getting the confirmation notification that DynDOLOD_Output.zip was modified), yet the grass is still missing in-game, so unchecking it did not seem to do anything. 

This was done with Resources Alpha 55 and DynDOLOD Alpha 190. 

Edit: Never mind, unchecking the box did in xEdit did fix the issue, I just had to regen or disable NGIO (this has happened in the past, where if you generate NGIO on a freshly installed/reinstalled game before generating DynDOLOD, exterior grass won't appear; I had reinstalled when the weird form ID error was happening). 

NGIO was not the cause of the original issue (as I'd already tested that), but rather it appears to be something not forcing Occlusion to uncheck the box. 

Edited by LF111
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Posted
15 hours ago, sheson said:

The flag not being unset in Occlusion.esp will be fixed in the next alpha version.

Sweet, thanks.

15 hours ago, sheson said:

If you have NGIO set to only load from cache, it will not find any files, since the flag was still set when it was generated.
You can change settings so it generates cache files on demand.

I've just made a note to remind myself to make sure that I generate after No Grass is unchecked via DynDOLOD in the event I have to reinstall again at some point in the future or if something goes wrong, as I still want to only load from the generated cache. 

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