I'm thinking about pulling the trigger on this mod tonight, but I was wondering if you could tell me if this will be compatible with MichaelPLogue's Better Biomes and Urban Decay? Any info would be greatly appreciated. Thanks for what you do.
not sure anyone has run across this, after alittle bit in game the grass and guns turn very blurry and the quality drops badly. I have to reset (go to med and then back to high or whatever) my texture quality for it to go back to normal. I play on full text quality but I have to reset it for it to not be blurry anymore. Any ideas?
Thats a texture streaming issue, and not likely because of this mod. usually from insanely huge mod packs you can run the command gfx ts reduction, to fix texture pop only those with blurry textures should use this command
I receive the following if added to the server. Crooked Decos seems fine,
Cheers.
2023-03-17T00:35:23 126.878 INF Dymesh: Prepping dynamic mesh. Resend Default: True 2023-03-17T00:35:23 126.878 INF Dymesh: Mesh location: C:/AMPDatastore/Instances/UndeadLegacy01/seven-days-to-die/294420/7DaysToDieServer_Data/../User/Saves/Morabu Territory/Seven Days Of Undead Pine/DynamicMeshes/ 2023-03-17T00:35:23 126.905 ERR [MODS] Error while executing GameStartDone on mod "PrettyGrass" 2023-03-17T00:35:23 126.914 EXC Object reference not set to an instance of an object at OcbPrettyGrass.ApplyGamePrefs () [0x00019] in <0df145b266da40ec9562b307017e6a1b>:0 2023-03-17T00:35:23 126.905 ERR [MODS] Error while executing GameStartDone on mod "PrettyGrass" at ModEvent.Invoke () [0x00011] in <5135e30b517b4368a94317ce6e11f1c3>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) ModEventAbs`1:LogError(Exception, Receiver) ModEvent:Invoke() <startGameCo>d__122:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2023-03-17T00:35:23 126.914 EXC Object reference not set to an instance of an object
Additionally this mod also enables shadow casting for grass if terrain quality is at least set to "high". On lowest, all shadows (casting and receiving) are disabled. Of course this does strain the GPU a little more, but on my machine the FPS drop is barely noticeable (57 to 55 on GTX 1070 ti @ 2K).
Do I need this server-side, or if each player has it is that enough? If it does have to be installed server-side, will it work without the batch file? My server host does not accept uploads with a .bat extension. I love the mod. Really hope I can use it on my dedicated server. Thanks.
Not sure if it is needed server side (I believe it doesn't but didn't really try). The bat files are only needed if you want to compile your own version.
15 comments
I'm thinking about pulling the trigger on this mod tonight, but I was wondering if you could tell me if this will be compatible with MichaelPLogue's Better Biomes and Urban Decay? Any info would be greatly appreciated. Thanks for what you do.
https://imgur.com/a/OMzUIxS
link to see the difference
you can run the command
gfx ts reduction, to fix texture pop
only those with blurry textures should use this command
Update: Version 0.3.1 should be fine again. Thanks for the report!
Thank you for the update
I receive the following if added to the server. Crooked Decos seems fine,
Cheers.
2023-03-17T00:35:23 126.878 INF Dymesh: Prepping dynamic mesh. Resend Default: True
2023-03-17T00:35:23 126.878 INF Dymesh: Mesh location: C:/AMPDatastore/Instances/UndeadLegacy01/seven-days-to-die/294420/7DaysToDieServer_Data/../User/Saves/Morabu Territory/Seven Days Of Undead Pine/DynamicMeshes/
2023-03-17T00:35:23 126.905 ERR [MODS] Error while executing GameStartDone on mod "PrettyGrass"
2023-03-17T00:35:23 126.914 EXC Object reference not set to an instance of an object
at OcbPrettyGrass.ApplyGamePrefs () [0x00019] in <0df145b266da40ec9562b307017e6a1b>:0
2023-03-17T00:35:23 126.905 ERR [MODS] Error while executing GameStartDone on mod "PrettyGrass"
at ModEvent.Invoke () [0x00011] in <5135e30b517b4368a94317ce6e11f1c3>:0
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
ModEventAbs`1:LogError(Exception, Receiver)
ModEvent:Invoke()
<startGameCo>d__122:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
2023-03-17T00:35:23 126.914 EXC Object reference not set to an instance of an object
The bat files are only needed if you want to compile your own version.