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  1. meh321
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    There is now a new option in V3 to precache all grass in every cell. If you use extended grass distance option it's very recommended to do this to get rid of instability, bugs, flickering and increased load times. Read the description on mod page on instructions how to do this.

    The process can take an hour! and creates up to several GB of files. People with heavy load orders reported 2.5 hours and 8 GB of files!

    At this point I would not recommend to use the extended distance mode without precaching grass as it was causing instability and bugs.
  2. DwemerEngineer
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    I'll be taking over support and updates from here on. I'll try and respond to as many issues as I can. Either report issues using the issues on this mod page or on the github depending on what is easier for you.
    The latest version is now an SKSE mod that uses address library. Existing Caches work with the new version.
    I will mainly be supporting the latest version of AE (1.6.1130+) and VR.
    1. Zanderat
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      Thanks you for taking this over!
    2. xcal68
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      Thank you very much.
  3. ICEJOCKO
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    Hello! When grass on dirtcliffs? 
    1. DwemerEngineer
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      I was waiting on the NG update to be stable before work on this and raycast width. Now, I believe its at that point, I've started work on this, but I can't promise whether it will work out.

      Update: I've got grass on dirt cliffs working, but grass is floating around the edges. I'll likely have to implement raycast width in order to fix this.  

  4. XanderVirtus
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    I'm encountering some problems with Wyrmstooth it seems. Last time I generated grass was a month ago and it worked just fine (Wyrmstooth too).

    [09:57:13:425][info] Only Generating: WindhelmWorld
    [09:57:13:425][info] Only Generating: WyrmstoothWorld
    [09:57:13:446][info] Generating grass for WyrmstoothWorld(-7, -22) 13.562887 pct, world 8 out of 66
    [09:57:15:619][info] Generating grass for WyrmstoothWorld(-7, -17) 13.713118 pct, world 8 out of 66
    [09:57:15:676][info] Generating grass for WyrmstoothWorld(-7, -12) 13.863350 pct, world 8 out of 66
    [09:57:15:927][info] Generating grass for WyrmstoothWorld(-7, -7) 14.013581 pct, world 8 out of 66
    [09:57:19:211][info] WyrmstoothWorld(-7,-2) failed 2 times; skipping
    [09:57:19:223][info] Generating grass for WyrmstoothWorld(-7, 1) 14.169822 pct, world 8 out of 66
    [09:58:19:672][error] Grass generation appears to have frozen! Restart the game.

    I just get the frozen error every time it restarts.
    1. DwemerEngineer
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      Sometimes this occurs, I'm unsure of a cause. You can just disable the freeze check by setting Freeze-check-enabled = false.
    2. XanderVirtus
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      Ok, thanks!
    3. XanderVirtus
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      Now it never gets past WyrmstoothWorld(-7, 3) even after hours.
    4. DwemerEngineer
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      Did any crash logs generate, if so can you post one using pastebin?
    5. XanderVirtus
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      No crash logs, I just tried again from scratch, it just stops at “Generating grass for WyrmstoothWorld(-7, 3) 14.404182 pct, world 8 of 67 forever. I’m going to wait for a few hours and see if it crashes and gives me a log.
    6. XanderVirtus
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      I closed the console, but then couldn't open it again. The Skyrim process was hanging. After force closing, Skyrim was started again by the MO2 plugin (I assume) and crashed at the main menu with this log: https://pastebin.com/cZDWFXLZ

      Next start continues, but hangs again at WyrmstoothWorld(-7,-2). Would it help to just remove WyrmstoothWorld from the list of world generating grass for?
    7. XanderVirtus
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      I removed WyrmstoothWorld from the list, and now it keeps crashing for MidwoodIsle at the same spot, here is the crash log: https://pastebin.com/zRRXrcSj

      Weird that I never had any problems generating grass before.
    8. DwemerEngineer
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      Its hard to determine a cause from the crashlogs. I'd just suggest disabling light placer. I'd also strongly recommend swapping to Crash Logger SSE AE VR from trainwreck. 
    9. XanderVirtus
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      Same problem with light placer disabled. Here is a crashlogger log: https://pastebin.com/Dg4WhsjD
    10. DwemerEngineer
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      There is a lot going in the crash log, but at least points to some potential suspects. skeletons.nif is references alot and since it seems to be modifying the player and NPCs animation skeleton its most likely the cause. While unlikely the cause, you should get these CTD fixes for MidwoodIsle, if you don't already have it. A second crash log would help to be more precise. 
    11. XanderVirtus
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      When I generate grass now it keeps showing the frozen dialog during Midwood grass generation, when I disable the freeze option in the ini Skyrim just hangs forever. No crash logs.
    12. DwemerEngineer
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      I would keep the freeze check enabled and let the cells be skipped till more crash logs are generated in order to narrow down a cause. 
    13. XanderVirtus
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      I left it running the entire night, got a number of crash logs, roughly every half hour it crashes. I also saw the grass generation frozen message. This is the last crash log before I selected abort: https://pastebin.com/zyPunmY7

      NGIO-NG.log shows this at the end, it is not just wyrmstooth and midwood it seems, it eventually moved past wyrmstooth trough the failed tries.

      Spoiler:  
      Show

      [08:01:14:094][info] Only Generating: WindhelmWorld
      [08:01:14:094][info] Only Generating: WyrmstoothWorld
      [08:01:14:289][info] DLC2SolstheimWorld(14,6) failed 2 times; skipping
      [08:01:14:356][info] DLC2SolstheimWorld(17,16) failed 2 times; skipping
      [08:01:14:358][info] DLC2SolstheimWorld(23,62) failed 2 times; skipping
      [08:01:14:361][info] DLC2SolstheimWorld(13,15) failed 2 times; skipping
      [08:01:14:366][info] DLC2SolstheimWorld(14,7) failed 2 times; skipping
      [08:01:14:368][info] DLC2SolstheimWorld(17,6) failed 2 times; skipping
      [08:01:14:370][info] Generating grass for DLC2SolstheimWorld(23, 63) 99.128658 pct, world 29 out of 67
      [08:01:16:462][info] DLC2SolstheimWorld(13,18) failed 2 times; skipping
      [08:01:16:466][info] Generating grass for DLC2SolstheimWorld(14, 8) 99.218797 pct, world 29 out of 67
      [08:02:17:259][error] Grass generation appears to have frozen! Restart the game.
  5. Kulharin
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    Just curious, what is more performance heavy... grass lod, or extended grass distance?
    1. DwemerEngineer
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      Extended grass distance.
    2. Kulharin
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      Thank you,

      Are there any settings recommended for better performance when generating grass cache or grass lods?    
    3. DwemerEngineer
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      The only settings for performance would be those that affect density with less density improving performance, iMinGrassSize(Overwrite-min-grass-size in grass control.ini) for your regular cached grass and the the density setting for grass LODs in Dyndolod.
  6. Izzydoingit
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    hello I'm getting CTD using newest version. Never had this issue before with previous versions.

    https://paste.ee/p/aHoYR80z#VjRKq06e0JYZ4W5no60NnvB4XHEPhCqc
    1. DwemerEngineer
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      Can you please post another crash log, so that I compare them? Its also possible Textures\Terrain\Noise.dds is the cause can you try disabling/deleting it? 
    2. Izzydoingit
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      Yes i can give that a try https://paste.ee/p/jsQEwwCB

      Using this mod, oddly i don't remember it being an issue when generating grass last time, but i can't remember if i had this mod installed. Also could it be issue between NOTWL and FFF? 
    3. DwemerEngineer
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      Looks like that’s the same some log. Can you double check the link?
      Those two mods shouldn’t been have an issues to my knowledge separate or together, but make sure you have the latest version of Notwl. 
    4. Izzydoingit
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      Oh sorry i thought that one was different. Once i re run grass cache I'll give you the crash log if it persists after removing that noise file. And okay I don't seem to have any problems in game and dyndolod patcher didn't show any issues either. It's reproducable though. using hd terrain noise mod with pbr landscape mods.
    5. Izzydoingit
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      https://paste.ee/p/nhMugpJS
      Removed the mod i was referring to and still getting the crash around the same time about 72000 files generated each time before crashing. Has to be a specific area that's crashing no? is there any way to tell based off logs where the crash is happening?
    6. Izzydoingit
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      I'm able to run everything else xlodgen pgpatch dyndolod no issues. using the latest ng version and the 3.1 mo2 plugin. also using grass cache helper and northern roads ngio patch if that means anything. Just trying to give as much info as i can. using ngio - FFF patch as well. logger says something about jk's skyrim but i've ran this load order before plenty of times with no issues. I just updated FFF and your mod, oh and added notwl(placed before FFF) and that's when i started getting ctd. If i didn't make it clear I'm only crashing when generating the grass cache.
    7. DwemerEngineer
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      You can check the area/cell it crashed in by looking at the last line of NGIO-NG.log located in Documents/My Games/Skyrim Special Edition/SKSE/ after it has crashed.
      To clarify you are experiencing a CTD whenever you generate a new cache at around 72000 files generated and no other point repeatedly during the process? If thats the case, then its likely some incompatibility in that area or a bug with NotWl rather than an issue with this mod.
      I'd also recommend  generating a cache using Ray-cast-texture-forms rather than using the Northern Roads NGIO patch as you will experience some minor floating grass with that patch. The following should contain most of the road texture for Northern Roads.
      Ray-cast-texture-forms = 112D5520:Northern Roads.esp;112D5521:Northern Roads.esp;1148E3C8:Northern Roads.esp;110425FE:Northern Roads.esp;1105190C:Northern Roads.esp;110A7B23:Northern Roads.esp;112C6203:Northern Roads.esp;112D551F:Northern Roads.esp;112DA624:Northern Roads.esp;112DF729:Northern Roads.esp;112DF72A:Northern Roads.esp;112DF72B:Northern Roads.esp;113684BB:Northern Roads.esp
    8. Izzydoingit
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      https://paste.ee/p/DHEk2YBY
      https://paste.ee/p/tRjQTipX
      Ah okay found this in the ngio-ng.log so i assume it's something wrong with markarth? is there a way to check this cell in tes5edit?
      Ok cool I've added those forms and deleted the ngio patch. Is there anything wrong with my ini? i have the grass cache options turned off right now but they were all true when i generated cache.
    9. DwemerEngineer
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      Differently an issue with Markarth, you can check what edits the cell in SSEdit by looking at Skyrim.esm and going to the worldspace section, under Markarth they is likely multiples sub blocks, with coordinates I.e. <0,0>, you want to look under those sub blocks for the cells, which will have their coordinates <x,y> coordinates which will match the ones from your log.
      Your ini looks good.
    10. Izzydoingit
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      i said tes5edit... it's been a long day xD. I'll give that a go 
    11. Izzydoingit
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      I'm probably looking at the wrong spot as I'm not too good at using xedit but there seems to be nothing in these sub blocks.

      https://imgur.com/a/NsMLVvk
    12. DwemerEngineer
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      After taking another look at this is an old bug with caching with Jk's Skyrim, not sure whats triggering the crash now. But the cell is added by Jk's Skyrim and should be safe to remove as it is completely empty except for water. Also, my directions were 50% wrong, so you're good, here is what the cell looks like in xedit/ssedit:
    13. Izzydoingit
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      Skyrim is determined to never let us actually play the game lol. Thanks for all your help! I’ll give that a try in the morning as it’s midnight now. Legendary mod dude good work! 
    14. Izzydoingit
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      Worked! Thanks for your help tracking my problem down! 

      https://imgur.com/a/iKd49DU
  7. HorrorBiz77
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    While this mod does seem to work as intended with the grass mod Cathedral Landscapes, it does not seem to work with Cathedral 3D Landscapes. I still have grass growing on some stone, mainly roads. Maybe I missed something?
    1. DwemerEngineer
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      Is this with or without the patch for Cathedral 3D landscapes? 
  8. jundoohyun
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    "Do you happen to know a solution for the grass rendering incorrectly like in the picture?"

    Even after disabling all mods and starting a new game, the same issue persists. The changes to enbseries.ini that GRT suggested also didn't help, and disabling ENB through MO2 doesn't fix the problem either. However, when I disable ENB in-game, the distorted grass disappears, and the ground appears normal.
    What could be the solution?    Help me, please.
    1. DwemerEngineer
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      It’s hard to say what is causing the issue with grass, what grass mod are you using and are you using a cache? Also, it looks like you have terrain parallax enabled in ENB, but don’t have parallax terrain textures. (Spikey ground) You need to either disable terrain parallax or download a parallax texture mod for terrain.
    2. jundoohyun
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      I already disabled terrain parallax, but it didn't improve. The parallax texture mod is already installed. In my case, I remember installing the latest version of ENB binary, so I rolled back just in case, and it was output normally. I heard that ENB 5.0.3 was updated without a version update, so I reinstalled it with that and it was output normally, so I finally solved it. Thank you for your kind reply.
  9. Golgomathum
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    Great mod!

    Is it possible to use grass cache in world spaces that have it and simultaneously create grass in worldspaces that doesnt allow grass cache like Dayspring canyon and Bloated Mens Grotto? cant seem to get it to work.
    1. DwemerEngineer
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      Yes, all you need to do is set only load from cache to false.
  10. soupdragon1234
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    Thanks for all the work put in and support. Amazing mod.
  11. southernm
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    the only way I could get this to work was by starting a new game. On an existing game it got to the load screen and did nothing. The log file showed it had started but I had no popup on screen and after hours the grass cache file stayed empty. Using MO2 and SSE 1.5.97. Thanks for your work, much appreciated.
    1. DwemerEngineer
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      Do you use Skyrim Souls? It’s the only reason I can think of what that would happen. 
    2. southernm
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      No, I don't use Skyrim Souls. I very carefully followed the instructions to the letter, including the XEdit script and updating the ini. Spent at least an hour trying to find any BEES related mods and that was when I gave up. Reenabled BEES and all other mods and started a new game as a test and it worked. BTW, with 580 mods, looking for BEES mods is a joke.
    3. DwemerEngineer
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      Must be some incompatibility, that I haven't seen before then. Thanks for letting me know. 
  12. Kulharin
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    I seem to be extra crashy for me.  Only getting thru half a dozen (world out world) per crash and have like 20+ crash logs in under an hour of running.  I have disabled my terrain gen output, cpm output.  I have no dyndolod output, turned off ENB, and halved the resolution for the process…. Anything else I could try?  Not sure why it’s so unstable now for me.  Is this a memory constraint   …. Edit Wait. I forgot to disable true hud!!!  is there a reason why True HUD leads to such instability? Is it a problematic mod to use?

    Common call stacks in the log are

    [ 4] 0x7FF76832E8AE                   SkyrimSE.exe+102E8AE -> 84520+0xCE   GMemoryHeapPT::Free
    [ 5] 0x7FF7682DB5F7                   SkyrimSE.exe+0FDB5F7 -> 83181+0x77
    [ 6] 0x7FF7682ACCC4                   SkyrimSE.exe+0FACCC4 -> 82278+0x184
    [ 7] 0x7FF7682D5B6F                   SkyrimSE.exe+0FD5B6F -> 83102+0x15F  GASAsFunctionObject::Func10
    [ 8] 0x7FF7682E5325                   SkyrimSE.exe+0FE5325 -> 83275+0xA5
    [ 9] 0x7FF7682AC1E9                   SkyrimSE.exe+0FAC1E9 -> 82256+0x1C9  GFxValue::ObjectInterface::Invoke
    1. DwemerEngineer
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      There isn't any issue with truehud and IIRC causes crashes only if open the console during the process/load screen. The call stack is related to the displaying of ui/hud. 
  13. MadHagrid22
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    Hi, tried to look everywhere for information... but I cannot use Creation Kit due to my skyrim version and want to add exceptions to places where I don't want grass growing (also... grass caching won't work for me... too many crashes over and over endlessly) Can I add eceptions for dirt perhaps? I'm not overly sure... Or perhaps for certain locations? How shoud I go about doing that? Again, I have searched a lot of places and have not found anything, if someone could help, I would be very appreciative :)
    1. DwemerEngineer
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      This would be something that would have to be a landscape patch created in the Creation Kit. The Creation Kit does do not depend on specific Skyrim version and there are instructions for getting it work for GOG.