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meh321 DwemerEngineer alandtse

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  1. meh321
    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.
    1. Zanderat
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      Thanks you for taking this over!
    2. xcal68
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      Thank you very much.
  3. kragon10
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    Hi, I recently downloaded your mod and completed the grass cache setup. I have all the popular and well known world space mods except Bruma. I followed Biggie's advice and lowered the game resolution to 800x600 before starting the process to give it enough juice and go smoothly. The cache process completed in 2 hours but I was surprised to find that the grass folder is only 4.6gb. In the description page, it is written that if user has lots of world space mods the folder will be over 7-8gb. And I have all the well known and popular mods that adds large world spaces except Bruma. Have I done something wrong or 4.6gb folder size is ok?
    1. DwemerEngineer
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      That number is more a worse case scenario than a typical size. As long the cache functions the size isn't indicative of anything, with the size varying greatly between mod lists. 
    2. kragon10
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      I see, thanks for the reply.
  4. a1racer
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    ok i tried reading i did but what's the change in 15 beta 2 and if i used beta 1 will i get anything out of rerunning it and making the swap to version 2?
    1. DwemerEngineer
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      Beta 2 adds settings to disable the new raycasting method, set the width to a specific amount instead of per grass type, and add the option to use a box instead a cylinder for collision. If you don't want to change any of those settings, no reason to rerun. 
    2. a1racer
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      sweet thanks.  
  5. euxvvjjh
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    Hi, 

    i've been trying to fix my problem for 5 days now with ChatGPT analyzing my setup. The issue is that I have generated seasonal grass .cgid files with no problem except when setting Seasons of Skyrim for winter to which it couldn't complete the process. I tried disabling some mods but only one mod that I found is Reinforced Civil War Camps to be conflicting when generating grass but only when set in winter but after disabling it, still only a few cells ahead and it crashes again, other seasons had no problems generating files even that mod on. I tried with only Seasonal Landscapes and Unfrozen enabled but still crashes.

    Crash Log Analyzer
    Crash Log
    NGIO Log
    PrecacheGrass.txt(having problems pasting on Pastebin due to long lines of text)

    here is my modlist & plugins
    modlist
    plugins

    I hope someone can help me
    1. DwemerEngineer
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      Any crash logs from when you disabled those mods or just more crash logs in general would help to narrow down a cause. 

      I recommend using Phostwood’s crash log analyzer as it is continuously updated, https://phostwood.github.io/crash-analyzer/skyrim.html
    2. euxvvjjh
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      it turns out to be Nature of the Wildlands that's causing the crashes, an unusual culprit. Thanks for suggesting a different crash log analyzer. After disabling every city overhauls, exterior worldspace edits or navmesh fixing mods I have installed. It pointed to some winter tree .nif from NOTWL, different tree .nif everytime it tries to generate in different cell. My only concern now is grass clipping in some areas after generating without NOTWL enabled
    3. DwemerEngineer
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      Seems like an issue with NOTWL seasons patch, based upon the changelog looks like it has two different seasons patch. For using NOTWL in gameplay and if you decide to regenerate your cache, you might want to consider swapping patches. 
  6. GemStarr
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    every time i run the precache i only get Tamriel cgids... im following biggie_boss's youtube tutorial on grass distance and i noticed how he has windhelm,whiterun cgids etc. 
    am i doing something wrong or is this normal?
    1. DwemerEngineer
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      That isn’t correct, check your only pregenerate line in GrassControl.ini and make sure it’s one line. Also check NGIO-NG.log in documents/my games/skyrim special edition/skse/ while process is running. It will say how many worldspaces that grass is being generated for.
  7. rogues3
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    I freaking got it to work! YAS.

    when i create a new mod in MO2, then swap the GRASS folder from overwrite to the newly created mod, MO2 gives me a warning NO VALID GAME DATA. i did some google sluething but couldnt find a fix. any ideas?!?
    1. DwemerEngineer
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      I believe it just checks whether any common files types are in overwrite when you do that, aka esp, .nif, .dds. and if not then it it gives that warning. .cgid files that make up the cache are a custom file extension, so it probably doesn't recognize them as valid.
    2. rogues3
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      are you saying i should just ignore the warning? or the warning is valid?? 

      also, I have another issue. the grass in the dawngaurd castle area disappeared. im not sure if my grassconfig file is messed up or not. i can use console command TG and my grass will show up but then 15ish seconds later it just vanishes before my eyes. i have messed with the config, regarding cache usage but i cant prevent it from disappearing.

      my grassconfig file.... https://pastebin.com/PyZi3010
    3. DwemerEngineer
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      Yes, the warning is invalid and should be ignored. 

      Check your grass folder for any .fail files. Do you have only load from cache set to true or false?
  8. Lacrimusa
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    Hi there, I am using Freak's Floral Meadows with grass cache. When and in which order should I use "Freak's Floral Meadows - Patch"? Is it before or after generating the grass cache, and should I put it under FFM or NGIO?
    1. DwemerEngineer
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      It should be enabled before/while generating a cache and just has to load after FFM.
  9. muddyw
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    To be sure... recalc grass bounds step can be skipped by using vanilla grass or ... any grass mod that has the same grass placement as vanilla like for example Skoglendi with "Bethesda Cut" option in fomod? Correct?
    1. DwemerEngineer
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      Yes it can be skipped for vanilla grass. Placement has nothing to do with grass bounds, it’s just a matter of whether the mod author already ran the calculate bounds on the grass mod. I believe Skoglendi has proper bounds, regardless. 
  10. PedroUR
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    To test the beta version will be required to run the pre-chache grass process again? 

    **VR User**
    1. DwemerEngineer
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      Yes you will have to rerun the process. 
    2. PedroUR
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      Got it! Thanks a lot for your response :)
  11. Hampkiss
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    Hello everyone, how are you?
    I followed the guide and video provided on the mod page step by step, but when I'm generating the cache, my game is crashing and generating this log, can someone help me?

    https://pastebin.com/XwHNs6S4

    This is my modlist, with the mods activated and the ones I deactivated to generate the cache:
    https://pastebin.com/4yXWJqGD
    1. DwemerEngineer
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      Crashlogger SSE AE VR provides better logs than trainwreck. There is nothing in the log to indicate a cause, but given the percentage completed this looks like one of the crashes that are caused by the vanilla game. Unless it is repeated, it is not of concern.
    2. Hampkiss
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      So, I found the problem. It was a conflict with the Pure Dark upscaler. Now the game doesn't crash anymore, but my grass folder is empty at the end. I tried using the latest version of the plugin and 1.2.4.
    3. DwemerEngineer
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      Do you use MO2?
    4. Hampkiss
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      Yes, in version 2.5.2, which I imagine is the most current
  12. Mirgrowth
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    I still cannot figure out why there is no grass after i do Dyndolod.

    i did recalc bounds for sure, i did create grass cache files, but when trying to Dyndolod - there is no grass at all
    1. DwemerEngineer
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      If there is no grass at all, check that grass files for Tamriel where generate in data/grass, they will have Tamriel in the name. If they did, then you will likely need to recalculate bounds. Otherwise, double check the only pregenerate option in GrassControl.ini
    2. 7isek
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      Also make sure you actually have grass billboards. You need to create them before being able to generate lod, and grass in not checked on default in texgen.