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.
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.
The Grass Generation v2 Plugin works fine, but the v3 would continually attempt to open Skyrim VR even though I don't play that version. I don't know if it's user error, but I thought I would just leave this here in the case that it isn't. Nevertheless, thank you for the mod :D
Hi, Im the author of MO2 v3 plugin. Can you describe in details how this problem exhibit? Which game and skse version you are on? Only when plugin cant find "skse64_loader.exe" will attempt to run VR, but if that's the case v2 shouldn't work as well...
I managed to replicate the issue. When skse is installed through root builder my skse_loader detection don't work. I will try to find the solution, but this require deep dive into how root builder works and after messing with it I broke my modlist so... it may take some time.
OK, I made small change to fix the issue with root builder. Please test this version: https://drive.google.com/file/d/1dDKtTj-CtPNzre2H-_vN7SH0uzjLc8Bs/view?usp=drive_link
I need feedback if the issue is fixed with this version, so we can update the plugin on mod page
Trying to precache grass in VR with the v3 plugin (latest version of MO2, manual SKSE install). The precache process will not start on game load, regardless of grasscontrol.ini settings. The v2 plugin seems work fine atm.
I was having near the same issue on Grass Generation MO2 Plugin v3. Gave me a error about "skse64_loader.exe" after I removed the ENB files "d3d11.dll" & "d3dcompiler_46e.dll". I'm on 1.6.1170, not using root builder.
Happy holidays to meh321, alandtse, and DwemerEngineer. Thanks for you work on this.
I know there has been work troubleshooting the infinite loading screens that occur with raycasting. If it is helpful, I have found an easily replicable test case that may help in debugging the issue. It involves downloading a WJ list, but is 100% replicable on either a new game or with coc command from the main menu, and resolves with disabling from NGIO. If more information about that would be useful let me know, and I can send details on the test case. I think my nexus messages are closed, but you can either reply here or find me on xEdit discord as Wartortle and I'd be happy to help as I can.
I've put the new precache grass plugin in the folder, but the corresponding MO button doesn't show "Precache Grass" option. Like, MO doesn't see a plugin. Could you please suggest something?
Make sure its the right plugin folder, there should be multiple files already in the folder. Clicking on the folder icon underneath the tool and puzzle piece icons and open MO2 plugins folder, should bring you to the correct folder.
Any way to prevent this? https://imgur.com/a/f9BxcK9 Some of the grass models are really tiny not quite sure whats up I never had something like this when on 1.5.97. Could this be because of the grass bounds step? https://imgur.com/a/grass-f9BxcK9
I haven’t seen this before, looks like the randomization of scale for the grass is breaking in certain spots. It looks like same type of grass is fine next to the odd spots, so I doubt there is anything to do with grass bounds. I cannot be sure of a cause. You can try narrowing it down, by testing a downloaded vanilla cache to see if there any issues. Also, what game version are you on?
Thanks for the 1.5.97 works very well and no need to disable BEES/convert plugins to 1.70 header format. Incase anyone else is having issues with constant crashes every second generating cache try Recleaned Menus seems to fix some kind of UI mod incompatibility if you have those you can always disable after its done
Either uninstall this mod or set use grass cache and only load from cache to false. You grass should then be dynamically generated again, in either case you may need to move around a bit for the grass to reappear.
Is there a secret to get the pop up notification to show up over the loading screen when it's done/completed? I have to guess after I restart it a third time. I hit control alt delete and select task manager. Then it goes to desktop and I see the pop up notification saying finished successfully.
Hi, I precached my grass but it is really sparse when it was not like this when I made my old one using netscriptframework. Is there a setting I needed to turn on in the ini before generating?
Folkangvr shouldn't have any issue with a cache. Try checking that imingrasssize is not being overridden by a plugin, you can use the command getini "grass:imingrasssize " to check. If so I'd recommend using NGIO's Overwrite-min-grass-size setting instead.
Bigger settings are less dense, smaller settings are more dense. Typical values are 40-70. I accidentally added a space between the setting and quotation mark, that probably what it said not found.
I apologize, I have the grass distance set to 12000 for the distance. the mingrasssize is set to 20 in the ini but when asking the command menu it still says in not found even without any typos. I did further testing and found the grass is as it should be in other places and is only sparse in certain sections of the whiterun tundra. There are landscape edits so I'm assuming the updated version of the mod is just better at reading small changes and that resulted in less grass in those areas. I appreciate you trying to help. Things seem to be fine in morthal and the rift so I'm okay with my cache
Ran the grass cache today with the updated NG and my computer crashed at some point I wasn't paying attention to have anymore info than there was a full system crash Also using the newest MO2 plugin
Hi first sorry for my english, it's not my native language.
Just for know if someone try to cache grass since the last update?
Till now i never had a problem for chache grass, but with the last update and the new plugin, the game launch but i don t see any message :" generating grass , open console for see ..." If i close the game, i get the message game will restart grass cache is not finished, but nothing happend when the game is launch...
Till now took me around 40 minutes for generating the cache, with the last plugin i ve let the cache generating running more than 4 hours and nothing happens.
I m on the latest version of the game on Steam.
Perhaps i ve forgot something but i don't think ....
Any help or comment saying all is fine for other and i ll search a solution by myself :)
3966 comments
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.
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.
Only when plugin cant find "skse64_loader.exe" will attempt to run VR, but if that's the case v2 shouldn't work as well...
I will try to find the solution, but this require deep dive into how root builder works and after messing with it I broke my modlist so... it may take some time.
Please test this version:
https://drive.google.com/file/d/1dDKtTj-CtPNzre2H-_vN7SH0uzjLc8Bs/view?usp=drive_link
I need feedback if the issue is fixed with this version, so we can update the plugin on mod page
Works for new update!
I know there has been work troubleshooting the infinite loading screens that occur with raycasting. If it is helpful, I have found an easily replicable test case that may help in debugging the issue. It involves downloading a WJ list, but is 100% replicable on either a new game or with coc command from the main menu, and resolves with disabling from NGIO. If more information about that would be useful let me know, and I can send details on the test case. I think my nexus messages are closed, but you can either reply here or find me on xEdit discord as Wartortle and I'd be happy to help as I can.
Cheers,
WT
https://imgur.com/a/f9BxcK9
Some of the grass models are really tiny not quite sure whats up
I never had something like this when on 1.5.97. Could this be because of the grass bounds step?
https://imgur.com/a/grass-f9BxcK9
I wasn't paying attention to have anymore info than there was a full system crash
Also using the newest MO2 plugin
I just finished it
I discovered that the culprits were:
Immersive equipment display - Container item distributor - Open Animation Replacer - Open Animation Replacer - IED Conditions - Animated clutter
Disable them to fix these errors and create a grass cache.
Just for know if someone try to cache grass since the last update?
Till now i never had a problem for chache grass, but with the last update and the new plugin, the game launch but i don t see any message :" generating grass , open console for see ..."
If i close the game, i get the message game will restart grass cache is not finished, but nothing happend when the game is launch...
Till now took me around 40 minutes for generating the cache, with the last plugin i ve let the cache generating running more than 4 hours and nothing happens.
I m on the latest version of the game on Steam.
Perhaps i ve forgot something but i don't think ....
Any help or comment saying all is fine for other and i ll search a solution by myself :)
Have a good day.
Thanks a lot!