What outcome should I expect if I have this mod active but Grass Cache Helper NG is not activated? That would render this mod entirely useless, yes, because the .cgid files will no longer be readable and thus DynDOLOD would not generate grass beyond the loaded grids. Do I have that correct?
That is to say, having this mod installed without GCH-NG would have the same effect as not having this mod installed at all.
I can't explain why it works, but it does. At least for me. I have not renamed from cgid to gid. When I enable Grass Cache Helper NG, grass does not load at all.
Oh, truly? I saw that Grass Cache Helper NG was listed as a requirement and have always used it alongside this mod for that reason, but I'm looking at rebuilding my load order and I'm testing out some things.
When I have only Cathedral Landscapes and your Grass Precache installed, I have thick grass but it does tend to grow in rocks, roads and slopes more - but it also looks denser and in that way better. When I have GCH-NG enabled as well, the grass stays away from rocks, slopes and ledges but is also more sparse overall - I also get floating grass in places with modded terrain. I haven't yet rerun DynDOLOD for my new load order to see what happens.
If you have a grass mod installed with one of your precache files, but no CGH-NG enabled, do your grass lods still generate properly?
My hope is to have thick grass that doesn't float, but also grass in the distant lods. I know that NGIO would guarantee that outcome but I'm not confident I can downgrade to 1.5.97, run it, upgrade back to 1.6.640 and have nothing go wrong while 1.6.1130 and whatever comes next are messing up mods left and right.
My bad, yo. I don't know why but I thought we on my vanilla grass precache page, lol. Cathedral Landscapes should have Grass Cache Helper NG activated when generating LOD and when playing the game.
Damn, I was afraid of that. The grass is much more sparse, and 'floaty' in a few places with my load order, when CGH-NG is enabled. Not to worry. Thanks for going to the effort of generating these crass caches and sharing them.
Hi, first of all thank you for making this, it's really helpful for someone that plays on AE version and don't really know how to setup a different profile for generating precache specifically, like me.
A question, is "iMaxGrassTypesPerTexure" and "iMinGrassSize" in skyrim.ini (I think) matter when running Texgen and Dyndolod? if so, what should I set it on? or is that settings just won't do anything with precached grass?
I asked because I was doing fine before when I run Texgen and Dyndolod with 2 and 40 for those setting respectively, but when I'm switching terrain texture and changing iMaxGrassTypes to 15 (because I'm curious what it does), I got purple texture on distant grass. I haven't tried switching it back to 2 and rerunning both because it took quite a long time, but I figured I should ask whether there's an optimal setting or not for future reference, thank you.
Cathedral landscapes has its own ini file with those parameters, so any change you made to skyrim.ini are overwritten. Also, I'm not sure if those settings have any effect when generating grass LOD.
I encountered some strange issues when trying to use grass LODs in Skyrim VR.
For this mod (combined with Cathedral Landscapes with default setting), faraway grass has completely incorrect color (it has grey hue, it is not just brightness issue). For Tamrielic and Veydoisebrom, the grass lods are not visible (other lods work, DyndoLod and TexGen show no error for grass). Only Folkvangr grass LOD looks remotely right (apart from brightness) from the ones I tried, but that one is too performance hungry for me.
Does anyone have an idea where I can start searching for solution and what to check? Maybe someone encountered this already?
Thank you so much for these pre-caches. What do you think is the best way to approach LOD color differences when you have ENBs and weather mods in your load order? If I were to downgrade to SE 1.597 and do the grass cache myself would it take the weather and ENB I'm using into consideration? I did mess around with the ambience in TexGen but I still get a noticeable pop in from LOD to actual grass and can't get it quite right. I've also altered some ENB settings to not affect the grass as well. Not sure if I'm being too picky with an old game and I'm expecting a perfect transition lol.
Once again thank you for taking the time to do these!
'Grass Cache Fixes' needs 'No Grass In Objects' which needs '.NET Script Framework' is your mod the replacement for 'No Grass In Objects'? I dont want to make any mistakes.
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The author has locked this comment topic for the time beingNo Grass in Objects has been updated, you can now generate grass pre-cache for all versions of Skyrim (including VR):
https://www.nexusmods.com/skyrimspecialedition/mods/42161
That is to say, having this mod installed without GCH-NG would have the same effect as not having this mod installed at all.
When I have only Cathedral Landscapes and your Grass Precache installed, I have thick grass but it does tend to grow in rocks, roads and slopes more - but it also looks denser and in that way better. When I have GCH-NG enabled as well, the grass stays away from rocks, slopes and ledges but is also more sparse overall - I also get floating grass in places with modded terrain. I haven't yet rerun DynDOLOD for my new load order to see what happens.
If you have a grass mod installed with one of your precache files, but no CGH-NG enabled, do your grass lods still generate properly?
My hope is to have thick grass that doesn't float, but also grass in the distant lods. I know that NGIO would guarantee that outcome but I'm not confident I can downgrade to 1.5.97, run it, upgrade back to 1.6.640 and have nothing go wrong while 1.6.1130 and whatever comes next are messing up mods left and right.
A question, is "iMaxGrassTypesPerTexure" and "iMinGrassSize" in skyrim.ini (I think) matter when running Texgen and Dyndolod? if so, what should I set it on? or is that settings just won't do anything with precached grass?
I asked because I was doing fine before when I run Texgen and Dyndolod with 2 and 40 for those setting respectively, but when I'm switching terrain texture and changing iMaxGrassTypes to 15 (because I'm curious what it does), I got purple texture on distant grass. I haven't tried switching it back to 2 and rerunning both because it took quite a long time, but I figured I should ask whether there's an optimal setting or not for future reference, thank you.
EDIT*** Looks like the grass folder goes into your Data folder, for anyone else installing it manually. Thanks for taking the time to precache this!
For this mod (combined with Cathedral Landscapes with default setting), faraway grass has completely incorrect color (it has grey hue, it is not just brightness issue).
For Tamrielic and Veydoisebrom, the grass lods are not visible (other lods work, DyndoLod and TexGen show no error for grass).
Only Folkvangr grass LOD looks remotely right (apart from brightness) from the ones I tried, but that one is too performance hungry for me.
Does anyone have an idea where I can start searching for solution and what to check? Maybe someone encountered this already?
Thank you so much for these pre-caches. What do you think is the best way to approach LOD color differences when you have ENBs and weather mods in your load order? If I were to downgrade to SE 1.597 and do the grass cache myself would it take the weather and ENB I'm using into consideration? I did mess around with the ambience in TexGen but I still get a noticeable pop in from LOD to actual grass and can't get it quite right. I've also altered some ENB settings to not affect the grass as well. Not sure if I'm being too picky with an old game and I'm expecting a perfect transition lol.
Once again thank you for taking the time to do these!
Will this work with Dyndolod seasons ?
Sorry if stupid question. :)