Skyrim Special Edition
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Shizof

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  1. MrFlauschig
    MrFlauschig
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    Probably a stupid question on my part, but the step guide does not cover how to "install" the grass cache with Vortex.


    I generated grass cache for all 4 seasons and renamed them appropriately.

    How do I proceed via Vortex?

    Do I just put all those files into the Data/Grass folder? Idk what I am supposed to do with them
    1. Shizof
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      You can make a Grass folder anywhere and put those cgid files inside and then zip that Grass folder and then name it something. You can then install that zip file with Vortex.
    2. MrFlauschig
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      Yay thanks.

      Should I uninstall NGIO after? Or just leave it as is
    3. Shizof
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      To use seasonal grass cache in game, NGIO needs to be disabled.
  2. Wanderer993
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    Hello, I generated a cache of grass for Seasonal Landscapes and lods, but for some reason vanilla grass appears instead of seasonal grass. What’s strange is that in the distance the grass seems to be displayed correctly. What can be wrong?
    1. Shizof
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      Hello!

      I generated a cache of grass for Seasonal Landscapes and lods, but for some reason vanilla grass appears instead of seasonal grass.
      Do you have *.SPR|SUM|AUT|WIN.CGID files for each season?
      Are you using the latest version of Seasons of Skyrim? If not, mods that change seasons by papyrus API wouldn't be supported.
      Do you have Grass=true for all seasons in po3_SeasonsOfSkyrim.ini?

      What’s strange is that in the distance the grass seems to be displayed correctly.
      That's grass lod. Not related to loaded grass.
    2. Wanderer993
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      Do you have *.SPR|SUM|AUT|WIN.CGID files for each season?
      Yes
      Are you using the latest version of Seasons of Skyrim?
      Yes
      Do you have Grass=true for all seasons in po3_SeasonsOfSkyrim.ini?
      Yes
    3. Shizof
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      In that case, do you have NGIO enabled in your load order? You need to disable that in order to load seasonal grass. NGIO's hook would overwrite this mod's hook if it's enabled.
    4. Wanderer993
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      I also generated a default cache with seasons disabled, is it needed?
    5. Shizof
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      I also generated a default cache with seasons disabled, is it needed?
      Not needed if you are going to use seasonal grass, but won't hurt.
    6. Wanderer993
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      In that case, do you have NGIO enabled in your load order? You need to disable that in order to load seasonal grass. NGIO's hook would overwrite this mod's hook if it's enabled.

      Thank you very much! This was exactly the problem, I didn’t know that it needed to be turned off) For some reason I missed this point in your description)
    7. Shizof
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      I'm glad you got it working
      Have fun, and happy modding!
  3. neddardz
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    man, thank u so muchhhh finally got it working. sadly it tanked my fps hahaha as expected. do you have recommendations for dyndolod grass density settings to lessen performance impact? my setting is in default which is 120. im using northern grass se and its precached grass 
    1. Shizof
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      Grass lods cost a bit of a performance, yes. You can use density values like 45-50 for better performance.
  4. Sparkveil
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    I have the same issue mentioned upthread with a gap between grass in the local cell and the LOD grass billboards. Similar to halfking below, the grass fades out before the edge of the local cell is reached, and you can load the grass in around yourself if you move with tfc. After spending a good afternoon tweaking ini settings, regenerating my cache, turning mods on and off, and so on, I haven't been able to correct it. It's truly baffling. As a visual example:

    https://imgur.com/a/auE9XHI

    I have AutoGrassDistanceSettings = 1 and EnableGrassFade = 0 in GrassCacheHelperNG.ini. There's no difference if I turn AutoGrassDistanceSettings off and use:
    fGrassMaxStartFadeDistance=20272
    fGrassStartFadeDistance=20272
    fGrassFadeRange=0

    I've confirmed these settings aren't being overwritten in game with the getini console command.

    The log from GrassHelperNG (When running with distance settings off) states:
    Start...
    GrassCacheHelperNG v1.0.1.0 is loading...
    Default Trampoline => 0B / 15B (00.00%)
    GrassCacheHelperNG loaded.
    Current bDrawShaderGrass: true
    Setting bDrawShaderGrass: true
    Current bShadowsOnGrass: true
    Setting bShadowsOnGrass: true
    Changing settings for: Using precache
    Current bEnableGrassFade: false
    Setting bEnableGrassFade: false
    Added NoGrass flag to worldspace: KatariahWorld - c350d
    Starting mod...

    Which seems like its working. It does strike me as a little odd, since I have the flag in the ini set to allow grass in whiterun.
    1. Shizof
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      Those settings are for uGridsToLoad = 5. Are you using 5?
    2. Sparkveil
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      Yep, uGridsToLoad=5.

      I'm increasingly convinced that there must be something overwriting these settings somehow... but I've scoured every ini and am now grasping at straws. The oddity about WhiterunWorld not being flagged correctly made me think maybe something is up with the Grass Helper.
    3. Shizof
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      The oddity about WhiterunWorld not being flagged correctly made me think maybe something is up with the Grass Helper.
      Can you explain what you mean by this? If you edited GrassCacheHelperNG.ini file to remove WhiterunWorld setting from ForceGrassWorlds, then you wouldn't see it in the log. Have you made that change? In any case, that's just related to what you see outside when you are in whiterun walls. Not related to your issue.
    4. Sparkveil
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      Ah sorry, I should have been clearer. My ini for Grass Cache Helper does include the default ForceGrassWorlds setting (I haven't changed it), so it should be flagging Whiterun as grass enabled, but the log doesn't show that. If it just changes what you see outside Whiterun's walls though, I guess it doesn't matter. The LOD does a good enough job at that on its own.
      ------
      Overall the more I dig the more it seems my issue lies beyond this mod. I have the same problem if I swap to NGIO instead, for example. I can't help but wonder if it isn't something about Skoglendi itself that's capping the distance, so I'll likely be testing swapping grass mods next.

      I'm also puzzled by the way that changes to max startfadedistance in skoglendi's ini seem to have no effect... I thought they would overwrite Skyrim.ini, but instead if I set the Skyrim ini to super short maxstartfadedistance, it's limited to that in game no matter what.
    5. nexusmods022023
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      It looks like it could be a Skoglendi issue. I tried Tamrielic grass and it was extremely smooth.
  5. Deyvistain
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    First thank you Shizof
    Second, then to be sure, with your mod enabled and following the instructions of the grass mods and no grass in objects I can generate grass cache for sesonal landscapes or nolvus grass mix like any other generation of grass cache? no extra step? If so, we should build statues of you like Himmel the hero, if not, could you guide me?
    I ask because English is my third language and to tell the truth, from what I read, your mod sounds like it is the best of the best, so I want to be sure before I get my hopes up.
    1. Shizof
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      Hi, using this mod, grass cache generation is simplified because it sets recommended settings automatically. Also for grass cache usage, it sets recommended settings automatically + it adds support for usage of seasonal grass caches with .AUT.cgid, .SPR.cgid, .SUM.cgid, .WIN.cgid extensions. So except renaming of the .cgid files according to their seasons, every required setting of the process is automatically done for you.
    2. Deyvistain
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      Thank you =)
  6. Anakin1773
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    Do I still need this mod in order to load .CGID files, or can the latest version of NGIO can load .CGID files without it?
    1. Shizof
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      You don't need this mod to load .CGID files unless you use Seasons of Skyrim.
    2. Anakin1773
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      Ok then, thank you!
  7. Avokh32
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    Hello, what about the Extended Grass Distance feature of No Grass in Objects? can this mod do something similar? is there a replacement mod to be used in conjunction with this one to restore that feature?
    1. Shizof
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      Extended grass distance is being developed currently. Works in my dev build and will be released with the next version.
  8. fartballss
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    bro PLEASE tell me where the logs are 😭
    1. Shizof
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      The log file this mod generates can be found in 
      "My Documents\my games\Skyrim Special Edition\SKSE"
      "My Documents\my games\Skyrim.INI\SKSE"
      "My Documents\my games\Skyrim VR\SKSE"
      or a similar path depending on your game.
  9. TwITe
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    Does this work with the updated NGIO for AE?
  10. bdjon1991
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    I use NGIO NG from github for grass cache generation, but when I checked arround Ivarstead, it became barren, no grass at all. Then when I use this mod, I got my grasses again. Hopefully it has the same effect like on 1.5.97
    1. Zanderat
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      That was a bug.  It has been fixed in the latest version of NGIO.