Skyrim Special Edition

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meh321

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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. martygod
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    Some video tutorial on how to exactly install this mod and the extended grass would be nice, I am not skilled at modding an maybe its easy for other people but I just can understand what to do from the instructions you provide. 

    I manually installed netframework, I am using MO2 so no I dont know it I should install this mod also manually or via the MO2, I did it manually and made the precache also enabled everything necessary in the txt. file, when I launched the game it was generating grass for around half and hour and finally I ended up with no grass at all. So what I am doing wrong?? 

    I want to try the MO2 installation but I just cant properly understand how to do it from you instructions :( Pls help I really hate the small grass draw distance and really want this mod. 
  3. Bellethezar
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    Years of modding grass in Skyrim, and this mod just blew me away with it's performance. Honestly overjoyed, thank you for the hard work!
  4. LordKhaox123
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    So one idea. Don't really know if this is possible or not but it would be really cool. So basically u would have a formlist of objects in a file, and you can specify a radius for every object where there should be no grass around. Say for example you have a specific Object "Campfire". Now you wouldn't want any grass in a radius 1 meter around the fire. Just put the id and the radius in the file, generate the grass an every campfire with that id would have no grass around.

    You could even bring that to a whole new level. Generate an invisible object, put it down in the middle of your village or whatever and all grass in the specific area is gone. No more patching of Landscape records like landscape fixes for grass mods, just a simple patch which puts down invisible objects in a location.

    Don't know if that possible, just putting out the idea and hope I can get some response.

    Thx for the mod it is awesome even like it is now and fixes one of the most annoying things in the game for me
  5. TheLoneChipmunk
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    I am finding that this largely seems to not work with the Veydosebrom Regions mod.
    1. yugen69
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      Cache works with Vedosebrom regions I did it multiple times what I am not sure about is LODs from this mod as I currently can't figure out how to set it up it takes massive amounts of time.

      Edit: Current veydosebrom version doesn't seem to have LODs
    2. Mycenia
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      The LODs is a problem with object bounds in the individual grasses. Some were not recalculated and the need to be.
  6. xiu12
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    I am getting massive lag upon cell load when even when using precached grass.
    When using ExtendGrassDistance = True i am getting error LOmap not thread safe when doind coc riverwood.

    Otherwise mod is great.
  7. fxhome
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    what did your damn mod do?
    I installed it, hoping for better grass distance (i tweaked the ini files).

    Now after removing this mod, my whole grass is f***ed up!! Even on new saves.
    I removed the cache folder and the mod files but it wont help.

    Damn u man, my grass was so nice, no problems i just wanted to have the better vision distance.
    Now the grass is clipping out of everything: water, stones and so on.

    It was so nice before, you just ruined my whole setup and i cant even get rid of this fkn mod as it seems.
    1. Exalderan
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      Nobody had this problem before. You propably f***** it up yourself or are bad at following instructions. Don't install mods if you don't know what you are doing.
    2. yugen69
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      He ruined it when you did all of it by yourself great logic which will help you further in life keep it up my man
  8. vegeirsheim
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    If i wanted to exclude a specific area in the Tamriel World space, would i place "Tamriel(-6, -11) 30.94 pct" into SkipPregenerateWorldSpaces = ""? My precache crashes when trying to generate grass in that area and do recall having issues in that spot anyway.
  9. yugen69
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    Hi, great mod especially when I found out about DynDolod part.
    My issue is that no matter what grass fade/distance settings I keep getting over 30k range grass after cache.
    I tried -1 and 7k but it seems the same.
    I just want preache grass for dyndolod lods

    Edit:It was extended grass distance option

    I was following your preache options stated
    1. In config file set the following options
    ExtendGrassDistance = True

    But this setting eat my gpu to death and if you rerun dyndolod for the lods wouldn't it be better to have shorter distance? ExtendGrassDistance = false
    It feels like Extendgrassdistance has mind on its own and doesnt care to colab with other settings
    EDIT 2: No billboards in grass mod
  10. Tohuw
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    I'm trying to get warmed cache (I use Vortex, so I'm following the non-MO2 method), but it never starts. I have the latest .NET Script Framework + SKSE Engine Fixes SKSE Loader (and not the DLL Preloader from meh), and the .NET log says the plugin loaded. But I see no message indicating caching started when I start the game from the launcher, nor do I see a grass folder created. I've set the three config options and created PrecacheGrass.txt in the root of my Skyrim SE folder (where the exe is). What might I be doing wrong?
  11. xiu12
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    So it was going over 6h and now i am insta crashing upon when information of precaching is poping up:
    Unhandled native exception occurred at 0x7FF67F043D30 (SkyrimSE.exe+DA3D30) on thread 43784!