no problem I have like 3 different grass mods myself so I didn't like that the camp sites where over grown so i thought it would be great to fix it Thank You for your support
If you change your mod load order -- the precache becomes unofficially broken and has to be redone. Considering the amount of time involved, and if you are a heavy modder, this can be very unappealing. Though, with the alpha of Dyndolod 3, this may be a new process.
you dont need to regenerate cache all the time.... only if you use extended grass range. No grass in object is perfectly usable without cache if you do not use extended grass range. (which kill fps anyway, but looks good)
its Cathedral 3D Pine Grass, Northern Grass, Viscous Grass and some other floral overhauls my .ini is [Grass] bAllowCreateGrass=1 bAllowLoadGrass=0 fGrassMaxStartFadeDistance=18000.0000 fGrassMinStartFadeDistance=0.0000 bDrawShaderGrass=1 fGrassFadeRange=13500.0000 fGrassWindMagnitudeMax=125 fGrassWindMagnitudeMin=5 iGrassCellRadius=2 iMaxGrassTypesPerTexure=15 iMinGrassSize=30 b30GrassVS=0 fGrassStartFadeDistance=2360.0000
12 comments
Thank You for your support
If you change your mod load order -- the precache becomes unofficially broken and has to be redone. Considering the amount of time involved, and if you are a heavy modder, this can be very unappealing. Though, with the alpha of Dyndolod 3, this may be a new process.
my .ini is
[Grass]
bAllowCreateGrass=1
bAllowLoadGrass=0
fGrassMaxStartFadeDistance=18000.0000
fGrassMinStartFadeDistance=0.0000
bDrawShaderGrass=1
fGrassFadeRange=13500.0000
fGrassWindMagnitudeMax=125
fGrassWindMagnitudeMin=5
iGrassCellRadius=2
iMaxGrassTypesPerTexure=15
iMinGrassSize=30
b30GrassVS=0
fGrassStartFadeDistance=2360.0000