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Floating Grass Bug in Skyrim still persiste in 2017 - Unbelievable!


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I have tried in the past to reach out on the Nexus forums and other sites for help but seem to have bad luck at finding all the "I don't know, so I'm just gonna be a sarcastic A-holes."

But I'll try again.

 

I have the floating grass bug going on with my MOD. None of my downloaders seem to have it, just me. (That's good.) Even with "No Grass" checked in worldspaces for certain worlds, they are covered in grass from the world that does have grass. I created the first half of my worlds (I have 8 worlds) at 0,0 coordinates when I first started my mod. I never thought my MOD would grow to this point and the OCD in me liked building everything off of 0,0.

I have tried everything and am down to only 2 options left.

1.) Somehow move the entire worldpsace with grass through TesVSnip or TES5Edit. With new (and far away from 0,0) coordinates, the grass would not render into the next world.

2.) Create an interior cell between that worldspace and the entrance to to the next worldspace. I discovered over the last 3 years that an interior cell between worlds creates some kind of "dampner" for grass and fixes the grass loading in places it shouldn't. I really am trying to avoid doing this, as my world spaces are linked up the way I wanted and this would really break immersion. One of my worlds is already an interior cell, so yes, I know how to create the image of having an open world while actually being in an interior cell.

I followed the link here and have all the ini changes applied and they do nothing.

I could really use some help.

- Junk

 

EDIT: It's probably worth noting that I have completely un-installed Skyrim and the Creation Kit from my PC and re-installed. I am using no grass mods, other than the grass I added into my world.

Edited by Guest
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Dug my heels in and figured it out. ini changes don't do s***.

 

You build a new worldspace at 0, 0 coordinates (or wherever). Everything looks great. Then you add 3 dimensional protruding grass landscape. Somehow, somewhere, wires get crossed in the CK generator and it places grass at those coordinates all over the game. So, me using worldspaces at 0, 0 could place grass at 0, 0 (and whichever cells you added grass 0,1 0,-1 so on) in any cell, be it interior or exterior, if those cells are at shared coordinates. Then the elevation is obviously what gives you the "floating grass". It's not floating where it is actually placed, but is floating (rendering) as such in the other cells due to their different elevation. This grass issue is absolute nonsense. This game has been out how long and we can't fix it?!?! Come on. I figure man can put it together, man can take it apart and rebuild it better.

 

Open file YourMod.esp in TesVSnip.

At top in file list under "Spells" make esm.
Click ok to YourMod.esm
Close TesVSnip.
In Data remove YourMod.esp and leave YourMod.esm.
KEEP YOUR LATEST .esp FILE SET ASIDE FOR FUTURE EDITING WITH CREATION KIT. You will have to convert that edited .esp file to a new .esm file with the above steps.
Also, you will need to change the folder extension from YourMOD.esp to YourMOD.esm in Meshes/Actors/Character/FaceGenData/FaceGeom/YourMOD And Textures/Actors/Character/FaceGenData/FaceTint. Do the same for your MOD's folder in Data/Sound/Voice/YourMOD.
What you are doing is ultimately removing your cell's/worldspace's reference from Skyrim's master and setting up your own. Skyrim, while a great game, does not play well with others and so you have to get out of their car (from underneath their engine) and out into your own. Probably sounds weird, but it makes perfect sense to me. LOD changed as well for me and so did references I had placed in Tamriel. So instead of trying to work UNDER Skyrim, work beside her.
If you do not want to convert your esp to an esm... there is a work-around.
What I did, before I truly fixed it, was a work-around. DISABLE FAST TRAVEL from the areas you created with grass. Then, place an interior cell (cave, home, inn, anything) between that grass world and Skyrim or your next world. The interior cell acts as a "Dump cell" and when you get to your next world, the grass will be gone. Just set the "Z" coordinates (floor) of the interior way above or way below the world with grass Z coordinates so if the grass does end up in that interior cell, it won't matter. The player will never see it. The only thing it will do is cause some rendering issues (depends on volume of grass) for lower end PCs. So put an Occlusion Plane around the exterior of your cave/home/Inn so that is taken care of. This always worked for me and my grass bug was HORRIBLE! But I wanted it fixed right.
Hope this helps someone.
- Junk
Edited by Guest
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  • 1 year later...

i knew that this problem was directly related to esp > esm files somehow.

But is there a problem in changing from esp to master using tes5edit? what is the difference in using tesvsnip?

Edited by asmediv
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