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Problems with DynDOLOD grass rendering


eliteslasher

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So I've been ripping my hair out recently trying to figure out what could possibly be causing my errors but things simply don't make sense for me when it comes to using grass cache for using extended grass.
I have watched video after video, looked at forum post after forum post with similar issues, and I have yet to find anything that works for me to clear up the two main issues I have. I can fix one or the other individually, but I can not find a setting that will allow me to fix both. The issues are as follows

Issue 1:
When using DynDOLODGrassMode = 2 My grass looks great at distance and close up with good transitions from LOD to full rendered... until I go to certain cells notably in the falkreath area and around Helgen areas where the grass simply does not render in any way shape or form. Bushes and such which aren't considered grass obviously show up, but no grass objects

Issue 2:
When using DynDOLODGrassMode = 1 My grass looks amazing close up no matter where I go it seems. Absolutely beautiful! But then when I look off to the distance, I see a ring of cells with no LOD or rendered grass in them, but with LOD grass off further than that ring showing up just fine

Things to note:
- Yes, I precached the grass under each of these modes and didn't accidentally swap numbers between the config file and the mode selected in DynDOLOD for corresponding grass caches rendered under each mode
- I have actually done this more than once for each mode once using Step Project recommendations and once using references from this video which really the only difference is the distance and fade ranges


- Am currently using the newest NGIO, precachy, and DynDOLOD files
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Just to rule out the obvious: You're still on Skyrim SE (1.5.97), right? NGIO doesn't work with newer versions of the game. You CAN create a grass cache on a SE setup and use it in AE later on, but without NGIO enabled in AE. But that's a different story...

 

TBH, the only thing I could think of are issues while creating the grass cache.

Dyndolod usually simply uses what's already there.So I doubt this is a Dyndolod error.

 

For troubleshooting, I'd suggest the following steps:

1. Disable/uninstall Grass Cache Fixes. I guess, that's what you mean by "precachy". This mod shouldn't be active during grass cache creation with NGIO. In fact, you don't really need it at all, if you're on 1.5.97 and using NGIO. "Grass Cache Fixes" is only important, if you a) don't use NGIO at all or b) want to use a grass cache from NGIO on AE.

 

2. Disable grass cache use in the NGIO .ini file. Check the "problematic" areas in game. If there are already spots without grass, it's probably a problem with your grass mod.

 

3. If everything is okay, regenerate crass cache. Follow the instructions on the mod's page.

 

4. Now enable grass cache use in the NGIO .ini. Check again, if everything's okay. If it isn't, retry step 3.

 

5. Run Dyndolod...

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  • 2 weeks later...

OMFG! I had my uGridsToLoad set to 7
For the recommended settings it needed to be 5
why did I not notice that?!
The full grass was only generating til about 5ish probably, and then my gap issue, then the lod grass started at 7
FML I'm an idiot!

Sorry for the delay. Was playing games with friends kinda took a break for a while from Skyrim

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