EASILY Extend Grass Distance In Skyrim | ALL VERSIONS | Tutorial

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  • Опубликовано: 26 сен 2024
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Комментарии • 69

  • @biggie_boss
    @biggie_boss  3 месяца назад

    2 side notes: If you're using Root Builder make sure to setup an exclusion for it as per the No Grass In Objects Nexus Page. Also, Creation Kit is finicky when it comes to a lot of things. If you want a clean Creation Kit version to use for the purposes of recalculating grass bounds, I recommend grabbing ADT - it's a super light modlist with just the essential modding tools you need - github.com/The-Animonculory/ADT/blob/main/README.md

    • @diegogomez6106
      @diegogomez6106 2 месяца назад

      But we need add all the modlist there??? as cration kit was asking for mods such a Vigilant when i tried through steam...

    • @diegogomez6106
      @diegogomez6106 2 месяца назад

      Edit: Finally was just a fews plugins asking, for. Trying it.

  • @katemckinnon7323
    @katemckinnon7323 3 месяца назад +6

    Thanks so much for these tutorials! Once again, I've learned something new (after running my own grass cache a dozen times). Grass Bounds - I've not seen this step before. I'm shocked that this part of the process was missing from the STEP guide. Thanks again!

    • @jc76811
      @jc76811 26 дней назад +1

      Same here I've done grass cache and never knew about the bounds

  • @fazureofficial
    @fazureofficial 3 месяца назад +8

    Grass LOD was the biggest factor keeping me on 1.5.97, I would probably update nowadays if it weren't for 1) laziness, knowing I have to inspect all my mods and make sure they are up to date and 2) knowing Bethesda can just update the game again at any time

  • @KardyVFX
    @KardyVFX 2 месяца назад +18

    For anyone else having issues with the Creation Kit (such as "multiple master files selected for load"), try installing "Creation Kit Platform Extended for Skyrim" into your Skyrim/CK directory.

    • @Jackinyourbox
      @Jackinyourbox Месяц назад

      Thankyou kind sir!

    • @surhep
      @surhep Месяц назад

      Thank you so much! I lost 50 minutes while struggling with this abomination of Bethesda's

    • @1943rfagan
      @1943rfagan Месяц назад

      Thank you so squibliy darn much kind sir.

    • @kadran9k
      @kadran9k Месяц назад

      This should be pinned. As you can see in the video he is using the extender.

    • @MiTxGam3r
      @MiTxGam3r 20 дней назад

      i have installed that and CK versions dont match and i cant figure out the downgrader

  • @igavinwood
    @igavinwood 3 месяца назад

    Another big thank you Biggie. I've looked at this before and backed away as my knowledge goes as far as basic with XEdit. I don't have Creation Kit, so that is something I'd like to learn more about. Possibly it's now safe to as the BGS nightmare run of updates seem to be in hand now by other, very clever people. Thank god for them. It's crazy how big the modding community is for this game, yet so many of us know so little about how it really works while we mod. Looking forward to the next vid.

    • @biggie_boss
      @biggie_boss  3 месяца назад

      Creation Kit is free on steam :)

  • @marcdwonn9772
    @marcdwonn9772 3 месяца назад

    Nice! More tutorials from Biggie are always appreciated.

  • @elfthehunter
    @elfthehunter 3 месяца назад

    want to add my thanks for these tutorials! Super helpful, please keep them up.

  • @julius2790
    @julius2790 3 месяца назад

    These tutorials are fantastic. Thanks so much Bigs!

  • @netiturtle
    @netiturtle 3 месяца назад

    Thanks, these guides will be watched by many over time. Much appreciated
    For me personally, these were definite "a huge mod for...huh?" and decided not to use it

  • @Rocky-or4rz
    @Rocky-or4rz 3 месяца назад +2

    Grass Cache Helper NG link goes to the wrong thing. Just thought you would want to know. Otherwise thanks a ton for doing this. Going to try this out and see if I can get it working in my LO.

  • @doctordungus7774
    @doctordungus7774 Месяц назад +3

    Man, literally none of this worked for me. When I ran the SSEEdit script, it told me it had to add a bunch of masters to create my Grass Bound Records.esp, then when I tried to expand the bounds in Creation Kit, it gave me errors saying I needed multiple masters, then I downloaded a mod that fixed those errors, but it gave me more errors but at least it loaded the Grass Bound Records, but then after saving and exiting Creation Kit, now I don't have the GrassControl.ini file in my Overwrite directory. I'm giving up and trying again tomorrow, I guess. Maybe I'm destined to always have grass pop-in.

    • @windowsVD
      @windowsVD 16 дней назад

      Any progress? I've been able to get the set up working, but my game crashes within 30 seconds of trying to generate the grass LODs (I don't have MO2, so I can't use the plugin). So it looks like I still have to sort out my load order to get it functioning.

    • @Savahkahkim
      @Savahkahkim 15 дней назад

      I can't even get the list worldspaces to run - it just crashes on me.

    • @windowsVD
      @windowsVD 14 дней назад

      @@Savahkahkim I got the game to generate the grass output, but the game still won't load them in because the grass pop-in still looks exactly the same. I'm about to give up on this.

  • @Yobro1337
    @Yobro1337 19 дней назад

    For anyone having an issue where your game simply stays at the main menu and never prompts you to start the cache process - make sure you have the right NGIO version installed.
    I don’t have AE so I used another version and that was causing my issue. Switching to the AE version fixed it.
    This kind of thing has caused me problems before.
    AE/SE makes things so confusing, I swear!

  • @miggyluv
    @miggyluv 3 месяца назад +3

    I'm stuck on 'apply script' - I right click and choose apply script, and am able to find and select the 'list of worldspace with grass' script, but where you say 'once you've done that this script will popup' for me nothing happens so not sure what to do next. Can anyone help.

    • @iyreshot
      @iyreshot 2 месяца назад +1

      You have to manually download the script and place it in SSEEdit Edit Scripts folder. He shows that in the very beginning.

    • @GrezkiGazer
      @GrezkiGazer 2 месяца назад +1

      same for me, nothing popup... I did the step of placing the scrip in sseedit

    • @LeiTmeRitZ04
      @LeiTmeRitZ04 2 месяца назад

      how to solve this? same problem for me

    • @tkka3250
      @tkka3250 Месяц назад

      ok so the issue here is he doesnt say to run the script.. he says itll just pop up and that messed me up. you have to run the script. sounds obvious now but wasnt from the video.

    • @tomkins9294
      @tomkins9294 Месяц назад

      you have to run this script, what he didn't mention... then as it's output you get what you need

  • @SonofThunderz
    @SonofThunderz 2 месяца назад +1

    Um, yeah, so my CK kit gave so many errors... not seamless like yours...

  • @okNiko
    @okNiko 14 дней назад

    Whenever I "list worldspaces with grass" the pop up saying copy and paste this is just a blank box

  • @BJ-vk5hw
    @BJ-vk5hw Месяц назад

    Hey I've currently finished preparing for the ngio or something, and as soon as I entered the game, all the grass that previously existed seemed to disappear🫥, is that a normal thing or just because I've set everything and paste every single configuration following you so I only need to follow you in order to get the dyndolod to display everything normally?

  • @Anorfwael
    @Anorfwael 23 дня назад

    New question : using individual files I recalculated bounds with CK, no crash, but merging is a pain and outputs an ESP not flagged ESL. Compacting forms here might break the game I guess, so would it be possible in theory to copy object bounds in SSEDIT for every grass record ? This what Recalculate bounds in CK do right ? If so it will be a rather painfull but workable way for me to get this work
    Edit : worked this way, then found out the platform works perfectly as well.

  • @windowsVD
    @windowsVD 14 дней назад

    I'm using Vortex but I'm close to giving up by this point. I've got the set up working fine, but every time it says "grass generation finished successfully" I can't get the output to load in the game. I did as was instructed online for Vortex: zip the "grass" folder and drag it into Vortex. But every time I launch the game, it's still the exact same grass pop-in. I don't know what I'm doing wrong. It's like I'm close to being there but something is still clearly not working.

  • @Goldes14
    @Goldes14 3 месяца назад +2

    does not work at Vagabond performance, the game also started to freeze constantly

  • @newtsantos
    @newtsantos 3 дня назад

    Should the grass recalc bounds esp remain active after lod gen or can we disable it?

  • @driwell
    @driwell 3 месяца назад

    thank you

  • @ysmirwulfharth4012
    @ysmirwulfharth4012 3 месяца назад +1

    It keeps crashing, won‘t get even pass the main screen

    • @windowsVD
      @windowsVD 14 дней назад

      You’re going to have sort out your load order. Disable some mods that may conflict with the process.

  • @dreamtheater2407
    @dreamtheater2407 3 месяца назад

    How would you go with seasonal grass with seasons of skyrim compatibility?

  • @bluerie
    @bluerie 3 месяца назад +1

    What happened to ’chapter two’, can’t even find the video?

    • @miggyluv
      @miggyluv 3 месяца назад

      This is chapter 2

  • @kristyniebling8752
    @kristyniebling8752 Месяц назад

    First problem I ran into...I couldn't add the grass records from Dawnstar into the 'copy as override into' file I have named "grass bounds cache" as the folder wouldn't show up for it. It showed up for every other world and I was able to add all those grass records into my folder. Why can't I add Dawnstars grass record into my "grass bounds cache" folder?
    Second problem I ran into was in Creation Kit. I highlighted all my grass records and selected Recalc Bounds and a warning box showed up with all of this stuff in it. I hit the clear button down the bottom then closed the window. So I don't think this step completed properly. Why won't it let me Recalc Bounds?
    Is anybody able to shed some light on this?

    • @windowsVD
      @windowsVD 14 дней назад

      I had the same first issue but with my Dawnguard.esp for some reason. I just made a second grass bounds file with it, no idea if it actually helped though.
      Not sure what to do about your second issue. I was having issues with the Creation Kit until I downloaded the fixes on Nexus and then it worked fine. Currently I’ve been able to generate the grass files, but I can’t get the output to properly load into the game. It’s 12gb so it would seem that it was generated properly, but the game still won’t load them in after I added them to my mod manager. 🤷🏻‍♂️

    • @sofadhana1289
      @sofadhana1289 10 дней назад

      same here. i just didn't do that one. Worked for update.esm and skyrim. weird.

  • @beadlesastout
    @beadlesastout 2 месяца назад

    I get " file grass bound records.esp is a higher version than this exe can load" on selecting the esp in data, creation kit using your ngvo list.
    I'm up to the creation kit part. Any ideas on what's going on?

    • @windowsVD
      @windowsVD 14 дней назад

      Are you using an older version of Creation Kit? Make sure it’s the special edition version and that it corresponds with your game version.

  • @Anorfwael
    @Anorfwael 24 дня назад

    Hey is the CK is mandatory ? Used it more than once in the past, but it crashes after loading my esp. I'm using 1.5.73, because my skyrim is 1.6.640 and it will stay this way. I don't want to update. Can't I just cache the grass without recalculating grass bounds ?

    • @biggie_boss
      @biggie_boss  24 дня назад

      Yep it's necessary. I recommend using CK Platform Extended.

    • @Anorfwael
      @Anorfwael 23 дня назад

      @@biggie_boss
      Not sure how it works with dyndolod if no bound object are specified. I'm going to simply make several ESP and recalculate one by one since CK can't handle multiple plugins.
      By the way, if the ESP file like northern grass or Depths of Skyrim contains both compacted form IDs and regular form IDs, using CK to recalculate bounds will create new forms, some of them will consequently not overriding those from the main ESP. Not sure how this can impact grass cache generation and if it is important or ok. Could lead to generating the same grass twice from the two different formIDs Edit : This is with basic version of CK, if people don't use the platform extended. After using the platform, worked like a charm.
      Edit : found out that the CK platform extended did match my version. Too tired and took the skyrim ver for the CK version in the mod description.
      Well this video has been more usefull than even planned ! I'm pissed I didn't find this tool earlier, so much easy and faster to launch...

  • @ScrollsofZaymonte
    @ScrollsofZaymonte 2 месяца назад

    creation kit just isn't working for me, it pops up says multiple master files selected for load, tried downloading creation kit patch and now creation kit won't even launch. Just wasted an hour and a half trying to do this and I wasted my time. Awesome lol

    • @WarriorSwine811
      @WarriorSwine811 2 месяца назад

      I came here with the same issue trying to see if anyone else had the same issue and if there was a solution

    • @windowsVD
      @windowsVD 14 дней назад

      There are at least 2 Creation Kit fixes and extensions that you need to download from the nexus. I had the same issue until one of them solved it.

  • @axarien
    @axarien 3 месяца назад

    Do you leave the grass bounds plugin enabled after you've completed generating the grass cache?

  • @electrichollow9757
    @electrichollow9757 3 месяца назад

    Vortex?

    • @axarien
      @axarien 3 месяца назад

      There are instructions on the NGIO page; basically it's the same steps as the video but create a text file per the mod page instructions before you launch the game instead of running the grass tool as per MO.

    • @electrichollow9757
      @electrichollow9757 3 месяца назад

      ​@axarien Thank you. I'll look into it. Tried to do it with NGIO for the first time and had a weird gap between the grass and the next cell, and your tutorial is the only one up to date.

  • @Streptospondylus
    @Streptospondylus 2 месяца назад

    Thank you for this in-depth guide. I'm at the last step of this part where I have to run "pre cache grass". The game runs normally and the lock window of MO2 displays the message "the application must run to completion because its output is required", there are no other messages besides that. If I close the game MO2 boots it back automatically but I'm not sure if it's doing something.
    Edit: I forgot to set Grasscontrol.ini, now I got the message and there's a locked loading screen, I think it's working 😅

  • @jamesyman97
    @jamesyman97 2 месяца назад

    I followed this guide but had to abort the precaching because of a crash loop, I removed everything but now grass is missing in some places, is this because of the recalc bounds step in the creation kit? And if so how do I undo that?

  • @wileyrice5460
    @wileyrice5460 Месяц назад

    I get as far as the Creation Kit step where I load my Grass Bounds.esp but there are no grass records shown in the pane? Can anyone help with this?

  • @hazstean4748
    @hazstean4748 Месяц назад

    I don't understand how you get that generated document after applying the scrpit in SSEEdit, I don't get anything or I'm blind ...
    Edit : found it, my mistake

    • @wahtdah03
      @wahtdah03 4 дня назад

      hey bro how did you find it? can you let me know? thanks!

  • @yunietpiloto4425
    @yunietpiloto4425 3 месяца назад

    Thanks for sharing these man...really helpful