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
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.
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!
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
Thanks a lot for your incredible tutorial. It helped a lot and i got rid of all my grass problem especially on road and on rocks. I followed it point by point and thanks for the tip to disable the enb it helped a lot to generate grass cash (1,2go here with 600 mods approx)
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.
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.
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 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.
I just built a new gaming rig and I'm testing everything out buy regenerating everything in NVGO with all my additions. I have a Ryzen 9 7900x and an RTX 4080 Super, along with 32 GB of DDR5 and an NVME drive. I was expecting this to take like an hour. It took me about 15-20 minutes hahaha
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.
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!
I have all the lod mods at the very end of my load order before overwrite but I'm not sure if they're in the right order (I don't know if that matters as they don't overwrite each other except the DynDolod ressources SE and DLL NG) 1. no grass in objects 2. Grass cache helper NG 3. Grass cache 4. DynDOLOD ressources SE 5. DynDOLOD DLL NG 6.TexGen_output 7. xLODGen_output 8. DynLOD_output Also I'm also not sure in what order I must run the tools to generate LOD with grass cache : 1st generate grass cache 2nd generate textures with texgen 3rd run xLODGen for the terrain and then run DynDOLOD for the trees and objets Am I getting it right or not at all? I have no errors during installation but I just don't see the lod in game (grass works fine, I guess, but far away the terrain lod texture is still brown instead of green like skoglendi grass should be... Idk what to do, I might just start a new save on a clean install I don't knooow I'm kinda desesperate I have spend more time modding this game than actually playing it until now!)
I have followed every step carefully but my problem is that once I have opened the esp (that I have created in SSEdit) in CK, the grass section in the WorldObjects is completely empty and I don't really know what to do now. Thanks for the guide. Up until that point everything was very well explained, but now I am stuck lol.
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
I noticed with dyndolod mod 1 in the ngio setting grass tend to disappear and reappear when ur nearby, however this not happen wirh mode 2(even only putting mode 2 in ngio ini)
I'm getting this as well and heard it's something they're still working on a fix for Mode 1. Curious if there are any other work-arounds besides switching to mode 2, which can causes crashes for some.
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.
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.
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
Trying to "apply filter" in xedit results in a referal towards the new auto clean option, and that if you are following a guide it is dated ("apply filter" option is no longer available).
I'm confused. Also an idiot kinda. So at 5:06, the comment, "so you get something like this," no I do not. I do not get that. Nothing pops up and I cannot see what you clicked or how you got there. I know it's clearly Word but I have no idea how you got there.
do we copy over only the winning records, for example if i use skoglendi + skoglendi grass booster + insignificant object remover( to remove underwater grass) what records should i then copy over? Thank you for ur tutorial also great help to get started on how to generate!
Is it necessary to recreate the grass bounds plugin if you make changes to the grass mod itself, ie. switch from Skoglendi's "no grass" option to "none" or "Bethesda's Cut" ?
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 😅
Thanks for the guide! But I have to skip for the bound esp thingy because it cannot be loaded in CK, it stuck.. I'm using Verdant with complex grass and season add on (green and yellow whiterun), also when doing Bound do we have to do it from the bottom all the way to the Skyrim.esm or just modded grass only? (I might have done it wrong but I don't know, I carefully follow your guide tho..
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?
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.
@@BlueTooaky oooh okay. It says here I have to run Xlod, oh man it took like and hour 30 mins to run that haha. I am using Folkvangr. Oh well I guess back to the drawing board haha. Thanks.
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?
Could i disable everything and keep just the grass mods active to do the precache? I did everything here but my grass and trees are still the same. I know the grass failed because it was too quick, but the trees also didnt work properly since im not getting trees at a distance😢
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?
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. 🤷🏻♂️
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
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?
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 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...
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.
Hi, thanks for trying to help players to mod their games. But i wasted 24 h hours ( really ) , between understanding trying to make things work etc. step one for terrain ok , step 3 ok, but this step drove me crazy, ran for 3 hours to run the pregrass cache, you know when it launch the games , close wait for 8 sec and restart.... Just to have this message, the pregrass cache plugin has failed : Recursion error depth execeeded with printing the list where each time it ran and actually did nothing except pissing me off. They shoud change their engine and switch to unreal, but noooo why would they pay royalties to someone. Their engine is a huge sniffy shit not even able to run more than 2 (maybe 3 , don't remember) real dynamic light in the same area, all the rest is fake light and fake shadows. And loading between cells. Anyway i'll skip won't waste another day of my life in trying to generate a fucking lod. One thing for sure won't even bother with tesVi if it 's released, one day, maybe. Anyway thanks, the modding community does all the job for bethesda. We should all stop modding their game , the mods are the main reason they continue to milk people. Can't wait for shyrim diamond anniversary it ten years where it will be the same game but with water caustic lol !!!
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.
@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.
Hello, I'm having issues when trying to generate precache grass. When i click on it it launch the process but stop after 10sec and a message pop-up : hooks.cpp(239): Failed to create more grass shapes. I don't understand why, i have all of the requirements and the good versions of NGIO and grass cache helper for my skyrim i think (1.5.97 backported). When i try with an other version of NGIO and grass cache helper the message is different : GidFileCache.cpp(340): Failed to generate Gid Files. Does someone had the same issues ? It's the first time i encounter this, i already did grass precache 1 time in the past with no problems. If someone could help me it would be really kind, i'm deconcerted.
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
But we need add all the modlist there??? as cration kit was asking for mods such a Vigilant when i tried through steam...
Edit: Finally was just a fews plugins asking, for. Trying it.
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.
Thankyou kind sir!
Thank you so much! I lost 50 minutes while struggling with this abomination of Bethesda's
Thank you so squibliy darn much kind sir.
This should be pinned. As you can see in the video he is using the extender.
i have installed that and CK versions dont match and i cant figure out the downgrader
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!
Same here I've done grass cache and never knew about the bounds
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
You're the GOAT for this, man
Thanks a lot for your incredible tutorial. It helped a lot and i got rid of all my grass problem especially on road and on rocks. I followed it point by point and thanks for the tip to disable the enb it helped a lot to generate grass cash (1,2go here with 600 mods approx)
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.
Creation Kit is free on steam :)
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.
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.
I can't even get the list worldspaces to run - it just crashes on me.
@@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.
@@windowsVD try using dyndolod grass mode 2 inside ngio ini
Nice! More tutorials from Biggie are always appreciated.
I just built a new gaming rig and I'm testing everything out buy regenerating everything in NVGO with all my additions. I have a Ryzen 9 7900x and an RTX 4080 Super, along with 32 GB of DDR5 and an NVME drive. I was expecting this to take like an hour. It took me about 15-20 minutes hahaha
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.
want to add my thanks for these tutorials! Super helpful, please keep them up.
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!
These tutorials are fantastic. Thanks so much Bigs!
I have all the lod mods at the very end of my load order before overwrite but I'm not sure if they're in the right order (I don't know if that matters as they don't overwrite each other except the DynDolod ressources SE and DLL NG)
1. no grass in objects
2. Grass cache helper NG
3. Grass cache
4. DynDOLOD ressources SE
5. DynDOLOD DLL NG
6.TexGen_output
7. xLODGen_output
8. DynLOD_output
Also I'm also not sure in what order I must run the tools to generate LOD with grass cache :
1st generate grass cache
2nd generate textures with texgen
3rd run xLODGen for the terrain and then run DynDOLOD for the trees and objets
Am I getting it right or not at all?
I have no errors during installation but I just don't see the lod in game (grass works fine, I guess, but far away the terrain lod texture is still brown instead of green like skoglendi grass should be... Idk what to do, I might just start a new save on a clean install I don't knooow I'm kinda desesperate I have spend more time modding this game than actually playing it until now!)
I have followed every step carefully but my problem is that once I have opened the esp (that I have created in SSEdit) in CK, the grass section in the WorldObjects is completely empty and I don't really know what to do now. Thanks for the guide. Up until that point everything was very well explained, but now I am stuck lol.
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
hey bro how did you find it? can you let me know? thanks!
I noticed with dyndolod mod 1 in the ngio setting grass tend to disappear and reappear when ur nearby, however this not happen wirh mode 2(even only putting mode 2 in ngio ini)
I'm getting this as well and heard it's something they're still working on a fix for Mode 1. Curious if there are any other work-arounds besides switching to mode 2, which can causes crashes for some.
So if you haven't generated DynDOLOD yet remember to test this with DynDOLOD setting off in ini
Thanks for sharing these man...really helpful
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.
You have to manually download the script and place it in SSEEdit Edit Scripts folder. He shows that in the very beginning.
same for me, nothing popup... I did the step of placing the scrip in sseedit
how to solve this? same problem for me
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.
you have to run this script, what he didn't mention... then as it's output you get what you need
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
Trying to "apply filter" in xedit results in a referal towards the new auto clean option, and that if you are following a guide it is dated ("apply filter" option is no longer available).
Strangely the message disappeared after restarting twice.
I'm confused. Also an idiot kinda. So at 5:06, the comment, "so you get something like this," no I do not. I do not get that. Nothing pops up and I cannot see what you clicked or how you got there. I know it's clearly Word but I have no idea how you got there.
It pops up when you run the xedit script. Just copy it
@biggie_boss For me it doesn't. There's no text in the box, it's blank. It seems to be the same for a number of people.
Um, yeah, so my CK kit gave so many errors... not seamless like yours...
do we copy over only the winning records, for example if i use skoglendi + skoglendi grass booster + insignificant object remover( to remove underwater grass) what records should i then copy over? Thank you for ur tutorial also great help to get started on how to generate!
Yep, only copy the winning records. I usually work my way backwards (start at the last plugin and work my way up to Skyrim.esm)
Is it necessary to recreate the grass bounds plugin if you make changes to the grass mod itself, ie. switch from Skoglendi's "no grass" option to "none" or "Bethesda's Cut" ?
To be safe you should always recalc grass bounds when editing grass mods.
@@biggie_boss Thanks!
Whenever I "list worldspaces with grass" the pop up saying copy and paste this is just a blank box
Do you leave the grass bounds plugin enabled after you've completed generating the grass cache?
Yes
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 😅
Thanks for the guide! But I have to skip for the bound esp thingy because it cannot be loaded in CK, it stuck.. I'm using Verdant with complex grass and season add on (green and yellow whiterun), also when doing Bound do we have to do it from the bottom all the way to the Skyrim.esm or just modded grass only? (I might have done it wrong but I don't know, I carefully follow your guide tho..
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?
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.
ModuleNotFoundError: No module named PyQt5
Can someone help me? i cant get the plugin to run
I am having the same issue too! Not sure what it is. Happened right after I updated my MO2.
I just downloaded version 2.5 instead of 2.5.2 and its working. Thought I let you know!
@@sardararkhan Just downloaded a existing Precache from my Gras Mod of Nexus. Worked fine
@@BlueTooaky oooh okay. It says here I have to run Xlod, oh man it took like and hour 30 mins to run that haha. I am using Folkvangr. Oh well I guess back to the drawing board haha. Thanks.
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?
How would you go with seasonal grass with seasons of skyrim compatibility?
Could i disable everything and keep just the grass mods active to do the precache? I did everything here but my grass and trees are still the same. I know the grass failed because it was too quick, but the trees also didnt work properly since im not getting trees at a distance😢
No. If you do that you'll end up with floating grass.
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?
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. 🤷🏻♂️
same here. i just didn't do that one. Worked for update.esm and skyrim. weird.
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
I came here with the same issue trying to see if anyone else had the same issue and if there was a solution
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.
Should the grass recalc bounds esp remain active after lod gen or can we disable it?
did you ever find the answer to this? --he replied yes in a comment below. We leave it enabled.
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?
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.
hey you have to open the esp in xedit and change the version number from 1.71 to 1.70
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 ?
Yep it's necessary. I recommend using CK Platform Extended.
@@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...
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?
It keeps crashing, won‘t get even pass the main screen
You’re going to have sort out your load order. Disable some mods that may conflict with the process.
does not work at Vagabond performance, the game also started to freeze constantly
this is easy?? I'm at loss of words
thank you
What happened to ’chapter two’, can’t even find the video?
This is chapter 2
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.
Hi, thanks for trying to help players to mod their games. But i wasted 24 h hours ( really ) , between understanding trying to make things work etc. step one for terrain ok , step 3 ok, but this step drove me crazy, ran for 3 hours to run the pregrass cache, you know when it launch the games , close wait for 8 sec and restart.... Just to have this message, the pregrass cache plugin has failed : Recursion error depth execeeded with printing the list where each time it ran and actually did nothing except pissing me off. They shoud change their engine and switch to unreal, but noooo why would they pay royalties to someone. Their engine is a huge sniffy shit not even able to run more than 2 (maybe 3 , don't remember) real dynamic light in the same area, all the rest is fake light and fake shadows. And loading between cells. Anyway i'll skip won't waste another day of my life in trying to generate a fucking lod. One thing for sure won't even bother with tesVi if it 's released, one day, maybe. Anyway thanks, the modding community does all the job for bethesda. We should all stop modding their game , the mods are the main reason they continue to milk people. Can't wait for shyrim diamond anniversary it ten years where it will be the same game but with water caustic lol !!!
Vortex?
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.
@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.
So not worth it if you have multiple mods with new areas. Your list is so small lmao!
Hello, I'm having issues when trying to generate precache grass. When i click on it it launch the process but stop after 10sec and a message pop-up : hooks.cpp(239): Failed to create more grass shapes. I don't understand why, i have all of the requirements and the good versions of NGIO and grass cache helper for my skyrim i think (1.5.97 backported). When i try with an other version of NGIO and grass cache helper the message is different : GidFileCache.cpp(340): Failed to generate Gid Files. Does someone had the same issues ? It's the first time i encounter this, i already did grass precache 1 time in the past with no problems. If someone could help me it would be really kind, i'm deconcerted.