SaneEngineer / No-Grass-In-Objects-NG

NGIO ported to AE
MIT License
30 stars 5 forks source link

DynDOLOD-Grass-Mode = 2 - Causes CTD & No Grass Rendered #24

Closed 0pLuS0 closed 5 months ago

0pLuS0 commented 5 months ago

Describe the bug

I'm using SSE 1.6.640.0 with Tamrielic Grass and Complex Grass for Tamrielic Grass.

Using DynDOLOD-Grass-Mode = 2 in the GrassControl.ini causes grass to not be rendered up close, and then partially rendered in the distance. If I load a game save that is indoors like at Warmaiden's in Whiterun, as soon as I step outside I get a CTD. If I load a game save outside, I then see grass rendering issue(s).

When I used DynDOLOD-Grass-Mode = 1 the grass rendered nicely and there were no CTD.

Screenshots Here's a game save, just outside Whiterun, the Red X are where the grass is not rendering close up, and the two Green Question marks are where the grass renders, but not 100%. If you look closely at the grass where the green question marks are, you can see what appears like a lot of individual bright pieces of grass sticking up alone, along with some other grass that is slightly darker. Tamrielic Grass grass does not look like this in the distance with the bright chunks, it looks nice and full.

No Rendering

Caching If you are having issues with Caching, please upload PrecacheGrass.txt

Config Please upload your GrassControl.ini GrassControl.ini.txt

Log Please upload your NGIO.log here or link from pastebin NGIO-NG.log

Here is a log from Trainwreck when I got the CTD. Trainwreck LOG.log

Additional context Add any other context about the problem here.

THANKS

SaneEngineer commented 5 months ago

1.0.12 might fix this issue, but I will also attach a test build 1.0.13 that think is much more likely to fix this issue. NGIO-NG-1.0.13-AE.zip

0pLuS0 commented 5 months ago

Hi @SaneEngineer

I just tried 1.0.13, it's the same, CTD when I try and go outside from Warmaiden's, and when I load a game save outside in the Tundra near Whiterun, like the screen shot I posted, the same grass rendering issue(s).

I noticed in the SkyrimPrefs.ini that the fGrassStartFadeDistance is being changed to 999999.0000 and I had it on 17000.0000.

Does using DynDOLOD-Grass-Mode = 2 change it? hmm

@ikonomov mentions using 20272.0000 for the grass settings in this reply, and I'd like to test this if DynDOLOD-Grass-Mode = 2 is changing it.

https://github.com/SaneEngineer/No-Grass-In-Objects-NG/issues/23#issuecomment-2076300898

THANKS

SaneEngineer commented 5 months ago

Both DynDOLOD modes in NGIO set the value to 999999.0000, set DynDOLOD mode to 0. All it does is toggle settings.

0pLuS0 commented 5 months ago

You want me to now test DynDOLOD-Grass-Mode = 0?

THANKS

SaneEngineer commented 5 months ago

Yes and make sure to set fGrassStartFadeDistance to 17000.0.

DynDOLOD-Grass-Mode = 1 and DynDOLOD-Grass-Mode = 2 both set fGrassStartFadeDistance to 999999

0pLuS0 commented 5 months ago

Ok on 1 and 2...

For the moment I was going to try out 20272.0000 that ikonomov metioned, unless for your testing you need me to keep at 17000 for now?

THANKS

SaneEngineer commented 5 months ago

Either works I just used that value as an example.

0pLuS0 commented 5 months ago

I just finished running the grass cache. I received a popup saying the game is frozen and click ok to continue, never seen that before. Also I have two .fail files. Are these fail files bad, like eventually as the development of NGIO progresses, these cells shouldn't be skipped?

THANKS

Fail

SaneEngineer commented 5 months ago

Fail files mean that those two cells were skipped because they crashed more than MaxFailures and grass was not generated for them.

SaneEngineer commented 5 months ago

Cells should not need to be skipped.

SaneEngineer commented 5 months ago

DynDOLOD-Grass-Mode = 2 should be fixed with 1.0.12-1.6.640

ikonomov commented 5 months ago

@ikonomov mentions using 20272.0000 for the grass settings in this reply, and I'd like to test this if DynDOLOD-Grass-Mode = 2 is changing it.

20272 value for fGrassStartFadeDistance is only relevant when using mode 1. With mode 2 you can use whatever distance allows you to keep acceptable framerate.

0pLuS0 commented 5 months ago

@SaneEngineer it's the same issues using DynDOLOD-Grass-Mode = 0 CTD and grass rendering...

I tried NGIO-NG-1.0.13 that you posted, since you mentioned it's more likely to fix the issue over NGIO-NG-1.0.12.

SaneEngineer commented 5 months ago

Disregard 1.0.13, did you try using 1.0.12-1.6.640 or the regular NGIO-NG-1.0.12-AE.zip?

0pLuS0 commented 5 months ago

Ok on 1.0.13, I will try 1.0.12-1.6.640 now.

THANKS

0pLuS0 commented 5 months ago

DynDOLOD-Grass-Mode = 2 with 1.0.12-1.6.640 is working ok!

Thanks for all your support, keep up the great work! I will certainly report if anything else comes up to help you!

0pLuS0 commented 5 months ago

I spoke to soon... :(

I was outside of Whiterun running around on the horse in the Tundra and the game froze then did CTD.

Is DynDOLOD-Grass-Mode = 2 the preferred choice to use with NGIO-NG?

THANKS

SaneEngineer commented 5 months ago

Not really as most users use mode 1, it's really up to whatever version looks better for users. Can you upload the crash log if there is one for the latest ctd please.

0pLuS0 commented 5 months ago

I didn't have a crash log, I'll keep trainwreck installed if it does it again.

THANKS

SaneEngineer commented 5 months ago

I'm going to close out this issue for anyone with issues with DynDOLOD-Grass-Mode = 2/Extend-Grass-Distance = true will be covered in issue #30.

For 0pLuS0, if you have anymore issues use issue #23.