SaneEngineer / No-Grass-In-Objects-NG

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

Lots of grass in objects / Raycasting not working #9

Closed eggdropsoap closed 5 months ago

eggdropsoap commented 5 months ago

Grass is generating inside objects.

Versions:

Issue description

I have already generated a throwaway grass cache successfully as a test, and then removed it. I'm now trying to properly configure my grass before generating a real grass cache, but I can't get grass to stop generating in objects.

NGIO NG is running. I am not using cached grass while I tune the raycasting, but the raycasting settings seem to do nothing and no grass is being removed from under/inside objects.

skse64.log shows NGIO NG is running:

loading plugin "NGIO-NG"
registering plugin listener for SKSE at 50 of 107
plugin NGIO-NG.dll (00000001 NGIO-NG 01000000) loaded correctly (handle 50)

I'm using Seasons of Skyrim, Seasonal Landscapes, and Landscape Fixes for Grass Mods.

I also tested with seasons turned off (Season Type = 0 in po3_SeasonsOfSkyrim.ini) and Landscape Fixes for Grass Mods disabled, and the grass generation in/under objects was much more obvious and worse.

This screenshot taken at the ruined house west of Whiterun (Tamriel cells -2,-3 / -2,-2) with Seasons set to 0 and Landscape Fixes disabled as above shows the generation and clipping problem clearly:

Grass clipping through floor of ruined house west of Whiterun

Configuration and logs

GrassControl.toml

[Debug]
Debug-Log-Enable = true

[RayCastConfig]
Ray-cast-enabled = true 
Ray-cast-height = 150.0
Ray-cast-depth = 5.0
Ray-cast-collision-layers = "1 2 13 20 31"
Ray-cast-ignore-forms = ""

[GrassConfig]
Super-dense-grass = false
Super-dense-mode =  8
Profiler-report = false
Use-grass-cache = false
Extend-grass-distance = false
Extend-grass-count = true
Ensure-max-grass-types-setting = 10
Overwrite-grass-distance = 6000
Overwrite-grass-fade-range = 3000
Overwrite-min-grass-size = -1
Global-grass-scale = 1.0
Only-load-from-cache = false
Skip-pregenerate-world-spaces = "DLC2ApocryphaWorld;DLC01Boneyard;WindhelmPitWorldspace"
Only-pregenerate-world-spaces = ""
DynDOLOD-Grass-Mode = 1

NGIO-NG.log

[13:06:20:721] NGIO-NG v1.0.0.1
[13:06:20:721] Game version : 1-6-640-0
[13:06:20:721] Initializing trampoline...
[13:06:20:721] Default Trampoline => 0B / 2048B (00.00%)
[13:06:20:721] Trampoline initialized.
[13:06:20:721] Default Trampoline => 14B / 2048B (00.68%)
[13:06:28:137] Default Trampoline => 92B / 2048B (04.49%)
[13:06:28:137] Default Trampoline => 106B / 2048B (05.18%)
[13:06:28:137] Default Trampoline => 181B / 2048B (08.84%)
[13:06:28:137] Default Trampoline => 195B / 2048B (09.52%)
[13:06:55:103] Created Cache for Raycasting Settings
SaneEngineer commented 5 months ago

Raycasting has an issue when not used with a cache of not applying on the first loading of a save. Try saving at the location and reloading the save twice to see if it takes affect.

eggdropsoap commented 5 months ago

That does work!

Good to know. Not ideal, but that workaround will let me test my grass setup before generating the grass cache. And really, that's all I need. Thanks!

SaneEngineer commented 5 months ago

Glad I could help. I'll make sure to update the readme some people know.