Difference between revisions of "Floating Grass Fix"

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imported>Shorya
imported>Shorya
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Source: Results duplicated in numerous personal trials with my own mod.
Source: Results duplicated in numerous personal trials with my own mod.
   
   
Test Conditions: Moving between two worldspaces in-game.
Test Conditions: Moving between two worldspaces, belonging to the same .esp file, in-game.


Note: No Creation Kit trials have been run yet. This workaround will work provided the creator of the mod or area in question did not drag a texture from the Creation Kit Object Window into the Render Window at any point during the construction of the mod/area.
Note: No Creation Kit trials have been run yet. This workaround will work provided the creator of the mod or area in question did not drag a texture from the Creation Kit Object Window into the Render Window at any point during the construction of the mod/area.


Unverified Hypothesis: If you save your mod while it is in a glitched state the glitch may be hard-written into your .esp file, becoming impossible to remedy. Save often, but save carefully!
Unverified Hypothesis: If you save your mod while it is in a glitched state the glitch may be hard-written into your .esp file, becoming impossible to remedy. Save often, but save carefully!
There are conditions that make this solution less than effective. If saves exist where glitch conditions were present, the glitch won't be completely remedied by this solution. One or two cells still have glitching grass. This includes autosaves/saves. Delete autosaves/saves where the glitch is present and reload at a point before entering the glitching area.

Revision as of 20:25, 14 January 2013

The Bug

A problem with grass textures not updating correctly. This fix will make your animated grass behave correctly in the CK, as well as in-game.

For the Game

Open up both Skyrim.ini and SkyrimPrefs.ini and at the bottom of the [Grass] section add/alter this:

  • bAllowLoadGrass=0
  • bAllowCreateGrass=1
  • bDrawShaderGrass=1

For the Editor

In the skyrim installion folder open SkyrimEditor.ini and at the bottom of the [Grass] section add:

  • bAllowCreateGrass=1
  • bAllowLoadGrass=0

In-Game Workaround

If grass and rocks foreign to the worldspace or interior in question still fail to disappear after making the changes outlined above, the following will fix it while in-game.

  • Exit the malfunctioning worldspace/interior through the nearest door that requires a "full" load.
  • Open the console with the '~' key. Type 'tg' and hit enter. The console will display a message to tell you that you have disabled/enabled grass rendering. Make sure rendering is disabled.
  • Re-enter the worldspace/interior in question.
  • Open the console and type 'tg'. Grass rendering will again be enabled and the landscape grass foreign to that cell should no longer be there.

Source: Results duplicated in numerous personal trials with my own mod.

Test Conditions: Moving between two worldspaces, belonging to the same .esp file, in-game.

Note: No Creation Kit trials have been run yet. This workaround will work provided the creator of the mod or area in question did not drag a texture from the Creation Kit Object Window into the Render Window at any point during the construction of the mod/area.

Unverified Hypothesis: If you save your mod while it is in a glitched state the glitch may be hard-written into your .esp file, becoming impossible to remedy. Save often, but save carefully!

There are conditions that make this solution less than effective. If saves exist where glitch conditions were present, the glitch won't be completely remedied by this solution. One or two cells still have glitching grass. This includes autosaves/saves. Delete autosaves/saves where the glitch is present and reload at a point before entering the glitching area.