Difference between revisions of "Floating Grass Fix"
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imported>Somnyus (Created page with "Category:Solutions =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. ...") |
imported>Shorya |
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* bAllowCreateGrass=1 | * bAllowCreateGrass=1 | ||
* bAllowLoadGrass=0 | * 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 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. |