Difference between revisions of "Floating Grass Fix"

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1,070 bytes added ,  12:51, 14 January 2013
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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
Line 14: Line 14:
* 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.
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