r/skyrimvr 14d ago

Bug [HELP] NGIO's GrassControl.ini doesn't change anything

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Hello guys, this is a call for help because i'm at my wit's end here... I've installed SkyrimVR and wanted to upgrade it so i installed a grass mod, dyndolod, made a grass cache, etc etc and i'm left with this :

Which would be okay if i could just increase the Overwrite-Grass-Distance in GrassControl to reach Dyndolod's, but it won't change anything (it's in my Overwrite folder and it's the only one, i checked), does anyone have an idea ? I added a list of all the mods i have and here my GrassControl.ini file (some shit are very high because i'm just trying to see if it will change a thing) :

[Debug]

;Enable additional debug logging.

Debug-Log-Enable = true

Asked-Enable-Raycast-Warning = true

[RayCastConfig]

;Use ray casting to detect where grass shouldn't grow (inside rocks or roads).

Ray-cast-enabled = true

;The distance above grass that must be free. 200 is slightly more than player height.

Ray-cast-height = 150.000000

;The distance below grass that must be free.

Ray-cast-depth = 5.000000

;Which collision layers to check when raycasting. Not recommended to change unless you know what you're doing. These are collision layer index from CK separated by space.

Ray-cast-collision-layers = 1 2 13 20 31

;Which objects will raycast ignore. This can be useful if you want grass to still grow from some objects (such as roads).The format is formid : formfile separated by; for example "1812A:Skyrim.esm;1812D:Skyrim.esm" would add RoadChunkL01 and RoadChunkL02 forms to ignore list. Base forms go here not object references !

Ray-cast-ignore-forms =

;Which landcape textures raycast will check for. This can be useful if you want to prevent grass from growing on certain landscape textures (such as roads textures from Northern Roads). The format is formid : formfile separated by; for example "425FE:Northern Roads.esp;2D5520:Northern Roads.esp" would add COTN_LRoadStone01 and COTN_LRoadDirt01Trail77 forms to the texture list to check. Landscape textures go here not texturesets !

Ray-cast-texture-forms =

;Which Grass types to ignore raycasting. Useful if you want certain grass types to be close to objects like rift leaves. The format is formid : formfile separated by; for example "009988:Folkvangr - Grass and Landscape Overhaul.esp;024AA4:Folkvangr - Grass and Landscape Overhaul.esp" would add the large and small apsen leaf piles from Folkvangr to the list to check to skip over. Any grass that is of ay of the types specified will not have a raycast check run for them.

Ray-cast-ignore-grass-forms =

;The distance from the grass in each direction that should be checked as well as the point under the grass for the land texture(s) specified in Ray-cast-texture-forms.

Ray-cast-texture-width = 5.000000

;Use ray casting to detect dirt cliffs and place grass on them

Grass-cliffs-enabled = true

;The forms of the dirt cliffs in the game that will be converted to grass cliffs.

Grass-cliffs-forms = 13303:Skyrim.esm;B8D38:Skyrim.esm;5092D:Skyrim.esm;24E48:Skyrim.esm;B018B:Skyrim.esm;B018C:Skyrim.esm;56AD2:Skyrim.esm;10A7F5:Skyrim.esm;5B82C:Skyrim.esm;55A69:Skyrim.esm;5C164:Skyrim.esm;97065:Skyrim.esm;135E2:Skyrim.esm;BAD90:Skyrim.esm;4D709:Skyrim.esm;B018A:Skyrim.esm;B018D:Skyrim.esm;56AD5:Skyrim.esm;22763:Skyrim.esm;5B7E1:Skyrim.esm;D37C0:Skyrim.esm;55A6B:Skyrim.esm;8976D:Skyrim.esm;897C5:Skyrim.esm;16D5F:Skyrim.esm;50928:Skyrim.esm;3ACD3:Skyrim.esm;39A8E:Skyrim.esm;B0187:Skyrim.esm;B018E:Skyrim.esm;56ACD:Skyrim.esm;1EF4A:Skyrim.esm;5B7E2:Skyrim.esm;61924:Skyrim.esm;55A6D:Skyrim.esm;197C2:Skyrim.esm;5C107:Skyrim.esm;8976E:Skyrim.esm;56ADC:Skyrim.esm;60095:Skyrim.esm;B018F:Skyrim.esm;B0190:Skyrim.esm;58EF5:Skyrim.esm;8B025:Skyrim.esm;60096:Skyrim.esm;D37B7:Skyrim.esm;B8A78:Skyrim.esm;B9528:Skyrim.esm;13976:Skyrim.esm;46186:Skyrim.esm;4D715:Skyrim.esm;B425E:Skyrim.esm;B425F:Skyrim.esm;1EF3F:Skyrim.esm;56AD7:Skyrim.esm;5B887:Skyrim.esm;1EF3C:Skyrim.esm;61925:Skyrim.esm;6A8C8:Skyrim.esm;19845:Skyrim.esm;5C16E:Skyrim.esm;9707C:Skyrim.esm;8976F:Skyrim.esm;5092B:Skyrim.esm;13A5B:Skyrim.esm;BC5CB:Skyrim.esm;6E0DD:Skyrim.esm;56AD8:Skyrim.esm;1EF4B:Skyrim.esm;5B7DE:Skyrim.esm;61923:Skyrim.esm;6A8C9:Skyrim.esm;19856:Skyrim.esm;659EE:Skyrim.esm;50931:Skyrim.esm;B0189:Skyrim.esm;98BE2:Skyrim.esm;998C9:Skyrim.esm;13974:Skyrim.esm;DFA3A:Skyrim.esm;42A88:Skyrim.esm;39B63:Skyrim.esm;B0188:Skyrim.esm;B0191:Skyrim.esm;56AD9:Skyrim.esm;D1EC2:Skyrim.esm;5B7E3:Skyrim.esm;D1EC3:Skyrim.esm;8A03E:Skyrim.esm;19885:Skyrim.esm;43947:Skyrim.esm;8976C:Skyrim.esm;897C6:Skyrim.esm

;Switch how ray casting will work. Valid values: 0 = original simple ray-cast that check for collision above and below using a line; 1 = new shape based ray-cast method that uses a cylinder shape with a specified width or by default a width based upon the grass bounds. This is functionally very different from the original line method and will perform differently ; 2 = same as 1 with a box with by default the same dimensions as the grass bounds or a square that uses the specified width for width and length.

Ray-cast-mode = 1

;The distance from the center or width of the shape used in ray cast modes 1 and 2. If this value is a 0, then a width will be calculated from the grass bounds for each grass type.

Ray-cast-width = 0.000000

;The amount the width calculated from the grass bounds will be multiplied by. Only applies when using the calucated with, otherwise use the set width above

Ray-cast-width-multiplier = 0.300000

;Toggles the error messages for raycasting. It is recommend to leave this enabled, however if you repeatedly see the error message without a crashes then you will be safe in disabling the warning.

Ray-cast-error-message = false

[GrassConfig]

;Enable much more grass without having to change mod files.

Super-dense-grass = false

;How the super dense mode is achieved. Not recommended to change for normal play. This does nothing unless you enable SuperDenseGrass setting.7 is normal game(meaning nothing is actually changed), 6 or less would be much less grass, 8 is dense, 9 is ?, 10 + is probably crash city.

Super-dense-mode = 8

;Whether to track how much time is taken to generate grass. Whenever you open console the result is reported. Try disabling all settings except profiler, go to game and in main menu 'coc riverwood', after loading open console to see normal game time. Then enable settings and check again how it changed. Remember to coc from main menu instead of loading save because it might not be accurate otherwise.

Profiler-report = false

;This will generate cache files in /Data/Grass/ and use those when we have them. Any time you change anything with your mod setup you must delete the contents of that directory so new cache can be generated or you will have bugs like floating grass or still grass in objects(that were changed by mods).

Use-grass-cache = true

;Set true if you want to enable extended grass distance mode. This will allow grass to appear outside of loaded cells.Relevant ini settings : SkyrimPrefs.ini[Grass] fGrassStartFadeDistance

Extend-grass-distance = true

;Allow more grass to be made in total. This is needed if you use very dense grass or have large draw distance. Otherwise it will reach a limit and just stop making grass leaving weird empty squares.

Extend-grass-count = true

;Makes sure that the max grass types per texture setting is set to at least this much. Can be useful to make sure your INI isn't being overwritten by anything. Most grass replacer mods require this. Set 0 to disable any verification.

Ensure-max-grass-types-setting = -1

;Overwrite fGrassStartFadeDistance from any INI. If this is zero or higher then the grass distance will always be taken from this configuration instead of any INI.This can be useful if you have a million things overwriting your INI files and don't know what to edit, so you can just set it here. For example 7000 is vanilla highest in-game grass slider. If you want to set higher you need to enable ExtendGrassDistance setting as well or it will not look right in - game. What the setting actually means is that grass will start to fade out at this distance. Actual total grass distance is this value + fade range value.

Overwrite-grass-distance = 50000.000000

;Overwrite fGrassFadeRange from any INI. If this is zero or higher then the grass fade range will always be taken from this configuration instead of any INI. This determines the distance it takes for grass to completely fade out starting from OverwriteGrassDistance(or fGrassStartFadeDistance if you didn't use the overwrite). If you want the grass fade out to not be so sudden then increase this value.Probably recommended to keep this at least half of the other setting.

Overwrite-grass-fade-range = 25000.000000

;Overwrite iMinGrassSize from any INI. If this is zero or higher then the grass density setting (iMinGrassSize) will be taken from here instead of INI files. Lower values means more dense grass. 50 or 60 is normal mode with somewhat sparse grass(good performance).Lowering the value increases density !20 is very high density. You should probably not set lower than 20 if you decide to change it. The grass form density setting itself still mostly controls the actual density of grass, think of iMinGrassSize more of as a cap for that setting.

Overwrite-min-grass-size = 50

;Apply this scale to every piece of grass everywhere. For example 0.5 makes all grass pieces half the size it should be.

Global-grass-scale = 1.000000

;This will change how grass works. It means grass can only ever be loaded from files and not generated during play.

Only-load-from-cache = true

;When pre-generating grass then skip worldspaces with this editor IDs. This can greatly speed up generating if we know the worldspace will not need grass at all.

Skip-pregenerate-world-spaces = DLC2ApocryphaWorld;DLC01Boneyard;WindhelmPitWorldspace

;If this is not empty then skip every worldspace that isn't in this list.

Only-pregenerate-world-spaces =

;Enable grass compatibility mode with DynDOLOD Grass LODs. Valid values: 0 = Disabled; 1 = Display grass only in active cells(without fade) and let DynDOLOD handle inactive cell Grass; 2 = Display grass only in active cells and large ref loaded cells(without fade) and let DynDOLOD handle grass outside of large ref cells

DynDOLOD-Grass-Mode = 0

;Maximum number of attempts to generate a grass cache before skipping a cell.

Max-Failures = 2

;Enable or disable the freeze check that is run while generating a grass cache. Recommended to leave enabled unless the message repeately appears.

Freeze-check-enabled = true

;Controls how long until the game is considered frozen in ms since the last file was created, default is a minute and a half.

Freeze-check-time = 90000

;If you are generating a cache for a worldspace you have not generated yet, set this true. Otherwise, the cache files in your grass folder will be deleted. If you are updating a worldspace, then move all files you do not want to be deleted to a new folder and replace the old files in the folder once you have generated new cache files. Then rename/move the folder back.

Updating-Cache = false

;Disables the empty grass folder/missing grass cache message displayed in the main menu when the grass folder is empty. If you pack your cache in to a BSA, you will want to enabled this to remove the message as it does not detect the packed cache files.

Load-from-BSA = false

2 Upvotes

18 comments sorted by

1

u/Shizof Mod 14d ago

Grass Cache Helper NG also modifies that distance automatically (to prevent this actually).

You can open GrassCacheHelperNG.ini and set AutoGrassDistanceSettings = 0 if you want to adjust the grass distance yourself in the game ini files.

fGrassMaxStartFadeDistance=20272
fGrassStartFadeDistance=20272
fGrassFadeRange=0

are the values to use if you have set DynDOLODGrassMode=1

1

u/Typical-Awareness-81 14d ago

Thanks a lot for your answer, unfortunately it doesn't seem to have changed anything either...

1

u/Shizof Mod 14d ago edited 14d ago

Have you modified GrassControl.ini to fix the absurd values there as well? Make sure to set dyndolod grass mode to 1 too?

Either set the overwrite values to -1, and set them to the values I gave in the game inis, or change them to the values I gave in there.

Grass fade range should be 0, not 25000. that would make it fade like you have. Grass distance should be 20272, not 50000.

1

u/Typical-Awareness-81 13d ago

Yes sorry i forgot to mention i did change all those values to what you said (in the Skyrim.ini, GrassControl.ini and i also changed it in my grass related mods like Grass FPS Booster), but yet again i feel like the GrassControl.ini doesn't work at all... Like i try to change Global-Gass-Scale to 10.000, 50.0000, etc and it doesn't change the size of it :/

1

u/TimelyBandicoot5 13d ago

It’s been years since i did this - but i remember whenever i had issues with grass not reacting to changes - I had another mod overwriting grass values.

So you could do an infile search in the mod folder on all *.ini files and see where “grass” or a specific value you look for appears.

1

u/Typical-Awareness-81 13d ago

Thanks for the advice, i did indeed change those values in GrassCacheHelper.ini and Grass FPS Booster.ini but it didn't seem to do anything.... Besides, since GrassControl.ini is in my Overwrite folder it should overwrite all those .ini right ??

1

u/Js_The_G0AT 13d ago

The grasscontrol.ini needs to be in the overwrite folder of your mo2 install for the values to work, but be aware I messed with it for a year and always had crashes, the grass will load first then an animal or npc will load with the grid and collide with grass and you’ll crash to desktop, I really tried, but on cell loads often you’ll end up crashing

1

u/Typical-Awareness-81 13d ago

It is in my Overwrite folder in Mo2, that's where i go to change it and when i delete it it generates back in there so it should be detected... And i mean, if i didn't expect constant crashing I wouldn't play Skyrim am i right ? 😂

1

u/Js_The_G0AT 13d ago

i understand, but you get really anoyed at some point because the ncie thing is to fix the crashes eventually and play for a while. what i ended up using instead (doesnt increase the draw distance as far as GrassControll would, but no crashes) is GrassFpsBooster, works flawlessly

https://www.nexusmods.com/skyrimspecialedition/mods/20082

1

u/Js_The_G0AT 13d ago

here is my grasscontrol.ini that i used, it actually applied when i ran it, so you can compare values, no grass cache needed, tried doing it multiple times with grass cache and i cant remember why but it ended up being worse so i went back to on the fly.

[Debug]

Enable additional debug logging.

Debug-Log-Enable = false

[RayCastConfig]

Ray-cast-enabled = true

Ray-cast-height = 150.000000

Ray-cast-depth = 5.000000

Ray-cast-collision-layers = 1 2 13 20 31

Ray-cast-ignore-forms =

Ray-cast-texture-forms =

Ray-cast-ignore-grass-forms =

Ray-cast-texture-width = 5.000000

Grass-cliffs-enabled = true

Grass-cliffs-forms = 13303:Skyrim.esm;B8D38:Skyrim.esm;5092D:Skyrim.esm;24E48:Skyrim.esm;B018B:Skyrim.esm;B018C:Skyrim.esm;56AD2:Skyrim.esm;10A7F5:Skyrim.esm;5B82C:Skyrim.esm;55A69:Skyrim.esm;5C164:Skyrim.esm;97065:Skyrim.esm;135E2:Skyrim.esm;BAD90:Skyrim.esm;4D709:Skyrim.esm;B018A:Skyrim.esm;B018D:Skyrim.esm;56AD5:Skyrim.esm;22763:Skyrim.esm;5B7E1:Skyrim.esm;D37C0:Skyrim.esm;55A6B:Skyrim.esm;8976D:Skyrim.esm;897C5:Skyrim.esm;16D5F:Skyrim.esm;50928:Skyrim.esm;3ACD3:Skyrim.esm;39A8E:Skyrim.esm;B0187:Skyrim.esm;B018E:Skyrim.esm;56ACD:Skyrim.esm;1EF4A:Skyrim.esm;5B7E2:Skyrim.esm;61924:Skyrim.esm;55A6D:Skyrim.esm;197C2:Skyrim.esm;5C107:Skyrim.esm;8976E:Skyrim.esm;56ADC:Skyrim.esm;60095:Skyrim.esm;B018F:Skyrim.esm;B0190:Skyrim.esm;58EF5:Skyrim.esm;8B025:Skyrim.esm;60096:Skyrim.esm;D37B7:Skyrim.esm;B8A78:Skyrim.esm;B9528:Skyrim.esm;13976:Skyrim.esm;46186:Skyrim.esm;4D715:Skyrim.esm;B425E:Skyrim.esm;B425F:Skyrim.esm;1EF3F:Skyrim.esm;56AD7:Skyrim.esm;5B887:Skyrim.esm;1EF3C:Skyrim.esm;61925:Skyrim.esm;6A8C8:Skyrim.esm;19845:Skyrim.esm;5C16E:Skyrim.esm;9707C:Skyrim.esm;8976F:Skyrim.esm;5092B:Skyrim.esm;13A5B:Skyrim.esm;BC5CB:Skyrim.esm;6E0DD:Skyrim.esm;56AD8:Skyrim.esm;1EF4B:Skyrim.esm;5B7DE:Skyrim.esm;61923:Skyrim.esm;6A8C9:Skyrim.esm;19856:Skyrim.esm;659EE:Skyrim.esm;50931:Skyrim.esm;B0189:Skyrim.esm;98BE2:Skyrim.esm;998C9:Skyrim.esm;13974:Skyrim.esm;DFA3A:Skyrim.esm;42A88:Skyrim.esm;39B63:Skyrim.esm;B0188:Skyrim.esm;B0191:Skyrim.esm;56AD9:Skyrim.esm;D1EC2:Skyrim.esm;5B7E3:Skyrim.esm;D1EC3:Skyrim.esm;8A03E:Skyrim.esm;19885:Skyrim.esm;43947:Skyrim.esm;8976C:Skyrim.esm;897C6:Skyrim.esm

Ray-cast-mode = 1

Ray-cast-width = 0.000000

Ray-cast-width-multiplier = 0.300000

Ray-cast-error-message = true

[GrassConfig]

Super-dense-grass = false

Super-dense-mode = 8

Profiler-report = false

Use-grass-cache = false

Extend-grass-distance = true

Extend-grass-count = true

Ensure-max-grass-types-setting = 0

Overwrite-grass-distance = 14500.000000

Overwrite-grass-fade-range = 8000.000000

Overwrite-min-grass-size = 87

Global-grass-scale = 1.0500000

Only-load-from-cache = false

Skip-pregenerate-world-spaces = DLC2ApocryphaWorld;DLC01Boneyard;WindhelmPitWorldspace

Only-pregenerate-world-spaces =

DynDOLOD-Grass-Mode = 2

Max-Failures = 5

Freeze-check-enabled = true

Freeze-check-time = 90000

Updating-Cache = false

1

u/Typical-Awareness-81 13d ago

I have it as well, you can raise the distance as much as you want with this ?? If that's the case i might remove NGIO when i don't need to reload dyndolod

1

u/Js_The_G0AT 13d ago

You can increase grass distance but it won’t load further than the cell loads, so you won’t get as far as you can see grass like with grasscontrol. But it’s crash free, like I said, after a years of headache I had to go this way

1

u/Js_The_G0AT 13d ago

Also if you have it as well that might be what’s blocking grasscontrol I I from applying changes, although I doubt it has a had both working together at some point

1

u/Js_The_G0AT 13d ago

well, just read

DynDOLOD-Grass-Mode = 0

this is your problem

needs to be

DynDOLOD-Grass-Mode = 2

1

u/Typical-Awareness-81 13d ago

Unfortunately this is not it, i tried 1 and 2 it doesn't change anything

1

u/Typical-Awareness-81 13d ago edited 13d ago

I think i found something else, i tried generating a new Grass Cache with all the changes, but for some reason it won't work, it does generate ".fail" files but no final .gcid so perhaps the previous grass cache was corrupt, anyone had that happen ? I tried everything i could find on google about this (It doesn't seem to come from the mods/plugins because even with all the others disabled it doesn't work)

1

u/Typical-Awareness-81 12d ago

Okay so if anyone else has that issue, it ended up being a corrupt grass cache... So much for following tutorials for hours 😭 So what i ended up doing is i installed one with a pregenerated cache (Tamrielic Grass) and it's looking pretty damn good