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Or you can tinker with the *.ini files ...
fGrassStartFadeDistance=
fGrassMaxStartFadeDistance=
The default value for the Max setting is 7000, but you can double it if you want. Any more than that will have no effect though.
An extra ugrids ini setting was added to SE but it doesn't do it either.
There is a a lot of discussion about the problem on the web and nexus forums.
edit: there are some mods that fake it by adding grass and a tile of the same color in the distance. I think Verdant or Skyrim Flora Overhaul might. But grass will still pop as you move forward.
Here is how I increased my grass draw distance
; SkyrimPrefs.ini settings:
[Grass]
fGrassStartFadeDistance=28000.0000
fGrassMaxStartFadeDistance=28000.0000
; Each 1 uGridsToLoad = 4096 distance
; Skyrim.ini settings:
[Grass]
iGrassCellRadius=3
; iGrassCellRadius should be (uGridsToLoad - 1)/2
[General]
uGridsToLoad=7
uExterior Cell Buffer=64
Past 20000 there is no difference in visible rendering.
https://www.reddit.com/r/skyrim/comments/m999o/how_to_max_out_grass_draw_distance_with/
I believe DynDoLOD will increase this however.
Setting uGrid values higher than 5 will potentially break your game (5 is the default setting).
"When you raise your uGrids above 5 you aren't just making your game render things further out, you are making your game process EVERYTHING further out, including scripts and quests. This has a huge impact on your engines stability, and it breaks certain quests which aren't meant to activate that soon and end up bugging out.
Stable uGridsToLoad has a memory corruption issue which puts you at a huge risk for CTDs, broken scripting, rendering bugs and other instability. It is not concidered stable to use. This issue was confirmed by the author of the mod" - from post #9 by Nazenn:
http://steamcommunity.com/app/72850/discussions/0/385429125015580932/#c385429125016910473
also:
"One thing more, if you have changed your Ugrids you cant change it back to 5. You are stuck whit it where you have set it.
Unless you start one new game." - from post #23 by Uncle64[Swe]:
http://steamcommunity.com/app/72850/discussions/0/385429125015580932/?ctp=2#c385429125017736718
(This is due to the fact that Skyrim bakes data into the save - alll the errors created by changing to a higher value remain in the save, despite your changing the uGrids back - and the save CANNOT be fixed.)
Read whole thread for detailed discussion:
http://steamcommunity.com/app/72850/discussions/0/385429125015580932/
Examples of problems:
http://steamcommunity.com/app/72850/discussions/0/133258593405367732/?
http://steamcommunity.com/app/72850/discussions/0/133259227514381006/?
Wasn't that only an issue in oldrim? And if not, doesn't unofficial patch solve this?
To lower uGridsToLoad:
1- While in the game, ALT+TAB and edit Skyrim.ini, change uGridsToLoad and save
2- ALT+TAB to game, open the console and enter the command refreshini
3- Save. The new save will be on the lower uGridsToLoad value
On LE I used the change for over 1000 hours without issue. I decided to try it as I like scenery modding. If it stuffed up, big deal, but it never did (or I never noticed if it did). It didn't draw grass "to the horizon" by the way.
I think DOF, god-rays and Blur are Bethesda's way of hiding the problem.
(I also think that in the past the ugrids issue got associated with the stableugridstoload mod. This is an old LE-specific mod which is 32-bit, requires SKSE and doesn't exist for SE, so I don't know why it was even referred to here.)
I also followed some info on nexus about correct ini settings (and mandatory memory tweaks to prevent crashing which were 32-bit specific).