The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Mephitic Oct 28, 2021 @ 12:24pm
DynDOLOD 3 and grass cache settings and musings
Well, I briefly considered writing a guide to using DynDOLOD 3 so I invoked Google to see what sort of guides are already published and I realized I'm very late to the party.

So, instead of duplicating the numerous guides that are already out there I'll just add a few notes particular to my experience.

Some caveats - the settings I use may not be appropriate for all users. My rig is not a superstar but it is a quite capable laptop. My CPU, GPU, and desktop resolution will likely differ from yours and that matters.

Make sure you have installed the latest version of DynDOLOD 3 and xLODGen.

Also, I use Mod Organizer 2 - the steps for Vortex (especially grass caching) will be different for Vortex.

Please refer to the No Grass in Objects mod page on Nexus for more info on using Vortex or MO2 to cache grass.
https://www.nexusmods.com/skyrimspecialedition/mods/42161

I made my xLODGen, TexGen, and DynDOLOD settings by starting with the S.T.E.P. recommendations found at this link:
https://stepmodifications.org/wiki/SkyrimSE:2.0.0#xLODGen

I have found that the "optimal" settings in the S.T.E.P. guide are not so optimal.
The settings there are a good start but were not ideal for my game.
It took a lot of experimentation to find the balance that works well for me.

Terrain generation with xLODGen actually has a minimal impact on the game's appearance and performance. It is noticeable if you look closely (I'm terribly pedantic so I do look closely).

Before starting xLODGen, install one of the esm files from this link as a mod and activate it:
xLODGen Resource - SSE Terrain Tamriel
https://www.nexusmods.com/skyrimspecialedition/mods/54680

There are three files from which to choose, use only one.
I was initially cautioned not to use the SSE Terrain Tamriel Full Extend file but on subsequent conversations it turns out to be perfectly fine to use that file.

The differences between the files are the extent of the map and those affect the processing time for xLODGen but don't seem to significantly impact game performance.

Note that this is a temporary mod - we will be removing it after running xLODGen.

I use these settings for LOD4, LOD8, LOD16, and LOD32:

https://steamcommunity.com/sharedfiles/filedetails/?id=2639378380
https://steamcommunity.com/sharedfiles/filedetails/?id=2639378361
https://steamcommunity.com/sharedfiles/filedetails/?id=2639378342
https://steamcommunity.com/sharedfiles/filedetails/?id=2639378321

Run xLODGen and create a mod from the output (for MO2 that is found in the overwrite folder).

Install and activate the terrain lod output mod.
Deactivate and remove the temporary xLODGen resource mod.

Install and activate the No Grass In Objects mod.
https://www.nexusmods.com/skyrimspecialedition/mods/42161

I highly recommend using Worldspaces with Grass SSEEdit Script for No Grass In Objects
https://www.nexusmods.com/skyrimspecialedition/mods/55152

Populate the "OnlyPregenerateWorldSpaces" setting in GrassControl.config.txt in the No Grass In Objects mod with the result of this script.

Read the mod page for No Grass In Objects to set the INI file settings for your configuration. Note that you can change OverwriteGrassDistance and OverwriteGrassFadeRange (I use 16000 and 8000 btw) without regenerating the cache. Other setting changes will require regeneration.

Follow the instructions in the No Grass In Objects mod page for caching grass in your mod manager.

This is an odd process - the game will start autonomously and run until it is complete (unless it crashes, but it will restart automatically, too).
When the game is properly started and the grass cache splash screen appears, you can open the game console to observe progress.

When it is done, there will be a "Grass" folder in your overwrite folder (for MO2).
Open overwrite in explorer, open the No Grass In Objects mod in explorer and move the Grass folder from overwrite to the mod's top level folder (not inside the NetScriptFramework folder).

Now run TexGen. I use these settings:

https://steamcommunity.com/sharedfiles/filedetails/?id=2639378409

As always, zip up the results and install them as a mod.

Now run DynDOLOD. I use these settings after pressing the High rules button:

https://steamcommunity.com/sharedfiles/filedetails/?id=2639378394

Again as always zip up the results and install them as a mod.

That's all folks.

If you try this, please let me know your results, settings, and any thoughts on the process.
Last edited by Mephitic; Oct 28, 2021 @ 1:04pm
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Showing 1-5 of 5 comments
HazakTheMad Oct 28, 2021 @ 12:28pm 
Steve may have a interest in putting this in his helpful links thread if it turns out to be good advice.
Black Album Oct 28, 2021 @ 12:30pm 
I'm a bit busy atm .... I'll break Dyndolod 3 later
HazakTheMad Oct 28, 2021 @ 12:43pm 
Originally posted by Black Album:
I'm a bit busy atm .... I'll break Dyndolod 3 later
DynDOLOD 3 isn't ready to deal with you, I don't think it will ever be ready :steammocking:
smr1957 Oct 28, 2021 @ 1:54pm 
Subscribed - Will need to read more of this in depth later, but have added it to my personal notes for now. Grass is one of those things that people often need help with and yet find it hard to get accurate information on.
Mephitic Oct 28, 2021 @ 2:05pm 
Originally posted by smr1957:
Grass is one of those things that people often need help with and yet find it hard to get accurate information on.

The No Grass In Objects mod page has good info and the author also quite correctly tells users to read the descriptions of the settings in GrassControl.config.txt. Lots of good info in there but users being what they are not many will read and understand it.

I've covered the basics and a couple of oddities but there is more. If you find any info here on that or any topic that needs attention please let me know.
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Date Posted: Oct 28, 2021 @ 12:24pm
Posts: 5