Grass Generation Bug with new World Spaces

Post » Wed Jun 20, 2012 8:10 am

Right, I have a recurring bug in the CK which seems to manifest in game as well. When I have a mod creating new world spaces, even small ones with no need for LOD data, the Grass generation from the world spaces, seems to appear in many other world spaces (even Interiors!). Turning Grass on/off in the render window does NOT disable this grass.

Basically, it leads to all of my new areas (and some random locations in the core game in some cases) having floating grass all through the air.

I have tried the "floating grass" bug fix on the CK site, but it made no difference to this issue.

This has happened in two mods so far, and in some cases only manifests in game about 30-50% of the time (it may be based on the order the world spaces are visited)

Are other people having the same problem, and is there a way to fix it?
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Albert Wesker
 
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Post » Wed Jun 20, 2012 12:14 am

Update: This is not specific to my new world areas. It seems the problem occurs when I move between world spaces at all. For instance, If I move from Tamriel Cell 0, 0 to Japhets Folly cell 0, 0 all of the grass from Tamriel will be in the same place in Japhet's Folly.

The issue also seems to stack, so any subsequent World Spaces or interiors will have the grass of EVERY one that I have visited before it. This happens both in-game and in the CK.

Edit: Even without ANY mods loaded, just the basic master files, this problem persists moving between pre-existing world spaces...
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Causon-Chambers
 
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