[MOD] Real Grass 2

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ifkopifko
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Re: [MOD] Real Grass 2

Post by ifkopifko » Sun Dec 09, 2018 10:42 am

Tried the save you provided (SAVE51.rar) and everything works fine. Even on my old PC (Core 2 Duo, 6GB RAM, Radeon HD4830 512MB, Win7 64bit). That was with all the mods you mentioned on build #139 64bit. So the crashes should not be because of HW insufficiency.

I have also decided to try x86 build of DFU, but only on my main PC for now (16GB RAM). It indeed crashes after going outside in SAVE51, but only when I set grass distance to 160 (default is 120). Might try it on my other PC later if I have time.

However, this mod's memory requirements are troubling me a bit. :D With all the other mods active the DFU process takes about 1160MB. When I enable Real Grass, it jumps to over 3700MB. Switching off "realistic grass" drops it to about 3000MB. The crashes mentioned above happened when the DFU process (x86) went to around 3850MB, so I wonder whether there is not some limit for 32bit processes... Anybody?

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Sun Dec 09, 2018 12:36 pm

johnwax wrote:
Sun Dec 09, 2018 3:12 am
A thought. Could you give me what you consider the absolute minimum settings for the mod to operate? Maybe it's a resource thing (although it shouldn't be - I have 8 gb ram and a quad Cpu with Win7 X32).
Detail distance and grass density are the options with the biggest effect on performance. I think default values are already enough conservative, but these are the first options i would tweak.
I tried your save but i didn't find any issue. At the cost of being ripetitive, i suggest you to find and read the log (feel free to send it to me via pm if you want). If you have a crash because ram is filled, the log should confirm that. ;)
ifkopifko wrote:
Sun Dec 09, 2018 10:42 am
However, this mod's memory requirements are troubling me a bit. :D With all the other mods active the DFU process takes about 1160MB. When I enable Real Grass, it jumps to over 3700MB. Switching off "realistic grass" drops it to about 3000MB. The crashes mentioned above happened when the DFU process (x86) went to around 3850MB, so I wonder whether there is not some limit for 32bit processes... Anybody?
Thanky you for your tests ifkopifko. Such an high ram usage suprise me, but you are correct on the x86 limitations.
ifkopifko wrote:
Tue Dec 04, 2018 7:02 pm
ifkopifko wrote:
Sun Dec 02, 2018 6:38 pm
EDIT: :D Tried something just out of curiosity. This particular fall-through issue seems to be related to season. When there is snow, I will fall though anywhere even after fast travel. Also, the terrain loading seems a bit faster than under normal situation. With normal, I mean when there is grass on the ground and I have no fall-through issues.
This "season dependent fall-through" is happening only when water plants are disabled. When enebled, I experience no fall-through the ground.
Confirmed! I'm going to check what's the problem here and hopefully release an update in the next few days.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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VMblast
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Re: [MOD] Real Grass 2

Post by VMblast » Sun Dec 09, 2018 6:21 pm

TheLacus wrote:
Mon Nov 19, 2018 8:00 pm
King of Worms wrote:
Mon Nov 19, 2018 6:55 pm
I remember about the mist and flying bugs you talked about, is that still a thing which might eventually be implemented? It looked awesome as well.
I decided to choose quality over quantity and only kept a few butterflies and fireflies at random spots.
I figured that making mist effects look the way i intended would require too much time and would better be part of a weather/climate mod, which is not something i'm interested in right now.

Image
Great job! ;)

Tho I have just one comment that needs addressing. Please keep textures in the original aspect ratio, as well scale (scale between all the grass plants).
For instance these two are the smallest and shortest grass plants. They can be described as just sticking from the ground for max 30cm. Also they are squared, or 1:1 ratio.

Image
Image

However, textures like these two are the tallest grass and have 2:1 ratio. Max height for these grass can go for 1.3m
Image
Image


This is exception. This grass texture is squared (1:1), but high as well -about 50-80cm
Image


All in all when you follow these guidelines and when grass plants are all fairly good mixed together, grass should look something like this at the end. ;)
Image



Keep up the good work! ;)

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Tue Dec 11, 2018 9:26 pm

Released version 2.3.1 with fixes for editor mode and no water plants during winter.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Tue Dec 11, 2018 9:33 pm

VMblast wrote:
Sun Dec 09, 2018 6:21 pm
Great job! ;)

Tho I have just one comment that needs addressing. Please keep textures in the original aspect ratio, as well scale (scale between all the grass plants).
Hey VMblast, thank you for your comments, i'll make use of them!
It's to note that grass size changes during the in-game year: max size is for summer, while it grows from a minimum size (and density) from winter-spring and then go back to it for fall-winter. I'm going to try to keep this behaviour while using the correct width-height ratio you pointed out for individual textures. :)
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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VMblast
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Re: [MOD] Real Grass 2

Post by VMblast » Wed Dec 12, 2018 7:53 pm

TheLacus wrote:
Tue Dec 11, 2018 9:33 pm
VMblast wrote:
Sun Dec 09, 2018 6:21 pm
Great job! ;)

Tho I have just one comment that needs addressing. Please keep textures in the original aspect ratio, as well scale (scale between all the grass plants).
Hey VMblast, thank you for your comments, i'll make use of them!
It's to note that grass size changes during the in-game year: max size is for summer, while it grows from a minimum size (and density) from winter-spring and then go back to it for fall-winter. I'm going to try to keep this behaviour while using the correct width-height ratio you pointed out for individual textures. :)
Hey thats awesome feature. I didnt know that you've made grass that grows. Really great work!! :)

Yeah, than its just about aspect ratio, just keep an eye on that. Thanks. ;)



PS -oh just noticed one thing in the mod (ingame). It looks like you've made a main featured grass plant this one:
Image

But Ive made this grass to be just like an addition that is sprinkled in, to bring up the variety in grass. The main grass texture should be this one (for the fields):
Image

Unfortunatelly there isnt much more variety in my textures except these 8 pieces. In ideal situations there should be withered grass, dry grass, shrubs...etc :P

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King of Worms
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Re: [MOD] Real Grass 2

Post by King of Worms » Wed Dec 12, 2018 11:07 pm

Thanks for all your the contributions VMBlast!
And ofc The Lacus, this mod is a must have :ugeek:

johnwax
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Re: [MOD] Real Grass 2

Post by johnwax » Mon Dec 17, 2018 6:24 pm

I am running Win x32 and ver 2.0 won't load outside, although sometimes it snorts a bit and tries before crashing. I understand ver 2.31 has been released. Is it ready for download? And if so, where? Thanks for any help.

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Mon Dec 17, 2018 6:38 pm

New version is always available from first post. This is a direct link for convenience.
I'd like to help you with the problem you're facing, but you never sent me the log so i can't do much except suggest that the crash may be due the memory limitation of 32 bit process.

I will surely check for possible memory usage improvements for future versions, but this falls in the field of optimization. If that's the issue, for the moment i can only suggest to lower settings for this and other mods.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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Nystul
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Re: [MOD] Real Grass 2

Post by Nystul » Mon Dec 17, 2018 8:37 pm

the new version fixes the problems I had with falling through the world - thank you so much!

p.s.: new versions of enhanced sky, realtime reflections and distant terrain will land soon (only need to wait for WeatherManager changes to go into master before I can compile them)

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