[MOD] Real Grass 2

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ifkopifko
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Re: [MOD] Real Grass 2

Post by ifkopifko » Sun Nov 25, 2018 8:07 am

Thanks for your reply and concern. :)

As I said, it's a slight stutter (yer clearly visible to my eyes) every 2-3 seconds of running. It is indeed much like when new terrain is generated, but that is not happening so often. That's why I think it's the process of generating new grass on the terrain or something similar.

I have also tried switching the "realistic" option with no impact on the stutter. Only difference is cca +250MB VRAM usage with realistic turned on.

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Nystul
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Re: [MOD] Real Grass 2

Post by Nystul » Thu Nov 29, 2018 3:30 pm

There is a problem with the most recent version of this mod throwing an exception:

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Not allowed to access Renderer.material on prefab object. Use Renderer.sharedMaterial instead
UnityEngine.Renderer:get_material()
RealGrass.DetailPrototypesManager:SetGrass(String, String, String)
RealGrass.DetailPrototypesManager:UpdateClimateSummer(ClimateBases)
RealGrass.RealGrass:AddTerrainDetails(DaggerfallTerrain, TerrainData)
RealGrass.RealGrass:DaggerfallTerrain_OnPromoteTerrainData(DaggerfallTerrain, TerrainData)
DaggerfallWorkshop.DaggerfallTerrain:RaiseOnPromoteTerrainDataEvent(TerrainData) (at Assets/Scripts/Terrain/DaggerfallTerrain.cs:378)
DaggerfallWorkshop.DaggerfallTerrain:PromoteTerrainData(Boolean) (at Assets/Scripts/Terrain/DaggerfallTerrain.cs:291)
DaggerfallWorkshop.StreamingWorld:UpdateTerrainData(TerrainDesc) (at Assets/Scripts/Terrain/StreamingWorld.cs:1153)
DaggerfallWorkshop.StreamingWorld:InitPlayerTerrain() (at Assets/Scripts/Terrain/StreamingWorld.cs:588)
DaggerfallWorkshop.StreamingWorld:Update() (at Assets/Scripts/Terrain/StreamingWorld.cs:242)

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NullReferenceException: Object reference not set to an instance of an object
RealGrass.DetailPrototypesManager.SetGrass (System.String mesh, System.String classic, System.String realistic)
RealGrass.DetailPrototypesManager.UpdateClimateSummer (ClimateBases currentClimate)
RealGrass.RealGrass.AddTerrainDetails (DaggerfallWorkshop.DaggerfallTerrain daggerTerrain, UnityEngine.TerrainData terrainData)
RealGrass.RealGrass.DaggerfallTerrain_OnPromoteTerrainData (DaggerfallWorkshop.DaggerfallTerrain sender, UnityEngine.TerrainData terrainData)
DaggerfallWorkshop.DaggerfallTerrain.RaiseOnPromoteTerrainDataEvent (UnityEngine.TerrainData terrainData) (at Assets/Scripts/Terrain/DaggerfallTerrain.cs:378)
DaggerfallWorkshop.DaggerfallTerrain.PromoteTerrainData (Boolean raisePromoteTerrainEvent) (at Assets/Scripts/Terrain/DaggerfallTerrain.cs:291)
DaggerfallWorkshop.StreamingWorld.UpdateTerrainData (TerrainDesc terrainDesc) (at Assets/Scripts/Terrain/StreamingWorld.cs:1153)
DaggerfallWorkshop.StreamingWorld.InitPlayerTerrain () (at Assets/Scripts/Terrain/StreamingWorld.cs:588)
DaggerfallWorkshop.StreamingWorld.Update () (at Assets/Scripts/Terrain/StreamingWorld.cs:242)
this also causes a bug where the player will fall through the world:
to reproduce: fast travel to Tigonus - Rhogilah and the player has no terrain under his feet

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Thu Nov 29, 2018 3:56 pm

Thanks Nystul, I'll check when I can. Does this happen only if you run in editor mode or also with live build?
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Nystul
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Re: [MOD] Real Grass 2

Post by Nystul » Thu Nov 29, 2018 4:19 pm

only checked in editor - will check in live build tomorrow

johnwax
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Re: [MOD] Real Grass 2

Post by johnwax » Fri Nov 30, 2018 12:56 am

#139 Win 7 X32 - I am running 3 low level DFU chars and 2 higher level imported classic chars. I just installed the Real Grass mod. It works fine with my 3 DFU chars, but my 2 imports crashed. I have a quad 6.2 gb CPU and 8 gb ram, which should be fine even for resource intensive mods. could it be an incompatibility with imports?

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Nystul
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Re: [MOD] Real Grass 2

Post by Nystul » Fri Nov 30, 2018 7:32 am

only in editor - tested with 64-bit build #62 - would be interesting which unity version was used for this build (was it already 2018.2.11f?)

Usernamicus
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Re: [MOD] Real Grass 2

Post by Usernamicus » Sun Dec 02, 2018 6:07 am

I believe I'm having similar falling through the world issues with Dragontail Mountains and the jungled baronies such as Satakalaam and Mournoth, but I have yet to try them with the mod turned off so I can't say for sure if it's related to this mod or not.

Also a side note that I didn't think was a big enough deal to warrant screenshots, but I found a floating piece of grass in the sky out in the wilderness of Wayrest.

Great mod btw, I love it (aside from the falling issue of course).

EDIT: Win 10, 32 version I believe.
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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Sun Dec 02, 2018 4:45 pm

Nystul wrote:
Fri Nov 30, 2018 7:32 am
only in editor - tested with 64-bit build #62 - would be interesting which unity version was used for this build (was it already 2018.2.11f?)
I think the issue is that i assign a texture to a material on a gameobject which is loaded from the assetbundle without cloning it. When the game runs in editor mode, it might be working with a reference to the prefab rather than a live object, which is not allowed:

Code: Select all

Not allowed to access Renderer.material on prefab object. Use Renderer.sharedMaterial instead
I have not had time to check this is game yet, but i'm glad you solved with a workaround for now :)
johnwax wrote:
Fri Nov 30, 2018 12:56 am
#139 Win 7 X32 - I am running 3 low level DFU chars and 2 higher level imported classic chars. I just installed the Real Grass mod. It works fine with my 3 DFU chars, but my 2 imports crashed. I have a quad 6.2 gb CPU and 8 gb ram, which should be fine even for resource intensive mods. could it be an incompatibility with imports?
This mod has no effect on chars, but when you load a save the game need to create terrain and world, including making the grass. If you have a crash only with imported saves i don't think this mod is the issue, though.
Usernamicus wrote:
Sun Dec 02, 2018 6:07 am
I believe I'm having similar falling through the world issues with Dragontail Mountains and the jungled baronies such as Satakalaam and Mournoth, but I have yet to try them with the mod turned off so I can't say for sure if it's related to this mod or not.
When you have a crash, read the log (you can find the location here). It should help to point to the origin of the problem. ;)

I noticed that you both use a 32 bit build, might be related to ram usage.
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Nystul
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Re: [MOD] Real Grass 2

Post by Nystul » Sun Dec 02, 2018 6:06 pm

TheLacus wrote:
Sun Dec 02, 2018 4:45 pm
I have not had time to check this is game yet, but i'm glad you solved with a workaround for now :)
the workaround fixes the issues of my mod, but it does not resolve the problem of falling through the world (e.g. in Tigonus - Rhogilah) when real grass is the only active mod:

ifkopifko
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Re: [MOD] Real Grass 2

Post by ifkopifko » Sun Dec 02, 2018 6:38 pm

I am also experiencing the fall-through issue when I exit the Privateer's Hold for example... happens only when Real Grass is active. Win7 64bit and 16GB of RAM. At first I thought it is because of loading a save created under different DFU build, but I have just tried a new game, and it happens anyway.

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.

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