[MOD] Real Grass 2

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Kalell
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Re: [MOD] Real Grass 2

Post by Kalell »

Turning off "Use Legacy Deferred" in the video options got rid of the blocks. No idea what that does though.

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pango
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Re: [MOD] Real Grass 2

Post by pango »

Kalell wrote: Sat Sep 21, 2019 4:44 pm Turning off "Use Legacy Deferred" in the video options got rid of the blocks. No idea what that does though.
Good spotting! I confirm it breaks rendering on my gear too.
Without mods it's not too obvious (mostly flickering lighting), but with mods everything breaks apart.
Can this setting be deprecated now? It's not the first time this issue is reported...
Edit: it is said to be required by Realtime Reflections mod?
Last edited by pango on Sat Sep 21, 2019 5:10 pm, edited 2 times in total.
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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus »

That's great news! I agree with pango on removing this option.
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pango
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Re: [MOD] Real Grass 2

Post by pango »

Tested Realtime Reflections 2.2.2, worked just fine without Legacy Deferred...
When a measure becomes a target, it ceases to be a good measure.
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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus »

Harvestable Crops v1.0.0-rc.1

harvestablecrops.png
harvestablecrops.png (706.66 KiB) Viewed 1474 times
Features:
- Make crops found near farms lootable for classic ingredients with a chance based on character luck.
- Harvested crops are persistent; they grow again after a certain amount of days (customizable from settings).
- Classic look with compatiblity with any texture mod. Not compatible with mods that replace the entire crop object.
- Indipendent plugin (doesn't require the main mod).

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King of Worms
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Re: [MOD] Real Grass 2

Post by King of Worms »

Thanks for the update :)

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Uncanny_Valley
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Re: [MOD] Real Grass 2

Post by Uncanny_Valley »

I think your harvestable crops mod is really great! A fantastic addition! You should post as its own thing, because it deserves some attention. :D

I think the minimum distance you need to be from the crop to harvest it is way to low. You basically need to be inside it to harvest it. You should set it up so its more similar to looting treasure in the game.

And I'm not sure about the sound effects, I picked some berries and I'm pretty sure I suddenly heard papers shuffling. :lol:

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pango
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Re: [MOD] Real Grass 2

Post by pango »

TheLacus wrote: Tue Mar 05, 2019 12:08 pm I forgot to say that the issue with commas has been resolved with build 0.7.65 (March). Tell me if you still find similar issues :)
They were still some, I finally took the time to investigate further and submit a PR
When a measure becomes a target, it ceases to be a good measure.
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King of Worms
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Re: [MOD] Real Grass 2

Post by King of Worms »

I still tend to forget this idea I have on improving the performance and visuals of this mod.

Just TLDR version I will drop here to consider:

make the density of grass patches decrease with a distance. Id say in last 1/3 of distance let it be reduced in a linear fashion to zero.

This will get rid of the dividing line where the grass ends and bare terrain starts, and this line gets more pronounced, with the bigger distance of grass you using.

And it will at a same time reduce the HW stress..

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus »

New version of Real Grass is available on nexus, with support for live changes to mod settings. If you use the console command change_modsettings a list with all supported mods will show up, including this one.
As usual, this mod can be installed with Vortex mod manager on Windows.
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