This is a port of No Grass in Objects rewritten using Commonlib, The main features of Caching, Raycasting (No grass in objects part), and extended grass distance are working in AE. The config is roughly the same with a change to toml, minor renaming of settings and an option for debug logs. To my knowledge all features except for grass scale should be working in SE, the same goes for AE.
- Download and install the Mod Organizer 2 plugin from the original mod into your MO2 plugins directory, located here:
Grass Generation MO2 Plugin v1 (fix)
.
-
You will need to edit lines 56 and 57 to reflect
grassPluginPath = "SKSE/Plugins/"
andgrassPlugin = "*NGIO-NG.dll"
, as shown below.
- You will then need to install the latest version of NGIO-NG located in the releases section here on Github. This needs to be installed to the
\Data\SKSE\Plugins\...
directory of your Skyrim installation. - You will now clock on the
Tools -> Plugins -> Precache Grass
option in your MO2 toolbar, which will launch (and re-launch) Skyrim to generate grass cache in yourOverwrites
folder per the settings inGrassControl.ini
. - After you have waited, you should get a pop up message that says,
Grass Caching complete
, at which point you can copy the\Grass\
folder fromOverwrites
into a new mod in MO2.
- Casual Library
- Compile or add libs from the github releases and add to
/external/CasualLibrary1.0/
- Compile or add libs from the github releases and add to
- CMake
- Add this to your
PATH
- Add this to your
- The Elder Scrolls V: Skyrim Special Edition
- Add the environment variable
Skyrim64Path
to point to the root installation of your game directory (the one containingSkyrimSE.exe
).
- Add the environment variable
- Vcpkg
- Add the environment variable
VCPKG_ROOT
with the value as the path to the folder containing vcpkg
- Add the environment variable
- Visual Studio Community 2022
- Desktop development with C++