what's even with the Rocks, i unpacked the mod (not the pixelated one)... rocks are just an transparent alpha channel (if you open in photoshop), they will look like completely black textures if you just look at them in Windows explorer.
I think we will have to swap those non-textures to the original files from the the actual mod. I'm going to try it
Edit: Yeah no I think the orignial mod pulled the rock textures from either the base textures or DREAM I don't know, I can't find the actual rock textures. There is only a mesh and then a mask I think it is
Any way to fix the black rock textures? I'd really rather not use the original mod because of how hard it needlessly tanks performance even when using the pixelated version.
Anyone having a similar problem? Trying to activate the tall version of the grass in the presets menu in the mod settings and am getting "Version Mismatch(1.7/1.8)". Otherwise I have the grass sprites but no flowers. Thanks
It seems that when this mod is enabled and grass billboard is unchecked in mod options (3D grass then), there are thousands of errors like that in player.log:
NullReferenceException: Object reference not set to an instance of an object at FlatReplacer.ReplacementBillboard.Update () [0x000ed] in <64cb5d31287649ca960f6efbaab052bc>:0
NullReferenceException: Object reference not set to an instance of an object at FlatReplacer.ReplacementBillboard.Update () [0x000ed] in <64cb5d31287649ca960f6efbaab052bc>:0
NullReferenceException: Object reference not set to an instance of an object at FlatReplacer.ReplacementBillboard.Update () [0x000ed] in <64cb5d31287649ca960f6efbaab052bc>:0
Stones are currently disabled due to stuttering issues when loading new chunks. I'm not 100% sure that the errors come from Real Grass because filenames like "64cb5d31287649ca960f6efbaab052bc" don't really help, but these errors stop when checking billboard again. DFU 1.0.0, Windows version.
I noticed that too, I was actually coming back here to post my findings. After playing around with the settings (and also using a stopwatch ) I found the only setting that effected loading times was "rocks". Disabling them cut the load times down from 12 to 3 secs! Granted that's for loading a save while already in the game. The first initial boot takes about 6 secs.
There is also a "reduced" setting for the rocks, but that didn't seem to change anything. Personally i'd rather have faster load times that rocks lol. Especially in a game that makes you load a lot lol. Hope that helps!
So? A 20 second load time is nothing, lol. When most games now a days take minutes just to get to the title screen, let alone load into the game I'll take 20 seconds all day.
I don't understand why I cannot see the grass. I'm the only one with this problem and I see no solution. The game does read the mod, and it's on. But in game there is no grass. I also disabled every other mod because maybe it did conflict with them, but still doesn't work. Any fix?
Edit: I think it's just because of the season. Fixed.
Would be cool if there was a patch for Transparent Windows, seeing barren plains outside is not great https://www.nexusmods.com/daggerfallunity/mods/302?tab=posts
Warning: This mod DESTROYS framerate and causes tons of stutters when combined with Distant Terrain (since Distant Terrain multiplies the draw distance by like 8x). Proven by checking GPU VRAM usage in HWINFO64 - with Real Grass and Distant Terrain, Daggerfall Unity uses like 3GB of VRAM right from first load, which quickly balloons up to 5GB after some walking. The real issue is that GPU memory usage grows and grows even when fast traveling or loading saves, eventually leading to a crash.
I don't blame the mod since it adds a ton of beautiful, animated sprites - this inherently has a cost especially combined with distant terrain. But there seems to be some memory leak that causes it to consume VRAM endlessly without releasing it when you leave areas. Not sure if this is a bug in the mod, or just Daggerfall Unity not being optimized for this many animated sprites on the screen at once (no Occlusion Culling maybe?). Either way the amount of Video RAM used is far far higher than it should be.
There are a ton of settings for this mod so I will try re-enabling it and playing with the detail distance etc later.
67 comments
https://www.dropbox.com/scl/fi/wl8puwsuq096972gwfjw9/pixelated-real-grass.7z?rlkey=dhoimk8ub9z6trt299yokjeuq&dl=0
All the small rocks on the ground are black for me
is there any way to get the flying insects working? I just see flying swarms of pink boxes lol
I don't see how they serve any kind of purpose.
Edit: Yeah no I think the orignial mod pulled the rock textures from either the base textures or DREAM I don't know, I can't find the actual rock textures. There is only a mesh and then a mask I think it is
NullReferenceException: Object reference not set to an instance of an object
at FlatReplacer.ReplacementBillboard.Update () [0x000ed] in <64cb5d31287649ca960f6efbaab052bc>:0
(Filename: <64cb5d31287649ca960f6efbaab052bc> Line: 0)
NullReferenceException: Object reference not set to an instance of an object
at FlatReplacer.ReplacementBillboard.Update () [0x000ed] in <64cb5d31287649ca960f6efbaab052bc>:0
(Filename: <64cb5d31287649ca960f6efbaab052bc> Line: 0)
NullReferenceException: Object reference not set to an instance of an object
at FlatReplacer.ReplacementBillboard.Update () [0x000ed] in <64cb5d31287649ca960f6efbaab052bc>:0
(Filename: <64cb5d31287649ca960f6efbaab052bc> Line: 0)
Stones are currently disabled due to stuttering issues when loading new chunks.
I'm not 100% sure that the errors come from Real Grass because filenames like "64cb5d31287649ca960f6efbaab052bc" don't really help, but these errors stop when checking billboard again.
DFU 1.0.0, Windows version.
Any help would be welcome.
There is also a "reduced" setting for the rocks, but that didn't seem to change anything. Personally i'd rather have faster load times that rocks lol. Especially in a game that makes you load a lot lol. Hope that helps!
A 20 second load time is nothing, lol.
When most games now a days take minutes just to get to the title screen, let alone load into the game I'll take 20 seconds all day.
Edit: Looks like there's an update to address this, but I've moved on from DF Unity for now.
Edit: I think it's just because of the season. Fixed.
Nice mod!
https://www.nexusmods.com/daggerfallunity/mods/302?tab=posts
I don't blame the mod since it adds a ton of beautiful, animated sprites - this inherently has a cost especially combined with distant terrain. But there seems to be some memory leak that causes it to consume VRAM endlessly without releasing it when you leave areas. Not sure if this is a bug in the mod, or just Daggerfall Unity not being optimized for this many animated sprites on the screen at once (no Occlusion Culling maybe?). Either way the amount of Video RAM used is far far higher than it should be.
There are a ton of settings for this mod so I will try re-enabling it and playing with the detail distance etc later.