Anyone know how to disable the grass from moving?

Post » Tue May 15, 2012 6:37 pm

Not a fan of the grass constantly blowing in the wind, plus I think if I can disable it, it will free up some GPU power to be put elsewhere. Any clues?
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Jessie Rae Brouillette
 
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Post » Tue May 15, 2012 8:19 am

I just typically end up mowing the grass when I have this problem.

Edit: Sorry, I immediately regret this decision.
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Darlene Delk
 
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Post » Tue May 15, 2012 5:39 pm

The console command "tg" disables grass altogether. Oblivion had some .ini settings that controlled grass motion, but I'm not sure if Skyrim has similar settings.
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Emma louise Wendelk
 
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Post » Tue May 15, 2012 11:15 am

Add the following to Skyrim.ini under [Grass]

fGrassWindMagnitudeMin=0
fGrassWindMagnitudeMax=0

This only works on the procedural grass and not on hand placed plants and trees.

For those add this to the bottom of the file:

[Trees]
bEnableTreeAnimations=0

The entire world's flora will now be motionless.
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Austin England
 
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Post » Tue May 15, 2012 9:17 am

I just typically end up mowing the grass when I have this problem.
Edit: Sorry, I immediately regret this decision.
Don't worry. Grass grows back. ;)

:P

The entire world's flora will now be motionless.
Just reading that sounds so sad. :(

If you disable the generated-as-you-play stuff though, will disabling the animations do much? Or would leaving the former be better if you disable the latter? Not sure how intense the animations are, but there's definitely lots of the "fake" flora.
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JD FROM HELL
 
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Post » Tue May 15, 2012 6:26 pm

If you disable the generated-as-you-play stuff though, will disabling the animations do much? Or would leaving the former be better if you disable the latter? Not sure how intense the animations are, but there's definitely lots of the "fake" flora.
Not sure i understand the question or what you mean by "fake" flora.
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Bee Baby
 
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Post » Tue May 15, 2012 3:28 pm

Add the following to Skyrim.ini under [Grass]

fGrassWindMagnitudeMin=0
fGrassWindMagnitudeMax=0

This only works on the procedural grass and not on hand placed plants and trees.

For those add this to the bottom of the file:

[Trees]
bEnableTreeAnimations=0

The entire world's flora will now be motionless.


Worm thank you so much. It actually amazingly enough gave no FPS gain, but I think it looks a lot better to my eyes now.
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Pants
 
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Post » Tue May 15, 2012 5:02 pm

Not sure i understand the question or what you mean by "fake" flora.
Well I realize the term is a bit subjective when talking about a video game, but I meant like the stuff that gets generated within a certain distance of the player (what I called fake) versus the stuff that's solid and hand-placed.
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Jose ordaz
 
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Post » Tue May 15, 2012 5:18 am

Well I realize the term is a bit subjective when talking about a video game, but I meant like the stuff that gets generated within a certain distance of the player (what I called fake) versus the stuff that's solid and hand-placed.
The only thing that's generated is the grass. All other trees, shrubs and plants are actual objects. Hit the console and click on any of them and you'll get a form ID. Grass doesn't show form id's and as far as the engine is concerned they are a part of the terrain mesh.
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Roberta Obrien
 
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Post » Tue May 15, 2012 3:06 pm

The only thing that's generated is the grass. All other trees, shrubs and plants are actual objects.
Yeah. I already know that.

You told the guy to disable both generated grass and the plant/tree animations. My question then was (cleaned up for better comprehension of my meaning):

If you disable the [grass and stuff], will disabling the [plant] animations do much? Or would leaving the [grass et al] be better if you disable the [animations]? Not sure how intense the animations are, but there's definitely lots of the [generated grass].

So I was trying to figure out if one was more of a resource hog than the other. The grass adds a lot of flavor, and the animations while nice don't matter as much to me.
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Micah Judaeah
 
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Post » Tue May 15, 2012 7:23 pm

Yeah. I already know that.

You told the guy to disable both generated grass and the plant/tree animations. My question then was (cleaned up for better comprehension of my meaning):



So I was trying to figure out if one was more of a resource hog than the other. The grass adds a lot of flavor, and the animations while nice don't matter as much to me.
Ah, ok I got you now. The animated grass used to bother me in Oblivion, I played with it off for performance boost and didn't miss it because it looked so fake with all the other flora motionless. Skyrim has dynamic wind though and it does effect the speed of the animation of trees and grass so they vary just enough to look very realistic. To me anyway, perception is subjective after all.
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Sarah Edmunds
 
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Post » Tue May 15, 2012 7:13 pm

Add the following to Skyrim.ini under [Grass]

fGrassWindMagnitudeMin=0
fGrassWindMagnitudeMax=0

This only works on the procedural grass and not on hand placed plants and trees.

For those add this to the bottom of the file:

[Trees]
bEnableTreeAnimations=0

The entire world's flora will now be motionless.
after expanding the Skyrim.ini with the saveini console command, those lines are allready in it. i suppose i can just set them to 0?
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Alexandra walker
 
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