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Stable uGridsToLoad (by Altimor)


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#31 EssArrBee

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Posted 29 January 2014 - 01:23 PM

I think this should be accepted. It is listed in the working 2.2.8 guide, and we also know that it is actually a fix for a recursion bug in the game. Regardless of your ugrids settings, 1,3,5,7,9...47, it fixes a bug.

#32 DoubleYou

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Posted 29 January 2014 - 01:36 PM

Somebody please mark as accepted!

#33 Octopuss

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Posted 29 January 2014 - 02:21 PM

Could anyone link me to somewhere I can read what all this ugrid stuff is about, in non-programmer way? ...or just explain what this does.
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#34 EssArrBee

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Posted 29 January 2014 - 02:40 PM

Could anyone link me to somewhere I can read what all this ugrid stuff is about, in non-programmer way?
...or just explain what this does.

Gopher did a ugrids video a while back.



#35 Nearox

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Posted 29 January 2014 - 02:44 PM

By default, there's a block of 5x5 cells within which everything is loaded for the full 100%. textures, scripts - you name it. Your character is in the middle cell and the block moves along with you. This is uGrids 5. With uGrids 7, there's a block of 7x7 cells.  Everything outside the block is considered part of distance. Cell-dependent scripts are not run outside your uGrids area, texture quality is vastly reduced and ingame events are not triggered. You can see this best when you type "tb" in console and then open the map, you'll nptice the uGrids area around your character.  (correct me if I'm wrong :p)
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#36 EssArrBee

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Posted 29 January 2014 - 02:55 PM

Everything outside the block is considered part of distance. Cell-dependent scripts are not run outside your uGrids area, texture quality is vastly reduced and ingame events are not triggered.


Actually, I think that you are only using LODs or the lowest quality mip maps outside of the grid you have rendered. Some stuff doesn't even render at all as is shown by Gopher in the video I posted. There is also an Encore video he did for uGrids so might be worth checking out if you want more info.

#37 Octopuss

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Posted 29 January 2014 - 03:04 PM

Ahhh I see. Setting only for hi-end PCs, obviously.
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#38 EssArrBee

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Posted 29 January 2014 - 03:15 PM

There is still a bug that you have at default ugrid= 5 so this little plugin fixes that. You probably will not ever notice it but that doesn't mean it isn't there. Sent from my iPhone using Tapatalk

#39 z929669

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Posted 30 January 2014 - 12:46 AM

Accepted

#40 DoubleYou

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Posted 10 February 2014 - 11:31 PM

I think it would make more sense to move this mod to Fixes. It doesn't really enhance graphics and functionality so much as it fixes a vanilla bug hindering users from enhancing graphics and functionality. I think the only reason we put this in Script Extenders is because it is an SKSE plugin, but we already have several SKSE plugin fixes already in Fixes.

#41 EssArrBee

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Posted 10 February 2014 - 11:47 PM

I was thinking the same thing. The fact that you can change ugrids without messing up saves is a side effect to fixing a recursion bug.

#42 Octopuss

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Posted 10 March 2014 - 04:26 PM

So when I want to mess with ugrids, shall I do it from console or shall I edit the ini file?


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#43 Nearox

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Posted 10 March 2014 - 07:14 PM

Console for testing. Once you settled on a ugrids value, put it in the ini.
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#44 Octopuss

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Posted 12 March 2014 - 05:24 PM

Do I have to increase uExterior Cell Buffer with ugrids or not? Everywhere I go they say I do.


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#45 Neovalen

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Posted 12 March 2014 - 06:03 PM

No. Not anymore. Sent from my XT907 using Tapatalk
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