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8x is a decent recommendation. I never have really been able to see the difference between 8x and 16x, but 4x is definitely noticeably too low.
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To me this looks like a mod or config problem. Could be a rogue ini tweak. Most obvious one I would say is if you use A Clear Map of Skyrim and use LOD32 lod, you must generate LOD32 lod in DynDOLOD or it can cause all sorts of fun oddities. The fact you go inside an inn and come back out again seems like the most interesting clue.
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Discussion topic: Grass Sampler Fix by doodlez Wiki Link Fixes the fact that vanilla grass doesn't use anisotropic filtering. Not compatible with ENB Complex Grass.
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TESTING Cathedral Landscapes Grass Mipmap Fix (by wSkeever)
DoubleYou replied to z929669's topic in Skyrim SE Mods
It sounds like the mod removes the mipmaps? If AF is fixing it, then the real fix is likely this mod: https://www.nexusmods.com/skyrimspecialedition/mods/91285 The problem being, that mod is incompatible with ENB Complex Grass.- 6 replies
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- SKYRIMSE
- 06-models and textures
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I don't really feel it is super important to change anything from default on NVidia for SSE, and it may vary from user to user, so I think it is best left up to the user. There are no issues with the default settings. The game does seem to have some form of AF natively active, as I know what no AF looks like.
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Going over those comments, I don't understand why the aversion to driver AF. I have never really seen AF cause any real performance impact. We don't use parallax, and I think I've always forced driver AF in these games without any issue. As for mipmaps, if people aren't generating them on their textures when they should, well, that's a mod problem.
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There is no such game setting in Skyrim Special Edition. One existed in Oldrim, so that is probably what Boris is thinking of.
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Actual correct location would be here: https://github.com/fireundubh/xedit-scripts
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Worldspace Transition Tweaks terrain problem
DoubleYou replied to DWM19's question in DynDOLOD & xLODGen Support
Ok, so to be clear, the xLODGen output was not installed, only the textures as modified by ACMOS Road Generator. Yes, that would indeed be problematic, as you would be missing all the seasonal mesh btr files.- 20 replies
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- wtt
- worldspace transition tweaks
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Worldspace Transition Tweaks terrain problem
DoubleYou replied to DWM19's question in DynDOLOD & xLODGen Support
ACMOS Road Generator only modifies a texture, if present. Last time I recall someone having trouble like this, they installed conflicting landscape mods.- 20 replies
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- wtt
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ACCEPTED Console Commands Extender (by Fudgyduff)
DoubleYou replied to Greg's topic in Fallout 4 Mods
So I don't forget, this is the main thing this mod is providing: Vanilla Console Commands Extender- 6 replies
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- 02-extenders
- FALLOUT4
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I suppose it should be possible to determine the landscape height z at position x and y via an advanced xEdit script. I would expect you would use the position to determine the cell, and find the landscape record attached to the cell. There typically is a default land height found in the worldspace record, and the landscape record has in the Vertex Height Map an offset value for the cell. Using the default land height and the offset may get you close enough to the value you want. If you want a closer value, from there it seems to divide into 32 rows and 32 columns, so it would seem there are 1024 vertices in each 4096 unit cell. You would need to do some math to locate the correct row and column to read to get the offset at that position.
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Sorry I missed this post. I found the bug and it will be fixed in next version.