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About DoubleYou

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  1. You should only need to hide the individual texture identified I should think. Sorry, my post said OnlyLoadFromCache =True when you actually need to set it to False for it to generate the file.
  2. Is a new cgid file created? If it is, it is fine. You're doing this to fix an incorrect cgid file, so you delete the old file and generate a new one by traveling there. You might need to set OnlyLoadFromCache = True in order for the new file to be made. Incorrect textures could cause visual issues or CTDs. It depends. I would fix the indicated issue.
  3. cow arnimaduplicate003 25 -40 The texture is incorrect and could cause issues.
  4. That's what I had thought, but that doesn't seem to be the case.
  5. Discussion topic: Mesh Patch for Various Mods by ShatterRock Wiki Link Testing the following: SMIM - Quality Addon - Unofficial Material Fix Patch. Skyrim Particle Patch for ENB - ELFX - Unofficial Material Fix Patch Place immediately below Unofficial Material Fix in Foundation.
  6. Just not what I had hoped. I haven't been exposed to the issue it is fixing, and I haven't quite figured out how to replicate it.
  7. This mod does not fix what I thought it might fix. I have tried to reproduce the bug, but I must not be understanding it somehow, as the steps to get the bug are quite complicated and outside most people's usage I'd say. Not to say it isn't a valid fix though.
  8. It's easiest to compress them with 7-zip before upload, as they compress to very small size.
  9. Discussion topic: Simple Horse SE by tktk Wiki Link Testing this against Convenient Horses.
  10. Uploaded new version 1.1 Bugfix: Fixed an issue where if a child worldspace was inheriting land data from a parent worldspace containing grass, it might not be added to the list. Cleanup: Removed manual tweaks to the list that added/removed known worldspaces affected by the above bug. Cleanup: Also removed manual tweaks that would delete DLC2ApocryphaWorld, DLC01Boneyard, and WindhelmPitWorldspace from the list. These are already included within SkipPregenerateWorldSpaces in default NGIO config and do not need to be removed from OnlyPregenerateWorldSpaces in order to be successfully skipped. These changes do not really impact previous users, except perhaps in the rare case that a mod adds a worldspace matching the criteria of the bug mentioned (only one I saw that might be affected is Beyond Reach). This change also makes the script valid for use with other games, albeit there is no current use for this information for other games.
  11. Tech only added Odin Spells for NPCs and the Vokrii one just Friday. We probably could just tag these all as accepted tbh.
  12. I don't currently have an AMD card, so obviously I'm flying blind there, and going from my past experience with my AMD R9 380X where the driver VSync did not work at all. In my previous experience, turning off VSync everywhere and enabling it in drivers simply caused no VSync to be used. It sounds like the drivers have improved. If driver VSync works, than that is most certainly the best route, and you should change the guidance accordingly. I agree with you on the "rule of one," especially since we will need users to disable VSync in order to perform the performance check you have written in the guide. The recommendations regarding framerate limit come from Blurbusters.com and their extensive testing on the issue. https://blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/5/ As for UI framerate limits, I've not really seen these as important, so you can set them all to 60 and it probably wouldn't be an issue.
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