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Everything posted by DoubleYou
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Discussion topic: Shaders Revised by doodlum Wiki Link UE4SS mod which fixes some shader issues and helps restore the original colors, with optional ReShade preset.
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- 21-post-processing
- mod
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Discussion topic: Unofficial Oblivion Remastered Patch - UORP by The Unofficial Patch Project Team Wiki Link
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- 04-foundation
- mod
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Discussion topic: Auto Local Map - Smarter Map Opening by Cosmin G Wiki Link The game by default opens the full world map when opening the map in interiors. This is an attempt to fix that, opening the local map, which is very much needed in this game, when you are in interiors. It isn't perfect so far, but it is still being updated.
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- 16-interface
- mod
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Discussion topic: Oblivion Remastered Script Extender by Ian Patterson Wiki Link
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- 02-extenders
- mod
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Discussion topic: UE4SS for OblivionRemastered by UE4SS-RE Wiki Link Unreal Engine 4/5 Scripting System Lua scripting system platform, C++ Modding API, SDK generator, blueprint mod loader, live property editor and other dumping utilities for UE4/5 games. https://docs.ue4ss.com/
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- 02-extenders
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Discussion topic: FuzzUI - Interface Tweaks by Fuzzles Wiki Link Tweaks the UI, mainly to increase density.
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- 16-interface
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Discussion topic: Which Key OB64 - OBSE64 Plugin by kpvw Wiki Link Replaces the lock level of a locked door or container with the name of the key if the player has the key in their inventory.
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- 16-interface
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Discussion topic: Baka Achievement Enabler by shad0wshayd3 Wiki Link OBSE64 plugin that enables achievements when using Console Commands, removes the no-achievement flag from saves that already have it, and removes the "Achievements will be disabled" message in the console.
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- 02-extenders
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Discussion topic: Delete Spells - OBSE - ASI by xConfused Wiki Link Allows you to delete spells.
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- 10-gameplay-general
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Discussion topic: Precise Soul Capture OBSE - ASI by rootBrz Wiki Link Only a soul whose capacity matches the gem will be captured. No more underfilled soul gems.
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- 10-gameplay-general
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Consider raising gamma. I will say that latest Nvidia drivers have been buggy, and I had to screw with it last time for making my screen very dark for some reason.
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I'm playing this now and I'm impressed.
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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
- worldspace transition tweaks
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