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Everything posted by DoubleYou
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Yeah, those settings only show within uGridsToLoad, so setting anything beyond 20272 units doesn't actually do anything. However, performance is better if you use more conservative values.
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Ah. INI problems are generally rectified by using my mod BethINI.
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ACCEPTED A Clear Map of Skyrim and Other Worlds (by DoubleYouC)
DoubleYou replied to z929669's topic in Skyrim SE Mods
I added FOMOD instructions. I don't use the darker option. You can use the imagespace tweaks from Weather of World by Doodlez to darken it better. Kinda waiting on Doodlez to get his SKSE plugin made up for more advanced map weather options to do any more serious tweaking at the moment.- 85 replies
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You don't really need to modify too many settings. Can't really imagine what setting you would want to set in the millions. There are more ways to break things than to improve things, really. Don't go overboard.
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SSE Display Tweaks will fix the jumping food. Might fix the noise too, depending on the cause.
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BethINI Ultra sets most things to max levels, with the exception of TerrainManager settings. Those settings I now recommend using: [TerrainManager] fBlockLevel0Distance=53248 fBlockLevel1Distance=159744 fBlockMaximumDistance=331776 fSplitDistanceMult=1.000 Theoretical max within uGridsToLoad of 5 is about 20272 units, although you rarely will see much difference after 17000. Theoretical max for LOD is about 100 cells or around 409600 units, although you likely will never actually see that far due to mountains blocking the view. I think the far clipping pane might be around 358000 units or so. Not sure. If changing ini settings are not working, ensure that you are editing the correct ini files.
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ACCEPTED Flickering Meshes Fix (by nicola89b and gururaj20000)
DoubleYou replied to DoubleYou's topic in Skyrim SE Mods
Vanilla doesn't have sails. I'd say it better fits the mandate without sails. I doubt there is much flickering on this windmill tbh. I definitely have never noticed it if there was.- 64 replies
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DROPPED .NET Script Framework (by meh321)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
It was already mentioned somewhere trustworthy the reason why, but I can't recall the specific details, but it was something along the lines of what @Mousetick is saying. Oldest required was 2017, and it was compiled with 2015, so they just decided to update to 2019, or something. @Greg might recall.- 31 replies
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ACCEPTED Word Wall Transparency Fix for ENB (by wSkeever)
DoubleYou replied to Mousetick's topic in Skyrim SE Mods
I have definitely seen this issue. I will need to visit the Greybeards soon, so hopefully I can capture it.- 6 replies
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ACCEPTED Flickering Meshes Fix (by nicola89b and gururaj20000)
DoubleYou replied to DoubleYou's topic in Skyrim SE Mods
So that is why I had this issue! I have the sails version installed because of the issue, as I thought it was a SMIM issue with DynDOLOD 3. Could probably either use sails version or hide this mod's mesh.- 64 replies
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ACCEPTED Labyrinthian Shalidor's Maze Fixes (by wSkeever)
DoubleYou replied to Mousetick's topic in Skyrim SE Mods
DynDOLOD may be able to fix that issue, so we might not need the mesh replacement, if I am reading this correctly. -
Nope. STEP 2.0.0 is incomplete, and as it stands, is only compatible with runtime 1.5.97.0. Still waiting for relevant mods to update. If they do not update, they may be dropped.
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DROPPED .NET Script Framework (by meh321)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Ryan has expressed that he will update his mods, so give it time.- 31 replies
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Discussion topic: Enhanced Vanilla Textures - Shrines by Step Modifications Wiki Link Compares are on the mod page.
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ACCEPTED Blackreach Tentacle Mesh Fix (by wSkeever)
DoubleYou replied to Mousetick's topic in Skyrim SE Mods
Added compares to OP. I'd say this mod is a no-brainer.- 5 replies
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Discussion topic: Midwood Isle SE by Will Evans Wiki Link This mod adds a new land called Midwood Isle. Midwood Isle is home to the Sonmer - Sun elves. While admittedly the entire scope of this mod is placed entirely outside of any established lore, it can be considered lore-friendly in that it doesn't conflict with established lore, but it is rather an addition to the world, albeit entirely made up by the author. The main quest has you pitted against a powerful daedra by the name of Zahkris who wants to kill you in order to inhabit your body and lay waste to Midwood Isle. Only you as the Dragonborn are capable of defeating him entirely and saving the island. This mod took me quite a long time to complete. As for compatibility with the STEP guide, the roads must somehow conflict with Blended Roads as they flicker and fight at places, so that would need patched. I simply ignored it. Also, using the latest mods in testing for STEP, the mod's worshippers can become quite powerful through the use of the enhanced spells added to their abilities, and I died a lot. Killing Zahkris was easy by comparison, because there was only one of him. Mind you, I was playing as a level 55-ish character, so this might be disproportionate to most people's experiences. I was able to play it through, but I did have to drop it down to Novice difficulty at places to account for the multiple overcharged mages. This is in no way this mod's fault, however. One nice little touch you will see are the colored lanterns throughout the villages. Every detail is well-designed and polished, and I didn't have any trouble with any of the quests breaking in any way.
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ACCEPTED A Clear Map of Skyrim and Other Worlds (by DoubleYouC)
DoubleYou replied to z929669's topic in Skyrim SE Mods
Updated to v1.4 Updated FOMOD with all options Added roads for Midwood Isle (https://www.nexusmods.com/skyrimspecialedition/mods/28120) by Will Evans Modified roads for Skyrim Lowered max height for Falskaar Adjusted map weather Adjusted INI options for non-LOD32 users to improve appearance- 85 replies
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FEEDBACK v1.0.0 - Feedback & Bug Reports
DoubleYou replied to z929669's topic in Step Skyrim SE Guide
Uploaded a new version that makes Oakwood optional. -
FEEDBACK v1.0.0 - Feedback & Bug Reports
DoubleYou replied to z929669's topic in Step Skyrim SE Guide
Complete Alchemy and Cooking Overhaul -
JS Shrines of the Divines SE (by johnskyrim)
DoubleYou replied to DoubleYou's topic in Skyrim SE Mods
This was definitely the worst offender because of the artifacts in vanilla. Good job!- 21 replies
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No. Some of the mods will not work with AE as it currently stands. We're waiting to see if/when those mods will be updated to include compatibility.
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ACCEPTED Majestic Mountains (by T4gtr34um3r)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
I don't see hiding these meshes as simpler. I see installing the Whiterun Grass Hotfix file, which only contains the needed normal miraculously, as far easier. Do notice that the rock will now show the correct texture, and remember that there may be other places where hiding the meshes may not work.- 90 replies
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JS Shrines of the Divines SE (by johnskyrim)
DoubleYou replied to DoubleYou's topic in Skyrim SE Mods
I like this mod, but I agree that the artistic liberties taken with some of the meshes don't mesh well with the mandate (pun intended). I considered it because Ren's HD Shrines was similarly in violation. I have added another mod into the compares, which I have added to testing: Shrines of the Divines UD SE- 21 replies
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Discussion topic: Shrines of the Divines UD SE by Tall-n-Mighty Wiki Link I'm scrapping the bottom of the barrel now. I chose 2k options in the fomod for all options. Compares: Vanilla --> Shrines of the Divines UD SE --> Ren's HD Shrines --> JS Shrines of the Divines SE This mod is a simple texture upscale just to remove the blurriness of the original textures. Since Ren's HD Shrines and JS Shrines both take significant artistic liberties in redesigning the mesh, this may be a more welcome variant as far as the Mandate is concerned.
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