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Everything posted by DoubleYou
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Step SkyrimSE Patches (by Step Modifications)
DoubleYou replied to TechAngel85's topic in Step Skyrim SE Guide
Step Patch - Conflict Resolution updated (Light & Weather patch is still fine unchanged). Instructions updated. v1.0.4 THIS UPDATE REQUIRES A NEW GAME SAVE. -Created FOMOD installer with separate patch versions for use with or without Consistent Older People -Updated conflict resolution for Realistic Water Two version 5. -Additional conflict resolution for additional minor details, mostly focused on grammar and spelling. Guard Dialogue Overhaul is now a required master. -Added DynDOLOD rules to automatically add LOD for Oblivion Gates Remade mod upon generation with DynDOLOD. Requires regenerating DynDOLOD for the change to be evident. -Added plugin INI.- 128 replies
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Installing *just* the graphical improvements?
DoubleYou replied to Sakiri's topic in General Skyrim SE Discussion & Support
DynDOLOD is working. -
ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
I've updated the instructions to point to the files used for SSE runtime 1.5.97.0. We'll need to update these, of course, when we direct toward Anniversary update.- 44 replies
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- SKYRIMSE
- 10-gameplay-general
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ACCEPTED Here We Go Again - World Interactions (by tarlazo)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Two of the interactions are becoming annoying to me. The gift from a friend one is the main offender. It seems every time I go home to my Hearthfire home with all the NPCs hired by my steward, I inevitably have one of them handing me random junk as gifts, which I then need to remove. Then there is the wizard duel guy challenging me to duels. Same NPC, so I recognize him coming. I wish he was more diversified since I see him multiple times. All the other ones don't happen enough to become annoying. There are settings I believe that we could adjust to set these to happen less/more often described in the comments.- 13 replies
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- SKYRIMSE
- 14-gameplay-quests
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ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Fixed.- 80 replies
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- SKYRIMSE
- 06-models and textures
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I have added a short description to the mod page instructions pointing users to the 4.2.5b file, as otherwise they may not know to use that version.
- 46 replies
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- SKYRIMSE
- 04-foundation
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There is a quest involving a *****, so I don't know if we want to consider this as beyond the limits of the mandate or not. Here is a video:
- 6 replies
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- SKYRIMSE
- 17-locations
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Discussion topic: Mage Armor Script Fix by ReDragon2013 Wiki Link This looks like a promising bugfix.
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Why? This isn't an SKSE Plugin, so it should still work.
- 19 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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Hmmm... the sticky post gives me pause, but it might be "better than nothing."
- 4 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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REL/Relocation.h(567): failed to open file
DoubleYou replied to irisquexo's question in Mod Organizer Support
Missing masters will cause ctd every time. You either need to install the required masters or remove the mods requiring the masters. -
Set the Terrain Multiplier to 1 if you do that, but otherwise I think you can do that without issues. If you do that and don't set the terrain multiplier to 1, you may get significant stuttering even with a powerful rig.
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I am testing that mod too.
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Agreed.
- 42 replies
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- SKYRIMSE
- 06-models and textures
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Interesting. I used the vanilla cart ride of Alternate Start and didn't have any issues. I had it active from the start to. It may be that this was caused in original Skyrim by the bUseNavMeshForMovement=1 setting, which SSE sets to 0.
- 6 replies
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- SKYRIMSE
- 17-locations
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Discussion topic: Falskaar by AlexanderJVelicky Wiki Link I've had this mod installed while testing STEP 2.0. It adds a new land with its own quests. My experience: You arrive by entering a dwemer portal of unknown origin that is not fully explained, but is prophesied and you are now known as the Traveler. To me, this really seemed clunky and I wish it was expounded upon more. You arrive in the main city and talk to the "king" or "Jarl." It seems there are multiple Jarls, but one king. This can be slightly confusing. At one point in the main quest, the villain approaches with some men and strikes a deal with the king where he hands over something extremely important in exchange for not killing them outright, during which the player cannot interfere with the negotiations or change the outcome in any way, even if the player is powerful enough to have killed them all outright. In the end, you battle the villain in single combat as others look on. Once you "kill" him, however, he doesn't die. He is able to somehow reach his goal anyway, but right before he does so, a random dragon sweeps out of nowhere and kills him, and Falskaar is saved. This is probably my biggest gripe. In the end, there was absolutely no reason for doing the entire quest, as in the end, the villain is destroyed by a dragon of all things, and this outcome does not appear like it would have been any different if the Traveler hadn't shown up at all. The world is large, but it is mostly forest. The western half of the map are Aspens. The eastern half are all evergreens. In between focus points/cities/dungeons, it just feels so empty. All trees. Bland even. Of course, with Aspen's Ablaze, the trees look gorgeous. There's just too many of them. The dungeons, on the other hand, are very detailed. All the interiors are quite detailed. Some could use better lighting, but overall the interiors are great. The exteriors, however, feel unpolished. There is a random bandit sitting in the main city. His name is bandit. He doesn't attack you. I chose not to attack him, fearing it might break something. Later I believe this bandit is used as part of the quest. It is weird to hear him say "walk into the city a free man" while right there in the city. Most of the enemies you fight are bandits. During the quest, I came across the main villain standing outside a fort randomly. Of course, I saved, then attacked him outright. I quickly got his health down to nothing, but he was essential, so he didn't die. He didn't really acknowledge me. This is obviously a bug. I don't know if I had a mod incompatibility, but the ship that is supposed to take you back to Skyrim was borked for me. I couldn't use it. I had to use console commands to return to Skyrim. Traveling by ship back to Falskaar worked perfectly, however.
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FEEDBACK v1.0.0 - Feedback & Bug Reports
DoubleYou replied to z929669's topic in Step Skyrim SE Guide
Yeah, we already discussed this behind the scenes and had removed the instruction, but evidently didn't see the image still had the setting enabled. -
FEEDBACK v1.0.0 - Feedback & Bug Reports
DoubleYou replied to z929669's topic in Step Skyrim SE Guide
I see we removed that instruction from the guide, but did not update the reference image. I have created an updated reference image that doesn't have that shown. -
Discussion topic: Helgen Reborn by Mike Hancho Wiki Link I have been play-testing this mod while testing the STEP 2.0 guide. This mod adds a quest to rebuild Helgen following the dragon attack. I haven't finished the questline yet, but so far it seems to be an extremely well-polished and enjoyable mod. There's been some discussion about adding these kinds of mods, and I think this would be a good candidate.
- 6 replies
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- SKYRIMSE
- 17-locations
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Not by default. You have to configure it. Edit: nvm...
- 13 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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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
The LOD32 bto files located in meshes\terrain\<worldspace>\objects\<worldspace>.32.<x>.<y>.bto are the ones Sheson is referring to. You don't need to set for mushroom trees as I already have a rule loaded earlier than the DynDOLOD rule that will do this automatically. Should only need to set for '\' rule and 'tree' rule. The other trees specifically called out really can't be made out on the map, so it is overkill to specify them as far as I can see. The fact that you could so easily test and find out which is "borked" leads me to believe we are correct in believing the setting only causes issues if the level 32 bto files don't exist. This is consistent with my testing.- 85 replies
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- SKYRIMSE
- 16-interface
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Glass armor appearance after installing STEP 1.0.0
DoubleYou replied to Verrenus's topic in Step Skyrim SE Guide
I have it too. Textures are from aMidianBorn Book of Silence SE. My guess is that this is a bug in the fomod, or the option had the wrong texture ported to SSE. Requires further testing. -
Skyrim 10th Anniversary Edition Announced
DoubleYou replied to DoubleYou's topic in General Skyrim SE Discussion & Support
It's a good write up of his thinking with valid points. I disagree on a few things, but his reasoning is sound. I am glad he pointed out the fact that Bethesda gave ianpatt access to the AE before release under NDA. However, I do believe that the communication about the significance of the compiler update prior to the release was instrumental to Bethesda granting this boon. If it weren't for the tireless work of ianpatt, Nukem, meh321, and aers, we would not be in nearly so good shape merely a week later. -
ACCEPTED A Clear Map of Skyrim and Other Worlds (by DoubleYouC)
DoubleYou replied to z929669's topic in Skyrim SE Mods
I have tested using this for quite some time now, and I have yet to see stuck object LOD. I believe that the reason behind the bug you saw is merely because you didn't have any LOD32 object bto files. That being said, it is entirely possible that using uLockedObjectMapLOD=32 could cause stuck object LOD in loaded cells. However, since you could easily reproduce the bug when missing the LOD32 object LOD files, and I have never seen the issue while using it with proper LOD32 object LOD files, I believe I can safely say that there won't be any issues, provided you generate using the instructions provided. I suppose I could place more all caps explanations in the fomod saying that DynDOLOD users may want to use this file too if they do not set Level32=1. The map won't look as pretty, and Blackreach map will not be visible behind all the mountain LODs on the map.- 85 replies
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- SKYRIMSE
- 16-interface
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