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DoubleYou

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Everything posted by DoubleYou

  1. That's what I had figured was the case. It almost needs a darker texture for the 3d option, since it sticks out farther and hence receives more light.
  2. Grass is rendered in a radius. With uGridsToLoad=5, the iGrassCellRadius is 2. With uGridsToLoad=7, iGrassCellRadius is 3. NGIO is able to decouple the iGrassCellRadius from the uGridsToLoad, however, since its ExtendGrassDistance overrides the cell buffer to allow the farther distance. Shortest distance from player to edge of uGridsToLoad=7 is 2.5 cells x 4096 = 10240. Set fGrassStartFadeDistance to that value. Farthest distance possible is 4.5 hypotenuses x 5792 = 26064. Subtract the fGrassStartFadeDistance (10240) from that, result is 15824. Set the fGrassFadeRange onto that. Maximum grass draw distance is fGrassStartFadeDistance + fGrassFadeRange = 26064. fGrassFadeRange is not a true fade. Check the difference in game and you will see this. bEnableGrassFade should be set to 0 to disable the grass fade effect. This has nothing to do with fGrassFadeRange.
  3. @AiElias What I would do is set DynDOLODGrassMode=0 and define the grass distance to the appropriate distance for uGridsToLoad=7: OverwriteGrassDistance=10240 OverwriteGrassFadeRange=15824 I believe NGIO works out all things to do with iGrassCellRadius automatically. You would set DynDOLOD to setting 1 on grass LOD generation since you are specifying only to render full grass to uGridsToLoad=7 and not the Large Ref distance.
  4. I loaded up with the REALly Blended Roads option, and the 3d effect on the roads is quite impressive. Blended --> REALly Blended
  5. Discussion topic: Skyrim Skill Uncapper by Kassent Wiki Link Somehow we were missing the topic for this mod. Dropped for v2.0.0. Incompatible with latest 1.6.x runtime.
  6. Discussion topic: xLODGen Resource - SSE Terrain Tamriel by Sheson Wiki Link Obviously we use this already, but before there wasn't a mod page, and it was bundled with our xLODGen instructions. Accepted for 2.0.0
  7. Modified the instructions as follows: Instructed to select the NO option for Wall Mounted Torches, since those meshes are provided by Embers XD (and were instructed to be hidden anyway - no net change). Instructed to hide the meshes\mps\mpscandleflame01.nif file as instructed on the Radiant - Candles mod page compatibility instructions.
  8. Added instructions for version 2.0.0 to hide the meshes/_byoh/furniture/ovenmarker.nif as it conflicts with Embers XD. Rustic Cooking --> Embers XD
  9. Discussion topic: Particle Lights for ENB - Nordic Ruins Candles by RemmyKun Wiki Link I know @TechAngel85 and I mentioned this mod somewhere (probably Discord). It doesn't currently conflict with Radiant - Candles, so I'm not sure if we were intending on using this or not.
  10. Discussion topic: Particle Lights For ENB SE - Paragon Gems by LossRec and Daralima Wiki Link Adds Particle lights to the Paragon Gems. Not sure if this is a desirable option or not. Compares ENB off: Vanilla --> Particle Lights for ENB SE --> Particle Lights for ENB SE + Iconic --> Iconic ENB on: Vanilla --> Particle Lights for ENB SE --> Particle Lights for ENB SE + Iconic --> Iconic
  11. We should pin a topic in one of our forums for this workflow, as it is new.
  12. Discussion topic: 123keelos' Patch Collection by 123keelos Wiki Link Not sure where I found this one, but this might help ease patching quite a bit, and doesn't appear to be very well known. FOMOD automatically selects relevant patches, and they are all ESP-FE, so they don't count toward the plugin limit. There are quite a few patches included.
  13. LOOT sorts Vokrii after WACCF, so it doesn't sound viable.
  14. Discussion topic: Circlet USSEP Fixes by obpluto Wiki Link Per discussion in the Gemling Queen Jewelry SE topic, I am adding and accepting this mod, placing it in 20-Patches as per the flowchart. Accepted for 2.0.0
  15. Are you using all three? I seem to not have the WACCF patch in my install and I don't remember why.
  16. Discussion topic: Umgak's Vokrii Compatibility Patch Compendium by AUTHOR Wiki Link This adds patches in ESP-FE format (don't count toward plugin limit) for the following mods in STEP: Audio Overhaul for Skyrim Trade and Barter Weapons Armor Clothing and Clutter Fixes We may or may not want to use these to help eliminate extra patching for the STEP Patches. Accepted for 2.0.0
  17. I vote to accept this mod.
  18. Vokrii completely overwrites this mod. There is a patch: https://www.nexusmods.com/skyrimspecialedition/mods/49357 I vote we drop this mod altogether, however, in favor of Vokrii's perk tree.
  19. Marking this as Dropped for 2.0.0
  20. This mod is merely a plugin file, and it does not contain models or textures, so I question its placement in Models and Textures. Looking at the plugin, all it really does is increase the scale size of the fogs. It is rather difficult to place this within the ModGroups, but I think that this could be considered a "Fix."
  21. Added hiding rules for conflicts with Better Dynamic Snow for live guide, and Flickering Mesh Fixes for 2.0.0 dev guide.
  22. The mod must have updated since those hiding instructions. We need to add the following file to the list of hidden then: meshes/architecture/solitude/smuseleum.nif Edit: Updated Recommendations accordingly.
  23. Then we should instruct to hide the file, since this mod currently will override it in its current position.
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