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Everything posted by DoubleYou
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Bright Snow Covered Objects Help
DoubleYou replied to Bonesetter's topic in General Skyrim SE Discussion & Support
Most of the time it is due to the ini setting not being right. Please verify in-game by typing the following in the console: getini "bEnableProjecteUVDiffuseNormals:Display" If it returns 1, you have that correct. If not, you most likely do not have the correct INI Path set in Setup in BethINI, which would cause the wrong file to be edited. MO2 users need to point to the correct profile INI location for profile-specific INI files. Cathedral Landscapes should already have the correct projecteddiffuse.dds. -
Bright Snow Covered Objects Help
DoubleYou replied to Bonesetter's topic in General Skyrim SE Discussion & Support
Enable Projected Diffuse Normals in the snow section in BethINI. If that doesn't work, read the fix described by the Majestic Mountains author. -
something missing in my game
DoubleYou replied to Rom88's topic in General Skyrim SE Discussion & Support
It sounds like you lack some basic modding knowledge. I suggest that you go find a tutorial on Vortex usage. -
something missing in my game
DoubleYou replied to Rom88's topic in General Skyrim SE Discussion & Support
It looks like you haven't installed Majestic Mountains correctly. -
It is not incorporated. Marked as accepted.
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ACCEPTED Flickering Meshes Fix (by nicola89b and gururaj20000)
DoubleYou replied to DoubleYou's topic in Skyrim SE Mods
Pretty sure the issue they are mentioning there is attempting to use BDS 3 with parallax option. I believe you need to use BDS 2 to use parallax.- 64 replies
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I agree.
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ACCEPTED Flickering Meshes Fix (by nicola89b and gururaj20000)
DoubleYou replied to DoubleYou's topic in Skyrim SE Mods
I have been using it. Haven't seen any issues, which of course is the point. It probably has meshes that ELFX doesn't.- 64 replies
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Lol. Meh did all the real work. Seriously need to try out that grass scale tweak, as it can make taller grass with better performance.
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ACCEPTED Atlas Map Markers SE - Updated with MCM (by kryptopyr)
DoubleYou replied to wojsku's topic in Skyrim SE Mods
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ACCEPTED Atlas Map Markers SE - Updated with MCM (by kryptopyr)
DoubleYou replied to wojsku's topic in Skyrim SE Mods
Yes, that is the issue. Need to make some rules for those walls and ceiling.- 32 replies
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@z929669 I'd try wiping the following file: %LocalAppData%\Skyrim Special Edition\Plugins.sseviewsettings That's where you SSEEdit settings appear to be stored.
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ACCEPTED Atlas Map Markers SE - Updated with MCM (by kryptopyr)
DoubleYou replied to wojsku's topic in Skyrim SE Mods
It is compatible, except I'm seeing issues with the Blackreach map. Might just be my custom tweaks (working on making some map camera adjustments), but it look like I'll need to create some rules for some of the ceiling so it doesn't block the map. It has presets that you can load under Extra Options that look reasonable for a simple install without going too crazy.- 32 replies
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@z929669 I'd wipe out the xLODGen folder, redownload, and reinstall. Never seen this issue, and your modlist should be virtually the same as mine for STEP 2.0. Just regenned yesterday and no issues.
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ACCEPTED Atlas Map Markers SE - Updated with MCM (by kryptopyr)
DoubleYou replied to wojsku's topic in Skyrim SE Mods
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DROPPED Better Dyndolod Red Mountain Plume (by MrNeverLost)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
DynDOLOD Resources 3 contains a file for this. Perhaps we should check to see which one is superior first?- 16 replies
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- 06-models and textures
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Hmmm... I have been using the Miscellaneous file version, since Dlizzio vanished. This mod is likely a dead mod, so I don't know if the beta version is advisable.
- 14 replies
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- 18-lighting and weather
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ACCEPTED Aspens Ablaze Add-On - DynDOLOD 3 (by z929669)
DoubleYou replied to z929669's topic in Skyrim SE Mods
Agreed.- 15 replies
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- 06-models and textures
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Using the Billboard4 works well, and it looks good. I agree.
- 37 replies
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DROPPED Obsidian Mountain Fogs (by DrMegaloblast)
DoubleYou replied to wojsku's topic in Skyrim SE Mods
Agreed.- 26 replies
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I have seen no issues with too many torches, so I don't really see the sense. This looks like it is more geared to those who have mods adding a lot of extra NPCs.
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I like it.
- 14 replies
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Not yet. Long name is for SEO. Not trying to make it a brand, just make it easy to be found in search results. If I used "Grass xEdit Script - NGIO" , very few people would find it.
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The reason for the long name is probably to make it more search engine optimized.
- 15 replies
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- 06-models and textures
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Discussion topic: Worldspaces with Grass SSEEdit Script for No Grass In Objects by DoubleYou Wiki Link Description This is an SSEEdit script that can be used to populate the "OnlyPregenerateWorldSpaces" setting for No Grass In Objects. This increases the speed of precaching grass by eliminating worldspaces that do not have grass in them. Installation Extract the "List grass in worldspaces.pas" file to your SSEEdit installation's "Edit Scripts" folder. Usage Open SSEEdit and load all your plugins. Once the "Background Loader: Finished" message appears, right click anywhere in the left pane and select "Apply Script...." In the window that appears, in the Script dropdown, select List worldspaces with grass and click OK. Wait for it to finish processing. This may take a minute or two, depending on how many mods you have. When the Worldspaces with grass window appears, right-click the highlighted text and select "Copy". Click OK and exit SSEEdit. Open GrassControl.config.txt from NGIO (it's under Text Files in the mod information window in Mod Organizer) and paste the contents between the quotation marks of the OnlyPregenerateWorldSpaces setting. Save GrassControl.config.txt Precaching grass will now only look at the worldspaces specified in OnlyPregenerateWorldSpaces, so it will take less time to finish. Uninstallation Delete the "List grass in worldspaces.pas" file from your SSEEdit installation's "Edit Scripts" folder.
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