-
Posts
7,841 -
Joined
-
Last visited
Everything posted by DoubleYou
-
Discussion topic: Keeper of the Commonwealth Radiants by Exoclyps Wiki Link This should be a better replacement for Keep Radiants in the Commonwealth.
-
Freebies Seen ini setting controlled this in previous versions. I am unsure about latest game version, as I have not updated it yet.
-
Full grass fade range in active cells
DoubleYou replied to ikonomov's question in DynDOLOD & xLODGen Support
So the Fade Range gradually fades the height of grass. By setting Fade Start to the maximum, you are telling the grass to never fade the height in the loaded cells. Your grass isn't tall enough so it benefits from a higher fade start, as the height decrease is too much and it is fading into the ground. This will depend upon the grass mods used. Generally Fade Range can save some performance which is why I advise using higher values of it across the full 20272 (hypotenuse) range, but in your case you need to lower Fade Range and increase Fade Start. The Fade In effect that needs to be disabled is a different type of fade altogether. -
Full grass fade range in active cells
DoubleYou replied to ikonomov's question in DynDOLOD & xLODGen Support
Test only increasing fGrassStartFadeDistance. fGrassMaxStartFadeDistance should only modify the in-game slider. Test what happens if you set fGrassFadeRange to 0 and fGrassStartFadeDistance to 20272. -
ACCEPTED True Storms - Wasteland Edition (by fadingsignal)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
The main reason I added this is because Lightweight Lighting, which is our main weather mod, is far too much nice weather, removing the rad storms and not rainy too often. I haven't done a full compare of weather mods (I need to try Vivid) yet as I have been waiting for Weathers and Wonders to be released.- 3 replies
-
- 18-lighting and weather
- FALLOUT4
-
(and 2 more)
Tagged with:
-
Clarification on Mods with INI Configurations
DoubleYou replied to Brambleshire's topic in Step Skyrim SE Guide
I feel that both solutions have drawbacks, and I wish MO2 had more intuitive controls for this situation, but I feel the issue here is simply that the instructions are not as clear as they could be. This is how I would suggest it be written: Double-click Overwrite and navigate to the SKSE/Plugins folder. Drag and drop the Fuz Ro D'oh.ini file onto the Fuz Ro D-oh - Silent Voice mod. Do note that dragging and dropping the directory does not work, and it must be the file that you drag and drop. I don't see the point in having a separate empty mod for the file. The main file doesn't contain the ini file, which is why it is created in Overwrite, so the "Prioritize this configuration mod just after the source mod in MO such that the INI will override that of the source mod" line is simply incorrect. -
I hadn't experienced it myself, as I had no reason to regenerate terrain LOD, since landscape data is baked into the precombine. Also, I always did object lod, then terrain LOD, or all at once, so the sequence of steps to reproduce was unclear.
-
I know it has been an issue for a while, because I have had users complain about the issue, but it took me awhile to figure out how to reproduce. I believe it started happening with beta version 98.
-
The current version of xLODGen for Fallout 4 seems to have a bug that is causing object LOD to not generate correctly dependent upon pre-existing terrain LOD. If you generate terrain LOD separate, install it, then generate object LOD, the object LOD will be missing a significant number of triangles close to the ground. If, however, you skip generating terrain LOD and just generate object LOD, it will produce visually correct object LOD. The Total Triangles count seems to be mostly the same, though different in this controlled vanilla test with only FO4LODGen resources installed, but the reduced size when the terrain LOD is present indicates a very large reduction. Terrain LOD Generation logs and related files: https://mega.nz/file/xdBDGLIS#gsdAagtTRCyq9a7MXzgiUsTLWKeF1lejVJQJir8R6zw Object LOD log and related files when the above generated terrain LOD is present in the load order: https://mega.nz/file/oFBFnCSK#SuQHCT-Sx5pjKYBcivFCnFExF0f7cSUxZEIJY6Uo_J8 Object LOD log and related files when the above generated terrain LOD is NOT present in the load order: https://mega.nz/file/tR5x3JjB#N7VrzLUJDe0W31StcUM2_YSk8lNjT21siOcYIiLBQ9k
-
I have heard of this development for some time now, and this indeed should be preferred over Nemesis, provided no bugs with our build.
- 124 replies
-
- SKYRIMSE
- 19-utilities
-
(and 2 more)
Tagged with:
-
Discussion topic: 3D Super Mutant Chains by dpillari Wiki Link This might be a very good improvement.
-
- 06-models and textures
- FALLOUT4
-
(and 1 more)
Tagged with:
-
Discussion topic: Bethesda Plugin Manager for Mod Organizer by Parapets Wiki Link This looks very useful.
-
Here is our schema: https://stepmodifications.org/wiki/STEP:ModGroup_Flowchart Following this method, I get: 14-Gameplay-Quests for Fusion City Rising. 19-Utilities for Bodyslide. 08-Character Appearance for preset characters.
-
What are you calling a "column"? Separators? I recommend making copy of the Step profile, and adding any additional mods into the relevant separators.
-
FEEDBACK v1.0 - Feedback & Bug Reports
DoubleYou replied to DoubleYou's topic in Step Fallout 4 Guide
I hadn't tested going to that high of resolution, not for a long time at least. There are limitations in Fallout 4 as regards size of lod textures used that can cause issues if you get too many to fill the lod atlas, as you have found. I don't typically recommend using Fallout4Custom.ini vs main Fallout4.ini. Fallout4Custom.ini is not useful for anything in Fallout4Prefs.ini, as Fallout4Prefs.ini takes precedence. Using it only adds confusion with no benefit. -
FEEDBACK v1.0 - Feedback & Bug Reports
DoubleYou replied to DoubleYou's topic in Step Fallout 4 Guide
I do not believe TexGen to be at fault. Your logs are protected on your drive. This is likely a variation of the bug depicted here: What display resolution are you using? Perhaps you upgraded to a 4k monitor and TexGen is selecting a higher resolution LOD texture to generate, which is potentially inflating the size of the object lod atlas too full, so it is splitting and degrading the texture at runtime. -
Discussion topic: NvTrueHDR - RTX HDR for games by emoose This tool allows users with an NVidia RTX card and an HDR monitor to add HDR to games that don't natively support HDR. I used the NVidia Profile Inspector XML file to test this on the Outer Worlds - Spacer's Edition and it worked flawlessly.
-
FEEDBACK v2.2.0 - Feedback & Bug Reports
DoubleYou replied to z929669's topic in Step Skyrim SE Guide
Download and extract to C:\Modding\Tools\xLODGen (or some other location you prefer that is outside of UAC control). Open the executables menu (gears icon) at the top of the main Mod Organizer window. In the left pane of the executables config, click the [+] to add a new executable, and then [Add from file...]. Browse to and select the xLODGenx64.exe file. Change the title to xLODGenx64. Input the following in the Arguments field: -lodgen -SSE -o:"C:\Modding\Tools\xLODGen\xLODGen_Output" Please note there is no space between the -o: and the quotation marks. It is -o:"path" not -o: "path" Tick the Use applications icon for desktop shortcuts box. Click [Apply]. To run xLODGen, select it from the executables dropdown and click Run. The following video is one I made for Fallout 4, but it is very similar to Skyrim. Do note that we only use xLODGen for the Terrain portion (we untick the Object portion showed in the video) and use DynDOLOD for it instead. -
FEEDBACK v2.2.0 - Feedback & Bug Reports
DoubleYou replied to z929669's topic in Step Skyrim SE Guide
xLODGen is a modding tool. xLODGen generates LOD meshes and textures used to display details you see in the distance. For Skyrim, this also affects the details on the world map. xLODGen is necessary to ensure that a modded setup's distant details match its near details. -
Discussion topic: Commonwealth Encounter Pack by Glitchfinder Wiki Link Adds 290 new random encounters to the game.
-
- 10-gameplay-general
- FALLOUT4
-
(and 1 more)
Tagged with:
-
Discussion topic: Far Harbor Evergreens - A Pine Tree Retexture by DoubleYou Wiki Link This deviates too much from vanilla for the Step guide, but I wanted to make an alternative to the gloomy pine trees in Far Harbor. Easy plug and play over the Step guide if you like the idea.
-
- 06-models and textures
- FALLOUT4
-
(and 1 more)
Tagged with:
-
Performance Tuning - Crash on Load
DoubleYou replied to mike10101011's topic in Step Skyrim SE Guide
Install this: https://www.nexusmods.com/skyrimspecialedition/mods/106441 -
Discussion topic: Splash of Pine Trees REPLANTED by DoubleYou, MasterHamper, Flecked, Diacute, SilverFox600 Wiki Link This is an easy mod to add to your setup to add some pine trees to the Commonwealth. I provided custom billboard and 3d LODs, and there are a total of 8 different types to choose from, including a dead pine tree option for those who think that there shouldn't be any living trees around.
-
Discussion topic: Swap and Save Weapon and Armor Mods by LarannKiar Wiki Link Allows you to swap out and save you weapon and armor mods like in Fallout 4.
-
- 10-gameplay-general
- STARFIELD
-
(and 1 more)
Tagged with:

