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DoubleYou

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Everything posted by DoubleYou

  1. Discussion topic: Dynamic Activation Key by SoleVaultBoy Wiki Link Allows mods to define new functionalities by pressing a hotkey.
  2. Discussion topic: SUP F4SE by TommInfinite Wiki Link This adds a small amount of engine fixes but primarily additional papyrus functions and events typically required by various mods.
  3. Discussion topic: Garden of Eden Papyrus Script Extender by LarannKiar Wiki Link This mod is required by some mods for additional papyrus functions. It may be needed at some point.
  4. Discussion topic: Community Fixes Merged by The Community Wiki Link This will take a considerable amount of deep diving potentially to ensure we want these changes. Some of the mods included are already in the guide, but appears to include some of the ones that were considered but then not included after testing: Covenant - Disable the dead caravan from Stockton Workshop Lightbulb Emittance Fix
  5. Marked for Testing.
  6. Discussion topic: The Attachment Pack Version 1 by DegenerateDak, Pig Wiki Link This may be a cool addition, adding a bunch of new attachments to the vanilla weapons.
  7. Discussion topic: Detailed Bunkers by Spifferino Wiki Link Adds more details to bunkers. Probably worth a look at some point.
  8. Looks like stuck object LOD bug to me.
  9. I don't know why it isn't working for you. Your settings are all correct. The only thing I can really see is that your grass seems extremely short and stubby in comparison to the grass in LOD. It seems more dense in LOD than in full, which doesn't make sense. Perhaps somehow your grass mod isn't the same as your grass cache? Or your grass cache is from different landscape?
  10. It's a grammatical thing. It is unclear what "which" is referring to, as typically it should follow immediately after the item, which it is referring to, in this case WACCF. Probably the easiest way to clarify this is to substitute your statement instead.
  11. It all depends on how badly it is incompatible. SSE Engine Fixes has been causing users plugins to auto disable themselves, so it isn't necessarily going to manifest in a reasonable way since it is just overwriting the wrong code.
  12. What are your NGIO settings?
  13. Discussion topic: Seasons Change by DoubleYou Wiki Link Seasons Change is an overhaul of the Elm and Maple trees that provides them with dynamic seasonal tree leaves based on the current game time.
  14. Here's the archived link until they unhide it: https://www.nexusmods.com/fallout4/mods/69941?tab=files&file_id=271822
  15. Here's the archived link until they unhide it: https://www.nexusmods.com/fallout4/mods/67562?tab=files&file_id=281201
  16. fGrassFadeRange should be 14128. Increasing it to very high values might cause the inverse effect, as it functions by slightly sloping the grass gradually into the ground I believe.
  17. In the in-game console, type and verify that the values of the INI settings are being written to memory correctly. getini "fGrassStartFadeDistance:Grass" getini "fGrassFadeRange:Grass" getini "iGrassCellRadius:Grass" getini "fTexturePctThreshold:Grass" What are the results, and are they as expected?
  18. bEnableGrassFade is not the setting you are looking for. That controls a slight fade in effect on cell load. First and most likely possibility is like @z929669 said, perhaps you used DynDOLOD mode 2 instead of mode 1. NGIO only is able to support mode 2. Mode 1 must be used with Grass Cache Helper. Another possibility is that you may need to override the auto calculated grass distance settings in Grass Cache Helper NG with manual tweaking, setting fGrassStartFadeDistance to a higher value like 99999. Another possibility is that the grass mod may not have sufficient alpha mipmap threshold in the textures to be sufficiently visible over far distances. This does not seem likely given that NGIO fixes the issue. It is possible that NGIO has an auto fix for that, but I am unaware of that being the case.
  19. Any SKSE mod that hasn't updated since the latest update is likely to cause crashes, as the address library only had ~89% match rate, which is really bad.
  20. Discussion topic: Skyrim VR ESL Support by Alandtse, Nightfallstorm Wiki Link This is a big deal for all Skyrim VR players, who couldn't use ESL mods and were therefore very limited on their ability to use mods.
  21. My recollection was that @TechAngel85 didn't like that version due to some small lighting differences.
  22. So long story short, Really Blended users have to keep the plugin enabled and loaded after Cathedral Landscapes.esp (which is how LOOT has it sorted currently for me).
  23. This definitely doesn't look that way to me. Blended Roads is reverting Cathedral Landscapes back to the correct mesh path on all the snow roads and setting a different DNAM - Material versus Cathedral Landscapes. This is perhaps dependent on if you use Really Blended version or not. Edit: So you only need the plugin if you use the Really Blended option. Normal version is redundant.
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