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Everything posted by DoubleYou
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It's not a problem if that's the case, although some might find it annoying, which they should get over, since Skyrim itself rewrites SkyrimPrefs.ini every time the game is run.
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That makes sense.
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LOL. Don't we all.
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Pretty sure Realistic Water Two covers this.
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Dynamic Distant Objects LOD - pre 2.xx
DoubleYou replied to sheson's question in DynDOLOD & xLODGen Support
Does setting bSaveOnTravel=1 and then disabling all autosaves with the following INI tweak work without issues? Skyrim.ini [SaveGame] bDisableAutoSave=1 -
It shouldn't harm anything, but it is strange nonetheless.
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Does this happen on the new version of MO? I'm still on an older version and I don't notice this happening.
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Those lines should not be in Skyrim.ini. If they are, remove them. See if that doesn't fix it.
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Hmm.... so I take it that Fallout will be a result of the dumbing down of American minds through the use of acronyms and calculators... Well, I used a calculator during Calculus, but I used paper for most calculations, because calculations seem too easy on the calculator sometimes. But then sometimes you need them and they are a heck of a lot of help on the tough ones. I even created programs on that thing! As to acronyms, I created spINI, opINI, fINIp 3, and fINIp NV. And don't you pronounce F&LNV "Fall Envy"?
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There probably isn't much difference between 40 and 200. I need to start tree counting to get a better number, and I'm lazy. Since the setting is only for the "maximum" amount of skinned trees, you can probably with safety set it to 10000000 and not get much of a difference. I just used 200 since it would be easy to add an extra 0 to the 20 that will already be there, and I noticed no tree popping with it.
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It doesn't put more trees around the player. It just skins them, i.e., gives them better detail. It will indeed have a performance impact, which I mention. Clipping trees? Not sure what you're trying to say there. It does not add trees. That was SpeedTree, which wasn't used in Skyrim. The default value is 40, but everyone has 20 in their INI since that's what all the presets have. There are 4 choices: Use dynamic unskinned trees Use dynamic skinned trees with tree popping Use dynamic skinned trees without tree popping Use static skinned treesAll of these except option 4 can have animated or inanimate trees of course. Option 1 has the best performance. If you think trees look fine unskinned, by all means do so. I'm not sure whether option 3 or 4 is the most performance costly. fTreeLoadDistance? Set it to whatever you like. I'm more of the playing type, i.e., don't stare too much at distant scenery, so I'm more apt to stick with the smaller value.
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RESOLVED Issue with BCF Displaying on the Main Guide
DoubleYou replied to Kesta's question in Wiki Support
Where? Oh I see... Not sure how to get rid of them, except by deleting it from the templates, which seems tricky, since I wasn't the one who coded them. -
Any update on the ETA for a new STEP release for Skyrim?
DoubleYou replied to NickyChainsaw's topic in Step Skyrim LE Guide
None. -
If the game starts with the wrong INI, it is not hooked at all. Took a closer look, and you're right. Been awhile since I looked at Oblivion. I'm just curious as to why the Oblivion BSAs are grouped with the Nehrim BSAs? Did you decided to move them to the Nehrim mod, or does Nehrim have replacement BSAs of them? It sounds to me like the whole issue never was AI, but rather a hooking issue. Remember with Oblivion you need to launch Oblivion through Steam just like you would an unmodded game. Oblivion will be hooked by OBSE, which will then hook MO into it, and load your mods.
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It probably has something to do with the awkward way you have installed Nehrim, since the vanilla BSAs do not appear to be located in their typical positions. As long as you have AI working, I suppose you'll be fine, but if you notice it "not" working sometime later, it may be worth looking into. My guess is that removing the Wrye Bash AI BSA may cause MO to completely rearrange the BSAs, since everything shown is obviously installed directly to the data folder, and that is what is causing AI to stop working.
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Well, due to the nature of archive invalidation (AI), it is impossible that the Wrye Bash AI BSA is doing anything from that screenshot, and it is indeed the MO one that is working. AI requires the AI BSA to be at the top of the list.
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Akatosh??? Didn't know you eventually fought against him.
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Green Man Gaming has it for $21.05.
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All the threading tweaks in Skyrim are either set to be enabled already or are believed to be unused by the game at this point besides iNumHWThreads in [General] section of Skyrim.ini. Most of the threading tweaks mentioned on the net are bogus and don't even exist in those sections, and a lot of those settings, where they do exist, appear to be disabled. Info about uGridsToLoad: https://wiki.step-project.com/Guide:Skyrim_INI/General#uGridsToLoad
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Papyrus Settings - Skyrim.ini
DoubleYou replied to blattgeist's question in General Skyrim LE Support
There is great info in that reddit article. Thanks for posting.

