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Everything posted by DoubleYou
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turning textures into a mod
DoubleYou replied to rothbardian's question in General Skyrim LE Support
Uh... no. It doesn't use 7z. Or zip for that matter. I take it you are new to modding. I was just having you zip it up so it will be easy to install in Mod Organizer or whatever mod manager you are using. -
turning textures into a mod
DoubleYou replied to rothbardian's question in General Skyrim LE Support
I'm using the latest 7-zip beta 15.06. I recommend just right-clicking the textures folder, hover over 7-zip, and select "Add to textures.7z" -
[ Q & A ] Using FNIS with Mod Organizer
DoubleYou replied to GrantSP's question in Mod Organizer Support
Please watch this video by Gopher for a good discussion on managing your priorities in Mod Organizer: The wiki has a short discussion about priorities here: https://wiki.step-project.com/Guide:Mod_Organizer#Priorities -
turning textures into a mod
DoubleYou replied to rothbardian's question in General Skyrim LE Support
The filepath must be exactly the same. If you intend to overwrite textures/whiterun/stone.dds, your filepath for you mod must be textures/whiterun/stone.dds. Create a folder named textures. Inside it create the whiterun folder. Inside it place your stone.dds. Now zip it into an archive with an archive program (or you can right-click the textures folder, go to the Send to menu, and click send to a compressed zip folder). Load the zip into MO and it will install it as any other mod. Just toggle the checkmark to activate or deactivate it. Or if using multiple files, you can open the Filetree for the mod and hide files at will. -
turning textures into a mod
DoubleYou replied to rothbardian's question in General Skyrim LE Support
Yes, that means overwriting the file paths of the default textures. No, that is not covered in any guide here. Basically you just put the texture at the same filepath as the original (e.g., textures/whiterun/mydummyimage.dds) and the game will use it instead of the original. -
turning textures into a mod
DoubleYou replied to rothbardian's question in General Skyrim LE Support
If you're using Mod Organizer, all you have to do is hide and unhide them (I assume you know how to set up the file paths). -
[ Q & A ] Using FNIS with Mod Organizer
DoubleYou replied to GrantSP's question in Mod Organizer Support
This is the thread for Mod Organizer with FNIS, not Nexus Mod Manager. -
I think you need to add the BSAs to the SkyrimEditor.ini file in sResourceArchiveList or something similar (don't quote me--I'm going from memory).
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It sounds like you are getting some misinformation. ENB should have a message at Skyrim's startup at the top left-hand side of the screen in either red or yellow letters. If you don't get that, ENB is not installed correctly. The LAA patches are no longer necessary, as Bethesda's official update added it. It is already LAA aware. uGridsToLoad minimum setting is 5 in Skyrim. It is impossible to set it to 3, as it will automatically round it up to 5. See here. What we need to do is make sure that ENB is working. It sounds like it's not.
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https://wiki.step-project.com/Guide:Skyrim_Configuration_Settings#Under_the_hood
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Does the ENB in-game message show up at runtime?
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Older Bethesda and Fallout games now available at GOG.com
DoubleYou replied to GrantSP's topic in General Game Discussion
YES!!! -
You already have. It's something else. What is your system specs?
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ENBoost removes the 3.1gb memory limit.
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Whatever it is, it will change with the next hook, so really no need to address it.
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Unfortunately, changing the directory for the slideshow appears to be broken :>:(: which is probably the cause of this.
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Your right, in a sense. While you can manually set up a slideshow with a timer, downloading a theme like this won't allow you to.
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The photo/background-color/slideshow settings are located in the modern Settings --> Personalization --> Background.
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FNIS has not been successfully run or installed
DoubleYou replied to Fiewiel's question in Mod Organizer Support
Did you forget to activate the FNIS Output mod? -
The setting you are thinking of is iFPSClamp.
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You could just disable the Windows Update service and use WSUS Offline Update to install updates...
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Thanks! I adjusted the image and format a bit, as it was confusing were it was if it was part of the fLandTextureTilingMult setting description.
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For values that Bethesda changed in the INIs for the presets, low to ultra, I make mention of these values. Most of the settings, however, were left untouched, which is why you only see a default and recommended value. I typically indicate performance as being affected by settings, and pretty much leave it up to the user to tweak these accordingly.
- 10 replies
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- SKYRIMLE
- configuration file
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https://wiki.step-project.com/Guide:Skyrim_INI/Grass https://wiki.step-project.com/Guide:SkyrimPrefs_INI/Grass After experimenting with grass settings, I am recommending the following grass settings for STEP: Skyrim.ini [Grass] bAllowCreateGrass=1 bAllowLoadGrass=0 bDrawShaderGrass=1 fGrassFadeRange=10000 fTexturePctThreshold=0 iGrassCellRadius=2 iMaxGrassTypesPerTexure=7 iMinGrassSize=40 SkyrimPrefs.ini [Grass] fGrassMaxStartFadeDistance=7000 fGrassMinStartFadeDistance=0 fGrassStartFadeDistance=1000 What this does is lowers the grass fade starting distance while expanding the range over which grass fades, which almost if not entirely removes the grass popping in effect that can be experienced if merely increasing the grass fade distance. A video to demonstrate this might be useful. Also, a slight increase to iMinGrassSize (grass density) doesn't have any real visual effect and may increase performance slightly. iMaxGrassTypesPerTexure is set to the Skyrim Flora Overhaul recommended level, and it really doesn't appear to affect vanilla much, although it definitely is a valid setting. Testing of this value needs to be done. The rest are default settings or fixes for the default settings. Optionally users can disable windy grass: Skyrim.ini [Grass] fGrassWindMagnitudeMax=0 fGrassWindMagnitudeMin=0 If users prefer to disable grass altogether, these settings should remove grass several times over: Skyrim.ini [Grass] bAllowCreateGrass=0 bAllowLoadGrass=0 bDrawShaderGrass=0 fGrassFadeRange=0 fTexturePctThreshold=0.2 fGrassWindMagnitudeMax=0 fGrassWindMagnitudeMin=0 iGrassCellRadius=-1 iMaxGrassTypesPerTexure=-1 iMinGrassSize=0SkyrimPrefs.ini [Grass] fGrassMaxStartFadeDistance=7000 fGrassMinStartFadeDistance=0 fGrassStartFadeDistance=0as well as the TG console command.
- 10 replies
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- SKYRIMLE
- configuration file
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Thanks. I switched "specifies" to "sets" on them to keep it consistent with the rest of the guide. I added a note for rDebugTextColor since we really don't know what "debug text" it is referring to. bUseNavMeshForMovement would be a great setting to test on a save where NPCs are stuck and cannot move. Until a save like that is located to test it on, I'm hesitant to disqualify it as a legitimate setting. Finished [Grass] section[Menu] section is mostly complete. Probably could recommend to increase the console size, as a larger console could prove quite useful.

