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Everything posted by DoubleYou
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FEEDBACK v2.2.0 - Feedback & Bug Reports
DoubleYou replied to z929669's topic in Step Skyrim SE Guide
Updated instructions. There is a provided ini file on the mod page, so it makes the most sense to simply install that. -
STARFIELD Starfield Default Values for All Known Valid INI Settings
DoubleYou replied to DoubleYou's topic in INI Tweaking
Thanks for this information. I hadn't considered that possibility. -
Can't change Starfield's resolution scale after using BethIni Pie
DoubleYou replied to Occhi's question in BethINI Support
Bethini modifies the minimum with the set scale at the same time to prevent CTDs when setting below 0.5. If you want to set it lower, use Bethini to set it to as low as you want the minimum to be, and if you want to increase it in-game, you can then do so. Switching presets in-game will wipe out most custom configurations that Bethini makes possible. -
I was pretty sure Bethesda fixed the issue in the last patch. I don't use it and I have no stuttering.
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Grass not generating anywhere
DoubleYou replied to JaxonHellsing's topic in General Skyrim SE Discussion & Support
This makes no sense. It is impossible to use NGIO without also using 1.5.97.0. -
Grass not generating anywhere
DoubleYou replied to JaxonHellsing's topic in General Skyrim SE Discussion & Support
If you installed Grass Cache Helper NG without installing/using a cgid grass cache, that could do it. -
You should be able to simply edit your post.
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The only argument to keep NGIO for playing on 1.5.97.0 would be to utilize the code that allows you to have full grass load beyond uGridsToLoad via ExtendedGrass or DynDOLODGrassMode=2. There are likely conflicts with doing so, so it wouldn't be something I would recommend. Naturally, I'm simply hoping that Shizof can implement that feature, rendering that singular argument a moot point, so even 1.5.97.0 users would just remove NGIO after precaching.
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- SKYRIMSE
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DROPPED Lucien Lachance AE (by LeonardoTrote)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
You can download here in the meantime: https://www.nexusmods.com/skyrimspecialedition/mods/39055/?tab=files&file_id=154219 The fact that it says DELETED typically means the author deleted it in my experience and likely won't return. We'll probably have to drop this mod. I have changed the tag to Testing so we don't forget to check this.- 24 replies
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- SKYRIMSE
- 08-character appearance
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STARFIELD Starfield Default Values for All Known Valid INI Settings
DoubleYou replied to DoubleYou's topic in INI Tweaking
OP updated. After significant investigation, I have removed many settings and added more. Removed settings are primarily Game Settings that were masquerading as INI settings by using the same setting:section format as INI settings do. I may need to make a separate topic to post the dump of all the game settings. Added settings include a handful I had missed previously. Also, all values now have known defaults. -
Optimizing Texture Alpha Threshold
DoubleYou replied to Mousetick's question in DynDOLOD & xLODGen Support
Did you test 0.5 for the alpha coverage of the texture in Gimp? It should be basically identical to 0.51. This is the threshold I'm talking about. Gimp's alpha coverage is the most sensitive that I have found. Texconv at same threshold level is thinner IME.- 47 replies
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- nialphaproperty
- alpha test
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Optimizing Texture Alpha Threshold
DoubleYou replied to Mousetick's question in DynDOLOD & xLODGen Support
I notice in your snow trees they start to turn purple, which is why I said to use dilation to fix this. There should be no magic at threshold 127 vs 128 vs 130. The fix here is merely that the mod author failed to use alpha coverage when generating mipmaps, and you have fixed that, so as long as all thresholds are the same, the transition is seamless.- 47 replies
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- nialphaproperty
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FEEDBACK v1.0 - Feedback & Bug Reports
DoubleYou replied to DoubleYou's topic in Step Fallout 4 Guide
CAO is quite simply the best tool for the job. BSArchPro is extremely user unfriendly and can cause bugs if you make the slightest misstep. The CAO instructions tell you to use Separate Textures archive option, and I have a notice to ensure correct settings before usage, so I'm not sure how you missed not using that setting the first time around. -
It is still needed when using it in 1.5.97 if you use Seasons of Skyrim. He had to add special code to ensure it played nicely with NGIO for grass precaching, so I doubt there is any issue leaving it enabled for actual gameplay in 1.5.97. He uses the PrecacheGrass.txt to detect if you are generating cache or playing the game.
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See my reply in the Nexus post. This can be used on all game versions and situations. If you are on 1.5.97.0, you can simply disable the AutoGrassDistanceSettings from this mod and allow NGIO to control the grass distances if you want to use extended grass distances. Currently we don't have any alternative to NGIO for grass cache generation, but I know that there are several parties who have expressed interest in adding the ability.
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This mod is simply wonderful. I just deleted huge portions of the Grass LOD Guide that no longer apply.
- 17 replies
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Optimizing Texture Alpha Threshold
DoubleYou replied to Mousetick's question in DynDOLOD & xLODGen Support
I've learned a lot more since then. Typically the best solution is to resave the base leaf diffuse texture(s) using dilation (to fix color issues) and proper mipmap alpha coverage (to fix the thinness). Don't be afraid to set the alpha coverage high. My workflow: Load texture in Gimp Lock alpha channel Dilate using G'MIC Repair > Solidify filter Export You can export uncompressed and use another tool to save with alpha coverage of the mipmaps as BC7 Or you can use native plugin and export as DXT5, use preserve alpha test coverage, and set the threshold to the desired level. Now when you use the existing mipmaps, the texture should have the same level of coverage in both full and lod. Higher alpha coverage typically results in increased performance as well.- 47 replies
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- nialphaproperty
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Beat me to it . Marked for testing.
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TESTING Enhanced Blood Textures (by dDefinder)
DoubleYou replied to DoubleYou's topic in Starfield Mods
I agree that looks good in previews. Added mod topic for it.- 2 replies
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- 06-models and textures
- STARFIELD
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Discussion topic: EXE - Effect Textures Enhanced by Weijiesen, Team EVE Wiki Link
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- 06-models and textures
- STARFIELD
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Discussion topic: StarUI HUD by m8r98a4f2 Wiki Link
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- 16-interface
- STARFIELD
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Discussion topic: Weapon Swap Stuttering Fix by AntoniX Wiki Link Hopefully Bethesda fixes this issue. Until then, we have this fix.
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STARFIELD Starfield Default Values for All Known Valid INI Settings
DoubleYou replied to DoubleYou's topic in INI Tweaking
Of note and some utility is this dumped list of console commands: https://gist.github.com/eacpereira/25f00410b1940d04a24f8a49b0b1bf44 -
These do look nice from the pics, and I recognize the mod author.
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- 06-models and textures
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