-
Posts
7,781 -
Joined
-
Last visited
Everything posted by DoubleYou
-
Going over those comments, I don't understand why the aversion to driver AF. I have never really seen AF cause any real performance impact. We don't use parallax, and I think I've always forced driver AF in these games without any issue. As for mipmaps, if people aren't generating them on their textures when they should, well, that's a mod problem.
-
There is no such game setting in Skyrim Special Edition. One existed in Oldrim, so that is probably what Boris is thinking of.
-
Actual correct location would be here: https://github.com/fireundubh/xedit-scripts
-
Worldspace Transition Tweaks terrain problem
DoubleYou replied to DWM19's question in DynDOLOD & xLODGen Support
Ok, so to be clear, the xLODGen output was not installed, only the textures as modified by ACMOS Road Generator. Yes, that would indeed be problematic, as you would be missing all the seasonal mesh btr files.- 20 replies
-
- wtt
- worldspace transition tweaks
-
(and 1 more)
Tagged with:
-
Worldspace Transition Tweaks terrain problem
DoubleYou replied to DWM19's question in DynDOLOD & xLODGen Support
ACMOS Road Generator only modifies a texture, if present. Last time I recall someone having trouble like this, they installed conflicting landscape mods.- 20 replies
-
- wtt
- worldspace transition tweaks
-
(and 1 more)
Tagged with:
-
ACCEPTED Console Commands Extender (by Fudgyduff)
DoubleYou replied to Greg's topic in Fallout 4 Mods
So I don't forget, this is the main thing this mod is providing: Vanilla Console Commands Extender- 6 replies
-
- 02-extenders
- FALLOUT4
-
(and 2 more)
Tagged with:
-
I suppose it should be possible to determine the landscape height z at position x and y via an advanced xEdit script. I would expect you would use the position to determine the cell, and find the landscape record attached to the cell. There typically is a default land height found in the worldspace record, and the landscape record has in the Vertex Height Map an offset value for the cell. Using the default land height and the offset may get you close enough to the value you want. If you want a closer value, from there it seems to divide into 32 rows and 32 columns, so it would seem there are 1024 vertices in each 4096 unit cell. You would need to do some math to locate the correct row and column to read to get the offset at that position.
-
Sorry I missed this post. I found the bug and it will be fixed in next version.
-
Discussion topic: Collective Modding Toolkit by wxMichael Wiki Link
-
Discussion topic: Integrated Addons by Glitchfinder Wiki Link
-
- 14-gameplay-quests
- FALLOUT4
-
(and 1 more)
Tagged with:
-
Discussion topic: Engine Fixes - F4SE by bp42s Wiki Link
-
LOD 32 quality was not set to 0 when xLODGen was run.
-
You would need to change the path I would expect.
- 37 replies
-
- prerequisite
- modding environment
-
(and 1 more)
Tagged with:
-
ACCEPTED Security Overhaul SKSE - Lock Variations (by powerofthree)
DoubleYou replied to Crimson13's topic in Skyrim SE Mods
If we ever go down the optimization route of archiving loose assets, it probably will be easier to simply teach users how to do it.- 3 replies
-
- SKYRIMSE
- 06-models and textures
-
(and 2 more)
Tagged with:
-
Remove HasDistantLOD patcher and use FOLIP After Generation script instead.
-
Job for an Avid Modder+Pythonista
DoubleYou replied to 6ImpossibleThings's question in General Skyrim SE Support
This seems to be a very interesting project. More competition in the space is a good thing, and I think based on what you are saying, you understand the problems that currently exist with current solutions quite well. I am somewhat surprised to see an actual software company decide to take up this idea, as historically only hobbyists have endeavored to create such tools, with Nexus Mods being the primary exception.- 10 replies
-
- SKYRIMSE
- mod manager
-
(and 1 more)
Tagged with:
-
You can uncheck it if you want more performance. If doing so, you may consider using a higher large reference grid value. I don't recall if we did much testing on the setting's performance impact.
- 5 replies
-
- SKYRIMSE
- DynDOLOD 3
-
(and 1 more)
Tagged with:
-
Discussion topic: Customizable Combat AI Nearby Object Search - F4SE by LarannKiar Wiki Link
-
- 11-gameplay-ai and combat
- FALLOUT4
-
(and 1 more)
Tagged with:
-
I haven't honestly observed any issues lately, but perhaps recent updates have decreased its reliability.
- 5 replies
-
- 13-gameplay-immersion
- FALLOUT4
-
(and 2 more)
Tagged with:
-
I haven't fully investigated the mod in question to resolve the LOD issues it causes. It doubtless must disable the vanilla STAT references that have the LOD applied and adds new STATs that do not have LOD for them. The rebuild system involves some scripting that typically utilizes enable parents to toggle the new references based on repaired state. It may be possible that you should be flagging these as LOD Respects Enable state as well. You may be only setting the one or the other to being IsFullLOD. I believe I have seen some of these use Moveable Static records as well. Relevant LOD models can be mapped to the EditorIDs via rules in the FOLIP Patcher in order to properly use LODs for these. The vanilla LOD models are in Meshes\LOD\Buildings and typically correspond to the filename or EditorID for the mesh.