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DoubleYou

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Everything posted by DoubleYou

  1. Hopefully you typed the link wrong, because it is dead.
  2. That's what R8G8B8A8_UNORM_SRGB is, but just remember, it's in sRGB mode, not linear.
  3. Ah yeah, that's the annoying thing with cubemaps, whenever there is an actual image visible that does not match anything around. I would expect that the image would be similar without this mod, however, just perhaps less sharp.
  4. MO2 users don't need that mod.
  5. That means the grass was pregenerated with very low density. To fix you would need to pregenerate your own with your own density. If you don't wish to, you might be able to get away with generating grass lod only and just using regular grass in full cells. If you do so, set the grass lod in DynDOLOD to the full 100% for the grass lod so it is as full as possible.
  6. See related discussion here by Nightfallstorm, author of Papyrus Tweaks NG for Skyrim Special Edition: https://forums.nexusmods.com/index.php?/topic/12225203-papyrus-tweaks/page-6#entry117447728 Nightfallstorm is a respected reverse engineer on the subject. Yes, this discussion is for Skyrim Special Edition, but the same rules apply with newer iterations of the Creation Engine. Remember that even Bethesda doubled the value between Skyrim Legendary Edition (76800) and Skyrim Special Edition (153600). Misinformation about INI settings unfortunately is widespread across the internet.
  7. Typically this means you have a cell in that worldspace that has been completely botched. Generally you can see the relative location by observing the cell coordinates where it stops being able to create grass cache via the console or the Precache.txt file or the last generated cgid filename.
  8. Simply set Mouse Wheel Zoom Speed to the default value of 0.8 in the Mouse Settings in the Interface tab. Uninstalling Bethini will not fix it, using the correct settings will.
  9. linuxversion made a mod that can help datamine and find new ini and game settings: https://www.nexusmods.com/starfield/mods/976 It works very well, and looks like it will be very useful for people to test these out, as it has a built in search tool, and some code to determine which ini it is valid in, and if it is a game setting.
  10. Bethini Pie is to be run through Mod Organizer. Since Mod Organizer is virtualizing the My Games location, you simply leave it at default My Games location.
  11. IME using the console and setini only works for some things. A very large amount of things require a game restart.
  12. Correct. As to ba2 size, I doubt that 4gb is max. Bethesda typically enforces 4gb because of Creation Kit limitation IIRC, but the game, at least in the case of Fallout 4, can load way bigger archives if necessary. Generally speaking they say to make it no larger than system RAM. Since minimum specs for the game are 16gb RAM, probably can easily get away with larger archives.
  13. I'll look into it at some point probably, but there is never a guarantee that settings do what they sound like they do. There are several hundred more important settings controlling performance that I need to decode first. I am nearly done with shadows, with some very nice potential performance implications.
  14. Discussion topic: StarUI Inventory by m8r98a4f2 Wiki Link Our very good friend m8r98a4f2 from Fallout 4's FallUI series has made a fantastic addition yet again, this time for Starfield. You know it's going to be high quality.
  15. It's been awhile since I played with Fallout New Vegas, so I'm unsure what could all cause that. I would suggest that since it mentions memory that there is one of the game's hack mods that mess with the memory that isn't set to the correct value. I'd suggest looking over any mods, especially script extender mods, that mention anything about memory.
  16. Game has sResourceDataDirsFinal=STRINGS\ as default. Basically how this worked for Fallout 4 was that any files placed in the directory, data\strings\, would automatically overwrite the game ba2 files. In the early days, we would fill the sResourceDataDirsFinal with all the folder types we wanted to override in the game data directory, so, we basically copied across the sResourcePrefixList, which includes the names for all the different file folders (e.g., Textures\, Meshes\, etc.) that we would want to overwrite the ba2 file archives. It was later discovered that this wasn't ideal, as it caused long loading times IIRC. So we fixed that by enabling bInvalidateOlderFiles archive invalidation and setting the sResourceDataDirsFinal to blank. This was much faster. This is the method we have deployed to everyone for Fallout 4, and now Starfield. So what is happening now is that the game can only support loading file folders from a single location, be it My Games\Starfield\Data\Textures, or steamapps\common\Starfield\Data\Textures. Each individual directory as is valid via the sResourcePrefixList can only be in one or the other, and the My Games location overrides the game install location. Hopefully that helps a bit. For now, I'd recommend waiting to see what the people developing the respective mod managers decide, as they ultimately will have to provide a method to work around the issue.
  17. I expect it was meant to reply to the Starfield ini thread, but would need verification.
  18. Are you in the correct topic? This is the topic for Fallout 4 Step guide feedback, and these ini edits have nothing to do with that.
  19. No modern hardware should be using Low. If the problem is ini related, just set it to what the guide says.
  20. I looked at it briefly, but the system is fairly complicated, so leaving it for later.
  21. The console fix is amazing too. Hated that pop-up.
  22. Aers talked about making a SFSE plugin to fix that. We'll see what the modding community decides.
  23. Discussion topic: Baka Achievement Enabler by shad0wshayd3 Wiki Link Prevents achievements from being disabled with mods or when using the console. Also removes the warning when opening the console for the first time in a session.
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