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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
I wouldn't consider this a bug so much as an opportunity for improvement that requires testing to ensure it all works as expected on our build. Testing of mipmaps is something I want to do with a mipmapped multicolor texture before I make a change. Probably can use one from my Mushroom mod. -
DROPPED Armor Paint Extended (by Dank Raft)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide.- 2 replies
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- 13-gameplay-immersion
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After playing in game for awhile without this mod, I haven't seen any rusty faces. I think this is probably only an issue in some mod setups and not ours. Therefore, I am removing this mod.
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Observe the swamp area around Morthal as viewed from Solitude... probably the best location to test such changes. With higher LOD4 fBlockLevel0Distance levels, it may be more important for Optimize Unseen to remove distant z-fighting. I know we have it cranked rather higher than I would otherwise prefer in the Step guide due to grass LOD in Whiterun Tundra region. It may be feasible to halve fSplitDistanceMult to shorten that distance just for the terrain LOD.
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ETRFC - Exit Terminals Ready For Combat (by bionicyardiff)
DoubleYou replied to Treadwheel's topic in Fallout 4 Mods
I have noticed that it doesn't seem like the story as described in the short description at the top of the mod actually occurs. I will be sneaking, go to a terminal, stand up after, and it doesn't seem like the enemy notices me unless I perform an action. If I immediately enter back into sneak mode, it seems I may be fine. Now, this is just an observation based off my gameplay which hasn't been heavily focused on sneaking, although I do use it tactically in certain circumstances. The mod description indicates that while this may solve this in some cases, it causes other similar quirks, so I'm not sure if it will be worth the tradeoff. Typically scripted fixes like this have these kinds of issues, as its difficult to account for all conditions. -
Mod has been moved to: Removing this and adding the updated mod version.
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- 13-gameplay-immersion
- FALLOUT4
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Discussion topic: Step Fallout4 Guide Resources: Nexus Mods Please submit feedback or bug reports about the 1.0 guide to this topic.
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GUIDE Step Fallout4 Patches (by Step Modifications)
DoubleYou posted a topic in Step Fallout 4 Guide
Discussion topic: Step Fallout4 Patches by Step Modifications Step CR Patch Step LW Patch -
Atom Cats Drag Race Start Fix (by Ablaze666)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
This has been fixed in UFO4P 2.1.4, so it is now redundant: https://afktrack.afkmods.com/index.php?a=issues&i=32512 Therefore, I am removing this.- 2 replies
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- 14-gameplay-quests
- FALLOUT4
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No. Only if you add/remove mods changing landscape textures or landscape records.
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ACCEPTED Sanctuary - No Dead Dog and Raider (by El Ha)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Note that UFO4P appears to cover everything except the dog: https://afktrack.afkmods.com/index.php?a=issues&i=20183 -
Covenant - Disable the dead caravan from Stockton (by El Ha)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Further inspection shows that this is already covered by the UFO4P via its cleanup script for Human Error in UFO4P_MS17Cleanup [QUST:07009FE7]. Therefore, I am removing this from the guide. -
This seems more like a fix that should be added to USSEP if it isn't already fixed. Can't say I ever noticed, and I had to stare at the compare very hard even with the arrows before I finally figured out what I was looking at. It seems rather strange to me to use targeted Base Object Swapper transforms to fix this, but I guess this was done to limit the amount of patches on the base cell record as required by the more traditional FYX - Windhelm Entrance plugin style fix.
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Discussion topic: Better Explosives Redux by Zzyxzz Wiki Link Overhauls explosives so that they work more effectively, using the expected damage types.
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- 10-gameplay-general
- FALLOUT4
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STEP 2.2.0 & DynDOLOD Summary Of Messages
DoubleYou replied to CorneliusC's topic in Step Skyrim SE Guide
Are you using a mod that changes the Blackreach roads? The warning messages don't make sense to me, as the full models should point to the Blackreach road texture. -
Discussion topic: Baka Power Armor Storage by shad0wshayd3 Wiki Link Collect, Store, and Place Power Armor Frames, like in Fallout 76.
- 1 reply
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- 10-gameplay-general
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Discussion topic: Long Loading Times Fix by Antonix35 Wiki Link Same author as High FPS Physics Fix, this mod provides some options to speed up the time spent on loading screens.
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Discussion topic: Weightless Items by PK0 Wiki Link F4SE plugin allowing you to make items weightless.
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- 10-gameplay-general
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Discussion topic: Baka MaxPapyrusOps by shad0wshayd3 Wiki Link Port of Papyrus Tweaks NG's Max Operations Per Task tweak for Fallout 4. Testing would be to verify no issues, but none expected.
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Discussion topic: Skip Kellogg's Memories by Yeti Wiki Link Adds a message box with the option to skip through Kellogg's memories.
- 1 reply
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- 14-gameplay-quests
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Discussion topic: Weapon Weight Improvements by Crash Wiki Link RobCo Patcher mod that makes attachments effect on weight be additive of sensible values vs percentage increases.
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- 13-gameplay-immersion
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Empty Area Of Tundra - Grass Not Rendering
DoubleYou replied to mooit's topic in General Skyrim SE Discussion & Support
It should not affect it, but you don't need to have Community Shaders installed at grass cache time. You probably can even get away with copying the grass cache from your enb instance into your CS instance. -
GUIDE Skyrim Special Edition Grass LOD Guide
DoubleYou replied to DoubleYou's topic in Game-Specific
Always verify that the grass looks good in-game prior to precaching. If no grass shows when loading the game normally, that will cause there to be no grass upon generation. If grass shows in-game and not upon precaching, probably NGIO ini config is incorrect. -
Use Materialize. Much easier to get a good result. https://boundingboxsoftware.com/materialize/
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FYX - Water Mesh Optimization (by Yuril)
DoubleYou replied to TadasTheLithuanian's topic in Skyrim SE Mods
Boris said in his Discord not to use this mod: https://discord.com/channels/708699116519161907/1119634808209936385/1138216692443516978 "tesselation of enbseries designed for that game mesh, so it will look very bad with replaced."

