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Everything posted by DoubleYou
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FPSL - Lighting and Tweaks Performance (by Droname)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
This mod has seen significant updates since I last looked at it, so I have revised the instructions. Testing should include the different possible options presented. One thing I will note is that the Lens Flares attached to the lights do not seem to be a good idea. Have enough of them, and they will flicker.- 6 replies
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- 18-lighting and weather
- FALLOUT4
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ACCEPTED Boston Public Library Settlement (by pra)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
I confirmed the patch is for PRP 65. It's a simple record conflict that will simply be forwarded into the Step Patch - Conflict Resolution.esp.- 4 replies
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- 17-locations
- FALLOUT4
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Removed. Consider remaking via automated means in Synthesis or Complex Sorter if possible (very difficult).
- 4 replies
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- 13-gameplay-immersion
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ACCEPTED Boston Public Library Settlement (by pra)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
I had been patching Copley Station for PRP myself (simple record conflict). We may or may not want to use the one provided, as the changelog indicates it's for old PRP 65.- 4 replies
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- 17-locations
- FALLOUT4
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Added instructions to archive this with CAO and assign a LOOT group rule to the resultant plugin.
- 2 replies
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- 06-models and textures
- FALLOUT4
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ACCEPTED Ultimate Window Overhaul Redone (by UFR)
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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- 06-models and textures
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ACCEPTED Ultimate Window Overhaul Redone (by UFR)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Vanilla --> FO4HDO --> UWOR (SSR + bright and reflective cubemaps) --> UWOR (bright and reflective cubemaps) --> UWOR (realistic dark cubemaps) --> (UWOR (no fake reflections) Vanilla windows don't look like windows. UWOR is a major improvement. Screen Space Reflections really don't add anything unless you are using ENB (it is very apparent if you do). For our purposes, since we're not using ENB, we will leave it disabled. I honestly am not a fan of it when using ENB though either, as they are rather buggy as all SSR effects are. I feel that for the closest representation to vanilla, and to keep the windows somewhat dirty looking, we should use realistic dark cubemaps option. This also helps prevent the reflections from looking overly fake, as it's obvious they are a cubemap of a different area if you look closely.- 2 replies
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- 06-models and textures
- FALLOUT4
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Marked as Accepted for current dev 1.0 guide. The INI file will be hidden so that decal settings can be more appropriately handled in the game's ini files. Otherwise, this is a simple game settings tweak. We may implement this fix in another way in future, but it is a good fit for now.
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ACCEPTED True Storms - Wasteland Edition (by fadingsignal)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide.- 3 replies
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- 18-lighting and weather
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ACCEPTED True Storms - MCM Settings Menu with Hotkeys (by m8r98a4f2)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide.- 1 reply
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- 18-lighting and weather
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Un-Randomized Workshop Turrets (by Yukichigai)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
I had to do some digging on this one. So the turrets made at the workshop creates WorkshopTurretTripodMounted "Heavy Machinegun Turret" [NPC_:001167A8] for heavy machine guns and WorkshopTurretTripod "Machinegun Turret" [NPC_:000B3036]. These in turn get their traits from LvlTurretTripodMountedNotRandom [NPC_:0024A0A6] and LvlTurretTripodNotRandom [NPC_:0024A0A4]. The relevant leveled lists are LCharTurretTripodMountedNotRandom [LVLN:0024A0A5] and LCharTurretTripodNotRandom [LVLN:0024A0A3]. The leveled lists that this mod edits are LCharTurretTripod [LVLN:0011131F] and LCharTurretTripodMounted [LVLN:00116667]. Notice the naming of the editor ids. The are identical, except the ones used by the turrets are suffixed "not random." Also, realize that this mod came out in March of 2016, prior to many different official patches were released. Also notice that the "not random" leveled lists are identical to this mod's edits. It is therefore my belief that Bethesda officially patched this issue, and therefore, the only utility to using this mod is if the user would prefer that all turrets levels are NOT randomized, making the game slightly harder when these turrets are involved. As such, this would effectively become a 11-Gameplay-AI and Combat mod in its current state, instead of a fix. I don't see that this small change is worthwhile in keeping, so I am removing it from testing.- 1 reply
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- 11-gameplay-ai and combat
- FALLOUT4
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ACCEPTED Vault-Tec Workshop Gear Door Fix (by pra)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide. I verified the bug, and Workshop Rearranged doesn't fix this.- 1 reply
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- 06-models and textures
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Removing this from testing. EVAC provides its own alternative. It can still be used if preferred.
- 1 reply
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- 06-models and textures
- FALLOUT4
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Removing this from testing. EVAC provides its own alternative. It can still be used if preferred.
- 1 reply
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- 06-models and textures
- FALLOUT4
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Marked as Accepted for current dev 1.0 guide.
- 2 replies
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- 13-gameplay-immersion
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ACCEPTED Enhanced Vanilla Armor and Clothing (by DoubleYou)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide.- 1 reply
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- 06-models and textures
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ACCEPTED See Through Scopes - MCM Settings Menu (by m8r98a4f2)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide.- 1 reply
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- 16-interface
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ACCEPTED See Through Scopes (by henkspamadres)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide.- 1 reply
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- 13-gameplay-immersion
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DROPPED Far Harbor Marine Armor Boots Fix (by Neagoe)
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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- 06-models and textures
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TESTING Fallout 4 High Quality Audio (by tronotized)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide.- 4 replies
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- 07-sounds and music
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ACCEPTED Marine Wet Suit Material Fix (by dpillari)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide.- 1 reply
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- 06-models and textures
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ACCEPTED See Through Scopes - MCM Settings Menu (by m8r98a4f2)
DoubleYou posted a topic in Fallout 4 Mods
Discussion topic: See Through Scopes - MCM Settings Menu by m8r98a4f2 Wiki Link Adds an MCM menu for See Through Scopes.- 1 reply
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- 16-interface
- FALLOUT4
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Discussion topic: See Through Scopes by henkspamadres Wiki Link Well-known mod that adds scopes that you can see directly through, like the reflex scopes, instead of the vanilla overlay. Using the ADD option for maximum compatibility, which just means these become optional attachments and don't replace the vanilla scopes.
- 1 reply
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- 13-gameplay-immersion
- FALLOUT4
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Discussion topic: Clean And Simple Weapon Collision Box Fix by Glitchfinder Wiki Link Should be a no-brainer.
- 1 reply
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- 06-models and textures
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