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Everything posted by DoubleYou
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https://www.nexusmods.com/skyrimspecialedition/mods/51135
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You forgot to generate Level32 Object LOD in DynDOLOD most likely, which is causing stuck object LOD due to using ACMOS. Revisit instructions here and regenerate DynDOLOD. https://stepmodifications.org/wiki/SkyrimSE:DynDOLOD_3_Alpha/2.3
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Gap between full grass and grass LOD
DoubleYou replied to spcarso's question in DynDOLOD & xLODGen Support
You are going to need to be more specific. The picture doesn't depict anything necessarily out of the ordinary. The game by default only loads 5x5 cells centered around the player. Everything else is LOD. I see you are also using TCL console command for test purposes I suppose. -
I'm making a grass mod and need some tips...
DoubleYou replied to eeept22's question in General Skyrim SE Support
Maybe? I tried playing with this idea on my own grass mod and I honestly couldn't tell. Grass uses vertex colors to control wind movement, specifically the vertex alpha. Nifskope displays this as transparency. You need vertex colors for correct wind movement. I don't know anything about this texture. I do not believe there is any way around making separate complex grass and non-complex grass versions. I may be wrong about this though, as I am going from memory here. -
Large References in Fallout 4
DoubleYou replied to DoubleYou's question in DynDOLOD & xLODGen Support
I added the BSDistantObjectLargeRefExtraData to the BTO in Nifskope for a test for the USS Constitution. It indeed crashes the game consistently, specifically referencing it. I am inclined to leave the feature disabled. I already have LOD meshes for most large objects in the game. -
I have been doing some tests involving Large References in Fallout 4. In Fallout 4, large references are disabled by default, but can be enabled via the following ini setting: Fallout4.ini [General] bDisableLargeRefs=0 Now, in the vanilla game it is basically impossible to see these in action, but by chance, I came across a set of circumstances that allowed them to work. If I remove the Has Distant LOD flag from the base STAT of a REFR, if that reference is in the RNAM of the worldspace, it now will show if just outside of uGridsToLoad. It doesn't appear to stretch far outside uGridsToLoad, maybe just 1 cell beyond. I have not found any way to adjust it, as there is no uLargeRefLODGridSize ini setting, or an ini setting that in any way appears to control this. Below is the vanilla Concord Museum (at center) with large references disabled vs enabled. Note you can see the higher details of the full model, and you can even click the reference in the console (even with precombines enabled). This only works if you remove the Has Distant LOD flag from the base STAT and use the ini tweak mentioned above. Large Reference Disabled --> Enabled Now another requirement appears to be related. The reference mush not have the Visible When Distant Flag. Below is a large reference highway section that is only shown if both the Has Distant LOD flag is removed from the base STAT and the Visible When Distant flag removed. TLL Console command to disable LOD was used below Large Reference Disabled --> Enabled --> Reference selected in console Formid: 74853 One concern involves LOD Respects Enable State objects, such as the USS Constitution, which is an enable parented large reference, which also is flagged persistent. Toggling its enable parent successfully toggles the reference as expected. Being persistent, it may be subject to known large reference bugs involved with references marked persistent. I did a test where I copied the reference into a Test.esm file and added 10,000 units to its z-height. This also shows that at least with vanilla LOD, the large reference and the LOD model will show at the same time. Large References Disabled --> Enabled --> Modified via Test.esm to z-height of 10,000 units. I talked about this at length with Robert. He said that the LOD would need an "Extra Data block marking the TriShape as a Large Ref" to allow it to disable while the large ref was enabled. Given that large references were disabled at launch, and this would likely be the earliest implementation of Large References by Bethesda, it may or may not have other issues. Here are the two plugins I made so I could test this, one to remove the Has Distant LOD flag, and the other to remove the Visible When Distant flag. https://mega.nz/file/xFoyCQTb#WyL0b2tBaKT2S43uqYXe1CyADkrrJcTwS245U_BrK5I
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This version indeed fixes the issue.
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TexGen for Fallout 4 appears to not be reading BC5 ATI2 correctly. For this test case to reproduce, I used my Make Like a Tree with the no leaves option, which has BC5 ATI2 normals and speculars. Logs: https://mega.nz/file/INZwmLyI#9nJ6qYcHYgXcCAym6ATAMkusuFa-_2mxZJbfXF7cjGs The resultant normal and specular lod textures are bugged (Note that the BastedForestTrunksLOD texture is vanilla BC5U in both of these cases): Resaving the normals and speculars as BC5U instead of ATI2 allowed TexGen to process it correctly. Logs: https://mega.nz/file/hNRCTJZC#dwMRdhqZf_7b6JpG2T93YpIgf2Y1WPXofowIXUAPRqs
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TESTING The Missing Nukalurk Recipe Book (by BenRierimanu)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
This is going to be dropped as the UFO4P reverted the change to these eggs, rendering this mod obsolete. Marked for testing in the meantime. -
I have decided to move this back into testing. I think I want to remove this mod altogether, as it seems more a subjective fix that is doing more harm than good. Before --> After Notice that it seems to simply remove the wetness effects from objects more than add it. The roads no longer get wet, and the vault suit is no longer wet. The road issue is especially damning, as that is the first thing you notice to get wet, and for that alone I think we would be better off without. Perhaps the author is using non-vanilla-like road textures that have too high of specular, which is throwing it off.
- 3 replies
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- 06-models and textures
- FALLOUT4
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Discussion topic: Vanilla Weathers Redone by capra Wiki Link This might be a good weather mod to try out.
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- 18-lighting and weather
- FALLOUT4
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Discussion topic: Enhanced Vanilla Asphalt Roads by DoubleYou Wiki Link
- 1 reply
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- 06-models and textures
- FALLOUT4
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TESTING FlaconOils Complete Retexture Project (by FlaconOil)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
The materials provided in the latest update are going to require auditing, since it appears that Flaconoil has attempted to subvert the Grayscale to Palette texture system for the Hightech skyscrapers, which is causing significant issues.- 4 replies
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- 04-foundation
- FALLOUT4
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Marked for Testing. See Integrated Addons
- 1 reply
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- 14-gameplay-quests
- FALLOUT4
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Marked for Testing.
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DROPPED Armor Paint Extended (by Dank Raft)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
This mod page was deleted, as it was integrated into New Equipment Overhaul. Therefore it is dropped.- 2 replies
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- 13-gameplay-immersion
- FALLOUT4
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I have updated the instructions for this mod to only install the Eye Liner Masks main file. The Lip Liner Mask file is saved in BC1 mipmapped whereas the other tints are BC1 no mipmaps, so this file could cause brown face bug.
- 1 reply
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- 08-character appearance
- FALLOUT4
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Discussion topic: Grenade Sound Options by DoubleYou Wiki Link
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- 07-sounds and music
- FALLOUT4
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Looks like either Base Object Swapper or Address Library are for the wrong game version. There may be others. A friend has recently released the Collective Modding Toolkit, which should be able to tell you which version you have, and whether you have correctly downgraded to OG. https://www.nexusmods.com/fallout4/mods/87907
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GUIDE Fatal Blocking Error When Starting Synthesis
DoubleYou replied to sllc1960's topic in Step Fallout 4 Guide
Reminds me of this: