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DoubleYou

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Everything posted by DoubleYou

  1. Marked as Accepted for current dev 1.0 guide.
  2. Marked as Accepted for current dev 1.0 guide.
  3. Removing this in favor of Alternative Satellite World Maps.
  4. It seems they may have fixed the cubemap issue we reported. I would recommend waiting a bit to update, as there could be a ripple effect of updated patches.
  5. Discussion topic: Random death animation by black Wiki Link Using Open Animation Replacer, provides 6 (currently) randomized death animations.
  6. Discussion topic: Goodneighbor View by Glitchfinder Wiki Link Adjusts Goodneighbor so that the inside and outside of the town better match each other. Should be an easy add.
  7. Discussion topic: Settlement Dead Zone Fixes by Tenhats Wiki Link This fixes cells where NPCs won't behave correctly in certain parts of settlements due to encounter zones not being set. The page indicates to use Maximum Compatibility version with Encounter Zone Recalculation, which we use. This is likely to have cell record conflicts, which should be easily resolved by forwarding the location references.
  8. My guess is you have SSE FPS Stabilizer. In which case, remove it.
  9. Discussion topic: Diamond City Billboards by Glitchfinder Wiki Link Small mod that makes the billboards visible inside of Diamond City visible on the exterior. I expect this to be easy to test and add.
  10. Discussion topic: Alternative Satellite World Maps by saisei and DoubleYou Wiki Link Same author as our current map mod (There It Is). I am collaborating with him as well to provide some further alternative versions.
  11. Marked as Accepted for current dev 1.0 guide.
  12. Marked as Accepted for current dev 1.0 guide.
  13. Marked as Accepted for current dev 1.0 guide.
  14. Discussion topic: fo76utils by fo76utils Wiki Link Github This is a little known set of command line tools that can do some rather fancy things to Fallout 76, Fallout 4, and some of the older games with limited features. It can be used to generate highly detailed renders, for instance, of a worldspace to make a worldspace map. Here is such an image that the author shared:
  15. This mod updated after 8 years. The new version makes most all the vehicles 8k resolution. Looking at these, it is clear to me that these have simply been AI upscaled. 8k resolution is rather absurdly oversized, unless you're playing at 4k, and I'm not a huge fan of the appearance of such upscales (I've learned to recognize them on sight). Therefore, I am changing the install instructions to specifically tell users to download the old 1.0 version.
  16. I feel like this is one of those fixes that you are only likely to see dramatic effects if using a lot of animations. But it costs us nothing to use it, and I trust Ersh's work, so I think it makes sense to include it, even if we don't use OAR/DAR mods.
  17. Discussion topic: Animation Queue Fix by Ersh Wiki Link Fixes the queue getting overloaded when a lot of animations are queued for loading at the same time.
  18. Discussion topic: Open Animation Replacer by Ersh Wiki Link Required by the following mods in testing: A SKSE framework plugin that replaces animations depending on configurable conditions. In-game editor. Backwards compatible with more features. Extensible by other SKSE plugins. Supports SE/AE/VR. Open source.
  19. Discussion topic: Dual Casting Fix by powerofthree Wiki Link SKSE plugin that fixes a vanilla bug which causes the game to treat dual cast spells as if they were single cast in some cases.
  20. Discussion topic: DDS Texture Scanner by niston Wiki Link This tool scans a directory for textures, including textures contained within archives, for incorrect dimensions and incorrectly saved cubemaps. This is helpful for finding textures that can crash the game if they are attempted to be loaded. Here is the Github link as well: https://github.com/niston/TextureScan
  21. fGrassMaxStartFadeDistance merely controls the max distance of the Grass slider in the in-game settings menu. The two that matter are fGrassStartFadeDistance and fGrassFadeRange. Increasing it beyond the range of the loaded full grass cells is unlikely to have any effect. The thing where the grass disappears and then reappears sounds like an occlusion plane. So if you are using Exterior FPS Boost mod, that is likely the cause of that. Complex grass is typically more difficult to match than non-complex grass.
  22. I presume in the future someone will do it, but this is the best we have right now. ExtendGrassCount fixes issue with SuperDenseMode where the grass goes over limits. It only needs to be used if you find a cell where you have no grass. To use it, you'll have to regenerate grass cache. Regenerating grass cache with the setting set to true causes the cache to take about 100 times longer to generate.
  23. Just look at the weather records in xEdit. Might see if a mod is conflicting.
  24. Marked as Accepted for current dev 1.0 guide.
  25. Marked as Accepted for current dev 1.0 guide. Working quite well.
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