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Everything posted by DoubleYou
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Bad Tree Pop In With Veydogolt Trees
DoubleYou replied to mooit's question in General Skyrim SE Support
It sounds like the mod's trees are not skinned appropriately, so by setting it that high it will effectively hide the issue. Setting "Tree Detail Fade" to BethINI Ultra will also work. uiMaxSkinnedTreesToRender sets the maximum number of skinned trees, so you would simply need to set it high so that all trees have full details. No idea where/how many trees would be max, but I suspect that it is very difficult to find a location with more than 120 trees. -
Bad Tree Pop In With Veydogolt Trees
DoubleYou replied to mooit's question in General Skyrim SE Support
Trees use a skinning method in full cells to make trees in the distance potentially more performance friendly, and only fully skinned when up close. The Step INI settings will give you correct tree skinning settings, so it shouldn't be necessary to link to that guide. The relevant BethINI setting is "Tree Detail Fade," as well as "Dynamic Trees" and "Skinned Trees," which are explained in the tooltips as well as in that guide. -
Can The Bethini Screenshots be disabled?
DoubleYou replied to mooit's question in General Skyrim SE Support
BethINI only modifies naming scheme of the game's own screenshot mechanism. It does not add additional screenshot software. If receiving double screenshots, you have an additional screenshot software, such as enb, that is doing that. SSE provides no way to outright disable its screenshot mechanism. However, if you add an illegal character to the filename, such as a question mark, it will effectively disable the saving of the screenshot. -
Discussion topic: Courser Crusher by Niero, Trainwiz Wiki Link An overhaul to coursers, giving them new abilities and behaviors, as well as restoring their cut weapon Institute bioweapon from the concept art. I'm not adding this to testing now, but I think it's a good one to look at in future.
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- 11-gameplay-ai and combat
- FALLOUT4
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Mod Updates for Non-Nexus Mods in the Guide
DoubleYou replied to DoubleYou's topic in Step Skyrim SE Guide
Updated OP dates of last updates for xLODGen, Alternate Start - Live Another Life, Helarchen Creek, Cutting Room Floor, and Oakwood. -
How do I install DynDOLOD 3 for NMM?
DoubleYou replied to Karkenos's question in DynDOLOD & xLODGen Support
Installation instructions of DynDOLOD 3 are found on the DynDOLOD website. When using NMM, you do not need to add an executable to the mod manager. You simply run the executables like any normal application. -
DynDOLOD 3 is an alpha test version. Participation in the alpha test is to help support development. Use DynDOLOD 2 if you don't want to keep up with regular updates to the tools.
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To add to what Mousetick has said, we used to have those instructions mirrored here, but then through some discussion on the xEdit server, we removed them as not necessary and potentially harmful (although we have never observed any issues over many years).
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The transition speed is typically controlled by the weather records. I don't believe scripts are even involved with this.
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The author shouldn't be using a plugin to assign the lod models. He should be naming them according to DynDOLOD's defined naming standards for DynDOLOD to pick them up and use them automatically. You would need my spreadsheet to verify whether or not DynDOLOD will actually use those lod models as it currently stands. I am not familiar with how exactly DynDOLOD handles a case like this.
- 28 replies
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- SKYRIMSE
- 06-models and textures
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Depending on if only lods are impacted by the plugin, DynDOLOD likely renders the plugin as completely unnecessary. There should be little if any advantage to using esl vs espfe in this case, so esl will be optimal if it is even required.
- 28 replies
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- SKYRIMSE
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Issues with textures/LOD/occlusion at Hendraheim(CC)
DoubleYou replied to DaBullDubs's topic in Step Skyrim SE Guide
Sounds like a bug that would be caused by that popular Exterior FPS Boost mod. If you have that mod, removing it will probably fix it. -
It's not like Fallout 4, where shadows kill performance in downtown versus perfectly fine in the outskirts.
- 4 replies
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- SKYRIMSE
- 02-extenders
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GUIDE Skyrim Special Edition Grass LOD Guide
DoubleYou replied to DoubleYou's topic in Game-Specific
I have made some edits. It would be good to expand what is now Step 5 to outline the actual steps for doing this with a Step build. Preferably, instruct users to Copy their Skyrim folder, downgrade it, make the needed changes to SSE Engine Fixes, SKSE, etc. Do note that while AE users should precache with the 1.5.97.0 executable and Skyrim - Interface.bsa, they should use the plugins (such as Skyrim.esm) from the AE edition, as it includes landscape edits. Then outline the SKSE plugins that should be disabled for Step. Also should provide a systematic way to do this in Mod Organizer. Perhaps advise users to copy their profile to a new one for this step to ensure that their base profile remains intact. Another good method would be to set this up using Root Builder, but now we're talking more advanced setup. -
I wrote the Grass LOD guide before I created Grass Cache Fixes and before the Anniversary Edition dropped. It needs to be updated. We should be advising everyone to use the grass cache file, as it provides performance benefits and stops grass growing through objects. This is how it was meant to be, but it can be confusing, so I probably didn't communicate this effectively. Mousetick has explained it all perfectly and is correct on all counts.
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Also, typically it doesn't take too very long to generate grass cache. Two things that can cause issues are if you are using the AE Skyrim - Interface.bsa instead of the SSE one, and if you have ExtendGrassCount = True in NGIO config. Ensure that ExtendGrassCount = False and use the Skyrim - Interface.bsa from SSE.
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The idea is that mods can fix vanilla game issues.
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Discussion topic: TS Brotherhood of Steel Uniform Overhaul by UFR Wiki Link There are very few quality texture replacers for clothing, but this one is top notch quality. The plugin has conflicts with ECO... haven't checked if there isn't a patch. At the very least, this can be used as a texture replacer.
- 1 reply
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- 13-gameplay-immersion
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Dayspring Canyon - Words cut off in map
DoubleYou replied to mooit's question in General Skyrim SE Support
Fort Dawnguard is in the Dayspring Canyon. On the map, you are actually marking Dayspring Canyon, and only once you are inside the canyon will you find Fort Dawnguard. -
ACCEPTED Nuka-World Transit Center Settlement (by Tenhats)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
This is working well so far. The previs issues are gone thanks to the PRP version. Haven't recruited anyone yet, so I want to do that before I mark it accepted, but we should be all good for this one. Just needs one small patch for Keep Radiants in the Commonwealth.- 7 replies
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- 17-locations
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Lod is generated in meshes/terrain and textures/terrain. Since you say you are starting fresh with no mods, simply delete those directories from your game folder. If it is still not working, likely you have two game installs at different locations and you are using the wrong one.
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ACCEPTED Fixes and Tweaks by Aurelianis (by Aurelianis)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
So, looking this over, some notes: Most of the tweaks/fixes are already fixed differently by other mods, so it will loose most of the conflicts. Load it early in the load order like a bug fix mod. So, load before Clarity, Workshop Rearranged, any of the lighting mods. If we use this, we can remove: No Aggro Impact Landing No BloodWorm MoleRats Scorpions Teleport-BugFix Faster Terminal Displays- 7 replies
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- 10-gameplay-general
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