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DoubleYou

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Everything posted by DoubleYou

  1. Removing this as Enhanced Vanilla Plants provides its own version of this with fixed alpha.
  2. Marked as Accepted for current dev 1.0 guide.
  3. Marked as Accepted for current dev 1.0 guide.
  4. Marked as Accepted for current dev 1.0 guide. So most of the compares are on the mod page, given that Fallout 4 HD Overhaul mirrors vanilla for most all of these. There is one exception: Vanilla --> Enhanced Vanilla Plants --> Fallout 4 HD Overhaul This was honestly the issue I was mainly wanting to correct, as these multicolored mushrooms just don't fit our vanilla style setup.
  5. Vanilla shots were taken without Northern Foothills Rock Fix. Enhanced Vanilla Rocks and Fallout 4 HD Overhaul were taken with it. Vanilla --> Enhanced Vanilla Rocks --> Fallout 4 HD Overhaul
  6. Glad to see that redoing the ini files from scratch fixed it for you. Shadows are especially finicky to get right, and I worked hard to find values to limit the problems with them. I haven't played with Soft Shadows extensively, so I can't really speak much to it.
  7. Whatever mod is modifying Critters\CritterMarkerSmall.nif is likely the cause.
  8. Shadow settings in the BethINI presets were designed to work together to limit the issue. Altering any of them from the presets may change the outcome. Not sure why Soft Shadows isn't doing anything for you. It basically adjusts the poisson filter for shadows. I have not tried Shadow Boost yet.
  9. This is normal. SSE splits the shadow map, and you are seeing where the split happens. You can adjust the Detailed Draw Distance, but in all reality, you are trading one issue for the next. One value looks good in one place, but terrible in the next. The values in the preset dropdown are the best compromises I could find for most scenes, but still, there are some scenes, like here, where the issues will be visible. I would recommend that you install the Soft Shadows mod, which should help alleviate this vanilla game issue.
  10. https://dyndolod.info/FAQ See: "Object LOD shows in active exterior cells"
  11. Discussion topic: Enhanced Vanilla Rocks by DoubleYou Wiki Link Retextures rocks in a vanilla-friendly manner, upgrading details and hiding the low poly jaggies of the original models using normal mapping techniques. The important rock textures now have 4k diffuse textures, so you no longer have to cringe when you get up close to them. Fallout 4 HD Overhaul provides our current rock textures. The normal maps it provides don't look like they match the diffuse, and the fake moss it paints on the small boulders doesn't look very good because of the small texel density of the texture on the UVs. I need to update my compare against it, but the compares against vanilla are on the mod page.
  12. It appears it now is compatible with PRP. Remarking for testing.
  13. Marked as Accepted for current dev guide. I have verified using Sniff that this is the only model pointing to this material file. Therefore, it is definitely a good fix.
  14. Grass ini settings in my videos are exactly as I instruct within Grass Cache Fixes description and as described in the Step guide and the Step Grass LOD Guide. There is also this guide with some very good info: https://github.com/The-Animonculory/Modding-Resources/blob/main/Grass Lods.md#fixing-grass-data-w-grass-cache-fixes
  15. fGrassMinStartFadeDistance should be 0. Ensure that Grass Fade-In is disabled in BethINI Visuals tab. This is also covered in the Step guide. You can find multiple videos of grass lod in action on my Youtube channel: https://www.youtube.com/@doubleyouc/videos
  16. Optimal settings are in the Step guide.
  17. Yeah. Not sure if it'd help, but it could.
  18. 1. This is a guess, but I think you forgot to disable the Cathedral Landscapes xLODGen file. 2. Grass Cache Fixes provides blank grass cache files, so the fact that you have no grass doing what you have done should have been expected. Grass cache is provide in the Step Patch - Conflict Resolution.bsa file. 3. Never heard of this issue.
  19. The reason why is because the grass is too tall, so more likely to run into the character. There is that one mod that adds collision around the player character that, in combination with enb grass collision, may resolve this for you. I can't remember the name of it atm, but I do believe it was recently added to testing.
  20. Whatever is too close to the camera will clip into player and be culled.
  21. When your character gets close to an object, the game culls/clips anything within the fNearDistance. You'll notice if you get up too close to many objects, they will be culled/clipped. This is expected behavior.
  22. Changing it causes clipping close to the player, like you're seeing, so it is not a viable fix for z-fighting.
  23. Yes, we're having an issue atm.
  24. Yes, it appears that the wiki is down at the moment. Just play some games until we resolve.
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