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Everything posted by DoubleYou
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Fallout 4 Enhanced Color Correction (by ChaosWWW)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
I feel that this is a personal preference thing. I consider that most likely my weather and lighting mods are not designed for these colors, so things may look slightly off with using it. I have noticed that while testing the Main version throughout my playthrough, that things seem just a hair over-saturated, especially sunsets. It notably reduces the "fog" that is close to the player in the daytime, and red seem to be slightly too prominent. The color of fire lights seems a little too warm as well. I feel that the Gloomy preset is probably the nicest version of the mod if you want a less vibrant feel in your game, but notice how at night it seems more vibrant than vanilla even. Vanilla --> Main --> Original --> Gloomy Therefore, I'm not recommending this mod for our guide.- 1 reply
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- 21-post-processing
- FALLOUT4
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Taffington Boathouse - No Corpse or Blood (by El Ha)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide. This mod is working as intended and doesn't break previsbines (provided proper load order of course). -
Sunshine Tidings - No Ghoul and no Corpse (by El Ha)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide. This mod is working as intended and doesn't break previsbines (provided proper load order of course). -
Covenant - Disable the dead caravan from Stockton (by El Ha)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide. This mod is working as intended and doesn't break previsbines (provided proper load order of course). -
Discussion topic: Moddable Robot Settlers Compilation by CDante Wiki Link See my comments about Goodfeels here. This is a compilation that makes robot settlers customizable via the Robot Workbench that previously weren't able to be customized. It also fixes some bugs with the vanilla robots. Only conflict was Unofficial Patch, reverting the name of "Mr. Handy" to "Mr Handy" and changes object bounds. Not really worth patching IMHO.
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Discussion topic: Moddable and Fixed Professor Goodfeels by CDante Wiki Link So, I encountered an "issue" that I never experienced before. I did the quest to clear out Sunshine Tidings, and I have Professor Goodfeels there like he always is. Except, upon return, he was gone. This is the first time I've ever had him disappear. Well, it seems, he was disabled, because the game evidently has a script that disables him once you leave. This is strange to me as this is the first time this has ever happened to me, and it just feels like a bug. Fortunately, our favorite author CDante has us covered with a mod that should fix this behavior, while also making him moddable via a robot workbench. This mod is included within Moddable Robot Settlers Compilation, so testing that instead.
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There is quite simply no need. I have accounted for all rules in ACMOS provided rules already.
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ACMOS adds the rules for lod32 use in this fashion. It is not the standard for people using it. Users do not need to manually set any other rules except tree and / rule by design. Setting rules for some items do not make sense, like Gildegreen, since it uses dynamic lod, and so will not show up on the map. Many rules you will see that "don't" have lod32 rules for them are overridden by configured matching rules that load earlier and therefore take precedence.
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Discussion topic: Holly Shrub Fix by XLRT Wiki Link This mod has largely fallen under the radar I do believe, but it contains an essential fix to the alpha channel for the Holly Shrub. Instant add. Vanilla --> Fallout 4 HD Overhaul 2k --> Holly Shrub Fix
- 1 reply
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- 06-models and textures
- FALLOUT4
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Discussion topic: Some Trees by El Ha Wiki Link The 2.0 update of this mod makes this mod a much more viable tree mod. The default textures it uses are too vibrant, but the Brown and Grey Texture Pack optional file fits in decently well with vanilla palette. A few considerations: Adds 646 new trees to the Commonwealth worldspace only. It also adds a number of various vanilla shrubs and plants to the Commonwealth. Everything in the plugin is new, so it should be loaded high in the load order to prevent previsbine issues in the cells it touches. The tree models are low-poly, and the LODs point to the full tree models. This will lower performance slightly. However, some of the trees have too bright of specular textures to be used in LOD, and this causes them to flash in the distance. Some of the prewar trees should automatically pick up correct LODs from Optimized Vanilla Tree LODs. Some of these trees are flagged as Neverfades, which should be unset when using correct LODs. There are a few trees that are purposefully placed on top of vanilla trees (e.g., Sanctuary, Wildwood Cemetery, Covenant). This may or may not be considered a good thing. Some of the Aspen models' tree animations are not good. It would be better if these trees animations were disabled, as the effect causes them to have more of a perpetual blur. The weeping tree texture could use a higher resolution. Overall, I like where this mod is headed, but I want to wait and see how this mod may improve in the future.
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- 04-foundation
- FALLOUT4
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I generally just select only Tamriel when testing. I do not use Happy Little Trees. Without actual logs, it will be difficult for us to troubleshoot. Obviously, texture mismatch warnings in regards to rocks and mountains, and not trees, do not affect tree LODs.
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Terrain LOD textures not unloading quickly enough
DoubleYou replied to godescalcus's question in DynDOLOD & xLODGen Support
Step 1 is the relevant step here. -
Modify the tree rule by double clicking it. Under the LOD Level 32 dropdown, select Billboard6 (or Level2 if stronger computer).
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Terrain LOD textures not unloading quickly enough
DoubleYou replied to godescalcus's question in DynDOLOD & xLODGen Support
Could be caused by bad INI edits, but typically the information here applies to any form of stuck LOD. If using A Clear Map of Skyrim and Other Worlds with the LOD32 option, failure to have LOD32 object LOD generated via DynDOLOD will cause various LOD bugs due to the missing object LOD. -
Why doesn't Bethini affect the second SKyrimPrefs.ini folder?
DoubleYou replied to 4mericanRogue's question in BethINI Support
This is intended behavior. The INI files located in the game folder are not used by the game. Instead, they are used by the launcher to create the initial ini files. -
Power Armor Hud No Transparency (by hellstorm102)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Removing this. for reasons outlined previously.- 5 replies
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- 06-models and textures
- FALLOUT4
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Removing this. This has been replaced by the author as New Equipment Overhaul.
- 3 replies
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- 10-gameplay-general
- FALLOUT4
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Discussion topic: New Equipment Overhaul by Dank Rafft Wiki Link This is the successor to Armor and Clothing Overhaul.
- 1 reply
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- 10-gameplay-general
- FALLOUT4
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ACCEPTED Random Encounter Framework (by Glitchfinder)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0 guide. Even without any additional mods, it is very obvious that the random encounters are now actually random. Typically they get stuck in a rut, throwing the same encounters over and over at you (robots from Automatron is famous for this). Now I've seen actual random encounters being different characters spawning at the random encounter points, and it is quite beautiful.- 1 reply
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- 14-gameplay-quests
- FALLOUT4
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Vanilla --> Fallout 4 HD Overhaul --> Roads Redone Faded --> Roads Redone Main I think it is fairly obvious that Fallout 4 HD Overhaul wins this compare, so I'm removing this one. Roads Redone is too dark, doesn't blend well, and is more noisy than it is detailed. Fallout 4 HD Overhaul is impressively better while remaining very true to vanilla style.
- 1 reply
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- 06-models and textures
- FALLOUT4
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ACCEPTED LC's UHD Fungus Brain (by Thecrusader93)
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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- 06-models and textures
- FALLOUT4
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Marked as Accepted for current dev 1.0 guide.
- 1 reply
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- 16-interface
- FALLOUT4
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Discussion topic: Make Like a Tree by DoubleYou Wiki Link I didn't find any tree mods that seemed to work very well replacing the maple trees in a vanilla-friendly way, so I decided to make one myself. I've taken the liberty to add a handful of leaves to them, since it makes little sense that all the trees are leafless, given the large amounts of maple leaves that can be found on the ground, unless you believe that it is autumn all year round. Vanilla --> Fallout 4 HD Overhaul --> Make Like a Tree
- 2 replies
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- 06-models and textures
- FALLOUT4
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