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Everything posted by DoubleYou
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Encountering Really Bad Light & Shadow Shifts & Flicker
DoubleYou replied to mooit's question in General Skyrim SE Support
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. -
Encountering Really Bad Light & Shadow Shifts & Flicker
DoubleYou replied to mooit's question in General Skyrim SE Support
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. -
Textures Bugs in Solstheim
DoubleYou replied to merrwel's topic in General Skyrim SE Discussion & Support
https://dyndolod.info/FAQ See: "Object LOD shows in active exterior cells" -
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.
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- 06-models and textures
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ACCEPTED Nuka-World Transit Center Settlement (by Tenhats)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
It appears it now is compatible with PRP. Remarking for testing.- 7 replies
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- 17-locations
- FALLOUT4
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DROPPED Radio Tower Transparency Fix (by ossumpossum)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
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. -
Rendering Grass-Tree Distance With DynDOLOD Questions?
DoubleYou replied to mooit's question in General Skyrim SE Support
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 -
Rendering Grass-Tree Distance With DynDOLOD Questions?
DoubleYou replied to mooit's question in General Skyrim SE Support
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 -
Rendering Grass-Tree Distance With DynDOLOD Questions?
DoubleYou replied to mooit's question in General Skyrim SE Support
Optimal settings are in the Step guide. -
Foliage disappearing when moving camera
DoubleYou replied to mooit's question in General Skyrim SE Support
Yeah. Not sure if it'd help, but it could. -
FEEDBACK v2.2.0 - Feedback & Bug Reports
DoubleYou replied to z929669's topic in Step Skyrim SE Guide
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. -
Foliage disappearing when moving camera
DoubleYou replied to mooit's question in General Skyrim SE Support
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. -
Foliage disappearing when moving camera
DoubleYou replied to mooit's question in General Skyrim SE Support
Whatever is too close to the camera will clip into player and be culled. -
Foliage disappearing when moving camera
DoubleYou replied to mooit's question in General Skyrim SE Support
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. -
Foliage disappearing when moving camera
DoubleYou replied to mooit's question in General Skyrim SE Support
Changing it causes clipping close to the player, like you're seeing, so it is not a viable fix for z-fighting. -
Yes, we're having an issue atm.
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Yes, it appears that the wiki is down at the moment. Just play some games until we resolve.
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Why doesn't Bethini affect the second SKyrimPrefs.ini folder?
DoubleYou replied to 4mericanRogue's question in BethINI Support
You can make custom edits in the Custom tab. It is also fine to use the MO2 ini editor. -
You cannot use compression on sound/music files in BSA archives. Consider using BSArch Pro to make an archive where you can have some files compressed and sound files uncompressed in the same archive. Alternately, just don't use compression.
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Foliage disappearing when moving camera
DoubleYou replied to mooit's question in General Skyrim SE Support
Probably fNearDistance if you haven't corrected that yet. -
Rendering Grass-Tree Distance With DynDOLOD Questions?
DoubleYou replied to mooit's question in General Skyrim SE Support
You are noticing that billboards are not a perfect replication of full trees and grass. This is not much you can do beyond making perfect 3d LODs for the trees, and tweaking your grass color/brightness to match more correctly. -
TESTING Fallout 4 High Quality Audio (by tronotized)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
I did a check over the files, and we should be able to package this to replace the base game voice ba2 files so as to not waste any ba2 slots, and also fix the fact that the sounds are in compressed archives. Well, scratch that. That just causes CTD- 4 replies
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- 07-sounds and music
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Discussion topic: Northern Foothills Rocks Fix by ossumpossum Wiki Link The game was initially designed to use two different exterior rock textures: a darker variant in the Northern Foothills region, and the brighter gray variant everywhere else. However, I believe that Bethesda had issues setting up the LODs to correctly match the darker variants (they royally screwed up their material swaps and lod meshes for this), so they reverted the texture paths to the brighter gray variant, which is what you then see everywhere. This mod restores the materials to point to the Northern Foothills rock textures. One obvious result is that since no one has actually seen these textures in game due to this issue, none of the current retextures for this rock texture (yes, people did faithfully retexture it despite never seeing it in game), they don't blend very well with the landscape. I'm currently working on a rock texture mod (which is pretty much done) that will use this fix to restore the darker variant while also blending in very well with the landscape.
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- 06-models and textures
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