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Everything posted by DoubleYou
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This is caused by not activating Cathedral Landscapes' "LODGEN Textures for v3" miscellaneous file for use with xLODGen.
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I see you mention billboard6 for the map. A very common cause for LOD not displaying is using my mod (A Clear Map of Skyrim) with Level32 object lod on the map, and failing to set Level32=1 in the DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_SSE.ini file. Doing so will make the game look for lod that isn't there, and bug out all lods. Either reinstall my mod and use the Level16 ini, or generate Level32 object LOD by setting Level32=1 in the DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_SSE.ini file
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default ugrids in custom ini even when changed in bethini
DoubleYou replied to gpthree's question in BethINI Support
The uGridsToLoad setting in Fallout4Prefs.ini will override any uGridsToLoad setting in Fallout4.ini and Fallout4Custom.ini. -
There are several that you would need to change, but most can be used or substituted with vr versions. Biggest thing is setup to use creation club content, and managing plugin count.
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Discussion topic: Legendary Mutation Messages Fix - Cut Content Restored by Crash Wiki Link This restores the additional information to the messages describing the mutation when a legendary enemy mutates. No conflicts with anything on our list. Should be an easy add.
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- 16-interface
- FALLOUT4
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Grass Cache Generation
DoubleYou replied to Hardwehr's topic in General Skyrim SE Discussion & Support
You need to include any mods that change grass, landscape, and objects near grass, since NGIO will RayCast through the objects present. -
FEEDBACK v2.2.0 - Feedback & Bug Reports
DoubleYou replied to z929669's topic in Step Skyrim SE Guide
They are unnecessary, and it was highlighted to us that one of the edits "could" cause issues, although we have never seen any such problems with it. -
This is caused by the mod Annex the Commonwealth which erroneously adds the HasDistantLOD flag and relevant full models to the static records for workshop borders. This issue is fixed automatically if you use my FOLIP Synthesis patcher. Otherwise, you will need to disable this mod for lodgen.
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Use USVFS and CAO to pack only used textures?
DoubleYou replied to RainingTacco's question in Mod Organizer Support
I wouldn't do that. I would probably just make a bat file that loops over all files in the mods folder, spit out the textures to another spot, and rename them all with a custom file extension, like texture.dds.archived. CAO the copied textures, and add to load order. -
Use USVFS and CAO to pack only used textures?
DoubleYou replied to RainingTacco's question in Mod Organizer Support
It wouldn't though. Loose files overwrite archives every time. -
Discussion topic: QuickTrade Redux by Dylbill Wiki Link Test as a replacement for Quicktrade, as there are a few minor bugs with it that this appears it might fix.
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- 16-interface
- FALLOUT4
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Discussion topic: Skyrim Skill Uncapper AE by Kasplat Wiki Link We may finally have a working port.
- 20 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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Discussion topic: TexGen by Sheson Wiki Link
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- 19-utilities
- FALLOUT4
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This actually sounds like a viable method of reducing the draw calls around these.
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- SKYRIMSE
- 06-models and textures
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Discussion topic: Nuka Cola Swap by DoubleYou Wiki Link Nuka Cola Swap adds more variety to your Nuka Cola looting experience. Adds new empty Nuka Cola bottles for the other Nuka Cola flavors, and redistributes these throughout the game using Base Object Swapper. Swaps all full Nuka Cola bottles randomly with all the other flavors in a reasonably balanced manner using Base Object Swapper. The leveled list for Nuka Cola vending machines now has the Nuka World flavors and empty bottles added in a reasonably balanced way. You are more likely to find empty bottles, so that offsets the higher spec Nuka World flavors very well.
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- 13-gameplay-immersion
- FALLOUT4
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Discussion topic: Base Object Swapper by powerofthree Wiki Link
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- 02-extenders
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Discussion topic: Baka Framework by shad0wshayd3 Wiki Link
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- 02-extenders
- FALLOUT4
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Marked as Accepted for current dev 1.0.0 guide. @Greg did indicate he had an incident in the game where "I killed a raider that landed at the foot of a desk/chair with a terminal. When I activated the terminal, the animation collided with the raider and took a while to finally get my character seated to look at the terminal." I think this is a minor issue, and perhaps a good idea would be to bear this in mind around corpses, potentially activating them and moving them as necessary.
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- 05-animation and physics
- FALLOUT4
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DROPPED DLC Timing UFO4P Patch (by VishVadeva50)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0.0 guide.- 2 replies
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- 20-patches
- FALLOUT4
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Marked as Accepted for current dev 1.0.0 guide.
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- 14-gameplay-quests
- FALLOUT4
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ACCEPTED Automatically Lowered Weapons (by pauderek)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0.0 guide.- 1 reply
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- 05-animation and physics
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ACCEPTED Fallout 4 AI Overhaul (by SpiderAkiraC)
DoubleYou replied to Greg's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0.0 guide.- 1 reply
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- 11-gameplay-ai and combat
- FALLOUT4
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ACCEPTED Who's The General - Minutemen Quest Cleanup (by Glitchfinder)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Marked as Accepted for current dev 1.0.0 guide.- 1 reply
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- 14-gameplay-quests
- FALLOUT4
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