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DoubleYou

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Everything posted by DoubleYou

  1. Marked as Accepted for current dev 1.0.0 guide.
  2. Marked as Accepted for current dev 1.0.0 guide.
  3. Removed from testing in favor of Legendaries They Can Use.
  4. Marked as Accepted for current dev 1.0.0 guide.
  5. Marked as Accepted for current dev 1.0.0 guide.
  6. Marked as Accepted for current dev 1.0.0 guide.
  7. Marked as Accepted for current dev 1.0.0 guide.
  8. Marked as Accepted for current dev 1.0.0 guide.
  9. Marked as Accepted for current dev 1.0.0 guide. Works very well from my testing. Also noticed that the base game does have some ladders, but they simply can't be climbed and are there for looks.
  10. Removing this from testing, as it has now been split into ECO Redux, LEO, and NEO, and we can evaluate those individually as desired.
  11. Discussion topic: Equipment and Crafting Overhaul Redux by Dank Rafft Wiki Link Dank Rafft has decided to split ECO into separate mods, splitting off the legendary stuff into Legendary Effect Overhaul (LEO) and the armor stuff into New Equipment Overhaul (NEO).
  12. I think when I tested I found other issues with higher shadow cascades, but it is interesting to see development around using it.
  13. The main issue I see with all this is... there is no automated way to disable the relevant loose textures files. The loose textures will still override any archive you make via this method, so you would need to manually disable all those textures.
  14. One would likely need to craft a special bat file to be able to do this.
  15. That works too, since all you need is the trunk.
  16. There is no override for this. It is extremely easy to change the grass density in the Visuals tab, and you really shouldn't be altering your ini files very often. BethINI recognizes several grass mods and applies recommendations based off the author's indicated correct settings. If creating your own mashup, you must alter as needed, as obviously I cannot automatically recognize mods that don't exist in a released form.
  17. Does a new save work? Some ini tweaks cannot be changed between saved games.
  18. Only issue with that is lack of collision support, but that is all I use. You will need some hard to obtain software to get collisions to work, although you may have them given your time in the mod world.
  19. BethINI will detect some mods and automatically apply their recommended ini settings. This sounds like one of those cases.
  20. @vurt has been corresponding with me over PM, but here is some info regarding the mentioned tree model. Fallout 4 includes two sets of LOD assets for TreeMapleForest1. You have the asset you replaced in... Meshes\LOD\Landscape\Trees\TreeMapleForest1_LOD.nif which is actually an old, unused model that Bethesda left in the folder just to confuse people. The actual LOD models for this tree are as follows: Meshes\LOD\Landscape\Trees\Maple\TreeMapleForest1_LOD_0.nif Meshes\LOD\Landscape\Trees\Maple\TreeMapleForest1_LOD_1.nif Meshes\LOD\Landscape\Trees\Maple\TreeMapleForest1_LOD_2.nif Meshes\LOD\Landscape\Trees\Maple\TreeMapleForest1_LOD_3.nif Of note, replacing vanilla tree models, as I have mentioned to Vurt in my PM, is not really feasible in Fallout 4, due to the game's precombine system, which precombines most references, including most trees, into a precombined mesh, which cannot be replaced without regenerating the precombines (immensely difficult process that will conflict with tons of mods), or disabling precombines (which tanks performance). It is for this reason that most tree authors for Fallout 4 simply add new tree models and simply place the new ones throughout the Commonwealth at reasonable locations. Sometimes they replace the vanilla tree textures too, which can be done very easily.
  21. What do you mean by "3D"? This is the Mod Organizer forum, so if it is about Mod Organizer, this is a good place to ask things.
  22. @Sacralletius I noticed that DynDOLOD does throw out the following warning: "<Warning: Worldspace bounds SW [-106,-131] to NE [128,128] larger than 257 cells (259). Worldspace Transition Tweaks - Skyrim To Solstheim.esp DLC2SolstheimWorld "Solstheim" [WRLD:04000800]>" I do recall you stating the following, which sounds related: All of these records are winning, so perhaps this is a different message than the one you are referring to. I do recall a conversation between Pokenees and the RE devs on the Discord about the issue with Havok beyond a certain cell limit, which they found was unable to be fixed as far as they could tell. That may be why he disappeared, since I can't really see how it would be possible to achieve "One Tamriel" as envisioned due to this bug. Unless, perhaps, you can show lods for the entire region, and simply use your pseudo load doors to transport you to the different worldspaces.
  23. You need to install the correct compatible versions for runtime 1.6.640 and remove any that are incompatible.
  24. Discussion topic: True Storms - Wasteland Edition by fadingsignal Wiki Link I've used this in the past, and it is quite good.
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