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Everything posted by DoubleYou
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ACCEPTED We Can Live In - Natick Substation (by Glitchfinder)
DoubleYou posted a topic in Fallout 4 Mods
Discussion topic: We Can Live In - Natick Substation by Glitchfinder Wiki Link This looks like a good addition, and we know the author produces superb work. As a bonus, it'd be our first mod for 17-Locations group.- 1 reply
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- 17-locations
- FALLOUT4
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DLL Plugins failed to load correctly-- need help
DoubleYou replied to cce012's topic in Step Skyrim SE Guide
Several of the SKSE plugins were not updated to latest binary. See this thread for alternatives/additional details. -
BethINI is designed for the Steam version, not the Xbox version. My guess is there is a file it is looking for that is not present in the Xbox version of the game.
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Cleaning the Skyrim SE DLC ESMs + Update.esm
DoubleYou replied to theblackman's topic in Step Skyrim SE Guide
Thanks for that. It is worth noting that all known issues are currently fixed in latest xEdit autoclean. It is, as stated in the LOOT issue, that there is the possibility of other issues not yet reported that may be caused by cleaning.- 29 replies
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- SKYRIMSE
- cleaning plugins
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Load it up in xEdit, enter the formid, and fix the error.
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DROPPED Better Dyndolod Red Mountain Plume (by MrNeverLost)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
I do think that for Step, we are better with the vanilla plume. Honestly, I think that the DynDOLOD version is far better than this mod given this compare, so I would vote to drop this mod in any case.- 16 replies
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- SKYRIMSE
- 06-models and textures
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DROPPED Better Dyndolod Red Mountain Plume (by MrNeverLost)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
I think that the alternatives are better when the plume is only visible in Solstheim, but the vanilla version appears to play much more nicely with WTT.- 16 replies
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- SKYRIMSE
- 06-models and textures
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Looks like a very good addition to me.
- 9 replies
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- SKYRIMSE
- 06-models and textures
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
DoubleYou replied to DoubleYou's topic in Skyrim SE Mods
Oh sweet! That's a cool feature! I will have to test that out.- 80 replies
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- SKYRIMSE
- 17-locations
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wanted Quoting another post while editing my own previously posted post
DoubleYou replied to Mousetick's question in Forum Support
I agree that it is very annoying and counterintuitive. -
wanted Quoting another post while editing my own previously posted post
DoubleYou replied to Mousetick's question in Forum Support
This is how it's always been I do believe. Most of the time, however, if you post a second reply with the quote very soon after your initial post, the new post will append itself to the previous post. ____ This is a second post with the quote a second time... -
I think this is intended behavior, as NPCs don't take to kindly to vampires, and therefore won't give out any information. Once you go to Falion and cure your vampirism, they should talk to you as normal. Whether or not there is a way to circumvent this procedure, I am unaware.
- 4 replies
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- SKYRIMSE
- anniversary
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ACCEPTED Weapons Armor Clothing and Clutter Fixes (by kryptopyr)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Looking into this further, I believe that this may have been a fix/improvement at one point, but currently this cubemap change is incorrect. Cubemap textures are typically represented as a cross shaped texture, but not all image editors know how to properly load them and export them for the special format necessary to be a proper cubemap. The provided texture is not a proper cubemap: Vanilla cubemap (correct design): WACCF cubemap It looks like at one point the cubemap was probably created correctly, but someone came along and "optimized" it or something, so now the cubemap is no longer a cubemap. Therefore, I recommend we revert to our previous instructions, skipping this mesh "patch," as the fix itself is bogus. It is unclear what the author is trying to fix here, but I expect this is a lack of understanding about cubemaps. Also, our instructions for Quality Cubemaps should be revised to unhide the corresponding cubemap, since the reason for hiding it was previously a file conflict with this texture I do believe. As it is, I see no conflicts with the textures/cubemaps/ore_obsidian_e.dds vanilla replacement.- 23 replies
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- SKYRIMSE
- 10-gameplay-general
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You are using Seasons of Skyrim. That makes lod extremely important, and you cannot follow other guides that do not instruct specifically for it. You have to really read and understand what is going on. See the documentation here: https://dyndolod.info/Help/Seasons and on the Seasons of Skyrim mod page. There is no substitute for really reading this information and following the steps. The picture here: "I have taken a screenshot with the same weather with xlodgen here: https://ibb.co/7VGgG7H" appears to display correct terrain lod for the winter weather, so I believe you have generated xLODGen correctly there. You need to enable DynDOLOD for the rest of the LOD to be correct. The grass issue is likely caused by using a pregenerated grass cache that is incompatible with Seasons of Skyrim, utilizing default season grass textures.
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ACCEPTED Weapons Armor Clothing and Clutter Fixes (by kryptopyr)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Installing this update today, I believe we have accidentally missed the change in version 2.9 that added a patch for the orchish weapons to use its texture fixes alongside Better-Shaped Weapons. However, I'm unsure about this, and it probably needs a closer look.- 23 replies
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- SKYRIMSE
- 10-gameplay-general
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Install it anyway. It doesn't require ENB, just its fixes are primarily needed when using ENB.
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ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
This is what I do too. I prefer not to merge in most cases so I can remember what files from the mod I installed.- 44 replies
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- SKYRIMSE
- 10-gameplay-general
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ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Updated instructions for current version, including fix for incorrect directory structure of SKSE plugins.- 44 replies
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- SKYRIMSE
- 10-gameplay-general
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ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
We can use the latest version. Just install the CACO Cleaned Textures, which are loose files, and rename the textures\ccor\plants\imp45\ironwood_n.dds to textures\ccor\plants\imp45\ironwood01_n.dds from there.- 44 replies
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- SKYRIMSE
- 10-gameplay-general
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Hidden files, folders, and esps. Why?
DoubleYou replied to Badfrog88's topic in Step Skyrim SE Guide
Plugins not needed when following the guide are instructed to be moved to optional. Typically the plugin is completely overwritten by other mods in the guide, and the extra esp is just noise. Sometimes it causes issues with the setup if left enabled, and is then moved to optional. File hides are more complicated, and are evaluated on a case by case basis. Some of the time it is to fix conflicts with other mods than aesthetics, but sometimes it is to fix bugs with the mods too. The first file hidden instruction in the guide is for Skyrim Realistic Overhaul. It is to fix a bug caused by the normal map texture missing an alpha channel causing blown out specular on objects using the texture. Sometimes a mod is added that alters a mesh that is incompatible with a texture, causing glitches. It could be we chose to hide something simply for aesthetics too. Take the discussion around Drops, for example. And here is one from Iconic's Remastered Paragon Gems. You can typically find the reasons for the hidden files in the forum topics for each mod, but sometimes they can be elsewhere and you may have to search for it. Typically those cases are found on the topic of a mod that conflicts, and where we have hidden the conflicting files so it appears as intended. -
This can only be an antivirus software that would do this.
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Discussion topic: Ill Met Bolar's Oathblade by lilebonymace Wiki Link See relevant discussion here:
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That is a very nice find! Indeed, the Oathblade fix was the only one that really stood out to me as being useful. Made a mod topic here:
- 5 replies
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- SKYRIMSE
- 14-gameplay-quests
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TexGen Duplicate ID error, further clarification
DoubleYou replied to CloudLambda's question in DynDOLOD & xLODGen Support
It seems difficult when you have never done it before, however, it really is quite simple: 1. Install Creation Kit. 2. Install the latest Microsoft Visual C++ 2019 Redistributable (x64). 3. Install F4 Creation Kit Fixes (This is what it sounds like you're missing). Please pay attention to the file contents. Some of the files go in the game directory. 4. Launch Creation Kit. Wait a few seconds for it to finish loading. 5. File --> Data 6. Select the plugin you need to fix, click "Set as Active File," and click "OK." Wait a minute for it to finish loading. 7. Once it's finished loading, simply click File --> Save. 8. Exit the Creation Kit. You're done. Repeat as needed for any similar broken mods.

