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DoubleYou

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Everything posted by DoubleYou

  1. 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.
  2. 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.
  3. Looks like a very good addition to me.
  4. Oh sweet! That's a cool feature! I will have to test that out.
  5. I agree that it is very annoying and counterintuitive.
  6. 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...
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. Install it anyway. It doesn't require ENB, just its fixes are primarily needed when using ENB.
  12. 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.
  13. Updated instructions for current version, including fix for incorrect directory structure of SKSE plugins.
  14. 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.
  15. 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.
  16. This can only be an antivirus software that would do this.
  17. Discussion topic: Ill Met Bolar's Oathblade by lilebonymace Wiki Link See relevant discussion here:
  18. 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:
  19. 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.
  20. I haven't used that mod, but set it to 1, as that is the expected value.
  21. [Gameplay] bEssentialTakeNoDamage=1
  22. If reverting you INI files to before using BethINI doesn't fix it, then I would expect that you have another mod that has introduced this issue. I don't really see anything in particular that would cause your issue, although I would suggest that you don't disable precombines, as that is going to wreck havok on your performance, among other issues. Perhaps that is your problem?
  23. Never heard of this exploit. I doubt there is a patch for that.
  24. You have it working correctly now then? That's the most important thing. If you pastebin your ini files, I can look at it and see if anything jumps out at me. However, you can consider simply not using a preset and simply tweaking a setting here and there, rechecking in game to test performance/quality. I have used it with enb.
  25. Discussion topic: Automatically Lowered Weapons by pauderek Wiki Link Poet recommends this instead of Lowered Weapons, as he says that mod can cause crashes in some cases. I actually used this mod during my last playthrough (mistook it for the other tbh), so I can vouch for it.
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