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Everything posted by DoubleYou
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MO2 problem with mods overwriting game files??
DoubleYou replied to Darklustre's question in Mod Organizer Support
Puzzle icon in MO, INI editor, Skyrim.ini -
The easiest way to find out what is changed is to view the Summary of Changes before exiting. I would recommend you restore the Before BethINI backup of your INI files to restore it to how it was (Setup tab, Restore Backup, Before BethINI) to ensure that fixes it. Then, when editing with BethINI, you can view the Summary of Changes for anything that it changes, which will help you find out what you need to have in order for it to be correct.
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ACCEPTED Fallout Texture Overhaul PipBoy (by Gorgulla)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
I can understand your view on this, but I actually prefer this version for the same reasons you dislike it. I really like the added details to the normal maps especially, and it has a more rugged and durable look to it. Flaconoil's looks like it is made of plastic and would break in short order. Luxor's looks just too rusty to still be usable without falling apart.- 3 replies
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- 06-models and textures
- FALLOUT4
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Download link for the mod file if anyone wants it: https://www.nexusmods.com/fallout4/mods/43059?tab=files&file_id=174483 I wish the author wouldn't have hidden the mod and simply put this info on the description page. There's nothing wrong with the mod as is, as it's a simple texture replacer for the capsule glass.
- 4 replies
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- 06-models and textures
- FALLOUT4
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TESTING Gloomy Glass - All transparent materials revised (by SpringHeelJon)
DoubleYou replied to Greg's topic in Fallout 4 Mods
Ultimate Window Overhaul Redone looks better in these shots, but it would be good to see vanilla at this spot too for reference.- 2 replies
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- 06-models and textures
- FALLOUT4
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Plate Glitch - Has this been patched?
DoubleYou replied to Paes's topic in General Skyrim SE Discussion & Support
You're going to need to describe the bug better than that. -
Thank you for this. I haven't crashed yet, but I trust Poet on this.
- 2 replies
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- 05-animation and physics
- FALLOUT4
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If it is just a reporting problem, I don't think we should drop this. The other stuff is still useful, and it sounds like the author may try to fix it in an update.
- 29 replies
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- SKYRIMSE
- 16-interface
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ACCEPTED A Clear Map of Skyrim and Other Worlds (by DoubleYouC)
DoubleYou replied to z929669's topic in Skyrim SE Mods
I believe that you can. Can't remember exactly how I have it configured, but I think I switched it to a simple mesh change, so it shouldn't matter. Just do as you said and it should be fine.- 85 replies
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- SKYRIMSE
- 16-interface
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MO2 problem with mods overwriting game files??
DoubleYou replied to Darklustre's question in Mod Organizer Support
If it is zero, that would explain the ability to kill essential characters. This means the ini setting is set either in Skyrim.ini, a mod plugin ini, or possibly a scripted mod. It needs to be set to 1 for essential characters to remain protected. -
MO2 problem with mods overwriting game files??
DoubleYou replied to Darklustre's question in Mod Organizer Support
You must have mistyped it. Mods don't persist when uninstalled properly and a new game is started. -
No, this will not cause this. I've seen this creating billboards manually myself, and typically the fix is to pad the UV down for the billboard model, so that it is between 0 and 0.95 or similar, instead of 0 and 1, to help prevent the texture on the top of the atlas from bleeding into the texture for the tree billboard. You could probably make this modification via changing the included billboard template models (e.g., DynDOLOD_flat_4x2_lod.nif for Billboard4). Alternately you can pad the texture with additional transparency space at the top.
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I would totally expect a drop of 100 fps loss if your initial fps was 170. I think from briefly looking at the description that Immersive Children is probably compatible with Step, but you probably need to run his patcher from the description. I've never used that mod, however.
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MO2 problem with mods overwriting game files??
DoubleYou replied to Darklustre's question in Mod Organizer Support
I am saying that you may not have removed the right mod. You may have another mod that is providing this, or you may have this set in your INI file. -
MO2 problem with mods overwriting game files??
DoubleYou replied to Darklustre's question in Mod Organizer Support
Think this is it. Check in game the value via the console: getini "bEssentialTakeNoDamage:Gameplay" Should return 1. -
MO2 problem with mods overwriting game files??
DoubleYou replied to Darklustre's question in Mod Organizer Support
I think there is an ini setting that can cause this. -
Mod Updates for Non-Nexus Mods in the Guide
DoubleYou replied to DoubleYou's topic in Step Skyrim SE Guide
I thought about it, but typically there is a new update available any time I need to redo it, so it doesn't seem to be an issue. My main thing is remembering which mods I need to check manually for updates. -
Mod Updates for Non-Nexus Mods in the Guide
DoubleYou replied to DoubleYou's topic in Step Skyrim SE Guide
Keep tabs on the xLODGen Builds channel in the xEdit Discord is the way you know. -
Is this the most demanding visuals oriented mod list available?
DoubleYou replied to rask's topic in Step Skyrim SE Guide
Correct. -
There are a number of non-Nexus mods in the guide. It can sometimes be difficult to track whether or not these are up to date, so I have created this topic to list them and their links to help check that you are up-to-date, listing them from the most recently updated on down. Please post if you go to update and one of these dates is incorrect. This is only for mods that don't have a built-in update notification. ENB, for example, will tell you when you should update, even though it is off Nexus. xLODGen - Last updated July 19, 2024 Alternate Start - Live Another Life - Last updated July 21, 2024 (available and updated on Nexus) Oakwood - Last updated December 14, 2023 (available on Nexus as a different mod by a different author) Run For Your Lives - Last updated July 26, 2024 (available on Nexus but NOT updated) Cutting Room Floor - Last updated July 21, 2024 (available and updated on Nexus) Helarchen Creek - Last updated December 11, 2023 The Paarthurnax Dilemma - Last updated July 26, 2024 (available and updated on Nexus) Bring Out Your Dead - Last updated July 22, 2024 Consistent Older People - Last updated August 5, 2021 Gildergreen Regrown - Last updated July 25, 2024 (available and updated on Nexus) Skyrim Realistic Overhaul - Last updated July 8, 2018
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Discussion topic: Quest Conflict Fixes by SkyLover Wiki Link I was searching through to ensure I had all my AFK mods updated, and saw this mod. By its description, it includes several changes to quests that look to be very desirable. I didn't even know the Oathblade existed, for example, as I always entered that area as part of the Hircine quest.
- 5 replies
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- SKYRIMSE
- 14-gameplay-quests
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ACCEPTED Reverb Interior Sounds Expansion (by DylanJamesWasTaken)
DoubleYou replied to z929669's topic in Skyrim SE Mods
Added fomod instructions to the wiki page. I have used @Mousetick's recommendation against using the Rain and Thunder options.- 10 replies
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- SKYRIMSE
- 07-sounds and music
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Query regarding application of additional game settings
DoubleYou replied to username42's question in BethINI Support
Game settings are not ini settings. Game settings can be changed via console commands or via a plugin. Since you mention a Fallout 4 mod, I assume you want this to apply to that game. Fallout 4 has an ini setting that can be used to enter console commands automatically at startup. Fallout4.ini [General] sStartingConsoleCommand=bat startup In this example, simply make a text file named startup.txt and place it in the game directory beside Fallout4.exe. Enter in the text file all commands you want to use at startup. Be aware that some mods (such as Clarity) have a plugin ini using this method already, in which case you would need to modify it there. -
Pretty sure you can use it with that, and TexGen will update the texture to match.
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ACCEPTED Immersive Sounds - Compendium (by lazygecko)
DoubleYou replied to z929669's topic in Skyrim SE Mods
I added fomod instructions to the wiki page. I didn't follow the instructions in the OP, so it is just what I thought about when installing it, and it will likely need changed, but at least it's a start.- 27 replies
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- SKYRIMSE
- 07-sounds and music
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