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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. Marked as Accepted for current dev 1.0.0 guide.
  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. I've not seen any real difference in texture quality after swapping the full version for this version, so for performance reasons, we'll use this instead. After testing, I'm not recommending the LOD textures for our build. HD LOD Textures fits better since we use other texture mods on top of this.
  7. As referenced on the SPID topic, this started happening on the 24th. I also released my FOLIP road LODs on the 24th. There is a reference to the RoadStraight02.nif file, which of course is the full model. While I don't think this is the cause of the crash, try testing without the FOLIP resources and see if the crash reappears. I think it is just a coincidence, but I'd prefer to be sure.
  8. Marked as Accepted for current dev 1.0.0 guide.
  9. Marked as Accepted for current dev 1.0.0 guide.
  10. Marked as Accepted for current dev 1.0.0 guide.
  11. Marked as Accepted for current dev 1.0.0 guide.
  12. Check the crash log. It may show the cause, and it could be something simple.
  13. You can download the buggy newer versions from his Github: https://github.com/powerof3/Spell-Perk-Item-Distributor/releases
  14. Here is the topic that contains the list along with the alternatives in some cases to install instead:
  15. Standard cleaning procedures apply to mods. See here in the guide: https://stepmodifications.org/wiki/FalloutNV:1.2.0#Standard_Cleaning_Procedures
  16. This mod has updated several times adding more abilities, and the default configuration is terrible. Disable the LOD [TerrainManager] tweaks altogether, as that is only going to introduce LOD pop-in and stutter (very bad idea to dynamically change the loading of LOD supermeshes in a heavily CPU bound game). Grass Fade should be okay to modify this way, however. I'm unsure if changing the [LOD] parameters is a good idea either, since these are so close to the player, but it might be fine, but watch for pop-in within uGridsToLoad. I'd disable the Godrays thing too. We should be using that Godrays fix that is popular... can't remember if we have it implemented anywhere yet... might be a tweak to add to the Step Patches. Test against the Alexander Blade\Kediwah Shadow Boost solution. It's algorithm may be better. Here is my current config I'm using to test this with the notes above implemented. [Main] ; key to open settings (default F12) ; For other keycodes check this site ; https://github.com/MicrosoftDocs/win32/blob/docs/desktop-src/inputdev/virtual-key-codes.md iKey = 123 iExtendedKey = 0 ; frame threshold: ; - if the frames are lower the distance of the shadows will be decreased; ; - if the frames are higher the distance of the shadows will be increased. fFpsTarget = 58.000000 ; delay in the calculation of the distance of the shadows (too low values create sudden changes in the distance of the shadows) fFpsDelay = 5.000000 fMsTolerance = 0.000000 ; minimum distance of shadows (this parameter must not be greater than fMaxDistance) fMinDistance = 2048.000000 ; maximum distance of shadows (this parameter must not be less than fMinDistance) fMaxDistance = 6144.000000 sBlackListMenu = MainMenu;LoadingMenu;PipboyMenu;PauseMenu;SleepWaitMenu ; the value will be increased or decreased according to the following formula ((avg ms) - (target ms)) * factor ; the higher the factor, the faster the shadows change fDynamicValueFactor = 12.8 bEnable = 1 [Lod] fLODFadeOutMultObjectsMin = 5.000000 fLODFadeOutMultObjectsMax = 15.000000 fLODFadeOutMultItemsMin = 3.000000 fLODFadeOutMultItemsMax = 6.000000 fLODFadeOutMultActorsMin = 6.000000 fLODFadeOutMultActorsMax = 12.000000 fDynamicValueFactor = 0.200000 bEnable = 1 [Grass] fGrassStartFadeDistanceMin = 1024.000000 fGrassStartFadeDistanceMax = 6144.000000 fDynamicValueFactor = 25.6 bEnable = 1 [TerrainManager] fBlockLevel2DistanceMin = 131072.000000 fBlockLevel2DistanceMax = 131072.000000 fBlockLevel1DistanceMin = 65536.000000 fBlockLevel1DistanceMax = 65536.000000 fBlockLevel0DistanceMin = 32768.000000 fBlockLevel0DistanceMax = 32768.000000 fDynamicValueFactor = 4096.000000 bEnable = 0 [GodRays] iQuality = 3 iGrid = 8 fScale = 0.400000 iCascade = 1 bEnable = 1 [Log] ; if activated it displays a window of information in real time bLog = 0 bTransparent = 0 bPauseInMenu = 0
  17. The instructions it is referring to our the Detailed Instructions for Ultimate Edition ESM Fixes in Step 4. I'll direct you to the exact mod page with the instructions: https://stepmodifications.org/wiki/FalloutNV:Ultimate_Edition_ESM_Fixes
  18. There have been several reported cases with this mod where certain INI files don't play nicely with it, typically INI files used by ENB or other INI files used by injectors not native to the game. This is likely because the INI implementation can sometimes vary. SSE Display Tweaks contains the most compatible fix for this: ## Disables scanning missing plugin .ini files. May significantly improve startup times with many plugins. # # By default the engine looks for every single .ini option for each installed plugin, without checking # if the .ini file actually exists. Massive waste of time and resources, especially when the user has a # heavily modded game. # # Note: This is unrelated to the PrivateProfileRedirector plugin and is fully compatible with it. If you # use it alongside that plugin the difference won't be felt, but it still prevents the CPU from doing # a bunch of useless work at startup. # SkipMissingPluginINI=true As noted, you can still use this mod with the SSE Display Tweaks Fix, but you might not feel the need for it in that case.
  19. The very first bug on Heart of the Reach is for this. The tree mesh indicates a tree glow map texture that it doesn't provide, which is likely a mistake in the nif file for that mod. If you know how to use Nifskope, it is an easy fix. https://www.nexusmods.com/skyrimspecialedition/mods/76494?tab=bugs
  20. Discussion topic: Pip-Boy Flashlight by AKcelsior Wiki Link Replaces the "flashlight" with a flashlight. The beta version includes some gobo effect textures that are not packaged correctly. To fix: Select the "Manual" button at the prompt. Expand the textures folder. Drag and drop the duplicate Textures folder onto <data>. Click "OK" to finish installation.
  21. Discussion topic: New Infinite Settlement Budget Plugin by Nakugaka Wiki Link Settlements will no longer restrict how much stuff you're allowed to build in them. Because that only makes sense.
  22. Discussion topic: Configurable Hotkeys by Dank Rafft Wiki Link This adds the ability to create hotkeys for many different useful functions.
  23. Discussion topic: Handmade Turrets by Ruinedworld Wiki Link Adds several more kinds of turrets, generally lower powered, which are useful at the beginning of the game if you're lacking in components, and they fit right into the game very well.
  24. Discussion topic: Nuka-World Collectable Quest Markers by Scotty9090 Wiki Link You would have to be very dedicated to find all the Nuka-World cappies, park medallions, star cores, and recipe books without going to Google to find the ones you can't find for the life of you. This mod adds quest markers for these items so you don't need to Google it.
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