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DoubleYou

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Everything posted by DoubleYou

  1. Discussion topic: Scrapping Machine by pra Wiki Link This adds a scrapping machine that can be built and powered at settlement to turn junk into components. You can either fill it with items you want to scrap into components, or you can configure it to turn all your existing junk in your workbench into components.
  2. Discussion topic: Fallout 4 Enhanced Color Correction by ChaosWWW Wiki Link I'll be honest. I don't really know anything about LUTs, but this mod comes highly rated and I've used it in the past. Hodilton did a very nice video of it too. Simple plug and play mod.
  3. Discussion topic: Far Harbor Pine branches 4K by MediAsylum Wiki Link From the screens, this looks like a very well-made, vanilla-friendly texture upgrade for the Far Harbor trees.
  4. Discussion topic: Place Everywhere by TheLich Wiki Link It didn't take me long to realize that it is impossible not to be annoyed by not being able to place things wherever I want. I consider this an essential fix.
  5. If not using FOLIP, you can safely skip TexGen/DynDOLOD.
  6. The "Activator" edits appear to be wild edits. Should remove those in a patch, or perhaps simply override in the load order with Workshop Rearranged.
  7. Discussion topic: Workshop Rearranged by d81 Wiki Link This mod adds a lot of fixes and additional items to the Workshop. Doesn't appear to have any relevant patches for our current list. Activator \ 0500251F <DLC06Vault_Sink_01Activator> should forward the UFO4P fix, but is otherwise compatible. Conflicts with FO4LODGen will need to be patched. Conflict with FOLODIP will need to be patched. Conflicts with Optimized Tree LODs (at least in my dev version) will be forwarded in next update, as they are just more specific name changes (e.g., Tree --> Blasted Tree). This should go before Vault-Tec Workshop Overhaul Redux.esp and Vault88 Essentials.esp in the load order. Probably should load after FPSL.esp if using FPSL, as that mod contains some wild edits for some Activators.
  8. Yeah, I found a better method for the icon. You don't "need" to run it through MO2, btw, but it shouldn't matter if you do.
  9. Actually, I think I should walk back my comment about the ability to safely disable it. I think that Dynamic LOD might utilize the resources. Sheson specifically states to leave resources enabled in his instructions: https://dyndolod.info/Installation-Instructions However, the dummy plugin can be safely disabled if you like. But why do it when it's esl-flagged?
  10. While you could disable it after generation, there is no issue with leaving it enabled either, just to be clear. It's esl-flagged.
  11. After looking at these in game, I'm not a fan of these. Dropping these from testing.
  12. Discussion topic: Buy Lumber In Larger Stacks by Nund Wiki Link By far the most annoying thing about building the Hearthfires houses is how many times you need to spam the enter button to purchase the lumber required to build it. This mod promises to fix that by allowing you to buy larger amounts of lumber per transaction.
  13. Discussion topic: Far Object LOD Improvement Project SSE by DoubleYou Wiki Link
  14. Discussion topic: ACMOS Road Generator by DoubleYou Wiki Link
  15. When specifying for xLODGen to only create LOD for a specific chunk, (in this example just Level32), xLODGen appears to attempt to create textures for all chunks, resulting in "Access violation at address 0000000001733A94 in module 'xLODGenx64.exe'. Read of address 00000204B0000000." errors. I aborted it so it would stop duplicating bug reports. This doesn't happen when not specifying a block level. If I add specific chunk x and y coordinates for the block level, the same thing happens. It generates the meshes correctly, and then starts trying to generate the level4 textures. Logs: https://mega.nz/file/QYo3HKTQ#4OmIDkTopjoTK_0vTT0Q90vI6ie6grN-4_JESxdNeSM
  16. The game. It should have a settings menu somewhere where you can adjust resolution, keybinds, etc.
  17. It says you're missing an INI file. Launch the game once to the main menu and change some settings and see if that fixes it.
  18. Should be an easy QOL add.
  19. This is fixed in the dev 2.2.0 guide, so it will be done.
  20. The image is not marked up fully for some reason. You need to reproduce the entire bottom section, and you need to change the rules for "tree" and "\" to be identical to the image. The reason why you are not seeing trees is because you have "Tree LOD" checked instead of "Ultra" while the guide has you 0 the draw distance for tree LOD, since we are not using traditional tree LOD. @z929669 You should probably fix the image to show all the options you need to tick starting from "default" settings, otherwise users don't know what to change since it isn't spelled out which checkmarks to tick.
  21. You are supposed to tick the "HD Grass" option, which is NOT greyed out. The HD Grass option replaces the standard Grass option.
  22. It doesn't matter. It is only required for generation.
  23. That's it. Make sure you press the preset button to load the new rules.
  24. It is the intent, albeit optional.
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