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Everything posted by DoubleYou
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Yes, you should probably revert them, as it's rather different in several respects, while others will stay the same. I originally added support for it when it came out on Oldrim. I never installed the SSE version to check out what all they did different.
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LOOT & xEdit Not Pathing to STEP List
DoubleYou replied to Berzerkernox's question in Other Utilities Support
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The giant campfire models from Embers XD appear to have the EnvMap_Light_Fade flag on them, so ensure that you have the associated fade settings high enough to be visible from far away. Skyrim.ini [LightingShader] fEnvmapLODFadeEnd=1.0000 fEnvmapLODFadeStart=1.0000 BethINI also provides this tweak as a part of its presets.
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"No vertex colors" should be ticked by default, and is what I use. Previs is the game's form of occlusion. It can cause objects to disappear if it isn't set up right. I honestly don't know 100% if it could cause this, but I expect it could. I'm not particularly familiar with the interior cells in the game where you might be able to see LODs outside.
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I did a playthrough with it and noticed no issues with this. I can see your argument for Haemar's Shame, where the Daedric lord talks about how you put the vampires "out of their misery." Since the pup is there, I would expect this not to be much of an issue, as I would expect him to kill the vampires anyhow.
- 20 replies
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- SKYRIMSE
- 11-gameplay-ai and combat
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LOOT & xEdit Not Pathing to STEP List
DoubleYou replied to Berzerkernox's question in Other Utilities Support
My guess then is the registry key for the install path is missing or incorrect. This is normally fixed by running the Skyrim Launcher from the installed location. -
I think it isn't really an issue if you don't add mods with lots of additional NPCs. Not sure though. The Civil War battles probably have the most actors in vanilla.
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I really had thought that one of the big fix mods included this. Looking things over, I must assume that none do. Perhaps it was at one time included in Scrambled Bugs and removed in an update? Not sure.
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FOV is among the information that gets coded into your save file, and INI changes to it are only visible upon starting a new character. In order to change fov on an existing save, you have to use the FOV console command. Using this and then saving *may* or may not save the new FOV into the save file. It may not persist throughout the life of the save. See this topic where I talk about FOV some more:
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Our CC patch is probably unneeded now, as it looks like he might have fixed this officially. I checked More Accurate Collision, and it's fine. Not sure what mod is that "Patch for EVLas" ... isn't that this mod?
- 36 replies
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- SKYRIMSE
- 04-foundation
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This mod never updated with Majestic Mountains version 4, so we likely can't use it anymore, since T4 reworked his meshes. The author has indicated his intention to update, however.
- 36 replies
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- SKYRIMSE
- 04-foundation
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LOOT & xEdit Not Pathing to STEP List
DoubleYou replied to Berzerkernox's question in Other Utilities Support
This happens on both xEdit and LOOT? Do any applications work when run through Mod Organizer? What is the warning notification that is active in Mod Organizer? -
LOOT & xEdit Not Pathing to STEP List
DoubleYou replied to Berzerkernox's question in Other Utilities Support
What version of the game are you using? Steam? GOG? There may be workarounds required for different versions. -
3D Whiterun Trellis (by SparrowPrince, TechAngel85)
DoubleYou replied to DoubleYou's topic in Skyrim SE Mods
That's fine. I too like our current replacer, having used it since LE days. I thought this mod followed the vanilla design better, without any regard to if the vanilla design made sense, and I'd say the differences in size are just artistic liberty with perhaps a hint of performance optimization (larger scale, less triangles required).- 5 replies
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- SKYRIMSE
- 06-models and textures
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ACCEPTED Unique Map Weather Framework (by doodlez)
DoubleYou replied to DoubleYou's topic in Skyrim SE Mods
That's a perfectly sensible thing to do. I like the change. It simplifies things.- 9 replies
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- 02-extenders
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Immersive Candles (by MunkySpunk, Pra, Whisper)
DoubleYou replied to DoubleYou's topic in Fallout 4 Mods
Sounds like something that could be patched, although probably better if the mod author did it.- 3 replies
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- 06-models and textures
- FALLOUT4
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I thought we had a few mods that conflicted with some of these fixes. Specifically, I thought we had an alternative soul gem fix in the guide. Let me review.
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If you are using the LOD32 version of A Clear Map of Skyrim, ensure that you have input the required tweak into the DynDOLOD ini file prior to generation.
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ACCEPTED Papyrus Tweaks NG (by Nightfallstorm)
DoubleYou replied to z929669's topic in Skyrim SE Mods
You are correct. I personally am against the usage of the custom INI, as there is no need for its existence. It can only override Skyrim.ini (it does NOT override SkyrimPrefs.ini by default), so it adds unnecessary redundancy.- 23 replies
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- SKYRIMSE
- 02-extenders
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ACCEPTED Papyrus Tweaks NG (by Nightfallstorm)
DoubleYou replied to z929669's topic in Skyrim SE Mods
iMaxAllocatedMemoryBytes:Papyrus works in Skyrim.ini or SkyrimCustom.ini. It won't work in SkyrimPrefs.ini.- 23 replies
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- 02-extenders
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