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DoubleYou

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Everything posted by DoubleYou

  1. 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.
  2. 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.
  3. 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?
  4. While you could disable it after generation, there is no issue with leaving it enabled either, just to be clear. It's esl-flagged.
  5. After looking at these in game, I'm not a fan of these. Dropping these from testing.
  6. 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.
  7. Discussion topic: Far Object LOD Improvement Project SSE by DoubleYou Wiki Link
  8. Discussion topic: ACMOS Road Generator by DoubleYou Wiki Link
  9. 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
  10. The game. It should have a settings menu somewhere where you can adjust resolution, keybinds, etc.
  11. 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.
  12. Should be an easy QOL add.
  13. This is fixed in the dev 2.2.0 guide, so it will be done.
  14. 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.
  15. You are supposed to tick the "HD Grass" option, which is NOT greyed out. The HD Grass option replaces the standard Grass option.
  16. It doesn't matter. It is only required for generation.
  17. That's it. Make sure you press the preset button to load the new rules.
  18. It is the intent, albeit optional.
  19. 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.
  20. I don't think that I ever added support for Enderal SSE version, only original Skyrim version.
  21. What does LOOT show in settings here?
  22. 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.
  23. "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.
  24. 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.
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