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Everything posted by DoubleYou
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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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- SKYRIMSE
- 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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- SKYRIMSE
- 02-extenders
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Looking through xEdit, this mod's conflicts are a bit of a mess. We should compare against Quest Tags Redux because it looks like it may be better in this regard. This may honestly be a good candidate for a Synthesis patcher.
- 3 replies
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- 16-interface
- FALLOUT4
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Discussion topic: Quest Tags Redux by ThePrinceOfHell Wiki Link Test against Quests Tags - Factions and radiants and more
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- 16-interface
- FALLOUT4
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Looks more like you are missing a terrain noise texture with sufficient noise to make it not look blurry.
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Discussion topic: DLC Timing UFO4P Patch by VishVadeva50 Wiki Link While checking conflicts, I saw this mod needed a patch, to which I found that VishVadeva50 has already provided for us as an esp replacement.
- 2 replies
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- 20-patches
- FALLOUT4
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Thinking about this further, I don't like the idea of hiding the textures. There is at least one specular texture that it adds that isn't provided by the game/mods, and it would be missing. So I am going to opt for choice 2: Keep the textures ba2 and allow it to overwrite our texture mod's speculars and hope they look ok. Given the nature of the guide mostly sticking to similar-to-vanilla textures anyway, I think it rather unlikely there'd be an issue where this would be problematic.
- 4 replies
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- 06-models and textures
- FALLOUT4
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