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Everything posted by DoubleYou
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Discussion topic: Un-Randomized Workshop Turrets by Yukichigai Wiki Link Very well known mod author. Very lowly endorsed mod and somewhat older mod. Not sure if this fix is covered or not.
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- 11-gameplay-ai and combat
- FALLOUT4
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Discussion topic: Nuanced Eye Reflection by andthefish Wiki Link Very simple mod editing the eye environment mask.
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- 06-models and textures
- FALLOUT4
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This mod also requires Advanced Animation Framework. This honestly feels somewhat overkill to fix this visual inconsistency. I've not really noticed this bug happen too often.
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Discussion topic: Advanced Animation Framework by dagobaking Wiki Link Required by Rusty Face Fix Redux The latest version of this mod is on Moddingham. The site require a login in order to download. The Nexus version works for Rusty Face Fix Redux, so I intend to just stick with the Nexus version for now.
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- 02-extenders
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How to change the data path for skyrim
DoubleYou replied to gg12345's question in DynDOLOD & xLODGen Support
This is the registry key you need to modify to direct to the correct folder: Computer\HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Bethesda Softworks\Skyrim Special Edition -
I know. I doubt that they will touch the grass cache again though. Surprised they did this time.
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- SKYRIMSE
- 03-resources
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Version 1.1 Latest 1.6.629 update did the unthinkable and changed some of the included grass gid files for Todd only knows what reason. It should be safe to update for all versions of the game, but only necessary for 1.6.629 or later.
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- SKYRIMSE
- 03-resources
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2.2.0 support for 1.6.629 fix returning arrays of booleans plugin developers: please note the changes to SKSEPluginVersionData required by the structure size updates in 1.6.629+
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You are not missing trees and grass only. You are missing Object LOD in its entirety. Ensure that Object LOD option is ticked. You need to actually install the DynDOLOD output in order to see the generated object LOD. Different versions are not going to help here, as this process is identical between the versions. If you installed Alpha95 and did exactly what you have done here, you would be having the same issue. You need to have the following files and folders installed from your DynDOLOD output: meshes\terrain\Tamriel\Objects\Tamriel.4.0.0.bto (and hundreds more like it) textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds (and others)
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ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
This sounds more like you forgot to sort your load order before generating DynDOLOD. This error does not occur for me.- 78 replies
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- SKYRIMSE
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ACCEPTED DynDOLOD Resources SE 3 (by Sheson)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
With our guide it does not matter, as we specify the option in the Step CR Patch.- 10 replies
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- SKYRIMSE
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ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Yes, I just downloaded it.- 78 replies
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ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Ok, so checked in xEdit, and it would seem that with current LOOT and Conflict Resolution Patch, RealisticWaterTwo.esp is loading after the Step Patch - Conflict Resolution.esp. This is an error, and perhaps @z929669 accidentally removed RealisticWaterTwo.esp as a master to the patch? This master is necessary for proper LOOT sorting. Anyhow, if we get that issue fixed, we won't need the Myrwatch patch, as all the necessary records are forwarded in the CR Patch.- 78 replies
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- SKYRIMSE
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@z929669 See this addition to the documentation with the update: I think we want to try that UseMipMaps thing he added.
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Support for ENB Complex Grass In LOD
DoubleYou replied to z929669's question in DynDOLOD & xLODGen Support
LOD8 grass??? Pretty sure grass LOD only goes to LOD4.- 58 replies
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- SKYRIMSE
- complex grass
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Discussion topic: 3D Whiterun Trellis by SparrowPrince, TechAngel85 Wiki Link I'm honestly surprised to find we didn't have a topic for this one yet. I've had this on my personal list for testing for forever. Our current replacer isn't as vanilla friendly as this one is.
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- SKYRIMSE
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ACCEPTED Hunters Not Bandits (by Raccoondance)
DoubleYou replied to D1Z4STR's topic in Skyrim SE Mods
See, I believe the update made this mod more compatible, and these edits are likely not needed any longer. You should be able to see this more clearly perhaps if you load up the old Hunters Not Bandits 3.1 for RDO file we were using. -
ACCEPTED XP32 Maximum Skeleton Special Extended (by Team XPMSE)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Version instructions were necessary since previous guide versions used the plugin. Your current edit doesn't seem to contain the instruction to hide the plugin anymore.- 52 replies
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- SKYRIMSE
- 05-animation and physics
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Issues with Grass Cache for Seasons
DoubleYou replied to Taisaijin's topic in General Skyrim SE Discussion & Support
Now this makes sense. This is why I always recommend keeping Overwrite empty. -
Issues with Grass Cache for Seasons
DoubleYou replied to Taisaijin's topic in General Skyrim SE Discussion & Support
I have to believe that I am completely misunderstanding what you are saying on a fundamental level, because that is simply not the case. But I'm glad you fixed it, however you did so. I know that my method works, and my guide is correct. I don't provide guidance for usage on AE as it is very very difficult. There is a guide here that has mostly accurate, although not entirely so, information on how this works for AE users: https://github.com/The-Animonculory/Modding-Resources/blob/main/Grass Lods.md -
ACCEPTED Landscape Fixes For Grass Mods (by code1k)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Version 5.0 -Restored path around Riverwood Sawmill to the vanilla look with pineforest01 texture instead of dirtpath01 in order to reduce or eliminate possibility of a hard conflict(texture seam) with mods like Beginner's Shack in Riverwood. -A few other locations with cell border changes to reduce or eliminate possibility of hard conflicts. -Restored some of the trails in the northern part of the Reach near Bthardamz. -Restored trail to Bleakwind Bluff and connected to the trail leading to Soljund's Sinkhole -Cleared/partially cleared other random bits of trails/roads around Skyrim. -Removed a number of unnecessary cells -Visual improvements to a few locations Re-upload: -Restored trail to Mor Khazgur from Volskygge (mostly) -Removed a few unnecessary cells that i forgot last update @z929669 I should probably update the grass cache for these changes as provided in the CR Patch.- 11 replies
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- SKYRIMSE
- 17-locations
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ACCEPTED Hunters Not Bandits (by Raccoondance)
DoubleYou replied to D1Z4STR's topic in Skyrim SE Mods
Thanks for this. @z929669 did you review this? I just updated and fixed the install instructions for this one. -
ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
I assume we want to use the Myrwatch patch now with the update? Or did we absorb this into the CR patch? I'll check this in a moment in xEdit myself probably, so I'm posting mainly as a reminder to myself to change instructions after checking this.- 78 replies
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- SKYRIMSE
- 06-models and textures
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