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DoubleYou

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Everything posted by DoubleYou

  1. Discussion topic: ReShade Guide by Majorman Wiki Link This thread is for discussion and improvement of the ReShade Guide on the wiki.
  2. @sheson I know DynDOLOD allows using LOD via rules for MSTT moveable statics, but since I only have xLODGen for Fallout 4, is there any built-in way to add LOD to MSTT references? For the raider wind turbines, I used fake static references to generate the LODs, but this is less then ideal for a lot of objects, especially as far as mod compatibility is concerned. Fallout 4 has a very large portion of its cars and trucks as MSTT references, since they are designed to exploded if you shoot them. I could develop a script of some sort to generate the fake statics I suppose, but I'd rather save myself the hassle if there already is a way to do this. Could it be possible for xLODGen to automatically use a specific naming structure LOD model (say lod\path_to_model_lod_0.nif) for LOD if I add the Has Distant LOD flag?
  3. This mod has file conflicts with several mods in our setup for textures. The mod page recommends loading it early and let everything else overwrite. However, that isn't a perfect solution. There are two material conflicts, which are easily checked, and it is obvious that the material conflicts should be forwarded. materials/interiors/building/bldwooddoo01.bgsm materials/interiors/building/bldwoodfloor01.bgsm In order to do this, we can simply load the plugin after these two conflicting mods: FlaconOil's Complete Retexture Project.esp (created during our BA2 archiving process) High Resolution Texture Pack 2K and 4K - Valius.esp (created during our BA2 archiving process) Since our current rules already make FlaconOil's Complete Retexture Project.esp load after High Resolution Texture Pack 2K and 4K - Valius.esp, we only need to create a rule to load after FlaconOil's Complete Retexture Project.esp. However, that brings us to the texture conflicts. The textures provided are specular maps. Specular in Fallout 4 uses red channel to set specular intensity and green channel to set gloss map/surface roughness/cubemap reflection. The main issue I find with specular maps in Fallout 4 is the cubemap reflections being bad due to incorrect specular. You can have some overly shiny objects that just flash light at you. There is some mud in Nuka World in my current setup that has this issue currently that I haven't fixed yet. The author is recommending us to allow all texture mods to overwrite. Since we use Fallout 4 HD Overhaul as a base, and any BA2 or loose file we load after it is going to be overwritten, that doesn't actually work for us. Also, we have the case above where we need the material files to overwrite, and then we'd need the speculars to not overwrite, and you can only do one or the other while leaving it in a ba2 archive. So we have two choices: Hide the textures ba2 Keep the textures ba2 and allow it to overwrite our texture mod's speculars and hope they look ok. Barring investigating all of these textures individually, which would be quite difficult, I think it makes the most sense to simply hide the provided textures ba2. Conclusion: Create a LOOT rule to load Wetness Shader Fix.esp after FlaconOil's Complete Retexture Project.esp (this kind of rule can't really be added to the masterlist) Hide the Wetness Shader Fix - Textures.ba2 file Keep an eye out for any issues with specular textures while it is raining that may possibly be resolved by using the speculars provided by Wetness Shader Fix. I doubt there will be any issue.
  4. I think when it was BOSS, it had a Nexus page. Then they moved to Github with LOOT. And I just think it was easier for them to release on Github. Not entirely certain why they decided to add a Nexus page now, but I'm sure the info is on the Discord somewhere. I saw it when I was poking around on the Discord, else I would have never seen it. One thing to note is that this is on the section of the Nexus that isn't game-specific. That is, it isn't for any particular game, and was created for tools for multiple games. This section was not in existence when LOOT was first released IIRC. Naturally, this area of the Nexus is not visited very often, and most people likely don't realize it exists, so naturally, not as many mods end up there. I intend to move Bethini Pie there when I release.
  5. LOOT now has a Nexus page: https://www.nexusmods.com/site/mods/439
  6. Either it is caused by the nif model you found, in which case look for a replacement or perhaps try hiding it in whatever mod you may use that changes it, or perhaps this modified ENB version (not sure what you mean by this) is the issue.
  7. Discussion topic: Immersive Candles by MunkySpunk, Pra, Whisper Wiki Link
  8. Discussion topic: Sprint Reload by FX0x01 Wiki Link This allows you to continue running while reloading.
  9. Discussion topic: Leveled Item Framework (LIF) by Dank Rafft Wiki Link This promises to fix the issue with the Leveled Lists.
  10. User hasn't been online since 2016, so I doubt they will see your post. You can always add your fix so that others who might come across it in a Google search, which I presume is what you did, can find it.
  11. TCL through the floor. Select the reference in the console and find out the formid. From that formid, you can find out what you may need to do in xEdit. Just type in the formid in the formid field and it will take you to the reference. Depending on what it is will depend on how you should resolve it.
  12. I remember it having a checker for needing the FNIS plugin, and since we have altered the skeleton usage in our guide, I believe it is no longer needed.
  13. If you have an Amazon Prime account, they are giving away Assassin's Creed: Origins (Ubisoft Connect) and Middle Earth: Shadow of Mordor GOTY (GOG key) for free on Prime Gaming.
  14. Discussion topic: HR's In-Game Collectible Maps and Display by HigheverRains Wiki Link There are many objects in the game that you may never find without a map of their location. This mod adds in-game maps for specific items in sensible ways at logical locations, which allows you to find the locations without Googling it.
  15. See the +/- icon next to your SSELODGen - Terrain LOD mod? That means something is overwriting it. It needs to only have a plus beside it. Move it to a higher priority.
  16. My guess it is setting resolution wrong, as BethINI is only designed for Windows. Try just tweaking the individual settings to lower values against your Ultra preset, since it seems to be working. If you provide working ini versus bad ini, I can likely tell you what is wrong. You could also try using my dev Python build of Bethini Pie, as it likely is more compatible with Linux. https://github.com/DoubleYouC/Bethini-Pie-Performance-INI-Editor
  17. I am not sure how the Steam Deck works or even if mods are compatible with using one.
  18. It has the option. Not sure why you can't see it, as it is exactly the same as before.
  19. No Grass In Objects is probably the mod you're actually after then.
  20. Removing grass in certain places is more hassle than it is worth. If lacking performance, lowering your ini settings is the correct approach.
  21. I'd suggest finding a different mesh for that ramp that isn't so perfectly rectangular. That should make it less apparent in this case.
  22. Tick the "Remove Grass" button in BethINI.
  23. I do want to look at Wabbajack at some point, but right now I have my hands full with a few other projects I want to do first, so I likely won't have time until maybe next year. My timeline as it is now: Finish ACMOS update. Release road lods in coordination with ACMOS update, dynamically adding roads to the map via object lod. Develop the Fallout 4 guide Contribute a bunch of missing mods to the Fallout 4 LOOT masterlist. Continue creating missing LODs for Fallout 4. Finish and release Bethini Pie. Not sure how long this is going to take me.
  24. Discussion topic: Sanctuary - No Dead Dog and Raider by El Ha Wiki Link
  25. Discussion topic: Covenant - Disable the dead caravan from Stockton by El Ha Wiki Link
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