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DoubleYou

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Everything posted by DoubleYou

  1. I prefer what we are currently using from those compares. Yes, this mod is higher poly, but the bugs are so small that the main thing I notice is that the "smoothing" of the texture/model makes them too smooth. I don't see the clear bends of the legs that are present in vanilla. I don't see the lines of the spiracles, as they are now smooth.
  2. It looks like your ini files contain invalid characters based off that traceback.
  3. Shouldn't this have the accepted tag removed then?
  4. Maybe increase Particles, Neverfade distance, or Object fade distance in INI settings could possibly help the clouds. The "banding" between the trees at Whiterun and the mountain is actually coming from the plume of Red Mountain. I remember because this bothered me too. I forget exactly how we are solving the issue, but I think there may have been a fix on Worldspace Transition Fixes page?
  5. All my drives use 512 bytes/sector so I don't think I can test easily, but ianpatt is a good RE so probably doesn't hurt to add. My only concern is if it causes issues with 512 byte drives? But that I can probably test easily enough, since all of mine are 512.
  6. I agree this looks better.
  7. There are multiple Labyrinthian worldspaces.
  8. I would trust the result of the new script over the result of the older script. It's possible the older script was giving you false positives that are fixed in the new version. The vast majority of the worldspaces you mentioned by default have the No Grass flag in the Worldspace record. Ensure that you remove that via a custom patch if you want grass there. This affects these worlds: DLC1VampireCastleCourtyard LabyrinthianWorld03 WhiterunWorld I would only recommend removing the No Grass flag from WhiterunWorld. I'm not sure where TestSnow is from, but it sounds like a test worldspace that should be ignored. LabyrinthianWorld is for Labyrinthian, which is a tomb, and doesn't have grass in any vanilla landscape that I can see. Looks to only have the cave dirt landscape. SouthfringeWorld is for the Southfringe Sanctum, which is a cave. It has cave dirt, dirt, and snow as its landscape. Don't see why you would have grass there.
  9. If a world has the No Grass flag, it will be removed from the list.
  10. Version 2.0 Complete rewrite that significantly improves the speed of the script. What took minutes before now takes seconds.
  11. Discussion topic: FOV Slider and Player Height by g0kur Wiki Link I see no reason to not include this. Works great.
  12. I guess my Starfield character is perhaps my best customization. Here's Jane, member of Constellation, the Crimson Fleet, the UC, The Freestars, Ryujin, everything. She likes to play both sides of any given conflict until she finds a way to come out on top. And she doesn't care for the goodie two shoes attitude of the rest of the members of Constellation.
  13. The speed of the shadows. Do you use A Clear Map of Skyrim?
  14. What timescale setting are you using? As it seems to be going extremely fast.
  15. That would be a texture that should have alpha not having alpha by the looks.
  16. Autogenerated content for a load order generally should be ordered in the same order that it is generated. For this case, it is sufficient that it loads after any mod that itself bundles pregenerated LOD.
  17. I reread your question. I see now you said TexGen. This is the xLODGen topic, so I thought you were using xLODGen. Latest TexGen is alpha 171 currently.
  18. Please update to the latest version of xLODGen.
  19. Yes. The 32 value came from a guide, but you can type in any amount.
  20. Skyrim.ini [Landscape] fLandFriction=2.5000
  21. It will sort the ini and remove any unrecognized settings, just like original BethINI. You will probably be fine, but compare if you want to be certain.
  22. Perhaps see if increasing land friction in Bethini Pie helps.
  23. I don't think I've noticed this before.
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