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DoubleYou

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Everything posted by DoubleYou

  1. I like this mod, but it so evil in how simple some of the tweaks are, and how "same" it is. Literally, the fog is the same everywhere. Fog near: 1000. Fog far: 600000. I think I may change this up a bit in conflict resolution, but that is low priority to me. Enough people have used it like this and liked it that I'm not really worried about that. It also removes puddles completely via the records. I'll plan to revert this in conflict resolution. There is a bunch of conflicts from Lightweight Lighting as well, but I understand these records well enough to patch the changes I might want if I end up liking that mod. All in all, running around with this, I see it as a very good improvement, so I'm marking this as Accepted for 1.0.0.
  2. Discussion topic: HD Local Map by doodlez Wiki Link
  3. Since Mod Organizer is a portable application, it is sometimes impossible to detect the correct location automatically. This is why there is a separate dropdown where you can browse to and select Mod Organizer. Once you have set the Mod Organizer path, it should automatically detect your profile locations. Do note that if your profile is not named Default, you will need to select the name of the profile you created. If it still doesn't detect your profiles, which is possible in some cases although unlikely, you will need to browse and select the INI Path manually. Mod Organizer stores the profile specific ini files in your profile folder. Depending on how you have it installed depends on this location as well, whether portable or instanced. By default, instanced versions go into the user AppData directory. If you still have trouble, consider disabling profile specific ini files in your profile's settings. This will cause it to use the default Document\My Games location.
  4. Yeah, I read that too, and concluded that I should look more closely at the conflicts in xEdit, as there are some. Main thing we'll need to see is if we really need both, as there is some overlap.
  5. Honestly, that guide is rather old, and we know a lot more now. I wouldn't recommend it. Probably the thing that helps the most is generating terrain LOD at higher quality. Consider setting the quality to 0 for all levels. Probably cost some performance, but will likely lessen the issue.
  6. Yeah, I am aware of this, and will likely be dropping this one, since we seem to already have Vault 88 Essentials in the list as well. Haven't made my way down that far yet in the dev guide.
  7. Wrye Bash can only merge certain plugins into the bash patch. You must have an awful lot of mods for you to be exceeding the limit despite ESL plugins. You honestly will have a lot of problems with a load order of such magnitude, so I would recommend downsizing. Barring that, you will need to learn how to use zMerge.
  8. Then there is likely no need to reduce your plugin count, due to being able to load literally thousands of ESL flagged plugins. Most likely most of your mods are flagged as such.
  9. You need all the Anniversary Edition DLC, or else you will CTD.
  10. It depends on your installed mods. There are few mods that would overwrite it. Textures are made automatically compatible via TexGen in most cases. If having difficulty with lod textures not matching, typically you just need to rerun TexGen and DynDOLOD. Otherwise, do consult the relevant mod author's pages if there are any conflicts they call out that need to be lower.
  11. This is z-fighting and there is not really much that can be done to fix it. It is caused by terrain LOD occupying the same space as the mountain object lod.
  12. ESPFE is short for an ESP plugin flagged as ESL.
  13. No, you shouldn't need to rerun LOD. Defaults for those two ini setting are as follows: [Weather] fSunBaseSize=425.0000 fSunGlareSize=600.0000
  14. Nice find! I'll drop this one from testing and put the one you mention in.
  15. Discussion topic: Perception Bug Fix Redux by Sranger Wiki Link
  16. Thanks. That confirms what I had expected was the case. I don't want to heap extra work onto that list. I just didn't want to be creating extra work for myself if there already was an easier way to do this.
  17. Discussion topic: Compass Navigation Overhaul by alexsylex Wiki Link Makes the compass more useful. Requires Infinity UI.
  18. Discussion topic: Infinity UI by alexsylex Wiki Link Currently in testing as a requirement of: This SKSE plugin aims to put an end to incompatibilities between UI mods with an easy-to-use framework, allowing customization per UI element.
  19. Discussion topic: ReShade Guide by Majorman Wiki Link This thread is for discussion and improvement of the ReShade Guide on the wiki.
  20. @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?
  21. 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.
  22. 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.
  23. LOOT now has a Nexus page: https://www.nexusmods.com/site/mods/439
  24. 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.
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