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Everything posted by DoubleYou
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Ensure you have the latest versions from AFK mods site, and are using the most recent version of LOOT.
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Ignoring missing masters will make your game crash.
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Inconsistent tree brightness
DoubleYou replied to Soulmancer's question in DynDOLOD & xLODGen Support
Use the Ultra settings described on the EVT mod page under "Recommended DynDOLOD 3 'tree' mesh rules." -
FEEDBACK v2.0.0 - Feedback & Bug Reports
DoubleYou replied to DoubleYou's topic in Step Skyrim SE Guide
While useful, I don't think that is within our ability to implement. -
Inconsistent tree brightness
DoubleYou replied to Soulmancer's question in DynDOLOD & xLODGen Support
Yes, EVT has 3d tree LODs. Yes, using the darker version is likely to cause the issue you are seeing, as has already been explained to you multiple times. And yes, you can choose to have 3d LODs farther out, by simply changing the tree rule in DynDOLOD to use the higher quality 3d LODs in the higher levels. -
Okay, so I tested this some more. I tested with a vanilla game, and they also flickered. Opening some of the affected lods in Blender, it seems that some of the road pieces are what I'd describe as manually double sided, so that the faces are almost right on top of each other in the mesh. But I can't easily remove those faces without more manual rework of the mesh, as seams develop. I verified the following two are affected: HWSingleChunkLarge01_LOD_0.nif HWSingleStr01_LOD_0.nif Seeing these and observing what was causing the issue, and the fact that the issue didn't affect any of the two level highways with beams, I simply applied a separate material without the two-sided flag to the following LODs which were visually similar. I don't believe that there will be any visual degradation for these without the two-sided flag. HWDoubleChunkLargeTop01_LOD_0.nif HWDoubleChunkLargeTop02_LOD_0.nif HWDoubleChunkLargeTop03_LOD_0.nif HWSingleChunkLarge01_LOD_0.nif HWSingleChunkLarge02_LOD_0.nif HWSingleCurveL01_LOD_0.nif HWSingleCurveR01_LOD_0.nif HWSingleEndCap01_LOD_0.nif HWSingleEndCap02_LOD_0.nif HWSingleEndCap03_LOD_0.nif HWSingleRampDown01_LOD_0.nif HWSingleRampUp01_LOD_0.nif HWSingleShiftL_LOD_0.nif HWSingleShiftR_LOD_0.nif HWSingleStr01Free_LOD_0.nif HWSingleStr01_LOD_0.nif HWSingleStr02Damaged_LOD_0.nif HWSingleStr02Free_LOD_0.nif HWSingleStr02_LOD_0.nif HWSingleStrExit01_LOD_0.nif HWSingleTranMidRampShiftR01_LOD_0.nif HWSingleTranOutRampShiftR01_LOD_0.nif HWSingleTransInRampShiftR01_LOD_0.nif Afterward, I quickly tested the entirety of the highways to see if there were any issues, and all the z-fighting was gone. Here is my proposed fix: https://mega.nz/file/wYgiFbQY#ysGAkjuRGy6DExRhhpat2RQvuyR_yV7Ek51mlDcUCT0
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Discussion topic: Where in this Wasteland am I by ShatteredSteel Wiki Link There's probably a better mod for this, but this is the one I found which allows me to know the cell location I am standing in.
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- 02-extenders
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Please help, what to put in mod organizer,
DoubleYou replied to Kadyn's topic in General Skyrim SE Discussion & Support
Yes. This is expected behavior. -
World map issue. Step SkyrimSE v2.0.0
DoubleYou replied to sutex's topic in General Skyrim SE Discussion & Support
LOD4 is highest quality. Even a high end graphics card can be brought to its knees by using the highest quality everywhere, with very little, if any, visual improvement. -
Commonwealth -10 7. This is at top of Corvega looking toward the big windmills. I'll look deeper tonight.
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World map issue. Step SkyrimSE v2.0.0
DoubleYou replied to sutex's topic in General Skyrim SE Discussion & Support
Your xLODGen was done incorrectly. You need to adjust your settings to match the guide. Your DynDOLOD was done incorrectly. You have not set the required DynDOLOD ini settings prior to generation. If color is an issue, be advised the map weather is altered and now reflects the time of day. -
Please help, what to put in mod organizer,
DoubleYou replied to Kadyn's topic in General Skyrim SE Discussion & Support
The Mod Organizer box is only for Mod Organizer, not Vortex. Vortex utilizes the default game paths, so you shouldn't need to change anything under setup. -
ACCEPTED Obsidian Mountain Fogs Tweaked (by Cathedral Team - Scott Clam)
DoubleYou replied to z929669's topic in Skyrim SE Mods
I will agree to any reduction, as I have always complained about the original being too big. Fixing the large reference issues is also a plus.- 5 replies
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- SKYRIMSE
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FEEDBACK v2.0.0 - Feedback & Bug Reports
DoubleYou replied to DoubleYou's topic in Step Skyrim SE Guide
This was discussed in the mod topic, but was never acted upon. I believe it should be safe to ignore that file based off that discussion. -
ACCEPTED Security Overhaul SKSE - Lock Variations
DoubleYou replied to CorpCord's topic in Skyrim SE Mods
I do like the look of this. When it first came out, it wasn't compatible with the 1.6.x runtime, so I skipped over it, but I see this has now been remedied. Marked for testing.- 7 replies
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@sheson Do you remember why you set the two-sided flag on the hwoverpasslod.bgsm material in the FO4LODGen Resources? Does it perhaps allow the bottom of the lods to display a texture where there previously wasn't, or perhaps block sunlight? Unfortunately, it seems to cause some z-fighting on some of the LODs. Easy solution is to unset the flag, but I'm hesitant to do so, since I believe you did it on purpose, in which case it would be better for me to find the LODs with issues and redirect to a separate non-two-sided material, or find some other solution. With two-sided flag, some z-fighting on some pieces: Without two-sided flag:
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It looks like an issue with your xLODGen meshes. Check over your settings carefully and regenerate your terrain LOD. This doesn't appear to be an object LOD/DynDOLOD issue.
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Upon further investigation, the optional file for NPC greeting distance is already set for us by Realistic Conversations Fallout 4, so no need to use it.
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- 16-interface
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Inconsistent tree brightness
DoubleYou replied to Soulmancer's question in DynDOLOD & xLODGen Support
It's the Sleeping Tree I do believe. It's a unique tree in the game. -
Discussion topic: Ultimate Window Overhaul Redone by UFR Wiki Link
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- 06-models and textures
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Discussion topic: Prydwen 2K Textures by tamu75 Wiki Link
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Discussion topic: Boston Natural Surroundings by Silverfox600 Wiki Link If you wanted something more than just dead trees in the Commonwealth, this is a good mod for it. Adds trees and grasses.
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Discussion topic: Lush Landscapes by Doodlezoid Wiki Link I've used this mod, and it fits quite well, just the settings I had made there be too much grass. I found I was disabling grass with the tg console command in order to locate fallen bodies of enemies (hey, where is that legendary raider!). This might be alleviated with tweaking, however.
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Discussion topic: True Grass by L00 Wiki Link I don't really feel Fallout 4 needs much of a grass overhaul for a vanilla-friendly setup, but I think it would be good to compare.
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ACCEPTED MystiriousDawn's HD Lensflare (by MystiriousDawn)
DoubleYou posted a topic in Fallout 4 Mods
Discussion topic: MystiriousDawn's HD Lensflare by MystiriousDawn Wiki Link- 2 replies
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