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Everything posted by DoubleYou
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Have you by chance disabled or renamed the MajesticMountains_Landscape.esm file? Because that's your issue, if so. TexGen contains special rules to handle Majestic Mountains that are loaded when that plugin is enabled.
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In case anyone doesn't know, OlivierDoorenbos has passed away. This update was one of the final things he did prior to his passing.
- 32 replies
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- SKYRIMSE
- 18-lighting and weather
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Increasing the Render View Distance?
DoubleYou replied to mooit's topic in General Skyrim SE Discussion & Support
I was misinterpreting due to compression of the video. Your shadow settings are fine. -
TexGen not finding configuration files to force billboard generation
DoubleYou replied to tooandrew's question in DynDOLOD & xLODGen Support
Strip the hypen. -
Increasing the Render View Distance?
DoubleYou replied to mooit's topic in General Skyrim SE Discussion & Support
That is all the fuller it gets I do believe. -
Increasing the Render View Distance?
DoubleYou replied to mooit's topic in General Skyrim SE Discussion & Support
You can't uninstall complex grass. You have to disable it in the ENB GUI. Uninstalling the complex grass textures while leaving complex grass enabled will cause the awful grass appearance you're seeing. -
Are you using the Step Patches? I think we have a modification for the torches in there. Otherwise, it may be possible that the Milk Drinker ENB turns off some particle lights perhaps? Not sure on that though.
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Increasing the Render View Distance?
DoubleYou replied to mooit's topic in General Skyrim SE Discussion & Support
Oh, I can see better from the screenshots now what is going on. The problem is ENB Complex Grass. It is literally impossible to get grass LOD to blend naturally with ENB Complex Grass atm. There is discussion about possible ways to rectify this, but currently no 100% accurate way to fix this. You're probably better off disabling it until it can get fixed. -
Increasing the Render View Distance?
DoubleYou replied to mooit's topic in General Skyrim SE Discussion & Support
Looks like your shadow distance is too high, so the shadow of the trees on the grass on fully loaded grass makes it darker. -
Discussion topic: Precision - Accurate Melee Collisions by Ersh Wiki Link Looks promising. Might break my cheat of sneak attacking sleeping draugr in their coffins.
- 1 reply
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- SKYRIMSE
- 05-animation and physics
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Trees on map is determined by the Tree rule in DynDOLOD, whether or not you are using level32 object LOD on the map. If using Level32, ensure to change the tree rule to point to something other than None for LOD Level 32. I recommend Billboard6 for the map. And the combination is Level32=1 and uLockedObjectMapLOD=32 for level32 map. For default Level16 map, it is Level32=0 and uLockedObjectMapLOD=16.
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GUIDE v1.1.0 - Feedback & Bug Reports
DoubleYou replied to TechAngel85's topic in Step Fallout New Vegas Guide
The only reason that I would extract a BSA would be if there are issues with it that need fixed or a file from it that I need to overwrite a loose file. It is a known issue that sound files can be particularly troublesome in BSAs, so I wouldn't doubt there may be some mods incorrectly packaged. I doubt that using zlib compression significantly impacts performance in either case, but I haven't tested that. I will say that loose files in general negatively impact loading time even on solid state drives in my experience. -
Sorry if this is beating a dead horse. Mountainslablod for MM vs TexGen
DoubleYou replied to EazyH's question in DynDOLOD & xLODGen Support
Yes, TexGen should overwrite Majestic Mountains LOD files. TexGen is designed in a way to make your full textures match your LOD textures. -
ACCEPTED Enemy (R)Evolution of Skyrim (by Mangekyoumadara1987)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Only one I question are Cultists.- 34 replies
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- 15-gameplay-skills and perks
- mod
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NiAlphaProperty is required for textures used that contain alpha. If the texture has alpha, and the mesh doesn't, it will appear bugged in game in some situations, but not all situations. If you remove the alpha from the texture, you can remove the alpha from the mesh, but consider that there may be a reason for the alpha on it. If Simplicity of Snow cannot handle alpha, then I would consider that to be an issue with the use of that mod over BDS. It looks like you are trading invisible conflicts for visible ones using that mod.
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FEEDBACK v2.0.0 - Feedback & Bug Reports
DoubleYou replied to DoubleYou's topic in Step Skyrim SE Guide
I tended to always have too many potions, but I always attributed it to how much alchemy I would do. I did suggest that mod mentioned, and I like that idea better than our current implementation. -
Easy. Right-click the separator and choose "Select Color..." Text color will be chosen automatically to ensure visibility.
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SKYRIMSE Weird blue square(s) on certain trees
DoubleYou replied to user1983901's question in DynDOLOD & xLODGen Support
This is a missing texture in Object LOD. Regenerating TexGen and DynDOLOD should fix it. Pay attention and look for any warnings about missing tree textures. -
Cleaning the Skyrim SE DLC ESMs + Update.esm
DoubleYou replied to theblackman's topic in Step Skyrim SE Guide
For Skyrim Special Edition, yes, clean them.- 29 replies
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- SKYRIMSE
- cleaning plugins
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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

