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Everything posted by DoubleYou
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Glitches at cave entrance terrain and a little more
DoubleYou replied to TaxTalis's topic in Step Skyrim SE Guide
You should be fine with just xLODGen and DynDOLOD for that mod. I doubt grass cache would really affect it, as grass doesn't typically grow high in the mountains. I'd leave it, and simply regenerate if you find an issue. The fix I posted will work as is. As long as it is above Occlusion.esp, should be fine. Fix isn't final, but it fixes it fine enough. -
Glitches at cave entrance terrain and a little more
DoubleYou replied to TaxTalis's topic in Step Skyrim SE Guide
Actually, I think the water issue is simply because you don't have the dev Step Patches we use for the 2.0.0 guide. There are probably several bugs you'll notice because of that. Mountain z-fighting is a bug with the game for forever. I don't think much can be done about that, but you could test out this mod: https://www.nexusmods.com/skyrimspecialedition/mods/37891. You'll need to redo your lods for the change to make effect. I was able to "dirty" patch the MM - The Cause issue easily enough: https://mega.nz/file/YAp2BKhS#rr3pEVV86sSnUgAya-9W9nK8jziksm9oZM8RBi2EB-I. I'll have to figure out how we want to handle this. -
Discussion topic: Majestic Mountains - Bloodchill Manor Patch AE by timbra Wiki Link This mod is probably necessary to fix this CC content for compatibility with Majestic Mountains. We should test this before we release 2.0.0.
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- SKYRIMSE
- 20-patches
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Glitches at cave entrance terrain and a little more
DoubleYou replied to TaxTalis's topic in Step Skyrim SE Guide
The problem at Varlais Caverns appears to be a conflict between Majestic Mountains and The Cause. I'll have to check what it looks like in vanilla and see how this can be fixed. T4 doesn't appear to be too keen on fixing bugs with the AE content, so we'll likely need to patch this ourselves. The uprooted tree issue affects all of that reference type (000B5F20). Base model is treepineforestuprootedstump01sn.nif provided by Enhanced Vanilla Trees. @z929669 would need to address this. Hiding the model fixes the issue, so there must be something wrong with the nif. As for the water, perhaps you have Reflect Sky option enabled in BethINI? That might be the cause of that issue. My water doesn't look like that from afar. -
Glitches at cave entrance terrain and a little more
DoubleYou replied to TaxTalis's topic in Step Skyrim SE Guide
Thank you for the detailed report. Could you please look in the DynDOLOD MCM and provide the cell coordinates of these locations so it is easier to locate these bugs? I think I remember seeing that glitched tree, but I thought it was a conflict with another mod I was using at the time so didn't look into it. I think the water thing is unfixable as of right now, but I am not sure. -
Settings can be "changed" in-game, but may not actually update during gameplay. The way to test is to add the setting and verify that the change is applied by observing the change itself. No other way to test it.
- 28 replies
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- SKYRIMSE
- 02-extenders
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BethINI Ultra uses significantly improved texture resolution settings compared to vanilla. This may cause reduced performance on heavily modded setups utilizing very high texture sizes. The presets are generally designed to be about the same or better performance on a vanilla setup, but are in no way a direct one to one relationship, especially when mods are added into the picture. Use a lower BethINI preset to remove performance issues.
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I have found that this mod does not work correctly on all the settings listed in my config for testing. Therefore, if you want to use this, do not use my config, as it WILL cause problems. The only ones verified to be working for the bottom config are: fBlockLevel0Distance:TerrainManager=# fBlockLevel1Distance:TerrainManager=# Until the mod officially supports any other settings, remove those from the config. And I should redo those two settings to be better optimized.
- 28 replies
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- SKYRIMSE
- 02-extenders
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ACCEPTED Saints and Seducers Flora ENB Light (by Mur4s4me)
DoubleYou posted a topic in Skyrim SE Mods
Discussion topic: Saints and Seducers Flora ENB Light by Mur4s4me Wiki Link Looks promising.- 9 replies
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- SKYRIMSE
- 21-post-processing
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@Majorman Should there be two custom INI files for Fallout New Vegas? I thought that JIP NV plugin only supported one?
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Our xLODGen instructions have mipmaps created for lod4 and lod32, but not for lod8 or lod16. I propose we use mipmaps for all of these. This will increase vram slightly (not really much at these texture sizes) but could improve performance if I understand how mipmaps work correctly. It may be good to test this at some point, but I should think we should have it all one way or the other. Also, we could lower the default Diffuse and Normal texture sizes. These sizes are used when the texture has a single color, solid dirt for diffuse, solid green for normal, so a lower texture size would be free vram. Just lower it to vanilla default of 128 I'd say, although lower really shouldn't affect I should think. Edit: Actually, reading through some of the testing here, it seems we shouldn't be using mipmaps at all? If so, we should simply revise the LOD4 and LOD32 images accordingly.
- 91 replies
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It fits nicely into Resources. Does nothing on its own; allows use of gid system with properly generated gid files.
- 29 replies
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- SKYRIMSE
- 03-resources
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It's either bBlurEnable=1 setting or bBlurSharpnessProfileEnable=1 setting. My money is on bBlurSharpnessProfileEnable=1.
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Interesting. I did make changes based off my testing, but I didn't see this issue. Is there a particular mod I need to test this against?
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Ensure you have the correct INI Path set in Setup as instructed during BethINI Initialization.
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DROPPED Archery Quick Shot Perk Bug Fix (by Dutchj)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Definitely. -
ACCEPTED Horse Stamina HUD - Script-Free (by Parapets)
DoubleYou replied to DoubleYou's topic in Skyrim SE Mods
It auto-hides with iHUD. Marking accepted for 2.0.0.- 5 replies
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- 16-interface
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You just extract the archive and overwrite all.
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I have moved your post. You can do either. I would recommend overwrite previous for simplicity.
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I vote to include this for 2.0.0.
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- SKYRIMSE
- 02-extenders
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ACCEPTED kryptopyr's Patch Hub (by kryptopyr)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Removed the instruction to install the Survival Mode (CC) __ WACCF patch if activating Survival mode since it is completely redundant with the Survival Mode (CC) __ CACO patch.- 83 replies
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- SKYRIMSE
- 20-patches
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Updated instructions to install the new candles from Saints and Seducers.
- 11 replies
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- SKYRIMSE
- 21-post-processing
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Page relinked to AFK Mods page since the Mod DB link doesn't receive the latest updates.
- 29 replies
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- SKYRIMSE
- 17-locations
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Lightened Skyrim (by nicola89b and Firegtx)
DoubleYou replied to DoubleYou's topic in Skyrim SE Mods
You guys are right. Not sure what happened. There are no Large Reference bugs with this mod. I checked all versions even, and none of them showed it, so I don't know what I was smoking, but it must have been pretty good stuff. Unless perhaps it was something to do with uncleaned DLCs? I don't care anymore as long as it's fixed.

