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Everything posted by DoubleYou
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That’s not how it works. You need to delete the old output first, as it will not generate what is already there as it will think it is updating a partial generation. You really should fix the path issue so that it is generated where you want it.
- 6 replies
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- SKYRIMSE
- DynDOLOD 3
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No More Creation Club News ANNIVERSARY EDITION (by Nico coiN)
DoubleYou replied to DoubleYou's topic in Skyrim SE Mods
Nor me, but we're way off topic.- 9 replies
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- SKYRIMSE
- 16-interface
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Check the log file. It probably says where the files were saved. You'll need to rerun xLODGen to change the gamma anyway, however.
- 6 replies
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The only thing you should need to change from the guide instructions is that you will NOT have the "(TEMP) Cathedral Landscapes - xLODGen" mod installed, so you don't need to temporarily enable that, and you probably do not need to adjust the gamma. I think everything else is pretty much the same.
- 6 replies
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- DynDOLOD 3
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No More Creation Club News ANNIVERSARY EDITION (by Nico coiN)
DoubleYou replied to DoubleYou's topic in Skyrim SE Mods
Can't you add it to your adblock?- 9 replies
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Cleaning the Skyrim SE DLC ESMs + Update.esm
DoubleYou replied to theblackman's topic in Step Skyrim SE Guide
See the post above and relevant discussion. Given the nature of large reference bugs, this is an extremely valid reason to clean all the Bethesda masters, regardless of the previous discussion. Large Reference bugs are well documented as causing flickering as well as other graphical issues, and without cleaning them, or patching them (a lot of needless work), these glitches will prevail. This is especially more important with the new AE Creation Club content. I am therefore recommending we continue to advise and instruct users of our guides to clean these.- 29 replies
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- SKYRIMSE
- cleaning plugins
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Discussion topic: No More Creation Club News ANNIVERSARY EDITION by Nico coiN Wiki Link We may want to implement this instead of toggling off the Bethesda Modding Platform, since that is used for the Anniversary Edition content, and probably should remain enabled. This will hide the spammy "Creation Club News." I don't think we have another mod that covers this.
- 9 replies
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- 16-interface
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DROPPED .NET Script Framework (by meh321)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Dropped for 2.0.0 as it is not compatible with Anniversary Edition 1.6.x runtime. If there is a future update to this, we can simply add it back in.- 31 replies
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- SKYRIMSE
- 02-extenders
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Uploaded version 3.6 Presets: Skyrim Special Edition BethINI presets have had significant performance-related changes more in line with today's hardware and the latest testing. The changes should result in very minimal difference performance while increasing details, especially distant details, which, to be frank, had been seriously gimped previously. However, I will warn you that my testing showed about a 4% drop in performance in the BethINI High preset versus the previous version. This is mostly caused by a slight bump up in Object Detail Fade and Grass Fade, and partially Distant Object Details. Consider tweaking these settings slightly lower if you find this slight drop unacceptable. All other presets had very minimal performance change, but results may vary between systems. Presets: Fallout 4 BethINI presets have had significant performance-related changes. The previous presets were mostly vanilla with very minimal changes. Presets now more closely line up with expected performance of vanilla presets, albeit more detailed. Presets: Fallout 3 and Fallout New Vegas presets were revised slightly. Recommended Tweaks: Added additional tweaks for Skyrim - uMaxSizeForCachedSound:Audio 4096, fDialogueHardStopAngle1P:Controls 180, fDialogueHardStopAngle3P:Controls 180, fDialogueSoftStopAngle1P:Controls 150, fDialogueSoftStopAngle3P:Controls 150, bBackgroundLoadVMData:General 1, uMaxCustomItemNameLength:Interface 64. Recommended Tweaks: Removed tweaks for Skyrim - f3PArrowTiltUpAngle:Combat 0.7, fSkyCellRefFadeDistance:MAIN 600000 Recommended Tweaks: Added additional tweaks to recommended tweaks for Skyrim Special Edition - uMaxSizeForCachedSound:Audio 4096, fDialogueHardStopAngle1P:Controls 180, fDialogueHardStopAngle3P:Controls 180, fDialogueSoftStopAngle1P:Controls 150, fDialogueSoftStopAngle3P:Controls 150, bEnableLandFade:Display 0, fWaterSSRIntensity:Display 0.5, iLandscapeMultiNormalTilingFactor:Display 1, bBackgroundLoadVMData:General 1, uMaxCustomItemNameLength:Interface 64. Removed Tweak: Sun-Shadow Transitions for Skyrim Special Edition was removed since it can cause blinking shadows. If you wish to change this setting, you can still do so in the Custom tab. Removed Tweak: Sun-Shadow Update Time for Skyrim Special Edition. If you wish to change this setting, you can still do so in the Custom tab. Removed Tweak: Sun-Shadow Update Threshold for Skyrim Special Edition. If you wish to change this setting, you can still do so in the Custom tab. Controversial Tweaks: Added Sun-Shadow Transitions for Skyrim Special Edition since it can caused blinking shadows. GUI Change: Moved position of Ambient Occlusion for Skyrim Special Edition. GUI Change: Several sliders have had their ranges increased/decreased under View Distance. Bugfix: Skyrim Special Edition didn't backup SkyrimCustom.ini. Bugfix: Changed all references to "Lock Sensitivity" to "Look Sensitivity." I legitimately thought it was called "Lock Sensitivity." Bugfix: New AE settings no longer removed for Skyrim Special Edition. Bugfix: Fixed broken links. The presets included in this update are superior to those defined in the beta, and will be merged with the beta at next beta release.
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DROPPED WoW Dragon Mounds CTD Fix (by Diego2891)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Agreed. Vote yes.- 7 replies
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- SKYRIMSE
- 18-lighting and weather
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Flickering 'land' in the water of the world map.
DoubleYou replied to Dediles's topic in Step Skyrim SE Guide
Most likely you forgot to set optimize unseen to 550 for lod32. -
Initial Setup (SSEEdit)
DoubleYou replied to Ricemachine88's topic in General Skyrim SE Discussion & Support
xEdit was supposed to be setup to output files into the xEdit Output mod. The xEdit Output mod should have been created here: https://stepmodifications.org/wiki/SkyrimSE:1.0.0#Tool_Setup Move the contents of overwrite into the xEdit Output mod and ensure that you now have it set up correctly for any subsequent runs.- 3 replies
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- SKYRIMSE
- troubleshooting
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Bug confirmed. Only broken on Skyrim Special Edition. Stupid mistake on my part. Not sure how I missed this, and I'm honestly surprised it wasn't reported before now.
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Merged Patch SSEdit Plugin Loading Limit Question
DoubleYou replied to Arel's question in General Skyrim SE Support
Making your own leveled lists patch is the best route. You can use a bashed patch and verify/modify in xEdit afterward as well. -
Merged Patch SSEdit Plugin Loading Limit Question
DoubleYou replied to Arel's question in General Skyrim SE Support
If you've followed The Method without sorting with LOOT ever, than do not sort with LOOT. The STEP guide provides its own patch based off a LOOT sorted load order, which is why it says to sort with LOOT. Making your own patches by following The Method replaces all that. SSE-Terrain-Tamriel-Extend.esm should be loaded high in the load order. It really should not matter exactly where, just with the masters is fine. It is only used for xLodGen and then removed from the load order. -
FEEDBACK v1.0.0 - Feedback & Bug Reports
DoubleYou replied to z929669's topic in Step Skyrim SE Guide
Use the images shown here until we can fix this: https://stepmodifications.org/wiki/SkyrimSE:2.0.0#xLODGen -
ACCEPTED A Clear Map of Skyrim and Other Worlds (by DoubleYouC)
DoubleYou replied to z929669's topic in Skyrim SE Mods
I have not looked at the updates yet, but I think this might simply be the map's version of the occlusion bug where water disappears. I would regenerate occlusion data.- 85 replies
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- SKYRIMSE
- 16-interface
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The Make New Record From Overrides script is broken
DoubleYou replied to Daemonjax's question in xEdit Support
Check the xEdit Discord: https://tes5edit.github.io/docs/ -
The case for flagging every plugin as an ESM
DoubleYou replied to Daemonjax's topic in General Skyrim SE Discussion & Support
Or you could simply set TreatAllModsAsMasters=True in SSE Engine Fixes. My gut tells me this is a bad idea, but I don't really have a good argument against it. If you ask on the xEdit Discord, they could probably give you a better idea about this. -
Now that's pretty cool!
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Uploaded 4.0Beta3 Switched to onefile method via pyinstaller so there aren't a whole bunch of other files to confuse people with. Added ability to set custom pack settings for displaying widgets. Fixed bugs in INI file parsing in some cases. Restore Backup dropdown now will actually restore the selected backup instead of doing nothing. Still needs work. Tooltips no longer will fail to display and cause widgets to simply blink upon hovering in some cases. Tooltips now display at a fixed font size instead of mirroring that of the widget it was focused over. Tooltips now display the relevant INI settings they modify if available. Tooltips can now be set to a custom wrap length if necessary. Presets were updated for Skyrim Special Edition slightly. Positions of controls for both Skyrim Special Edition and Fallout 4 plugins were modified. Standard beta disclaimer to not actually use this except for testing purposes only at this point as I continue to fix bugs.
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ACCEPTED Thieves Guild Requirements SE (by kryptopyr)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Thank. God. This has been a big annoyance of mine for quite some time.- 8 replies
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- SKYRIMSE
- 14-gameplay-quests
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It's simply a bug with using bDisableShadowJumps=0. Bethesda often leaves old methods in the game that can cause issues when tweaked. The bug is likely related to the climate engine bug that is only fixed in the AE edition of SSE Engine Fixes 6.0.2 where the sun position is not properly calculated when loading a save in an interior, but this is unverified.
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In my testing, a simple restart of the computer could be enough to fix the issue, because it is caused by a game bug dependent upon a certain set of circumstances. Therefore, it took me quite a while to diagnose the issue when I first discovered it. This is why it could easily seem like removing a mod could fix it, when instead the bug simply didn't occur that time.

