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Worldspace Transition Tweaks terrain problem
DoubleYou replied to DWM19's question in DynDOLOD & xLODGen Support
Ok, so to be clear, the xLODGen output was not installed, only the textures as modified by ACMOS Road Generator. Yes, that would indeed be problematic, as you would be missing all the seasonal mesh btr files.- 20 replies
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- wtt
- worldspace transition tweaks
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Worldspace Transition Tweaks terrain problem
DoubleYou replied to DWM19's question in DynDOLOD & xLODGen Support
ACMOS Road Generator only modifies a texture, if present. Last time I recall someone having trouble like this, they installed conflicting landscape mods.- 20 replies
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- worldspace transition tweaks
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ACCEPTED Console Commands Extender (by Fudgyduff)
DoubleYou replied to Greg's topic in Fallout 4 Mods
So I don't forget, this is the main thing this mod is providing: Vanilla Console Commands Extender- 6 replies
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- 02-extenders
- FALLOUT4
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I suppose it should be possible to determine the landscape height z at position x and y via an advanced xEdit script. I would expect you would use the position to determine the cell, and find the landscape record attached to the cell. There typically is a default land height found in the worldspace record, and the landscape record has in the Vertex Height Map an offset value for the cell. Using the default land height and the offset may get you close enough to the value you want. If you want a closer value, from there it seems to divide into 32 rows and 32 columns, so it would seem there are 1024 vertices in each 4096 unit cell. You would need to do some math to locate the correct row and column to read to get the offset at that position.
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Sorry I missed this post. I found the bug and it will be fixed in next version.
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Discussion topic: Collective Modding Toolkit by wxMichael Wiki Link
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Discussion topic: Integrated Addons by Glitchfinder Wiki Link
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- 14-gameplay-quests
- FALLOUT4
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Discussion topic: Engine Fixes - F4SE by bp42s Wiki Link
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LOD 32 quality was not set to 0 when xLODGen was run.
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You would need to change the path I would expect.
- 34 replies
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- prerequisite
- modding environment
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ACCEPTED Security Overhaul SKSE - Lock Variations (by powerofthree)
DoubleYou replied to Crimson13's topic in Skyrim SE Mods
If we ever go down the optimization route of archiving loose assets, it probably will be easier to simply teach users how to do it.- 3 replies
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- SKYRIMSE
- 06-models and textures
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Remove HasDistantLOD patcher and use FOLIP After Generation script instead.