Fallout 4 0.344
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- *blah-blah-blah maniac*
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Re: Fallout 4 0.344
Because as i said, it's incompatible.
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Re: Fallout 4 0.344
Ok, worth a try nevertheless.
Thanks a lot for all the effort!
Thanks a lot for all the effort!
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Re: Fallout 4 0.344
Give me time, after several hours i'll try to make other build tests. But i doubt about it after looking that source code of that mod modify display resolution setting. Hard to say for sure, i didn't try to dig enough to understand completely. If you by the chance use dsr, then turn it off, may fix scaling issue.
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Re: Fallout 4 0.344
Sure thing - take your time. I'll check back for testing anytime.ENBSeries wrote:Give me time, after several hours i'll try to make other build tests. But i doubt about it after looking that source code of that mod modify display resolution setting. Hard to say for sure, i didn't try to dig enough to understand completely. If you by the chance use dsr, then turn it off, may fix scaling issue.
Nope, not using dsr at all.
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Re: Fallout 4 0.344
Version updated, download again
Removed code of displaying shader compilation notice to fix compatibility with one f4se mod.
HULKHOD3N
I didnt fbother and disable my code.
Removed code of displaying shader compilation notice to fix compatibility with one f4se mod.
HULKHOD3N
I didnt fbother and disable my code.
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Re: Fallout 4 0.344
Boris, It appears that, using enb with Creationkit crashes the creationkit, as soon as I disable the d3d11.dll file, the creationkit works again.
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Re: Fallout 4 0.344
Mod have code which skip initialization of the mod when process of CK detected by it's name, so if this not works, i can't do anything better.
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Re: Fallout 4 0.344
What's the file name that it looks for exactly?ENBSeries wrote:Mod have code which skip initialization of the mod when process of CK detected by it's name, so if this not works, i can't do anything better.
CreationKit.exe or Creation Kit 2.0?
I believe that it worked before, could be that they changed the name somehow?
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Re: Fallout 4 0.344
Gorgulla, it works okay here.Gorgulla wrote:What's the file name that it looks for exactly?ENBSeries wrote:Mod have code which skip initialization of the mod when process of CK detected by it's name, so if this not works, i can't do anything better.
CreationKit.exe or Creation Kit 2.0?
I believe that it worked before, could be that they changed the name somehow?