FAQ - hakasapl/PGPatcher GitHub Wiki

General

Isn't is better for mod author's to make the meshes?

No. Enabling shaders on meshes is entirely deterministic and you can think of it as a set of "switches" in meshes. Mod authors should only provide meshes for convenience, it will always be better to patch your own meshes with a utility like PG so that any mesh improvement/fixes you may have get patched automatically.

Log Messages

BSA file not loaded by any active plugin or INI

This warning indicates that PG found a BSA file that is not loaded by Skyrim.ini nor a corresponding plugin. This can be ignored unless there are meshes/textures in that BSA.

Did not find required ... textures for ...

This warning indicates that a TXST record that needs to be patched because the original shape was patched cannot be patched using the files in your load order. For example if a shape was patched for complex material, but no complex material textures match the normal/diffuse in the texture set, then this warning will be issued. In this case PG will install a blank texture matching the correct shader so that the appearance does not break in-game. For the best results you should try to find a mod that gives assets for the indicated texture.

[Potential Texture Mismatch] Mod ... assets were used with diffuse or normal from mod .... Please verify that this is intended.

This warning is issued when a diffuse/normal in a shape comes from a different mod to the shader-specific files installed (For example _p.dds files for Parallax). This can mean:

  • your loose file order is not correct
  • you are missing parallax/complex material textures for your winning texture mod
  • the mod priorities are not set correctly in PG, i.e. don't match the ones from your mod manager
  • you have a parallax/complex material addon for a mod and thus the warning can be ignored

Some example load orders:

Example 1 - missing parallax/complex material maps

  1. Texture Mod 1 with parallax/complex material
  2. Texture Mod 2 overrides (parts of) Texture Mod 1

-> leads to the warning and floating textures since parallax textures of Texture Mod 1 are used with textures from Texture Mod 2

Solutions:

  • install parallax textures for Texture Mod 2
  • don't use Texture Mod 2

Example 2 - missing parallax/complex material maps

  1. Texture Mod 1
  2. Texture Mod 2 overrides (parts of) Texture Mod 1
  3. Parallax/complex material addon for Texture Mod 1

-> leads to the warning and floating textures since parallax textures of Parallax addon for Texture Mod 1 are used with Texture Mod 2

Solutions:

  • install parallax textures for Texture Mod 2
  • don't use Texture Mod 2
  • don't use Parallax/complex material addon for Texture Mod 1

Example 3 - wrong load order in PG

  1. Texture Mod 1 with complex material
  2. Texture Mod 2 with parallax overrides (parts of) Texture Mod 1

-> leads to the warning if the priorities in the conflict resolution of PG are not set correctly

Solutions:

  • set Texture Mod 2 with parallax to a higher prio than Texture Mod 1 with complex material in the conflict resolution of PG

Example 4 - Parallax/complex material addon

  1. Texture Mod 1
  2. Parallax/complex material addon for Texture Mod 1

-> leads to the warning but the warning can be ignored since the textures match