Requesting Support - hakasapl/PGPatcher GitHub Wiki

We are happy to help you with issues you are experiencing with PGPatcher. Support is offered on Nexus or Discord. GitHub issues are primarily for feature requests or bug reports, not for general support, though if you suspect something is a bug, feel free to file a GitHub report as well.

Please read the trbouelshooting guide in full before requesting support.

Please include any and all relevant information in your request as outlined below. It is very difficult to help without this information.

Obtaining Mesh Information

If the issue doesn't concern a visual or mesh issue in-game, you can skip this section.

Follow these directions to find the relevant files for pre-PGPatcher mesh and post-PGPatcher mesh.

  1. If you haven't already, install More Informative Console
  2. Open the console in-game and click on the relevant object. Confirm you have the right object by looking at the more informative console information on the top left. You can use your scrollwheel to scroll between selections that are close by.
  3. Hover over the Model field on the top left and press shift
  4. Now go to the Model Path field on the right, and press shift again
  5. On the right will be the full path to the relevant NIF file. Note this path carefully - PGPatcher sometimes generates duplicate meshes so this path may not be the same as the path of the base mesh.
  6. Find the mesh file from the PGPatcher output and attach it in your request. If submitting a but report on GitHub, you need to put the file in a zip archive first.
  7. Find the base mesh file and attach it in your request. This is the mesh in your load order before PGPatcher. The path is the path you found above, except without the _pgpatcher_dups folder if it exists.
    1. If using MO2, you can use the data tab on the right side to find from which mod a mesh comes from. Be sure to enable experimental archive parsing in settings so that BSAs are searchable too. If the mesh is in a BSA, you can use something like BSA Browser to extract it.

Obtaining Plugin Information

If the record was modified by PG_X.esp (where X is any number), please include a screenshot from sseedit of the record with all fields expanded so anything that changed is clear. You can find the formid using more informative console by clicking on the relevant object in-game. More informative console will also tell you if the base was last changed by PG_X.esp - if it wasn't, no need to send a screenshot.

If the issue is a Crash-To-Desktop (CTD) issues of PGPatcher

If PGPatcher itself is crashing, please enable Debug Logging and Trace Logging under Processing in the launcher GUI. Then, after letting it crash again, please make a zip archive of your logs folder and include it in your report. The logs folder is in the same location as PGPatcher.exe if installed externally, or in your overwrite folder if installed as a mod in Mod Organizer 2.

In addition, try running the patcher with multithreading off to see if it still crashes - this helps devs narrow down the issue.

If the issue is a Crash-To-Desktop (CTD) issues of Skyrim

First, validate that PGPatcher is indeed the issue by disabling the output mod and verifying that the crash is not reproducible.

Please generate a crash dump using this mod and include it in your report.

Minimum Reproducible

Sometimes you might be asked to provide a minimum reproducible if the issue cannot be reproduced by PGPatcher developers. In this case you can follow this procedure to find a reproducible as quickly as possible.

You should define a minimum set of mods, if any, that are required to reproduce the issue you are reporting on. We can't hunt through your load orders here. A good technique to finding out which mod is causing the issue is to use the binary search method:

  1. Create a new profile in your mod manager so you do not lose your original state
  2. Disable half your mods
  3. If the bug occurs, disable the other half instead
  4. If the bug doesn't occur, re-enable half the mods you had disabled
  5. Keep going until you are left with a single mod or a minimum set of mods

Even with a 1000 mod list, this will only require 10 iterations so it is relatively quick to do.