Troubleshooting Guide - hakasapl/PGPatcher GitHub Wiki

This guide is intended to help users with troubleshooting issues resulting from PG output. READ THIS BEFORE MAKING A POST OR BUG REPORT!

Follow this guide in order from top to bottom to hopefully resolve the issue.

Introduction

Common things that you SHOULD NEVER DO that WILL cause issues

  • Hide/delete meshes from the PGPatcher output (use the various mesh filtering / mod filtering options instead, or find the root cause which is the better solution)
    • PGPatcher output meshes are tightly integrated with its plugin, not to mention PGPatcher will create duplicate meshes at new paths at times as well. Deleting meshes from the output is never the solution. It might work, but it likely will break other stuff and it is not supported.
  • Put any meshes after PGPatcher except DynDoLOD - I don't care if a mod author is telling you to do this, they are wrong!
    • Same reason as above, PGPatcher must control what meshes win in the end.

Common Issues

Weird looking texture applied on mesh

This case will happen when the winning mesh in your load order uses different UVs than vanilla. This is often an issue even without PGPatcher. To fix this, you need to ensure your winning textures for this mesh are designed for the winning mesh in your load order. Often this means getting other textures or removing the mesh with the different UV. This case only ever happens when mod authors do not follow best practices by using unique texture paths for meshes with modified UVs. I would suggest asking the mod author of this mesh to follow this practice and use unique paths.

Weird inverted warping on meshes

Example video

This is the result of bad tangent spaces on the base mesh. Most of the time, this can be resolved by opening the mesh in NifSkope, then going to Tools -> Batch -> Update All Tangent Spaces. This is not a process PGPatcher can detect and automate therefore this has to be done manually.

Warping around edges on meshes

Example:

This is an example of parallax warping. It will always happen on meshes that are not completely flat. Unfortunately there is no fix for this yet and it is just the nature of the parallax technique. Usually this warping will move a bit as well depending on where your camera is. If the movement is VERY dramatic, keep reading down the guide.

Complex material stuff is too blue

Starting with Community Shaders 1.0 there was a change to how CM/Dynamic cubemaps work. If you are seeing this the MA of your retexture would need to update their mod.

Texture mismatches

This is always due to running a stale DynDoLOD output. Every time the PGPatcher output is regenerated, TexGen/DynDoLOD must be regenerated with PG output enabled. This is because PGPatcher overrides static records, and DynDoLOD does this too, so DynDoLOD needs to see the PGPatcher records when generating its own plugin.

If you want to avoid re-running DynDoLOD for most cases, set your output directory to your mod folder and disable zip output. Then, don't delete your old output before running PGPatcher. PGPatcher will read the plugin in your old output to try to match up formids in the same way to avoid this from happening. This does not guarantee 100% that it won't happen, but it usually works 99% of the time. I WOULD HIGHLY RECOMMEND RERUNNING DYNDOLOD BEFORE A NEW PLAYTHROUGH REGARDLESS

Complex material patches break meshes

Example:

When PG patches for complex material, it sets several shader properties to best practice values for consistency (this is really important for most CM mods). This can cause an issue in some cases with complex material mods that ship meshes expecting to use their textures with different shader properties. This is especially apparent with older CM mods (those that came out before PGPatcher existed).

The only ways to fix this are:

  1. The mod author fixes the texture to work with best practice values
  2. You or the mod author create a CM metadata json so that PGPatcher knows what values to use.
  3. You ignore patching these methods by ignoring the whole mod via the mod dialog, or using the methods outlined here

Some objects are REALLY bright!

This happens when you have PBR mods in your load order but Community Shaders is not installed or not loaded somehow.

I use PBR but some of my PBR is really dark

Disable auto parallax, it is not needed with PGPatcher and can cause issues.

Parallax not matching or some other mismatch

Some examples:

All of these examples are a result of your PG mod priority order not being set correctly. Please follow the guidance of this page to make sure you are setting up your priority order correctly.

For these cases it can also help to see the warnings that are posted at the end of mesh generation, which tell you if assets from different mods are used together. You should verify that everything there is as it should be, and if it's not, you can resolve it by adjusting your priority order.