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.
Validate that PG output is causing the issue
Verify that the issue you are observing only occurs when the PG output is enabled in your mod manager. If yes, continue below.
Is the issue warping 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.
Is complex material stuff really 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.
Is there wrong textures applied to a mesh?
This is almost always due to running a stale DynDoLOD output. Every time PG is updated TexGen/DynDoLOD must be regenerated with PG output enabled. This is because PG sometimes changes the order of shapes and creates a plugin to reflect those changes in-game. DynDoLOD sometimes overrides these records so it needs to see the PG plugin when generating.
Since DynDoLOD takes a while to run in most cases, I recommend you to avoid running it while building a new modlist until you are happy with your PG meshes, then move on to generating LODs last.
I use a complex material mod and its objects get dark
Example:
When PG patches for complex material, it sets the environment map scale in the mesh to 1.0. This can cause an issue in some cases with complex material mods that ship meshes with an environment map scale value that is NOT 1.0. In the above image's cases, the mod GG's Complex Silverware uses an environment map scale of 5.0 and PG overrides this, resulting in this appearance.
PG needs to override this value, otherwise several vanilla meshes will look incorrect when complex material is applied to it, therefore the only fix for these cases is to add the relevant meshes to the NIF blocklist under advanced options
in the launcher GUI.
Is there some other kind of visual issue?
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.
Still have issues after all this?
Please file a bug report either on github or on nexus. Follow the bug report instructions here