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problem locating texture file to fix missing texture's


andy12324

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hi there i have missing texture's on some of my dwemer walls and pillars but its very specific ones so i know it's a certain mod but cant seem to pin point it i was hoping someone here could help me so i dont have to search through all my mods one by one i have some pic that shows the texture panel of MIC Screenshot(87).thumb.png.8620827a64f0baa4b9612344e7ad4aae.png  

this is my load order aswell

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Hi, andy - glad to see that you made it over, I tried to check on your earlier post, and couldn't find it, got concerned.  What mod manager are you using?  That might help others pinpoint your problems.

First, you need to mouse over to the second panel in the above example, and use the SHIFT key over each value such as [5], and see what information is there.  You can do the same thing over the scrolling arrow at the top/bottom of the panel to show the additional textures not yet shown of the 27 indicated.  Make note of any mods that modify those textures, and look through your mod list.

That said, I see DweKingRock01.dds, and wonder if it is somehow connected to the mod that has King in the name, or maybe the name of the mod author?  You might go back and try to zoom in on individual areas using the ~fov command, such as fov 25, and try to click directly on the gray panels, or the pale yellow borders, or the more intense yellow/golded stone panels, to see if you can reduce the amount that you have to browse through.  Can't promise that it will work, as textures that come from mods w/o an .esp might not be listed.

Remember, the SHIFT key is what you need to break down information in MIC.

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  On 7/5/2024 at 3:12 PM, 7531Leonidas said:

Sorry, I have no ideas, except that you load up your mods in SSEEdit, and do a search for the problematic texture(s).  Maybe someone knows a trick in the Creation Kit that would help you isolate it.

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don't mean to step on toes, but in case you need, basic instructions

you have the baseID of the object, and the textures listed by your screenshot... load up SSEEdit, full modlist, use the baseID 0004c564 (don't use the refID unless you're concerned about object positioning) to find the object, and check to make sure all proper texture path records are forwarded to last edit, far right... may require making an overwrite patch if you have multiple mods making edits to that object
after records have been verified and final record contains all pertinent changes, in MO2, the data tab, verify ALL textures that apply to that object are available in the proper locations designated in the final record (and from your preferred texture mod... if multiple mods contain that file, winner is listed in red... this applies to ALL files, including the nifs if multiple are present)
depends on your mods, but this can also happen, the .nif itself may be referencing textures files/paths that are not accurate, you should probably verify those as well, just to be safe
missing/purple textures are generally due to record conflicts and/or possibly missing/misplaced texture files

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  Quote

you have the baseID of the object, and the textures listed by your screenshot... load up SSEEdit, full modlist, use the baseID 0004c564 (don't use the refID unless you're concerned about object positioning) to find the object, and check to make sure all proper texture path records are forwarded to last edit, far right... may require making an overwrite patch if you have multiple mods making edits to that object
after records have been verified and final record contains all pertinent changes, in MO2, the data tab, verify ALL textures that apply to that object are available in the proper locations designated in the final record (and from your preferred texture mod... if multiple mods contain that file, winner is listed in red... this applies to ALL files, including the nifs if multiple are present)
depends on your mods, but this can also happen, the .nif itself may be referencing textures files/paths that are not accurate, you should probably verify those as well, just to be safe
missing/purple textures are generally due to record conflicts and/or possibly missing/misplaced texture files

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 Screenshot(90).thumb.png.4ed9e3416327089df1d175abbc8570d1.png   

hi hope i did the quote thing right i couldn't find a reply to post option anyway i tried what you said but as i don't use sseedit all that often I'm unsure on what this stuff means I'm guessing my problem might be something to do with the grey fox mod or forgotten city mod but not sure I've taken screenshots to reference 

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just a note, but the first image you uploaded contains the correct baseID, the second plus images don't pertain your texture fault, wrong nif

the first sseedit screenshot is the one to look at, but both records belong to the skyrim master with no overwrite (on the second baseID, also on the assumption you loaded all mods), so everything should be good with records... sseedit isn't the answer this time... when you expand Model on the right side, you'll see the nif file it's pointing at, Dungeons\Dwemer\BgHalls\DweHallBg2way01.nif

time to search your nif file now, included are my screenshots to reference... you'll see in mine, the mod that wins is Golden Dwemer Pipeworks... you can double click it to open there and follow along... click the section of nif with texture faults, expand to see what textures apply, then go back to MO2 to use the same search in the data tab to ensure all the textures are present in the correct locations with correct filenames

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Edited by radiusrsatti
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