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Pink Smoke


crabby002

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Yes, it is a missing texture as it is always a missing texture when something is purple.

 

What you can do is to see in your modlist which mod that changes the magic effects and load it in TES4Edit, check which effects are changed or are new and then changed that specific effect back to normal or use an Oblivion standard effect instead, either with TES4Edit or CS but it is easiest to find it in TES4Edit first I think. I had to do this when I tried the Stranded Light as those enchanted effects where driving me nuts. They do look nice but are too much in the long run.

Edited by Pellape
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Hmm, that's definitely a missing dust particle texture there. However, which mod is changing these and in a way so the game now points to a file that's missing? Shouldn't they normally just replace the texture file, that is provide a loose file replacement for the original one stored safely away in the BSA? How can messing in any way with the loose files cause the game pointing to something missing then instead of the safe and protected original?

 

Unless, of course, something weird was done in terms of Archive Invalidation, like using archaic ways to it which never worked really correct to begin with (using the file "Archive Invalidation.txt", or the destructive method of "Archive/BSA Alteration" directly editing the original BSA thus destroying the way back).

And did you know that leaving an entry inside the "Archive Invalidation.txt" pointing to a replacement file you uninstalled will actually "cause" the missing texture error, as it's pointing the game to a missing file? Even having switched later to the better methods, having the file with rogue entries still in your folders can and will still force the issues.

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Well I never fooled around with magic effects until I installed that bloody mod so I loaded it in TES4Edit to see how they are made right now.

 

Each magic Effect Shader points at 0 to 2 textures, that are placed under textures\Magic. Those that has no textures are flagged for not having them with: No Particle Shader. So it should be easy to find them if you know the name of the spell or effect that you are using. Place that arrow on the ground and open console, click it at type GetBaseObject and you see from which mod it comes from with help of the 2 first numbers it shows and you can load that mod in CS or Tes4Edit and check it out.

 

Alternative to typing GetBaseObject in the console is to use: RefScope

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