Back2friday Posted October 17, 2025 Posted October 17, 2025 When i run PGpatcher it creates meshes that overwrite meshes from mods like Landscape and Water Fixes. Is this ok? Or do i need to delete them from PGpatcherOutput?  I also have a nif mod that edits a glow from campfire, but if i let PGpatcher overwrite that mesh, the fix is gone. So i needed to remove that mesh from PGpatcheroutput to get it working again. So i was wondering if this is same case with the Landscape and Water Fixes mod.Â
traison Posted October 17, 2025 Posted October 17, 2025 As long as your load order was good at the time you ran PGpatcher, the output will also be good. The biggest issue with PGpatcher is that now if you remove a mesh mod, or a patch for a mesh mod, that patch or mod most likely won't go away until you run PGpatcher again. A bit like xLODGen, DynDOLOD and many other such utilities.
Back2friday Posted October 17, 2025 Author Posted October 17, 2025 (edited) 6 minutes ago, traison said: As long as your load order was good at the time you ran PGpatcher, the output will also be good. The biggest issue with PGpatcher is that now if you remove a mesh mod, or a patch for a mesh mod, that patch or mod most likely won't go away until you run PGpatcher again. A bit like xLODGen, DynDOLOD and many other such utilities. But how do you explain the campfire fix i mentioned? PGpatcher is always after all my mods. Nothing overwrites the Output. This also happens with a Gildergreen Tree replacer. If i dont remove the nif from the PGoutput, the replacer does not work.  For the record all my parallax/complex textures works as it should. I was just wondering if the created meshes undo some meshes that fixes some stuff. Edited October 17, 2025 by Back2friday
traison Posted October 17, 2025 Posted October 17, 2025 (edited) 1 hour ago, Back2friday said: But how do you explain the campfire fix i mentioned? Â I would chalk that up to the same reason why running the kelp mesh from Verdant through PGPatcher makes the harbour area in Solitude CTD. It's not perfect. I haven't looked into what goes wrong here, but I think this is proof enough that the output is not 1:1. Â When I said the output is "good" above, I meant if a mesh was winning a conflict, it will also be there when you enable PGPatcher's output. Â 1 hour ago, Back2friday said: This also happens with a Gildergreen Tree replacer. Â You got any special rules enabled? Does this tree replacer fall into one of the mesh block list items for instance? Edited October 17, 2025 by traison
Back2friday Posted October 17, 2025 Author Posted October 17, 2025 1 minute ago, traison said: You got any special rules enabled? Does this tree replacer fall into one of the mesh block list items for instance? Rules? Idk what you mean. I guess notÂ
traison Posted October 17, 2025 Posted October 17, 2025 Mesh Allow List Mesh Block List Manual Texture Maps Dynamic Cubemap Blocklist MO2 Loose File Order True PBR ...I mean the entire UI is full of rules that affect what (if anythinmg) comes out the other end.
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