Grey Cloud Posted January 7 Posted January 7 I'm assuming it's a missing texture issue even though the colour isn't the usual one. The pillar is WRIntCastleFreePillar01. Form ID 0008783e. Only thing mentioned is Skyrim.esm. Looked in XEdit and the only instance was as a static in the cell block. No mention of any associated texture. The only mods I have altering Whiterun are SMIM and CleverCharff's Whiterun. Neither of these have a WRIntCastleFreePillar01 in their archive and neither does Noble Skyrim which I also checked. There's also some shit happening with the raod textures in the Whiterun but it's still dark outside so I haven't had chance to take a look at that problem. So, is there any way of knowing which texture should be on the pillars? Is it a texture issue? And if this isn't bad enough there's a bloke called 'Bob' in Candlehearth Hall. Could it be a parallax or CM thing?
traison Posted January 8 Posted January 8 (edited) Shading in general looks broken there, even on the textured bits. Disable ENB/CS and test again. 4 hours ago, Grey Cloud said: The pillar is WRIntCastleFreePillar01. Form ID 0008783e. Only thing mentioned is Skyrim.esm. Looked in XEdit and the only instance was as a static in the cell block. No mention of any associated texture. An ObjectReference is not the one that has meshes or textures assigned to it: [00] Skyrim.esm (24BB49CD) \ Cell \ Block 5 \ Sub-Block 5 \ 000165A3 <WhiterunDragonsreach> \ Temporary \ 0008783E That reference points (NAME) to: [00] Skyrim.esm (24BB49CD) \ Static \ 00087837 <WRIntCastleFreePillar01> Which has been assigned the following meshes (MODL) and textures (MODT) in Skyrim.esm: Architecture\WhiteRun\WRInteriors\WRCastle\WRIntCastleFreePillar01.nif textures\architecture\whiterun\wrwoodbeamint01.dds textures\architecture\whiterun\wrwoodbeamint01_n.dds textures\architecture\whiterun\wrcastlecarvings.dds textures\architecture\whiterun\wrcastlecarvings_n.dds The original mesh can be found in: Skyrim - Meshes0.bsa It has the following textures assigned directly to it: textures\architecture\whiterun\WRWoodBeamINT01.dds textures\architecture\whiterun\WRWoodBeamINT01_n.dds textures\architecture\whiterun\WRCastleCarvings.dds textures\architecture\whiterun\WRCastleCarvings_n.dds Edited January 8 by traison
Grey Cloud Posted January 8 Author Posted January 8 (edited) 15 hours ago, traison said: Shading in general looks broken there, even on the textured bits. Disable ENB/CS and test again. Thanks. Disabled CS and all its add-ons, PG Patcher and other parallax/CPM stuff - no change. I've been to Windhelm and Solitude and they don't appear to have any issues. Disabled CleverCharff's Whiterun - no change. All of the above on new games. All these were present with the correct file path in CleverCharff's Whiterun. textures\architecture\whiterun\WRWoodBeamINT01.dds textures\architecture\whiterun\WRWoodBeamINT01_n.dds textures\architecture\whiterun\WRCastleCarvings.dds textures\architecture\whiterun\WRCastleCarvings_n.dds Edited January 8 by Grey Cloud
Grey Cloud Posted January 8 Author Posted January 8 Okay. No CleverCharff's. No bench or door textures. I look like I'm questioning suspects. Skyland Whiterun. (No parallax version) Benches good but door still bad. With Skylands. I'm pretty sure the temple exterior wasn't like this with CleverCharff's Skylands. Dragon's Reach interior
traison Posted January 8 Posted January 8 (edited) So you have no mods replacing the meshes nor the textures. CS and/or ENB have been disabled. ReShade? I'd say you're either missing something, or your display drivers are whacky. Edit: How about cached shaders? Is it possible the ones cached by DirectX are having an effect on this? Edit again: My point here is that I see shader issues, not mesh or texture issues. I don't recall seeing any game do this before, outside of it being in some kind of debug mode. I'd have to see this issue for myself to figure it out I think. Edited January 8 by traison
Grey Cloud Posted January 8 Author Posted January 8 (edited) 1 hour ago, traison said: So you have no mods replacing the meshes nor the textures. CS and/or ENB have been disabled. ReShade? I'd say you're either missing something, or your display drivers are whacky. Edit: How about cached shaders? Is it possible the ones cached by DirectX are having an effect on this? Edit again: My point here is that I see shader issues, not mesh or texture issues. I don't recall seeing any game do this before, outside of it being in some kind of debug mode. I'd have to see this issue for myself to figure it out I think. Well I've just deselected about half my (500+) mods and at, least in the temple, the textures returned. I'm about to start re-selecting mods. Well that was a lot quicker than anticipated. Reselected: SMIM Fantasia Landscapes Azurite Weathers III Azurite III CS (these are the first deselected as I scrolled down and next to each other in MO2) Problem returned. Two minutes later and the finger is pointing at SMIM. Just about to try a reinstall. Edited January 8 by Grey Cloud
traison Posted January 8 Posted January 8 25 minutes ago, Grey Cloud said: ...the finger is pointing at SMIM. Not the one. Too many people use it, me included. It's a combination of something. What does Azurite do? Sure it doesn't contain any shaders? ReShader?
traison Posted January 8 Posted January 8 Also, these 2 contradict eachother: 20 hours ago, Grey Cloud said: The only mods I have altering Whiterun are SMIM and CleverCharff's Whiterun. Neither of these have a WRIntCastleFreePillar01 in their archive... 57 minutes ago, Grey Cloud said: Two minutes later and the finger is pointing at SMIM.
Grey Cloud Posted January 8 Author Posted January 8 (edited) I wasn't blaming SMIM per se. I've used it it since I started with Skyrim but I've probably made edits or changes to it at some point in the past. You are correct anyway as this is definitely a shader-related issue. I got about 90% of my mods back up and running when I remembered to remove Skylands Whiterun (don't like the look) and put back CleverCharff's. Boom! There goes the textures again. More arsing about to get back to where I was. I rebuilt the CS shader cache. I might be imagining things at this point but shouldn't the CS shader cache automatically rebuild itself if CS and the rest have been reselected? Also where does the shader cache live? Doodlum says it's in the overwrite but mine isn't, it lives in the SKSE output folder. Edited January 8 by Grey Cloud
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