Have a bug report or feature request? Submit them on our GitHub bug tracker or here in the Nexus posts (The bugs section on nexus has been locked). Keep in mind that the above links reflect the current development state of ParallaxGen, not the release version. Please refer to How to Submit a Bug Report before submitting anything so that we have all relevant information.
Before reporting an issue, please check the troubleshooting guide to see if your issue is there. If you have questions about how to use ParallaxGen, make sure you read the basic usage page first.
Our wiki has several other useful pages, check it our here!
Older releases can be found here, but they will not be supported.
Looking for help on Linux? None of the developers daily drive Linux so it's hard to support, but we do what we can. Check out the ParallaxGen and Linux discussion on GitHub for info from other Linux users.
ParallaxGen output and plugin MUST BE LOADED LAST, except for DynDoLOD/TexGen Outputs. I will not investigate a bug report if you do not have the ordering set this way. If a mod author is telling you to put their meshes after PG, don't listen. If you experience issues with doing it this way, tell me so I can see if it's a configuration issue on your end (usually a PG mod priority issue) or a bug I need to fix. If you don't want PG to touch a mesh use the blocklist.
Why is this necessary? ParallaxGen has to manage the task of mixing shader types, such as mixing CM and PBR in a load order. It does this using mesh duplication and by modifying records in ParallaxGen.esp. If ParallaxGen cannot control the output of every mesh corresponding to its plugin you will almost certainly see issues when mixing shader types. In addition, even if you don't mix shaders, if ParallaxGen outputs a mesh patched a certain way ParallaxGen's plugin will reflect that for any texture sets that might use the mesh. If you load a mesh after things may break because of this.
Works great! I do have a question, I want to point it towards a stock game folder. I tried setting up the path and it hasn't been able to generate anything, is there a proper way to do this? The path i've attempted simply points directly yo the stock game folder. Thanks!
Im not sure this is even a parallaxgen issue, but I was curious if anyone had any insight on this. Im using Tomatos Complex Material, along with Better Dynamic Ash and its patch for tomatos landscape. My ash shaders look almost white like snow, they dont match my ash at all. Anyone know the cause of this?
PG doesn't patch projectdiffuses so I'm not sure. For snow usually it means you overwrote tomato's projected diffuse with something else, but I'm not sure if ash works the same way
Love this tool, just one big issue! It messes with my glowmaps/windowlight on buildings, especially window lights on farmhouses... they go completely dark. Is this a known thing? Is there anything I can do to make sure these are not touched?
Hello, I've encountered a bug after upgrading to the latest version. https://imgur.com/bUSbVk8 https://imgur.com/1hcZMGl Textures related to wood turn black like this. This happens with trees and wooden structures. If it were just trees, it would be possible to blacklist them, but since all wooden structures have changed like this, it is impossible to check them one by one and create a blacklist. This phenomenon also occurred with some terrain meshes. What did I do wrong??
Make sure your data folder is correct (sometimes MO2 uses a different one depending on setup). And make sure you are launching from MO2 if you use it. Also make sure you actually have parallax/CM/PBR mods otherwise it will do nothing.
For some reason when running PGPatcher the hands and feet of the mannequins lost their texture, I had to dig a little until I discovered that it was the PGPatcher Output, I had to hide the following files from it:
Hi, can you send me the mesh from the PG output? Probably an invalid shader permutation, skyrim has a lot of those I usually need to see the mesh to figure out what it is.
3349 comments
UPCOMING FEATURES
Have a bug report or feature request? Submit them on our GitHub bug tracker or here in the Nexus posts (The bugs section on nexus has been locked). Keep in mind that the above links reflect the current development state of ParallaxGen, not the release version. Please refer to How to Submit a Bug Report before submitting anything so that we have all relevant information.
Before reporting an issue, please check the troubleshooting guide to see if your issue is there. If you have questions about how to use ParallaxGen, make sure you read the basic usage page first.
Our wiki has several other useful pages, check it our here!
Older releases can be found here, but they will not be supported.
Why is this necessary? ParallaxGen has to manage the task of mixing shader types, such as mixing CM and PBR in a load order. It does this using mesh duplication and by modifying records in ParallaxGen.esp. If ParallaxGen cannot control the output of every mesh corresponding to its plugin you will almost certainly see issues when mixing shader types. In addition, even if you don't mix shaders, if ParallaxGen outputs a mesh patched a certain way ParallaxGen's plugin will reflect that for any texture sets that might use the mesh. If you load a mesh after things may break because of this.
https://github.com/hakasapl/PGPatcher/wiki/How-to-Submit-a-Bug-Report
https://imgur.com/bUSbVk8
https://imgur.com/1hcZMGl
Textures related to wood turn black like this.
This happens with trees and wooden structures. If it were just trees, it would be possible to blacklist them, but since all wooden structures have changed like this, it is impossible to check them one by one and create a blacklist. This phenomenon also occurred with some terrain meshes.
What did I do wrong??
https://ibb.co/0V9XmqbS
The error in-game:
https://gofile.io/d/q6R8JE
1. MisMatchR
2. ParallaxR
3. BENDr
4. VRAMr
5. PG Patcher (ParallaxGen).