Arthmoor confirmed the issue on my original thread on the forums: " It's been there since 2016 and even we didn't notice it when fixing other issues due to rogue decal flags." He also reports that it will be fixed by USSEP 4.1.9 whenever it comes out. Source: https://forums.nexusmods.com/index.php?/topic/7705778-tranparent-texture/
UPDATE 16/06/2019: USSEP v4.1.9 has been released and it indeed fixes the same meshes. Therefore you don't need to install this fix if you use USSEP v.4.1.9 or above.
I could not fix my issue for the life of me like others describe, deleting meshes and all, and I believe I was going to have to replace Better Dynamic Snow with Simplicity, as I *think* that was breaking the parallax on the stump mesh. but even if im wrong, this is what fixed my issue. unreal.
Just want to say thank you for leaving this mod up. Even with USSEP, I was still having massive uprooted tree texture issues in snowy areas (strangely nowhere else), and this fixed it immediately. Endorsing.
My God I was going crazy with some strange bug with roots on those trees. They were using like wrong texture or sth it looked like ... I thought I have a different problem with the same thing but let's try it anyway. And your mod fixed it! Thank you sooo much for it! :D
Re: USSEP and your fix. It will likely take USSEP years to include your fix, if you are lucky, and when, IF, they do, they will be packed inside a BSA. This means, any mod based on these particular assets, that also contain this error, whether they happen to be loose or not, will override any (possible) USSEP fix. Unless of course, this overrides mods. Including this fix into USSEP pretty much guarantees,s most end-users wont get the benefit of it, unless every tree mod that uses these updates specifically for your fix, which is not certain to happen.
I have no idea how widespread the use of these 3 nifs is out there, but, even if this does get included, there is a good chance your fix will still be needed, whether they include it or not.
In my own case, the Enhanced Vanilla Tree mod, uses 2/3 nifs in your file. Whether you use its clutter options or no, it will update the meshes properly. It really depends on managing overwrites properly. Long as a person does that, this should work fine. I dont believe the EVT meshes are different, but I used those just to be safe and replaced them with its decal flag removed. If this file were included in USSEP? Then no one using EVT for example, would benefit at all as EVT own meshes would take priority.
AND if all this wasn't enough, I just noticed (now) EVT never bothered to optimize any of its tree meshes for SSE. Sigh...always something......
Alright firstly I unlocked the sticky post (was unintentional to lock it). You are right about USSEP, I didn't really think ahead, I just wanted to spread the information but if that's the case I won't take down this fix, I guess it can remain available just in case it may still be needed (or even for users that use USSEP below v4.1.9). But the best solution still should be that the mod authors update their mods for USSEP v4.1.9. About EVT, thank you for the information, I updated the description page accordingly. That's one of the reasons I uploaded them as loose files and not packed as a .bsa files. Thank you for your input. :)
Well that was fast. Wasn't expecting 4.1.9 to land anywhere near as quick as it did. So while bethesda was busy wrecking all our ENB shaders, at least it got this fix into the BSA, and quickly too. So anyhow , my approach to this was to repack a custom copy of EVT so it will just include the fix by default going forward, but most users of course, wouldn't go that far, or want to even.
At least people that run straight vanilla environments will always have it applied, so there is that.
Modding Skyrim is a real-life Tower-of-Babel type situation in many respects, it really can be at times.
the EVT meshes still have decal flags as of 2/15/20 lol. so yeah this mod should stay up, but i can't tell if you're trying to criticize the unofficial patch or what. of course it's an archive, it's intended for mass use by average players with no experience modding and many of whom probably don't even use a mod manager, let alone know how to selectively overwrite files and which ones to overwrite. even for those that do, the archive loads faster and so many mods use it as a starting point that it makes sense to load it on the very bottom. that isn't a fault, it's a feature. saves people a lot of time not having to make rules for every mod vs USSEP. of course there are always going to be mods that don't forward these fixes, even when they're as mainstream as the unofficial patch. and for those there will always be compatibility patches, and at this point that's essentially what this mod is. so while there's no reason to remove it, it's not like arthmoor is doing something wrong. also it was added to the unofficial patch pretty quickly jsyk.
I understand what you have been through, I never found a discussion about this issue therefore I thought for a long time that it was not a vanilla issue and I lost a lot of time troubleshooting my modded game and eventually gave up on oldrim until I tried again on SSE and decided to analyze the vanilla game.
I don't mind to share how I fixed the issue: -Reinstalled Skyrim (vanilla without mod) -Extracted vanilla meshes of the "Skyrim - Meshes" .bsa file with Bethesda Archive Extractor -(optional) Located the faulty the meshes in game with the console (optional because in the end I checked the tree meshes one by one) -Analyzed the meshes with NifSkope and ultimately noticed that the roots part of the meshes have "decal" flags set for their shaders' properties. That is a flag that may be used on water meshes for instance and may results in some transparency. I safely removed these flags and it won't lead to any side effect by doing so.
Thankyou. I'll test this out when I get home. FYI, the meshes on classic that gave me grief were the bunting rope, rope ring and bunting flags. Also, the curved wooden trellis that exists on the entrance to The Bards college with Dawn Of Solitude.
If this fixes it you can expect one big virtual hug in bed tonight :)
To be honest I'm not aware of this issue (or never noticed before) with these meshes, maybe it is the same issue or maybe it would need another kind of fix, but if you can provide me a screenshot of the locations for "bunting rope, rope ring and bunting flags" or tell me what are their model and base form ID (using More informative console mod) I can take a look and include them in the files if I can fix them. :)
Glad to help ! :) For the records I had the issue on oldrim as well and I spent hours back in time on forums/Google without finding a single clue nor a solution, if it can help even only one person it's worth it for me.
16 comments
" It's been there since 2016 and even we didn't notice it when fixing other issues due to rogue decal flags."
He also reports that it will be fixed by USSEP 4.1.9 whenever it comes out.
Source: https://forums.nexusmods.com/index.php?/topic/7705778-tranparent-texture/
UPDATE 16/06/2019: USSEP v4.1.9 has been released and it indeed fixes the same meshes. Therefore you don't need to install this fix if you use USSEP v.4.1.9 or above.
Thank you very much!!
I have no idea how widespread the use of these 3 nifs is out there, but, even if this does get included, there is a good chance your fix will still be needed, whether they include it or not.
In my own case, the Enhanced Vanilla Tree mod, uses 2/3 nifs in your file. Whether you use its clutter options or no, it will update the meshes properly. It really depends on managing overwrites properly. Long as a person does that, this should work fine. I dont believe the EVT meshes are different, but I used those just to be safe and replaced them with its decal flag removed. If this file were included in USSEP? Then no one using EVT for example, would benefit at all as EVT own meshes would take priority.
AND if all this wasn't enough, I just noticed (now) EVT never bothered to optimize any of its tree meshes for SSE. Sigh...always something......
You are right about USSEP, I didn't really think ahead, I just wanted to spread the information but if that's the case I won't take down this fix, I guess it can remain available just in case it may still be needed (or even for users that use USSEP below v4.1.9). But the best solution still should be that the mod authors update their mods for USSEP v4.1.9. About EVT, thank you for the information, I updated the description page accordingly.
That's one of the reasons I uploaded them as loose files and not packed as a .bsa files. Thank you for your input. :)
At least people that run straight vanilla environments will always have it applied, so there is that.
Modding Skyrim is a real-life Tower-of-Babel type situation in many respects, it really can be at times.
I don't mind to share how I fixed the issue:
-Reinstalled Skyrim (vanilla without mod)
-Extracted vanilla meshes of the "Skyrim - Meshes" .bsa file with Bethesda Archive Extractor
-(optional) Located the faulty the meshes in game with the console (optional because in the end I checked the tree meshes one by one)
-Analyzed the meshes with NifSkope and ultimately noticed that the roots part of the meshes have "decal" flags set for their shaders' properties. That is a flag that may be used on water meshes for instance and may results in some transparency. I safely removed these flags and it won't lead to any side effect by doing so.
If this fixes it you can expect one big virtual hug in bed tonight :)