Hi Spongeman131, I have a request about your ItSetsShaderFlags script. Could you please add the packed_tangent option from the shader flags 2? I need to remove it from many nif files. Thank you for your help.
edit:Sniffcan do the same thing for anyone who want to try it.
Hi, is it possible to set shader flags in specific shader type? I'm working on fixing a bug in one of the mods and i need to change some flags in eyes. All i know, is that the shader type name is "eye envmap". Yeah, i only need to change that, but the script changes everything that has shader flags. I hope i'm making any sense I tried looking in this command window before booting up the script, but i'm not really that knowledgable when it comes to this, so i can't seem to find anything that'd make the script set flags only where i need it to and i don't want to mess up the whole thing
Basically, i'd love to change that in all files, but only that, nothing else.
The script can't distinguish by plugins, it will just work on whatever folder you throw it at. If you need to use it on the files from a specific plugin you'll need to isolate those files first. Eg. If you use MO2 then set your input path to the folder corresponding to the mod.
Hi this may be stupid question, I am not very skilled at this.
I am trying to remove the rim lighting, which causes the weird glow on female clothes with CBBE and Lux installed.
I donwloaded the "mod", put it into the SSEedit, it works. When I run the tSetsShaderFlags it works, I choose the input folder which is */Data/meshes/clothes, tick the rim lighting and remove flags options, the script runs fine and generates me the new meshes.
But now the problem, in the output folder which I have created I have all the meshes for its respective clothes in folders which contains the .nif files and all this is in the meshes folder. But in the Data folder there is no meshes folder, there are no folders alltogether, just a bunch of .bsa files.
So where should I put the newly generated meshes? Or what should I do with those to owerwrite the old ones?
Look up how to install loose files in Skyrim. They can be dragged and dropped into the folder, but I'm not going to go over modding practices and tutorials in a comments section.
I've seen this as well - I am attempting to remove rim lighting from my batch bodyslide-modified meshes for CBBE. The scripts do work for some meshes (successfully removes rim lighting; exports updated .nifs and is evident in-game) but all others receive the same error as OP and do not export a modified .nif.
Examples: Note - these come from the "vanilla outfits" option in the CBBE installer. Doesn't matter what other options are set. Doesn't matter if you run bodyslide utility for custom body types etc. These meshes add rim lighting option which is visible in the .nif via nifskope, which is not on Bethesda meshes. These mess with lighting from Lux and so I've opted to remove them.
[5:50:48 AM] SSE xEdit version: 67109632 [5:50:48 AM] will create meshes in: D:\Vortex Mods\Tools\bodyslide\testing [5:50:48 AM] ------------------------- [5:50:48 AM] Scanning for .nif files in D:\Vortex Mods\Tools\bodyslide\testing\remove_rim_lighting [5:50:48 AM] 4 models found in the Source Directory [5:50:48 AM] ------------------------- [5:50:48 AM] Beginning mesh generation. Hold Esc at any time to interrupt the script. [5:50:48 AM] ------------------------- [5:50:48 AM] ERROR: Something went wrong when trying to process outfitf_0.nif Check the Log for details [5:50:48 AM] ERROR: Something went wrong when trying to process outfitf_1.nif Check the Log for details [5:50:48 AM] ERROR: Something went wrong when trying to process robef_0.nif Check the Log for details [5:50:48 AM] ERROR: Something went wrong when trying to process robef_1.nif Check the Log for details [5:50:48 AM] ------------------------- [5:50:48 AM] 0 meshes were skipped [5:50:48 AM] 0 meshes have been generated [5:50:48 AM] 4 files failed to generate meshes. Check the Log for Details [5:50:48 AM] Access violation at address 00409234 in module 'SSEEdit.exe'. Read of address FFFFFFD0 outfitf_0.nif outfitf_1.nif robef_0.nif robef_1.nif [5:50:48 AM] You can search the file path in the log to find the associated record.
Thanks. It does seem to fail. I don't know why and can't figure it out easily. Motivation to work on these scripts comes and goes and I do not have it right now for Skyrim so I don't know when this will be fixed.
I've logged a bug report so please do not submit a duplicate.
Correct. I received errors as stated above using the 3.5 version. A modding friend of mine was not getting the errors. Turns out, he was using 3.4. So i downloaded the 3.4 version, ran it on the same meshes, and it completed successfully. That was my experience, anyway. Just wanted to share this with you, in case it's helpful to you or anyone else trying to use that script.
Would it be feasible to script batch processing to add the _p texture patch to the the Environmental Mask array in the event the mesh doesn't already have an _m texture assigned to it?
I'd be interested in testing this method more in game, but the benefit sounds like it might look better and also be compatible with single pass shaders... where as current parallax only works on multi pass shaders or no shader.
_p texture patch or texture path? I'm not sure what a texture patch is. Have you tried this test of yours manually on a handful of meshes already to confirm? Unless you're working with split meshes to alleviate lighting issues most meshes only have 3-5 shapes that would need to be modified.
Path I mean, the environmental map array _m can function as parallax if used with ENB complex materials if the texture is a height map in the alpha channel of a blank texture. If you download Majestic Landscapes you can see how T4 has done this.
Do the same restrictions of types of meshes and TriShapes (see this mod's description) still apply to this complex material parallax, or can it be applied to any mesh and shape with no restrictions?
If it's just retooling where the texture paths are updated and checked then it would be reasonably doable if I get time.
Not sure if you need more info than this but T4's response to your question was.
It has almost no restrictions. It works with single pass snow. It works with environment mapping! It works with alpha blending. It works with skinned meshes. So maybe more but not all? Though parallax prolly doesn’t need to be on everything!
On a side note, what happens if parallax is applied to a mesh that uses an environmental cube map ? And also is there a script that would remove the environmental cube map pathing from meshes? For instances, most of the castle volkihar meshes have a pathed cube map for most meshes so parallax isn't applied to 90% of castle volkihar .
I'm not doing any scripting work at this time. Maybe in a few months, I don't know. Sorry. If you want to make an edit or update of the script in the meantime to add that ability please do so and I can add/upload it here.
I recently discovered that there are (at least) two kinds of parallax: one with the _p files and the other without (like omnibus explained in its description) and I was trying to understand if the second has problems if they overwrite(are loaded after) another addon that has _p files... so the p_files of the overwritten mod are left there... (seems it does make problems indeed but not always) Is this nif batch work for both kind?
I'm pretty sure the diffuse height maps are an ENB technique rather than using the vanilla game shader. So the script here wouldn't do anything for those nifs.
147 comments
HiSpongeman131, I have a request about yourItSetsShaderFlagsscript. Could you please add thepacked_tangentoption from the shader flags 2? I need to remove it from many nif files. Thank you for your help.
edit:Sniff can do the same thing for anyone who want to try it.
I tried looking in this command window before booting up the script, but i'm not really that knowledgable when it comes to this, so i can't seem to find anything that'd make the script set flags only where i need it to and i don't want to mess up the whole thing
Basically, i'd love to change that in all files, but only that, nothing else.
If you need to use it on the files from a specific plugin you'll need to isolate those files first.
Eg. If you use MO2 then set your input path to the folder corresponding to the mod.
I am trying to remove the rim lighting, which causes the weird glow on female clothes with CBBE and Lux installed.
I donwloaded the "mod", put it into the SSEedit, it works. When I run the tSetsShaderFlags it works, I choose the input folder which is */Data/meshes/clothes, tick the rim lighting and remove flags options, the script runs fine and generates me the new meshes.
But now the problem, in the output folder which I have created I have all the meshes for its respective clothes in folders which contains the .nif files and all this is in the meshes folder. But in the Data folder there is no meshes folder, there are no folders alltogether, just a bunch of .bsa files.
So where should I put the newly generated meshes? Or what should I do with those to owerwrite the old ones?
Thanks for any help.
Any easy fix for this?
Note - these come from the "vanilla outfits" option in the CBBE installer. Doesn't matter what other options are set. Doesn't matter if you run bodyslide utility for custom body types etc. These meshes add rim lighting option which is visible in the .nif via nifskope, which is not on Bethesda meshes. These mess with lighting from Lux and so I've opted to remove them.
./Data/meshes/clothes/fineclothes02/outfitf_0.nif
./Data/meshes/clothes/fineclothes02/outfitf_1.nif
./Data/meshes/clothes/farmclothes04/robef_0.nif
./Data/meshes/clothes/farmclothes04/robef_1.nif
Here is log file output for reference:
[5:50:48 AM] SSE xEdit version: 67109632
[5:50:48 AM] will create meshes in: D:\Vortex Mods\Tools\bodyslide\testing
[5:50:48 AM] -------------------------
[5:50:48 AM] Scanning for .nif files in D:\Vortex Mods\Tools\bodyslide\testing\remove_rim_lighting
[5:50:48 AM] 4 models found in the Source Directory
[5:50:48 AM] -------------------------
[5:50:48 AM] Beginning mesh generation.
Hold Esc at any time to interrupt the script.
[5:50:48 AM] -------------------------
[5:50:48 AM] ERROR: Something went wrong when trying to process outfitf_0.nif
Check the Log for details
[5:50:48 AM] ERROR: Something went wrong when trying to process outfitf_1.nif
Check the Log for details
[5:50:48 AM] ERROR: Something went wrong when trying to process robef_0.nif
Check the Log for details
[5:50:48 AM] ERROR: Something went wrong when trying to process robef_1.nif
Check the Log for details
[5:50:48 AM] -------------------------
[5:50:48 AM] 0 meshes were skipped
[5:50:48 AM] 0 meshes have been generated
[5:50:48 AM] 4 files failed to generate meshes. Check the Log for Details
[5:50:48 AM]
Access violation at address 00409234 in module 'SSEEdit.exe'. Read of address FFFFFFD0
outfitf_0.nif
outfitf_1.nif
robef_0.nif
robef_1.nif
[5:50:48 AM] You can search the file path in the log to find the associated record.
I've logged a bug report so please do not submit a duplicate.
Majestic Landscapes seems to be using a newer function of ENB Series (complex materials) for parallax you can read up on the details here http://enbseries.enbdev.com/forum/viewtopic.php?f=28&t=8110
Would it be feasible to script batch processing to add the _p texture patch to the the Environmental Mask array in the event the mesh doesn't already have an _m texture assigned to it?
I'd be interested in testing this method more in game, but the benefit sounds like it might look better and also be compatible with single pass shaders... where as current parallax only works on multi pass shaders or no shader.
Have you tried this test of yours manually on a handful of meshes already to confirm? Unless you're working with split meshes to alleviate lighting issues most meshes only have 3-5 shapes that would need to be modified.
Path I mean, the environmental map array _m can function as parallax if used with ENB complex materials if the texture is a height map in the alpha channel of a blank texture. If you download Majestic Landscapes you can see how T4 has done this.
Shader flag is also set differently (environment map instead of parallax). http://icecream.me/uploads/7efcdac030c0d48f90617b1243df4e06.png
If it's just retooling where the texture paths are updated and checked then it would be reasonably doable if I get time.
It has almost no restrictions. It works with single pass snow. It works with environment mapping! It works with alpha blending. It works with skinned meshes. So maybe more but not all? Though parallax prolly doesn’t need to be on everything!
More details
If you want to make an edit or update of the script in the meantime to add that ability please do so and I can add/upload it here.
I am working on a tweaked version of your script for complex material parallax and it’s going well so far.
I am told complex material parallax works fine with alpha blending but not testing... is there any way to discern between the two?
https://www.nexusmods.com/skyrimspecialedition/mods/96777
Is this nif batch work for both kind?