Skyrim Special Edition
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epinter

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epinter

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15 comments

  1. FirstAstor
    FirstAstor
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    Some meshes have its all textures, but the output still tells me these meshes missing the textures
  2. Motenator
    Motenator
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    what if the mesh is corrupted?
    For some reason, every few weeks a random mesh or texture (or script or esp) get corrupted and I have to redownload the mod. It is very tedious to enable/disable mods (even loose files) until I find the culprit.
  3. IntensivePin
    IntensivePin
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    Could this also be used for other games like FO4 & Morrowind?
    1. epinter
      epinter
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      In theory, yes. But if you run with Fallout4, you will see A LOT of errors like "Probably invalid Nif file, NifNumBlockTypes > 1000". I use a xEdit function to read textures list from mesh. I didn't try with Morrowind, but I don't think it would have this meshes problems like FO4.

      This seems to be a xEdit limitation, see the code:
      https://github.com/TES5Edit/TES5Edit/blob/d08e0cd2177908a2a933744533105271b8da837f/Core/wbNifScanner.pas#L327

      But if you need to get textures data, works:

      Spoiler:  
      Show

      Texture : textures\actors\character\character assets\facedetails\fembrow8_n.dds
      Format: BC5U
      Width : 2048
      Height: 2048
      MipmapCount : 12
      AlphaFlag:
      Container: RealHDFace Tex - Textures.ba2
      OverriddenContainers : {Fallout4 - Textures1.ba2, DLCUltraHighResolution - Textures01.ba2}
      _WidthPowerOf2 : True
      _HeightPowerOf2: True

  4. PlasticDoll1
    PlasticDoll1
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    this is extremely useful.. the missing textures i had were apparently a lot kind of. there also many meshes belonging to past mods that stayed in the skyrim data folder. thank you 
    1. epinter
      epinter
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      Thanks for sharing you opinion and use case.
  5. nessman13
    nessman13
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    I'm excited to try this out. When I run the script I get the following error: Error during Applying script "Export textures usage and data": Error in unit 'ExportTexturesUsageData' on line 912 : Not enough array bounds. I have the scripts saved in the edit script folder of sseedit. I am not sure what else I need to do. Thanks for the help.
    1. epinter
      epinter
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      What version of SSEEdit you are using ?

      EDIT: The line 912 is a line that just initializes the first element of an array of strings. I use 4.0.4 and tried with 4.0.4c, both worked. I don't understand why something so simple could throw an error.

      ddsFlags[1] := 'DDPF_ALPHAPIXELS';
    2. nessman13
      nessman13
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      I use SSEEdit64 version 4.0.4. Perhaps it's something specific to my setup somehow?
    3. epinter
      epinter
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      Be sure you didn't change the script, sometimes when we click apply script and accidentally type something, we automatically click on save...
    4. nessman13
      nessman13
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      I am embarrassed to say that must have been the case. I downloaded the script again and now it appears to be working. I am very sorry to have bothered you with this.
    5. epinter
      epinter
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      Don't worry. I've done this sometimes too.
      I'm glad it is working.
  6. lancegeis
    lancegeis
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    hello, i have a problem with a mesh path.

    Exception processing mesh: Probably invalid Nif file, NifNumBlocks > 5000. Mesh ignored: meshes\effects\fxtg09nocturnalbirds.nif

    "";"meshes\effects\fxtg09nocturnalbirds.nif";"0";"0";"0"

    The thing is, the path cant be found in the CSV file and it's not located in meshes/effects either. It's in fact in meshes0.bsa and is an official file. Could it be broken? Why the path couldnt be shown?

    edit: look like the mesh is fine, it has 10k nodes thoo.
    1. epinter
      epinter
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      I have one or two meshes with more than 5000 nodes. They are ignored by sseedit.
  7. waeq17
    waeq17
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    This looks very useful, especially for large load orders. Thanks a bunch!