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.
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 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
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.
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.
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.
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.
15 comments
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.
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:
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
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';
I'm glad it is working.
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.