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Commercial Signage missing texture

Eldarth

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User reported this to me on my Fish Farm. Looks like a SS asset missing a texture/material:

E00E9B28E1527148707434E96DA81FA87BB40747
 
I posted the first screenshot in question. I just now made double-sure that no NMM fuckup happened, and the sign is still pink.
 
Thanks, guys. Can you get us specific names of plots that are missing textures? It could help narrowing this down.
 
For the sandwich board signs, try refreshing the plot so a new one is generated. I've confirmed the material files are in the BA2s and they are using vanilla textures for the base of the signs. Only the writing is a custom texture.
 
Nope, refreshing the plot didn't do anything. That was the first thing I tried...
 
Are you using the 3-in-1 or the individual mods?
 
3-in-1. Is Eldarth's mod in there, too? I definitely have his mod separately as well.

I just had the thought that maybe some mod adds a corrupted version of the texture. Now I probably won't be able to go through every single BA2, but I might think of something. What is the texture's name?
 
SetDressing/Signage/SignClutter02_d.dds
 
Material file is: AutoBuildPlots/Props/CommercialOpenSign.BGSM
 
@Snowvaan Can you check the plaques of these for the design name and current plot level and post them in a new report?
 
I can't replicate the commercial sign issue on my non-dev machine using the live version. Most likely one of the add-on packs has mistakenly included some core SS files. If anyone is able to identify which, I can get in touch with the author to resolve it.
 
I actually can reproduce this using NifSkope. I opened SimSettlements - Main.ba2, opened SignClutterL01.nif there, and it's white.
It is strange, however, that Commercial-Open-Sign.nif looks fine, even though they seem to use the same BGSM...
 
After fooling around some more, I think that you got some invisible special character in the BGSM path of SignClutterL01.nif.

The paths look the same, but if I copy the path from Commercial-Open-Sign.nif and put it into SignClutterL01.nif, it works. Using the path of SignClutterL01.nif on Commercial-Open-Sign.nif turns it white, too.

edit: oh damn. I'm actually blind.

SignClutter: Materials\AutoBuildPlots\SetDressing\Signage\CommercialOpenSign.BGSM
Commercial-Open-Sign: Materials\AutoBuildPlots\Props\CommercialOpenSign.BGSM

There's the mistake. You probably have the \SetDressing\Signage\ File on your PC locally, but in the BA2, only the \Props\ path exists

edit2: or maybe you have a mod installed which adds the \SetDressing\Signage\ path?
 
The computer I use to test has no loose files and only Sim Settlements installed.

The nif file that the commercial signs use is AutoBuildPlots\Indicators\Commercial-Open-Sign.nif, which is using the material file AutoBuildPlots\Props\CommercialOpenSign.BGSM, which is using the texture file SetDressing/Signage/SignClutter02_d.dds (which is a vanilla texture found in Fallout4 - Textures2.ba2).
 
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Oookay. Then I'll investigate further...
 
I got the plots plates.
unEKFaU.jpg

8T7xpTS.jpg

And i create the new report in here: Link
Also i really try to read what you guys where talking about, i think i got a headache now...
 
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After doing some more testing, it seems to be a bug on Eldarth's side after all.
I clicked the sandwich board and moveto'ed to me. This was the result:




The sandwich board itself is perfectly fine, but there is a second pink mesh where it used to be. And it seems to be part of the "Fish Farm" mesh.
 
@Eldarth - I'm guessing you were using one of my old textures that I removed in the last patch. Also, if you were trying to use the replacement system for markers that I added, be sure that your iType field is 1 and your sSpawnName is SandwichBoard. Otherwise, you'll end up with overlapping indicators like this.
 
I opened the lvl3 nif and the sandwich board has indeed Materials\AutoBuildPlots\SetDressing\Signage\CommercialOpenSign.BGSM

Fun fact: nifskope's Browse Archive feature only sees a part of the nifs in a ba2 archive. Some it simply doesn't show for some reason. Took me a while to figure that out...
 
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