If you are using a different water type, you will have to set the water noise that matches your type. dialog and set the Water Noise Texture to generatednoise01.dds if you are using DefaultWater. Solution: Select your world space in the World -> World Spaces. Warning: WATER: Loading water type 'DefaultWater' in a worldspace with no set water noise.Įxplanation: You haven't set a water noise type for your world space. You need to doubleclick the second texture in the set (the little purple flower) and navigate to your normal map and then save your. The first texture listed inside the set should be the diffuse map. nif file in NifSkope and expand the NiTriStips -> BSShaderPPLightingProperty -> BSShaderTextureSet.
Warning: TEXTURES: BASE filename : editor ID is missing a Normal map.Įxplanation: You haven't set the file path for your normal map on your custom mesh. NiNode and BSFadeNode are essentially the same, but the engine handles them differently. nif file in NifSkope and rename the 0 NiNode to 0 BSFadeNode. This reference cannot be picked.Įxplanation: When you exported your custom mesh, the exporter used a NiNode instead of a BSFadeNode when creating your. Warning: MODELS: Root 3D for reference ' editor ID' ( form ID) is not a Fade Node. The Gimp) and place them in the folder indicated in the warning. dds versions of these files from the Fallout 3\Data\Textures\ folder, convert them to. There are a bunch of them, so you will likely need to go through the solution many times to get all of them. tga files will depend on the LOD object that the editor is currently trying to find.
Warning: MODELS: LOD diffuse texture '.\source\textures tga\architecture\urban\UrbanBuildingsLod.tga' and normal texture '.\source\textures tga\architecture\urban\UrbanBuildingsLod_n.tga' are not the same size (but should be).Įxplanation: You get these errors when trying to generate LOD objects. Solution: Extract 'dirtwastes01.dds' from the Fallout - Textures.bsa and place it in the Data\Textures\Landscape folder, make a copy of it and rename it Default.dds. Warning: Icon file "Textures\Landscape\Default.dds" not found. Solution: Extract 'Wasteland_1024_no_map.dds' from the Fallout - Textures.bsa and place it in the Data\Textures\Interface\Worldmap\ folder. Warning: Icon file "Textures\\Interface\Worldmap\Wasteland_1024_no_map.dds" not found. This warning is not serious and easily fixed.
will cycle through cells on an infinite loop, in this case, just click 'Yes to all', add a little bit of texture to your landscape and save your mod. Clicking 'Yes' on a warning will lead to the next warning from a neighboring cell until all of the cells in the render window have been sampled by the G.E.C.K. You will get one of these warnings for each cell the render window tries to display as long as your world space is empty. I generally paint a bit of landscape texture to get it to shut up. Solution: This warning will go away as soon as you add some data to your world space. Warning: CELLS: Failed to load landscape data for LAND ( form ID) in Cell ( x, y) from file ' yourMod.esp'.Įxplanation: This warning is informing you that your new world space does not have any data in it, other than heightmap data. These will be different for each warning, so they have been given the general indicator "filename", "editor ID", or "form ID" and colored purple in the text.
Filename/Editor Ids/Form Ids: Editor warnings and errors will typically include the name of a file, editor id or form id in the message.