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PGLite
PGLite is an SKSE plugin to facilitate offline PGPatcher functionality in real-time in your game. It is a 1:1 runtime implementation of PGPatcher using the same backend code that PGPatcher does (PGLib). This means that when a mod is compatible with or requires PGPatcher, it is also compatible with PGLite without the mod author having to change anything. Any deviation in result from PGPatcher is a bug and should be reported (assuming identical settings between PGLite and PGPatcher). You do not have to run the offline PGPatcher at all if you use PGLite, with the exception of PBR and DynDoLOD (see below).
- Patchers that generate textures have their textures generated at runtime and then patched in your data folder for subsequent uses
- Meshes are patched in memory at runtime as they are loaded rather than all at once. Patched meshes are not saved to disk
- Initial load will be the slowest while the cache builds (but still should not be more than a few seconds). Subsequent loads will be much faster.
- PGLite has an INI file where options for startup GUI toggles are available, among others. In addition, this INI has the CLI arguments that PGPatcher has available, such as esmify.
You can set your instance location relative to your game path. For wabbajack it should just be ../ in most cases, since the instance folder is one folder higher from the stock game folder generally. This will allow your users to not have to reconfigure this later.
DynDoLOD is generated offline, therefore it is still necessary to use the offline PGPatcher to generate the necessary files it needs, though this is relevant mostly to PBR. If you use Parallax and/or Complex Material ONLY, you can avoid these steps and just use PGLite only in combination with a normal generated DynDoLOD. To generate DynDoLOD while using PGLite, perform the following steps:
- Disable/delete any existing PGPatcher outputs
- Disable any existing TexGen/DynDoLOD outputs
- Open PGPatcher and under
Processing, check the box that saysPGLite Mode- this will minimize the output to only those files that DynDoLOD needs (and BodySlide). An output generated without this being checked will be rejected by PGLite and PGLite will disable itself. - Generate the PGPatcher output and activate it in your mod manager
- Generate TexGen/DynDoLOD as you normally would and activate their mods AFTER the PGPatcher output for both plugins and loose files
- Launch the game with PGLite enabled, and everything should just work
You now do not need to update the PGPatcher/DynDoLOD outputs until you feel you need to (added a structure, change of architecture texture, etc.). It is safe to leave it as is until you decide and nothing will break. Only some mismatches may occur between close models and LOD models if you've changes your textures/structures etc. in your modlist.
Bodyslide and Outfit Studio support PBR visualization. To see this, you need to patch their ShapeData meshes using PGPatcher. This is not necessary for any gameplay, it is only if you want to visualize PBR with BS/OS. To patch ShapeData NIFs, follow these steps:
- Disable/delete any existing PGPatcher outputs
- Open PGPatcher and under
Processing, check the box that saysPGLite Mode- this will minimize the output to only those files that BodySlide reads (and DynDoLOD). - Generate the PGPatcher output and activate it in your mod manager
- Launch BodySlide/Outfit Studio and you will see shapes in PBR now. You can save outfits as normal and you do not have to rerun PGPatcher afterwards since PGLite will take care of it in-game.
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