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sool32

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Im having a problem. I reinstalled oblivion, and i reinstalled most of the mods i was using. Then i launched oblivion to look at this. This is an old savegame.

 

http://screenshot.xfire.com/screenshot/natural/70a49dfb5dcfb99fc454460de393e649e16709b4.png

http://screenshot.xfire.com/screenshot/natural/6d2757e1970be88a1b66460485a170587c659a3b.png

But i tried with a new save, and themissing meshes were just rocks, and there wasnt a problem. Im soo confused and annoyed. Can anyone help?

 

heres an image from a new character i just made

http://screenshot.xfire.com/screenshot/natural/faa22be71159e2e83a19a4e3f21c6d4f7a71314d.png

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Well i reinstalled all my previous mods, and i find this.

http://screenshot.xfire.com/screenshot/natural/6a5e49c2e64b774791c36b4f1eec73992c7489ff.png

http://screenshot.xfire.com/screenshot/natural/69b6a87e689f1d7a9cf777c2f24149977d2b4798.png

http://screenshot.xfire.com/screenshot/natural/21adac66a5b92e112ef372a80aee368aa32c5637.png

However this only happens to my old character, that i played with before i reinstalled oblivion.

 

My new character doesnt experience any bugs at all.

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OBMM has a function that tells you which mods were active for each save - and which you have loaded that were not.

 

On the main OBMM screen, click on Utilities, then Save manager. When you click on a save, a panel opens showing the mods that were active when the save was made.

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Things floating in the air are usually caused by 2 mods changing the same cell Like Mud & Blood and Better cities. Try reversing their load order, that works sometimes.

 

Give us a load order and someone might recognize your conflict.

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Load Order:

Oblivion.esm

Kvatch Rebuilt.esm

HorseCombatMaster.esm

HrmnsOblivionScriptOptimizationv1.0.esp

Unofficial Oblivion Patch.esp

UOP Vampire Aging & Face Fix.esp

Oblivion Citadel Door Fix.esp

Natural_Weather_HDR_by_Max_Tael.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

IWR-Lights.esp

IWR-Windows.esp

IWR-Shutters.esp

Akatosh Mount By Saiden Storm.esp

Adonnays Elven Weaponry.esp

tona_whitesquall-armor_ver2.esp

tona_casual_&_quiet_muffler_v2.esp

Apachii_Goddess_Store.esp

tona_simple_dress-armor_ver3.esp

eyja.esp

Natural_Vegetation_by_Max_Tael.esp

Kvatch Rebuilt.esp

Quest Award Leveller.esp

SupremeMagicka.esp

CuteElf11.esp

Elves Of Lineage II.esp

KT_CustomRaceFix.esp

Deadly Reflex 5 - Timed Block and 250% damage.esp

ImpeREAL City Unique Districts - All the Districts - Merged.esp

ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp

DeadlyReflex 5 - Combat Moves.esp

SM_DeadlyReflex.esp

KF Chapel Shop.esp

 

the two mods in the messed up statue are from appachi godess store and adoyanna elven weaponry

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If this is the statue of the hero of Bruma, It's a well known bug that usually causes the game to crash when entering Bruma. As it is supposed to be a statue of your character, using a different character really messes with the program.

 

There is a mod to fix this, but all it does is remove the statue completely.

Kill BUGGED Statues - Bruma CTD fix

http://www.tesnexus.com/downloads/file.php?id=21008

 

Since unlike most, you can get into Bruma and see the statue, you might try This one instead.

Update My Statue http://www.tesnexus.com/downloads/file.php?id=3428

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Here's a load order guide also

 

General Load-Order Guidelines

Here are the guidelines that I adhere to, personally.

 

~ Unofficial Oblivon Patch should always be first on the list. The fixes are great, but most aren't essential, so if a mod overwrites them its not a big deal, and the fixes have the potential for screwing up other mods if loaded later.

 

~ Offical Content (DLC's) should be loaded last, until you complete all quests associated with them (that includes buying all furniture for the houses and whatnot). Once they're complete, they can be safely moved up in the list. This is especially important for Knights of the Nine, which will have some fairly major problems unless loaded last (unless you get the UOP for KotN)

 

~ Major overhaul mods (OOO, Frans, MMM) should be loaded near the end. That gives you the most complete experience with any of those particular mods. It also lets you carefully choose which other mods to load afterwards... only move mods that you know will conflict and that you want the changes from. For example, I have Improved Soul Gems below OOO because I know that OOO changes the icons of some of the SG's, and ISG needs to be below to show through.

 

Some people will recommend putting larger mods first, but personally I disagree. There are a number of mods out there that make minor tweaks, and loading after a large mod will end up completely overwriting a chunk from one of the bigger mods because of the way conflicts work in Oblivion (even one minor change will take precedence over the entire record... for example, simply tweaking the speed of a weapon can cause every stat of that weapon to be retained to vanilla levels if loaded later).

 

So basically, it stacks up like this...

 

Oblivion.esm

Unofficial Oblivion Patch

<Minor Mods / DLC's (Post-Completion)>

<Major Overhaul Mod/Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

 

 

 

Expanded Load-Order Guidelines

by dev_akm

 

I would extend this to include:

 

Oblivion.esm

Unofficial Oblivion Patch

<Weather/Environment/Sound Mods>

<Minor Mods/New Items/Houses/DLC's (Post-Completion)>

<Major Overhaul Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

<Quests>

<Compatibility Patches/UOMP/Merged Leveled Lists>

 

And a special-case warning for Knights.esp (Knights of the Nine) -- you may not be able to move it earlier than some other mods (some people have had problems after moving it before OOO, for example).

 

That's basically the structure I use and I have 140+ mods working well together.

 

Another way of describing this (posted by DMan77):

....

Oblivion

unoffical patch

Deeper realism mods that add sights and sounds

added content like weapons/items

gameplay changes, like 'must eat and sleep'

The OOO type

the 'new begining' type mod..

................................................................................

................

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If this is the statue of the hero of Bruma, It's a well known bug that usually causes the game to crash when entering Bruma. As it is supposed to be a statue of your character, using a different character really messes with the program.

 

There is a mod to fix this, but all it does is remove the statue completely.

Kill BUGGED Statues - Bruma CTD fix

http://www.tesnexus.com/downloads/file.php?id=21008

 

Since unlike most, you can get into Bruma and see the statue, you might try This one instead.

Update My Statue http://www.tesnexus.com/downloads/file.php?id=3428

So that's what the statue is. I never noticed that it was supposed to be the pc :blink: . Wow i learnt something new :biggrin: . Ill try that the second mod you posted when im home from school. Thanks for all youre help.

 

@dezdimona I find using Boss is easier. :)

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