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Missing Meshes and Textures


Fidget56

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I have found numerous missing meshes and textures but I can figure out how to fix it. The first one in in the Arena Bloodworks, second is Cheydinhal (I am missing the docks that Better Cities adds, and I think the fountain [#3]is missing the walls that hold the fountain's water.) and the last one is a boat in Anvil. Can anyone help me?
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I'll be brief today as I have answered this in some detail several

times over the past week.

 

So without the detailed part - Remove and reinstall the mod(s)

in question. Several things have not found the correct folder.

 

Examine the file structure of the mod, and compare with the game.

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Okay, but one thing, I don't know what mod it is :wallbash: and I have a lot of mods... And truthfully I do not want to uninstall and re download well over 120 mods (no joke), so if there is any other way. or if anyone know what mod is the problem (other than the Cheydinhal docks and fountain) it would be very helpful.
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Well, first off I'd appreciate if you changed the ordering of the attached images to be below eachother, instead of side-by side.(Makes viewing the page hard and getting to the reply button an annoyance.) Now onto the main issue; Would you mind posting all the mods you currently have in use and we could go on from there to eliminating the culprit, but even without posting it, you could start eliminating the mods you know effect the areas you see these problems in. That boat in anvil is missing it's texture, so that would likely mean the mod which added that boat has the mesh looking for the texture from the wrong directory, or you've misplaced it and the mesh can't find it.
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If you don't know what mod causes it, how are we supposed to know?

Troubleshooting requires your active participation, there is no magic code that fixes this.

You will have to identify the mod or mods first before you can do anything to fix it. A missing mesh is almost always caused by a mod not being installed properly.

 

Try disabling them in groups of 10, then when you find the group, disable the mods in that group one at a time to find the one causing the problem.

 

 

How to use OBMM to make a load order list for posting.

 

Open OBMM - if you don't have it, get it. It is needed for a lot of things when you work with mods.

 

Look on the right, you will see a box with 'Import/Export'. Click that.

Then select the first option, 'View Load Order'

 

A new window will open with only your active mods listed in their load order. Any unchecked mods will not appear in this list.

 

Use your mouse to highlight the entire list, then left click on the highlighted list.

 

A box will open with Cut, copy paste.

 

Select copy – DO NOT SELECT CUT!

 

Now you can close the window and close OBMM (This might take a few minutes as OBMM takes a while to close.)

 

Go to where you want to put the load order list – I recommend creating either a text document or a word processing document and naming it load order and the date

(load order 6-22-08.txt)

 

Then open that document, place your cursor at the beginning and right click. Select paste.

 

This should copy your load order into the document.

 

Now, to get the load order into a post, open the forum, find where you want to place the load order list and paste it. The copied text will be inserted where you place the mouse cursor.

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When you use mods Please heed this advise

Install one mod only!

go in game

verify that it functions properly

then add another mod and follow the same procedure

 

There are mant here who are more than happy to help out but basic information like how many mods and load order make it easier for us to to help solve problems.

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@ Elraine Kiyoshi, it is stacked up and down for me. I am not sure how it is side-by side to each other on your computer.

 

@ dezdimona, I ill try that next after i scan the mods, but there is a problem though, when I download the files, for instance Oblivion WarCry, there is some files missing but I was luck and caught that, and when I extract the files (like meshes) it goes into another folder, even though I had the meshes extract to the data folder. But I will try to do it (most likely during the summer.)

 

@ bben46, here is the mod list (I am sorry for it is fairly long)

 

Oblivion.esm

Francesco's Leveled Creatures-Items Mod.esm

Francesco's Optional New Items Add-On.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod.esm

FCOM_Convergence.esm

Better Cities Resources.esm

DLCShiveringIsles.esp

Francesco's Optional Chance of Stronger Bosses.esp

Francesco's Optional Chance of Stronger Enemies.esp

Francesco's Optional Chance of More Enemies.esp

Francesco's Optional Leveled Guards.esp

FCOM_Francescos.esp

FCOM_FrancescosItemsAddOn.esp

FCOM_FrancescosNamedBosses.esp

Natural_Weather_HDR_by_Max_Tael.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

AmbientTownSounds.esp

AliveWaters.esp

AliveWaters - Koi Addon.esp

AliveWaters - Slaughterfish Addon.esp

Akatosh Mount By Saiden Storm.esp

Brighter_Torches.esp

Reznod_Mannequin.esp

Tamriel VWD v0.5.esp

Living Economy.esp

Living Economy - Items.esp

Cutthroat Merchants.esp

Crowded Cities 30.esp

DLCHorseArmor.esp

DLCOrrery.esp

DLCVileLair.esp

DLCMehrunesRazor.esp

DLCSpellTomes.esp

DLCThievesDen.esp

Bob's Armory Oblivion.esp

FCOM_BobsArmory.esp

Loth's Blunt Weapons for Npcs.esp

FCOM_LothsBluntWeapons.esp

Oblivion WarCry EV.esp

FCOM_WarCry.esp

Oscuro's_Oblivion_Overhaul.esp

OOO-Water_Weeds.esp

OOO-Map_Markers_Stock.esp

OOO-No_Guild_Ownership.esp

OOO-Magic_Script_Effect_Fix.esp

OOO-Container_Trap_Instant_Effects.esp

FCOM_Convergence.esp

FCOM_RealSwords.esp

Mart's Monster Mod - Extra Wounding.esp

Mart's Monster Mod - No Carrion Rats.esp

Mart's Monster Mod - Less Bone Loot.esp

Mart's Monster Mod - Zombies for Body Meshes.esp

Mart's Monster Mod - Vindasel.esp

Mart's Monster Mod - Foxes.esp

Mart's Monster Mod - Dungeons of MMM.esp

Mart's Monster Mod - Gems & Gem Dust.esp

Mart's Monster Mod - Hunting & Crafting.esp

Markets of Cyrodiil HI.esp

NPCs Alive - Faregyll Inn.esp

DLCFrostcrag.esp

Knights.esp

Mart's Monster Mod - City Defences.esp

Better Cities Full.esp

Natural_Vegetation_by_Max_Tael.esp

Harvest [Flora].esp

Harvest [Flora] - Shivering Isles.esp

Harvest [Flora] - DLCVileLair.esp

Harvest [Flora] - DLCFrostcrag.esp

Unlimited Rings 1.0.esp

Unlimited Amulets 1.0.esp

MidasSpells.esp

[GFX]_Initial_Glow-all.esp

[GFX]_Initial_Glow-creatures.esp

Mart's Monster Mod - Resized Races.esp

Bashed Patch, 0.esp

Real Water.esp

GB_Armory_PLUS_v3.0.esp

GB_Weaponry_PLUS_v3.0.esp

Polearms.esp

polearms_1.0.7_EV.esp

Very Fast Arrows.esp

NPCs Alive - Bandits.esp

NPCs Alive - Beggers.esp

NPCs Alive - Goblins.esp

 

I have narrowed it down to these three, Francesco series, Better Cities and Real Swords, so if that helps, bben46, then great, if not then I will uninstall all of them and then install them slowly, like dezdimona suggested. :thanks:

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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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