TehDarkPredator Posted April 28, 2009 Share Posted April 28, 2009 There's something strange here. (It's the fisherdude's house in Weye, next to the Weye inn.) Something is missing a mesh. I guess it's a piece of wood from a broken crate, or something similar. My modlist is:00 Oblivion.esm01 Francesco's Leveled Creatures-Items Mod.esm02 Francesco's Optional New Items Add-On.esm03 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]04 Mart's Monster Mod.esm [Version 3.7b1]05 FCOM_Convergence.esm [Version 0.9.9a7]06 Unofficial Shivering Isles Patch.esp [Version 1.4.0]07 Unofficial Oblivion Patch.esp [Version 3.2.0]08 DLCHorseArmor.esp09 DLCOrrery.esp0A DLCFrostcrag.esp0B DLCThievesDen.esp0C DLCVileLair.esp0D DLCMehrunesRazor.esp0E DLCSpellTomes.esp0F DLCShiveringIsles.esp10 DLCBattlehornCastle.esp11 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]12 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]13 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]14 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]15 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]16 DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]17 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]18 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]19 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]1A Francesco's Optional Chance of Stronger Bosses.esp1B Francesco's Optional Chance of Stronger Enemies.esp1C Francesco's Optional Leveled Guards.esp1D Francesco's Optional Leveled Quests-SI only.esp1E Francesco's Optional Chance of More Enemies.esp++ FCOM_Francescos.esp [Version 0.9.9]++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]1F FCOM_FrancescosNamedBosses.esp [Version 0.9.9]20 Bob's Armory Oblivion.esp21 FCOM_BobsArmory.esp [Version 0.9.9]22 Oblivion WarCry EV.esp23 FCOM_WarCry.esp [Version 0.9.9]24 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]25 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b1]26 FCOM_Convergence.esp [Version 0.9.9]27 FCOM_RealSwords.esp [Version 0.9.9]28 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b1]29 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b1]2A Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b1]2B Mart's Monster Mod - Extra Wounding.esp [Version 3.7b1]2C Mart's Monster Mod - Zombies for Body Meshes.esp [Version 3.7b1]2D Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b1]2E Mart's Monster Mod - Farm Animals.esp [Version 3.7b1]2F Mart's Monster Mod - Foxes.esp [Version 3.7b1]30 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b1]31 Mart's Monster Mod - Vindasel.esp [Version 3.7b1]32 Mart's Monster Mod - Durzog Addon.esp [Version 0.10]33 Knights.esp34 Knights - Unofficial Patch.esp [Version 1.0.9]35 Mart's Monster Mod - City Defences.esp [Version 3.7b1]36 Francesco's 7 days respawn time - 1-16 day lenght rescale.esp37 Harvest [Flora].esp [Version 3.0.0]38 Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]39 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]3A Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]3B OOO-Water_Weeds.esp [Version 1.33]3C OOO-WaterFish.esp [Version 1.34]3D Bashed Patch, 0.esp So far I'm not encountering other problems but I'll stay on my toes.Perhaps someone knows what to do in such a situation? Or anyone knows what kind of junk lies on the ground there? Link to comment Share on other sites More sharing options...
dezdimona Posted April 28, 2009 Share Posted April 28, 2009 probably got over written by another mod mesh! General Load-Order GuidelinesHere 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.esmUnofficial 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 Guidelinesby dev_akm I would extend this to include: Oblivion.esmUnofficial 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):....Oblivionunoffical patchDeeper realism mods that add sights and soundsadded content like weapons/itemsgameplay changes, like 'must eat and sleep'The OOO typethe 'new begining' type mod....................... Link to comment Share on other sites More sharing options...
TehDarkPredator Posted April 28, 2009 Author Share Posted April 28, 2009 Well, I'm using FCOM's loading list, so the loading list order shouldn't be the problem. I found out that the missing meshes are for bows, daggers and axes... I'll see if I can find the problem myself. Link to comment Share on other sites More sharing options...
Lore70 Posted April 28, 2009 Share Posted April 28, 2009 Hi have you try ArchiveInvalidation Invalidated ? Try this link ARCHIVE INVALIDATION I hope this help you P.S. : try the Installer Version - Recommended Link to comment Share on other sites More sharing options...
TehDarkPredator Posted April 28, 2009 Author Share Posted April 28, 2009 It must be Fran messing up thanks to the patch. See if it works. Edit: Great, only missing two weapon meshes, but now the testinghalls have no floors. Link to comment Share on other sites More sharing options...
dezdimona Posted April 28, 2009 Share Posted April 28, 2009 well you'll figure it out. Link to comment Share on other sites More sharing options...
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