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Problem: Invisible Clothing


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Allthough I've installed nothing new, some of my meshes seem to be missing. It only affects some of the male clothes:

 

  • belted vest
  • blacksmith's apron
  • coatse linens and shirt
  • collared shirt
  • dark green shirt
  • laced leather pants
  • Shirt with suspenders
  • burgundy linens and shirt

 

I've tried a few things but nothing works. Has anybody an idea how i can fix this. Maybe a mod conflict, but i haven't installed anything new since the error appears.

 

The load order of my mods (quite alot):

 

  • Oblivion.esm
  • Better Cities Resources.esm
  • DLCShiveringIsles.esp
  • Knights.esp
  • King of Worms is a Lich.esp
  • Spell Delete.esp
  • LG's Unique Enemies.esp
  • CurseOfHircine.esp
  • ExnemEyeCandy.esp (The Wardrobe)
  • cidnothump.esp
  • TTB.esp
  • Shdw_weapom pack02.esp
  • MaleBodyReplacerV4.esp
  • Darkgreen Glass Armour.esp
  • Enchantment and Spellmaking improvment.esp
  • real lava 1.3.esp
  • 1SB_VampireHaven.esp
  • Thieves Arsenal.esp
  • Slof's Oblivion Better Beats.esp
  • Adonnays Elven Weaponry.esp
  • NinaMask_by_Vergel.esp
  • MidasSpells.esp (0.980 with Patch)
  • Thievery_Normal_Thrill.esp
  • Difficulty_Scaler-2551.esp
  • kuerteeNPCsAreSuspicious.esp
  • Realswords Bosmer LO-NPC.esp
  • Realswords Khajiit LO-NPC.esp
  • Realswords Redguard LO-NPC.esp
  • Realswords Argonian LO-NPC.esp
  • Realswords Orc LO-NPC.esp
  • Realswords Nord LO-NPC SI.esp
  • Goblin Realswords.esp
  • Shdw_Armor Set_Sotonhorian.esp
  • Dark_Beast_clothes.esp
  • ShinySeptims_Septimus.esp
  • ---> Natural Environemtent Plugin (except Water)
  • Enhanced Water v2.0 HD.esp
  • Enhanced Water v2.0 HD SI-Addon.esp
  • Nekhanimal's Awesome Vampire Mod.esp
  • NekhanimalLifeDetect.esp
  • Zombie Diversity.esp
  • _No_persistant_enchantment_glow_fix-184...esp
  • Elaborate Eyes.esp
  • StockClothingArmor-forExnems.esp
  • All Unique Landscapes
  • Bananasplits Better Cities full
  • BC UL Patches
  • NVidia Black Screen Fix.esp

 

OMOD:

 

  • Argonian Beautification -Exnem 2.8
  • Argonian Beautification -RSM 3.0
  • Better Cities 4.2.2
  • Better Cities Resources BSA 4.2.0
  • Better Cities Resources Update 4.2.2
  • Elaborate Eyes 1.1
  • HGEC Full OMOD Fixed
  • Stock Clothinh and Armor for Exnems Complete
  • Unique Landscapes Compilation

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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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@dezdimona: I've changed the loadorder as you recommended, but the meshes are still gone.

 

Does anybody know if this problem could be related to the TES4LODGen ? I've used it a few days ago, 'cause i've had some ugly LOD errors.

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I'VE FOUND THE ERROR !!!

 

I've reinstalled Robert MaleBodyReplacer two days ago due to some texture problems with the male bodies. But the OMOD version adds an AchiveInvaidation file to the Data-Folder, which caused the problem (A conflict with ArchiveInvalidationInvalidate). :wallbash: After I've deleted the file it's all back to normal.

 

@ dezdimona: :thanks: for the help and the quick answers!

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