tiger8u2 Posted May 15, 2009 Share Posted May 15, 2009 Anyone ever have a terrain problem with Fanacasecul where the whole ruin is missing and a big chunk of the land? I thought Alive Waters was doing it, but when I tried moving it up the load order list and even deactivating it......the place was still gone. The only other mod that OBMM says conflicts with that area is FF_Real_Thirst. The bits and pieces of the ruin that you see in the pics are those that I put back in myself by editing that area and creating a "Fanescul Fix.esp" (Yes...I know its spelled wrong...twice! =P) My load or is pretty big so it's a bit hard to figure out which mod deleted the terrain: Oblivion.esmMD_Saddle_Master.esmCobl Main.esmMart's Monster Mod.esmQarls_Harvest.esmTamrielTravellers.esmEasy_Companion_Share.esmCM Partners.esmToaster Says Share v3.esmKvatch Rebuilt.esmHorseCombatMaster.esmExnemRuneskulls.espClocksOfCyrodiil.espANB_Item_Switchers.espTabaxi Race 2.0.espDark Brotherhood Sanctuaries.espBKListenersChamber.espAliveWaters.espNatural Environments Partial Merged Plugin.espDLCHorseArmor.espSlof's Horses Base.espJL121HorseArmor.espSlof's Extra Horses.espMD Saddlebags v3.0.espHGEC Merged Plugin 01.espHentai Compilation Merged Plugin.espBob's Armory Oblivion.espAmajor7 Imperial Furniture.espExnem Warrior Armor & Bodysuit Merged Plugin.espDLCThievesDen.espDLCOrrery.espDLCVileLair.espSlof's Male Clothing.espSlof's Beefcake Armors.espLatexshop4 Sexy Chaps.espMy Sexy CM Partners.espGrowlfs Hot Clothes.espRealistic City & Villages Merged Plugin.espza_bankmod.espWig Mods Merged Plugin.espHomeTeleporter.espMoveQuestItems - OBSE.espReznod_Mannequin.espFemaleAdoringFan.espArena Merged Plugin.espToaster Says Share.espCM Partners.espCM Partners NPC.espCM Partners More NPCs.espCM Partners Extra NPCs.espCM Partners Marker NPCs.espCM Partners Special NPCs.espDAJadeTabaxi.espQarls_Harvest.espTheSnakesLair.espDLCShiveringIsles.espShiveringIsleTravellers.espCobl Si.espSW01Plus.espDLCSpellTomes.espSlof's Black Unicorn.espSlof's Giger Armour.espSlof's Boners! v5.espLeviathan Soulgems.espSonia.espRamy Enfant.espSaerileth.espprettyEnh.espExnem Armors Merged Plugin 1.espCobl Glue.espCobl Silent Equip Misc.espSalmo the Baker, Cobl.espReal Hunger, Cobl.espFF_Real_Thirst.espFF_Real_Thirst, Cobl.espPrincessImperialCityApartment-COBL.espWearable GS and DS armor.espElven_Gardens_Apartment.espDemon_Consort.espApachii_Goddess_Store.espRen_Soya_KD's.espAtropa.espOonas_Outfitters.espKendoGirl_Final.espAdvanced Mark & Recall.espP1DseeYouSleep.espP1DseeYouSleep - DLCVileLair.espStealth Entrances & Rope Ladders Merged Plugin.espGardening & House Gardens Merged Plugin.espSetEssentialActors.espsexycompanion.espallinonebasement.espCurseOfHircine.espFeudal Empire 300.espYounger Hotter NPC's v1.0.espKvatch Rebuilt.espOrigin of the Mages Guild.espMart's Monster Mod.espDLCFrostcrag.espQarls_Harvest addon_MMM.espTamrielTravellers4MMM.espTamrielTravellersItemsVendor.espTamrielTravellersItemsCobl.espTravellers4MMMHostileFactions.espMart's Monster Mod - Additional Enemy NPC Vars.espMart's Monster Mod - Diverse Imperial Armor.espAliveWaters - Koi Addon.espAliveWaters - Slaughterfish Addon.espBlood&Mud.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.espStockClothingArmorHGECFighterD.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Durability & Damage.espMart's Monster Mod - Zombies for Body Meshes.espMart's Monster Mod - No Carrion Rats.espMart's Monster Mod - Spawn Rates - Increased.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Farm Animals.espMart's Monster Mod - Foxes.espMart's Monster Mod - More Wilderness Life No Gates.espMart's Monster Mod - Vindasel.espMart's Monster Mod - Durzog Addon.espMart's Monster Mod - Shivering Isles.espRD-HeavensWrath-v1-1-Easy.espeyja.esp300ft_crime_detection-7319.espPCSoundKensai.espMMM-Cobl.espP1DKeychain for COBL.espGM-LugKey.espSeductiveIdles.espUnlimited Wear.espLightSpellTorch.esp_darker_nights.espDark Dungeons.espHouseMapMarkersOnlyBought.espLandmarks, w Wells.espLoadingScreens.espCleanQuit.espMHE v2 - Exnem&Robert Tail.espMaleBodyReplacerV4.espEyelashesForVanillaRaces1.0.espSlof's Oblivion Better Beasts.espStreamline 3.1.espBashed Patch, 0.espDeadlyReflex 5 - Combat Moves.espDeadly Reflex 5 - Timed Block and 250% damage.espFanescul Fix.espSexlivion_0.4a_Full_English_v1.esp Here's a couple of screenshots that show the missing terrain. Link to comment Share on other sites More sharing options...
Draco856 Posted May 15, 2009 Share Posted May 15, 2009 I'd say check them all in TESedit and then see which ones overwrite the Fanascul ruins by looking in the Oblivion ESM for the ruins, then seeing if it has anything next to it that could be removing it. Link to comment Share on other sites More sharing options...
bben46 Posted May 15, 2009 Share Posted May 15, 2009 Hopefully it's just a load order problem. But for troubleshooting I recommend deactivating any mods that change terrain, whether they are in that area or not. Be sure to move your character to a safe cell that will not be affected by any of the mods you remove before taking any out and make a save. Mud & BloodNatural Environments Partial Merged Plugin.espRealistic City & Villages Merged Plugin.espStealth Entrances & Rope Ladders Merged Plugin.espGardening & House Gardens Merged Plugin.esp And anything else that makes any changes to terrain. Link to comment Share on other sites More sharing options...
tiger8u2 Posted May 16, 2009 Author Share Posted May 16, 2009 Hopefully it's just a load order problem. But for troubleshooting I recommend deactivating any mods that change terrain, whether they are in that area or not. Be sure to move your character to a safe cell that will not be affected by any of the mods you remove before taking any out and make a save. Mud & BloodNatural Environments Partial Merged Plugin.espRealistic City & Villages Merged Plugin.espStealth Entrances & Rope Ladders Merged Plugin.espGardening & House Gardens Merged Plugin.esp And anything else that makes any changes to terrain. Thanks so much for the tips. :thanks: I thought I saw a utility once that checked terrain edits, but couldn't find it. Looked at a few mods in TES4Geko that I thought might be the culprits, but didn't find anything. For now I "fixed" the problem by editing the exterior ground texture a little and saving the changes in my renamed "Fanacasecul Fix.esp." Link to comment Share on other sites More sharing options...
dezdimona Posted May 16, 2009 Share Posted May 16, 2009 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...
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