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Fanasecul missing!


tiger8u2

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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.esm

MD_Saddle_Master.esm

Cobl Main.esm

Mart's Monster Mod.esm

Qarls_Harvest.esm

TamrielTravellers.esm

Easy_Companion_Share.esm

CM Partners.esm

Toaster Says Share v3.esm

Kvatch Rebuilt.esm

HorseCombatMaster.esm

ExnemRuneskulls.esp

ClocksOfCyrodiil.esp

ANB_Item_Switchers.esp

Tabaxi Race 2.0.esp

Dark Brotherhood Sanctuaries.esp

BKListenersChamber.esp

AliveWaters.esp

Natural Environments Partial Merged Plugin.esp

DLCHorseArmor.esp

Slof's Horses Base.esp

JL121HorseArmor.esp

Slof's Extra Horses.esp

MD Saddlebags v3.0.esp

HGEC Merged Plugin 01.esp

Hentai Compilation Merged Plugin.esp

Bob's Armory Oblivion.esp

Amajor7 Imperial Furniture.esp

Exnem Warrior Armor & Bodysuit Merged Plugin.esp

DLCThievesDen.esp

DLCOrrery.esp

DLCVileLair.esp

Slof's Male Clothing.esp

Slof's Beefcake Armors.esp

Latexshop4 Sexy Chaps.esp

My Sexy CM Partners.esp

Growlfs Hot Clothes.esp

Realistic City & Villages Merged Plugin.esp

za_bankmod.esp

Wig Mods Merged Plugin.esp

HomeTeleporter.esp

MoveQuestItems - OBSE.esp

Reznod_Mannequin.esp

FemaleAdoringFan.esp

Arena Merged Plugin.esp

Toaster Says Share.esp

CM Partners.esp

CM Partners NPC.esp

CM Partners More NPCs.esp

CM Partners Extra NPCs.esp

CM Partners Marker NPCs.esp

CM Partners Special NPCs.esp

DAJadeTabaxi.esp

Qarls_Harvest.esp

TheSnakesLair.esp

DLCShiveringIsles.esp

ShiveringIsleTravellers.esp

Cobl Si.esp

SW01Plus.esp

DLCSpellTomes.esp

Slof's Black Unicorn.esp

Slof's Giger Armour.esp

Slof's Boners! v5.esp

Leviathan Soulgems.esp

Sonia.esp

Ramy Enfant.esp

Saerileth.esp

prettyEnh.esp

Exnem Armors Merged Plugin 1.esp

Cobl Glue.esp

Cobl Silent Equip Misc.esp

Salmo the Baker, Cobl.esp

Real Hunger, Cobl.esp

FF_Real_Thirst.esp

FF_Real_Thirst, Cobl.esp

PrincessImperialCityApartment-COBL.esp

Wearable GS and DS armor.esp

Elven_Gardens_Apartment.esp

Demon_Consort.esp

Apachii_Goddess_Store.esp

Ren_Soya_KD's.esp

Atropa.esp

Oonas_Outfitters.esp

KendoGirl_Final.esp

Advanced Mark & Recall.esp

P1DseeYouSleep.esp

P1DseeYouSleep - DLCVileLair.esp

Stealth Entrances & Rope Ladders Merged Plugin.esp

Gardening & House Gardens Merged Plugin.esp

SetEssentialActors.esp

sexycompanion.esp

allinonebasement.esp

CurseOfHircine.esp

Feudal Empire 300.esp

Younger Hotter NPC's v1.0.esp

Kvatch Rebuilt.esp

Origin of the Mages Guild.esp

Mart's Monster Mod.esp

DLCFrostcrag.esp

Qarls_Harvest addon_MMM.esp

TamrielTravellers4MMM.esp

TamrielTravellersItemsVendor.esp

TamrielTravellersItemsCobl.esp

Travellers4MMMHostileFactions.esp

Mart's Monster Mod - Additional Enemy NPC Vars.esp

Mart's Monster Mod - Diverse Imperial Armor.esp

AliveWaters - Koi Addon.esp

AliveWaters - Slaughterfish Addon.esp

Blood&Mud.esp

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

Mart's Monster Mod - Hunting & Crafting.esp

StockClothingArmorHGECFighterD.esp

Mart's Monster Mod - Looting NPCs & Creatures.esp

Mart's Monster Mod - Extra Wounding.esp

Mart's Monster Mod - Durability & Damage.esp

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

Mart's Monster Mod - No Carrion Rats.esp

Mart's Monster Mod - Spawn Rates - Increased.esp

Mart's Monster Mod - Dungeons of MMM.esp

Mart's Monster Mod - Farm Animals.esp

Mart's Monster Mod - Foxes.esp

Mart's Monster Mod - More Wilderness Life No Gates.esp

Mart's Monster Mod - Vindasel.esp

Mart's Monster Mod - Durzog Addon.esp

Mart's Monster Mod - Shivering Isles.esp

RD-HeavensWrath-v1-1-Easy.esp

eyja.esp

300ft_crime_detection-7319.esp

PCSoundKensai.esp

MMM-Cobl.esp

P1DKeychain for COBL.esp

GM-LugKey.esp

SeductiveIdles.esp

Unlimited Wear.esp

LightSpellTorch.esp

_darker_nights.esp

Dark Dungeons.esp

HouseMapMarkersOnlyBought.esp

Landmarks, w Wells.esp

LoadingScreens.esp

CleanQuit.esp

MHE v2 - Exnem&Robert Tail.esp

MaleBodyReplacerV4.esp

EyelashesForVanillaRaces1.0.esp

Slof's Oblivion Better Beasts.esp

Streamline 3.1.esp

Bashed Patch, 0.esp

DeadlyReflex 5 - Combat Moves.esp

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

Fanescul Fix.esp

Sexlivion_0.4a_Full_English_v1.esp

 

Here's a couple of screenshots that show the missing terrain.

 

 

 

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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.
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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 & Blood

Natural Environments Partial Merged Plugin.esp

Realistic City & Villages Merged Plugin.esp

Stealth Entrances & Rope Ladders Merged Plugin.esp

Gardening & House Gardens Merged Plugin.esp

 

And anything else that makes any changes to terrain.

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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 & Blood

Natural Environments Partial Merged Plugin.esp

Realistic City & Villages Merged Plugin.esp

Stealth Entrances & Rope Ladders Merged Plugin.esp

Gardening & 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."

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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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