Nemesite Posted May 16, 2009 Share Posted May 16, 2009 Hi there, just reinstalled as I'm getting very bored with fallout but I have run into a small (HUGE!) problem. Now I don't mind seeing the occasional WTF sign but it seems that they're everywhere! Mainly concerned with potions, gold and a few chests and barrels. I've tried installing new mods to remedy this, ie replacer mods but to no avail. Now archiveinvalidation invalidated is installed properly and all that. I've gone through the CS to see what the problem is and for the life of me I can't find it! All the meshes are all in the right directories and such.My load list is:Masters for: Bashed Patch, 0.esp 00 Oblivion.esm 01 Francesco's Leveled Creatures-Items Mod.esm 02 Francesco's Optional New Items Add-On.esm 03 CM Partners.esm 04 AWS-Core.esm 05 Cobl Main.esm [Version 1.51] 06 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] 07 Mart's Monster Mod.esm [Version 3.7b1] 08 TamrielTravellers.esm [Version 1.36] 09 FCOM_Convergence.esm [Version 0.9.9a7] 0A Armamentarium.esm 0B CyrodiilUpgradeResourcePack.esm ** TNR ALL RACES FINAL.esp ** TNR - ShiveringIsles.esp ** TNR - ShiveringIsles no helms.esp ++ HrmnsOblivionScriptOptimizationv1.0.esp 0C Unofficial Oblivion Patch.esp [Version 3.2.0] 0D Unofficial Shivering Isles Patch.esp [Version 1.3.0] 0E Francesco's Optional Leveled Quests-SI-only.esp 0F Francesco's Optional Chance of Stronger Bosses.esp 10 Francesco's Optional Chance of Stronger Enemies.esp 11 Francesco's Optional Chance of More Enemies.esp 12 Francesco's Optional Leveled Guards.esp ++ FCOM_Francescos.esp [Version 0.9.9] ++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] 13 FCOM_FrancescosNamedBosses.esp [Version 0.9.9] 14 Fran Armor Add-on.esp ** LoadingScreens.esp ++ AWS-ShiveringIsles.esp ++ AWS-Tweaks PB.esp ++ ln.esp 15 AliveWaters - Slaughterfish Addon.esp 16 Q - More and Moldy Ingredients v1.1.esp 17 ReneersNotesMod.esp 18 FF_Real_Thirst.esp ** DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5] ** DLCOrrery - Unofficial Patch.esp [Version 1.0.3] 19 DLCVileLair.esp ** DLCVileLair - Unofficial Patch.esp [Version 1.0.5] 1A DLCMehrunesRazor.esp 1B DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4] 1C DLCSpellTomes.esp ++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] ++ MaleBodyReplacerV4.esp ** Adonnays Elven Weaponry.esp 1D AW_Wings.esp [Version 1] ** Armamentium female.esp 1E AncientTowers.esp 1F DLCThievesDen.esp ** DLCThievesDen - Unofficial Patch.esp [Version 1.0.5] ** DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4] 20 ExnemRuneskulls.esp ++ FCOM_ExnemRuneskulls.esp [Version 0.9.9] ++ FCOM_Cobl.esp [Version 0.9.9] 21 Bob's Armory Oblivion.esp 22 FCOM_BobsArmory.esp [Version 0.9.9] 23 Oblivion WarCry EV.esp 24 FCOM_WarCry.esp [Version 0.9.9] ** Oscuro's_Oblivion_Overhaul.esp [Version 1.34] 25 ArmamentariumArtifacts.esp 26 FCOM_Convergence.esp [Version 0.9.9] 27 FCOM_RealSwords.esp [Version 0.9.9] ++ FCOM_SaferRoads.esp [Version 0.9.9] ++ FCOM_LessRats.esp [Version 0.9.9] 28 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b2] 29 Mart's Monster Mod - Durzog Addon.esp [Version 0.10] ++ TamrielTravellerAdvScript.esp [Version 1.36] 2A TamrielTravellersItemsCobl.esp [Version 1.36] ++ FCOM_TamrielTravelers.esp [Version 0.9.9] ++ FCOM_DiverseGuardUnity.esp [Version 0.9.9] ++ FCOM_BobsGuardUnity.esp [Version 0.9.9] ++ FCOM_HungersUnitySI.esp [Version 0.9.9] ++ FCOM_Archery.esp [Version 0.9.9] ++ FCOM_FriendlierFactions.esp [Version 0.9.9] 2B TIE.esp 2C T.I.E4MODS.esp [Version 0.41] ++ T.I.E4MODSOOO+FCOM.esp [Version 0.41] 2D Mart's Monster Mod - Shivering Isles.esp [Version 0.18] ++ Fransfemale.esp ++ ArmamentariumLL4OOO.esp 2E Cats & Rats for Francescos.esp 2F Slof's Goth Shop.esp 30 ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp 31 LetThePeopleDrink.esp [Version 2.5] 32 Scribe Supplies.esp 33 sunk ships.esp 34 za_bankmod.esp ** DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4] 35 DLCFrostcrag.esp ** DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4] ++ DLCFrostcrag_MysticEmporiumPatch.esp 36 Knights.esp ** Knights - Unofficial Patch.esp [Version 1.0.9] ++ Knights - AWS Patch.esp ++ Mart's Monster Mod - Knights.esp [Version 3.7b1] 37 The Lost Spires.esp 38 Mighty Umbra.esp 39 The Mystery of the Dulan cult.esp 3A HoarfrostCastle.esp ++ FCOM_MightyUmbra.esp [Version 0.9.9] ++ FCOM_Knights.esp [Version 0.9.9] 3B xulChorrolHinterland.esp 3C mythsandlegends.esp 3D xulBeachesOfCyrodiilLostCoast.esp ++ FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9] 3E Harvest [Flora].esp [Version 3.0.0] ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] ++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0] ++ CUO_UnLeveledPotions.esp 3F CUO_UnLeveledNPCs&Creatures.esp 40 ReneersGoldMod.esp 41 Vampirismless Vampires.esp 42 MidasSpells.esp 43 Midas OscuroGems.esp 44 MidasSpellTomes.esp 45 BasicInstinct.esp 46 The Sixth Element.esp 47 RenGuardOverhaul.esp 48 P1DseeYouSleep.esp ++ [GFX]_Initial_Glow-all.esp ++ Real Lava 1.3.esp ++ X-Ray Detect.esp ++ EVE_StockEquipmentReplacer4FCOM.esp ++ EVE_StockEquipmentReplacer.esp ++ EVE_KnightsoftheNine.esp ++ EVE_KhajiitFix.esp ++ EVE_StockEquipmentReplacer for OOO.esp ++ EVE_StockEquipmentReplacer4MMM.esp 49 xulBrenaRiverRavine.esp [Version 1.0.1] 4A CUO_FightersGuildContracts_SAFE.esp ++ CUO_UnleveledGuards&Legioneers_DIRTY.esp ++ CUO_UnLeveledLoot.esp ++ CUO_UnLeveledVendors.esp 4B Sexlivion.esp 4C Races.esp 4D mbass_OblivionMagazine.esp ++ JoinedJaws.esp ++ ArmamentariumLLVendors.esp ++ dangerous wilderness.esp Hopefully that might help someone see if they can see something that I've over looked. I know the load order isn't perfect but i can't see anything in the load order that would frell with gold or make some chests/barrels show but not others :confused: 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...
BossDweebe Posted May 17, 2009 Share Posted May 17, 2009 Have you looked at bbens reinstalling guide?http://s1.zetaboards.com/TheStormRavenLibr.../1446421/1/#new Adding new mods to fix things like missing meshes may only compound the problem. Link to comment Share on other sites More sharing options...
Nemesite Posted May 17, 2009 Author Share Posted May 17, 2009 Ok so i tried the load order fix, and as i predicted, it made no difference. I also tried the reinstall path but something is still wrong. I don't see how 1 chest can show up and another of EXACTLY the same type is a nice big yellow star. It makes no sense at all. Clearly the mesh isn't missing or no chests would show up at all Link to comment Share on other sites More sharing options...
BossDweebe Posted May 17, 2009 Share Posted May 17, 2009 More than the load order I would have suspected the re installation.Not sure what you mean by the reinstall path. When you say exactly the same. How did you verify this ? A quick look in the BSA shows 2 complete middle chest and 8 different varieties of brooken middle chest, and 2 complete upper chest. (there may be more). Whatever the case a missing mesh icon is not produced out of the blue. There must be a missing mesh. Could there be a difference in success in vanilla areas vs, mod houses etc. ? Could it be to do with using old game saves ? Link to comment Share on other sites More sharing options...
Nemesite Posted May 17, 2009 Author Share Posted May 17, 2009 Nope new game. Right at the start wandering through the awesome tutorial. Also since yesterday some barrels that were nothing more than yellow stars are now full formed barrels while some that looked like they should now take on the appearance of said stars, now if that isn't a mindfrell i don't know what is.Oh and as for verification, I remember things and also the reasons listed above and checking things in the CS.....on every mod....think that's fun??...lol Link to comment Share on other sites More sharing options...
BossDweebe Posted May 17, 2009 Share Posted May 17, 2009 Oh well - Keep your fingers crossed. If those barrels and whatever, keep reformingyou'll be sweet. "checking things in the CS.....on every mod....think that's fun??...lol" Been there, done that....Well, I lied, not every mod, but I know the pain of looking forthings in CS. Link to comment Share on other sites More sharing options...
Nemesite Posted May 17, 2009 Author Share Posted May 17, 2009 I'm trying again by trial and error......the old school way. 1 mod on....2 mods on....only have to try it out 274 times, making sure to rebuild the patch after every attempt and noting if one cause the problems or not. Hopefully it's in the first handful....but murpheys law tells me it'll probably be number 247 that it'll happen on....even if i start there first Link to comment Share on other sites More sharing options...
Palpenious Posted May 17, 2009 Share Posted May 17, 2009 Just a shot in the dark, but since you mention potions, barrels and chests, you might try re-installing OOO and/or FCOM items. I know OOO uses new potion meshes and textures and I think it adds that lock-bash to chests? One could be overwriting the other possibly. But if there are new chests added in with scripts attached, that may be why two seemingly similar chests are not acting the same. Link to comment Share on other sites More sharing options...
Nemesite Posted May 17, 2009 Author Share Posted May 17, 2009 I think you may be on to something there.....since OOO is a fair way down the load order i'm going to skip right to it and give it a try, right after I reinstall itUpdate: Well frell me it actually worked. Thanks for the heads up on that one! Link to comment Share on other sites More sharing options...
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