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Missing meshes


Nemesite

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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:

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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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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
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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 ?

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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

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Oh well - Keep your fingers crossed. If those barrels and whatever, keep reforming

you'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 for

things in CS.

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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
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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.
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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 it

Update: Well frell me it actually worked. Thanks for the heads up on that one!

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