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weird message "wtf?! i'm a missing texture!" sho


133794m3r

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http://img40.imageshack.us/img40/5193/captureypi.jpg

 

please ignore the rest of the task manager. I kinda had it in the way and it took me ~5min to get the image to take. Anyone know any mods that do that to the game? The whole WTF!? I'M A MISSING TEXTURE! icon's getting VERY old VERY fast.

 

Here's my load order

 

Oblivion.esm
Oscuro's_Oblivion_Overhaul.esm
SoVvM.esm
Open Cities Resources.esm
TR_OoT_Main.esm
Mart's Monster Mod.esm
Oscuro's_Oblivion_Overhaul.esp
LightArrows.esp
Beautiful People.esp
HrmnsOblivionScriptOptimizationv1.0.esp
Darkgreen Glass Armour.esp
Unofficial Oblivion Patch.esp
_Ren_BeautyPack_full.esp
VA_BetterGold.esp
DLCMehrunesRazor.esp
Little People.esp
haz_encumbrance_x1.5.esp
DLCMehrunesRazor - Unofficial Patch.esp
OOO-Combat_Skills_Perks_Marksmanship.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCfrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
DLCThievesDen.esp
Mart's Monster Mod - More Wilderness Life.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
DLCVileLair.esp
OOO-DaedraLord_Quests.esp
DLCVileLair - Unofficial Patch.esp
Mart's Monster Mod for OOO.esp
Knights.esp
Streamline 3.1.esp
OOO-Level_Stock.esp
OOO-DLT_Immersion.esp
OOO-Water_Weeds.esp
OOO-BirthSigns.esp
Get Wet.esp
Knights - Unofficial Patch.esp
Oblivion Citadel Door Fix.esp
The Ranger's House.esp
Acrobat.esp
Bjornheim.esp
Villages1.1.esp
JolardHome.esp
Oblivion Cats v0.22b.esp
Smaller Elf ears.esp
Race&Lore2 with Smaller Elf ears.esp
Visually Realistic Lava.esp
Village of Lily 2.0.esp
No Glow Grass - Faster and Shorter.esp
Natural_Habitat_by_Max_Tael.esp
Natural_Vegetation_by_Max_Tael.esp
Natural_Water_by_Max_Tael.esp
Natural_Weather_by_Max_Tael.esp
Dungeon Actors Have Torches 1.6 CT.esp
GTAesgaard.esp
Ivellon.esp
AncientTowers.esp
3_Numbers_v.1.0.esp
The Lost Spires.esp
Malevolent.esp
LetThePeopleDrink.esp
MountainTower.esp
TR_Stirk.esp
RTT.esp
HeartOftheDead.esp
A_dark_elvish_cave-5121.esp

 

aslo i'm using OMM and OBSE

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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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It's exactly what it says it is, a missing Mesh (Not texture). But if the mesh is missing if there is a texture associated with it it is probably missing too. This is a variant of the yellow block with an exclamation mark.

 

You need to find out what is missing and what mod put it there Then find where you put the mesh (and texture) and put them in the right place.

 

This is probably the most common problem in mods. It is caused when the game cannot find the mesh called for by a mod. It uses the yellow block with an exclamation point as a placeholder to keep from crashing. (Or the WTF! I'm A missing Mesh yellow star)

 

All except the simplest mods have new textures and usually Meshes. If you look at the zipped files (expand them to see what is there before installing) you will usually see several types of files. The filename.esp is the actual mod, it goes into the Oblivion\Data folder.

 

A filname.txt or Readme.txt file - this is the read me file that you should read to see if there are any special instructions for this file, such as it may need another mod to work or need OBSE, or need the Shivering Isles expansion, or Need the latest patch.

 

Textures folder. this contains the texture files (.dds) for the mod. this should be copied to the Oblivion\data\textures folder

Meshes folder. This contains the meshes for the mod, it should be copied to the Oblivion\data\meshes folder

Sounds folder. This contains any new sounds needed by the mod. it should be copied into the Oblivion\data\sounds folder

 

.bsa files these are compressed files that may contain all of the different files. Any .bsa file should be copied without change into the Oblivion\data folder

 

There may be other files or folders included, but those are the most common.

 

If you look in the Oblivion/data folder and see a bunch of .dds files, .nif files, .mp3 files they are in the wrong place. You need to MOVE them to the proper folders.

.dds to the textures folder

.nif to the meshes folder

.mp3 to the sounds folder

.wav to the sounds folder

 

In a mod with meshes and textures, they are usually in their own folder - look in the zipped file, extract the meshes folder to the Oblivion\data\meshes folder and the textures folder to the Oblivion\data\textures folder. Do the same with any other folder in the zipped file. Usually only the esp file and if present .bsa files go into the \Data folder

 

One of the most common things I have seen is a folder inside of the data folder with the name of the mod. It may have the texture and mesh files you need. Example Oblivion\Data\mod_xyz.

Then inside the \mod_xyz You may find \Mod_xyz\textures and mod_xyz\meshes folder

 

These folders Meshes and textures inside of the \data\mod_xyz folder need to be moved into the \data\textures and \data\meshes folders.

The easiest way to do this is to right click and hold the folder you want to move, then drag it into the \data folder.

You will probably get a message that you will overwrite files. Actually it will not overwrite, but append to the original folder.

 

Refscope is a good resource for finding what mod those yellow missing mesh blocks came from. It adds a spell that when cast on the missing mesh identifies it and what mod put it in the game. :thumbsup:

 

http://tesnexus.com/downloads/file.php?id=21862

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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..

................................................................................

.................

ok so what exactly's a "post completion" and a "precompletion" dlc?

 

edit: also apparently it ranges from simple "Oblivion.esp" to "dlc" mod meshes. So i guess i'm going to have to reinstall oblivion and all my mods. Luckly i kept all the mods i downloaded in a quaint little folder incase something liek this did just so happen.

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ok so what exactly's a "post completion" and a "precompletion" dlc?

Your's not the load order case, follow the bben advices, things you should verify first are: should not have a folder named data into the actual data folder. The same thing: should not exist a folder named textures inside the actual texture folders. Conversely as stated by bben, the textures and meshes files should not be directly into the /data. Last but not the least, all mods that have those files and folders must have than installed too, installing only the ESP may be the cause for the symptoms you are experimenting. Be aware than uninstalling some mod that did overwrite another textures or meshes will cause the issue too, in that case you should attempt doing the 'Archive invalidation' thing from the OBMM as the first procedure to trace down the problem.

 

Resuming, that problem of yours is almost aways one of these three

 

1 - the files are just missing

2 - the files are wrongly placed

3 - the files were deleted altogether with some former installed mod(what becomes the case 1 but may be solved by the Archive invalidation procedure if they change original textures and meshes)

 

PS: The README from mods have that name for a reason... some meshes may address texture files at specific locations such as specifics subfolders inside the /textures folder (just an example) and so, the texture files must go into those subfolders instead directly into the /textures folder. never is so much to stress: aways read the README when installing a mod.

 

Make sure the unpacker you use (Winrar or any other) is configured to 'honor' (keep) the folders structure. They may place all files directly under the extraction root folder instead and this is sure troubles.

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nosisab

 

QUOTE (133794m3r @ Jun 23 2009, 09:46 PM)

ok so what exactly's a "post completion" and a "precompletion" dlc?

 

Your's not the load order case, follow the bben advices, things you should verify first are:

 

On the contrary,once he corrects his mesh problem, his load order needs to be reset to my guidelines as well!

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nosisab

 

QUOTE (133794m3r @ Jun 23 2009, 09:46 PM)

ok so what exactly's a "post completion" and a "precompletion" dlc?

 

Your's not the load order case, follow the bben advices, things you should verify first are:

 

On the contrary,once he corrects his mesh problem, his load order needs to be reset to my guidelines as well!

so what in the world is precompletion and post completion dlc? @.@ i've yet to get an answer from that. Also apparently QTP3 conflicts with OOO, i think i got a patch to fix that. If i don't or if there's not one i'd like it if someone could direct me towards it incase i don't have it.

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nosisab

 

QUOTE (133794m3r @ Jun 23 2009, 09:46 PM)

ok so what exactly's a "post completion" and a "precompletion" dlc?

 

Your's not the load order case, follow the bben advices, things you should verify first are:

 

On the contrary,once he corrects his mesh problem, his load order needs to be reset to my guidelines as well!

ah, yes, well remembered. But first he must place/replace the meshes/textures files into the correct places :)

 

133794m3r - edit: also apparently it ranges from simple "Oblivion.esp" to "dlc" mod meshes. So i guess i'm going to have to reinstall oblivion and all my mods. Luckly i kept all the mods i downloaded in a quaint little folder incase something liek this did just so happen.

 

No, reinstalling the game keeping the actual /data will retain the issue. You must discover which mod is the culprit. If you at least know which item, structure or whatever should be there, the solution should be as simple as (re)installing that mod correctly.

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so for the 4th time now no one knows what she's talking about with pre-post?

 

also here's my load order according to BOSS it seems to be ok.

 

-----------------------------------------------------------
Better Oblivion Sorting Software	   Load Order Utility 

(c) Random007 & the BOSS development team, 2009		   
 Some rights reserved.									
 CC Attribution-Noncommercial-No Derivative Works 3.0	 
 http://creativecommons.org/licenses/by-nc-nd/3.0/		
v1.35 (23 June 09)										
-----------------------------------------------------------

Master .ESM date: Tue Jan 02 16:38:46 2001
FCOM not detected.


------------------------------------
Recognised and re-ordered mod files:
------------------------------------

Oblivion.esm

SoVvM.esm

Cybiades.esm

Windfall.esm

AWS-Core.esm

Oscuro's_Oblivion_Overhaul.esm

Enhanced Daedric Invasion.esm

Open Cities Resources.esm

TR_OoT_Main.esm

CM Partners.esm

TNR ALL RACES FINAL.esp
 . Bashed Patch tag suggestion:  {{BASH:NpcFaces,NoMerge}} and deactivate.

TNR - ShiveringIsles.esp
 . Bashed Patch tag suggestion:  {{BASH:NpcFaces,Invent,NoMerge}} and deactivate.

HrmnsOblivionScriptOptimizationv1.0.esp
 . Note:  May have a problem with Shivering Isles due to changed FormIDs causing a script to be written into cell data by mistake.

Unofficial Oblivion Patch.esp

UOP Vampire Aging & Face Fix.esp

Oblivion Citadel Door Fix.esp

DLCShiveringIsles.esp

Unofficial Shivering Isles Patch.esp
 . Note:  Remember to use the 'MOBS' version when using Francesco's and FCOM.
 . Note:  Newest MOBS and non-MOBS versions have the same name.

_Real_Lights.esp
 . Note:  Accidentally disables the Umbacano branch of The Collector quest - edit to remove the MS21statuescript script changes to fix this.
 . Note:  All Natural's Real Lights implementation doesn't suffer from this.

AWS-ShiveringIsles.esp

Natural_Weather_HDR_by_Max_Tael.esp

Natural_Habitat_by_Max_Tael.esp

Enhanced Water v2.0 HD.esp

AmbientDungeons.esp
 . Note:  OBSE, 'Screen Effects', and 'You Are Here' required.

Oblivion Cats v0.22b.esp

VA_BetterGold.esp
 . Bashed Patch tag suggestion:  {{BASH:Graphics}}

Living Economy.esp
 . Note:  Don't use 'Living Economy' and 'Living Economy - SI' together. Pick one.

Living Economy - Items.esp

Cutthroat Merchants.esp

Crowded Roads.esp

C&C - The Blackwood Company.esp
 . Bashed Patch tag suggestion:  {{BASH:C.Owner}}

DLCHorseArmor.esp

DLCHorseArmor - Unofficial Patch.esp

DLCOrrery.esp

DLCOrrery - Unofficial Patch.esp

DLCVileLair.esp

DLCVileLair - Unofficial Patch.esp

DLCMehrunesRazor.esp

DLCMehrunesRazor - Unofficial Patch.esp

DLCSpellTomes.esp
 . Bashed Patch tag suggestion:  {{BASH:Relev}}

DLCSpellTomes - Unofficial Patch.esp
 . Note:  Not compatible with 'CDM-CGO Compatibility plugins'.

SentientWeapon.esp

Thieves Arsenal.esp
 . Note:  Requires OBSE.

AncientTowers.esp

DLCThievesDen.esp

DLCThievesDen - Unofficial Patch.esp

DLCThievesDen - Unofficial Patch - SSSB.esp

Oscuro's_Oblivion_Overhaul.esp

OOO-Water_Weeds.esp

OOO-DLT_Remover.esp

OOO-Birthsigns.esp

OOO-Combat_Skills_Perks_Marksmanship.esp

C&C - The Blackwood Company - OOO.esp
 . Bashed Patch tag suggestion:  {{BASH:C.Owner, Names, Relations}

Ivellon.esp
 . Note:  Border regions must be turned off after this mod for OOO compatibility. Use Wrye Bash tweak or a border removal mod.

300_White Stallion 4.esp
 . Note:  Use Feudal Empire ('Feudal Empire 300.esp') instead.

3_Numbers_v.1.0.esp

AnvilBayExpansion.esp
 . Note:  Not Better Cities compatible. Already included in Better Cities Anvil.
 . Note:  Not Open Cities compatible. Already incuded in Open Cities Anvil.

Artefacts of the Ancestors.esp

Bjornheim.esp

Bravil Docks.esp
 . Note:  Not compatible with Better Cities. Already included in Better Cities Bravil.

DragonInvasion.esp

GTAesgaard.esp

HeartoftheDead.esp
 . Bashed Patch tag suggestion:  {{BASH:Hair}}

JolardHome.esp

LetThePeopleDrink.esp

Malevolent.esp

MountainTower.esp

The Ranger's House.esp

Servant of the Dawn.esp

The Ayleid Steps.esp

TR_Stirk.esp
 . Bashed Patch tag suggestion:  {{BASH:Graphics}}

VHBloodlines 1.2.esp

Village of Lily 2.0.esp

Windfall.esp

DLCBattlehornCastle.esp

DLCBattlehornCastle - Unofficial Patch.esp

DLCFrostcrag.esp
 . Bashed Patch tag suggestion:  {{BASH:C.Owner}}

DLCFrostcrag - Unofficial Patch.esp
 . Note:  Possible conflict with Frostcrag Reborn. Do not use both or land tearing will occur.

Knights - Unofficial Patch.esp

Cybiades.esp

CybiadesDungeon.esp

Damarask.esp

The Lost Spires.esp

TOTF.esp

RTT.esp

Blood&Mud.esp
 . Bashed Patch tag suggestion:  {{BASH:Hair, NpcFaces}}
 . Note:  FCOM requires 'FCOM_WelkyndSwordBlood&Mud.esp' or 'FCOM_Blood&Mud.esp'.

Lost Paladins of the Divines.esp

Origin of the Mages Guild.esp
 . Note:  FCOM requires 'FCOM_OMG.esp' or 'FCOM_OMGSRT.esp'.

The Mystery of the Dulan cult.esp
 . Note:  FCOM requires 'FCOM_DulanCult.esp'.

MannimarcoComplete.esp

Enhanced Daedric Invasion.esp

xulStendarrValley.esp

xulTheHeath.esp

XulEntiusGorge.esp

xulFallenLeafEverglade.esp

xulColovianHighlands_EV.esp

xulChorrolHinterland.esp

xulBeachesOfCyrodiilLostCoast.esp
 . Note:  Check version is 1.4.1 or later.

xulbravilbarrowfields.esp

xulLushWoodlands.esp

xulAncientYews.esp

xulAncientRedwoods.esp

xulCloudtopMountains.esp

xulArriusCreek.esp

xulRollingHills_EV_withoutWheat.esp

xulRollingHills_EV.esp

xulRiverEthe.esp

xulBrenaRiverRavine.esp
 . Note:  Border region restrictions must be turned off: use Wrye Bash tweak, hand edit .ini file or use no-border mod (not recommended).

xulImperialIsle.esp

bartholm.esp

Open Cities Bartholm.esp
 . Note:  Requires Bartholm.

Open Cities Outer Districts.esp

Open Cities Full + Bravil Blood & Mud.esp
 . Note:  Requires Bravil Blood&Mud.

Natural_Vegetation_by_Max_Tael.esp
 . Note:  Put before Unique Landscape mods to return tree sizes there to normal.

Dungeon Actors Have Torches 1.6 CT.esp

Dungeon Actors Have Torches 1.6 DT.esp

haz_encumbrance_x1.5.esp

bgBalancingEVCore.esp
 . Note:  bgBalancingNoSIVersion_Core_still_required.esp is required if Shivering Isles not installed.

bgMagicEV.esp
 . Bashed Patch tag suggestion:  {{BASH:Names}} if you are running more than one magic overhaul and want to use LAME spell names.

OOO-Level_Stock.esp

Get Wet.esp

Visually Realistic Lava.esp

bgIntegrationEV.esp
 . Note:  Requires LAME, Shivering Isles and Race Balancing Project.

CM Partners.esp

DremoraCompanion.esp

Streamline 3.1.esp

-----------------------------------------------------------------
Unrecognised mod files:										  
Reorder these by hand using your favourite mod ordering utility.
-----------------------------------------------------------------

Unknown mod file: Acrobat.esp
Unknown mod file: Daedric Glass Armor&Weapons.esp
Unknown mod file: A_dark_elvish_cave-5121.esp


-----------------------------------------------------------
Done.

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pre: means not completed yet

post: means completed

Boss is good but does not completely nor correctly load files correctly.it works on mods it knows, unknowns are loaded last and can cause overwrites.

Use Boss, I think OBMM is the better utility myself, and adjust your load order for best performance.

You can do as you please, all I know is that I use Obmm and my load order and have minimal game problems.

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