133794m3r Posted June 23, 2009 Share Posted June 23, 2009 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 Link to comment Share on other sites More sharing options...
dezdimona Posted June 23, 2009 Share Posted June 23, 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...
bben46 Posted June 23, 2009 Share Posted June 23, 2009 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 folderMeshes folder. This contains the meshes for the mod, it should be copied to the Oblivion\data\meshes folderSounds 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 Link to comment Share on other sites More sharing options...
133794m3r Posted June 23, 2009 Author Share Posted June 23, 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...................................................................................................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. Link to comment Share on other sites More sharing options...
nosisab Posted June 23, 2009 Share Posted June 23, 2009 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 missing2 - the files are wrongly placed3 - 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. Link to comment Share on other sites More sharing options...
dezdimona Posted June 23, 2009 Share Posted June 23, 2009 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! Link to comment Share on other sites More sharing options...
133794m3r Posted June 24, 2009 Author Share Posted June 24, 2009 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. Link to comment Share on other sites More sharing options...
nosisab Posted June 24, 2009 Share Posted June 24, 2009 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. Link to comment Share on other sites More sharing options...
133794m3r Posted June 24, 2009 Author Share Posted June 24, 2009 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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dezdimona Posted June 24, 2009 Share Posted June 24, 2009 pre: means not completed yetpost: means completedBoss 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. Link to comment Share on other sites More sharing options...
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