niko381 Posted June 25, 2009 Share Posted June 25, 2009 Hey, I was having a bit of a problem with missing meshes when I use Oscuro's Oblivion Overhaul, so I thought maybe someone here could help me out. I'm using the beta 1.34 version of it (since that's what FCOM: Convergence requires). Certain people (Like the woman guard at the beginning) throughout the game I only see as a floating bald head, and their armor is just missing. I used FormID Finder and it did point me to OOO, and when that mod is disabled, I didn't have this problem. Anyone else have a similar problem, or know what I can do to remedy the situation? Link to comment Share on other sites More sharing options...
dezdimona Posted June 25, 2009 Share Posted June 25, 2009 what other mods do you have installed and your load order too please Link to comment Share on other sites More sharing options...
niko381 Posted June 25, 2009 Author Share Posted June 25, 2009 The mods I use are basically all the ones required for FCOM plus a few smaller ones, and the load order was set with BOSS. Here's a picture of what I've got going: http://img37.imageshack.us/img37/3307/modloadorder.png Link to comment Share on other sites More sharing options...
dezdimona Posted June 25, 2009 Share Posted June 25, 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...
niko381 Posted June 25, 2009 Author Share Posted June 25, 2009 Oh, thanks a lot for that! I'll re-order everything and post back with results. Link to comment Share on other sites More sharing options...
PacificMorrowind Posted June 25, 2009 Share Posted June 25, 2009 LO will NOT change the fact that he meshes are missing; did you download the complete package as well as the update? if not download it, otherwise try reextracting that. If on Vista/win7 make sure that UAC is disabled or oblivion is installed to a non-system location (ie. a good location is C:/games/Oblivion, but program files will be BAD).Pacific Morrowind Link to comment Share on other sites More sharing options...
dezdimona Posted June 25, 2009 Share Posted June 25, 2009 LO will NOT change the fact that he meshes are missing; did you download the complete package as well as the update? if not download it, otherwise try reextracting that. If on Vista/win7 make sure that UAC is disabled or oblivion is installed to a non-system location (ie. a good location is C:/games/Oblivion, but program files will be BAD).Pacific Morrowindyes it will in some cases,you obviously did not read my reply! Link to comment Share on other sites More sharing options...
niko381 Posted June 26, 2009 Author Share Posted June 26, 2009 Alright, well I thought maybe the Unofficial Oblivion Patch would fix the missing meshes, but it didn't, and neither did re-extracting that update (and yes, I do have the complete package). Any other ideas? :wacko: Link to comment Share on other sites More sharing options...
XJDHDR Posted June 26, 2009 Share Posted June 26, 2009 Did you download the patch and "OOO 1.33 complete" and install the patch after OOO 1.33? Or, if you use OBMM, did you turn the patch and OOO 1.33 into two seperate OMODs and install in said order? Otherwise, the only other solution I can think of is Archive Invalidation. OBMM is probably the best tool for this and set it to use BSA Alteration or BSA Redirection (I use the latter). Link to comment Share on other sites More sharing options...
PacificMorrowind Posted June 27, 2009 Share Posted June 27, 2009 LO will NOT change the fact that he meshes are missing; did you download the complete package as well as the update? if not download it, otherwise try reextracting that. If on Vista/win7 make sure that UAC is disabled or oblivion is installed to a non-system location (ie. a good location is C:/games/Oblivion, but program files will be BAD).Pacific Morrowindyes it will in some cases,you obviously did not read my reply!no LO will not change the fact that there are missing meshes; it may disquise the fact by a different mod taking priority but it will not change the fact that they aren't there for that one mod and usually if you are missing some meshes from a mod you are missing lots and hence it is better to fix witht he proper resources than just by hiding it with a differnt mod (and in this case since it sounds at least to me like the OP is missing some OOO resources with OOO in the optimal position nothing/very few things will be overiding it's meshes adn texture links.)Pacific Morrowind Link to comment Share on other sites More sharing options...
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