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Oblivion Character Overhaul isn't working as hoped


optoomal2

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My load order:

http://i.imgur.com/ehuy70s.png?1?1974
So, some details. I installed Robert's Male Body Replacer then I installed Oblivion Character Overhaul then I launched the game and the player doesn't look any different from the vanilla textures. Then I saw that there were face textures specifically for RMBR so I installed that and it still looks the same. Can someone help me with this please?

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I can.

 

Elaborate Eyes is incompatible with OCO (you don't mention which version you are using, but either it's v1.2 or v2, it's still incompatible) and is overriding OCO's Race Assets. This is why you don't see the new textures added by OCO: Elaborate Eyes is telling your game engine to NOT apply them, and apply instead the vanilla ones.

 

But before we go further, we need to know WHICH version of OCO you're using. If you're using v2, you installed it manually and it's VERY BAD NEWS.

 

Cheers!

 

EDIT: and Glitches is right, never forget to run Archive Invalidation (not necessarily Invalitated, I recommend OBMM built-in default Archive Invalidation)

Edited by IkeCoast
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OCO should typically be very far down the load order, always ahead of any other character/cosmetic mods. And it should probably be after a Bashed Patch if you have one... just figured that out for my FCOM install after putting OCO in it.

 

To get eye, hair mods and such to work with OCO, you need to create a compatibility patch yourself since I haven't seen any up for download yet. What you need is Wrye Bash, and in it you should right click on OCO and choose "esmify self" and then do the same on any cosmetic mods you want to work with OCO. Then get the Construction Set if you haven't downloaded it already, and load OCO along with all the other esmified cosmetic mods. In there you go to the Character menu, then open the Eyes and Hairs windows, and finally the Race window.

In the Race window go to the body tag, and then it is simply a matter of clicking and dragging any mod-added hairs/eyes you have loaded into the Eye Colors and Hair Styles groups for each race you want affected by them. Once that is finished, you save this as a new mod which will act as your patch (since it has the comsetic mods and OCO in its master list). Close the Construction Set, go back to Wrye Bash, right click the esmified mods and choose "espify self" to turn them back to normal and then activate your newly created patch mod. Presto!

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The procedure Lazyskeever proposes is now outdated because Construction Set Extender allows setting other esps as masters directly, right out of the box, no need to esmify them through Wrye Bash before.

 

And this is the way I add custom hairs and eyes to my OCO v2 installation, yes. I find it easier and more secure and conflict-free than bashing or merging mods.

 

All I need to do is load in the CSE the esps I want to use as masters, none of them set to Active, then doing exactly what Lazyskeever explains (adding hairs, eyes, et al) and later saving my patch as a new esp. And presto.

 

Since OCO v2 is an OBSE-dependant mod, you can download and istall the CSE without any trouble at all.

 

Cheers!

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