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Oscuro's Oblivion Overhaul Wolves now Ghosts!


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Oookay, not game breaking, just ... weird.

 

Only recently did wolves start taking a strange turn. Shortly after updating and adding a few mods, wolves now are nothing more than Canine shaped faces that float around. Some purple, some black, but all are missing their body ... only this face seems to show, and it's not textured. Mostly regular wolves, large wolves, and timber wolves seem to have this issue, all others like the Hellhound, the IceHound, etc, seem to be just fine.

 

Now, before I posted ... I did go through the changes I made and undid them one by one to see what was the issue, namely the mods I installed. Strangely, shutting them off had no effect on it, they remained headless wolves. Now, I do recall downloading and trying BOSS, reading so much praise, I thought maybe this would ease up the headache of manually sorting the load order. (Still hafta fine tune it anyways) However, after all this, I still can't seem to narrow down the problem.

 

So next I reinstall OOO to see if maybe some texture and mesh files may have been removed or deleted. However, the issue persisted. I'm a bit perplexed about the issue, not really frustrated since I can still play around it ... rarely have need to bother with wolves. Thus why I come here, maybe you folks know something I'm over seeing about this?

 

Mod load list & order:

 

Oblivion.esm

bookplacing.esm

Oscuro's_Oblivion_Overhaul.esm

More Immersive Sound Optional Part.esp

More Immersive Sound.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Vegetation_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

Natural_Weather_HDR_by_Max_Tael.esp

IWR-Lights.esp

IWR-Shutters.esp

IWR-Windows.esp

Slof's Horses Base.esp

Slof's Extra Horses.esp

Slof's Horses Essential.esp

Slof's Oblivion Better Beasts.esp

Storms.esp (Oblivion Stereo Overhaul)

Book Jackets Oblivion - BP.esp

DLCShiveringIsles.esp

Beautiful People.esp

SkycaptainsBloodTime.esp

CM_Better Wine.esp

CT-Backpacks.esp

DandD_Portable_Hole.esp

KDDwemerSpectacles.esp

Brighter_Torches.esp

JTKhajiitNightEye.esp (Khajiit Night Eye Toggle)

Gift of Kynareth.esp

RTT.esp

TOTF.esp

Malevolent.esp

mythsandlegends.esp

The Lost Spires.esp

SetEssentialActors.esp

Adonnays Elven Longblades.esp

Slof's Robe of the Dark Arts.esp

Reznod_Mannequin.esp

Armory Arcane.esp

Banes LITE Rogue Set.esp

TTB.esp (Thieves Tool Belt)

Shdw_Armor Set_Sotonhorian.esp

JG Elven.esp (True Alyeid Armors)

Morrigan God-like Armor.esp

DragonSkin.esp

Quest Award Leveling - No Finger of the Mountain.esp

Oscuro's_Oblivion_Overhaul.esp

DrakeGuardianEquipment.esp

CT_Merged - Hairstyles plus NPC hairs.esp

CT-Argonian Headstyles.esp

personality_idles4.esp

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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)>

Note: If using Mayu's Overhaul Mod. I recommend loading it after OOO or MMM

 

 

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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  • 1 month later...

Same here. Only one of your mods, but is deactivate. Think something is permanently replaced. How whe can fix that texture gone?

 

 

Edit:

12sept2009

Already solved. I erase few mods and change load order of the others and validate the files. Thanks for all the answers. :-p

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