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Guards invisible (except heads)


Skoran

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I just formatted my pc and I reïnstalled Oblivion

 

Now I am installing some of my favourite mods (and testing the game once in a while)

Now the guards in the IC only have a head (so their are floating heads in the city lol :D)

I was pretty sure it was "Mart's Monster Mod - Diverse Imperial Armor.esp" but disabling it in OBMM does nothing

 

Here is my load order:

 

Oblivion.esm

HorseCombatMaster.esm

Mart's Monster Mod.esm

HrmnsOblivionScriptOptimizationv1.0.esp

Unofficial Shivering Isles Patch.esp

DLCHorseArmor.esp

DLCOrrery.esp

DLCFrostcrag.esp

DLCThievesDen.esp

DLCVileLair.esp

DLCMehrunesRazor.esp

DLCSpellTomes.esp

Knights.esp

DLCShiveringIsles.esp

Kobu's Skip Intro Mod.esp

Elves Of Lineage II.esp

talkwithyourhands2.esp

DeadlyReflex 5 - Combat Moves.esp

Mart's Monster Mod - Foxes.esp

Mart's Monster Mod - Farm Animals.esp

Mart's Monster Mod - City Defences.esp

Mart's Monster Mod - Resized Races.esp

Mart's Monster Mod - Looting NPCs & Creatures.esp

Mart's Monster Mod - Additional Enemy NPC Vars.esp

_Ren_BeautyPack_full.esp

Book Jackets Oblivion.esp

Mart's Monster Mod - Shivering Isles.esp

Mart's Monster Mod - Diverse Imperial Armor.esp

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I know, but how is that possible? I installed the core files of MMM (including the textures and meshes folder)

The above answer is correct, try first the "Archive invalidation" OBMM's feature. If do not resolves you may have installed them into wrong places.

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1) you should always make sure the "vanilla game functions before adding mods

2) "Batch adding mods is a sure way to mess up your game. Add one, go in game make sure it works correctly and then add another and so on.Remove all your mods completely and start over or try this:

 

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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I fixed it by installing a guard mode that adss new armors :P

 

I use better oblivion sorting software and it gives me no errors in the log that is created

thats a falicy,even the author staes its not 100% accurate. never totally rely on any man made software, its only as good as the man imputing the information, but at least its working

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After playing a while to test the game I noticed I am missing some stuff.

For example: A goblin with a mace that was a "Wtf, im a missing mesh" and all wolves are invisible. I tried archive invalidation (can somebody point me out what I have to set the options to exact, just to be sure. I only find old tutorials)

 

I am going to reïnstall the game tomorrow. Could anybody help me with the order which I should install following mods (I am leaving out texture replacements like better amulets)?

 

Skip introduction

Elves of lineage II

DarkUId

Talk with your hands

Deadly reflex

HGEC Body

Mart's monster mod 3.7 (including foxes, city defences, resized races, farm animals and looting npc's and creatures)

Natural environments

Natural faces

Oblivion script optimization

Oblivion script extender

Operation optimization

Rens beauty pack

Book jackets high res

Kvatch rebuild

Beautifull people

Darkillusion armor

ImpeREAL city unique districs (well I am doubting, I used to play with Bananasplit's better cities, but that only changed the market district which do you people recommend?)

Atmospheric Weather System

Keychain

Illumination within

Darker dungeons

Drop lit torches

 

What other mods do I really need? I am talking about stuff like unofficial mods and so on

Furthermore I am looking for the best mod that shows wayshrines, ruins, .... from a distant without a too big performance hit. I got a 4890 vapor-X 1gb graphics card so my computer can handle something but I dont want to make it suffer :D

A really big thanks in advance!!!

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Please don't try to install all of your mods at once. The time you think you will save will be more than lost troubleshooting the problems you encounter.

 

While BOSS is not perfect, it is a good starting place. It puts all of the mods it can't sort at the end with a note that you need to set their load order manually. See Dezi's load order for suggestions.

 

Even with BOSS and manual load order, some mods will just not be compatible with some others. In those cases you will just have to make a choice. If 2 mods mod the same thing usually the last one loaded will overwrite the other one. That can leave orphan referencees leading to missing meshes and invisible things, or crashes.

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