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Frequent yellow glow propably from UV?


Psyence

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Hi! I just encountered a weird problem with my Oblivion. When I start a new game my character and all the npcs glow yellow once in every 20 seconds or so. I have a huge bunch of mods installed but noticed this glow only after installing Unnecessary Violence and some landmass mods. I was wondering if any of you have ever encountered a similar problem and would know the cause for it.

 

Thanks in advance!

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Hi! I just encountered a weird problem with my Oblivion. When I start a new game my character and all the npcs glow yellow once in every 20 seconds or so. I have a huge bunch of mods installed but noticed this glow only after installing Unnecessary Violence and some landmass mods. I was wondering if any of you have ever encountered a similar problem and would know the cause for it.

 

Thanks in advance!

list your mods and their load order please

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Here's the complete list of the mods I have installed.. I'm sorry for it being such a mess. The load order is as WryeBash configured it by BALO.

 

Oblivion.esm

AWS-Core.esm

Mart's Monster Mod.esm

Oscuro's_Oblivion_Overhaul.esm

Cobl Main.esm

Qarls_Harvest.esm

CyrodiilUpgradeResourcePack.esm

UnnecessaryViolence.esm

SoVvM.esm

DLCShiveringIsles.esp

HrmnsOblivionScriptOptimizationv1.0.esp

Unofficial Oblivion Patch.esp

Unofficial Shivering Isles Patch.esp

Cobl Glue.esp

Atmospheric Oblivion.esp

AWS-ShiveringIsles.esp

Combat Fumbling.esp

Oscuro's_Oblivion_Overhaul.esp

ClocksOfCyrodiil.esp

DLCHorseArmor.esp

DLCOrrery.esp

DLCSpellTomes.esp

Dude Wheres My Horse.esp

Landmarks, w Wells.esp

DLCBattlehornCastle.esp

DLCThievesDen.esp

DLCVileLair.esp

bartholm.esp

Salmo the Baker, Cobl.esp

DLCMehrunesRazor.esp

Knights.esp

Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp

Mart's Monster Mod for OOO.esp

MMM-Cobl.esp

OOO 1.32-Cobl.esp

901--Fixed- max carrying capacity.-TESSource.esp

Prox - Arena Loot v1.1.esp

movablebodies.esp

BountyReductionOverTime_standard.esp

tag_NaturalWildlife.esp

LifeDetectShaderPurple.esp

Knights - Unofficial Patch.esp

PerceptionV2_1.esp

Mart's Monster Mod - City Defences.esp

Mart's Monster Mod - Diverse Creature Skins.esp

Mart's Monster Mod - Durability & Damage.esp

KT_DetectHostility.esp

SS-GenderIndependentClothing v1.0.esp

Noviere's Gray Fox Armor.esp

Mart's Monster Mod - Gems & Gem Dust.esp

Mart's Monster Mod - Hunting & Crafting.esp

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

Mart's Monster Mod - More Wilderness Life.esp

za_bankmod.esp

Improved Ancestor Guardian.esp

Mart's Monster Mod - No Undead Rise.esp

Beast Tongue Evolved.esp

Mart's Monster Mod - Resized Races.esp

ImmersiveHealthIndication.esp

DLCHorseArmor - Unofficial Patch.esp

DLCOrrery - Unofficial Patch.esp

DLCFrostcrag.esp

DLCFrostcrag - Unofficial Patch.esp

DLCThievesDen - Unofficial Patch.esp

Evantal's Dual Wielding.esp

DLCThievesDen - Unofficial Patch - SSSB.esp

DirenniAlchemyApparatus.esp

DLCVileLair - Unofficial Patch.esp

DLCMehrunesRazor - Unofficial Patch.esp

DLCSpellTomes - Unofficial Patch.esp

_darker_nights.esp

_burning_kvatch.esp

_darker_dungeons.esp

fadingtorches v1.3b.esp

Visually Enchanted Frost 1.esp

Visually Enchanted Fire 1.esp

Cities Alive At Night.esp

Book Jackets Oblivion.esp

Misty Oblivion.esp

Quest Award Leveller.esp

Quest Award Leveller - Vile Lair.esp

Quest Award Leveller - Knights of the Nine.esp

IWR - Windows Lights Shutters - Optimised.esp

Quest Award Leveller - Mehrunes Razor.esp

Portable Campsite.esp

NoLoadMessage_v1.0-RSS.esp

MM_NoMoreAnnoyingMessages.esp

StealthOverhaul.esp

MarkerExplore.esp

Deadlier Traps.esp

attack and hide medium v2.0.esp

Players with Jobs.esp

ACF ADVLOCKPICK MOLD.esp

No psychic guards v1.2.esp

Cliff_RankDependantArenaSpectators.esp

Big Business.esp

Qarls_Harvest.esp

Must Train.esp

Enhanced Water v2.0 HD.esp

Bag of Alchemy.esp

VaultsofCyrodiil.esp

Wyverex - Deployable Traps.esp

HouseMapMarkers.esp

NoNextRankDUMMY_v1.0-RSS.esp

Guild Skill Requirements BETA.esp

Waves.esp

Diverse Effect Icons.esp

Leviathan Soulgems.esp

Roleplaying Dialogues.esp

UOP Vampire Aging & Face Fix.esp

Streamline 2.1.esp

Jagnot- Imperial City Library V1.3.esp

Oblivion Citadel Door Fix.esp

Short Grass V3.esp

PersuasionOverhaul.esp

PersuasionOverhaul_OOO.esp

PersuasionOverhaul_MMM.esp

Syc_AtHomeAlchemy.esp

CDM-New Start.esp

Cliff_BetterLetters.esp

Living Economy - Items.esp

Living Economy.esp

arena immersion.esp

City Gates v1.1.esp

AutoBookPlacer.esp

Borderless_Cyrodiil-3578.esp

More_Arrows_Recovered-2169.esp

P1DkeyChain.esp

Cliff_Roleplayingcharacter.esp

Cliff_CountyNames.esp

Cliff_RiskyInnBeds.esp

Guild Map Markers.esp

HelmetFOV.esp

Toaster's Legendary Mastery.esp

Toaster's Legendary Skills.esp

DLCBattlehornCastle - Unofficial Patch.esp

KT_CustomRaceFix.esp

Ren_Soya_KD's.esp

_Ren_BeautyPack_full + Soya's hair.esp

CuteElf11.esp

Cobl Si.esp

Cobl Tweaks.esp

Cobl Races.esp

Cobl Races - Balanced.esp

Cobl Races TNR.esp

Cobl Races TNR SI.esp

Cobl Silent Equip Misc.esp

S.P.A.M. 100+.esp

S.P.A.M.esp

Diverse Effect Icons for OOO.esp

Enhanced Water v2.0 HD - SI Addon.esp

Get Wet.esp

IWR-Windows.esp

IWR-Lights.esp

IWR-Shutters.esp

Storms & Sound.esp

Rainbows.esp

P1DrobesOver.esp

P1DshieldNoGlow.esp

RAEVWD New Sheoth.esp

Cyrodiil transportation network 1.3 WZ.esp

Harvest[Containers].esp

Harvest[Containers] - Player Home Add-on.esp

Harvest[Containers] - Havok Crates Add-on.esp

Harvest[Containers] - Flat-Top Barrels Add-on.esp

Harvest [Flora].esp

Harvest [Flora] - DLCFrostcrag.esp

Harvest [Flora] - DLCVileLair.esp

Harvest [Flora] - Shivering Isles.esp

Recharge Spell.esp

The Black Cat Jewelry Store - Daedric Statues.esp

MD_FasterHorseTurning.esp

Ingredient Storage Shelves.esp

Toggleable Quantity Prompt.esp

xulAncientRedwoods.esp

xulAncientYews.esp

xulArriusCreek.esp

xulBlackwoodForest.esp

xulBravilBarrowfields.esp

xulBrenaRiverRavine.esp

xulChorrolHinterland.esp

xulCloudtopMountains.esp

xulColovianHighlands_EV.esp

XulEntiusGorge.esp

xulFallenleafEverglade.esp

xulImperialIsle.esp

xulBeachesOfCyrodiilLostCoast.esp

xulLushWoodlands.esp

xulPantherRiver.esp

xulRiverEthe.esp

xulStendarrValley.esp

xuldarkforest.esp

xulTheHeath.esp

xulRollingHills_EV_withoutWheat.esp

xulPatch_AY_AC.esp

UnnecessaryViolence.esp

Nascosto Isles 3.esp

ElsweyrAnequina.esp

Regions - Hammerfell.esp

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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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Yeah, I tried rearranging the load order but the glow persists. But thanks alot anyways dezdimona! maybe the organized load order will prevent some other problems.

 

I was wondering if the glow was some spell effect that is stuck or something like that. It doesn't seem to be connected with any item or skill though.. Maybe I'll just try deactivating some mods and see what happens..

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I think you have a stuck spell effect. Some mod has a scripted spell that is being automatically cast every 20 seconds. Look at any mods that add scripted spell s or spell effects.

When you find it, disable the mod, make a save. Then start the game without the mod, make sure the effect is gone. then try re enabling the mod.

 

If that dosn't work, you may have to completely remove the mod and if you still want it reload it.

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