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Strange chainmail gauntlets colouration problem


SgtRoadkill

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after playing oblivion today and sorting out a bunch of mods, i noticed (although thinking about it now i should have noticed earlier) that the chain mail gauntlets in my current play through were now black. I can't work out for the life of me why as all the mods/retex i am using should not have effected it.

 

i would be most grateful if someone could suggest what the problem is (i realize its probably a texture issue) and how i can go about solving it.

 

my load order (so you can see what mods i am using) is, i thought it could be the Diverse guards whatsit but ic an;t see any generic chain mail re textures in its contents

 

Oblivion.esm

CM Partners.esm

EyeCandy - Content.esm

DIM Elves Of Lineage II Retex.esm

Elves Of Lineage II.esp

CapesandCloaks.esp

Unofficial Oblivion Patch.esp

UOP Vampire Aging & Face Fix.esp

Book Jackets Oblivion.esp

Oblivion Citadel Door Fix.esp

SaiyanRanger.esp

DBShadowSet_Argonian.esp

DBShadowSet_Khajiit.esp

DBShadowSet.esp

Banes DB Mask Placer True.esp

CountryHome.esp

DBShadowSet_NE.esp

Crowded Cities 30.esp

DBShadowSet_Khajiit_NE.esp

DBShadowSet_Argonian_NE.esp

Castle_Domrose_V1.2.esp

Knights.esp

DLCShiveringIsles.esp

Amajor7 Imperial Furniture.esp

GuilesHuntsmenLodge.esp

CM Partners.esp

Cheat Bob's Armory Oblivion.esp

Bob's Armory Oblivion.esp

Tib's Attractive Women.esp

CM Partners More NPCs NE.esp

KDCirclets.esp

RealSwords - Bosmer LO.esp

RenGuardOverhaul.esp

RenGuardOverhaulShiveringIsles.esp

KDClothCirclets.esp

RealSwords - Orc LO v1.0.esp

RealSwords - Khajiit LO v1.3.esp

Wayshrines in the University.esp

RealSwords - Redguard LO.esp

Adonnays Ranger Coats.esp

Medieval Shields.esp

LoadingScreens.esp

RealSwords - Breton LO.esp

Slof's Oblivion Robe Trader.esp

Nicoroshi Creations DW heavy.esp

Slof's Dogs.esp

Bruma Hunting Lodge.esp

RealSwords - Goblin.esp

Apachii_Goddess_Store.esp

pale_rider's Pirate Reloaded.esp

JG Elven.esp

tona_simple_dress-armor_ver3.esp

CrimsonScarArmor.esp

TTB.esp

Birthsigns Expanded.esp

All Shapes And Sizes 1.1.esp

UFF & RM Assassin Elite Armor.esp

Apachii_Heroes_Store.esp

RealSwords - Nord LO-SI.esp

M&BShields.esp

Natural_Weather_HDR_by_Max_Tael.esp

SPARTAN VIs Diverse City Guards v1 2.esp

Natural_Vegetation_by_Max_Tael.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Weather_by_Max_Tael.esp

ImprovedSigns.esp

Shadowcrest_Vineyard.esp

Castle_Seaview.esp

Adele_blackSwanBoutique.esp

X.Night.Elf.esp

HoarfrostCastle.esp

javbs.esp

DragonHouse.esp

Westwind_Rogue_HGEC.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..

maigrets...You should also follow Dezi's load order guide if you're new to mods. BOSS is good, but not foolproof. There are a lot of mods it doesn't have in it's database and they have to be ordered manually.
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BOSS is overrated. Who's to say the author of BOSS got the load order correct. Besides from what I read, he just used other people's load orders as a guide. Such as Dev_Akm's, that dezdimona is so fond of pasting on these forums.
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BOSS is overrated. Who's to say the author of BOSS got the load order correct. Besides from what I read, he just used other people's load orders as a guide. Such as Dev_Akm's, that dezdimona is so fond of pasting on these forums.

thank you,your a gentleman and knowledgeable,unlike some others.

 

that load order has cured more problems even using boss than any other.its been around long before boss was even a concept.

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tbh the load order hasn't helped but if i am honest i hadn't expected it to

 

i spent about 4 hours to sort it (stupid i know for such a small thing but it really fecked me off see the guards in their nice uniforms suddenly with black gauntlets.) and i haven;t been able to work out what the issue is so i am gona do full reinstall with all the most important mods see if the problem is still there and then one by one after.

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tbh the load order hasn't helped but if i am honest i hadn't expected it to

 

i spent about 4 hours to sort it (stupid i know for such a small thing but it really fecked me off see the guards in their nice uniforms suddenly with black gauntlets.) and i haven;t been able to work out what the issue is so i am gona do full reinstall with all the most important mods see if the problem is still there and then one by one after.

make sure you add one mod at a time and verify it works before adding another.That way if it reappears you know what caused it.

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  • 2 years later...

I have the same problem here. But it's not just the chainmail gauntlets but almost every type of armor has this problem. They look fine as long as I don't wear them but when I equip one of the gauntlets almost all gauntlets in the game turn black.

Example with the Blades

Any help would be appreciated.

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Get Refscope or Form ID Finder. Also get NifSkope. Use one of the former on an item that has a missing texture map (this is why objects turn solid black) while you're in-game. This will tell you what mod affects it and what mesh it is assigned. Open the mesh in NifSkope. Get the items Texture path then go look in your \Data\ Folder for that texture in that location. If it isn't there you'll either need to alter the mesh to point to where the texture and normal map are located, or move the texture and accompanying normal map to that directory. Accompanying normal maps have the exact same name as the object's texture only with _n.dds placed at the end. The archive of the mod that affects them should have the original textures still in it if you can't find them anywhere in your \Data\ folder.
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