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Meshes Becoming Invisible


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I started a topic that was similar to this a month ago, not not quite the same "Objects not appearing in-game."

 

I was in the Market Sewers when I noticed a missing wall. Using Refscope I determined that it was from "The Ayleid Steps." This is an interior cell; not exterior, so the rules about .esm files modifying landscapes, and all the associated problems do not apply.

 

When I open the file in the CS, the wall is there. The author moved the existing wall out of the way, but did not delete it. In it's place is a different wall. In-Game I can see the old wall underneath and back a bit, but not the new wall.

 

The new wall is not a custom mesh, just a doorway/wall from normal oblivion.esm TG11doorway.nif, I believe.

 

I tried editing my mod, which always loads last, to see if I could correct the issue. I copied the TG11door & pasted it in place, but still nothing. I even tried making the static mesh a persistent reference, still nothing. My character can walk right through the non-wall and fall on the original mesh below.

 

What could possibly be going on to cause a mesh from Mod X to not appear in game? (In an interior cell on top of it).

 

The object is not set as "Initially Disabled" and is not referencing a Parent Object. It is not Persistent, so cannot be disabled with a script; there is only the form itself that is referencing it's FormID.

 

When I copied/pasted the object into my mod, that should have done something, but this area seems like a void.

 

 

There is a smilar missing wall in Fanacasecul as "The Ayleid Steps" conflicts with "CDEP FanaCeya". What on earth is going on with this mod that is causing areas of the dungeon to simply not be there? How do I fix it?

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There is a mod conflict causing the wall(s) not to appear. If you have Wrye Bash sometimes this can be fixed by removing world orphans.What kind of archive invalidation do you use? If your mod loaded last you should have had the wall back where it belongs.
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I don't think I'm using the mesh replacement, but am not sure. I had thought I had installed the one that replaces nearly every static mesh in the game with optimized ones, but I always save the original archives so I know what they replace--and now I can't find the original. So I don't think so.

 

The author of the mod is clueless. However, I did find a workaround. Making the meshes persistant references had no effect, but subclassing the forms did work.

 

 

What on earth could possibly be going on that makes a vanilla mesh from the vanilla game not appear, but a subclass of that same mesh DOES appear?

 

 

The mesh is TG11doorway, and he had to use two of them, one for each side of the wall since most static meshes are invisible from behind. BOTH of the originally placed TG11doorway meshes are not there in-game. Neither is one that I copied/paste in place to try to fix. However, when I went into his mod, subclassed the form, suddenly the subclassed form are there. So, it is NOT the mesh.

 

WTF?

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