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Missing vanilla meshes/textures in my mod setup. HELP!


RetroNutcase

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As far as I can tell, the mesh/texture is for one of the types of wooden coffins, and I've been seeing it since I got to the Bloodworks portion of the Imperial Sewers. See screenshot.

 

http://i55.tinypic.com/16lftra.png

I looked at this exact same spot in the construction set, and indeed I've seen coffins that should be where these yellow diamonds are. Why aren't they showing up?

 

Oh yeah, it's not listed since it wasn't really a mod file of any kind, but I'm also using Qarl's Texture Pack. Any chance this could be a case of a missing texture?

And as far as Bash Patch goes, my Bash Patch imported everything on the import lists, and other than that I used whatever defaults were put in place by the Bash Tags. Though I'm a bit confused, shouldn't Bash Tags automatically set what gets imported when I rebuild the patch? I've had no luck finding info on the matter, and frankly my experience with Wrye Bash is minimal. Anyway, yeah, load order below.

 

 

Active Mod Files:
00  Oblivion.esm
01  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]
02  Better Cities Resources.esm  [Version 4.8.0]
03  Unofficial Oblivion Patch.esp  [Version 3.3]
04  Oblivion Citadel Door Fix.esp
05  DLCShiveringIsles.esp
06  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]
07  MOBS SI.esp  [Version 1.2.2a]
08  Better Cities .esp
09  Arthur_Natural_Weather_HDR_by_Max_Tael.esp
0A  Natural_Habitat_by_Max_Tael.esp
0B  Enhanced Water v2.0 HD.esp
0C  MIS.esp
0D  MIS Low Wind.esp
0E  MIS New Sounds Optional Part.esp
0F  Atmospheric Oblivion.esp
10  Storms & Sound.esp
11  IWR-Lights.esp
12  IWR-Windows.esp
13  IWR-Shutters.esp
14  AliveWaters.esp
15  AliveWaters - Koi Addon.esp
16  AliveWaters - Slaughterfish Addon.esp
17  DLCHorseArmor.esp
18  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]
19  DLCOrrery.esp
1A  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]
1B  DLCVileLair.esp
1C  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]
1D  DLCMehrunesRazor.esp
1E  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]
1F  DLCSpellTomes.esp
20  DLCThievesDen.esp
21  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]
22  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]
23  Francesco's Optional Chance of Stronger Bosses.esp
24  Francesco's Optional Chance of Stronger Enemies.esp
25  Francesco's Optional Leveled Guards.esp
26  Francesco's Optional Chance of More Enemies.esp
27  Francesco's Optional Leveled Quests.esp
28  Francesco's Optional Leveled Arena.esp
29  DLCBattlehornCastle.esp
2A  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]
2B  DLCFrostcrag.esp
2C  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]
2D  Knights.esp
2E  Knights - Unofficial Patch.esp  [Version 1.0.9]
2F  xuldarkforest.esp  [Version 1.0.5]
30  xulStendarrValley.esp  [Version 1.2.2]
31  xulTheHeath.esp
32  XulEntiusGorge.esp
33  xulFallenleafEverglade.esp  [Version 1.3.1]
34  xulColovianHighlands_EV.esp  [Version 1.2.1]
35  xulChorrolHinterland.esp  [Version 1.2.2]
36  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]
37  xulBravilBarrowfields.esp  [Version 1.3.2]
38  xulLushWoodlands.esp  [Version 1.3.1]
39  xulAncientYews.esp  [Version 1.4.3]
3A  xulAncientRedwoods.esp  [Version 1.6]
3B  xulCloudtopMountains.esp  [Version 1.0.3]
3C  xulArriusCreek.esp  [Version 1.1.3]
3D  xulPatch_AY_AC.esp  [Version 1.1]
3E  xulRollingHills_EV.esp  [Version 1.3.2]
3F  xulPantherRiver.esp
40  xulRiverEthe.esp  [Version 1.0.2]
41  xulBrenaRiverRavine.esp  [Version 1.1]
42  xulImperialIsle.esp  [Version 1.6.6]
43  xulBlackwoodForest.esp  [Version 1.1.0]
44  xulCheydinhalFalls.esp  [Version 1.0.1]
45  xulAspenWood.esp  [Version 1.0.2]
46  xulSkingradOutskirts.esp  [Version 1.0.1]
47  xulSnowdale.esp  [Version 1.0]
48  Natural_Vegetation_by_Max_Tael.esp
49  BlackScreenSneakFix.esp
4A  Storms & Sound - Better Cities.esp
4B  Quest Award Leveller.esp  [Version 2.0.1]
4C  Quest Award Leveller - Vile Lair.esp  [Version 2.1.0]
4D  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]
4E  SM Combat Hide.esp  [Version 1.2]
4F  attack and hide harder v2.0.esp
50  Oblivion XP.esp  [Version 4.1.5]
51  Corean_hair_for_Original_race.esp
52  IDKRRR_C_race.esp
53  Better Cities Full.esp  [Version 4.8.0]
54  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]
55  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.7.0]
56  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.0]
57  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.7.0]
58  Better Cities - VWD of the IC.esp  [Version 4.7.0]
59  Better Imperial City.esp  [Version 4.8.0]
5A  Better Imperial City FPS Patch.esp  [Version 4.7.0]
5B  Better Cities Full FPS Patch.esp  [Version 4.8.0]

 

 

This is totally killing my immersion, seeing these damn !s everywhere, and as I said, this is a vanilla resource I'm pretty sure, so I have no idea WHY it's being shown as missing, unless Qarl's Texture Pack didn't have a suitable replacement or something. Other than this, I've had no missing meshes/textures.

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First, it's a missing mesh, not a texture. Missing textures means the object (mesh) is still there but the skin (texture) will show up as pink or purple most of the time. Occasionally it will be totally invisible, but then you wouldn't have noticed it as a missing texture. The latter happens with armor most of the time. Anyway lets get back on track, you are missing meshes. It cannot be a vanilla resource, unless of course your BSA is somehow corrupt, which I highly doubt. Vanilla meshes are stored in a BSA and are the defaults unless otherwise instructed by an ESP, a mod.

 

You need to get FormID Finder to find exactly which mod that missing mesh is associated with. Then you can proceed from there. You likely didn't install all of the resources (meshes) for a certain mod, or improperly installed them to the wrong location. If everything is indeed correctly, and fully, installed then you need to activate, or update, Archive Invalidation. This will allow Oblivion to "see" and use the newly installed resources.

 

Note about Wrye Bash. No, Bash Tags do not automatically set what gets imported, they only tag mods as a suggestion to be imported. You still have to select them yourself to include the changes into the Bashed Patch. This is for customization and preference. In all likelihood you will want to import everything tagged but there are some occasions where you do not. A Bashed Patch is not, and never should be, totally automated. There should always be user input needed to add, remove, and confirm what needs to be done.

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Well, I found the issue, it was the fact one of my mods changed the static object into an activator, and then pointed to a non existent mesh (or rather, it pointed to the wrong path for it, adding an MIS to the default path for the opencoffin02.nif mesh. In other words, the author screwed up).

 

I've managed to fix it, thanks to some help from Vagrant0. Thanks Vagrant!

 

That said, anyone using the More Immersive Sound mod? You will need to fix it up or else you will have a lot of missing coffins due to the author's mistake and lack of fixing it.

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