RetroNutcase Posted November 14, 2010 Share Posted November 14, 2010 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.pngI 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. Link to comment Share on other sites More sharing options...
RetroNutcase Posted November 14, 2010 Author Share Posted November 14, 2010 Okay, small update. I've confirmed the object that should be where all these !s is showing up is a static object called CoffinOpen02. Any way I could figure out which mod is causing an issue with it showing up? Link to comment Share on other sites More sharing options...
Smooth613 Posted November 14, 2010 Share Posted November 14, 2010 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. Link to comment Share on other sites More sharing options...
RetroNutcase Posted November 14, 2010 Author Share Posted November 14, 2010 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. Link to comment Share on other sites More sharing options...
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