Jump to content

ArmoryLab Lighting Issue


windclan

Recommended Posts

UAC + modding = various kinds of trouble ... or perhaps that was trouble squared. Do a search here on the Nexus for 'UAC' if you want to get an idea of the scope and spread of the situation (and I'm certain that that search will miss 75% of the related threads).

 

If you have a re-install in your future here a link to Bben46's wiki article Oblivion reinstall procedure. If you use the Steam version of the game don't miss the link near the top of the page on moving your Steam install, and don't skimp-out and skip the registry cleaning step. It will help get you off to a good start on the right foot.

Link to comment
Share on other sites

I just can't win here...Got everything installed again and went to check the AL. It's back to working order, everything else...not so much.

 

In my short run through the Market and Waterfront Districts I saw:

 

Guards with missing hair, legs, arms and/or bodies

Missing texture markers on the posters that warn of OOO's new dangers

Missing texture markers on bottles of cheap wine and gemstones

Missing texture marker on a Pirate

A number of inventory icons missing

 

I don't even know where to begin fixing these...I'm sure I installed everything for FCOM in the proper order and I know the load order is right. The only mod I've added since uninstalling is the younger looking NPC's thing and I doubt that would affect posters or wine. I did drop a couple of mods but nothing I think would cause such widespread trouble.

 

Hard to believe all this trouble started because of a lighting problem...

Edited by windclan
Link to comment
Share on other sites

Here is my mod list, all of these are currently active. I also have HGEC in OMOD form.

 

 

Active Mod Files:

00 Oblivion.esm

01 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI]

02 Francesco's Optional New Items Add-On.esm [Version 4.5bSI]

03 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]

04 Mart's Monster Mod.esm [Version 3.7b1]

05 FCOM_Convergence.esm [Version 0.9.9a7]

06 CM Partners.esm

07 Unofficial Oblivion Patch.esp [Version 3.2.0]

08 Francesco's Optional Chance of Stronger Bosses.esp

09 Francesco's Optional Chance of Stronger Enemies.esp

0A Francesco's Optional Chance of More Enemies.esp

0B Francesco's Optional Leveled Guards.esp

++ FCOM_Francescos.esp [Version 0.9.9]

++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]

0C FCOM_FrancescosNamedBosses.esp [Version 0.9.9]

0D Bob's Armory Oblivion.esp

0E FCOM_BobsArmory.esp [Version 0.9.9]

0F Oblivion WarCry EV.esp [Version 1.08a]

10 FCOM_WarCry.esp [Version 0.9.9]

11 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]

12 FCOM_Convergence.esp [Version 0.9.9]

13 FCOM_RealSwords.esp [Version 0.9.9]

14 AyleidFiringa.esp

15 Elder Scrolls Book Club - Oblivion.esp

16 Treasure_Maps_The_Legend_Of_Jauffres_Gold.esp

17 RustyItems.esp

18 KohdiWrathofAkapheri.esp

19 Ivellon.esp [Version 1.8]

1A No psychic guards v1.2.esp

++ Francesco's Dark Seducer Weapons Patch.esp

1B ArmoryLab.esp

++ FCOM_DiverseGuardUnity.esp [Version 0.9.9]

++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]

1C Younger Hotter NPC's v1.0.esp [Version 1.0]

1D The Black Cat Jewelry Store - Daedric Statues.esp

1E Town_Ceremonial_Armor.esp

1F KohdiBladesofAnkewan.esp

20 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b1]

++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b1]

21 LostSwordOfTheAylied.esp

22 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b1]

23 Mart's Monster Mod - Vindasel.esp [Version 3.7b1]

24 Book Collection.esp

25 Redecoration.esp

26 BHC_Expanded.esp [Version 1.2]

27 LustyArgonianMaidContinued.esp

28 ArmoryLab better armory.esp

29 Ayleid Crown of Miscarcand.esp

2A Oblivion Collectible Cards.esp

2B KohdiArmoryofAnsephaer.esp

2C Kragenir's Death Quest.esp [Version 2.11]

2D KDQ - Rural Line Additions.esp

2E CM Partners.esp

2F CM Partners More NPCs.esp

30 CM Partners NPC.esp

31 CM Partners Extra NPCs.esp

32 CM Partners Marker NPCs.esp

33 CM Partners Special NPCs.esp

34 Aetheric Cuteblade.esp

35 Prox - Arena Loot v1.1.esp

36 Treasure Maps_Boethia's Burden.esp

37 treasure maps captus demus.esp

38 Treasure Maps Meridias Womb.esp

39 DLCOrrery.esp

3A DLCFrostcrag.esp

3B DLCThievesDen.esp

3C DLCVileLair.esp

3D DLCMehrunesRazor.esp

3E DLCSpellTomes.esp

3F Knights.esp

40 DLCShiveringIsles.esp

41 The Lost Spires.esp

42 Bashed Patch, 0.esp

Link to comment
Share on other sites

I know it's tempting when you're 'just re-installing' your current mods to a new game install to just load up the whole bunch in one install session then jump in game to test, but as you're finding out, that doesn't give you any starting point for troubleshooting issues. Things like install order can be just as important as load order in some cases.

 

The general mod install advice is get the vanilla game confirmed as working first. Run through the tutorial dungeon and make a save just before exiting (so you won't need to repeat the tutorial if you want to start a new character), make a save after you exit the sewers (useful as a baseline save for testing mods, especially if you use something like Muliple Oblivion Manager to create a mod testing 'install'). Go run around the IC Market District and confirm everything in the vanilla game is working. Then start adding mods, one or two at a time. For some, like your FCOM, you may need to install a group of related mods at the same time. Key thing is testing between install sessions. Look at it this way, if you install one mod and then your game is screwed up it's trivial to tell where to start your troubleshooting.

 

Before you go wild and uninstall all your mods to start over, do you use BOSS to sort your load order (I see you have a bashed patch)?

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...