luceid Posted July 27, 2008 Share Posted July 27, 2008 A pic: http://img68.imageshack.us/img68/6223/screenshot10go9.th.jpg Every lootable container (chests, crates, sacks, barrels, etc.) is a missing mesh... no one can play this way http://www.smilies-house.de/smilies/kaos/kaos_037.gif I'm using FCOM, so I could post the helper log if needed.I don't know what causes this mess... Will I ever be able to get FCOM running, without problems? :unsure: Link to comment Share on other sites More sharing options...
bben46 Posted July 27, 2008 Share Posted July 27, 2008 It's exactly what it says it is, a missing mesh. Usually caused when the meshes (and textures and sounds) are not installed in the proper place. Check the mod that caused this and find the meshes (and other stuff) and move them into the right folders. Look in the original zipped file. meshes are .nif files, textures are .dds files. Put all of the meshes into the Oblivion\data\meshes folder. All of the textures into the Oblivion\data\textures folder Link to comment Share on other sites More sharing options...
nosisab Posted July 27, 2008 Share Posted July 27, 2008 The problem is: There is no 1 mod in general.I installed FCOM properly (after some help).And then... this happens.If I disable every mod, the meshes are there.That's the big point in here.So it's some kind of esp-failure (I don't want to install the whole FCOM thing again).I already installed Harvest Containers to make sure, the meshes are there (not using the esp, since it's included in OOO), but still the same sh** happens :( Wyre Bash says everthing is fine, FCOM helper says everthing is fine...Maybe is the installation of the Harvest Containers mod the problem. It is already integrated in the OOO, maybe (I can't say for sure) the version you installed have changes, like folder structure, that prevents the OOO specific esp to find then. Try using the ESP from the mod and disable the OOO one. if at least the textures appear we have something where to start. Edit: One thing seems to be "for sure" ... since is a container only issue, the Harvest one indeed is the main suspect. I think if the Harvest container mod have new versions it's esp may be OOO aware and so, is compatible. Link to comment Share on other sites More sharing options...
bben46 Posted July 27, 2008 Share Posted July 27, 2008 A missing mesh is not caused by an 'esp-failure'. it is caused when a mod calls for a mesh and it is not where the mod expects to find it. I don't use FCOM so I don't know what it does different with meshes. If you disable 'every' mod, then the only meshes there should be the vanilla game meshes and none of the meshes put in by mods. The vanilla meshes are included in Bethesda's .bsa files and not in the meshes folder. A mod usually expects to find it's meshes in the \data\meshes\mod-name folder for that particular mod. Each mod should have it's own sub folder for it's meshes (some don't, they put them directly into the \meshes folder) Others have a .bsa folder tha holds their meshes. those are not common though and if you do have some, the .bsa files go directly in the \data folder (.bsa is a Bethesda special compressed format) Meshes are .nif files. if you find them anywhere except in the meshes folder, they are in the wrong place. From the FCOM web site WIKI FAQ section, located here:http://www.uesp.net/wiki/Tes4Mod:FCOM/FAQ#Help.21_I_have_invisible_NPCs_and_huge_yellow_exclamation_marks_running_aroud_in_my_game.21_How_did_that_happen.3F Help! I have invisible NPCs and huge yellow exclamation marks running around in my game! How did that happen? This means that the game can't find certain meshes (3d models) and/or textures. You probably didn't install them correctly or forgot to install them. Many people forget to download the base OOO 1.3 file (400Mb) and/or the Francesco optional new items file (500Mb). Also make sure you use the latest fixes for the mods you are using. The official Bethesda 1.2 patch caused many problems like this for Fran's mod. If you're not sure which files you're missing and/or where to find the missing files, you should check the OOO Quick Start Guide to make sure you got all the required files for Oscuro's. For Francesco's, you'll need to get the optional items file, which is a huge BSA that can usually be downloaded from the same place you downloaded Francesco's base file. If you've already got all the files, then you may be suffering from the official Bethesda 1.2 patch. The patch itself is great and provides a lot of added stability to the game, but Bethesda removed the ability to have an ESM file automatically load an associated BSA (BSAs that are associated with ESP files still autoload correctly). Since Fran's optional items is an ESM and it uses a BSA for its artwork, many users got burned by this change. The typical solution is to register the Fran optional items BSA in your Oblivion.ini file so it always gets loaded when the game starts. To do this, add the Fran optional items BSA filename to the SArchiveList entry in your Oblivion.ini (\My Documents\My Games\Oblivion\Oblivion.ini). If you do this, however, you should make sure the Fran optional items BSA has a nice short filename -- like FraNewItems.bsa -- because the SArchiveList cannot be more than 255 characters long. There is one other way to solve this for Fran's mod (and any other problem BSAs). It's slightly more involved, but probably more elegant since it doesn't involve editing your Oblivion.ini (which can be a big help if you frequently recreate your ini file). The trick is to create a standard placeholder ESP that doesn't really do anything except autoload BSA files. For example, if you create a new plugin (or rename one that has a few simple game tweaks in it) to something like: BSAloader.esp then you can rename the Fran optional items BSA to be called something like: BSAloader - Fran New Items.bsa and as long as the BSA starts with the same name as the (active) dummy ESP file, the BSA will load automatically without needing to be registered in your Oblivion.ini. Hope this helps Bben Link to comment Share on other sites More sharing options...
billypnats Posted July 27, 2008 Share Posted July 27, 2008 re-download harvest containers, just search up harvest in tesnexus thats the only thing in FCOM i know that replaces container meshse EDIT: =O nvm, nosiab already said it =D Link to comment Share on other sites More sharing options...
nosisab Posted July 27, 2008 Share Posted July 27, 2008 Quoting Bben46: and as long as the BSA starts with the same name as the (active) dummy ESP file, the BSA will load automatically without needing to be registered in your Oblivion.ini. Hope this helps Bben Here is a significant piece of information. But today this BSA registering can be done in OBMM easier (I think Wryes bash too, but OBMM seems to be more friendly at it) and is a good try. Link to comment Share on other sites More sharing options...
luceid Posted July 28, 2008 Author Share Posted July 28, 2008 The story continues... :( I did a couple of things, like copying the "harvest" mesh folder from OOO to my meshfolder in Oblivion.(Just in case there were a problem with the meshes in that folder)It didn't help.I tried to play with the harvest [containers] esp, without it.With OBSE, without OBSE....Nothing changed... oh, well there appeared another issue (I'll explain that one later) I couldn't permute that tip with disabling the OOO harvest esp and play with the harvest [containers] one, because there is no special esp with OOO's and I can't play without the main OOO esp.OMOD says the following: http://img401.imageshack.us/img401/5994/problemgp1.th.jpg(So I usually disable this esp - but as mentioned above, didn't help) Some handplaced containers work fine (I installed "Help from the Emperor" for testing), this cheast appears normally outside of th sewers... this makes it even more confusing :wallbash: But in general my Oblivion looks like this:http://img261.imageshack.us/img261/8993/screenshot1sd4.th.jpghttp://img261.imageshack.us/img261/6409/screenshot2au7.th.jpg Maybe someone (who's using FCOM) could upload his harvest mesh folder (shouldn't be that large, just arround 5 mb) on rapidsahre, etc. ? :(Maybe this helps... Oh, there's another nice issue with my Oblivion...Killing a crab > okay, killing a goblin > okayKilling a humie... http://img261.imageshack.us/img261/9875/screenshot0yn6.th.jpg(No idea where this came from, even it is some kind of issue with a bodyreplacer, at least the armor textures should be normal, am I right?) If the wonderfull mods weren't the salt & pepper of TES... I would have already switched to vanilla... :( Link to comment Share on other sites More sharing options...
FLYNNMONKEY Posted March 20, 2010 Share Posted March 20, 2010 I am having exactly the same issue. Did a clean install of oblivion and SI. Then installed FCOM, as I have done before, with success but this time I have this missing container mesh problem. I unpacked all of the folders again to a seperate location and copied the meshes folders, thinking I had missed something but I still get the same problem. If you did find an answer luceid Id be grateful for some advice. Thanks Link to comment Share on other sites More sharing options...
Megatarius Posted March 21, 2010 Share Posted March 21, 2010 Okay Luceid, I'll see if I can help you. Just keep in mind, I'm learning too so this could take awhile. I recently installed FCOM myself. I had a few issues, still am, but there was one in particular that was kind of similar to yours, and I figured it out. But first things first, and this goes for you too, FLYNNMONKEY: What version of Windows are you running right now, and what is the full path that you installed the game to. If it's Vista or 7, go into User Access Control in the Control Panel, and turn it down all the way. If you have a good virus program like Avast!, you don't really need the UAC holding your hand about folders anyway, and it will stop screwing with the game's mods. Basically, Luceid, both of your problems are caused by the same thing: You are missing files. You said you needed help installing FCOM, which makes me think you didn't understand something, which makes me think there were other things you didn't understand. You might think you installed everything, but if you did, this wouldn't be happening. For the killing humans and having them turn black: Do they look like that all the time, or only after you kill them? Try this: Find a file in your Data folder called MMM.bsa and rename it to FCOM_Convergence_Mart'sMonsterMod.bsa This is apparently a crucial step that was never mentioned in the official FCOM Convergence website. (That I could see.) This stops the Dead Bodies Turning Green bug, so it might fix this too. I have a feeling they're related to the same thing: One of FCOM's mods adds a cool blood shader to dead bodies. If the above renaming thing didn't help, then what's most likely causing this problem is it can't find the shader. Which might be fixed the same way as your other problem. As for the missing meshes: Are the chests always like that, or only after you open them? If it's only after you open them, then it's because the game doesn't see the opened chest mesh in the right place. Try this: Activate the Harvest Containers esp anyway. If the meshes are installed in the right places, it should work. People say it's part of OOO, but I must be missing something because in the two times I've installed OOO, I have always needed to install Harvest Containers separately. It's not part of OOO, that I can see. And yes, I installed FULL. Download Form ID Finder, which will give you spells right away that let you check technical information about objects in the game. If they aren't there (I forget if it's right away, actually), you can buy a book at First Edition called Form ID Finder, which gives them to you. When you cast the Form ID Object spell on the missing mesh thing, it will print to the console what .esp the object is placed there by. Then, you go to that mod's meshes and textures folders, and put them in your Data Folder. That's all I can think of now. Let me know if it works, or if it creates new problems. I'll relate one of my problems I had, which was solved by installing meshes and textures: I recently found a new dungeon added by OOO, and whenever the enemies in it reached for their arrows, the game crashed. If the only mods I had loaded were OOO.esm and OOO.esp, the same thing happened. Then I noticed that all their hoods were purple. "I must have forgotten to install textures", I thought, and dropped both the OOO 1.33's meshes and textures folders into my Data folder, and the OOO 1.34 Beta 5 folders. Problem solved. When they shot at me, I noticed that their arrows were brand new arrows that are not part of the real game. New meshes too. Therefore, it crashed when it couldn't find them. This makes me wonder, did you install the right version of OOO? The version of FCOM I installed required OOO 1.33, not 1.32, AND it required OOO 1.34 Beta 5, which has it's own Meshes and Textures and everything. Install both of those things. FCOM is not for beginners. You need an understanding of how the game works internally in order install it, since there are so many nuances that could happen. I'm not saying give up. I'm saying, don't be anxious to play. FCOM took me 6 hours to install, because I painstakingly went over every little thing in the instructions. If I didn't understand it, I researched it. Did you play the 300 Test mod that comes with FCOM? It's designed to reveal all these problems you're having right now, so you know about them before you dive into your main game. Good luck. :thumbsup: Link to comment Share on other sites More sharing options...
hunaxor Posted September 6, 2010 Share Posted September 6, 2010 A little thread necro but I have a solution here. Be careful what kind of OOO you install - I have dled two times 1.3 version. But you NEED full 1.33, then you will have all meshes. Hope that helps, it is working now for me. Link to comment Share on other sites More sharing options...
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