Serath Posted September 3, 2008 Share Posted September 3, 2008 Hi all, I just tried the Midas's Sparks spell, and what I get are purple blobs shooting out. Here's the list of mods I'm using (in order): Armamentarium.esmOOO.esmDLCShiveringIsles.espMage Equipment.espExnemRuneskulls.espOOO.espOOO-Armor_Perks_WearRate_Repair.espOOO-Combat_Skills_Perks_Marksmansjip.espOOO-Dangerous_Traps.espOOO-DLT_Immersion.espOOO-Magic_Effects+Enchantments.espOOO-Magic_Effects+Spells.espOOO-Magic_Game_Settings.espOOO-Potions.espOrigin of the Mages Guild.espTheNecromancer.espKvatchAftermath.espQuest Award Leveller.espMidasSpells.espSupremeMagicka.espSM_ShiveringIsles.espSM_EnchantStaff.espRenGuardOverhaul.espRenGuardOverhaulShiveringIsles.espOOO-Level_Stock.espArmamentariumLL4OOO.espArmamentariumArtifacts.espArmamentariumLLVendors.espMidas OscuroGems.esp Link to comment Share on other sites More sharing options...
MrCooper2006 Posted September 3, 2008 Share Posted September 3, 2008 1st off use FCOM Helper to sort your load order. Then, purple usually means missing. Reinstall all texture/mesh folders and make sure you're using the correct esp/esms Link to comment Share on other sites More sharing options...
Serath Posted September 3, 2008 Author Share Posted September 3, 2008 1st off use FCOM Helper to sort your load order. Then, purple usually means missing. Reinstall all texture/mesh folders and make sure you're using the correct esp/esms The list was compiled with FCOM helper. Link to comment Share on other sites More sharing options...
MrCooper2006 Posted September 3, 2008 Share Posted September 3, 2008 Hmm, try re-copying the folders supplied with the mod then (if there is any) or any patches/updates that are available Link to comment Share on other sites More sharing options...
Shadowcran Posted September 3, 2008 Share Posted September 3, 2008 Why does so many problems with mods come out with something purple? Geez, that color is a bully. he's right though, it's a missing mesh somewhere. I've learned not to "unzip the files into my data directory". Instead, I place the archived file into my data directory and use the mod manager to load an archive rather than a file and then have to scan for data files. This works a lot better and is actually faster. I then place the archive, now no longer needed since you have the OMOD, into my rainy days mods folder. This helps keep that data folder easier to read. The esps inside the archive pop right out. Of course, this means that ALL the esps will activate once you activate the OMOD and not all of them are what you want. That's why I use Wrye bash, which overrides the Mod Manager. What's selected on the Mod Manager is not selected on the Wrye Bash until I manually go and select it myself, then rebuild the bashed patch(another awesome Wrye Bash utility) to save the load order and settings. With this bashed patch, there are a lot of mods that can be merged into it, thus enabling room for yet more mods. The alternative is when building the mod, just "remove from Omod" the esp's you won't use. This can be hard to read just which esp is which on a lot of them as you can't read details for s**t when it's being packaged. **When using it from the archives instead of unzipping the whole mess into your data folder you also have the advantage of still having the whole enchilada archive in case something goes wrong down the road. Only files you can't do this way are the ones that usually just have a esp and a read me. For those you'll have to load files, but you don't have to scan for data files with it. Link to comment Share on other sites More sharing options...
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