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A googley eye issue.


Ayumumono

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Now I understand the issue is caused by too many mods. But even with all mods turned off the eyes stay googley. I am unsure how to fix it.

 

Simply disable mods won't fix it, especially if some mod replaces eye meshes. Posting your mod list would be helpful.

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  • 2 weeks later...

But if its a base mesh being overwritten. I thought All I would need are the vanilla meshes. But anyways.

 

Oblivion.esm

CM Partners.esm

ChaseCameraMod.esp

MINE-000.esp

_Ren_BeautyPack_onlyhairs.esp

KT_CustomRaceFix.esp

AinmhiRace-RensBeautyPackFull.esp

SetEssentialActors.esp

CM Partners.esp

CM Partners NPC.esp

CM Partners NPC NE.esp

CM Partners More NPCs.esp

CM Partners More NPCs NE.esp

CM Partners Marker NPCs.esp

CM Partners Special NPCs.esp

ANBHuntersCoat.esp

AW_Wings.esp

CrimsonHGEC.esp

HGEC_Rogue01.esp

ExnemEC_Warrior01.esp

Hel Borne Spear Set.esp

EtnaSpear.esp

The Sexy BeastV1.2.esp

Daedric Trap Weapons.esp

Defensive Katana Store v1.0.esp

Xia_Nhary_TwilightAssassin.HGEC1.1Normal.esp

tona_muffler.esp

Buzzkill and Immortality.esp

Auto shield equip-unequip.esp

Bloodknuckle Race.esp

EY_Vampirehunter.esp

Ace's Warlock Gear.esp

Tabaxi Race 2.0.esp

Baal_Sword.esp

SwordDancer.esp

HGEC Female Argonian.esp

Argent Iron Armor.esp

scoutttarmor.esp

DMC Stylish - Specialanims.esp

DAJadeTabby.esp

Ahtata Arquamer spike4hair.esp

Ahtata Arquamer female got hair.esp

The 8 Rings of Gods.esp

Slaveknight armor.esp

AinmhiRace.esp

Free_Huge_House_in_the_IC_Waterfront_Disrtct-9827.esp

Carry_all_you_want-5118.esp

MHSNfuru.esp

MHSNKirin.esp

tona_whitesquall-armor_ver2.esp

adelina.esp

Chest_O_Gold-8209.esp

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The way it works is the vanilla meshes are loaded first, then startling from the top, each mod added overwrites anything that it needs to. So just adding in the vanilla meshes won't do you any good as the game will just load them first anyway.

 

To start with, you have several race mods installed. You can only play one at a time. Pick one and disable the rest. If you have more than one, the last one loaded will be the one the game uses. However, there may be odd parts of the others left in that aren't changed.

 

Then you have 2 ren beauty packs, _Ren_BeautyPack_onlyhairs.esp, and theAinmhiRace-RensBeautyPackFull.esp. Both of these make changes to eyes. (Yes, the only hairs does effect eyes)

 

Ahtata Arquamer female got hair.esp, I'm not familiar with this one, but it may mod the eyes also. Any mod that changes hair usually has some effect on eyes also.

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The thing is, it only effects the standard races. All my custom races look fine.

thats because your vanilla races got parts that were over-written.Just unchecking the mod does not remove the files which are causing the problem(s) also fix your load order!

 

General Load-Order Guidelines

 

 

Here are the guidelines that I adhere to, personally.

 

~ Unofficial Oblivon Patch should always be first on the list. The fixes are great, but most aren't essential, so if a mod overwrites them its not a big deal, and the fixes have the potential for screwing up other mods if loaded later.

 

~ Offical Content (DLC's) should be loaded last, until you complete all quests associated with them (that includes buying all furniture for the houses and whatnot). Once they're complete, they can be safely moved up in the list. This is especially important for Knights of the Nine, which will have some fairly major problems unless loaded last (unless you get the UOP for KotN)

 

~ Major overhaul mods (OOO, Frans, MMM) should be loaded near the end. That gives you the most complete experience with any of those particular mods. It also lets you carefully choose which other mods to load afterwards... only move mods that you know will conflict and that you want the changes from. For example, I have Improved Soul Gems below OOO because I know that OOO changes the icons of some of the SG's, and ISG needs to be below to show through.

 

Some people will recommend putting larger mods first, but personally I disagree. There are a number of mods out there that make minor tweaks, and loading after a large mod will end up completely overwriting a chunk from one of the bigger mods because of the way conflicts work in Oblivion (even one minor change will take precedence over the entire record... for example, simply tweaking the speed of a weapon can cause every stat of that weapon to be retained to vanilla levels if loaded later).

 

So basically, it stacks up like this...

 

Oblivion.esm

Unofficial Oblivion Patch

<Minor Mods / DLC's (Post-Completion)>

<Major Overhaul Mod/Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

 

 

 

Expanded Load-Order Guidelines

by dev_akm

 

I would extend this to include:

 

Oblivion.esm

Unofficial Oblivion Patch

<Weather/Environment/Sound Mods>

<Minor Mods/New Items/Houses/DLC's (Post-Completion)>

<Major Overhaul Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

<Quests>

<Compatibility Patches/UOMP/Merged Leveled Lists>

 

And a special-case warning for Knights.esp (Knights of the Nine) -- you may not be able to move it earlier than some other mods (some people have had problems after moving it before OOO, for example).

 

That's basically the structure I use and I have 140+ mods working well together.

 

Another way of describing this (posted by DMan77):

....

Oblivion

unoffical patch

Deeper realism mods that add sights and sounds

added content like weapons/items

gameplay changes, like 'must eat and sleep'

The OOO type

the 'new begining' type mod..

...

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I understood the problem. But I could not find a way to fix the vanilla meshes. That is what I have been looking for. But anyways. I have technically fixed it by installing Elaborate eyes. If I turn it off though I lose it. But whatever. Truthfully I do not think any of you have fully understood my problem. but it doesnt matter anymore I fixed it myself.
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