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Yellow Exclation Marks??


metall909

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Here is my load..

Active Mod Files:
00  Oblivion.esm
01  Francesco's Leveled Creatures-Items Mod.esm
02  Francesco's Optional New Items Add-On.esm
03  DEJ Harvest - Flora.esm
04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]
05  Mart's Monster Mod.esm  [Version 3.5.5b4]
06  FCOM_Convergence.esm  [Version 0.9.9a7]
07  Francesco's Optional Chance of Stronger Bosses.esp
08  Francesco's Optional Chance of Stronger Enemies.esp
09  FCOM_Francescos.esp  [Version 0.9.9]
0A  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]
0B  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]
0C  LoadingScreens.esp
0D  LoadingScreensAddOn.esp
0E  Natural_Weather_by_Max_Tael.esp
0F  Natural_Weather_HDR_by_Max_Tael.esp
10  Natural_Habitat_by_Max_Tael.esp
11  Natural_Water_by_Max_Tael.esp
12  Cities Alive At Night.esp
13  Book Jackets Oblivion.esp
14  Morrowind Ingredients.esp  [Version 1.6]
15  Living Economy.esp
16  Landmarks, w Wells.esp  [Version 1.10]
17  Thieves Arsenal.esp
18  Bob's Armory Oblivion.esp
19  Cheat Bob's Armory Oblivion.esp
1A  FCOM_BobsArmory.esp  [Version 0.9.9]
1B  Oblivion WarCry EV.esp
1C  FCOM_WarCry.esp  [Version 0.9.9]
1D  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]
1E  FCOM_Convergence.esp  [Version 0.9.9]
1F  FCOM_RealSwords.esp  [Version 0.9.9]
20  ClocksOfCyrodiil.esp
21  ArmoryLab.esp
22  Pats Business Mod---Shop Version 1.6.esp
23  Talos Bridge.esp
24  The Lost Spires.esp
25  xulTheHeath.esp
26  XulEntiusGorge.esp
27  xulLushWoodlands.esp
28  xulRollingHills_EV_withoutWheat.esp
29  xulRollingHills_EV.esp
2A  Natural_Vegetation_by_Max_Tael.esp
2B  DecoratorAssistant with OBSE v1.1.esp
2C  gardening.esp
2D  Short Grass V3.esp
2E  Toggleable Quantity Prompt.esp  [Version 2.2.1]
2F  Dude Wheres My Horse.esp
30  MidasSpells.esp
31  Francesco's 10 days respawn time - 1-20 day lenght rescale.esp
32  Streamline 3.1.esp
33  CleanQuit.esp
34  JM_safehouse.esp
35  Bashed Patch, 0.esp

 

I think its my Fcom..

but i dont know what file im missing..

my oblivion.ini is fine.

i even checked if the franitembsa was next to the sarchieve list..

help?

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yellow exclamation points are indicateres of missing meshes

 

also here's a load order guide......

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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yellow exclamation points are indicateres of missing meshes

 

also here's a load order guide......

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..

 

umm does that make the yellow exclamation marks disapear??

because they get really annoying..

everywhere i go they apear. and sometimes when im traveling they pop out of nowehere in the sky and stuff...

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you have either overwritten some meshes with one of the mods you installed or in the worst case made then unloadable. Following load order guide lines allows mods to work with mimimun problems.

Here's a little tip: the last mod in your load order takes precidense over those loaded before it. Mods likes OOO may and do overwrite things thats why load order is important . Also some mods are OBSE dependant, and not having and starting your game by OBSE can mess your game up as well.

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If changing the load order doesn't help, here is my take on the yellow blocks with exclamation points.

 

This is probably one of the most common problem in mods. It is caused when the game cannot find the mesh called for by a mod. It uses the yellow block as a placeholder to keep from crashing.

 

All except the simplest mods have new textures and usually Meshes. If you look at the zipped files (expand them to see what is there before installing) you will usually see several types of files. The filename.esp is the actual mod, it goes into the Oblivion\Data folder.

 

A filname.txt or Readme.txt file - this is the read me file that you should read to see if there are any special instructions for this file, such as it may need another mod to work or need OBSE, or need the Shivering Isles expansion, or Need the latest patch.

 

Textures folder. this contains the texture files (.dds) for the mod. this should be copied to the Oblivion\data\textures folder

Meshes folder. This contains the meshes for the mod, it should be copied to the Oblivion\data\meshes folder

Sounds folder. This contains any new sounds needed by the mod. it should be copied into the Oblivion\data\sounds folder

 

.bsa files these are compressed files that may contain all of the different files. Any .bsa file should be copied without change into the Oblivion\data folder

 

There may be other files or folders included, but those are the most common.

 

If you look in the Oblivion/data folder and see a bunch of .dds files, .nif files, .mp3 files they are in the wrong place. You need to MOVE them to the proper folders.

.dds to the textures folder

.nif to the meshes folder

.mp3 to the sounds folder

.wav to the sounds folder

 

In a mod with meshes and textures, they are usually in their own folder - look in the zipped file, extract the meshes folder to the Oblivion\data\meshes folder and the textures folder to the Oblivion\data\textures folder. Do the same with any other folder in the zipped file. Usually only the esp file and if present .bsa files go into the \Data folder

 

One of the most common things I have seen is a folder inside of the data folder with the name of the mod. It may have the texture and mesh files you need. Example Oblivion\Data\mod_xyz.

Then inside the \mod_xyz You may find \Mod_xyz\textures and mod_xyz\meshes folder

 

These folders Meshes and textures inside of the \data\mod_xyz folder need to be moved into the \data\textures and \data\meshes folders.

The easiest way to do this is to right click and hold the folder you want to move, then drag it into the \data folder.

You will probably get a message that you will overwrite files. Actually it will not overwrite, but append to the original folder.

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you have either overwritten some meshes with one of the mods you installed or in the worst case made then unloadable. Following load order guide lines allows mods to work with mimimun problems.

Here's a little tip: the last mod in your load order takes precidense over those loaded before it. Mods likes OOO may and do overwrite things thats why load order is important . Also some mods are OBSE dependant, and not having and starting your game by OBSE can mess your game up as well.

 

so should i just reinstall oblivion and reinstall everymod and follow directions on Fcom once more?

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Nope , Delete your texture and mesh folder ( located in the data folder, BACK IT UP THOUGH! ) then reinstalkl, the mods in the proper folder's manually. It takes me 10 seconds manually to add a mod to my game. I'll say it as alot of other people have said it before. Adding a mod to this game is so easy its like driving a mazda for somew people...it goes zoom zoom right over there head, and i gladly admit it did for me at first!
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East & quick way to back up your meshes & Textures if you want to try Einhanders way. Rename the data\meshes to data\oldmeshes. and the data\textures to data\oldtextures. They will still be in the data folder, but because they have a different name Oblivion will not recognize them. Kind of like having them wear the Grey Fox mask in the game. Then if you decide you want them back, just remove the mask, rename them back to their original names.
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