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Missing Oblivion.esm Models?!


NexusKnight

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Christmas was good to me. I installed the final versions of MMM, OOO, FCOM Convergence 1.0, and Frans and other popular overhauls, and have been tracking down missing meshes and models since.

 

I don't know a lot about BAIN installations and that turned out to be the problem with Frans invisible stuff which I eventually corrected myself. However, this isn't the case with my Oblivion.esm which continues to display invisible Unfinished Armour and Goblin Mage's Staffs!? (According to FormID Finder)

 

I've installed Oblivion several times over the years and never confronted this problem before and I don't know how to fix it. Please advise. Thank you - NK

 

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Edited by NexusKnight
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So some, but not all of your vanilla models are missing?

Since all of Bethesda's own meshes are kept archived in BSAs, it's highly unlikely that the game is extracting some but not all of the meshes from the BSA. It sounds like a mod issue - I don't remember ever seeing anything called "unfinished armour" or plural Goblin Shaman Staves. Your problem with Fran's may even be to do with BSAs; if I remember correctly Fran's requires you to add a BSA to the Oblivion Ini.

 

First, make sure your game is up to date. the latest patch is 1.2.0.146.

Second, ensure that these vanilla objects aren't using modded meshes. You may need to systematically disable several esps until you find the culprit.

 

Hope this helps

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  • 2 weeks later...

Thanks for the reply guys, but I've been so busy lately I haven't been playing OB and I forgot I made this post 'til now.

 

Nephenee: Okay, I've confused the dickens out of you... what is happening is, FormFinder ID tells me that the models or meshes for Worn Steel Armor and the Goblin Mage's staff (Oblivion.esm) are not loading in game, these two items appear invisible when looted (armor creates invisible torso on bandit). It's unusual, because the goblin Mage's staff has always been visible in the starting Tutorial except this time.

 

WarRatsG: I'm using GOTY OB and am now suspecting you're right with the Mods conflict idea. I don't remember exactly where, but I've seen some suggestion that a replacement BSA could have the same model names and cause the game to not replace the proper ones or something or other!? Does that sound right to you? Sorry, I can't remember where I read that.

 

So the question arises, if I have a mod conflict, how do I find it (if that's the case)? Of course I'm thinking Francesco's right now.

Edited by NexusKnight
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  On 4/28/2013 at 3:27 AM, shinobi2008 said:

You are using Wrye Bash to manage your mods right? Be sure to use the BSA redirection feature as well. IIRC it should be on by default.

Thanks for the reply shinobi. Well, yes I've been using WB for a couple years now and have the 3.1v. Also included with one of the utilities - BOSS, WB, or Obmm - is Archive Invalidation Invalidated... in other words, I don't have to play with that at all as it's supposed to replace archive invalidation altogether as far as I know. But just to test this I'll try updating it and see what happens. I'll keep you posted.

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Be careful with this. OBMM's and Wrye Bash's BSA Redirection and "ArchiveInvalidationInvalidated!" do exactly the same, yes, but it's also easy to undo their doings by mistake or incautiously, especially when you end up mixing them up.

All BSA Redirection does is install an "empty" dummy BSA file into your data folder (the only difference between where it's coming from being the file name) and modifying the "sArchiveList" entry in your "Oblivion.ini" to make this one load at the place where the only BSA requiring invalidation gets loaded. Thus the empty dummy now is the only BSA the contents of which require invalidation anymore, and as there are no contents in there to begin with, nothing whatsoever requires invalidation anymore, for as long as the dummy BSA is in place and the INI tells the game to load it at its proper place. Any changes to the ini, especially restore tasks, can potentially undo this "sArchiveList" entry, and the dummy BSA will no longer be at the proper place, if still included even.

Using more than one of those solutions also can lead to similar issues. Having more than one of the dummies inside your data folder and more than one of them loaded inside "sArchiveList", there's no telling if the solution will still work even. Also it is paramount to get rid of any left-over "Archive Invalidation.txt" files (plural!) found inside your data folder and subfolders (maybe even "Oblivion" itself), which could've been created automatically, by using the outdated approaches in mod manager tools for Archive Invalidation, or by following a similarly outdated readme, giving bogus instructions to enter the mod's files into this by hand. If any such file is found left in your folders by the game, it will use it and get instructed to use external file X over internal file X in the now-empty (!) dummy BSA, and this is known to cause multiple random issues.

Edited by DrakeTheDragon
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  • 2 weeks later...

DrakeTheDragon: Okay, I've not been able to do much testing - RL issues - I have used the Archive Invalidation update in Obmm and found some armour that I think was the one that appeared invisible previously, but to really be sure that this problem is fixed I need to find a Goblin Mage's Staff, as I know this also showed invisible. So, for now I'm optimistic that this little change has possibly fixed one issue but I need to do more testing to be really sure that it hasn't created other problems. If this has worked then I guess the 'ArchiveInvalidation Invalidated' file isn't working properly as it should have taken care of this automatically. Thanks for your explanation Drake and others help - will keep testing.

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