question about missing textures and qarls pack

Post » Sun Dec 12, 2010 4:44 am

running FCOM oblivion install, and used OBOM to create patches of the following: DarkUId_Darn_16_OMOD v 11280, MMM 1.0, OOO Complete 1.33, and uFCOM 0.9.9

began a new game, still in the dungeons right after splitting up from the emperor and his guards, and i notice yellow wtf! missing textures for the bow and arrow, and right beside the first chest i encounter (to the right of a skeleton).

i have downloaded and installed the FormID Finder4 and have the .esp in OBOM. I also know about but haven't yet installed refscope. going to use FormID tonight to troubleshoot/identify the specific missing meshes or textures. i know that will only identify the missing mesh/texture, not fix it.

my question is this- because qarls texture pack 3 replaces a lot of in game textures and meshes (i think?) with newer ones, is there a chance that it will solve this missing mesh problem by importing qarl's new ones in the install?

i also wonder if there's a likely culprit in terms of the way I've installed things via OMOD (specifically, the OMOD process of create>add archive>create omod, which i followed to the letter in terms of creating the OMOD patches i list above).


finally, all npc corpses in the game are green- it seems kinda odd that everything becomes green once it dies. a forum search pulled this up:

"If anyone gets a bug where corpses turn green just rename MMM.bsa to
FCOM_Convergence - MMM.bsa and this should fix it."

Well if your doing an FCOM install calling MartsMonsterMod - anything at all.bsa is not going to work.

It has to be an esp that is active and with FCOM the main marts Monster mod esp is not active while the SI.esp is.

Mine is called FCOM_Convergence_Mart's Monster Mod.bsa and it works. Many hours of of play and many MMM encounters to confirm that - and I know that these files are not loose either since all previously loose MMM files were removed with BAIN. ... in fact yep just checked all previous to bsa MMM files not loose and so that rename works.

I've not really had green blood since the bsa."

I've used the OMOD create>add archive>create omod method for Mart's, so i am unsure how i would incorporate this fix.
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RUby DIaz
 
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Post » Sun Dec 12, 2010 7:48 am


my question is this- because qarls texture pack 3 replaces a lot of in game textures and meshes (i think?) with newer ones, is there a chance that it will solve this missing mesh problem by importing qarl's new ones in the install?



It won't be QTP3, that mod doesn't touch any of the weapons in the game.
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Dalley hussain
 
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Post » Sun Dec 12, 2010 4:59 am

It won't be QTP3, that mod doesn't touch any of the weapons in the game.



ahh, okay. thanks for answering that part of my post.
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Dina Boudreau
 
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Post » Sun Dec 12, 2010 12:32 pm

ahh, okay. thanks for answering that part of my post.

I will actually be posting a A-Z guide on installing uFCOM here and youtube shortly. Your install order, and load order have to work. There are actually a few completely different orders for both that work perfectly fine. You could of installed uFCOM in the wrong order,

(http://www.gamesas.com/index.php?/topic/1103610-relz-fcom-convergence-and-ufcom/)
Recommended install order:

Unofficial Oblivion Patch
Unofficial Shivering Isles Patch (if applicable)
DLC's + Patches (if applicable)
Francesco's Creatures-Items 4.5 (optional)
OOO version 1.33 full patched to OOO 1.34 beta5 (required)
Oblivion WarCry patched to 1.085b (optional)
Bobs Armory 1.1 (optional)
Armamentarium and Armamentarium Artifacts (optional)
Mart's Monster Mod 3.7b3 (required)
COBL (optional)
COBL Races (optional)
FCOM 9.9 + supported add-ons (add-ons optional)
Body Replacement mods (Roberts, Exnem. EVE etc) (optional)
Texture replacers (optional)

That works almost always. And then follow the directions for each individual mod as they tell you to on the main FCOM website. I know that fixes almost all FCOM related yellows. Also (MMM.bsa) You must have the MMM 3.7b3 BSA installed and rename it FCOM_Convergence_MartsMonsterMod.bsa in order for meshes, textures and sounds to work with FCOM properly. So yeah "FCOM_Convergence - MMM.bsa" I don't know who thought of that but it's not recommended. So unfortunately I would say you have to reinstall uFCOM. Also I believe (99% sure) the bow has a "Rusty" prefix. It's like a Rusty Iron Bow next to the Rusty Iron Flamberge. So whatever mod adds the Rusty weapons used in uFCOM is your problem.
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Emmie Cate
 
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Post » Sun Dec 12, 2010 4:54 am

I will actually be posting a A-Z guide on installing uFCOM here


And I ask that you do not post it here has we already have enough people doing the same thing and it get's confusing sometimes for newbies ..

Has all the Information on installing OOO, MMM, UFCOM can be found in their thread itself.

Corepc
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Rachel Cafferty
 
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Post » Sun Dec 12, 2010 2:59 pm

I will actually be posting a A-Z guide on installing uFCOM here and youtube shortly.


Oh noes, for the reasons given by Corepc. We actually joked about someone starting yet another unofficial FCOM install guide just the other day. It's really great that people want to support FCOM, but having several install guides at the same time is just a recipe for confusion IMO, so not really helping.
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Lyd
 
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Post » Sun Dec 12, 2010 5:13 pm

I will actually be posting a A-Z guide on installing uFCOM here....

I think I can speak for Team FCOM when I ask you to refrain from that idea.
Install issues in nearly all instances eventually end up being answered by ourselves.
If you search the web you'll come up with some pretty horrific versions "of how it should be done" for the mod.
I'm not suggesting that yours will be one of these, but often we've had references to where install information came from when users run into problems. These invariably hold out of date and/or inaccurate data.
The http://www.gamesas.com/index.php?/topic/1103610-relz-fcom-convergence-and-ufcom/ is the home of the mod. It has an excellent and explicit read me - which in all honesty most new users skim, hence the problems arise - and links to all kinds of information re FCOM. It also has unsurpassed user support.
The correct installation isn't exactly rocket science if users would simply read and digest the damned thing.
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joeK
 
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Post » Sun Dec 12, 2010 11:04 am

Yeah, I was going to make a Youtube video on just the four main mods and basic patch, since there are none on Youtube. But I never thought about that. Since the world will die if I do, no guide making for me =D. Oh and sorry for causing the hijack on this thread, everyone ignore me and go back to our friend with the yellow problems.

I think I can speak for Team FCOM when I ask you to refrain from that idea.
Install issues in nearly all instances eventually end up being answered by ourselves.
If you search the web you'll come up with some pretty horrific versions "of how it should be done" for the mod.
I'm not suggesting that yours will be one of these, but often we've had references to where install information came from when users run into problems. These invariably hold out of date and/or inaccurate data.
The http://www.gamesas.com/index.php?/topic/1103610-relz-fcom-convergence-and-ufcom/ is the home of the mod. It has an excellent and explicit read me - which in all honesty most new users skim, hence the problems arise - and links to all kinds of information re FCOM. It also has unsurpassed user support.
The correct installation isn't exactly rocket science if users would simply read and digest the damned thing.

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Brooks Hardison
 
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