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.