Missing mesh for loose gold pieces

Post » Wed Sep 01, 2010 2:40 pm

New modlist. Testing, configuring. Right now, everything seems to be working right except that I am missing the mesh for the gold pieces. And after running through the starter dungeon and testing my way through vilverin, that seems to be it. How could that have happened? :shrug: Anyone have any ideas? thanks.

Spoiler
Active Mod Files:00  Oblivion.esm01  You Are Here.esm02  All Natural Base.esm  [Version 1.0]03  Cobl Main.esm  [Version 1.72]04  Qarls_Harvest.esm05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  SoS Library.esm07  Progress.esm  [Version 2.2]08  Toaster Says Share v3.esm09  Creature Damage Fix.esp  [Version 2.2]0A  Unofficial Oblivion Patch.esp  [Version 3.3.3]0B  RefScope.esp  [Version 1.3.0]0C  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.2]0D  Duke Patricks - Magic you can believe in.esp0E  DLCShiveringIsles.esp0F  Atmospheric Loading Screens - Random Quotes.esp10  Natural_Habitat_by_Max_Tael.esp11  All Natural.esp  [Version 1.1]12  All Natural - SI.esp  [Version 1.0]++  Symphony of Violence.esp13  Echo_ChapelChant.esp14  MIS.esp15  MIS Low Wind.esp16  MIS New Sounds Optional Part.esp17  Distant Chapel Bells.esp18  Rainbows.esp19  All Natural - Real Lights.esp  [Version 1.1]1A  AmbientDungeons.esp  [Version 1.3]1B  Ayleid Loot EXtension.esp++  Item interchange - Extraction.esp  [Version 0.78]1C  Q - More and Moldy Ingredients v1.1.esp1D  Qarls_Harvest.esp1E  ReneerVariedNPCsMod.esp1F  Willful Resistance.esp  [Version 4.0]20  Wyverex - Deployable Traps.esp21  Enhanced Economy.esp  [Version 5.0.2]++  Food Prices Revised 0.1.esp22  PTRoamingNPCs.esp23  Damage Text v2.esp24  Display Stats.esp  [Version 1.3.1]25  DropLitTorchOBSE.esp  [Version 2.4]26  Enhanced Seasons.esp  [Version 1.3]27  Lock Bash Omega.esp  [Version 1.5]28  Quest Log Manager.esp  [Version 1.3.2]29  Scathe.esp  [Version 0.1]2A  skycaptains NPCFF.esp2B  Vacuity.esp  [Version 0.2]2C  Map Marker Overhaul.esp  [Version 3.8]2D  Map Marker Overhaul - SI additions.esp  [Version 3.5]2E  DLCHorseArmor.esp2F  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]++  Mart's Monster Mod - DLCHorseArmor+Slofs .esp  [Version 0.91]30  Compatibility Patch - DLCHorseArmor.esp  [Version 1.0.0]31  DLCOrrery.esp32  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]33  DLCVileLair.esp34  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]35  DLCMehrunesRazor.esp36  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]37  DLCSpellTomes.esp38  Explosives.esp39  PTArtifacts.esp3A  PTRepairKits.esp3B  RenKnockOutArrow.esp3C  Thieves Arsenal.esp3D  kuerteeHorseCommands.esp3E  DLCThievesDen.esp3F  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]40  Cobl Glue.esp  [Version 1.72]41  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]42  Mart's Monster Mod.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]43  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Imperial Armor.esp  [Version 3.7b3p]44  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]45  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]46  Mart's Monster Mod - Durability & Damage.esp  [Version 3.7b3p3]47  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]48  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]49  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]4A  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]4B  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]4C  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]4D  kuerteeWanderingEncounters.esp4E  TIE.esp  [Version 1.42]4F  beardy.esp50  Qarls_Harvest addon_MMM.esp++  MMM-Cobl.esp  [Version 1.69]51  AoshisStealthEntrances.esp52  BrotherhoodRenewed.esp  [Version 1.0.9]53  CaveOfWishcraft 1_1.esp++  Forgiven Sins.esp++  Shady Sam Enhanced.esp54  Shady Fences.esp55  Shivering Isles Root System.esp56  TheForgottenRealm.esp57  Trolls Under Bridges.esp58  Ranokoas City Stealth Exits.esp  [Version 2.2]59  Window Entrances 1.0.esp5A  Cyrodiil Travel Services.esp  [Version 2.0.5]5B  za_bankmod.esp5C  DLCBattlehornCastle.esp5D  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]5E  DLCFrostcrag.esp5F  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]60  Knights.esp61  Knights - Unofficial Patch.esp  [Version 1.1]62  SM Plugin Refurbish(Merged).esp  [Version 1.21]63  Knights - Cobl.esp  [Version 1.0]++  Mart's Monster Mod - Knights.esp  [Version 3.7b3p3]64  Feldscar.esp  [Version 1.0.5]65  Vergayun.esp  [Version 1.0.5]66  Faregyl.esp  [Version 1.0.10]67  Molapi.esp  [Version 1.0]68  PTMudwater.esp69  Forgotten Realm PTMudwater Patch.esp6A  Rooftop Rewards cleaned.esp6B  Daedric Shrine Ruins.esp6C  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]6D  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]**  Birthsigns Expanded.esp  [Version 3.2a.]6E  kuerteeCustomisableHUDComponents.esp6F  HUD Status Bars.esp  [Version 2.0.1]70  kuerteeInventoryIsABackpack.esp71  CMWaterskin.esp72  Respawning Varla & Welkynd Stones.esp73  Salmo the Baker, Cobl.esp  [Version 3.08]++  Sigil Stone Alternative.esp++  SigilStonesUnlevelled - Adjusted.esp74  Soulgem Magic.esp  [Version 1.0]75  Enhanced Economy - House prices.esp  [Version 1.0]76  Quest Award Leveling SI.esp77  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.esp78  kuerteeEncumberingLootArmourAndWeapons.esp79  TFE.esp7A  TFE Cobl Glue.esp7B  Duke Patricks - Basic Hypothermia.esp  [Version 3.1]7C  Roughing It.esp7D  Chargeable Spells by grmblf.esp7E  ClaimThatInterior.esp7F  ConduitMagic.esp80  kuerteeMagickaBasedMagicJeweleryLimits.esp81  Vector.esp  [Version 0.3]82  Secrets of the Stones.esp83  Fizzle.esp  [Version 3.0]++  TFE Magic Costs.esp84  StealthyAbsorbsAndDrains.esp85  RshAlchemy.esp86  RshAlchemyRecipes.esp87  Enchantment Enhanced.esp88  PTSneakPenalties.esp89  ZumbsLockpickingMod - OBSE.esp8A  kuerteeNoLootingDuringCombat.esp8B  kuerteeNPCsAreSuspicious.esp8C  kuerteeClothingMatters.esp8D  kuerteeLootingDeadGuardsIsStealing.esp8E  Ranokoas Undercover Overhaul TRN compatible.esp  [Version 1.0]8F  RenGuardOverhaul.esp90  Enhanced Grabbing.esp  [Version 0.5]91  Double-tap dodge.esp92  Phitt's Phighting Phixes.esp93  kuerteeAttributeAndSkillBasedDamageModifiers.esp94  kuerteeBattleFatigueAndInjuries.esp95  Duke Patricks - Combat Archery.esp  [Version 3.7]96  Kayo.esp97  kuerteeNPCsYield.esp++  kuertee MMM OnLoadCS disabled hmf effects.esp98  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]99  Duke Patricks - Actors Can Miss Now.esp9A  PTDoorExploitBegone.esp9B  Ragna Parry V2.esp++  Things Found Fence.esp9C  Kyoma's Thermometer.esp9D  nGCD.esp9E  spellshield2.esp++  nGCD Birthsigns.esp9F  Torch Arrows.espA0  nGCD Oghma Infinium.espA1  PTNoRunningBowsSpells.esp++  nGCD Skeleton Key.espA2  UnseenExits.esp++  Creature Restorations.espA3  Armorer's Advantage.espA4  ProgressMBSP.esp  [Version 2.0]A5  ProgressSBSP.esp  [Version 1.0]A6  ProgressRBSP.esp  [Version 1.0]A7  ProgressRacial.espA8  ProgressArmorer.esp  [Version 1.0]A9  Mage Guild Sorters v3.espAA  ProgressMercantile.esp  [Version 1.11]++  Immediate Character Generation.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]AB  Useful Houses.esp  [Version 2.0]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]AC  Toaster Says Share Faction Recruitment.espAD  CM_Blackie_the_Fence.espAE  TRAP.esp++  Disable Tutorial Text.espAF  Automatic Timescale.esp  [Version 1.1.1]++  Ace_TorchlightRadiusIncrease.esp++  kuerteeEffectDrainShaderInitialGlowOnly.esp++  kuertee bgMagicEVShader default drain effects.esp++  Life Detected - Venting - Medium - 2.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]B0  Bashed Patch, 0.esp

Could it possibly be Enhanced Economy's gold adjustment script failing somehow? I've got it set to adjust the amount of found gold on the ground.

TES4Edit says that the only things that touch leveled item loot gold is Oblivion.esm, MMM - gems and gemdust and the bashed patch.
User avatar
Scott
 
Posts: 3385
Joined: Fri Nov 30, 2007 2:59 am

Post » Wed Sep 01, 2010 10:44 pm

Grab FormID Finder or RefSkope, they'll tell you the mesh the game is looking for and can't find.
User avatar
Ludivine Dupuy
 
Posts: 3418
Joined: Tue Mar 27, 2007 6:51 pm

Post » Wed Sep 01, 2010 12:25 pm

I've used refid and can't seem to get a fix on the item. I know it's loose pieces of gold, but I can't get the crosshairs squarely on it or something.

Also, I changed the gold adjustment script in EE back to default and that did nothing to help my missing mesh.
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Wed Sep 01, 2010 2:25 pm

EE is doubtful, it doesn't do anything to the actual mesh for the gold. The object's RefID is not going to help much here, you need the actual path the game is following to find the mesh, and neither TES4Edit or the barebones console will help you there.

Download FormID Finder, click on the missing mesh marker in console, followed by Alt+Right Click, and you'll get a scroll with info about the item, including what mesh the game is looking for and cannot find.
User avatar
Claire Mclaughlin
 
Posts: 3361
Joined: Mon Jul 31, 2006 6:55 am

Post » Wed Sep 01, 2010 5:49 pm

Thanks. I'll give FormID a try tomorrow.
User avatar
Dan Wright
 
Posts: 3308
Joined: Mon Jul 16, 2007 8:40 am

Post » Wed Sep 01, 2010 8:02 pm

Ran FormID, and it is indeed goldcoin01 from Oblivion.esm that is missing it's mesh (and icon texture as well, it turns out). I've tested through the whole of the starter dungeon, the first three levels of Vilverin and did some running around Weye. The gold coin seems to be all that is missing.

How can this be? And how do I fix it, seeing as the mesh and icon texture are in Oblivion - meshes.bsa and the textures bsa respectively.

Load order same as posted above.

Thanks for any help, really. I'm stumped (Oh, and I've made sure archive invalidated bsa is present, as well as trying Wrye Bash's bsa redirection toggled on and off and back on again, waited out the respawn time.)
User avatar
Jessica Stokes
 
Posts: 3315
Joined: Fri Jul 28, 2006 11:01 am

Post » Wed Sep 01, 2010 10:05 am

Bump for help. I'm really lost here, y'all.
User avatar
IM NOT EASY
 
Posts: 3419
Joined: Mon Aug 13, 2007 10:48 pm

Post » Wed Sep 01, 2010 6:44 pm

...seeing as the mesh and icon texture are in Oblivion - meshes.bsa and the textures bsa respectively.

I'm afraid I cannot offer anything beyond what you probably know already.

Did you browse (or unpack) your current BSA and check that this is indeed so? Are you using the vanilla BSA's? Maybe you pyffied the original, repacked the BSA but somehow the gold got lost in the process? Most likely this would be when re-assembling the meshes from the toaster "in" and "out" folder. Maybe revert to a backup of the vanilla BSA's and try again? :shrug:
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Wed Sep 01, 2010 6:22 pm

The object's RefID is not going to help much here, you need the actual path the game is following to find the mesh, and neither TES4Edit or the barebones console will help you there.
Uhh, what?!? This info is wrong.
TES4Edit is just fine for this. Load up your load order in TES4Edit, and check under [00] Oblivion.esm \ Misc. Item \ 0000000F at the Model subrecord. Et voila, the last copy of the record in your load order (quite possibly the Bashed patch) will define the mesh used in-game. You can hopefully work out which mod is changing the mesh and thus which mod's resources are not installed correctly.

Vac
User avatar
celebrity
 
Posts: 3522
Joined: Mon Jul 02, 2007 12:53 pm

Post » Wed Sep 01, 2010 11:03 pm

I'm afraid I cannot offer anything beyond what you probably know already.

Did you browse (or unpack) your current BSA and check that this is indeed so? Are you using the vanilla BSA's? Maybe you pyffied the original, repacked the BSA but somehow the gold got lost in the process? Most likely this would be when re-assembling the meshes from the toaster "in" and "out" folder. Maybe revert to a backup of the vanilla BSA's and try again? :shrug:

I haven't unpacked or repacked any bsas. Thansk for the idea, though.

Uhh, what?!? This info is wrong.
TES4Edit is just fine for this. Load up your load order in TES4Edit, and check under [00] Oblivion.esm \ Misc. Item \ 0000000F at the Model subrecord. Et voila, the last copy of the record in your load order (quite possibly the Bashed patch) will define the mesh used in-game. You can hopefully work out which mod is changing the mesh and thus which mod's resources are not installed correctly.

Vac
Ah. Good. I will load up TES4Edit and see what seems to be what. Thanks.
User avatar
Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Wed Sep 01, 2010 9:50 pm

MMM - Gems & Gem Dust defines the path to the gold.nif as Clutter\metals\the gold.nif - which is picked up by the bashed patch. However, clutter\metals in the Data folder does not contain the mesh. It is presumably contained in the MMM.bsa - which is loaded properly, since other MMM meshes load properly.

Bug? Or something else I am still missing?
User avatar
Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Wed Sep 01, 2010 12:07 pm

Well you might want to unpack the MMM bsa and confirm that path. I have an old version of MMM unpacked and there is no Clutter\metals\the gold.nif. There's Clutter\metals\goldcoin01.nif and a couple of other gold type meshes, but not "the gold". Clutter\metals\the gold.nif looks a little odd to me, but it could be legit. I don't have MMM - Gems & Gem Dust, as far as I know. It was a long time ago than I unpacked it... If you unpack the bsa, you can confirm it and then delete the folders and files afterward. You'll want to unpack it to a directory outside of your Oblivion installation, of course :)
User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Wed Sep 01, 2010 4:19 pm

Well you might want to unpack the MMM bsa and confirm that path. I have an old version of MMM unpacked and there is no Clutter\metals\the gold.nif. There's Clutter\metals\goldcoin01.nif and a couple of other gold type meshes, but not "the gold". Clutter\metals\the gold.nif looks a little odd to me, but it could be legit. I don't have MMM - Gems & Gem Dust, as far as I know. It was a long time ago than I unpacked it... If you unpack the bsa, you can confirm it and then delete the folders and files afterward. You'll want to unpack it to a directory outside of your Oblivion installation, of course :)

I'm sorry. I was using shorthand to refer to the goldcoin01.nif, since it was written out in a post above. Didnt' mean to confuse you, just to point out the folder path/bsa conundrum. I'm currently rebuilding a bashed patch without G&GD in the load order.

EDIT: ...and it was a case of renaming the MMM.bsa to Mart's Monster Mod.bsa. So, I was probably deceived that other MMM resources were being loaded? Could it be that in the whole of the starter dungeon and in Vilverin there are no other MMM meshes? Hmmm.... Of course, I also got rid of G&GD in the same fixing move. Hmmm... Well, I guess problem fixed, whatever the situation....
User avatar
Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm


Return to IV - Oblivion