Cheydinhal land tear/mod issue?

Post » Tue May 17, 2011 1:39 am

They other day while walking around Cheydinhal, I noticed a huge land tear to the left of the stone path leading up to the castle. It's big enough for me to walk through. Could someone take a look at my load order and see if anything looks amiss? I am much obliged!

Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  FCOM_Convergence.esm  [Version 0.9.9MB3]08  Armamentarium.esm  [Version 1.35]09  Artifacts.esm  [Version 1.1]0A  Kvatch Rebuilt.esm0B  VVAdvanced.esm  [Version 1.00]**  TNR ALL RACES FINAL.esp0C  DLCShiveringIsles.esp0D  Francesco's Optional Chance of Stronger Bosses.esp0E  Francesco's Optional Chance of Stronger Enemies.esp0F  Francesco's Optional Chance of More Enemies.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]10  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]11  Atmospheric Loading Screens - Random Quotes.esp12  All Natural - Real Lights.esp  [Version 0.9.9]13  All Natural.esp  [Version 0.9.9]14  All Natural - SI.esp  [Version 0.9.9]15  All Natural - EW + NW + AWS.esp  [Version Final]++  Kvatch Rebuilt Weather Patch.esp++  Better_Water-1830.esp16  Storms & Sound.esp17  WindowLightingSystem.esp18  AliveWaters.esp19  AliveWaters - Koi Addon.esp1A  AliveWaters - Slaughterfish Addon.esp1B  Book Jackets Oblivion.esp++  Item interchange - Extraction.esp  [Version 0.76]1C  Oblivion Collectible Cards.esp1D  Map Marker Overhaul.esp  [Version 3.4]1E  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]1F  DLCHorseArmor.esp20  DLCOrrery.esp21  DLCVileLair.esp22  DLCMehrunesRazor.esp23  DLCSpellTomes.esp++  GrimbotsSpellTomes.esp24  DLCThievesDen.esp25  Cobl Glue.esp  [Version 1.72]26  Cobl Si.esp  [Version 1.63]27  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]28  VVAdvanced.esp  [Version 1.00]29  VVAdvanced-SI.esp  [Version 1.00]2A  Bob's Armory Oblivion.esp2B  FCOM_BobsArmory.esp  [Version 0.9.9]2C  Oblivion WarCry EV.esp2D  FCOM_WarCry.esp  [Version 0.9.9MB3]2E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  ArmamentariumLLVendors.esp  [Version 1.35]2F  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]30  FCOM_Convergence.esp  [Version 0.9.9Mb3]31  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]++  FCOM_SaferRoads.esp  [Version 0.9.9]32  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]33  Geomancy & Gem Dust OOO.esp++  MMM-Cobl.esp  [Version 1.69]34  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]35  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp36  Kvatch Rebuilt - Leveled Guards - FCOM.esp37  DLCBattlehornCastle.esp38  DLCFrostcrag.esp39  Knights.esp3A  The Lost Spires.esp++  FCOM_Knights.esp  [Version 0.9.9Mb3]3B  ElsweyrAnequina.esp3C  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]3D  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]3E  Salmo the Baker, Cobl.esp  [Version 3.08]3F  Storms & Sound - The Lost Spires.esp40  Alternative Start by Robert Evrae.esp41  StealthOverhaul.esp42  nGCD.esp++  OOO-Level_Normal.esp  [Version 1.33]++  Item interchange - Placement for FCOM.esp  [Version 0.76]43  1em_Vilja.esp44  bgBalancingEVCore.esp  [Version 10.52EV-D]45  bgMagicEV.esp  [Version 1.7EV]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]46  bgIntegrationEV.esp  [Version 0.993]++  bgMagicShaderLifeDetect.esp  [Version 1.68]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]47  Bashed Patch, 0.esp48  Elsweyr Color Map.esp

User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Tue May 17, 2011 2:22 pm

Is the land tear still there after saving and loading? Something the game engine glitches producing the described result.
I can't see any mods that modify the area, except perhaps Kvatch Rebuilt, but I'm not sure.
User avatar
Tai Scott
 
Posts: 3446
Joined: Sat Jan 20, 2007 6:58 pm

Post » Tue May 17, 2011 6:14 am

I tried saving/reloading and also leaving the cell/area and coming back, and it's still there. I also tried disabling alive waters which i've seen cause land tears before, but that didn't help, hence my re-enabling it. Could it be a texture overhaul issue? I'm using QTP3 with the patch.
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Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Tue May 17, 2011 1:42 am

QTP3 can't cause land tears.
To find out which mod affects the cell in question, open the console and click on any tree or rock in the affected cell. Write down the ID number that comes up. Load all your mods with TES4EDIT , paste the number into the upper left hand field and press enter. Then you can see which mods affect that cell.
User avatar
celebrity
 
Posts: 3522
Joined: Mon Jul 02, 2007 12:53 pm

Post » Tue May 17, 2011 12:16 am

Found it; thank you! It was the Oblivion Collectible Cards mod. It actually adds a whole new building in Cheydinhal apparently by that bridge, and the land tear is right next to it. The building didn't look out of place so I wasn't sure what would cause it. I removed the mod and rebuilt my bashed patch, and now all is well; thank you!
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naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm


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