I'm back, with a bit more input as to one anomaly. Sadly, I've ran into a dead end with it. But that might just be my ignorance about mesh properties.
First off, here's a refreshers on
Anaomaly 3: Solid-color objects quoted from my initial entry.
Anomaly 3: Anomaly 3: Solid-color objects
These are an odd one for sure. Some times they appear only at a certain distance and/or angle. At other times they can be walked up to and touched without reverting to vanilla textures, again dependent on angle. Here's one on http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/error_solidColor1.jpg. The towers in question are those nearest Weye Village. None of the other towers suffer the anomaly, just this one. It's one of those that is only present for a tiny time at the exact distance my scene is captured from. Any closer of further and it returns to normal. Note that I have seen other of these anomalies in the Weye area, mostly associated with wood objects like fence, docks and steps, but that rare. This particular one is consistent.
Here's more of 'em. One from http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/Error_SolidColor2.jpg, and http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/yellowvanillaanomalies2.jpg. As can be seen, these can both be approached at close range. The console shows all clicked items to be vanilla resources. (ImpeREAL is just an ESP without other data files). About the only commonality I've been able to ascertain is that the at least one solid object in all three locales is wooden. (The fourth and final place this happens with the shipwrecks out near Castle Seaview.) These almost have to be either mesh or texture issues, don't they?
Forget the yellow Bartholm / Gold Coast stuff for now. This concerns the medium-light gray solid-color objects seen in the Weye Village vacinity, inside at least one ImpeREAL Fort, and at various other locales.
Crossing Lake Rumare on the Imperial City Bridge headed to Weye yesterday I once again ran into the solid gray objects pictured above. And as noticed previously, one small object in Weye itself tends to turn solid before the Bridge Tower and other objects do. I determined via TES4edit that the object in question is 25011c1d added by Region Revive - Lake Rumare, in reality vanilla 00032D05,
meshes\architecture\kvatch\woodbarricade.nif. Looked up THAT ID in TES4edit. Checked all mods that reference it. It proved most interesting. As expected ImpeREAL_Forts uses it. So do Bartholm on Slart, where I also experience solid gray objects. So does VeronaHouseBloodlines, where I experienced a lot of grayness in one of its self-contained world-spaces. I recall experiencing solid grayness near this play-through's beginning while saving Kvatch. And of course the mesh itself is in housed with other Kvatch files. There are a few more mods I vaguely recall as seeing grayness in that use this same mesh.
So far so good....or bad. My first idea was that PyFFi had corrupted the mesh. I extracted my original Oblivion - meshes.bsa, found the mesh in question, and created a BAIN package with it. Launched the game and headed from Fort Ordeal, which by sheer coincidence my current save is located close to. No dice. Gray objects inside. Same as always.
When first entering the Fort, only that one Wood Barricade is gray. As I move farther into the Fort (still on the first floor) a goodly number of other items turn gray. Those, including a second barricade, switch from gray to normal and back again depending on view angle. Not so that first barricade. It stays gray no matter what.
If it is indeed this particular mesh, something must be wrong with the original file itself. Here I am stumped. I know nothing of such things. I looked at the mesh in NIFSkope. It's all Greek to me. If someone more knowledgeable on such matter would take a look at the file I'd appreciated it. Even if you find nothing (as I suspect) I'd like to know what properties it SHOULD contain, in case mine has somehow acquired something it shouldn't.
My next thought was that the bad mesh is maybe the Wood Spikes that appear in Fort Ordeal very near the Barricade. Those are vanilla 0002FB9C, KvatchSpicedWall01.NIF. They too turn up in a number of mods where I find solid gray objects. BUT...while they exist in AFK_Weye (but not RR-LR), from what I can tell in TES4edit they are located in one of its self-contained world-spaces and are NOT situated in Weye itself. That tends to rule them out, or at least shift focus back on the Barricade mesh.
That's where things stand. These observances might mean absolutely nothing. But that Barricade is darn fishy.
Thanks in advance as always.
-Decrepit-