Yellow/grey Boxes

Post » Tue Dec 14, 2010 6:47 pm

Hey, I have been sorting through all my large mods and mods that alter textures and meshes etc and I still cant seem to narrow it down as to why I am still getting these yellow and grey boxes in certain places. I have run the archive invalidation program as suggested but to no avail.

Looking at the picture, can anyone possibly guess as to what the yellow box and the grey ones might be? Seems to be doing it exactly that way in areas where theres a large yellow one and grey ones around it. If I could figure out what they are, I may have a better idea what mod is causing the problem.

http://i44.tinypic.com/2dkehjd.jpg

Thanks
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Tue Dec 14, 2010 8:43 pm

Doesn't seem to be anything there for me.

Do yourself two favours. Get the Unofficial Oblivion Patch. It should include a better error marker that will help narrow things down. The default one is too large to tell what it is centered on.

Two, if you can use OBSE, get yourself FormID Finder or Refscope. Either one will tell you what's there, what mod it's from, and where the correct model path is supposed to be.
User avatar
Trista Jim
 
Posts: 3308
Joined: Sat Aug 25, 2007 10:39 pm

Post » Tue Dec 14, 2010 11:10 am

weird... i do have the unnofficial oblivion patch. should it have made it look different? thats suspicious. i have both the Oblivion and SI patches, the mod patch, and any update patches for them.

I have OBSE as well but I dont understand what you mean about formID and refscope, sorry. :(

EDIT- I have found the culprit. It is All Natural - Real Light! I am oblivious as to why though. What could possibly be making it do this?

Thanks for replying, once again showler. ^_^ you been a great help for me!
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Tue Dec 14, 2010 2:37 pm

In the UOP package, under the meshes directory (first level, directly under meshes, not under any sub directories) there should be a file called "marker_error.nif".

It replaces the weird "yellow coffin" marker with a much smaller one that says "WTF! I'm a Missing Mesh", and is designed to point directly at the actual missing item.

If you don't have that, I have to wonder if you have the complete UOP package, which weighs in at 128MB of data, or just one of the updates or hotfix patches.

http://www.tesnexus.com/downloads/file.php?id=21862 & http://www.tesnexus.com/downloads/file.php?id=16704 are both OBSE based mods that allow you to click on just about any item in the game and get a detailed report on which mod added it, and which mod last altered it. Very useful for bug finding.

All Natural - Real Light must add a light emitting source at that location in order to compensate for the removal of "ambient" lighting. Probably what you are missing is a particle effect, or fake light column that Oblivion sometimes uses.

Make sure you installed any resources that are need for "Real Light" to work.
User avatar
liz barnes
 
Posts: 3387
Joined: Tue Oct 31, 2006 4:10 am

Post » Tue Dec 14, 2010 1:49 pm

Hmm, I downlaoded both of those and using the Alt click the object, it just keeps saying its a cave mesh used by Oblivion - mod.

Also, for some reason it still stays as a yellow and grey box even when I overwrite the error.niff with the formid finder one. i have it all the esp's for both enabled too so i dont understand. >.<

As for the patches, I have (all three are .exe installation files)

Unofficial_Oblivion_Patch_v3_2_0_Installer_Version-5296
v1_4_0_Self-Installing_EXE_version-10739
Unofficial_Official_Mods_Patch_v15_Installer_Version-9969

I also have:
UOP_324_Hotfix-27710
USIP_MOBS_1-4-17621


those are all of the updates I am aware of.

Thanks
User avatar
Cool Man Sam
 
Posts: 3392
Joined: Thu May 10, 2007 1:19 pm

Post » Tue Dec 14, 2010 4:38 pm

And the new "marker_error.nif" is installed under "Oblivion/Data/Meshes"?

What's the date on the "marker_error.nif" file and on "Oblivion - Meshes.bsa"?

Your problem with clicking on the item is that the original marker error is very large visually, but has a very small clickable area. It's hard to click the right thing. That's one of the reasons for the replacement ones.
User avatar
Marcia Renton
 
Posts: 3563
Joined: Fri Jan 26, 2007 5:15 am

Post » Tue Dec 14, 2010 10:34 pm

hmm, ok I reinstalled the natural mod as well as re adding the two update patches for the unofficial mods and it seems to work fine now no boxes... sorry, i noobed something once again. thanks for your help, appreciated every time!

although, now I am a bit worried something went wrong with the unofficial mods, would it hurt to reinstall them? like, I already have quite a few mods installed and dont want to mess anything up by reinstalling the 3 unofficial ones.

EDIT- just saw ur reply as soon as I finished mine. The date on the marker error is 8/13/2009 and the bsa is 3/20/2010.

Thanks
User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Tue Dec 14, 2010 10:44 pm

Backdate that BSA.

Oblivion loads items according to the file date. Usually this isn't a problem because the original files are the oldest things in there (who would have made a mod before the game was made?).

However, if you repack the BSA or do something else to it, and the date gets changed, then the original stuff will start replacing your replacements.

My BSA is dated Jan. 29, 2006. I recommend you google a file date changer and correct the dates on all your ORIGINAL BSA files to that date, and if any of the Shivering Isles ones have been altered, change them to Feb. 2006 as well.
User avatar
Rachael Williams
 
Posts: 3373
Joined: Tue Aug 01, 2006 6:43 pm

Post » Tue Dec 14, 2010 4:36 pm

If you use OBMM, its archiveinvalidation utility has an option to "reset .bsa timestamps" that sets the date for all your .bsa's to Jan. 1, 2006. Easier than using FileDate Changer.
User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Tue Dec 14, 2010 11:59 am

i think its because of archive invalidation invalidated program, it switches the bsa order around. is that maybe what your refering to?
User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Wed Dec 15, 2010 1:04 am

ArchiveInvalidationInvalidated! should not be changing timestamps on anything. It is designed to bypass a rather silly text file thing that Bethesda used, but it is not meant to change timestamps.

The main thing to understand is that if the BSAs have a newer date than the loose files in the DATA directory, then Oblivion will use the BSAs instead of the loose files. You don't want that.

If you have OBMM, look for that reset BSA timestamps feature and make sure the BSAs have a corrected date afterward.
User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am


Return to IV - Oblivion