For anyone having issues with invisible armor, here are some fixes (TenebrisEquitem, you can pin this if you want)
Breton armor becomes invisible after loading a save if the load order position is changed. Once you install the armor and acquire it, you cannot change its position within your plugins.txt file, as that position was saved to your save file. This is why when you load an earlier save to before you changed the load order, it's no longer invisible.
In Oblivion, every mod in your load order is assigned a hexadecimal index number at runtime. This index is critical because it's used in the Form IDs that reference every item, spell, NPC, etc., in that plugin — including armor.
When I first equipped an armor mod like BretonHero.esp, Oblivion cached model paths and data within my save. When I changed the load order after it had already been used:
The Form ID (which includes the plugin index) changed.
My save now points to an incorrect or nonexistent reference.
Result: The armor can appear invisible, broken, or even crash the game if it's being actively worn.
If you want to use this armor without it being invisible, there are a few things you can do:
Revert the BretonHero.esp back to its original load order, the one you had it at when you first acquired the armor.
Reload an earlier save.
If you've already used it in-game and want to move its position:
Unequip the armor.
Remove it from your inventory (drop, sell, or delete via console).
Save your game.
Exit, adjust the load order, and reload the game.
Add the armor back via console or reacquire it naturally.
If you can't remember where it was in your load order when you acquired it, you can try the following - equip the armor and use:
player.getequipped or click on the armor in your inventory while the console is open — the Form ID will appear in the top center of the screen. The first two digits of the Form ID tell you the mod's load order index. Example:
3C0013F7
3C is the load order index in hex.
This means the mod is the 60th in the load order (hex 3C = decimal 60).
You can use a hex to decimal converter online (just Google it) to convert to decimal to find your initial saved load order. Then, all you have to do is place the BretonHero.esp back in that position to fix the invisibility issue.
Found the fix for some users. The issue is not related to this mod, but an issue with UE4SS TesSyncMapInjector Ver 0.1.8 which for some users will map the plugin ids for mods dependent on this incorrectly. The issue is related to your load order, specifically AltarDeluxe.esp. The workaround fix for now is to move this lower in your load order, for me I moved it beneath two mods from the top and voila, the clothes from this mod were no longer invisible.
My plugins.txt for reference: Oblivion.esm DLCBattlehornCastle.esp DLCFrostcrag.esp DLCHorseArmor.esp DLCMehrunesRazor.esp DLCOrrery.esp DLCShiveringIsles.esp DLCSpellTomes.esp DLCThievesDen.esp DLCVileLair.esp Knights.esp AltarESPMain.esp AltarESPLocal.esp BretonHero.esp DarkHoly.esp NecromanticMagic.esp AltarDeluxe.esp <----Moved this lower, it used to be higher in load order ```other mods below```
Aww sorry that workaround didn't work for you. I don't have the deluxe edition of the game, just the normal version. Not sure why you don't have that one ESP as well
And just like that, it's working. No idea what really changed (other than I installed a very well curated collection of mods, which must have had a utility that tweaked the right stuff, is all I can figure!)
This worked for me! After all the different tweaks and re-installs I've done trying to get this mod to work, it was this that worked. My guess is that the mod requires the Deluxe edition to function and the author forgot to deselect it from requirements for the mod to work.
This doesn't require the deluxe edition and the deluxe edition wasn't used to make this, otherwise this mod would simply not work even with the load order fix. It's a known issue with UE4SS TesSyncMapInjector.
Same problem. Tried putting it between the noted Alter DLCs in the plugins.txt, made sure the SyncMap file was installed properly. Always ends up invisible after loading back into my save. If it's a known issue with UE4SS TesSyncMapInjector, then it doesn't affect any of my other armor mods. The Dark Holy armor mod works just fine and it uses UE4SS TesSyncMapInjector. No issues whatsoever.
Edit: Removing the Dark Holy armor seems to have fixed this. Seems like there's some kind of conflict here between the two armor mods.
is there any way you could move the loincloth to the pants? Just asking because i really like how this looks with a black skirt for an "armored robe" look, but the loincloth clips a little.
Armor worked at first, but then suddenly I launch the game today and it's invisible. Nothing changed. What a disappointment. Edit: This is strange. I loaded an older save, and now the armor is visible again. I've never seen an armor mod behave this way before, and I can't imagine what could happen from one save to the next with no mod changes that could cause it to become invisible.
Edit: Armor is invisible again after playing for a while, saving, exiting and then going back into the game. It was visible when I closed the game out. Yeah, this is unusable in this state.
Didn't spawn in the chest and I followed the instillation instructions to the letter, installed everything manually fixed the load order and still nothing in the chest at all.
Same here, after updating to when the armor got split into 5 pieces it didn't spawn back at moss rock, even when i add the armor with console it tells me the item was added but is completely invisible, even after the load order workaround.
Edit i found a fix for my issues.
Using OBSE64 ue4ss Loader i get the armor to stop being invisible, however it has to be added manually and no longer spawns in Moss Rock if you have already cleared it's spawn chest.
Scratch that, after closing the game and relaunching the save now has invisible armor again.
A full reinstall of ue4ss with no mods other than the SyncMapper worked for me, i must have had a ue4ss mod messing something up.
Maybe one of the other mod authors know what to do, or maybe you can look at their work to see if there is anything missing for you. I see that one guy added Berserker armor to the game (and another added a mod to inject it into a chest as an addon to it).
466 comments
Breton armor becomes invisible after loading a save if the load order position is changed. Once you install the armor and acquire it, you cannot change its position within your plugins.txt file, as that position was saved to your save file. This is why when you load an earlier save to before you changed the load order, it's no longer invisible.
In Oblivion, every mod in your load order is assigned a hexadecimal index number at runtime. This index is critical because it's used in the Form IDs that reference every item, spell, NPC, etc., in that plugin — including armor.
When I first equipped an armor mod like BretonHero.esp, Oblivion cached model paths and data within my save. When I changed the load order after it had already been used:
If you want to use this armor without it being invisible, there are a few things you can do:
If you can't remember where it was in your load order when you acquired it, you can try the following - equip the armor and use:
player.getequipped
or click on the armor in your inventory while the console is open — the Form ID will appear in the top center of the screen.
The first two digits of the Form ID tell you the mod's load order index.
Example:
3C0013F7
3C
is the load order index in hex.You can use a hex to decimal converter online (just Google it) to convert to decimal to find your initial saved load order. Then, all you have to do is place the BretonHero.esp back in that position to fix the invisibility issue.
My plugins.txt for reference:
Oblivion.esm
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
AltarESPMain.esp
AltarESPLocal.esp
BretonHero.esp
DarkHoly.esp
NecromanticMagic.esp
AltarDeluxe.esp <----Moved this lower, it used to be higher in load order
```other mods below```
I also don't have AltarESPLocal.esp, not sure why?
EDIT: Apparently, the download of ue4ss I had was missing some stuff. I installed the version on Nexus, and it worked. Fantastic mod!
Edit: Removing the Dark Holy armor seems to have fixed this. Seems like there's some kind of conflict here between the two armor mods.
Edit: Armor is invisible again after playing for a while, saving, exiting and then going back into the game. It was visible when I closed the game out. Yeah, this is unusable in this state.
Edit i found a fix for my issues.
Using OBSE64 ue4ss Loader i get the armor to stop being invisible, however it has to be added manually and no longer spawns in Moss Rock if you have already cleared it's spawn chest.
Scratch that, after closing the game and relaunching the save now has invisible armor again.
A full reinstall of ue4ss with no mods other than the SyncMapper worked for me, i must have had a ue4ss mod messing something up.