[RELZ] Unofficial Oblivion Patch 3.2.0 and 3.2.4 HOTFIXES [R

Post » Mon Dec 27, 2010 7:11 pm

Are there any installable versions of OBMM on that site? It says that it only has source code and all the downloads linked have "src" in their name.

How does one get a working version of 1.1.8?


Timeslip's new site directs people to the Nexus page http://www.tesnexus.com/downloads/file.php?id=2097. That seems to be the official download location now.
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Amy Siebenhaar
 
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Post » Tue Dec 28, 2010 3:20 am

Ah, you're right, I misread that as 1.1.18.

If anything, I'd think you'd want to link to this for OBMM: http://timeslip.users.sourceforge.net/
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Daniel Lozano
 
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Post » Tue Dec 28, 2010 8:38 am

Nope. The Gottshaw rider is not referenced at all by the vanilla game. He's simply disabled for some unknown reason. He has no scripts or AI that take him into Kvatch. Just a patrol route assigned, complete with markers. All he was missing was the AI pack to meet back up with his horse if he dismounted for some reason.

That's strange. Hmm... I'm just curios what's the main reason for doing that. :unsure:

Are there any installable versions of OBMM on that site? It says that it only has source code and all the downloads linked have "src" in their name.

How does one get a working version of 1.1.8?

The only working http://www.tesnexus.com/downloads/file.php?id=2097 I've found so far is on TES Nexus. :D

Ah, you're right, I misread that as 1.1.18.

If anything, I'd think you'd want to link to this for OBMM: http://timeslip.users.sourceforge.net/

Thanks showler for the wiki link. :)
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Jade MacSpade
 
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Post » Tue Dec 28, 2010 8:35 am

Fixed the following cave entrance meshes having a leading space in their filename in the BSA so if they were modded they would show as an error mesh on some OS's where leading spaces are not permitted (such as 64-bit Vista): CEntranceCHighlandSm01.NIF, CEntranceGoldCoastSm01.NIF, CEntranceGreatForestSm02.NIF, CEntranceMtnSnowLG01.NIF, CEntranceMtnSnowLG02.NIF, CEntranceMtnSnowLG03.NIF, CEntranceMtnSnowSm01.NIF, CEntranceMtnSnowSm02.NIF, CEntranceMtnSnowSm03.NIF, CEntranceRockMossSm01.NIF, CEntranceRockyBeachSm01.NIF, CEntranceWestWSm01.NIF and CEntranceWestWSm02.NIF (also since the correctly named meshes have to be included, optimized them from 925KB to 831KB in total)


Anyone know why this change got backed out? It was originally added in UOP 3.0.0 but there's nothing in the changelog notes saying it was reversed and the 3.2.0 ESP file does not contain the changes to the static records that would have been required to fix this.
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Sammygirl
 
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Post » Tue Dec 28, 2010 8:53 am

Anyone know why this change got backed out? It was originally added in UOP 3.0.0 but there's nothing in the changelog notes saying it was reversed and the 3.2.0 ESP file does not contain the changes to the static records that would have been required to fix this.

Don't know why but in uop 3.1.0, since I've got both with and without space in my folder.
?Removed the fix for leading spaces in several cave entrance meshes; for some reason (currently unknown) the meshes were missing from several people's folders though they are properly named/placed by the installer/7-Zip (folder is Data\Meshes\Dungeons\Caves\Exterior); possibly something else is removing them so original filenames will be restored so if the meshes are missing then it will fall back to the BSA's (will keep the fixed meshes as optimized 100KB off of them and one of them has a fix for it going invisible if the texture changes)
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Pants
 
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Post » Tue Dec 28, 2010 6:56 am

Well ok, I just didn't see that on the changelog. The blasted thing is too long to get a good search through. I can tell you though that the files went missing because Windows 7 x64 does not permit a leading space in a filename and so when I repacked the BSA they were no longer in the file. I can't see any reason why the change was reversed though because once you change the static definitions in the ESP to point to the new path, the new files will be there to load up.
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naana
 
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Post » Tue Dec 28, 2010 8:28 am

Is this included in the UOP? http://www.tesnexus.com/downloads/file.php?id=29289

It has two files: Meshes\Architecture\AnvilAnvilFightersGuild01.NIF
Meshes\Architecture\AnvilHouseMC02.NIF
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Minako
 
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Post » Mon Dec 27, 2010 6:13 pm

The Fighters Guild one is in there already. The one for Arvena's house isn't, because the real problem isn't with the house mesh it's with the little plug thing Bethesda made to create the hole. That's probably one of those little places where it's not really worth the effort.
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Lloyd Muldowney
 
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Post » Tue Dec 28, 2010 3:15 am

meshes\architecture\imperialcity\icbridge02.nif has some bad UV mapping on one side of the mesh. Would anyone like to lend a hand to fix that? I'm totally lost when trying to fix stuff like this.
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BethanyRhain
 
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Post » Mon Dec 27, 2010 11:36 pm

Hi, I found a bug in version 3.2.5. The packages of Alessia Caro and Hlidara Mothril for their trip to Chorrol were modified including the condition:
GetStage DASanguine < 20 AND GetStage DASanguine >= 30,
which is impossible.

Also regarding this:
Hi everybody,
I recently started a daedric shrines tour and I found some things that need to be fixed:
- the last part of mephala winning speech (Savor the divine essence of a well-spun plot. And here's a little needle to help you stitch your own tangled tapestries.) is never played becuse the variables in the statue script are messed up.
- if you activate the shrine of clavicus vile by activating the dog's statue, you get the quest update but not the audio (the variables that control the audio are in the big statue)
- in the malacath quest, entering lord draad's house is trespassing
- and one last thing is a doubt about the Oghma Infinium and its quest object status. The fact that the hermaeus mora quest can be initiated only after "Blood of the Daedra" was maybe intended as a failsafe in case someone sold all the other daedric artifacts before Martin asked for one (like i did). in that case the book should be a quest object because losing it (or reading it) would break the main quest.
what do you think?

bye

could anyone confirm? thanx
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Cheville Thompson
 
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Post » Tue Dec 28, 2010 5:43 am

Hi, I found a bug in version 3.2.5. The packages of Alessia Caro and Hlidara Mothril for their trip to Chorrol were modified including the condition:
GetStage DASanguine < 20 AND GetStage DASanguine >= 30,
which is impossible.


Impossible indeed, nice catch. Somewhere in the back of my mind I'd been wondering why I hadn't seen her group making the regular trek anymore. Wonder which UOP version broke it?

- the last part of mephala winning speech (Savor the divine essence of a well-spun plot. And here's a little needle to help you stitch your own tangled tapestries.) is never played becuse the variables in the statue script are messed up.
- if you activate the shrine of clavicus vile by activating the dog's statue, you get the quest update but not the audio (the variables that control the audio are in the big statue)


Will look into these.

- in the malacath quest, entering lord draad's house is trespassing


This one I've commented on before. Despite you're being on a quest for Malacath, Lord Drad would still properly consider you to be trespassing on his property.

- and one last thing is a doubt about the Oghma Infinium and its quest object status. The fact that the hermaeus mora quest can be initiated only after "Blood of the Daedra" was maybe intended as a failsafe in case someone sold all the other daedric artifacts before Martin asked for one (like i did). in that case the book should be a quest object because losing it (or reading it) would break the main quest.
what do you think?


Not sure what you're after with this. If it's an intentional failsafe, I certainly have no desire to undo that.

There really isn't much that can be logically done to stop people from selling stuff before it's time other than mark the whole lot as quest items, but I'm sure you can see where that isn't desirable either.
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Jessie Butterfield
 
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Post » Tue Dec 28, 2010 2:17 am

Not sure what you're after with this. If it's an intentional failsafe, I certainly have no desire to undo that.

There really isn't much that can be logically done to stop people from selling stuff before it's time other than mark the whole lot as quest items, but I'm sure you can see where that isn't desirable either.
I think he's referring to this from the UOP changelog:
The Oghma Infinium is no longer a quest item; no reason for it to ever have been one

And suggesting that if the main quest has not yet passed the point of giving Martin the item (Mq08 < 30) the book remain a quest item as a backup for having lost every other Daedric Artifact.
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matt oneil
 
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Post » Mon Dec 27, 2010 7:03 pm

Oh. Well that's probably something that should get fixed. I guess that means it should also be protected from being read too? The Daedric shrines are about the only portion of the game I've never gone to completion on so I haven't ever seen what that book does for you.
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Horror- Puppe
 
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Post » Mon Dec 27, 2010 10:03 pm

Oh. Well that's probably something that should get fixed. I guess that means it should also be protected from being read too? The Daedric shrines are about the only portion of the game I've never gone to completion on so I haven't ever seen what that book does for you.
Yeah, it would probably need a check in it to prevent reading it.

When you read the book, it increases three skills and two attributes by 10 points each, permanently.
Then it disappears. It's the worst possible artifact to give, but they specifically stop you from starting this quest until you've gotten the request from Martin, so it certainly appears to be a backup plan for people who lose all the other artifacts.
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Samantha Pattison
 
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Post » Tue Dec 28, 2010 12:23 am

Almost seems like it might be better to quest-item one of the other artifacts.

That's also one hell of a reward.
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Wayne Cole
 
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Post » Mon Dec 27, 2010 11:27 pm

Almost seems like it might be better to quest-item one of the other artifacts.
Yeah, but if you don't do them all, then you're making a judgment call on which is "better" to give away. That's a choice for the player, really. Changing this book back to normal and using a script to only remove its quest item status if that quest is complete fits into the apparent design of it as a backup plan which is what it looks like Beth intended.
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Lew.p
 
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Post » Tue Dec 28, 2010 12:55 am

I just can't imagine anybody still playing for the First time and not knowig better, :( (but, I've no doubt there are...)
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CRuzIta LUVz grlz
 
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Post » Tue Dec 28, 2010 2:15 am

I've uploaded an update, not everything reported so far is fixed, so there will be at least one more coming after this one. Need more time to dig into the stuff that wasn't addressed yet.

UOP Changes for 3.2.6

* The level 5-9 bonus reward for "The Assassinated Man" was missing from the Dark05RewardHeart leveled list. (discovered by unknown @ UESP)
* When adding the Blackwood Company's dog to the cell, I forgot to edit the dog itself to drop its aggression values to keep it from attacking the player unprovoked.
* Four dialogue conditions in "The Elven Maiden" were set wrong and could cause the game to skip the theft of the bust in Cheydinhal.
* The dead guard outside the Oblivion gate east of Leyawiin was flagged as respawn, which caused him to eventually resurrect. This is undesirable because his face is distorted and remains that way after he respawns.
* underwaterseaweed02.nif was missing a stencil property, causing it to be invisible when viewed from the wrong side.
* Fixed middletable01.nif so it does not vanish off screen when viewed at odd angles.
* Corrected a remaining flaw in the MS94 script that controls the Fort Sutch Oblivion gate.
* The door to Harborside Warehouse in Anvil was not owned by the proper faction which could sometimes get Wilhelm the Worm killed for trespassing.
* Some of the Rumare Slaughterfish spawns are not disabled properly which can lead to the "Go Fish" quest incorrectly updating stages if the player picks up the scales from the corpses. This will then cause other stages to misfire, leading to the quest not enabling new targets when it should.
* AI packs on Countess Caro's travel packages to Chorrol had impossible conditions on them, so they never executed.
* Building meshes corrected since 3.2.0 are now AWLS compatible.
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Ben sutton
 
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Post » Tue Dec 28, 2010 9:08 am

This is a great update. I do not know what you missed, but I would be downloading this now if I were at home.


Thanks for the update!
- Tomlong75210
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Siobhan Thompson
 
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Post » Tue Dec 28, 2010 2:20 am

I've uploaded an update

Thankyou kindly, as always. :icecream:

Vac
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Pants
 
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Post » Tue Dec 28, 2010 4:12 am

Thank you will get the first page update with info has well.

Going to start a new thread since this is almost at 200..
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Bryanna Vacchiano
 
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Post » Mon Dec 27, 2010 7:29 pm

Am I right in thinking that all the addition (or rather non-esp) files for UOP 3.2.0 and the hotfixe are fixed vanilla resources?

I was thinking that, if so, I could pack them into my BSAs and just have the esp loaded for their fixes. Or would that be a bad idea. <_<

Thanks for the continued support Arthmoor and CorePC. Much appreciated :tops:
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David John Hunter
 
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Post » Mon Dec 27, 2010 10:36 pm

Am I right in thinking that all the addition (or rather non-esp) files for UOP 3.2.0 and the hotfixe are fixed vanilla resources?

I was thinking that, if so, I could pack them into my BSAs and just have the esp loaded for their fixes. Or would that be a bad idea. <_<

Thanks for the continued support Arthmoor and CorePC. Much appreciated :tops:


Some of the UOP stuff is meant to overwrite the vanilla resources once again, it should not be a problem per say, you just do not want to include the custom UOP stuff which has UOP in the name. That needs to kept seperate. I just to woke up so do not take my word for it just yet.

Starting new thread..

http://www.gamesas.com/index.php?/topic/1091480-relz-unofficial-oblivion-patch-320-and-326-hotfixes-relz/
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Allison Sizemore
 
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Post » Tue Dec 28, 2010 10:56 am

Time for a new one.

http://www.gamesas.com/index.php?/topic/1091480-relz-unofficial-oblivion-patch-320-and-326-hotfixes-relz/
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Your Mum
 
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