Unofficial Oblivion Patch

Post » Fri Jul 29, 2011 7:42 am

Hi,

I'm getting to the point where I'm about ready to release what's turned into a fairly large Weather based mod and I have a few questions about how to package up the whole thing neatly. The first thing is the Unofficial Oblivion Patch (in fact the update supplemental one as this is what I use and I'm not sure if it modifies the quest I need further) modifies one of the quests my Mod needs to. I can't seem to use it as a master as when I add it in to the Construction set it comes up with a list of warnings about empty spells, and missing conversations, and if I ignore these then it crashes when I try and save my mod.

My mod looks like this:

[Quests]
*M14
BOGWQuest
BOGWInitQuest
BOGWShowWeatherQuest

[Scripts]
MQ11OblivionGateScript
MQ13OblivionGate1Script
MQ13OblivionGate4Script
*MS94OblivionGateScript
OblivionGateRandomScript
MQ10OblivionGateScript
MS48OblivionGateScript
BOGWPrintTD
BOGWInitQuestScript
BOGWQuestScript
BOGWInit
BOGWShowWeatherQuestScript

* Things that are Modified by UOP and my Mod

The other M.... Scripts are modified versions of the Default Oblivion scripts. All the BOGW... scripts and Quests are new to my Mod. MQ14 has only one small change to once of its Quest Stage Results Scripts.

So I'm new to trying to do this and have only a vague idea about how mods can be split into ESM and ESPs and now Bash Patches work. So general advice about how to go about it would be a great help. I'm willing to do reading but I really don't know where to find all that I would need.
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x_JeNnY_x
 
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Post » Fri Jul 29, 2011 1:16 pm

Does the change affect your mod in any way?
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Hussnein Amin
 
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Post » Fri Jul 29, 2011 1:18 pm

Well the change to Quest M14 by UOP I don't know much about, but the small change I've made to it is essential for my Mod to work correctly.

Hold on I'll look at what UOP actually changes,

UOP Adds Quest Condition for GetPlayerInSEWorld == 0

UOP Adds a Results Script for Quest Stage 20 that is just one character ";" rather than just nothing...

UOP Changes the Results Script for Quest Stage 100

Spoiler

JauffreRef.stoplook
MartinRef.stoplook
BaurusRef.stoplook
SteffanRef.stoplook
VieraLerusRef.stoplook
UlrichLelandRef.stoplook
BurdRef.stoplook
SetQuestObject Baurus 0
SetQuestObject Burd 0
SetQuestObject Jauffre 0


Lines added in Green.
Lines removed in Red.



My Mod changes the Results Script for Quest Stage 48
Spoiler

; set when player returns from Oblivion
set MQ14.timer to 5
MQ14SiegeEngineDead.playgroup stagger 1
MQ14SiegeEngineSigil.playgroup unequip 1
BurdRef.setalert 0
UlrichLelandRef.setalert 0
VieraLerusRef.setalert 0
MartinRef.setalert 0
JauffreRef.setalert 0
BaurusRef.setalert 0
SteffanRef.setalert 0
; everybody look at player and cheer
JauffreRef.look player
MartinRef.look player
BaurusRef.look player
SteffanRef.look player
VieraLerusRef.look player
UlrichLelandRef.look player
BurdRef.look player
; other stuff
MartinRef.unequipItem emperorhelmet 1
ReleaseWeatherOverride
setweather clear

;Let BOGW handle this
;ReleaseWeatherOverride
;setweather clear


Lines added in Green.
Lines removed in Red.


UOP also changes one of the scripts I use MS94OblivionGateScript. It moves a test to see that the script is running before setting the stage to the start of the GameMode block:

Spoiler

Scn MS94OblivionGateScript

Begin OnLoad
; destroy me if open after MQ16 finishes
if GetDestroyed == 0 && GetDisabled == 0 && GetStage MQ16 >= 100
ForceCloseOblivionGate
endif
End

Begin OnActivate
if IsActionRef Player == 1
; we aren't "near" any gate anymore (we're in Oblivion!)
Set MQ00.nearOblivionGate to 0
ReleaseWeatherOverride
endif
Activate
End


Begin GameMode
if GetQuestRunning ms94 == 1 && GetStage ms94 < 40
if GetDistance Player < 5000
SetStage ms94 40
endif
endif


if GetDisabled == 1
Return
endif

if GetDestroyed == 1 && GetStage ms94 < 80
SetStage ms94 80
endif

if GetDestroyed == 1
Return
endif

; pathing optimization functions
SetNoAvoidance 1
SetAllReachable 1
SetAllVisible 1
SetSceneIsComplex 1

if IsAnimPlaying == 0
PlayGroup specialidle 1
endif

; make sure weather is eeeevil gate weather
if GetIsCurrentWeather OblivionStormTamriel == 0
if GetDistance Player < 4000
if MQ00.nearOblivionGate == 0 && GetDistance Player < 1000
; this should only happen when I come out an Oblivion gate into Tamriel -- I'm suddenly close but the "near" variable hasn't been set
ForceWeather OblivionStormTamriel 1
else
SetWeather OblivionStormTamriel 1
endif
Set MQ00.nearOblivionGate to GetSelf
endif
else
if GetDistance Player > 5000
ReleaseWeatherOverride
endif
endif

if GetQuestRunning ms94 == 1 && GetStage ms94 < 40
if GetDistance Player < 5000
SetStage ms94 40
endif
endif

; trigger soldiers to charge if player nears gate
if GetStage ms94 >= 40 && GetStage ms94 < 50
if GetDistance Player < 2000
SetStage ms94 50
endif
endif


; trigger dremora lord if player approaches gate
if GetStage ms94 >= 40 && GetStage ms94 < 60
if GetDistance Player < 500
SetStage ms94 60
endif
endif

End

Lines added in Green.
Lines removed in Red.


What I've done to try and incorporate UOP (and I have no idea if this is right) is just copy and paste the UOP MS94OblivionGateScript as the basis of my own modified version. I guess this is OK since there aren't any references specific to UOP. Right?

Since the Construction Set didn't seem to like UOP what I tried to do was run TES4Edit to use Copy as Override into... on quest the UOP MQ14 to copy it into my Mod. I then just modified that version of the quest with my commented out lines on Stage 48. Again there are no specific UOP references, so can I do this?

Sory if that's way too much info, I'd just like to do it right.
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TWITTER.COM
 
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Post » Fri Jul 29, 2011 1:22 pm

Can you link the UOP you're using and your plugin? I can pretty much guarantee you can do all you want with an override esp with UOP as a master. It takes some finagling, but you can override multiple plugins (any mix of ESM/esp) with an esp. Also, it might be possible to pull everything off with no dependency on UOP at all. Only with your plugin in front of me and the UOP in question can I answer, as there might or might not be forms referenced in said scripts which are UOP native.

Sounds like a fun puzzle...
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CHARLODDE
 
Posts: 3408
Joined: Mon Apr 23, 2007 5:33 pm

Post » Fri Jul 29, 2011 6:13 am

OK, JustinOther thanks.

Here's http://www.2shared.com/file/N396qa6d/Unofficial_Oblivion_Patch.html

And here's http://www.2shared.com/file/6bUrtSVe/BetterOblivionGateWeather.html

And just in case http://www.2shared.com/file/5c3AJcIO/BetterOblivionGateWeather.html

Please excuse the heavy debuging comments and PrintC calls, if you look that deep. :D

(edit) I don't actually think it will be that hard it's only a few minor edits. It's just I'd like to make a good job of it.
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Emmie Cate
 
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Joined: Sun Mar 11, 2007 12:01 am

Post » Fri Jul 29, 2011 5:29 pm

The only conflicts with UOP are MS94OblivionGateScript [SCPT:0005A016] and MQ14 "Great Gate" [QUST:0001E730] and neither version within UOP references anything but Oblivion.ESM forms, so your plugin will be ok without UOP added as a master, just as it is.
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Dominic Vaughan
 
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Joined: Mon May 14, 2007 1:47 pm

Post » Fri Jul 29, 2011 6:25 am

Thank you. I was making a best guess at it but I didn't want to be guessing if I were to put it up on TESNexus. Much appreciated.
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Craig Martin
 
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Post » Fri Jul 29, 2011 3:49 pm

No prob :) Had either conflict referenced new form(s) added by UOP, it would have been more difficult.
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Daddy Cool!
 
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Post » Fri Jul 29, 2011 3:19 pm

You'll want to make sure you do this as a "copy as override" in TES4Edit. If you try and copy/paste the script text, you'll run the risk of screwing up the variable indexes. Doing THAT would be bad beyond belief.

Copy the one modified script, and the one modified quest, then do whatever it is you're going to do to them afterward.
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Emily Graham
 
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Joined: Sat Jul 22, 2006 11:34 am


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