[WIP]Unofficial Oblivion Patch (UOP) v3.4.0

Post » Wed Aug 03, 2011 8:31 pm

Well, the only bug I can think of right now is one that doesn't happen often and probably would require a script to contain. That said - if you try mounting a horse while you're sitting somewhere (outside an inn or near a campfire, for example), bad things happen - severe graphical glitches, freezing, and/or instant game crash.


Fixed that (for all the stock horses that the player can buy or steal at least.) Thanks. :)


Thank you, Kivan - Can't wait for 3.4!


Wish you didn't have to but it will be another couple of months probably. :)

Sorry if this has already covered, but after wrapping up MS10, Garrus Darelliun was willing to reward me multiple times. Setting the "Say Once" flags for two INFOs fixed it.

http://www.mediafire.com/download.php?986h94h0a8u4uuw


Grabbed that and thanks!

That quest is going to be the death of all of us at some point.


Agreed; there are a few quests that give me a sick, sinking feeling and this is pretty high up the list of them.

Guess that's my cue - Add my 'zOMG! A wild Kivan appeared!' to the pile :)

That said, nice to see you back on the beat, mate!


Thanks! Good to be back. But amazed still how much remains...

As promised, I did my "weekend update" as today (Monday Aug. 1) is a holiday where I am. New fixes are in italics in the first post. I've still not gotten around to the importing process being too enamored with adding new stuff. It's not much, but I had a busy weekend with friends and family in addition to this (I overate all four days including Friday... three all-you-can-eats in one weekend.)

I'll probably start documenting this week. There are a few in this thread I haven't grabbed yet but I will do that too.
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Kevin Jay
 
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Post » Wed Aug 03, 2011 7:47 pm

Haven't gone looking for the specifics yet, but there's a conversation rumor spoken between NPCs that talks about Telvanni struggling to close gates... long after the MQ is over and done with. I would expect that rumors like that wouldn't continue to circulate since gates everywhere are implied to be shut down permanently.
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Kevan Olson
 
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Post » Wed Aug 03, 2011 7:17 pm

Heh. Actually they did. The rush job there was not completely removing everything associated with it.

The Attack on Fort Sutch quest was actually the original E3 demo, which they then changed last minute to the familiar Kvatch one. Take a look at the editor IDs in the CS for some of the markers, seems like they just shoved a GetStage requirement on it, without even making it a proper quest (as it's unmarked), and scraqed the city. However even though Sutch is http://i73.photobucket.com/albums/i201/Vality7/TES3%20Cyrodiil/sutch.jpg, doesn't seem like they ever really started on it, as if you look in the E3 demo it's the only city without any map markers.

I find stuff like this fascinating, might just be me however :laugh:
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lauraa
 
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Post » Wed Aug 03, 2011 5:49 pm

Haven't gone looking for the specifics yet, but there's a conversation rumor spoken between NPCs that talks about Telvanni struggling to close gates... long after the MQ is over and done with. I would expect that rumors like that wouldn't continue to circulate since gates everywhere are implied to be shut down permanently.


Thanks and noted. :)

The Attack on Fort Sutch quest was actually the original E3 demo, which they then changed last minute to the familiar Kvatch one. Take a look at the editor IDs in the CS for some of the markers, seems like they just shoved a GetStage requirement on it, without even making it a proper quest (as it's unmarked), and scraqed the city. However even though Sutch is http://i73.photobucket.com/albums/i201/Vality7/TES3%20Cyrodiil/sutch.jpg, doesn't seem like they ever really started on it, as if you look in the E3 demo it's the only city without any map markers.

I find stuff like this fascinating, might just be me however :laugh:


Not just you... I love mysterious bits and pieces, especially stitching them together and making them work (example: Emfrid and Bittneld.)

My favorite unsolved Oblivion mystery is Nerastarel's house in Skingrad. If I could ask the developers about one mystery, it would be that one.
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Natasha Biss
 
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Post » Wed Aug 03, 2011 12:19 pm

Mine would be the gutted MS17 ogre quest. Enough tidbits survived to intrigue me on that one. Nerastarel's is definitely a close second though.
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Hussnein Amin
 
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Post » Wed Aug 03, 2011 9:32 am

Apparently theres a fix to UOPS 3.3.7 and UOP 3.2.0 out there http://www.tesnexus.com/downloads/file.php?id=39754 - Valid?
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Racheal Robertson
 
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Post » Wed Aug 03, 2011 4:21 pm

The one for the SI building mesh is valid. I can't see what the supposed problem is with the IC tower mesh though. His pics of that don't match the mesh when I load it.
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Tiff Clark
 
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Post » Wed Aug 03, 2011 9:41 am

Apparently theres a fix to UOPS 3.3.7 and UOP 3.2.0 out there http://www.tesnexus.com/downloads/file.php?id=39754 - Valid?


I saw that too, thought it was odd
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Peter P Canning
 
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Post » Wed Aug 03, 2011 3:24 pm

http://www.uesp.net/wiki/Oblivion:Erandur-Vangaril needs a pc level offset flag
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Max Van Morrison
 
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Post » Wed Aug 03, 2011 7:12 pm

Given the nature of that quest, I'm not sure that's actually a bug. Once you've taken his phylactery he's supposed to be severely weakened. Setting him to PCOffset would not make him very weak at all considering his minimum level is set for 24. That would calculate 360 health at that level. If he were allowed to go up from there, his max is level 99. 1485 health is NOT a weak encounter by any means.
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Ron
 
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Post » Wed Aug 03, 2011 7:49 pm

Guys I didn't see any reason for that patch...I don't think the dood installed UoSIP. I went into the Sacellum and nothing was out of place...the IC tower thing is probably heightmap or snap to grid in the CS...ppl make those mistakes all the time. I have to fix a ton of slightly out of place clutter/tiling in the TES4Edit from mods made by newcomers.
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Alexandra Louise Taylor
 
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Post » Wed Aug 03, 2011 11:43 am

The SI mesh does have an issue. The IC Tower didn't. Split the difference. I'm not sure exactly how he ended up with a tower that look like that since the floor is connected to the walls.
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lexy
 
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Post » Wed Aug 03, 2011 5:25 pm

Right...wonder why I don't have an issue in the Arden-Sul area... :ermm:
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Chelsea Head
 
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Post » Wed Aug 03, 2011 4:06 pm

The Sacellum one was all-black vertex colors on one of the blocks (the rings around the circular pits.) I'll fix it and place it; hope I remember to document. :)

I can't see a problem with the other one either.

Edit: Fixed... took all of five seconds. Dunno why it just wasn't reported to me or Arthmoor if it was discovered when I wasn't around :shrug:
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jason worrell
 
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Post » Wed Aug 03, 2011 8:39 pm

Given the nature of that quest, I'm not sure that's actually a bug. Once you've taken his phylactery he's supposed to be severely weakened. Setting him to PCOffset would not make him very weak at all considering his minimum level is set for 24. That would calculate 360 health at that level. If he were allowed to go up from there, his max is level 99. 1485 health is NOT a weak encounter by any means.


Really? I have always one hitted him. It sounded like his health was always 15 no matter what :P
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Rudy Paint fingers
 
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Post » Wed Aug 03, 2011 7:38 pm

Yes, that's the point. The way that quest is described is that once you've lifted his phylactery, he's critically weak. Someone with 360 health isn't what I'd call critically weak.
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tannis
 
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Post » Wed Aug 03, 2011 7:25 pm

Yes, that's the point. The way that quest is described is that once you've lifted his phylactery, he's critically weak. Someone with 360 health isn't what I'd call critically weak.


http://www.uesp.net/wiki/Oblivion:Lich_of_Lost_Boy_Cavern. I don't see anything about his phylactery...

(Last I recall this bit of lore was a quest in Baldur's Gate!)

Edit: Also he would have the same health as run-of-the-mill lich if the offset was checked: Health Mult. 15, Calc. Min. 24.
Was in the To Do list but haven't gotten that far yet. :)
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Natalie J Webster
 
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Post » Wed Aug 03, 2011 10:11 am

I must be thinking of a different lich battle then. Hmm. It's definitely not from Baldur's Gate though.
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Antonio Gigliotta
 
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Post » Wed Aug 03, 2011 9:17 am

I must be thinking of a different lich battle then. Hmm. It's definitely not from Baldur's Gate though.

You are thinking of the Dark Brotherhood quest "Affairs of a Wizard" I think (Haven't played Baldur's Gate). Thank you Kivan, Arthmoor, and all other contributors to the unofficial patches, you have all made my Oblivion experience so much better.
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Bethany Watkin
 
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Post » Wed Aug 03, 2011 8:41 am

Yeah, that's it. The one with the "sands of time" item. Hey, I was close, it's a lich :P
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Adriana Lenzo
 
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Post » Wed Aug 03, 2011 4:15 pm

You are thinking of the Dark Brotherhood quest "Affairs of a Wizard" I think (Haven't played Baldur's Gate). Thank you Kivan, Arthmoor, and all other contributors to the unofficial patches, you have all made my Oblivion experience so much better.


{unison}

That's it!

{/unison}

And you're welcome. :)
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Vahpie
 
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Post » Wed Aug 03, 2011 5:22 pm

Fixed that (for all the stock horses that the player can buy or steal at least.) Thanks. :)

Very nice! I'll be intrigued to learn how you fixed that. As mentioned above, I can't think of any way to fix it other than through a GameMode script or a script attached to each horse.
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Chris Cross Cabaret Man
 
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