[Relz] Unofficial Oblivion Patch 3.2.0 + Unofficial Patch Su

Post » Sat Dec 10, 2011 8:37 pm

Really just a quick question: Is the latest UOP still version 3.3.3? I saw (here?) something which read like 3.3.4 but I cannot find anything on the Texnesuxus Supplemental page... :) There is a UOP.esp available for DL from 4shared. Is that recommended or required? Just want to make sure I am not missing something...??

Thanks so much!!


I believe the DL from 4shared is a test version to see if all the land tears have been found. I'm using it right now. I don't think Arthmoor has released the next version yet, but it would be better for him to confirm. I don't think he saw your post, so this will bump it up. :)
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Matthew Barrows
 
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Post » Sun Dec 11, 2011 2:02 am

The 4Shared version is considered testing material but should be stable. All it added was possible fixes for the missing landscape bug. No guarantee it works, but those fixes are all harmless if it doesn't.

The actual 3.3.4 release will have a bit more than that in it though. Nothing major, more little things that were done while looking through SI stuff.

Speaking of which, I take it nobody has ever seen the missing landscape bug in SI or some other non-Tamriel worldspace?
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Scared humanity
 
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Post » Sun Dec 11, 2011 2:14 am

The 4Shared version is considered testing material but should be stable. All it added was possible fixes for the missing landscape bug. No guarantee it works, but those fixes are all harmless if it doesn't.

The actual 3.3.4 release will have a bit more than that in it though. Nothing major, more little things that were done while looking through SI stuff.

Speaking of which, I take it nobody has ever seen the missing landscape bug in SI or some other non-Tamriel worldspace?


I had it happen in SI, but I couldn't find the location again, so I didn't post it. I believe it happened near Dreamwalk Camp just north-east of Milchar, but I can't say for sure. I don't plan on doing SI again, so I must admit that the motivation wasn't particularly high for me to go back and try to find the spot... It was definitely one of the camps with a structure up on stilts. There was a lot of debris up there and the NPC no doubt sent everything flying when my character ran past.
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Tikarma Vodicka-McPherson
 
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Post » Sun Dec 11, 2011 11:50 am

Wow, Sorry about that, All I can remember was comming down from the mountains, and I was passing the Fort on the North side, and fell into one of those "Fall two hundred feet and Put you back where you were one step ago " holes... I can remember a Large square area, but not quite sure where, could have been the North side, Front(West side) or the NorthWest corner...
For all I know even a Mod conflict... :nope:

*Haven't been to SI in ages..
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Jennifer May
 
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Post » Sun Dec 11, 2011 12:03 am

In Oblivion.esm:
Circular Leveled List found: SE14GSEscortList 00079C90 -> SE14GSEscortList 00079C90
This isn't fixed by the USIP.

In the latest released UOPS:
BlockDetectionDialogue 0000AA3C is reported as an Identical to Master record.

In the latests USIP:
error
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Steven Hardman
 
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Post » Sun Dec 11, 2011 3:46 am

In Oblivion.esm:
Circular Leveled List found: SE14GSEscortList 00079C90 -> SE14GSEscortList 00079C90
This isn't fixed by the USIP.


Ah, knew there was something semi-serious that needed fixing.

In the latest released UOPS:
BlockDetectionDialogue 0000AA3C is reported as an Identical to Master record.


This is deliberate. For someone who doesn't have SI, that edit is not made and won't show up as dirty.

In the latests USIP:
error


Hmm. I wonder how many other scripts have screwups like that.
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Bryanna Vacchiano
 
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Post » Sun Dec 11, 2011 2:09 am

:lol: I just went to Fort Farragut to collect the goodies: yep, grab one coin and everything goes flying everywhere! I guess the only reason it doesn't happen more often is because the booty is in a very awkward spot, so it probably remains intact. Also when the stuff did go flying, I'm not sure it went far enough to cross a cell boundary - I'd have to check that in the CS. There's a lot of stuff that keeps the goodies from rolling too far, but all it takes is one. So good find Brozly - another one zapped. :)
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Laura Cartwright
 
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Post » Sun Dec 11, 2011 8:26 am

The actual 3.3.4 release will have a bit more than that in it though. Nothing major, more little things that were done while looking through SI stuff.

Speaking of which, I take it nobody has ever seen the missing landscape bug in SI or some other non-Tamriel worldspace?

re 3.3.4: When you have a chance, please look at the Anvil city wall behind the smith shop where it has some flickering and the two halves of the wall meshes (I suppose) do not come together perfectly. Maybe one could correct that, if you think it's worth fixing. It's certainly a minor problem.

re missing landscapes: No, I only had one instance of that long time ago (1 year ago) in Tamriel only. And it happened only once and resolved itself after an exit and reload. Never happened in SI. I do have a few problems with my current game but nothing UOP related I believe. :)
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Alisha Clarke
 
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Post » Sat Dec 10, 2011 8:57 pm

Hmm. I wonder how many other scripts have screwups like that.

Well, that's the only one that TES4Edit's error checking routine found in UOPS or USIP...I'll be checking the DLC patches soon.
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steve brewin
 
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Post » Sun Dec 11, 2011 10:04 am

Well, that's the only one that TES4Edit's error checking routine found in UOPS or USIP...I'll be checking the DLC patches soon.

This error does not show up in mine. I have the latest TES4Edit, but I recently installed the CSSE (CS Script Extender) and did a "all active scripts recompile" type thing and MOST of the scripts I looked at had the CSSE block messages in the end. Worth checking?
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scorpion972
 
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Post » Sun Dec 11, 2011 5:18 am

This error does not show up in mine. I have the latest TES4Edit, but I recently installed the CSSE (CS Script Extender) and did a "all active scripts recompile" type thing and MOST of the scripts I looked at had the CSSE block messages in the end. Worth checking?

I haven't been able to determine why TES4Edit is reporting this error. The error reported is on a condition of dialog topic 45653 (in the SE37Errand conversation). TES4Edit is reporting the variable BaliwogCaught as not existing in SEMiriluUlvenSCRIPT, but it is there. Maybe a recompile is all that's necessary? Anyone else have any ideas?


Here's what I've found when cleaning the latest DLC patches. I've previously cleaned the original DLC ESPs so someone else will have to report on those.
Horse Armor patch - No issues
Orrery patch - No issues
Vile Lair patch - No issues
Mehrunes' Razor patch - No issues
Spell Tomes patch - No issues
Thieves Den patch - 15 deleted references

Fighter's Stronghold - not checked yet
Wizard's Tower - not checked yet
KotN - not checked yet
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Mark Hepworth
 
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Post » Sun Dec 11, 2011 4:22 am

I haven't been able to determine why TES4Edit is reporting this error. The error reported is on a condition of dialog topic 45653 (in the SE37Errand conversation). TES4Edit is reporting the variable BaliwogCaught as not existing in SEMiriluUlvenSCRIPT, but it is there. Maybe a recompile is all that's necessary? Anyone else have any ideas?


No idea why it's reporting an error but it looks to have been edited by the USIP at some point. I recompiled it again just in case, and it doesn't look like anything changed. TES4Edit never flagged it when I checked before.

As for the rest, the Thieves Den DLC should be the only one with an issue. Those 15 deleted refs have already been dealt with and are fixed for the next update.
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Ladymorphine
 
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Post » Sun Dec 11, 2011 12:21 pm

I've isolated a crash I've been getting with my new GOTY install to this mod. Anyone got any idea why?
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Celestine Stardust
 
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Post » Sun Dec 11, 2011 11:54 am

Not without substantially more information that that, no.
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Blessed DIVA
 
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Post » Sun Dec 11, 2011 6:34 am

Not without substantially more information that that, no.


Psychic abilities have failed you again, eh? :lol:
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JD FROM HELL
 
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Post » Sat Dec 10, 2011 9:50 pm

Perhaps, but I honestly think people assume "it crashes for me, therefore it's broken and crashes for everyone" and people don't stop to realize that there are numerous people it does NOT crash for. Unless I'm just that good at covering it all up or something.

Have you seen the number of Nexus comments that basically amount to "it crashed my game, don't download this it's a piece of [bleep]!" Not particularly helpful to anyone, especially the thousands of other people who have the timebomb installed and working without exploding :P
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laila hassan
 
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Post » Sun Dec 11, 2011 2:13 am

Perhaps, but I honestly think people assume "it crashes for me, therefore it's broken and crashes for everyone" and people don't stop to realize that there are numerous people it does NOT crash for. Unless I'm just that good at covering it all up or something.

Have you seen the number of Nexus comments that basically amount to "it crashed my game, don't download this it's a piece of [bleep]!" Not particularly helpful to anyone, especially the thousands of other people who have the timebomb installed and working without exploding :P


Yeah... :sigh:

@prettyfly - giving an indication of when it crashes or what you are going when it crashes would help. Also, where do you have the UOP loaded? It should be pretty early in your load order. Stuff like that.
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marie breen
 
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Post » Sun Dec 11, 2011 9:37 am

Ok, well, sorry for not giving more information earlier, I was in a bit of a rush...

Anyway, I'd gone for a clean re-install after having some issues switching over to a GOTY copy of Oblivion and began to have crashes whenever the game loaded anything (unless it was loading a save game or dropping you off from the Alternate Start mod). I cleared mods off the list until I was left with the UOP, which turned out to the culprit. Anyway, I've managed to fix it via re-installing, so I'm not sure what went wrong before but its fixed now.

Also, Arthmoor, when I have a problem with one of your mods I always assume that I've stuffed up, rather than you (and in every single case so far the issue has been on my end, so I think I'll keep that assumption up).
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Austin England
 
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Post » Sun Dec 11, 2011 4:35 am

On a completely different topic: Has anyone ever noticed the Swinging Blade trap stop working correctly in longer games?

I played a PS3 character for about 400 hours and have now been on a PC character for about 725 hours. On both copies of Oblivion, I've noticed that only the central blade of a three-blade set seems to swing anymore - the outer two never do. This is true even in ruins that I've visited before. I'm wondering if it could be a trigger issue kind of like how the Land Mine trap is bugged after level 25?
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Stephanie Nieves
 
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Post » Sat Dec 10, 2011 8:58 pm

On a completely different topic: Has anyone ever noticed the Swinging Blade trap stop working correctly in longer games?

I played a PS3 character for about 400 hours and have now been on a PC character for about 725 hours. On both copies of Oblivion, I've noticed that only the central blade of a three-blade set seems to swing anymore - the outer two never do. This is true even in ruins that I've visited before. I'm wondering if it could be a trigger issue kind of like how the Land Mine trap is bugged after level 25?


Sounds like it could be an Abomb symptom/issue. Have you run Wrye Bash's Repair Abomb on the save?
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Catharine Krupinski
 
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Post » Sun Dec 11, 2011 9:12 am

Sounds like it could be an Abomb symptom/issue. Have you run Wrye Bash's Repair Abomb on the save?

Yep. In fact, I've had to run the Abomb fix three times on the PC character, including just a few days ago. On the second and third fixes, I did not observe an Abomb, but instead what I'd call a "reverse Abomb"--that is, the animations were going too quickly.

EDIT: I should note that the central blade does swing at normal speed.
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Chloe Botham
 
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Post » Sat Dec 10, 2011 10:11 pm

Sorry if it has been asked before, can I safely add OMOBS after UOP+UOPS in the load order? Since OMOBS integrates the UOP it should simply overwrite it but what about UOPS? I think it may be safe unless the latter changes soemthing about the previous UOP itself. In short I would want OMOBS + UOPS, instead of UOP+UOPS.
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Hannah Barnard
 
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Post » Sun Dec 11, 2011 4:28 am

Sorry if it has been asked before, can I safely add OMOBS after UOP+UOPS in the load order?

Certamente!

I get the impression - maybe wrongfully so - that you believe OMOBS and UOP are somehow related. They are not at all. OMOBS changes weapon statistics (reach, speed, damage maybe). UOP does not do anything of that. OMOBS modifies the vanilla game, UOP does not. And UOPS is just the latest version of UOP.
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Emma Louise Adams
 
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Post » Sun Dec 11, 2011 6:24 am

Certamente!

I get the impression - maybe wrongfully so - that you believe OMOBS and UOP are somehow related. They are not at all. OMOBS changes weapon statistics (reach, speed, damage maybe). UOP does not do anything of that. OMOBS modifies the vanilla game, UOP does not. And UOPS is just the latest version of UOP.


Oh, your impression was right. This statement in OMOBS readme misled me: "Intergrates UOP 3.2.2 and 3.2.3 Fixes has needed". And of course just checking at the size of the two plugins one would notice OMOBS.esp has "few" fixes compared to UOP. Anyway, grazie for pointing that out. :)
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Vicki Blondie
 
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Post » Sun Dec 11, 2011 9:54 am

Ok. I've gone through all the bug fixes that were reported, sifted through stuff BFG99 did and picked out fixes from those, and merged stuff Brumbek sent over for the USIP. It's already up at Nexus and TESA and even has updated OMOD data assuming I didn't break it :P

The list of changes for v3.3.4 of the UOPS:
Spoiler
* AI pack CheydinhalMGDeetsanCastIllusion8x12 was not set up properly to allow transition back to Deetsan's normal schedule.
* AI pack CheydinhalMGDeetsanWanderBottomFloor12x4 was removed from Deetsan's schedule as it is never called and serves no purpose.
* It was possible to interrupt Rythe and Tivela before they completed their conversation in "A Brush With Death".
* The bear skin rug mesh had incorrectly placed collision on it when originally fixed by the UOP.
* The script assigned to Aryarie was not generally able to pick a random percentage value for her AI schedule due to checking GameHour as though it were an integer value.
* Aryarie's two random wander AI packs also had a radius of zero, so she would simply stand in one place rather than moving about.
* "Arrow of the Inferno", "Arrow of Winter", "Arrow of Storms", and "Magebane Arrow" did not properly ignore weapons resistence like other daedric weapons.
* LL0LootArrow6GlassDamageMagic75 is missing from the LL1NPCArrowMagic100 leveled list.
* Steel battle axes are missing from VendorWeaponBlunt at level 3, steel warhammers are on the same list twice, and normal iron warhammers are incorrectly on this list at level 11.
* EnchDwarvenBattleAxeDamEndurance is missing from LL0LootWeapon0Magic4Dwarven100.
* EnchEbonyClaymoreTempest is missing from LL0LootWeapon0Magic7Ebony100.
* EnchElvenDaggerDamIntelligence, EnchElvenBattleaxeDamEndurance, and EnchElvenClaymoreImmolator are missing from LL0LootWeapon0Magic5Elven100.
* EnchSilverWaraxeDraMagicka is missing from LL0LootWeapon0Magic3Silver100.
* EnchSteelBattleAxeDraEndurance and EnchSteelDaggerDraIntelligence are missing from LL0LootWeapon0Magic2Steel100.
* EnchElvenClaymoreImmolator and EnchEbonyClaymoreTempest are missing from LL0NPCWeapon0MagicClaymore100 and LL0NPCWeapon0MagicClaymoreLvl100.
* EnchSilverWaraxeDraMagicka is missing from LL0NPCWeapon0MagicWaraxe100 and LL0NPCWeapon0MagicWaraxeLvl100.
* EnchSteelWarhammerBurden is missing from LL0NPCWeapon0MagicWarhammer100.
* EnchSteelWarhammerBurden and EnchSilverWarhammerDraMagicka are missing from LL0NPCWeapon0MagicWarhammerLvl100.
* EnchElvenClaymoreImmolator and EnchEbonyClaymoreTempest are missing from FGNPCWeapon0MagicClaymoreLvl100.
* EnchElvenClaymoreImmolator and EnchEbonyClaymoreTempest are missing from SQ02LL0NPCWeapon0MagicClaymoreLvl100.
* DAMolagBalCursedMace did not correctly ignore weapon resistance like other daedric weapons.
* MS13StaffIndarys01, StaffofUnholyTerror, MS27StaffofNenalata01, CGGoblinShamanStaff, MS13StaffIndarys05, MS13StaffIndarys10, MS13StaffIndarys15, MS13StaffIndarys20, MS13StaffIndarys25, had incorrect reach values of 0.
* The wall behind Morvayn's Peacemakers in Anvil overlapped an adjacent segement, causing noticeable flickering.
* Several weapon names have been updated for naming consistency with other UOP and USIP edits.
* "Staff of the Pariah" had the wrong enchantment for it's quality level.
* The interior door in the Faregyl Inn was out of alignment, leaving large gaps visible past it.

* Several cells which have been known to exhibit missing landscape may now be resolved:
+ An hourglass was deleted in cell 20,-17 to prevent it from rolling down into cell 20,-18. This is on the road from Bravil to Leyawiin, under one of the bridges.
+ A fort ruin chunk added to cell 16,13 to prevent beer bottles from rolling into cell 15,13 (Fort Magia).
+ Rocks positioned in front of beer bottles in cell -34,12 (Infested Mine) to prevent them from rolling into cell -35,12.
+ Several small stone bricks in Chorrol deleted to prevent them from being havok tossed over a cell border in -18,22 (ChorrolWorld).
+ A pile of coins and a ring near Fort Farragut has been moved away from a ledge that could allow them to fall off and roll down the hill past the cell borders.

Keep in mind that this may not solve the problem of disappearing landscape, but at least now the most likely cause has been identified.
In some cases you may need to find an isolated area and wait 4 days to get the cells to reset before the problem is fixed.


The list of changes for the USIPS 1.4.1:
Spoiler
* The Sheogorath daedric shrine quest has been fixed so that the UOP will not overwrite the intended changes Bethesda wanted.
* Dialogue conditions were slightly out of order for part of "Taxonomy of Obsession".
* A duplicate rock was removed from SETheFringeOrdered cell -8,-2.
* Two duplicated sewage references were removed from Crucible.
* SE08DarkSeducerArrow was using the icon for golden saint arrows.
* DurableWeapIronBow is missing from SELL0LootWeapon1Iron100.
* SEWeapSilverWarhammerDurable is missing from SELL0LootWeapon3Silver100.
* EnchSteelBattleAxeDraEndurance and EnchSteelDaggerDraIntelligence are missing from SELL0LootWeapon0Magic2Steel100.
* EnchSilverWaraxeDraMagicka and EnchSilverWarhammerDraMagicka are missing from SELL0LootWeapon0Magic3Silver100.
* EnchDwarvenBattleAxeDamEndurance is missing from SELL0LootWeapon0Magic4Dwarven100.
* EnchElvenDaggerDamIntelligence, EnchElvenBattleaxeDamEndurance, and EnchElvenClaymoreImmolator are missing from SELL0LootWeapon0Magic5Elven100.
* EnchGlassWarAxeSoulTrap is missing from SELL0LootWeapon0Magic6Glass100.
* EnchEbonyClaymoreTempest is missing from SELL0LootWeapon0Magic7Ebony100.
* SE32SilverDaggerAbsMagicka did not correctly ignore weapon resistance like other silver weapons.
* SEDarkSeducer4Mace did not correctly ignore weapon resistance like other seducer weapons.
* SE08DarkSeducerMace did not correctly ignore weapon resistance like other seducer weapons.
* SEObeliskPriestStaff01, SEObeliskPriestStaff02, SEObeliskPriestStaff03, SEObeliskPriestStaff04, SEObeliskPriestStaff05, and SEObeliskPriestStaff06 had incorrect reach values of 0.
* SEDarkSeducerBowFrail did not correctly ignore weapon resistance like other seducer weapons.
* forkofhorripilation did not have an inventory icon assigned and also had a reach value of 0.
* SE11ShadowAxe05 did not correctly ignore weapon resistance like other daedric weapons.
* SE14GSEscortList has been corrected to contain an actual NPC rather than containing itself, forming a circular leveled list.
* The swords used by the Knights of Order were missing their intended enchantments.
* Several weapon names have been updated for naming consistency with other UOP and USIP edits.
* Some scripts were recompiled to correct for bad if/endif and begin/end block structures.

Brumbek:

* Updated all Palace meshes that contained the large palace windows (both interior and exterior) to fix vertex color harsh black line on each mesh.
* Fixed some minor vertex color issues with a few Palace meshes to make them not appear black in-game.
* The New Sheoth Palace LOD fix has been incorporated into the USIP.


Note that I did not scour UESP in detail after I went bug hunting and found most of the SI reports I did scour to be either inconclusive or outright wrong. I don't think their SI data is entirely trustworthy.

Also keep in mind I'm not planning to do anymore updates to any of the Supplementals after this. So translators, if you're waiting on stability, have at it now.

Uh, and apparently.....
http://www.gamesas.com/index.php?showtopic=1164539
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Travis
 
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