[Relz] Unofficial Shivering Isles Patch v1.4

Post » Sun Aug 08, 2010 7:33 pm

Please Help! I installed the patch to fix a quest bug, and now my game is completely ruined! All the graphics are transparent caution signs, sounds don't work properly, and as soon as I load the game I begin to endlessly fall through the floor. Can anyone please tell me how to get rid of ALL the changes from the patch? I tried using a Restore Point, but it didn't change anything...

EDIT: Sorry, I forget to check SI... Sorry for the necessary bump.
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Louise Dennis
 
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Post » Sun Aug 08, 2010 4:21 pm

Bump to Keep topic Alive
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brenden casey
 
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Post » Sun Aug 08, 2010 4:29 pm

So, is the bug where there is a pause between the dialogue of Sheldon and the dark elf about the gatekeeper going to be fixed?

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Kara Payne
 
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Post » Sun Aug 08, 2010 3:18 pm

Just a bump to keep alive
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SWagg KId
 
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Post » Sun Aug 08, 2010 4:25 pm

I'm running Companion Share and Recruit, and when I take my companion into SI they lose their "rumors" dialogue topic. So then, if I dismiss my companion and then go to recruit them again, I can't. All I get is "I have no greeting". CSR companions require that they have the "rumors" topic available in order to be recruitable. Does this patch, Unofficial Oblivion Mods Patch, or anything else fix this problem? I read the changelog for this mod/ patch but I couldn't find any related fixes, listed in the changelog.
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Kaley X
 
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Post » Sun Aug 08, 2010 3:10 pm

I'm running Companion Share and Recruit, and when I take my companion into SI they lose their "rumors" dialogue topic. So then, if I dismiss my companion and then go to recruit them again, I can't. All I get is "I have no greeting". CSR companions require that they have the "rumors" topic available in order to be recruitable. Does this patch, Unofficial Oblivion Mods Patch, or anything else fix this problem? I read the changelog for this mod/ patch but I couldn't find any related fixes, listed in the changelog.


And how are you taking them into the SI with you ,

Has portal only allow player to enter into the SI world,, So are you using any mod that modifies the gate to allow companions to follow you through has well,

are you using a teleport spell to get them to move from one world to the next. ?
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Lance Vannortwick
 
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Post » Sun Aug 08, 2010 3:11 pm

And how are you taking them into the SI with you ,

Has portal only allow player to enter into the SI world,, So are you using any mod that modifies the gate to allow companions to follow you through has well,

are you using a teleport spell to get them to move from one world to the next. ?

I go through the portal like any regular door in Oblivion and my companions come with me. The only mods I'm running, of note, that might change the portal is UOP, OBSE, OOO, and CSR. With CSR, if your companions get too far away, then automatically teleport to where you are, or you can use the "Call Companions" lesser power spell that comes with the mod. Otherwise, I can't remeber what I did, or if I even did anything to get that to work. :shrug:
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Benji
 
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Post » Sun Aug 08, 2010 11:47 am

Corepc take a look at this ;) :

http://www.tesnexus.com/downloads/file.php?id=14739
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Jessica Nash
 
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Post » Sun Aug 08, 2010 8:36 am

Because of how the dialogue system works with SI, it's likely something that could be fixed by the companion mod itself. If the rumors topic is how you handle them, then there is going to be a quest attached to the companion mod that governs what shows up there. It probably has an SEWorld check on it like most other quests to keep Cyrodiil material from showing up in SI. Removing that check on the quest may solve the problem.

This isn't something the USIP can address in any case, and that script mod for companions coming through the gateway won't either.
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Dorian Cozens
 
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Post » Sun Aug 08, 2010 5:38 pm

Because of how the dialogue system works with SI, it's likely something that could be fixed by the companion mod itself. If the rumors topic is how you handle them, then there is going to be a quest attached to the companion mod that governs what shows up there. It probably has an SEWorld check on it like most other quests to keep Cyrodiil material from showing up in SI. Removing that check on the quest may solve the problem.

This isn't something the USIP can address in any case, and that script mod for companions coming through the gateway won't either.

Yes, according to the Companion Share and Recruit readme, only NPCs with the "Rumors" dialogue option are recruitable. As far as CSR getting another update, I doubt it will happen. TalkieToaster is pretty much done modding for Oblivion for now and has moved on to Fallout 3, AFAIK.
Funny things is, if I recruit anyone from the SI and bring them through to Cyrodiil, they keep their "Rumors" dialogue option after I dismiss them. If I bring someone from Cyrodiil into SI and I dismiss them, they lose their "Rumors" dialouge option. I guess a solution for me, would be to make my own companion NPC and situate them in the SI to start with.
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Cassie Boyle
 
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Post » Sun Aug 08, 2010 9:11 am

Edit::

Will have to agree has well, not something that USIP would fix..the fix should be added into the companion mod itself.

and in order to get Npcs from Cryodiil to have rumors from SI you have to add the Mania or Madness or Wilderness faction to them else they will have no rumors at all from SI and so companion share and recuirt will not work because it need rumors to control to npcs once again ..So companion mod need to be updated once again ..or find alternative's..

Corepc
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Ruben Bernal
 
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Post » Sun Aug 08, 2010 11:54 am

and in order to get Npcs from Cryodiil to have rumors from SI you have to add the Mania or Madness or Wilderness faction to them else they will have no rumors at all from SI and so companion share and recuirt will not work because it need rumors to control to npcs once again ..So companion mod need to be updated once again ..or find alternative's..

Corepc

Thanks for the info, I'll try that when I make my custom NPC.

BTW, I disabled all my mods except for OBSE and CSR and recruited some NPCs from both sides (SI and Cyrodiil). They still come with me through SI's protal like it's a regular door. With CSR, if your companion gets to far away, they automatically get teleported to your locations, so maybe that's the reason. :shrug:
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LittleMiss
 
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Post » Sun Aug 08, 2010 12:46 pm

Should I clean Unofficial Shivering Isles Patch? TES4Edit finds stuff to clean.
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Claire Vaux
 
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Post » Sun Aug 08, 2010 10:05 pm

So far as I know, all the unofficial patches have been cleaned. Anything left that appears to be "dirty" is actually intentional and necessary for it to function correctly.

Same goes for all the major mods like OOO, MMM and FCOM.
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Rachel Tyson
 
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Post » Sun Aug 08, 2010 3:10 pm

So far as I know, all the unofficial patches have been cleaned. Anything left that appears to be "dirty" is actually intentional and necessary for it to function correctly.

Same goes for all the major mods like OOO, MMM and FCOM.


USIP 1.4.0 is already clean and does not need to be messed with.

UOP 3.2.0 and up have one edit which will show up as dirty if using SI which can be safely removed. It's for some faction thing I never quite understood even after Kivan explained it.
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Soraya Davy
 
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Post » Sun Aug 08, 2010 3:40 pm

Hi, I'm using Francesco's mod and the USIP, and the merchants in the dark half of New Sheoth don't have Living Economy applied to them (they have infinite gold). I'm using the Fran's version of the USIP, is there a way to fix this?
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luis dejesus
 
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Post » Sun Aug 08, 2010 12:14 pm

Living Economy should be deprecated in favor of Enhanced Economy
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OJY
 
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Post » Sun Aug 08, 2010 4:50 pm

It's a part of Franceso's mod, I don't think I can disable it.
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steve brewin
 
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Post » Sun Aug 08, 2010 4:28 pm

It's not, I use fran's and also used LE with it. I switched to EE no problem
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SamanthaLove
 
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Post » Sun Aug 08, 2010 10:15 pm

It's a part of Franceso's mod, I don't think I can disable it.
It's an option. I believe you can turn it off with Fran's in-game menu, but the easiest way is to re-run the Frans installer and just not choose Living Economy as an option this time.
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Isaac Saetern
 
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Post » Sun Aug 08, 2010 10:18 pm

It has it's own separate ESP, even when included with frans so there should be no need to do anything fancy expect delete it
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Olga Xx
 
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Post » Sun Aug 08, 2010 1:34 pm

It has it's own separate ESP, even when included with frans so there should be no need to do anything fancy expect delete it

I was under the impression it was fully integrated into Fran's own esps when you choose it with the installer.

OOO has it as a separate ESP, but Frans has always needed a reinstall to remove it.
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Cccurly
 
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Post » Sun Aug 08, 2010 1:04 pm

Hmm, you might be right about that. I was thinking of the stand alone version of LE which I think I was using before I used EE. That must of been what I deleted :D.
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mimi_lys
 
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Post » Sun Aug 08, 2010 5:28 pm

I just read through the whole of the release list but cant seem to find something I remember about custom races

Does anyone know off the top of their heads - I recall a problem with custom races getting stuck at some point in SI, I think if you were not one of the vanilla races their was a script problem that stopped a quest, something to do with cloning?

Was it fixed, for instance if we are using Luchaires tabaxi are we going to get stuck at some point?
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Miss Hayley
 
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Post » Sun Aug 08, 2010 1:47 pm

I was under the impression it was fully integrated into Fran's own esps when you choose it with the installer.


It's definitely integrated into Fran's. I believe the version integrated is 3.6 whereas the version on tesnexus is 3.7.
(They're both way out of date, but that's another problem. :P)
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KiiSsez jdgaf Benzler
 
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