[RELz] Unofficial Oblivion DLC Patches

Post » Sat Jan 31, 2015 11:56 pm

Kivan got them from somewhere, I don't know. He might have done them himself. Icons aren't terribly hard to make.
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Sweet Blighty
 
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Post » Sun Feb 01, 2015 1:32 am

Nice, only one error since July. The irony of ironies that it would be from that silly horse armor DLC. Anyway, same schedule as the other two. Unless something important turns up, year's end for the update.

Oh, I also split up the readme and the version history for this too. The OP was rather large for no good reason.
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Tom
 
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Post » Sun Feb 01, 2015 2:10 pm

Not much to report since my fixes have a tendency to being subjective and I can just plug them myself in my game, but I have one possible issue with the KotN followers, in that if the player is wearing the boots of the crusader he gets added to NDPredators faction and thus the aggressive wild animals will leave him alone, but that doesn't apply to his follower, so it could be useful to add the knights to that faction as well.

Also, in the case of Avita Vesnia, Stanet and Jesper, they are in the CreatureFaction, which means they are at peace with most animals but don't look kindly on deer and other prey creatures. Changing that faction with NDPredators would still make them buddies with most wildlife, and indifferent to prey (despite what the faction name suggests, it has no modifier against the Prey faction)

Finally, it would be good to give failproof treatment to the ND06LayHands lesser power (immune to silence, no spell absorb/reflect, script effect always applies, manual spell cost and cost 0) so that there's no way it can fail when the player casts it on Kellen at the Chorrol chapel hall.
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Jessica Lloyd
 
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Post » Sun Feb 01, 2015 4:12 am

Is it year's end yet? Maybe I'm not too late then!

About Frostcrag: There is a particular teleport pad which starts disabled and is enabled once the Bruma Guild is destroyed, with the original getting disabled due to parent relationship. It has a script:
Spoiler
scn FrostcragBrumaPadScript

short ChangeMe

begin gamemode

if ( GetStage MG14Plot >= 10 ) && ( ChangeMe == 0 )
Enable
endif

end

ChangeMe is not set anywhere, so that just keeps running forever, plus it lacks the weather change fix that the UOMP adds to the regular telepads.
I changed it to this:
Spoiler
scn FrostcragBrumaPadScript

short ChangeMe

begin gamemode

if ( GetStage MG14Plot >= 10 ) && ( ChangeMe == 0 )
Enable
set ChangeMe to 1
endif

end

Begin OnActivate
if IsActionRef Player
if GetInWorldSpace Tamriel
ForceWeather DefaultWeather
endif
endif
Activate
End

I understand your Bruma Guild Reconstructed mod redirects that teleport's destination with OBSE when the guild is rebuilt, so no further changes are required I hope?


And for that whole thing with the Predator faction: I solved it with OBSE by changing the script effect in the boot's ability so that any follower or horse of the player is added to that faction, and removed from it when the boots are unequipped or they stop following. It is quite more elegant that way, I might release a mod with that and other tweaks to improve some of the DLC's stuff.
It also isn't such a good idea to change the Kynareth's worshippers faction from CreatureFaction to NDPredator, since if a mod added creature not in that faction is near it will attack, whereas CreatureFaction is used by pretty much every creature (and they are reasonable fellows with low aggression who wouldn't chase a deer because it looked them the wrong way)
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Logan Greenwood
 
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Post » Sun Feb 01, 2015 12:42 am

Eighteenth Release (2012-Dec-31)

Frostcrag Spire bugs fixed (v1.0.8):
  • The script on the teleport pad that goes to the destroyed version of the Bruma Mages Guild would constantly attempt to enable itself, which could lead to performance degredation. The script also did not have the weather change fix applied that the other script for the other teleport pads uses.
Knights of the Nine bugs fixed (v1.1.3)
  • The lesser power "Lay Hands" (ND06LayHands) will now be immune to getting absorbed or silenced which could cause it to fail when the player uses it on Kellen.
Horse Armor bugs fixed (v1.0.8):
  • Script DLCHorseArmorDoorScript was not guarded against NPCs triggering the lengthy checks for the legal status of the player's horses.
Vile Lair bugs fixed (v1.0.9):
  • The trap door exit from Deepscorn Cloister could not be used by NPCs.
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Abel Vazquez
 
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Post » Sun Feb 01, 2015 3:05 am

A new year present from Arthmoor! :) Thanks.
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Jade Barnes-Mackey
 
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Post » Sun Feb 01, 2015 3:40 pm

I remember that in one of the Unofficial Official Mods Patch Supplementals the "DLCThievesDen - Unofficial Patch - SSSB.esp" file was merged into the main "DLCThievesDen - Unofficial Patch.esp" file and was therefore no longer needed. Did that change continue and is still valid? The reason I ask is because the OP states:


Did some digging into my mod "library" and found the "Unofficial Patch Supplementals v3.3.7" archive, checking the "Unofficial Official Mods Patch Supplemental Changelog.txt" shows the following for Thieves Den:


I don't currently have Oblivion installed but I'm preparing to re-install in the near future and am trying to get organized for what I have to install etc. I don't see any mention of the SSSB patch being merged in the latest changelog so I'm wondering if the merge from the Supplementals continued or was reverted?
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Everardo Montano
 
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Post » Sun Feb 01, 2015 1:53 am

Should one use TES4Edit to clean the official content such as Knights.esp?
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loste juliana
 
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Post » Sun Feb 01, 2015 4:11 pm

Yes absolutely clean the official DLCs.
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Sammie LM
 
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Post » Sun Feb 01, 2015 4:42 am

Yes, Kivan overruled that once the major updates that merged the supplementals happened. Apparently he'd been told that the merge caused CTDs. I was never able to reproduce that, nor was anyone I had asked, but it went back to being separated "just in case".

Absolutely. They're so full of crud it's a wonder they worked at all.
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scorpion972
 
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Post » Sun Feb 01, 2015 5:30 am

Ah, well that explains it then! I don't recall having any CTD problems after you did the merge, although I do recall missing reading about the merge and therefore didn't disable the SSSB.esp, which did cause some minor problems until I did disable it. Oh well, at least now I know that the fixes in the SSSB.esp are once again in a seperate file. Thanks for the explanation.
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His Bella
 
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Post » Sun Feb 01, 2015 1:53 am

Hello.

I'm having bug with Horse Armor Patch module. Whenever it's enabled, my horse can't turn at all. It's still playing it's turning animation, but physically it only moves forwards and backwards. Doesn't matter if it's walking or running, or if it's iron or elven armor.

Reloading my game from older save and re-equipping did not help.

Restarting the game did not help.

As soon as I remove this patch module my horse is turning OK again, even with the save with already equipped armor.

List of modules I'm using in the order they appear in Launcher:

DLC Battlehorn Castle - Unofficial Patch

DLC Battlehorn Castle

DLC HorseArmor - Unofficial Patch

DLC HorseArmor

DLC MehrunesRazor - Unofficial Patch

DLC MehrunesRazor

DLC Shivering Isles

Knights - Unofficial Patch

Knights

Oblivion

SD Skill Diary

Unofficial Oblivion Patch

Unofficial Shivering Isles Patch

UOP Vampire Aging Fix

UOPS Additional Changes

USIPS Additional Changes

Everything latest versions, downloaded 2 days ago.

Hope this helps, if you need more info, I'll be happy to help.

Have a nice day.

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Laura Ellaby
 
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Post » Sun Feb 01, 2015 5:25 am

Suspect you have not run 'http://www.gamesas.com/topic/1434397-rel-boss-for-oblivion/'. Get it, use it, follow it's instructions (especially about 'cleaning' and known conflicts). Then list your Load Order according to BOSS, as the one listed is all wrong. Patches go after the mod they fix, and the UOP patches generally go before DLCs. Even if that isn't related to your horse command problem, it's a necessary step.

That's a pretty basic and simple list of mods. They are all well known. Pretty much all that is left is a Load Order conflict.

-Dubious-

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Tikarma Vodicka-McPherson
 
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Post » Sun Feb 01, 2015 1:36 am

Oh..

So I ran BOSS and it found everything except for two Czech translation mods, which ended at the bottom. I guess that's alright?

Anyway, activated Unofficial patch for Horse armor and it's working fine now.

Also noticed that when I open list of mods from the launcher, order remains same as before, is that normal?

Thank you for your advices, I hope my game isn't messed up because I played about 15 hours with that wrong order.

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Eddie Howe
 
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Post » Sun Feb 01, 2015 2:51 pm

The Oblivion launcher displays the mods in alphabetical order. Avoid it like the plague, for instance it will reset your Oblivion.ini every time you update your graphic drivers.

You'll need a more elaborate tool like http://oblivion.nexusmods.com/mods/22368 to view them in their actual load order, and to manage everything correctly really.

That issue with your horse not turning, never heard of it and I doubt it has to do wit load order (especially with a load list as short as yours), but if it's fixed now then all the better.

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Ashley Clifft
 
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Post » Sun Feb 01, 2015 12:10 am

If some of the mods are not found they will be on the bottom so you can put them manually. Report them as unrecognized mods using BOSS so it will sort them properly (hope you know how to do this) :)

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Luna Lovegood
 
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Post » Sun Feb 01, 2015 3:45 pm

Yea, I reported them.

Thank you for your help guys.

And yes I know it's short list of mods - I never played Oblivion before and I'd like to experience it the way it was made.

At least for first time ;)

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Josephine Gowing
 
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Post » Sun Feb 01, 2015 8:11 am

Ah, no new issues. Just how it should be. :)

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Genevieve
 
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Post » Sun Feb 01, 2015 2:25 pm

Hello. I'm having a bit of a problem. So I got the glitch with Mystic Emporium where the door would constantly be locked. I fixed it the manual way at first, but then installed the all the Unofficial Patches and a variety of other mods, and now not only does the door constantly lock, but now entering the buidling is considered trespassing and the manual fix I used to fix the glitch before (Unlocking the Private Quarters door) doesn't work either. My current load order is as follows, according to OMM:

Oblivion.esm

Fundament.esm

Unofficial Oblivion Patch.esp

UOPS Additional Changes.esp

UOP Vampire Aging & Face Fix.esp

Oblivion Citadel Door Fix.esp

DLCShiveringIsles.esp

Unofficial Shivering Isles Patch.esp

USIPS Additional Changes.esp

DLCHorseArmor.esp

DLCHorseArmor - Unofficial Patch.esp

DLCOrrery.esp

DLCOrrery - Unofficial Patch.esp

DLCVileLair.esp

DLCVileLair - Unofficial Patch.esp

DLCMehrunesRazor.esp

DLCMehrunesRazor - Unofficial Patch.esp

DLCSpellTomes.esp

DLCSpellTomes - Unofficial Patch.esp

Gizmodian - Vicious Heart.esp

Tyrael Armor.esp

DLCThievesDen.esp

DLCThievesDen - Unofficial Patch.esp

DLCThievesDen - Unofficial Patch - SSSB.esp

Weapon Expansion Pack for Oblivion Nthusiasts.esp

DLCBattlehornCastle.esp

DLCBattlehornCastle - Unofficial Patch.esp

DLCFrostcrag.esp

DLCFrostcrag - Unofficial Patch.esp

Knights.esp

Knights - Unofficial Patch.esp

Birthsign Zero.esp

Quest Award Leveller.esp

Quest Award Leveller - Vile Lair.esp

Quest Award Leveller - Mehrunes Razor.esp

Quest Award Leveller - Knights of the Nine.esp

Bundlement.esp

nGCD.esp

Birthsigns Expanded.esp

Postal's Playable Dremora.esp

Postal's Playable Dark Seducers.esp

Postal's Custom Race Fix.esp

Postal's Playable Golden Saints.esp

Postal's Playable Sheogorath Beards.esp

Postal's Playable Knights of Order.esp

Any help would be greatly appreciated.

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SWagg KId
 
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Post » Sun Feb 01, 2015 6:47 am

I hate to bump this for such minor stuff, but I'd better do before I forget

DrinkColovianBattleCry is the only one of the Battlehorn drinks that doesn't have the food item flag. I can't imagine a draft distilled from fungi tasting good, but still...

DLCFrostcragAtronachStorm is missing the AbAtronachStormEffect, thus they don't have lightning effects (cosmetic) and are not immune to paralysis.

DLCFrostcragAtronachFlame is missing AbAtronachFlameEffect, that one is purely cosmetic for the flame effects.

Also, how about redirecting all those three atronachs to inherit sounds from the regular oblivion.esm atronachs, instead of them having sounds defined again?

Also, I suppose you're on it, but remember to update the Chokeberries to be compliant with the poison apple fix from the UOP. (though personally I have given them the same script effect as those, and thus can mix them to create overpowered poisons :hehe:)

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Tinkerbells
 
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Post » Sun Feb 01, 2015 12:14 am

Try the http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=3487

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helliehexx
 
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Post » Sun Feb 01, 2015 1:47 am


Absolutely. They're so full of crud it's a wonder they worked at all.

So that means the same procedures applies for cleaning of the official Oblivion DLC in TES4Edit as it's for the official DLC in Skyrim when using TES5Edit for cleaning. Correct? :smile:

I always have that patch installed in my game and I think that patch belongs to UOMP.

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Nicola
 
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Post » Sun Feb 01, 2015 9:45 am

Argh...I never cleaned official dlc in TES4Edit. So therefore I always have some issues. Good to know. Only why did I learn about it after so many years?

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Flash
 
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Post » Sun Feb 01, 2015 5:01 am

UOMP 19 is up! Check the changes in the first post.

Be aware the upload at TESA is not ready, they're still having host problems with large files.

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courtnay
 
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Post » Sun Feb 01, 2015 1:01 am

I'm getting the Mystic Emporium door perminatly locked bug, even with this installed. The patch notes say its fixed. :(

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Donatus Uwasomba
 
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