[RELz] Unofficial Oblivion DLC Patches

Post » Sun Feb 01, 2015 2:38 am

Unofficial Oblivion DLC Patches

By Quarn, Kivan, Arthmoor, and PrinceShroob

The aim of this mod is to fix the bugs existing in the official mods released by Bethesda.

NOTE: These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. Because of this, these are not standard plug-in ESP files. Merging, editing or otherwise modifying them using the Elder Scrolls Construction Set or other utilities may cause them to stop functioning or cause severe bugs in your game! These plugins MUST load after the DLC's that they patch; reversing this load order, or activating the UODP ESP's without the official DLC's that they patch present, can cause Oblivion to crash on launch or load of a save. (The self-installing version will set the appropriate dates; use OBMM or equivalent if you use the manual version to adjust the load order.)

The UODP is currently not compatible with the JOG's Official Plugins Unnerfed mod because it modifies the original Bethesda plug-in ESP files. If you use the UODP overtop of Unnerfed, Oblivion may crash on launch. The UODP is compatible with S.M. Plug-In Refurbish (move the S.M. ESP's after the UODP ones with OBMM or equivalent.) If you use the Horse Armor Pack patch with Slof's Armored Horses, the Slof's horses' reins may disappear. Use dev_akm's compatibility patch instead.

It is recommended to not activate the Thieves Den' SSSB (Sigil Stone Sound Bug) fix plug-in "DLCThievesDen - Unofficial Patch - SSSB.esp" on an existing game, but rather only on a new game, as otherwise the middle deck of the Black Flag could lose its doors (as their position is stored in the save file) and/or any objects already dropped in this cell could be lost.

If you find any bugs with the fixes or any bugs with the official mods themselves please report them to either of us.

Download:
http://www.nexusmods.com/oblivion/mods/9969
http://download.fliggerty.com/download-14-604
http://www.darkcreations.org/forums/files/file/337-unofficial-oblivion-dlc-patches/
http://tesalliance.org/forums/index.php?/files/file/1297-unofficial-oblivion-dlc-patches/
http://www.theassimilationlab.com/forums/files/file/894-unofficial-oblivion-dlc-patches/
http://afkmods.iguanadons.net/index.php?/files/file/1024-unofficial-oblivion-dlc-patches/

http://www.gamesas.com/index.php?showtopic=1501666
http://www.gamesas.com/index.php?showtopic=1398731

http://www.gamesas.com/index.php?showtopic=1252284

Twenty-First Release (2015-Jan-31)
Knights of the Nine bugs fixed (v1.1.6):

  • Synchronized the AI pack fixes in Anvil for the incorrect chapel markers.
  • NDBook2ReligiousSongofPelinalV5: "And to this the bull became shy, for he was a bull, and he felt his form too ugly for the Parvania at all times, especially when she disrobed for him." ["Parvania" -> "Paravania"]
  • NDBook3ValuableKnightsoftheNine: "it was clear that the Knights of the Nine had become the Empire's most prestigious knightly order." ["prestigous" -> "prestigious"] / "The end of the order was as ignomonious as its beginning was glorious." ["ignomonious" -> "ignominious"]
  • NDBook3ValuableShezarr: "The position Shezarr enjoys in Cyrodilic worship if often misconstrued." ["if often" -> "is often"] / "In 1E242, under the leadership of Alessia, her demigod lover, Morihaus-Breath-of-Kyne, and the infamous Pelinal Whitestrake, the Cyrodilic humans revolt." ["1E242" -> "1E 242"] / "(the Dragon Break, the War of Righteousness, the defeat at Gelnumbria Moors)" ["Gelnumbria Moors" -> "Glenumbria Moors"]

The Orrery bugs fixed (v1.0.6):

  • Modified an old fix for Bothiel dealing with the repair state of the Orrery when discussing Revenant with the player.
  • Bothiel's wander AI pack needed to be adjusted so she'll actually wander inside the Orrery properly when the quest concludes.

Battlehorn Castle bugs fixed (v1.0.10):

  • DLCBattlehornChronicle: "a friend of my father's named Nilphas Omellian still holds many of the castle accoutrements in storage and on account." ["accoutrements" -> "accouterments"]

Mehrunes' Razor bugs fixed (v1.0.7):

  • DL9ApprenticeLetter: "I've never actually been to Vvardenfell; I've heard much of it's charm. ["it's charm" -> "its charm"] / "I'm pleased and suprised to hear that you've begun saving for our own home already." ["suprised" -> "surprised"]
  • DL9StewardNote: "Commander Adrethi will debrief the troops as neccessary at his own discretion." ["neccessary" -> "necessary"]

Thieves Den bugs fixed (v1.0.13):

  • Fixed for the Dark08AlarmScript needed to be duplicated into this patch because Thieves Den overwrites it with an ITM.
  • DLC06ThievesDenBook2: "Now, I ain't one to brag, but the empire had a bounty on me of forty thousand coins." ["empire" -> "Empire"]
  • DLC06ThievesDenBook3: "What a terrible way to die -- not on the end of an enemy's cutless," ["cutless" -> "cutlass"] / "The Emporer gave him whatev'r he asked for to campaign again' us," ["Emporer" -> "Emperor"]


The previous version history can be found http://afkmods.iguanadons.net/Unofficial%20Oblivion%20DLC%20Patches%20Version%20History.html as it is too large to put in one post.

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BethanyRhain
 
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Post » Sun Feb 01, 2015 8:21 am

Perfect timing, Arthmoor. Thank you!!
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Tom
 
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Post » Sun Feb 01, 2015 2:16 am

Thank you. :)
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Antonio Gigliotta
 
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Post » Sun Feb 01, 2015 9:27 am

Awesome! Thank you. You are definitely knocking it out. :)
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Amelia Pritchard
 
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Post » Sun Feb 01, 2015 1:52 pm

tyvm as usual :)
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joseluis perez
 
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Post » Sun Feb 01, 2015 12:00 pm

Thank you Arthmoor, much appreciated. :biggrin:
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Tasha Clifford
 
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Post » Sat Jan 31, 2015 11:48 pm

Yes - Thank you, Arthmoor!! :tops:

BTW, in the readme you mentioned the empty "Textures\Architecture\MagesTowerDLC" folder... I have a "UOMPFrostcragLODStone" and "UOMPFrostcragLODStone_n", both dated 9/24/2011, in that folder (in case that's of any use). I'm not sure where they came from.

Thanks again!
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Dan Endacott
 
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Post » Sun Feb 01, 2015 9:02 am

Unfortunately they weren't in the archives I downloaded from Nexus before updating. Makes sense though. It's not terribly important since the tower is just one LOD mesh.
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Louise Dennis
 
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Post » Sun Feb 01, 2015 11:55 am

I'm just wondering, with Battlehorn Castle, those Marauders are from Oblivion.esm, how does removing the quest flag affect the other instances of them?
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Sakura Haruno
 
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Post » Sun Feb 01, 2015 8:19 am

Pretty badly actually. That was rather stupid. Stupid first that I didn't notice the form ID of the base object. Stupid second that generic dead marauders are all like this to start with.

Now fixed btw, because it would have been bad to leave that alone for too long. Looks like only about 110 people or so would have been affected so far.
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Josh Sabatini
 
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Post » Sun Feb 01, 2015 4:00 pm


One of them being me ^^

Just wondering for interest, What does it do thats bad if left alone?
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katie TWAVA
 
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Post » Sun Feb 01, 2015 8:10 am

Thank you very much for the update.

By the way, I noticed that you also removed the Menus75 folder. Not that I would miss it or even understand why it was there in the first place.
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Chelsea Head
 
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Post » Sun Feb 01, 2015 8:24 am

Any use of generic dead marauders would end up disappearing from the game. Quite possibly not a big deal in this case since they're not really that useful but it's still not something the UOMP should be responsible for dealing with, even by accident.

Nobody will miss it. The game only uses Menus, Menus50, and Menus80.
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Kirsty Collins
 
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Post » Sun Feb 01, 2015 10:46 am

Damn, I just noticed an issue in the Horse Armor DLC. The scripts on the special door to the stable house and on Snak gra-Bura have an OnActivate block that will run no matter who activates them, those should be changed to
Begin OnActivate

If IsActionRef Player
(do stuff...)
EndIf

Activate

Since the player is usually the last one to activate them both before the DLC stuff happens (and since it is quite a worthless DLC except for the Horse Armor Revamped mod), I guess its not much of an issue anyways, I'll just leave it here for future generations to fix it :whistling:
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Marquis deVille
 
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Post » Sun Feb 01, 2015 9:25 am


Not to further rain on your parade - but is Lord Kelvyn still non-persistant, because he's the parentref for all the junk that gets disabled after you buy the first upgrade, he's also responsible for disabling nearby leveled creatures so that they don't constantly attack the castle.

I think I meant to mention that before, but forgot.

Mea culpa.
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Marta Wolko
 
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Post » Sun Feb 01, 2015 11:42 am

Lord Kelvyn is still a persistent ref, and once he's disabled the UOMP will then remove his QI flag so that his corpse will clear out. Since he's not touched until that point it doesn't matter what's attached to him as a child reference or what state those references are in.
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Jessie
 
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Post » Sun Feb 01, 2015 7:08 am

Fair enough.

So long as those monster spawns stay disabled.
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Silencio
 
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Post » Sun Feb 01, 2015 3:48 pm

As long as they remain parented to Lord Kelvyn that's what should happen.
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Jah Allen
 
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Post » Sun Feb 01, 2015 2:45 am

Not sure where to put this so, I do apologize if this is the wrong place. I have the Steam version of Oblivion (GOTY). I have already installed the Unofficial Oblivion Patch and the Unofficial Shivering Isles Patch and can launch the game without issue (so far). After I install the Unofficial Official Mods Patch, I try to launch Oblivion and it crashes. I get the black screen like it's going to load the game and then, it disappears. I don't know why this happens but, for now, I'm playing the game w/o this patch.
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Emily Rose
 
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Post » Sun Feb 01, 2015 1:16 am

Do you have all the DLC?
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Melissa De Thomasis
 
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Post » Sun Feb 01, 2015 2:53 am


There are two GotY versions on Steam: Standard and Deluxe. The standard version just includes Oblivion, SI, and KotN. The deluxe version includes those plus the rest of the DLC. If you have the standard version, make sure not to install the parts of the UOMP for anything you do not have.
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Donald Richards
 
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Post » Sun Feb 01, 2015 11:40 am


I'm not exactly sure because I can't tell from my installation. So, I looked at the Oblivion store page. The store page states that I already have the GOTY Edition, which includes Knights of the Nine and Shivering Isles expansions. And, then, further down the page, I see GOTY Deluxe, which includes a whole lot more. *sigh* Apparently, I purchased the wrong version. That would explain why this mod doesn't work. Thanks for the tip.

Edit 1: When I'm on the GOTY Deluxe page of the Steam store, it states that I already own the Deluxe version. This is driving me batty! Is there any way that I can confirm what version I have?

Edit 2: I installed this mod only with the Knights of the Nine fix and the game launched. Based on this, I'm going to assume I have the Standard GOTY Edition.
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Nice one
 
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Post » Sun Feb 01, 2015 3:55 pm

In the launcher window, click Data Files. Ensure that the DLC both exists and is checked, along with the unofficial patches.
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Emerald Dreams
 
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Post » Sun Feb 01, 2015 11:56 am


You should use a mod manager. Wrye Bash is preferred.
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Christina Trayler
 
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Post » Sun Feb 01, 2015 3:36 pm


I didn't look at the Data Files before patching. I'm assuming Oblivion.esm, Knights.esp, and DLCShiveringIsles.esp are the original data files. Everything else that's listed has the word "unofficial" or similar next to it.
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Justin Bywater
 
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