[RELZ] Unofficial Oblivion Patch 3.2.0 and 3.2.6 HOTFIXES [R

Post » Tue Dec 06, 2011 10:12 pm

Arthmoor given your suggestion above, how would you recommend placing UOP supplemental amongst the following, or would I be better moving AWLS earlier in my install order?....
Spoiler
Bain Packages:
000 - ==UOPs==
++ 001 - UOP_3_2_0_and-Hotfix-5296.rar (C3E72FFA) (Installed)
++ 002 - UOP_Supplemental_v326-27710.rar (7193864A) (Installed)
++ 003 - Unofficial_Official_Mods_Patch_v15_Manual_Version-9969.rar (59895567) (Installed)
++ 004 - Unofficial-SI-Patch-v1_4_0-10739.rar (79CE866D) (Installed)
005 - ==Sounds==
++ 006 - Louder_Nirnroots-5277.rar (1C92F999) (Installed)
++ 007 - Quiet & Whispered Feet MAX.rar (E8212F8E) (Installed)
++ 008 - Ambiant_Sound_FX_1-2-29676.rar (93165CB5) (Installed)
++ 009 - AS_Rain_and_Thunder_Sounds_V1.7z (DF3DBAB0) (Installed)
010 - ==Land LOD Replacers Weather==
++ 011 - Wisemans_Reduced_Textures_v11_Part123_SI_Bomrets-6448.rar (537E6184) (Installed)
++ 012 - Bomrets_Detailed_Normal_Maps_for_Vanilla_Version_1_1-18430.rar (19757949) (Installed)
++ 013 - Optimised_Distant_Land_MAX_1_1-15278.rar (0189BD36) (Installed)
++ 014 - Vibrant_Distant_Normal_1-31-18677.rar (1FED75BE) (Installed)
++ 015 - VibrantDistantLOD-18677.rar (78CF45A4) (Installed)
++ 016 - VibrantDistantLODSI-18677.rar (FB96C6FE) (Installed)
++ 017 - VibrantTextures-18677.rar (3ED4F125) (Installed)
++ 018 - VibrantTexturesSI-18677.rar (B11B31AE) (Installed)
++ 019 - Vibrant_Textures_Architecture-18677.rar (ECEE6591) (Installed)
++ 020 - Vibrant_Textures_Architecture_SI-18677.rar (39AD4EB0) (Installed)
++ 021 - Vibrant_Textures_Clutter_and_More-18677.rar (1893A8F1) (Installed)
++ 022 - Vibrant_Textures_SI_Clutter_and_More-18677.rar (CD907D36) (Installed)
++ 023 - VibrantTexturesOblivionRealms-18677.rar (C845F6A4) (Installed)
++ 024 - Abnormal_Caves-Normal_texture_maps-20778.rar (051D0BB5) (Installed)
++ 025 - HTF_Land_Noise_Replacer_Filter-102-9949.rar (DC928F02) (Installed)
++ 026 - RAEVWD_v1_7-20053.7z (C0E54CCD) (Installed)
++ 027 - RAEVWD_Darker_Regal_IC_Texture_Pack-20053.7z (B083FE55) (Installed)
++ 028 - RAEVWD_SI_Edition-20053.7z (1A70F42C) (Installed)
++ 029 - RAEVWD_SI_Bomret_Textures-20053.7z (34AAB9C8) (Installed)
++ 030 - AWLS_-_Brumbek_Mixed_Textures_v5-1-3-19628.rar (55868814) (Installed)
++ 031 - Animated_Window_Lighting_System_-_Meshes_v5-1-9-19628.rar (47819327) (Installed)
++ 032 - Enhanced_Water_v20-8011.rar (3FF40AE2) (Installed)
++ 033 - LowPoly_Grass-5434.rar (45AC379D) (Installed)
++ 034 - LowPoly_Grass_for_SI-5434.rar (2F3C3DCB) (Installed)
++ 035 - NoGlowShorterGrassFix_v11-10655.rar (865C42BD) (Installed)
++ 036 - Real_Wood_Road_Signs_Full-25429.rar (9FF09A61) (Installed)
++ 037 - ImprovedSignsComplete-9498.rar (7B1F6919) (Installed)
++ 038 - Cobl_172-21104.7z (BFECAEE3) (Installed)
++ 039 - Cobl_Cosmetics_Res_01-21104.7z (C1254BEC) (Installed)
++ 040 - Cyrodiil_Terrain_Map-Fixed-AfterDarN-v25-2634.rar (324A9A51) (Installed)
++ 041 - All_Natural_0-9-9-5-18305.rar (F4DECE78) (Installed)
042 - ==Dungeon Quest Locations==
++ 043 - Aleswell_Cottage-28702.rar (A17331C6) (Installed).....

~snip~

097 - ==Last==



Nvm - Figured it out and placed UOP Supplement after AWLS, my only concern was conflicts with Vibrant but yours only replaces two planters from that collection :)

Spoiler

= Lower ========================================
==1== 1.UOP_3_2_0_and-Hotfix-5296.rar
Unofficial Oblivion Patch.esp
Meshes\Marker_Error.NIF
Meshes\Architecture\Anvil\AnvilFightersGuild01.NIF
Meshes\Architecture\Castle\CastleWallRiverGate01.NIF
Meshes\Architecture\Castle\Anvil\ANCastleComplete01_far.NIF
Meshes\Architecture\Castle\Anvil\UOPANCastleComplete01.NIF
Meshes\Architecture\Castle\Anvil\UOPANCastleTower01.NIF
Meshes\Architecture\CastleInterior\CastleSecretBlack01.NIF
Meshes\Architecture\DaedricStatues\DaedricStatueBoethia01_Far.NIF
Meshes\Architecture\Leyawiin\Exterior\LeyawiinMagesGuildHouse.NIF
Meshes\Architecture\Skingrad\SkingradCastleWall01.NIF
Meshes\Dungeons\Caves\Exterior\CEntranceCHighlandSm01.NIF
Meshes\Dungeons\Caves\Exterior\CEntranceGoldCoastSm01.NIF
Meshes\Dungeons\Caves\Exterior\CEntranceGreatForestSm02.NIF
Meshes\Dungeons\Caves\Exterior\CEntranceMtnSnowLG01.NIF
Meshes\Dungeons\Caves\Exterior\CEntranceMtnSnowLG03.NIF
Meshes\Dungeons\Caves\Exterior\CEntranceMtnSnowSm01.NIF
Meshes\Dungeons\Caves\Exterior\CEntranceMtnSnowSm02.NIF
Meshes\Dungeons\Caves\Exterior\CEntranceMtnSnowSm03.NIF
Meshes\Dungeons\Caves\Exterior\CEntranceRockMossSm01.NIF
Meshes\Dungeons\Caves\Exterior\CEntranceRockyBeachSm01.NIF
Meshes\Dungeons\Caves\Exterior\CEntranceWestWSm01.NIF
Meshes\Dungeons\Caves\Exterior\CEntranceWestWSm02.NIF
Meshes\Furniture\MiddleClass\MiddleTable01.NIF
Textures\Weapons\SilverShortsword.dds
Textures\Weapons\SilverShortsword_n.dds

==10== 1.Wisemans_Reduced_Textures_v11_Part123_SI_Bomrets-6448.rar
textures\oblivion\caves\obcavefloor2lava_n.dds
textures\weapons\silverlongsword_n.dds
textures\weapons\silvershortsword_n.dds

==11== 2.Bomrets_Detailed_Normal_Maps_for_Vanilla_Version_1_1-18430.rar
Textures\oblivion\caves\obcavefloor2lava_n.dds

==16== 7.VibrantTextures-18677.rar
textures\plants\planterdaisysu.dds
textures\plants\plantertigerlily01su.dds

==29== 20.AWLS_-_Brumbek_Mixed_Textures_v5-1-3-19628.rar
Meshes\Architecture\leyawiin\exterior\LeyawiinMagesGuildHouse.NIF

==30== 21.Animated_Window_Lighting_System_-_Meshes_v5-1-9-19628.rar
meshes\architecture\anvil\AnvilFightersGuild01.NIF
meshes\architecture\leyawiin\exterior\LeyawiinMagesGuildHouse.NIF

= Higher ========================================
==53== 1.RobertMale_v5_plus_Average_BAIN-25365.rar
Meshes\armor\dwarven\m\gauntlets.nif

==63== AliveWaters-6914.rar
meshes\plants\underwaterseaweed02.nif

User avatar
Theodore Walling
 
Posts: 3420
Joined: Sat Jun 02, 2007 12:48 pm

Post » Tue Dec 06, 2011 4:42 pm

I just finished the Dark Brotherhood quest The Assassinated Man with uop 3.2 and hotfixes 3.2.6 installed. At the end of the quest you usually get the Cruelty's Heart as a reward. This time Vincente told me I got the reward but when I look in my inventory its not there...Somebody has an insight?
User avatar
Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am

Post » Tue Dec 06, 2011 9:46 pm

Did you receive the key to the sanctuary well?
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Tue Dec 06, 2011 11:35 pm

What he meant to say was that the UOP 3.2.6 version has the count for all items in that levelled item list set to zero.

It's probably an accident from copying things in TES4Edit or something, but it should be an easy enough thing to fix.
User avatar
Antony Holdsworth
 
Posts: 3387
Joined: Tue May 29, 2007 4:50 am

Post » Tue Dec 06, 2011 2:17 pm

I wouldn't think the count values would have mattered since the reward is given as part of a dialogue result script, but I can put counts of 1 on those since it won't harm anything.
User avatar
stephanie eastwood
 
Posts: 3526
Joined: Thu Jun 08, 2006 1:25 pm

Post » Tue Dec 06, 2011 9:11 pm

I guess it needs to be tested, but the result script should give the levelled item, and the levelled item list should provide the correct one. All the other item lists have a count of one for each item, and a couple of people have reported not getting the item.
User avatar
WYatt REed
 
Posts: 3409
Joined: Mon Jun 18, 2007 3:06 pm

Post » Tue Dec 06, 2011 11:02 pm

Actually most of the other LL's that cover the DB quest line don't have quantities specified in Oblivion.esm. There hasn't been a need to copy those into the UOP because they all worked before. If this was a widespread problem then reports would happen regularly about problems with all of the rewards. You're probably right in that the quantity field existed, but was filled with zeros. I suspect if the field isn't present the game assumes a quantity of 1.
User avatar
kiss my weasel
 
Posts: 3221
Joined: Tue Feb 20, 2007 9:08 am

Post » Tue Dec 06, 2011 1:06 pm

That's actually the weirdest dang thing. In TES4Edit, most of them have no count, but a couple do. In the CS all of them show a count of one.

That must be the case....it's hardcoded that no entry at all equates to one, but as soon as you copy it into a plugin the lack of entry suddenly becomes a zero.

Surprised that issue has never come up before.
User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Tue Dec 06, 2011 7:28 pm

That's actually the weirdest dang thing. In TES4Edit, most of them have no count, but a couple do. In the CS all of them show a count of one.

That must be the case....it's hardcoded that no entry at all equates to one, but as soon as you copy it into a plugin the lack of entry suddenly becomes a zero.



I noticed that has well in tes4edit that most of them have no count..

at the bottom and if you look at the very bottom there is a unused data field..which we may able to find out what that is with CSE or CBASH. I have never seen anything like it in leveledlist the unused data field at bottom..or never noticed it.
User avatar
Ross Thomas
 
Posts: 3371
Joined: Sat Jul 21, 2007 12:06 am

Post » Tue Dec 06, 2011 10:05 pm

Did you receive the key to the sanctuary well?



I did received the key and its working properly. Thank you for all the answers.
User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Tue Dec 06, 2011 4:30 pm

Surprised that issue has never come up before.


Most likely didn't because none of the old style lists ever got edited. Knowing about it now though helps so any future need to edit such a list won't break something.

at the bottom and if you look at the very bottom there is a unused data field..which we may able to find out what that is with CSE or CBASH. I have never seen anything like it in leveledlist the unused data field at bottom..or never noticed it.


That unknown value shows up in lists with quantities too, so I'm not sure what it's for, and all the ones I saw it on have a value of 00.
User avatar
Christine Pane
 
Posts: 3306
Joined: Mon Apr 23, 2007 2:14 am

Post » Tue Dec 06, 2011 3:56 pm

In regards to the unknown data field, I decoded it several weeks back (see http://www.gamesas.com/index.php?/topic/1093105-request-various-mod-format-specs/). Basically it's an old format field for the "Calc for each item in count" flag. It's rarely (only once I think, 00002E92) set to non-zero in Oblivion.esm.

As for the count field being missing in Dark05RewardHeart, Dark02RewardRing, etc...first I've noticed it. On the bright side, CBash already handles it correctly (which is why I never noticed it earlier) and uses 1 as the default value. On the not-so-bright side, TES4Edit is defaulting the value to 0, and ElminsterEU isn't around to fix it :(
User avatar
liz barnes
 
Posts: 3387
Joined: Tue Oct 31, 2006 4:10 am

Post » Tue Dec 06, 2011 11:34 pm

tes4edit only defaults to 0 if you copy one of the affected lists as an override. It will fill in the zero itself, but you can change it easily enough. It's just a matter of being aware of the issue now.

On another separate issue entirely. I was contacted by the maintainer of the French UOP and among other bugs they've fixed that Kivan and others missed, they've implemented the quest in Chorrol that was supposed to be given by Jirolin Doran. The one to do some stuff with ogres. The dialogue files appear to exist, and there's enough of them there that it looks like it is complete, but none of the topics were ever created and linked up in the game. I don't know if anything more other than topic creation is necessary. Would anyone like to see this done on the US side or should that be reserved for a mod?
User avatar
X(S.a.R.a.H)X
 
Posts: 3413
Joined: Tue Feb 20, 2007 2:38 pm

Post » Tue Dec 06, 2011 5:51 pm

Would anyone like to see this done on the US side or should that be reserved for a mod?

Yes, please add that, Arthmoor. Thanks! :tops:
User avatar
Amy Siebenhaar
 
Posts: 3426
Joined: Fri Aug 10, 2007 1:51 am

Post » Tue Dec 06, 2011 5:53 pm

I'd love to see it done. If anyone doesn't like it, it should be easy enough to ignore the quest.

I don't think I've ever even heard of this quest.
User avatar
CArla HOlbert
 
Posts: 3342
Joined: Wed Feb 21, 2007 11:35 pm

Post » Tue Dec 06, 2011 12:47 pm

Me three :thumbsup:
User avatar
Rachael Williams
 
Posts: 3373
Joined: Tue Aug 01, 2006 6:43 pm

Post » Tue Dec 06, 2011 9:13 pm

Me five. (My vote counts twice, obviously. :D)
User avatar
SUck MYdIck
 
Posts: 3378
Joined: Fri Nov 30, 2007 6:43 am

Post » Tue Dec 06, 2011 11:03 pm

Colour me curious as well. And, I seriously doubt it could be in any way game-breaking, so... bring it on! :D
User avatar
Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Tue Dec 06, 2011 6:55 pm

Well, I'm for it. I'm always looking for more to do. Besides, I haven't heard of this questline either. This should be interesting.
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Tue Dec 06, 2011 2:53 pm

There are some details about that quest http://www.uesp.net/wiki/Oblivion:Unfinished_Quests#Chorrol.
User avatar
Emma
 
Posts: 3287
Joined: Mon Aug 28, 2006 12:51 am

Post » Wed Dec 07, 2011 12:56 am

Spoke too soon apparently. Found a copy of the French UOP. All they did was link stray topics that were left over from the aborted quest. There are no new topics created. The only pieces that exist in a form large enough to recognize are the quest stages themselves. No scripting or anything appears to be left intact. The Spyrock location mentioned in the quest does not exist, and Rock Bottom Caverns is now a goblin lair. So while it might be nice to have this fully implemented, it appears it'll take more effort than originally thought.
User avatar
Emily Martell
 
Posts: 3469
Joined: Sun Dec 03, 2006 7:41 am

Post » Tue Dec 06, 2011 1:41 pm

In that case it's not something for you to worry about. UOP is for fixes, not reconstruction of Bethesda's abandoned ideas.
User avatar
jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am

Post » Tue Dec 06, 2011 10:08 pm

Figured it was about time to push another update:

UOP Changes for 3.2.7

* LpGhostFrostDamageTarget was not immune to silence as the other ghost powers are.
* LpGhostAncientFrostDamageTouch had incorrect target+self settings when both effects should have been set for touch.
* The scripts for the individual shrines for the Divines still had the bug that was fixed for the Nine Divines altars in the chapels.
* Maiq the Liar's AI packages have been altered to remove the "find calipers" package due to strong evidence it leads to crashes near Kvatch.
* AI pack ICWaterfrontGuardNightSleep8x8 was set to sleep at 8PM when it is clear by the other packages on the guard that it should have been 8AM.
* A dialogue condition error in MS10 (Corruption and Conscience) made it possible to repeatedly be offered the key to Ulrich's quarters.
* Another dialogue condition error in MS10 made it possible if timed right to receive the reward for turning Ulrich's evidence in repeatedly.
* Removed the script and activator name from the Clavicus Vile shrine's dog piece due to the scripts not synchronizing their data.
* Oghma Infinium quest item flag has been restored, and the player prevented from reading the book until after an artifact choice is made on what to give Martin during Blood of the Daedra.
* Fast travel was not restored properly after completing Caught in the Hunt.
* Two of the keys in Caught in the Hunt had improper scripts assigned to them which might have contributed to quest stages being triggered out of sequence.
* Corrected positioning on a blood decal that was clipping in Empty Mine.
* Several bridge pieces inside Fort Farragut were sticking out too far, allowing you to see through their undersides.
* Maeva the Buxom's bed at Whitmond Farm was not marked as owned by her.
* In the book "Modern Heretics", Volendrung is described as a sword when it is and always has been a hammer.
* Fixed a missing quantity on the Dark05RewardHeart leveled list that may have prevented the reward from being given.
* The topic DarkSister was moved from "A Knife in the Dark" to the generic Dark Brotherhood dialogue topic due to it never being available despite being explicitly added to the player's topics.
* Linked HaderusGoldwineTopic up to the Kvatch siege quest, Bethesda had already recorded voice files.
* Linked the unused Kvatch responses up so Honditar and Bogond in Chorrol will speak them.
* Hitting the Grey Prince outside of the Arena would still generate crowd noises.
* ElvenStatueScript fix originally provided did not properly handle leaving and returning to the cell the statues are in.

The last 5 on that list were brought to my attention by the French UOP maintainer.
User avatar
Jynx Anthropic
 
Posts: 3352
Joined: Fri Sep 08, 2006 9:36 pm

Post » Tue Dec 06, 2011 9:32 pm

thanx for the update!
User avatar
SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Tue Dec 06, 2011 1:21 pm

Hey Thanks for the update and your continuing effeorts :celebration: :celebration:
User avatar
Rebekah Rebekah Nicole
 
Posts: 3477
Joined: Fri Oct 13, 2006 8:47 pm

PreviousNext

Return to IV - Oblivion