[RELZ] Unofficial Oblivion Patch 3.2.0 and 3.2.4 HOTFIXES [R

Post » Mon Dec 27, 2010 8:56 am

Read post http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1066876&view=findpost&p=15655521

You have to use standalone mobs update with UOP Hotifxes..

Corepc


That made me look up the MOBS thread...
I have Francesco's installed wrong. <_<
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Paul Rice
 
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Post » Mon Dec 27, 2010 7:22 pm

I realise that not everyone use frans with MOBS. I guess that a separate MOBS mod is the best way to add MOBS weapon sats to a game. I assumed though that if someone play frans with MOBS UOP wth integrated MOBS would be a better option. There is a UOP for frans listed on tesnexus after all. You got a point with merging the separate patch into Wrye Bash. I didn look at corepc's file well enough. Ill try to bash it and report the results on UOP thread.


Bash will pick up most of the frans changes, but, it also take into account UOP since it load after Frans.esm, so some frans changes get wiped out..by UOP changes for some creatures and leveledlist nothing else really..

You can get around this by adding Actors.AIData, Actors.Stats, Invent, to Francesco Leveled Creatures Items with Bash 2.78 or higher..

Else there is only a handful of creatures and leveledlist that conflict that would be much easier to maintin in a simple patch (that restore back frans changes) then having to update the Frans UOP each time a new release of UOP HOtifx comes out..But that is just me..

Corepc

Pacificmorrowind,

I can bash import from Frans all the Frans actors stats, invent fixes for creatures that where in conflict with those from UOP, but not the leveledlist. Unless I uncheck delev, relev on uop once again..


I moved the discussion to this thread not to clutter BOSS thread. Corepc is right that there are only a handful fran's creatures and levelled lists affected by UOP fix. But why not to fix them too? Tes4Edit is a wonderful tool and it really doesn't take too much time to copy&paste data from one esp to another. I did it for myself and then decided to share as other people may to find it useful too. Regarding bash tags I think you need to be very careful if you want to add them just to fix a small incompatibilities. Otherwise you may get similar situation as with c.water tag in UOP. Missing water is noticeable straight away but if bash tag relates to Ai or levelled list it could be much more difficult to spot any conflict.
I like the idea of a patch rather then UOP replacement for frans users. It should be easier to maintin indeed.
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Emily Jones
 
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Post » Mon Dec 27, 2010 10:20 pm

Hi everybody,
I recently started a daedric shrines tour and I found some things that need to be fixed:
- the last part of mephala winning speech (Savor the divine essence of a well-spun plot. And here's a little needle to help you stitch your own tangled tapestries.) is never played becuse the variables in the statue script are messed up.
- if you activate the shrine of clavicus vile by activating the dog's statue, you get the quest update but not the audio (the variables that control the audio are in the big statue)
- in the malacath quest, entering lord draad's house is trespassing
- and one last thing is a doubt about the Oghma Infinium and its quest object status. The fact that the hermaeus mora quest can be initiated only after "Blood of the Daedra" was maybe intended as a failsafe in case someone sold all the other daedric artifacts before Martin asked for one (like i did). in that case the book should be a quest object because losing it (or reading it) would break the main quest.
what do you think?

bye
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Katharine Newton
 
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Post » Mon Dec 27, 2010 6:55 am

Arthmoor and Anyone Else

Not sure if this is something that should be added to UOP or Not..

Problem or more Annyonce than anything else..

There is no Silver Arrow of Absorb Magic, This leveledlist refer's to it

Empty Item Sublists?  LL0LootArrow3SilverAbsorbMagic75 Which in turn get used by these listEmpty Item Sublists Removed?  LL1LootArrow0Magic10 ?  LL1LootArrow0Magic100 ?  LL1LootArrow0Magic25 ?  LL1LootArrow0Magic50 ?  LL1LootArrow0Magic75 ?  LL1NPCArrowMagic100 


So I have created a New Silver Arrow of Depletion and added into the LL0LootArrow3SilverAbsorbMagic75 and that get rid of all the empty sublist that bash was reporting..

Now the UOP does remove the leveledlist from play, but, the list still show up in bash patch annoying has hell..

Hoping that maybe it could be added if you want the plugin I can post it once again..

If the arrow is too powerful a new enchantment could be made after all..

Here you go..

Corepc
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SUck MYdIck
 
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Post » Mon Dec 27, 2010 8:31 pm

Seems like an oversight to me for it to be missing if all the other arrow types have an absorb magic version. PM me a link to the ESP and I'll have a look at it.
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Alyce Argabright
 
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Post » Mon Dec 27, 2010 6:50 pm

Seems like an oversight to me for it to be missing if all the other arrow types have an absorb magic version. PM me a link to the ESP and I'll have a look at it.


Not directly related to the item in question, in my play experience absorb spells have to be utilized within touch or near touch range. Go out of range of target, no absorb. No point in a ranged absorb item.

I could be wrong, I suppose.
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QuinDINGDONGcey
 
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Post » Mon Dec 27, 2010 3:56 pm

Seems like an oversight to me for it to be missing if all the other arrow types have an absorb magic version. PM me a link to the ESP and I'll have a look at it.


There is not other vanilla or si arrow that does absorb magic, so propsal withdrew on that account

you could still at least add a plain silver arror or add other types of silver magic arrow to that leveliedst to get rid of bash complaining about it..
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Schel[Anne]FTL
 
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Post » Mon Dec 27, 2010 5:36 pm

If I might be so bold as to express an opinion, or at least explain how I look at this one.

The absorb magic effect doesn't work on an arrow, so it was clearly an oversight to create (and use) the list for the arrow in the first place. There's an error there, but the UOP already fixes that by removing it from the LL1 lists. On that basis I don't see any need for more complicated (or intrusive) fixes. What if someone makes a mod with scripted arrows doing something equivalent to absorb health? Well, I'm too tired to express myself well right now, but I hope people can understand my point.

On closer examination though, it seems that LL0LootArrow3SilverAbsorbMagic75 [LVLI:0004BF16] is used *twice* in LL1NPCArrowMagic100 [LVLI:00005292], but only one instance is removed by the UOP... The other instance is still extant in the patched list. That should probably be fixed and will remove some of the spam from the Bashed patch report.

Vac
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Jade Muggeridge
 
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Post » Mon Dec 27, 2010 9:12 pm

The absorb magic effect doesn't work on an arrow, so it was clearly an oversight to create (and use) the list for the arrow in the first place. There's an error there, but the UOP already fixes that by removing it from the LL1 lists. On that basis I don't see any need for more complicated (or intrusive) fixes. What if someone makes a mod with scripted arrows doing something equivalent to absorb health? Well, I'm too tired to express myself well right now, but I hope people can understand my point.

On closer examination though, it seems that LL0LootArrow3SilverAbsorbMagic75 [LVLI:0004BF16] is used *twice* in LL1NPCArrowMagic100 [LVLI:00005292], but only one instance is removed by the UOP... The other instance is still extant in the patched list. That should probably be fixed and will remove some of the spam from the Bashed patch report.


That's why it's being discussed. I haven't made any changes in regard to this. Leveled list issues are usually something I don't get involved in and don't make changes to without getting opinions from others on whether it's necessary or not. I didn't even think about the fact that arrows can't really support touch range enchantments, so obviously adding one to that list would be silly.

Now, this other bit with the LL0LootArrow3SilverAbsorbMagic75 list being somewhere it shouldn't be is something that definitely should get fixed if the UOP already removed one instance before.

@All: In the area of interesting fixes: http://www.gamesas.com/index.php?showtopic=1080011. No idea how nudging one rock could solve such an issue, but that seems to be what's been reported. Anyone else care to give that a shot? I can't reliably replicate the missing landscape cell issue myself so I'd have no idea if the fix worked or if it just didn't bug out.
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Robert Garcia
 
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Post » Mon Dec 27, 2010 3:54 pm

The rock-moving bridge fix appears to be exactly the kind of thing the UOP is intended for. I think it should be included.

Also, I think the Daedric Shrine quest bugs that troybaliss mentioned a few posts up should be fixed too. That was some good detective work on his part.

Thanks!
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LuCY sCoTT
 
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Post » Mon Dec 27, 2010 3:34 pm

The rock thing is definitely harmless so I can't see any reason not to do that. From a technical standpoint, I can't see why it would matter for the land cell issue, but if it works it's a strange fix.

I'll have a closer look at the shrine stuff too. Dialogue and scripting are awfully subtle and messing with them can have consequences elsewhere.

Also, I got another batch of fixes from a guy on Nexus named Rob. The vast majority are of the silly mistake variety, but he included one in his patch ESP that I'm not sure is UOP style material:

* All Master Trainers now have a skill of 100 in their respective master skill. (Note that while this won't matter for most trainers, this makes Block, Hand-to-Hand, and Sneak significantly more challenging, as well as making Palonirya's prices slightly worse.)


It sounds logical in principle, but it feels intrusive and likely alters gameplay in ways that it shouldn't. Maybe someone more savvy in the ways of skills could comment on this one?
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I’m my own
 
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Post » Mon Dec 27, 2010 9:20 am

It sounds logical in principle, but it feels intrusive and likely alters gameplay in ways that it shouldn't. Maybe someone more savvy in the ways of skills could comment on this one?

I was all set to agree with you, but then I checked the vanilla game and saw that you need skill level 100 to even become a Master of anything. I think Fallout changes this to 75 or 80, which makes more sense, but 100 would be consistent with vanilla Oblivion.

Except it just doesn't feel right...
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darnell waddington
 
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Post » Mon Dec 27, 2010 11:14 am

It sounds logical in principle, but it feels intrusive and likely alters gameplay in ways that it shouldn't. Maybe someone more savvy in the ways of skills could comment on this one?

I'm not too sure actually, I'm fine with these changes, my in-game character has some skills at 100 and many other skills above 75 anyway :P But you might want to consider that if you change the master trainer skill level to 100, then you might as well want to change advanced trainer skill level to around 70 and basic trainer skill level to around 40. Just my thought.
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Schel[Anne]FTL
 
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Post » Mon Dec 27, 2010 10:21 am

But you might want to consider that if you change the master trainer skill level to 100, then you might as well want to change advanced trainer skill level to around 70 and basic trainer skill level to around 40. Just my thought.

And then it starts looking more like a mod than a bugfix. I think I'm leaning more toward leaving this one alone.
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Heather Dawson
 
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Post » Mon Dec 27, 2010 8:44 pm

That's more like when those resistances were added to certain creatures and people didn't like that so it was removed. Same thing I think, could always have a seperate esp if people REALLY want it I guess.
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John N
 
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Post » Mon Dec 27, 2010 2:53 pm

But you might want to consider that if you change the master trainer skill level to 100, then you might as well want to change advanced trainer skill level to around 70 and basic trainer skill level to around 40. Just my thought.


There's no reason that a trainer can't teach beyond their given skillset. IMO it's reasonable that a master can be a master at training without being a master at the skill. I'm having visions of an old Chinese martial arts legend living in the hills and being sought out by a young apprentice who will in time surpass his master. Or maybe I'm just seeing Obi Wan Kenobi.

In any event, this is probably a change that most people (myself included) would not notice nor have a strong opinion one way or another. Given that, it's probably safer to leave alone.
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Claire Lynham
 
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Post » Mon Dec 27, 2010 11:25 pm

Probably best to leave it alone then. I really didn't want to edit all those NPCs anyway, because it's quite a few and even though it would have taken 2 seconds to drag that 100 over a column, the voice in the back of my head said to just leave it be.
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lolli
 
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Post » Mon Dec 27, 2010 6:47 pm

Probably best to leave it alone then. I really didn't want to edit all those NPCs anyway, because it's quite a few and even though it would have taken 2 seconds to drag that 100 over a column, the voice in the back of my head said to just leave it be.

Agreed Arthmoor. I think this is minor anyway, barely a fix at all, more like a personal preference tweak. Probably best to just leave it alone.

One means of judging might be this: Iff this were the ONLY tweak added in an update; would I bother downloading it?
For me, probably not, not worth it.
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JD FROM HELL
 
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Post » Mon Dec 27, 2010 3:01 pm

Hey guys. I found an error with the vanilla ChorrolMGuildWallUpper02. It's a clipping problem with the wall going into a doorway. I fixed it, and pyffi'd it. Maybe it could be added to this? Thanks.

http://www.megaupload.com/?d=C915MK1O
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Jerry Cox
 
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Post » Mon Dec 27, 2010 5:53 pm

Hey guys. I found an error with the vanilla ChorrolMGuildWallUpper02. It's a clipping problem with the wall going into a doorway. I fixed it, and pyffi'd it. Maybe it could be added to this? Thanks.


Will get it tested out and report back..thank you..
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Lady Shocka
 
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Post » Tue Dec 28, 2010 12:45 am

Never mind; apparently it's on my end, a half a dozen reloads with the problem missing landscape, and the reload I go in to make a SS and it's back. I r stumped. Carry on, etc.

Came across something a little unusual, and checking in TES4EDIT showed that UOP, Knights.esp, MMM - More Wilderness Life, and More Improved Sounds Edited were the only mods affecting the cell (WeyandawickExterior 8, -5 [00] Oblivion.esm \ Worldspace \ 0000003C \ Block 0, -1 \ Sub-Block 1, -1 \ 00006599 )

There is a huge square of land missing right near the entrance to the dungeon.

MISe just changes the name of the nearby Ayleid Well and sounds, MMM obviously adds spawns and Knights does something with a wall. UOP though has a bunch of grayed out (I assume disabled) references to Rocks and a plant, so I'm thinking it's a likely suspect. This is the latest UOP with the Hotfix.

If I'm off-base here feel free to tell me, I'm just trying to figure out what is causing it and how to fix it.

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Noely Ulloa
 
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Post » Tue Dec 28, 2010 12:40 am

Never mind; apparently it's on my end, a half a dozen reloads with the problem missing landscape, and the reload I go in to make a SS and it's back. I r stumped. Carry on, etc.


Random engine bug. There's no rhyme or reason to why these happen. They can hit just about anywhere and always the same way - one cell of landscape will just be missing with all the stuff still floating in the air as though nothing is wrong. I've never once had these survive quitting to desktop and reloading the game.
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Lyd
 
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Post » Mon Dec 27, 2010 3:03 pm

Been building up to this for awhile, but v3.2.5 is up on Nexus now:

Changes for 3.2.5

Meshes:

* LowerclassPants08 had no female ground mesh.
* leyawiincastle01.nif had the wrong type of collision defined.
* sewerroomwallmid01.nif had no collision applied.
* Clipping issue in chorrolmguildwallupper02.nif fixed by Brumbek.
* Dwarven gauntlets mesh clipped through the hands in first person. Fixed by UberTom.

Other:

* Magra gro-Naybek will now eat between 6pm and 8pm so that he is available before the shop closes for business.
* Gave Fadus Calidius some clothing so he won't be running around his guild hall naked.
* Enabled the legion patrol rider at Gottshaw that was disabled for unknown reasons.
* Removed the quest item flag from the Southern Books key. If pickpocketed, this will allow the player to drop it if it isn't wanted anymore.
* DABoethiaCageOpenScript01 contained an extra endif which makes the script syntactically invalid.
* MG09Script contained an extra endif, and a typo after another one that invalidated the script syntax.
* MG19ChestScript contained an extra endif which makes the script syntactically invalid.
* RufioDie_Script contained an extra endif which makes the script syntactically invalid.
* ThumperZ has provided a more streamlined version of the AltaroftheNine script.
* The easy version of an Azhklan Troll had no troll fat in its inventory like the other versions do.
* The easy version of a Kalperklan Troll had no troll fat in its inventory like the other versions do.
* The DBEnWeapBladeWoe10 enchantment had fortify magicka instead of damage magicka like all of the other versions.
* Door ownership and lock information in Leyawiin Best Goods And Guarantees was set wrong.
* Bash tags updated for use with Wrye Bash 279+.
* LL0LootArrow3SilverAbsorbMagic75 was listed twice in LL1NPCArrowMagic100 but had only been removed once.

Some fixes for 3.2.5 provided by "Rob":

* Adamus Phillida should switch to the Leyawiin faction when he retires during the DB quest.
* Removed Imperial Legion random conversation about death of emperor after Main Quest is done.
* Fixed Shepherd's Pie making a different Cure Disease potion at Master-level Alchemy than other ingredients.
* Quest markers show for all available fences when Independent Thievery quest is selected.
* Amusei and Methredhel quest markers will show during Independent Thievery when you're waiting for them.

Anvil

* Mirabelle Monet sleeps around, as intended, rather than almost always with Thurindil.
* Timothee LaRouche sleeps earlier to avoid three-in-a-bed scenario.
* Enilroth now puts gold in barrel along with dead drop note.

Bravil

* Set ownership of Varon Vamori's bedroom door so he can get out!
* Path Grid at top of dock steps fixed.

Bruma

* Fixed Gromm telling the player they "do NOT belong in here" while outside or at Olav's.
* Jeanne Frasoric no longer wanders after going to sleep.
* Quest marker during Spies will now lead you directly to Jearl's house instead of the back way through Bruma Caverns.

Imperial City

* Hillod the Outlaw's schedule fixed so he will sleep.
* During Allies for Bruma, Ocato will head towards the main palace door and wander there instead of moving "out of bounds" to his quarters.

Leyawiin

* Gundalas' schedule fixed so he will sleep.
* Path grid in Leyawiin Best Goods And Guarantees was missing a node connection to the upstairs area.
* Tweaked pathing in Mages' Guild 2nd Floor West so Acata doesn't try to walk through the bench or walls in her room.
* Fixed a problem with Wumeek where he was unable to meet up with Weebam-Na as he should have.
* Kantav Cheynoslin no longer gets up to wander the chapel after he goes to bed.

Skingrad

* Dion will now execute his Skingrad explore package properly.

Telepe

* Fixed pathing so actors will walk around walls properly.
* Moved Ayleid Coffer so Brugo can reach it reliably. (This change will not take affect if you've already visited Telepe)
* Fixed Brugo erroneously wandering around dungeon after getting gold - now re-joins bandits.
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Toby Green
 
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Post » Mon Dec 27, 2010 6:18 pm

SWEEEEET!!!


Thanks for the update!
- Tomlong75210
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Mariana
 
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Post » Mon Dec 27, 2010 3:08 pm

Yay! I'm happiest about the troll fat. Truth is, most of the fixes are things I didn't realize were bugs or never noticed, so the troll fat is exciting because I actually notice it, and it bugs me. Well, no more!

gothemasticator
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Hayley O'Gara
 
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