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

Post » Mon Dec 27, 2010 3:32 am

It should be tagged WITH Relations, and has been with the hotfix already.

Something Dwip ran into: http://img64.imageshack.us/img64/6483/screenshot14a.jpg

That's the vanilla Flax Tunic, formID 0002C0FA. The vanilla mesh does not align properly with the hands. Neither he nor myself are using body mods of any kind and I've confirmed the problem.
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Rude_Bitch_420
 
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Post » Mon Dec 27, 2010 1:07 am

Thanks Arthmoor.


EDIT\ Just rechecked

Unofficial Oblivion Patch 3.2.4 Hotfix is NOT pre-tagged with relations :)
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Facebook me
 
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Post » Mon Dec 27, 2010 11:37 am

Thanks Arthmoor.


EDIT\ Just rechecked

Unofficial Oblivion Patch 3.2.4 Hotfix is NOT pre-tagged with relations :)


Tag below is for Wrye Bash use:
{{BASH:C.Climate,C.Light,C.Owner,Delev,Invent,Names,Relev,Stats,Relations,Script
s}}


Taken right out of the description field for 3.2.4. It doesn't get any more pretagged than that :)
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Mason Nevitt
 
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Post » Mon Dec 27, 2010 3:43 pm

Ah thanks. I see

I thought pre-tagged means that the tags are shown in the lower right corner of Wrye Bash.
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CArlos BArrera
 
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Post » Mon Dec 27, 2010 2:28 am

Hey Arthmoor, there's been some discussion on the BOSS thread about Scripts WB tag on the UOP.esp file... turns out that it messes up OOO's drop lit torches unless you also add Scripts to OOO.esp . care to explain why Scripts is needed on the UOP.esp file, and how one could prevent issues such as this one with drop lit torches? thanx! :)
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Kristian Perez
 
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Post » Mon Dec 27, 2010 2:38 am

* Scripts 'streetlightscript' and 'ExteriorLightScript' have been optimized to reduce FPS hits from repeatedtly enabling/disabling light sources.

Sounds like an issue I've been having, I'll go download this hotfix and check. Thanks :D
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мistrєss
 
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Post » Mon Dec 27, 2010 5:10 am

Hey Arthmoor, there's been some discussion on the BOSS thread about Scripts WB tag on the UOP.esp file... turns out that it messes up OOO's drop lit torches unless you also add Scripts to OOO.esp . care to explain why Scripts is needed on the UOP.esp file, and how one could prevent issues such as this one with drop lit torches? thanx! :)


There are several creature and NPC scripts which are added by the UOP to fix things and those are very easily overwritten by other mods. For now, tag OOO with Scripts as well. This seems to me like a bug in Bash behavior if it is carrying things forward that don't have actual changes made, much like the whole mess with C.Water. Maybe PacificMorrowind can figure out how to make these things behave :)
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Madeleine Rose Walsh
 
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Post » Mon Dec 27, 2010 7:32 am

Arthmoor

just noticed while I was working on my clothing compendium

That the female lowerclass Pants8 does not have it own female _gnd.nif, UOP does not fix this by the way

Vanillla points to use male version which is pants, female version is a skirt. So when placed on ground looks like pants..not a skirt..

What I did was take the female pants_gnd.nif that is used in lowerclass pants4 and copy to lowerclass 8 folder and repoint it to use texture from lowerclass 8 has needed.

Just a minor annyonce but something that could be added for next UOP hotfix release

====

Something Dwip ran into: http://img64.imageshack.us/img64/6483/screenshot14a.jpg

That's the vanilla Flax Tunic, formID 0002C0FA. The vanilla mesh does not align properly with the hands. Neither he nor myself are using body mods of any kind and I've confirmed the problem.


I will see if I can't find a fix for this has well..

Corepc
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Angela
 
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Post » Mon Dec 27, 2010 3:28 pm

There are several creature and NPC scripts which are added by the UOP to fix things and those are very easily overwritten by other mods. For now, tag OOO with Scripts as well.

I'm reading this only today. As a victim of this OOO-not-drop-lit-torches-anymore-when-importing-scripts-from-UOP issue, I'm glad you could clarify this point. :thumbsup:
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Harry Hearing
 
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Post » Mon Dec 27, 2010 9:41 am

Yeah, hopefully PacificMorrowind can adjust Bash to handle that sort of thing properly instead of blindly importing records that don't actually change anything :)
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Samantha hulme
 
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Post » Mon Dec 27, 2010 12:35 pm

Found this at the http://www.uesp.net/wiki/Oblivion:Magra_gro-Naybek. "Magra becomes available for trading only after the shop in which he resides closes. Thus, the only way to use him as a merchant is to enter Borba's Goods and Stores before 8pm then wait until 8pm and talk to him."
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Beth Belcher
 
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Post » Mon Dec 27, 2010 4:54 am

I've noticed a bug with paying the Blood Price in the TG quest "Lost Histories" TG06Atonement. Turns out that you can always pay it, no matter how much gold you have. If you don't have enough, the script simply removes all your gold, but neither S'krivva nor Armand care about. But I fear this happens in ALL the TG quests, not just in that specific one.
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Dan Endacott
 
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Post » Mon Dec 27, 2010 9:03 am

I was getting a lot of CDT these last days especially when traveling in roads and wilderness.
I built two setup (reinstalling Oblivion from scratch) in few days but got the feeling of my game is unstable.

This morning I tracked two cell who caused CTD in my game:
-14, 20
12,19

seeing in TES4EDIT reveled that UOP (the version I'm using is 3.2.4) is the mod managing these cells.

I reverted to UOP 3.2.0 just to see...
so far I haven't got any CTD.

Note. I'm using approximately the same load lists of mod I was using for months (with few variations)
the last UOP 3.2.3 and less worked fine for me.
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Adrian Morales
 
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Post » Mon Dec 27, 2010 5:44 am

Yeah, hopefully PacificMorrowind can adjust Bash to handle that sort of thing properly instead of blindly importing records that don't actually change anything :)

working on it... one of my last requirements left before I'm ready to relz 277... 277 is getting to be a biggie update!
Pacific Morrowind
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Heather Dawson
 
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Post » Mon Dec 27, 2010 12:42 am

I was getting a lot of CDT these last days especially when traveling in roads and wilderness.
I built two setup (reinstalling Oblivion from scratch) in few days but got the feeling of my game is unstable.

This morning I tracked two cell who caused CTD in my game:
-14, 20
12,19

seeing in TES4EDIT reveled that UOP (the version I'm using is 3.2.4) is the mod managing these cells.

I reverted to UOP 3.2.0 just to see...
so far I haven't got any CTD.

Note. I'm using approximately the same load lists of mod I was using for months (with few variations)
the last UOP 3.2.3 and less worked fine for me.

1) A little bump on this one. As version 3.2.3 is not available anymore. :D

2) Any news about the Kvatch bug? ;)
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Javaun Thompson
 
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Post » Mon Dec 27, 2010 7:59 am

This morning I tracked two cell who caused CTD in my game:
-14, 20
12,19


Which direction were you traveling upon finding that these cells cause issues? The edits in both have not changed since 3.2.0.

@koldunic: I haven't heard one way or the other if the fix proposed had any effect or if it was going to be refined.
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Louise Dennis
 
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Post » Mon Dec 27, 2010 4:41 pm

I think my spawn points were corrupts in my last two installation.
I do really very small changes from installation to installation. In the last installation I kept getting CTD when approaching most spawn points, even I cleaned 90% of my mods with TES4Edit.
But finally I think I have found the culprit. The change I made in my last two installations were:
- Updating to UOP 3.2.4
- Using OBMM BSA alteration instead of BSA redirection

I think the last factor is behind instability of my game.
Now I reverted to BSA redirection, installed again UOP 3.2.4 and my game run smooth.
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Jerry Jr. Ortiz
 
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Post » Mon Dec 27, 2010 7:31 am

I don't know what method OBMM uses for "redirection", but I use this: http://www.tesnexus.com/downloads/file.php?id=10724

Never need to worry about that stuff again.
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Destinyscharm
 
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Post » Mon Dec 27, 2010 2:52 am

I don't know what method OBMM uses for "redirection", but I use this: http://www.tesnexus.com/downloads/file.php?id=10724

Never need to worry about that stuff again.

I have this Quarn mod in my hard disc; after comparing this with OBMM bsa redirection I found file "ArchiveInvalidationInvalidated!.bsa" used by both are identical; In think OBMM develloper just copied Quarn method.
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Logan Greenwood
 
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Post » Mon Dec 27, 2010 4:48 pm

BSA Alteration is outdated. Redirection is best.

It's also "run and forget forever", while in BSA Alteration you have to re-run it each time you install a new mod that includes a .bsa with texture files inside it.
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James Wilson
 
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Post » Mon Dec 27, 2010 5:04 am

2) Any news about the Kvatch bug? ;)


Which one those pesky Dremora Archers and Mage on top of wall's..that get resurrected everytime until the quest stage is complete..

I think we may be able to adjust the script so that they do not keep on getting resurrected..

Looking into it..

Corepc

script removed after further checking..
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Natalie J Webster
 
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Post » Mon Dec 27, 2010 3:01 pm

OBMM does use redirection, but it's not the same as Quarn's.

It uses ..\obmm\BSARedirection.bsa
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Steeeph
 
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Post » Mon Dec 27, 2010 2:25 am

Which one those pesky Dremora Archers and Mage on top of wall's..that get resurrected everytime until the quest stage is complete..

I think we may be able to adjust the script so that they do not keep on getting resurrected..

Looking into it..

Corepc

script removed after further checking..

I hope I didn't sound to demanding. Actually, I had forgotten the already existing fix in the link given by Arthmoor. Take your time CorePC, you've got a lot on your hand, and you have a real life after all. :)
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Joey Avelar
 
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Post » Mon Dec 27, 2010 2:40 pm

OBMM does use redirection, but it's not the same as Quarn's.

It uses ..\obmm\BSARedirection.bsa

In this case there is another program that installed Quarn's BSA redirection in my Oblivion directory, which is? let me find...

Wrye Bash install it.
•  Behavior•  BSA Redirection: Uses Quarn's BSA redirection technique to avoid bugs with the engines texture getting system. This is compatible with both OBMM and Quarn's original BSA redirection approaches.•  Clean Data Directory: If this is checked, then any empty subfolders of the Oblivion\Data directory will be deleted. This reduces some clutter (especially after uninstalling packages). Removing unused data directories also improves Oblivion.exe performance.•  Show Inactive Conflicts: If checked, then the conflicts report will show conflicts with inactive as well as active mods. Usually only active conflicts are of interest, however sometimes its useful to review all conflicting packages.•  Show Lower Conflicts: If checked, then the conflicts report with show conflicts with lower order packages. If you're only interested in higher order conflicts, the uncheck this to remove some clutter from the report.•  Skip Screenshots: If checked, then files from a Data\Screenshots directory will be skipped.•  Skip DistantLOD: If checked, then DistantLOD files in packages will be ignored. Useful if you're using Tes4LodGen to generate DistantLOD files.

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Eric Hayes
 
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Post » Mon Dec 27, 2010 7:31 am

May I report a bug?

Thank you.

Remember Leyawinn Join Mages Guild quest? Fort Blueblood? Well, to complete this quest, you must take Manduin's Amulet from his coffin.
I have done the quest.
Months later, revisiting the Blueblood, I checked manduin's coffin for loot, and Lo and behold! - his amulet was there.
Can this be fixed in future updates?

Thank you.
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Emmi Coolahan
 
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