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

Post » Mon Dec 27, 2010 11:37 am

Have a question about the changes from version 3.2.3 to 3.2.4, that I don't see in the readme. Or I missed in the thread.
3.2.4 includes 50+ NPC's that have the 'No Low Level Processing' flag added. Just want to make sure they were intended, before editing the custom UOP I use.
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Svenja Hedrich
 
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Post » Mon Dec 27, 2010 4:05 pm

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?


I'll look into it. The chest is probably set to respawn without regard to what was in it.

Have a question about the changes from version 3.2.3 to 3.2.4, that I don't see in the readme. Or I missed in the thread.
3.2.4 includes 50+ NPC's that have the 'No Low Level Processing' flag added. Just want to make sure they were intended, before editing the custom UOP I use.


Yes, those are intentional. Forgot to make a notation about it in the readme. Those NPCs are all in places they never leave and so they don't need to be tracked unless you're there with them. It should help with AI related performance issues. Some of them were even dead NPCs that had packages. :)
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Charles Mckinna
 
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Post » Mon Dec 27, 2010 6:19 pm

Yes, those are intentional. Forgot to make a notation about it in the readme. Those NPCs are all in places they never leave and so they don't need to be tracked unless you're there with them. It should help with AI related performance issues. Some of them were even dead NPCs that had packages.

Ah! Might that explain why I'm now seeing groups of NPCs standing in straight lines, unmoving, in various unnatural places, especially in the Market District, until I get near them?

If so, can we get a version that doesn't include that particular fix? (Or at least a list of the names so I can undo that change myself?)

Great work, BTW! I don't think we thank you nearly enough for picking up where Quarn and Kivan left off!

:tops:
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Mrs. Patton
 
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Post » Mon Dec 27, 2010 7:20 am

Ah! Might that explain why I'm now seeing groups of NPCs standing in straight lines, unmoving, in various unnatural places, especially in the Market District, until I get near them?

If so, can we get a version that doesn't include that particular fix? (Or at least a list of the names so I can undo that change myself?)

Great work, BTW! I don't think we thank you nearly enough for picking up where Quarn and Kivan left off!

:tops:


That problem you describe has nothing to do with changing the AI flags on these NPCs. You probably just have too many mods in general affecting the AI system. None of the ones in the Market District should have been affected anyway since they tend to have packages taking them in and out of buildings and other districts. What I did would be for NPCs you literally never see anywhere but their house, or some guy in the jail. That sort of thing.
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FABIAN RUIZ
 
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Post » Mon Dec 27, 2010 1:55 pm

Okay, but drat - I thought I'd found the answer... :embarrass:

Thanks anyway!
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Lily Evans
 
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Post » Mon Dec 27, 2010 10:26 am

One of the Imperial Legion horse riders (reference ID is GottshawRider, I believe) exist in the Tamriel worldspace (cell -40,-4) but both the legionnaire and its horse were marked as Initially Disabled. I believe their Initially Disabled flag should be unchecked because they are similar with the rest of legion riders and not tied to any quest.


I think this horse rider is tied to the 'Break the Siege of Kvatch' quest though.
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Olga Xx
 
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Post » Mon Dec 27, 2010 10:58 am

I think this horse rider is tied to the 'Break the Siege of Kvatch' quest though.


Nope. The Gottshaw rider is not referenced at all by the vanilla game. He's simply disabled for some unknown reason. He has no scripts or AI that take him into Kvatch. Just a patrol route assigned, complete with markers. All he was missing was the AI pack to meet back up with his horse if he dismounted for some reason.
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Charlie Sarson
 
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Post » Mon Dec 27, 2010 4:33 am

So if I were to use the UOP http://www.tesnexus.com/downloads/file.php?id=17621 and also the latest UOP Hotfix, can I replace the UOP.esp from the Hotfix with the UOP Non-MOBS version for FCOM and still get the latest change from the Hotfix?
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Laurenn Doylee
 
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Post » Mon Dec 27, 2010 5:17 am

I believe the latest hotfix is Non-MOBS already, so installing the hotfix should be what you need.

With the current hotfix, in order to get a MOBS setup I think you have to use Corepc's standalone MOBS files and import stats in Wrye Bash.
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xxLindsAffec
 
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Post » Mon Dec 27, 2010 6:52 pm

Yes, you can use either Mobs or Omobs with Fcom, load after, or imports stats in bashed patch (preferred method),

I believe the only difference between the Orig UOP 3.2 and MOBS UOP 3.2 , Is the mobs stats themselves, I will need to check, I will edit this post here
i a minute.

Edit: The Frans UOP Version wtih Mobs or Non Mobs Version found on Patches for Frans Page on texnexus have master dependency on frans, because of uop vanilla leveledlist edit's, Frans is also modifying those list, so you end up losing frans balance if you use Orig UOP or Arthmoor UOP.

Which I really do not see has a problem. Since you are using fcom (OOO) , it end up overwriting these same leveledlist with it fixes instead. Plus are you using bash so it that should solve that.

So you should be fine to use Arthmoor Version with Standalone Mobs or Omobs along with FCOM.


Corepc


From the mobs thread on Frans UOP versus Hotfix UOP..Use Hotfix and Standalone Version import with bash..
So if I were to use the UOP http://www.tesnexus.com/downloads/file.php?id=17621 and also the latest UOP Hotfix, can I replace the UOP.esp from the Hotfix with the UOP Non-MOBS version for FCOM and still get the latest change from the Hotfix?


Read above or read the mobs thread
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Melanie
 
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Post » Mon Dec 27, 2010 9:22 am

So what your saying is, the only thing that frans edited other than the mobs stats in it's UOP version was leveledlists? Good to know, I only use frans and nothing else so this would be a problem for me but it is easily fixable with tes4edit
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renee Duhamel
 
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Post » Mon Dec 27, 2010 3:51 pm

So what your saying is, the only thing that frans edited other than the mobs stats in it's UOP version was leveledlists? Good to know, I only use frans and nothing else so this would be a problem for me but it is easily fixable with tes4edit


And perhaps a few creatures so check those has well..easiliy fixable with tes4edit once again..
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yessenia hermosillo
 
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Post » Mon Dec 27, 2010 7:03 pm

Where can I find more detailed information regarding the (3,3) bug? I wanted to find out what the effects are and if it affects new worldspaces as well.
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Multi Multi
 
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Post » Mon Dec 27, 2010 8:01 am

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 :)


I see I'm late to the discussion, but care to elaborate on which scripts will be "imposed" by the UOP 3.2.4 if the Scripts tag is active? I've done a check in TESEdit with more than 260 mods (including merged ones) and I expected the UOP to override at least a few scripts; I was surprised to see it doesn't override anything.

For instance since I have the UOP tagged with Scripts, I thought it would override the chest script from your Arthmoors' http://www.tesnexus.com/downloads/file.php?id=21234, but even though it's only activated and not merged, mg19obsefix.esp wins the conflict and that script doesn't end up in the based patch. I'm officially confused.

BTW, I have Wrye Bash 277.

Do we need to define the Scripts tag on any well-known mod to avoid its scripts being overriden?
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D LOpez
 
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Post » Mon Dec 27, 2010 1:29 pm

I see I'm late to the discussion, but care to elaborate on which scripts will be "imposed" by the UOP 3.2.4 if the Scripts tag is active? I've done a check in TESEdit with more than 260 mods (including merged ones) and I expected the UOP to override at least a few scripts; I was surprised to see it doesn't override anything.

For instance since I have the UOP tagged with Scripts, I thought it would override the chest script from your Arthmoors' mg19obsefix.esp, but even though it's only activated and not merged, mg19obsefix.esp wins the conflict and that script doesn't end up in the based patch. I'm officially confused.

BTW, I have Wrye Bash 277.

Do we need to define the Scripts tag on any well-known mod to avoid its scripts being overriden?


There aren't a great deal of scripts to be "imposed" into the bashed patch as it is anyway. With current Bash behavior it's more likely the lack of scrips on many things will cause that to override other mods that add scripts. that's why for now the advice is to tag OOO with Scripts as well, otherwise the UOP imposes a blank record over something OOO needs altered. PacificMorrowind is working on correcting this for 278 so tags will behave in a more logical manner.

I have no idea what this mg19obsefix.esp is you're talking about. So I'm officially more confused than you :)
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Peetay
 
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Post » Mon Dec 27, 2010 7:52 am

Lol, sorry for being officially lazy and not posting a link. mg19obsefix.esp is the esp from http://www.tesnexus.com/downloads/file.php?id=21234. The UOP contains the same script and is tagged with Scripts, so shouldn't it win the conflict? If not, I'd like to be englightened as to why.
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Jack Walker
 
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Post » Mon Dec 27, 2010 5:16 am

Lol, sorry for being officially lazy and not posting a link. mg19obsefix.esp is the esp from http://www.tesnexus.com/downloads/file.php?id=21234. The UOP contains the same script and is tagged with Scripts, so shouldn't it win the conflict? If not, I'd like to be englightened as to why.


Ok. I got it now. The scripts tag is not what you think it is.

When an NPC or object has a script (the UOP ghost anim fix, OOO's harvest containers, etc) those are assigned on the relevant record. This assignment is what is being carried forward. The scripts themselves are not affected.

What you're looking at here with this mg19 fix is an actual script that has been modified. I'd have to double check, but this is something that would be covered under the Scriptcontents tag which the UOP does NOT have and won't be getting.

Scriptcontents should be used only in very specific circumstances or what you describe will end up happening. Scripts in early loading mods overriding those in late loading mods. Since tags are not selective, ANY edited vanilla scripts will be brought forward, not just a specific one. If you're only looking to pull one specific script forward out of several in a mod, you need to make a patch for it.

Also for anyone looking at this MG19 fix, it won't be added to the UOP since it requires OBSE.
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Antony Holdsworth
 
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Post » Mon Dec 27, 2010 11:23 am

Ok. I got it now. The scripts tag is not what you think it is.

When an NPC or object has a script (the UOP ghost anim fix, OOO's harvest containers, etc) those are assigned on the relevant record. This assignment is what is being carried forward. The scripts themselves are not affected.

What you're looking at here with this mg19 fix is an actual script that has been modified. I'd have to double check, but this is something that would be covered under the Scriptcontents tag which the UOP does NOT have and won't be getting.

Scriptcontents should be used only in very specific circumstances or what you describe will end up happening. Scripts in early loading mods overriding those in late loading mods. Since tags are not selective, ANY edited vanilla scripts will be brought forward, not just a specific one. If you're only looking to pull one specific script forward out of several in a mod, you need to make a patch for it.

Also for anyone looking at this MG19 fix, it won't be added to the UOP since it requires OBSE.


So to recap, assuming the UOP is the only one with the Scripts tag and there is a mod XYZ that loads later: if the UOP assigns uberScript to apples, and mod XYZ assigns powerScript to apples, apples will end up with uberScript. However if they both assign uberScript to apples, apples will end up with XYZ's version of uberScript, i.e. the Scripts tag won't have done anything.

Did I get it now :P ?

Thanks for clearing up the confusion. BTW I think the Wrye Bash docs would benefit from an edited copy-paste of what you explained.
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Soku Nyorah
 
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Post » Mon Dec 27, 2010 6:54 am

Not quite. apples would still get UOP's version of uberScript, because the tag only cares about the assignment in the UOP. You need to tag XYZ as well in order to guarantee it's versions of the assignments get pulled forward.
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Darren Chandler
 
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Post » Mon Dec 27, 2010 2:14 pm

There are some SERIOUS problems with some of the modifications. Such as the removal of the receipts for the house upgrades in the Imperial City from Stantus Varrid's and Luronk gro-Glurzog's houses.

They were placed there to be stolen and for the player to receive the upgrades! Part of the roleplaying aspect, the original owner of the hovel is in jail for hiring assassins to kill someone he didn't like. The hovel is in waterfront where all the thieves hang out. Stantus and Luronk's houses are in the Temple District, i.e the rich people. Whom a roleplaying thief would be targeting. If you read the receipts, they are nothing more than a coupon/voucher so it makes sense that upon stealing them you'd get the upgrades.

I appreciate removal of bugs but I have to wonder how many more removals were done based on the assumption that they are bugs; when they were hand placed by Bethesda for a reason.


Not being familiar with the items this user reported in the UOP entry at Nexus, does anyone have a comment? Would this be something that should be reverted in a future update? Personally I'm all for having opportunities to steal stuff as a thief, especially if it's meant to give me a free house upgrade.

It also explains why that poor guy is rotting in jail for no apparent reason :)
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Mackenzie
 
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Post » Mon Dec 27, 2010 2:03 pm

Not quite. apples would still get UOP's version of uberScript, because the tag only cares about the assignment in the UOP. You need to tag XYZ as well in order to guarantee it's versions of the assignments get pulled forward.

The distinction between assignment and modification is who gives it first? For instance, in the two apples examples I gave above, whether Oblivion.esm assigns the same script or assigns nothing to apples would make a difference?
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Donatus Uwasomba
 
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Post » Mon Dec 27, 2010 12:08 pm

Ok. Let me see if I can explain this more clearly.

Mod A makes a new script.
Mod A assigns this script to an NPC.

Mod B makes a new script.
Mod B assigns it's script to the same NPC used in Mod A.

Now you have a conflict.

Without Bash, the assignment made by Mod B wins and you lose whatever Mod A wanted done. But you want the script assignment from Mod A to win.

The solution then is to tag Mod A with "Scripts". This will tell Bash to pick up the script assignment from Mod A and use it instead of the one Mod B wants. ONLY the script assignment will be carried forward though. Any other changes made to this NPC by Mod A are still lost and get overridden by Mod B. But other tags exist to take care of other cases.

The source code of either script is entirely irrelevant. It's also not important who actually defines the two scripts. All this tag is concerned with is what the NPC has assigned to it (or the object). This is best illustrated if you're using Frans and you tag the "Francesco's Optional New Creatures Add-On.esm" file with "Scripts".

This particular tag is only really important when the NPC or object comes out of Oblivion.esm and more than one mod wants to make changes. You're less likely to need tags if Mod A and B are working on their own NPCs they created.
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Aaron Clark
 
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Post » Mon Dec 27, 2010 5:53 am

Not being familiar with the items this user reported in the UOP entry at Nexus, does anyone have a comment? Would this be something that should be reverted in a future update? Personally I'm all for having opportunities to steal stuff as a thief, especially if it's meant to give me a free house upgrade.


I agree those items sound like something that should be reverted. Thanks!

:tops:
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Joie Perez
 
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Post » Mon Dec 27, 2010 5:42 pm

Nobody else has any thoughts on the receipts?
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Sian Ennis
 
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Post » Mon Dec 27, 2010 11:39 am

(ribbon13@Nexus)
There are some SERIOUS problems with some of the modifications. Such as the removal of the receipts for the house upgrades in the Imperial City from Stantus Varrid's and Luronk gro-Glurzog's houses.

They were placed there to be stolen and for the player to receive the upgrades! Part of the roleplaying aspect, the original owner of the hovel is in jail for hiring assassins to kill someone he didn't like.

The hovel is in waterfront where all the thieves hang out. Stantus and Luronk's houses are in the Temple District, i.e the rich people. Whom a roleplaying thief would be targeting. If you read the receipts, they are nothing more than a coupon/voucher so it makes sense that upon stealing them you'd get the upgrades.

I appreciate removal of bugs but I have to wonder how many more removals were done based on the assumption that they are bugs; when they were hand placed by Bethesda for a reason


Not being familiar with the items this user reported in the UOP entry at Nexus, does anyone have a comment? Would this be something that should be reverted in a future update? Personally I'm all for having opportunities to steal stuff as a thief, especially if it's meant to give me a free house upgrade.

It also explains why that poor guy is rotting in jail for no apparent reason :)


UOP History of fixes for them..

Disabled/moved two more rogue purchase receipts for player house furnishings in Stantus Varrid's house (IC Temple district; while perhaps meant to be decorative, they have the unintended side effect that if picked up by the player, furniture magically appears in the player's house, which doesn't make much sense)

removed two receipts (House Wall Hangings and House Storage Area) from the floor as these are only intended for the player (they would show a value of 400 when hovered over but zero when picked up; one would also fall through the floor when the other was moved)

Also removed another receipt from Marinus Catiotus' basemant and two from Tertius Favonius' upstairs (IC Elven Gardens) and one from the Surilie Brothers' house (Skingrad)


I think they where removed just for that reason..free house upgrades..

I personally do not mind free house upgrade is nice after all, has you get frostcrag for free,

but you have to upgrade it furnishing has well that cost money. So vanilla should cost has well ..if you did not have to play for house upgrade then where else would you spend you hard earned money once again..

Corepc
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jenny goodwin
 
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