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

Post » Mon Jan 03, 2011 7:54 am

In my case the master was one of the DLC's. I may not even be doing it properly, who knows? I should try editing the world space and see if it matters...
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Tanya Parra
 
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Post » Mon Jan 03, 2011 9:05 am

Question: On the TESNexus page, you recommend MOBs users get http://www.tesnexus.com/downloads/file.php?id=28537, but somebody made a http://www.tesnexus.com/downloads/file.php?id=30142. Once it get updated to 327, would it be better to use the mobs patch, or the vanilla standalone+MOBS

Also, on a slightly unrelated note, whatever happened to the updated unofficial KOTN patch you where working on?
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Julie Serebrekoff
 
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Post » Mon Jan 03, 2011 3:43 pm

I'd say use the patch I recommended on the description. That way you don't need to have people remaking weapon patches all the time for UOP updates. That's why corepc did that, so nobody else needs to now.

The KOTN update is still coming. It appears as though nobody has any actual issues beyond the broken OC compatibility stuff. I'll have updates for the patches soon. I'm in the middle of testing some stuff for release. :ninja:
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Rude Gurl
 
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Post » Mon Jan 03, 2011 11:07 pm

UOP Changes for 3.2.8

* Corrected a mismatched subtitle for Fathes Ules' dialogue describing Albert Jemane.
* Reverted the activation of the Gottshaw Inn legion patrol due to significant numbers of crash reports near Kvatch. Kvatch appears to be a highly sensitive area.
* The Zenithar statue in Bravil should be a Mara statue.
* North Marker in the Anvil Smuggler's Cave was pointed the wrong direction.
* Meshes\Clothes\Upperclass\UOPAdamusPhillidaSeveredFingerHands.NIF is missing from the main UOP 3.2.0 download and is needed for a prior fix.
* Changed how the Anvil cathedral and cloister VWD fix was handled so that it can be made more compatible with mods.

That last bit about the VWD fix is semi-important. You'll need to regenerate your VWD in order for it to work. Otherwise the two buildings will go missing again.

Also uploaded the hotfix for the KOTN UOMP file on the same page.
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Tom Flanagan
 
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Post » Mon Jan 03, 2011 6:13 pm

UOP Changes for 3.2.8

* Corrected a mismatched subtitle for Fathes Ules' dialogue describing Albert Jemane.
* Reverted the activation of the Gottshaw Inn legion patrol due to significant numbers of crash reports near Kvatch. Kvatch appears to be a highly sensitive area.
* The Zenithar statue in Bravil should be a Mara statue.
* North Marker in the Anvil Smuggler's Cave was pointed the wrong direction.
* Meshes\Clothes\Upperclass\UOPAdamusPhillidaSeveredFingerHands.NIF is missing from the main UOP 3.2.0 download and is needed for a prior fix.
* Changed how the Anvil cathedral and cloister VWD fix was handled so that it can be made more compatible with mods.

That last bit about the VWD fix is semi-important. You'll need to regenerate your VWD in order for it to work. Otherwise the two buildings will go missing again.

Also uploaded the hotfix for the KOTN UOMP file on the same page.

Wow. That was fast...


Thank you for the update!
- Tomlong75210
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Sara Lee
 
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Post » Mon Jan 03, 2011 1:03 pm

Thanks for the updates. Downloaded and applied.
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jessica Villacis
 
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Post » Mon Jan 03, 2011 11:14 am

UOP Changes for 3.2.8

* Corrected a mismatched subtitle for Fathes Ules' dialogue describing Albert Jemane.

What do the Boots of Springheel Jak have to do with Fathis Ules in quest MS16?
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Darian Ennels
 
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Post » Mon Jan 03, 2011 8:04 am

What do the Boots of Springheel Jak have to do with Fathis Ules in quest MS16?


I think its just that Fathis Ules becomes an available fence at around the time that quest for the boots starts.
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Danger Mouse
 
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Post » Mon Jan 03, 2011 11:55 pm

thanks for the update... Downloading now
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Siobhan Thompson
 
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Post » Mon Jan 03, 2011 8:43 pm

What do the Boots of Springheel Jak have to do with Fathis Ules in quest MS16?


They don't. The dialogue was in relation to the Weatherleh quest's second part where he wants you to go find a stolen item.
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Catharine Krupinski
 
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Post » Mon Jan 03, 2011 6:46 pm

They don't. The dialogue was in relation to the Weatherleh quest's second part where he wants you to go find a stolen item.

I'm referring to the appearing of a TG10UOPAlreadyFoundBoots topic in MS16B dialogue, in which the player says "I already found the Boots." and Fathis replies "Excellent. Curiosity should never be denied..."
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Chris Guerin
 
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Post » Mon Jan 03, 2011 1:25 pm

That you'd have to ask Kivan as he or Quarn put that in long before I had anything to do with it. I'm sure there's some mention of it in their change logs.
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Kelly James
 
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Post » Tue Jan 04, 2011 12:56 am

Hi,

should there not be a space in front of file names in \Data\Meshes\Dungeons\Caves\Exterior\.. ?

Like " CEntranceCHighlandSm01.NIF" (as in the 320 uop)
instead of "centrancechighlandsm01.nif" (as in the 328 uop sup);

unless the file names are without a space in front in the 328 esp, of course.

The files in the original bsa have a space in front of them.
Maybe Windows deleted the space in front of the file names ? - it does that and it is annoying. :o

Godspeed
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Alba Casas
 
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Post » Mon Jan 03, 2011 3:19 pm

That's why there should be filenames in the package with no spaces, and the ESP should be pointing to those files. It is indeed because Windows 64 bit systems remove the leading space as invalid. I don't know why Microsoft did that but it's annoying.
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JLG
 
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Post » Mon Jan 03, 2011 9:34 pm

Thanks for the update I will start a new thread once this one get to 200 mark then I will update the Header to refer 3.2.8 Version and Knight Patch has well. (Still using 3.2.6 behind a few updates)
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Stefanny Cardona
 
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Post » Mon Jan 03, 2011 10:19 pm

Sorry for the ignorance, but what exactly do you mean when you say:

That last bit about the VWD fix is semi-important. You'll need to regenerate your VWD in order for it to work. Otherwise the two buildings will go missing again.



How does one regenerate VWD ... and also what exactly is VWD? :P Thanks!
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James Rhead
 
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Post » Mon Jan 03, 2011 9:11 pm

VWD = Visible When Distant. The best way to generate it is using TES4LodGen which you can find on Nexus.
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Penny Courture
 
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Post » Mon Jan 03, 2011 1:32 pm

That's why there should be filenames in the package with no spaces, and the ESP should be pointing to those files. It is indeed because Windows 64 bit systems remove the leading space as invalid. I don't know why Microsoft did that but it's annoying.

Thanks Much Arthmoor, are we supposed to keep all the Resources from the Earlier patches??, or just from the 3.20??, or none? :confused:
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Beat freak
 
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Post » Mon Jan 03, 2011 7:38 pm

Keep it all. The Supplemental only adds, it doesn't duplicate.
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Del Arte
 
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Post » Mon Jan 03, 2011 6:10 pm

Keep it all. The Supplemental only adds, it doesn't duplicate.

Ok, Thanks Again!! :dance:
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Richard Dixon
 
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Post » Mon Jan 03, 2011 12:45 pm

That you'd have to ask Kivan as he or Quarn put that in long before I had anything to do with it. I'm sure there's some mention of it in their change logs.

I was talking about this edit, introduced in version 3.2.8:

http://img197.imageshack.us/img197/8748/uop327.jpg

http://img291.imageshack.us/img291/6607/uop328.jpg
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Kelsey Hall
 
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Post » Mon Jan 03, 2011 3:23 pm

Hunter's Run is Still messed up, went through it again last nite, and all was fine until exiting the fort, Kurden is Dancing with Aleron(who doesn't;t even appear to have a sword in his hand) and nobody is swinging, I remembered it took an unusually long time last time, so I waited... probably 3 - 5 minutes... it finally did play out properly. but I was defiantly convinced it wasn't going to.
If I'd waited that long the first time it may have completed then as well, but that's Defiantly not right... :shakehead:
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Kara Payne
 
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Post » Mon Jan 03, 2011 1:03 pm

I was talking about this edit, introduced in version 3.2.8:
http://img197.imageshack.us/img197/8748/uop327.jpg
http://img291.imageshack.us/img291/6607/uop328.jpg


:blink: That's weird. No idea how that happened but I'll pop that thing right out of that quest.

Hunter's Run is Still messed up, went through it again last nite, and all was fine until exiting the fort, Kurden is Dancing with Aleron(who doesn't;t even appear to have a sword in his hand) and nobody is swinging, I remembered it took an unusually long time last time, so I waited... probably 3 - 5 minutes... it finally did play out properly. but I was defiantly convinced it wasn't going to.
If I'd waited that long the first time it may have completed then as well, but that's Defiantly not right... :shakehead:


3-5 minutes? That doesn't make any sense. There's no reason a quest script should take that long to update. Best I can do at this point is to try and force the quest timer to update faster, but in normal circumstances we're talking about the difference between 3-5 seconds and fractions of a second.
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jeremey wisor
 
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Post » Mon Jan 03, 2011 5:41 pm

Thanx. Sorry for constant nitpicking.
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Rachie Stout
 
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Post » Mon Jan 03, 2011 4:19 pm

NP, that nit needed picking.

As for Caught in the Hunt, the quest stage scripts already set the fQuestDelayTime variable to 0.1 early on so there's nothing more to be done for that. If the game insists on making you wait, there's something much deeper that's getting in the way.
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Silvia Gil
 
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