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

Post » Sun Jan 02, 2011 5:04 pm

Absorb Magicka would be comparable to Drain Magicka, not Damage Magicka, wouldn't it?

Nope... Absorb works like Drain/Fortify for attributes and skills, but like Damage/Restore for health, magicka and fatigue.
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Nathan Hunter
 
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Post » Sun Jan 02, 2011 4:56 pm

I'll leave LpLichAbsorbMagic up for debate. I lean toward fixing it since it's editor ID clearly indicates what it should have done. The net effect on the player is the same either way, it just means the lich is stealing the mana instead of it simply going away.


I vote for fixing it. -Thanks!

:thumbsup:
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Your Mum
 
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Post » Sun Jan 02, 2011 5:01 pm

Bug report: I think something is wrong with the reward of "The assassinated man". I completed that quest shortly after installing 3.2.6, and I didn't receive Cruelty's Heart from Valtieri (with a level 36 character, if that's relevant). Could anyone confirm this?
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Ash
 
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Post » Sun Jan 02, 2011 12:39 pm

I haven't got a character in a position to collect that reward, but I can't see any reason why it wouldn't be given. The dialogue script with Vicente is what hands out the reward and that hasn't been modified.
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Channing
 
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Post » Mon Jan 03, 2011 12:08 am

I found a bug in the vanilla game that's not yet fixed in UOP:

In ChorrolWorld cell -16,22 (ChorrolExterior), the reference GreyMareTriggerRef is supposed to refer to activator PublicanGreyMareTriggerObj. Instead it refers to activator PublicanollSaintsTriggerObj.

This means PublicanGreyMareTriggerScript never runs to clean up the Grey Mare's rent variables.

A simple Search & Replace fixes it, and correctly names the new reference.
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Brian LeHury
 
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Joined: Tue May 22, 2007 6:54 am

Post » Sun Jan 02, 2011 1:26 pm

Hey guys,

I'm using v 3.2.6 and I just completed the http://www.uesp.net/wiki/Oblivion:Corruption_and_Conscience quest in Cheydinhal. Garrus is still offering me Ulrich's key and I can keep getting my 650 gold reward from him. According to UESP the bug was fixed in the Unofficial Patch, so I'm assuming something might be overriding it? Load order below, BOSS'ed and all that good stuff.

Spoiler
Active Mod Files:
00 Oblivion.esm
01 Francesco's Leveled Creatures-Items Mod.esm
02 Francesco's Optional New Items Add-On.esm
03 Cobl Main.esm [Version 1.72]
04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
05 Mart's Monster Mod.esm [Version 3.7b3p3]
06 TamrielTravellers.esm [Version 1.39c]
07 FCOM_Convergence.esm [Version 0.9.9MB3]
08 Better Cities Resources.esm
09 HorseCombatMaster.esm
0A Unofficial Oblivion Patch.esp [Version 3.2.6]
0B DLCShiveringIsles.esp
** Unofficial Shivering Isles Patch.esp [Version 1.4.0]
0C Better Cities .esp
0D Francesco's Optional Chance of Stronger Bosses.esp
0E Francesco's Optional Chance of Stronger Enemies.esp
0F Francesco's Optional Chance of More Enemies.esp
10 Francesco's Optional Leveled Quests-SI only.esp
11 Francesco's Optional Leveled Guards.esp
++ Francesco's Dark Seducer Weapons Patch.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
12 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
13 Fran Armor Add-on.esp
14 LoadingScreens.esp
15 oc_darker_nights.esp
16 Enhanced Water v2.0 HD.esp
17 Adonnays Ranger Coats.esp
18 Ayleid Loot EXtension.esp
19 Ayleid Loot EXtension - OOO Dungeons.esp
** Book Jackets Oblivion.esp
1A CLS-Sailboats-COBL.esp
1B CT-Com's Torch Compendium.esp
++ Item interchange - Extraction.esp [Version 0.76]
1C RAEVWD New Sheoth.esp [Version 1.5]
1D Enhanced Economy.esp [Version 3.4.3]
1E Map Marker Overhaul.esp [Version 3.4]
1F Map Marker Overhaul - SI additions.esp [Version 3.0.2]
20 AyleidStatueMap.esp
21 ShadowbanishMap.esp
22 ShowDaedricShrines.esp
23 PTArtifacts.esp
24 Vvardenfell_Imports.esp
25 Cobl Glue.esp [Version 1.72]
26 Cobl Si.esp [Version 1.63]
++ FCOM_Cobl.esp [Version 0.9.9]
27 Bob's Armory Oblivion.esp
28 FCOM_BobsArmory.esp [Version 0.9.9]
29 Loth's Blunt Weapons for Npcs.esp
++ FCOM_LothsBluntWeapons.esp [Version 0.9.9]
2A Oblivion WarCry EV.esp
2B FCOM_WarCry.esp [Version 0.9.9MB3]
2C Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
2D OOO-Water_Weeds.esp [Version 1.33]
2E FCOM_Convergence.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
2F FCOM_RealSwords.esp [Version 0.9.9]
++ FCOM_SaferRoads.esp [Version 0.9.9]
++ FCOM_LessRats.esp [Version 0.9.9]
++ FCOM_NoWyverns.esp [Version 0.9.9]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
30 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
31 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
32 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
** MMM - Playable Undead Armors.esp
++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp [Version 3.7b3p3]
33 TamrielTravellers4OOO.esp [Version 1.39c]
34 TamrielTravellersItemsnpc.esp [Version 1.39c]
35 TamrielTravellersItemsCobl.esp [Version 1.39c]
36 ShiveringIsleTravellers.esp [Version 1.39c]
++ ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.39c]
++ FCOM_TamrielTravelers.esp [Version 0.9.9]
++ FCOM_DiverseGuardUnity.esp [Version 0.9.9]
++ FCOM_BobsGuardUnity.esp [Version 0.9.9]
++ FCOM_HungersUnitySI.esp [Version 0.9.9]
++ FCOM_Archery.esp [Version 0.9.9]
++ FCOM_FriendlierFactions.esp [Version 0.9.9]
++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
37 Geomancy & Gem Dust OOO.esp
38 ImpeREAL Empire - Unique Forts.esp
39 Mad Mike's Crypts of Cyrodiil.esp
3A MistyHideout.esp
3B VaultsofCyrodiilBC.esp
3C White Tower v0.8.esp
3D za_bankmod.esp
3E Knights.esp
** Knights - Unofficial Patch.esp [Version 1.0.9]
3F AFK_Weye.esp
++ FCOM_Knights.esp [Version 0.9.9Mb3]
40 xulStendarrValley.esp [Version 1.2.2]
41 xulTheHeath.esp
42 XulEntiusGorge.esp
43 xulFallenleafEverglade.esp [Version 1.3.1]
44 xulColovianHighlands_EV.esp [Version 1.2.1]
45 xulChorrolHinterland.esp [Version 1.2.2]
46 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]
47 xulBravilBarrowfields.esp [Version 1.3.2]
48 xulLushWoodlands.esp [Version 1.3]
49 xulAncientYews.esp [Version 1.4.2]
4A xulAncientRedwoods.esp [Version 1.6]
4B xulCloudtopMountains.esp [Version 1.0.3]
4C xulArriusCreek.esp [Version 1.1.3]
4D xulPatch_AY_AC.esp [Version 1.1]
4E xulRollingHills_EV.esp [Version 1.3.2]
4F xulPantherRiver.esp
50 xulRiverEthe.esp [Version 1.0.2]
51 xulBrenaRiverRavine.esp [Version 1.0.2]
52 xulBlackwoodForest.esp
53 xulCheydinhalFalls.esp [Version 1.0.1]
54 xulAspenWood.esp [Version 1.0.1]
55 xulSkingradOutskirts.esp
++ FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9]
56 Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
57 Cliff_BetterLetters.esp [Version 1.1]
++ ScriptIcon_Replacer.esp
58 Enhanced Vegetation [150%].esp
59 talkwithyourhands2.esp
5A Toggleable Quantity Prompt.esp [Version 3.1.1]
5B Quest Award Leveller.esp [Version 2.0.1]
5C Quest Award Leveller - Knights of the Nine.esp [Version 2.1.0]
5D Alternative Start by Robert Evrae.esp
5E Syc_AtHomeAlchemy.esp
5F EnchantmentRestore.esp
++ EnchantmentRestore_Wells.esp
60 Enhanced Grabbing.esp [Version 0.4]
61 Deadly Reflex 5 - Timed Block with no damage or durability changes.esp
62 DeadlyReflex 5 - Combat Moves.esp
63 Oblivion XP.esp [Version 4.1.5]
64 immersive_caves_auto.esp
** Let There Be Darkness - Cyrodiil + SI.esp
** Let There Be Darkness - Knights.esp
++ Item interchange - Placement for FCOM.esp [Version 0.76]
65 Cobl Races.esp [Version 1.52]
** Cobl Races TNR.esp [Version 1.53]
** Cobl Races TNR SI.esp [Version 1.53]
++ TamrielTravellers Cosmetics Cobl or RBP.esp
66 bgMagicEV.esp [Version 1.7EV]
67 bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
68 bgMagicItemSigil.esp [Version 1.68EV]
69 bgMagicEVStartspells.esp [Version 1.68EV]
6A bgMagicBonus.esp [Version 1.7EV]
6B bgMagicEVPaperChase.esp [Version 1.68EV]
++ Cobl Races - Balanced.esp [Version 1.52]
6C Willful Resistance.esp [Version 4.0]
6D Better Cities Full.esp
6E Better Cities - Unique Landscape Barrowfields.esp
6F Better Cities - Unique Landscape Chorrol Hinterland.esp
70 Better Cities - Unique Landscape Cheydinhal Falls.esp
71 Better Cities - Unique Landscape Skingrad Outskirts.esp
72 Better Imperial City.esp
73 Better Cities - COBL.esp [Version 2]
74 bgMagicEVShader.esp [Version 1.7EV]
75 bgMagicShaderLifeDetect.esp [Version 1.68]
76 bgMagicLightningbolt.esp
++ Real Lava 1.3.esp
++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
++ MaiqAIHack.esp
77 Bashed Patch, 0.esp
78 Streamline 3.1.esp


I follow the install order for FCOM suggested in their thread.

-A
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Adrian Morales
 
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Post » Sun Jan 02, 2011 5:34 pm

I have a unique problem. Seems like the Hotfix 326 and Hotfix 326 are causing CTD. This happens EVERY time i head on the main road from Kvatch to Anvil and pass the intersection of the road to Kvatch. Afew steps past the intersection I CTD every time.

So to troubleshoot further I did the following:

Wiped Hard Drive
Installed Windows 7 Pro x64 (I have athe ATI HD4750 1GB RAM card)
Installed Oblivion GOTY
Installed OBSE, OBMM, BOMM, Wrye 284

Started Oblivion
Saved, Exited
Went to Wrye BAIN and installed Skip Tutotial
Started game, ran from Singrad to Anvil, ran around Kvatch. ALL is good.

Went to Wrye BAIN and installed UOP 320, UOP SI
Loaded game from a save before I reach the intersection of the road to Kvatch
Ran to Anvil and around Kvatch. ALL is good


Went o Wrye BAIN and installed UOP Hotfix 325, then Hotfix 326
Loaded game from save before CTD area
Ran past the intersection and CTD
Uninstalled UOP Hotfix 326
Loaded and ran past intersection and CTD
Unistalled UOP Hotfix 325
Load and ran past intersection and ALL is good. Ran around Kvatch no problem
So then I just tried loading UOP hotfix 326. CTD.

SO I am stumped. Hotfix 325 and 326 crash at the same spot every time, on a whole new computer and install.
I redownloaded326 and tried that. Same problem.

Has anyone had the same issue? I figure I just skip those hotfixes as they should not be REQUIRED for anything, its just that this is driving me batty!
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Laura Wilson
 
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Joined: Thu Oct 05, 2006 3:57 pm

Post » Sun Jan 02, 2011 3:08 pm

Don't know what to tell you on that other than "it works for me". My solution to the issue was already discussed at length in the thread about crashes near Kvatch and was solved by kicking Maiq the Liar's AI out of the area. Ever since, no more crashes in the area for me. I'm obviously running 3.2.6 here so I can't see how that by itself could be responsible.
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Pumpkin
 
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Post » Mon Jan 03, 2011 2:29 am

Don't know what to tell you on that other than "it works for me". My solution to the issue was already discussed at length in the thread about crashes near Kvatch and was solved by kicking Maiq the Liar's AI out of the area. Ever since, no more crashes in the area for me. I'm obviously running 3.2.6 here so I can't see how that by itself could be responsible.


Yeah, I do not think it is related to that. It is just one of those things that I would like to have someone verify, so I do not think that grmlins have invaded my computer. Could be a hardware combination, maybe a windows update, who knows.
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Brad Johnson
 
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Joined: Thu May 24, 2007 7:19 pm

Post » Sun Jan 02, 2011 1:34 pm

I will be able to verify the fix on my end in a couple days. I will report my success or failure as soon as I get things setup again. My LO is currently very simple, but I have to do updating (and you know how long that can take after being away for months...)
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Valerie Marie
 
Posts: 3451
Joined: Wed Aug 15, 2007 10:29 am

Post » Sun Jan 02, 2011 1:25 pm

Can someone please look into this? I am getting slightly annoyed over it...

http://thenexusforums.com/index.php?showtopic=204108&view=findpost&p=1786058
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Melissa De Thomasis
 
Posts: 3412
Joined: Tue Feb 27, 2007 6:52 pm

Post » Sun Jan 02, 2011 9:16 pm

Nothing more to be done about it. They can speculate and come up with bogus theories all they want, but there's nothing I or anyone else can do if it doesn't happen for us the way they claim it happens. I am quite frankly sick of having to keep repeating that for me the solution was to block Maiq's AI from going through the area. As soon as I did that, the trip on foot from Skingrad to Anvil went flawlessly SIX STRAIGHT TIMES. Those were round trips btw, where before that I couldn't even complete the first leg without a consistent crash just west of the Miscarcand arches. I have yet to have it crash since on any character taking a foot trip through the area east of Kvatch now, Frans or no Frans. Only commonality being Maiq isn't around with his corrupted whatever anymore.
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Lindsay Dunn
 
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Joined: Sun Sep 10, 2006 9:34 am

Post » Mon Jan 03, 2011 12:09 am

I have not been to this forum for a while, and it is fantastic to see that the UOP project has been continued.

There is one smallish "bug" I noticed a long, long time ago, and I thought I'd mention it, so that you may consider whether it needs to be fixed. If it has already been dealt with, I am sorry for the bother.

Four guards reside in the basemant of the tower at Waterfront, and they all have AI that seems to be designed to send them on regular rounds outside. However, only one does so, because the itineraries and/or sleeping schedules for the other three are mixed up, preventing them from ever leaving the basemant. (That was from memory, but I hope I got it right)
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elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Sun Jan 02, 2011 5:22 pm

Nothing more to be done about it. They can speculate and come up with bogus theories all they want, but there's nothing I or anyone else can do if it doesn't happen for us the way they claim it happens. I am quite frankly sick of having to keep repeating that for me the solution was to block Maiq's AI from going through the area. As soon as I did that, the trip on foot from Skingrad to Anvil went flawlessly SIX STRAIGHT TIMES. Those were round trips btw, where before that I couldn't even complete the first leg without a consistent crash just west of the Miscarcand arches. I have yet to have it crash since on any character taking a foot trip through the area east of Kvatch now, Frans or no Frans. Only commonality being Maiq isn't around with his corrupted whatever anymore.

Okay, thanks. I might still work on that a bit, but I was at the end of my rope yesterday. I will get back to you about the fix by the end of this week, but I have been on 24 hour (actually only 12 hr because I slept through half the day) troubleshooting mode. I still have a few cases open now that I want to close before I do other things, and I need to unpack (and repair Windows on a computer at home) busy, busy...
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City Swagga
 
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Post » Sun Jan 02, 2011 9:14 pm

In Maiq's case, checking "must reach destination" on his two travel packages should stop his search package from firing at noon wherever he happens to be.

Arthmoor, did you spot my note, a few posts up, about the problem with the GreyMareTriggerRef?

Thanks!

:tops:
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gary lee
 
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Post » Sun Jan 02, 2011 2:23 pm

Yes, I saw your note about the Grey Mare, it'll be fixed in the next update. Nice catch.

I've also just tested a new update to Maiq's AI pack that changes his calipers package to a "wander at current location" package when 12pm hits. I've since passed through the crash zone twice without incident. Once where he was running toward Leyawiin, once where he was wandering aimlessly off the road. I really do think the calipers package is the major issue with him. Should also mention that one test occurred with Frans (so he still possibly had defective ones) and one with Armamentarium instead of Frans.

I guess that makes it a matter of debate as to whether this should become a UOP fix or if I should just toss up an updated hack of his AI on Nexus for people who suffer the problem.
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brandon frier
 
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Joined: Wed Oct 17, 2007 8:47 pm

Post » Sun Jan 02, 2011 5:08 pm

Yes, I saw your note about the Grey Mare, it'll be fixed in the next update. Nice catch.

I've also just tested a new update to Maiq's AI pack that changes his calipers package to a "wander at current location" package when 12pm hits. I've since passed through the crash zone twice without incident. Once where he was running toward Leyawiin, once where he was wandering aimlessly off the road. I really do think the calipers package is the major issue with him. Should also mention that one test occurred with Frans (so he still possibly had defective ones) and one with Armamentarium instead of Frans.

I guess that makes it a matter of debate as to whether this should become a UOP fix or if I should just toss up an updated hack of his AI on Nexus for people who suffer the problem.

It could be an optional plugin, sort of like those fixes uploaded with the UOP. At least, it might be better off uploaded in the "Optional Files" section of this mod's TESNexus page.


Edit: ...if it is offered separately.
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Mélida Brunet
 
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Post » Mon Jan 03, 2011 12:48 am

Yes, I saw your note about the Grey Mare, it'll be fixed in the next update. Nice catch.

I've also just tested a new update to Maiq's AI pack that changes his calipers package to a "wander at current location" package when 12pm hits. I've since passed through the crash zone twice without incident.

I guess that makes it a matter of debate as to whether this should become a UOP fix or if I should just toss up an updated hack of his AI on Nexus for people who suffer the problem.


I sway toward include the fix since it just his Aipackages that are getting adjusted itself and nothing else with him..And odds of another mod modifying those are very small..
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Jason King
 
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Post » Mon Jan 03, 2011 12:22 am

awesome to see that CTD is going to get squashed! thanx very, very much!
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Luis Reyma
 
Posts: 3361
Joined: Fri Nov 02, 2007 11:10 am

Post » Mon Jan 03, 2011 3:49 am

Can anyone tell me if when installing the UOP patch (omod) and it asks if I am using body mods, I answer no, then later on I want to add HGEC and Roberts, will it work OK or do I need to redo the UOP install and choose YES, I am using custom body mods?

Thanks in advance.
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Sabrina Steige
 
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Joined: Mon Aug 20, 2007 9:51 pm

Post » Sun Jan 02, 2011 10:06 pm

Just install the body mod over the UOP's resources.
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Bambi
 
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Post » Sun Jan 02, 2011 7:14 pm

Just install the body mod over the UOP's resources.

http://sites.google.com/site/oblivionpoinfo/installmods <-- Can I stress this enough... I think not. Good answer, JdeRau.
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Sarah MacLeod
 
Posts: 3422
Joined: Tue Nov 07, 2006 1:39 am

Post » Sun Jan 02, 2011 10:56 pm

UOP -> NVIDIA black screen issue: Does someone have any insight or ideas? http://www.gamesas.com/index.php?/topic/1093515-help-bashed-patch-section-on-fcoms-homepage-is-404-not-found/page__view__findpost__p__15964646
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Veronica Martinez
 
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Post » Mon Jan 03, 2011 4:26 am

I am trying to resolve a UOP 3.2.6 - QTP3 conflict in BAIN...

I recently came back to Oblivion and this time I'm doing everything possible in BAIN so that I always know what is over/under ridden by what (and for many other reasons)... So after laboriously extracting the OMOD, PyFFI-ing the meshes, and repacking it as a BAIN archive with the reduction level options, I had to "Install Last" to override some NIF files from the UOP Supplemental. I am basically wondering if the 6 NIF files are "QTP3-safe" already -- I imagine mostly what Qarl did to modify the NIFs was add parallax tags, etc, but nothing much other than that. Here are the 6 in question:

= Higher ==========================================9== QTP3 Redimized and Reducedmeshes\architecture\anvil\anvilfightersguild01.nifmeshes\architecture\castle\CastleWallRiverGate01.NIFmeshes\architecture\castle\leyawiin\leyawiincastle01.nifmeshes\architecture\leyawiin\exterior\leyawiinmagesguildhouse.nifmeshes\dungeons\caves\exterior\centrancemtnsnowlg02.nifmeshes\dungeons\sewers\sewerRoomWallMid01.nif


So which should I let take precedence? UOP Supplemental or QTP3? I'm just not sure if these 6 NIF files were added to UOP with QTP3 support in mind.

Thanks!

P.S. - I believe that the QTP3 Redimized already comes with patched NIFs up through UOP 3.2, (meaning already includes http://www.tesnexus.com/downloads/file.php?id=11261), but I haven't found any UOP-QTP3 patches more recent than that.
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Fanny Rouyé
 
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Post » Sun Jan 02, 2011 10:42 pm

All that would be required is adding the parallax flags to those meshes. Though to be perfectly honest, I've not noticed a difference between those that are flagged and those that aren't.
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sarah taylor
 
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