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

Post » Mon Jan 03, 2011 7:21 am

Thanks for the continued work on this mod. I do have one suggestion/request, if it's feasible. When the next hotfix is released would it be possible to release a version with only the changes to the esp and which only includes mesh/texture changes since the prior version? Especially given long install order for things like FCOM where various things get overwritten it would might make it easier to install hotfix updates that have a more minimal "footprint" between releases, since I believe most of what has changed recently has been in the .esp rather than the meshes/textures, correct?

If it's too difficult to do, never mind, just thought I'd throw the idea out there.
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Alexandra Louise Taylor
 
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Post » Mon Jan 03, 2011 9:45 am

Maiq AI hack - Yes, include it please!

:tops:
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Connor Wing
 
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Post » Mon Jan 03, 2011 3:00 am

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.


Late response on this one, but I checked the dialogue conditions for MS10 and found that there were no fixes to two of the specific conditions that might have been accessible when they shouldn't. One of which was getting your reward over and over again, though it would need to be a pretty specific set of conditions. That entire quest seems to have been the source of several problems over the course of the UOP's evolution due to it's complexity.
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Mason Nevitt
 
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Post » Sun Jan 02, 2011 11:04 pm

Ok, had a chance to go back and look into these today:

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.


Mephala shrine appears to be working fine. Was able to obtain the Ebony Blade as expected, which would be impossible if the "well-spun plot" part of the speech didn't play. Doesn't appear to be anything needing a fix here.

- 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)


Yep, two objects both assigned the same script, unfortunately the game stores two sets of variables for it as evidenced by several characters showing the dog and the main shrine not having the same values. Should be fixable by pulling the script assignment off of the dog part.

- and one last thing is a doubt about the Oghma Infinium and its quest object status.


This has been restored to quest item status and the script on the book has also been altered to prevent reading it if MQ08 hasn't reached stage 30 yet. When stage 30 is reached the quest item flag will be removed.
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Lil'.KiiDD
 
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Post » Mon Jan 03, 2011 1:38 am

Mephala shrine appears to be working fine. Was able to obtain the Ebony Blade as expected, which would be impossible if the "well-spun plot" part of the speech didn't play. Doesn't appear to be anything needing a fix here.

This is the bit of DAMephalaStatueScript that causes the problem:

	elseif ( GetStage DAMephala == 85 )		if ( MephalaSpeech == 6 )			DisablePlayerControls			;PLAY END AUDIO1 ---> this play the part:			;"Well done, little webspinner. Is there a prettier sight than friends at war? Take pleasure in the strife you have caused, mortal."			set timer to DAMephalaShrineRef.say DAMephalaSpeech 1 DAMephalaVoice 1			set MephalaSpeech to 7 ---> the variable for next speech part is set, but...		elseif ( MephalaSpeech == 7 ) ---> then it cuts directly to giving you the reward			EnablePlayerControls			SetStage DAMephala 100			Player.AddItem DAEbonyBlade 1			ModPCFame 1		endif


as you can see a SAY block is missing, but if you modify the script like this:

	elseif ( GetStage DAMephala == 85 )		if ( MephalaSpeech == 6 )			DisablePlayerControls			;PLAY END AUDIO1 ---> this play the part:			;"Well done, little webspinner. Is there a prettier sight than friends at war? Take pleasure in the strife you have caused, mortal."			set timer to DAMephalaShrineRef.say DAMephalaSpeech 1 DAMephalaVoice 1			set MephalaSpeech to 7		elseif ( MephalaSpeech == 7 )			;PLAY END AUDIO2 ---> this will play the part:			;"Savor the divine essence of a well-spun plot. And here's a little needle to help you stitch your own tangled tapestries."			set timer to DAMephalaShrineRef.say DAMephalaSpeech 1 DAMephalaVoice 1			set MephalaSpeech to 10	; ---> set var for end the quest...		elseif ( MephalaSpeech == 10 )	; ---> and this will give you the reward and end the quest			EnablePlayerControls			SetStage DAMephala 100			Player.AddItem DAEbonyBlade 1			ModPCFame 1		endif


you will hear the two parts of dialogue and then have the reward.

Yep, two objects both assigned the same script, unfortunately the game stores two sets of variables for it as evidenced by several characters showing the dog and the main shrine not having the same values. Should be fixable by pulling the script assignment off of the dog part.

I tried adding this script to the dog statue and it seems to work fine:

ScriptName DAClavicusShrineDogPieceScriptbegin OnActivate player	DAClavicusShrineREFTEMP.Activate Player 1end


I hope this helps and thanx for the replies. Bye
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Jessica Phoenix
 
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Post » Mon Jan 03, 2011 5:59 am

Maiq AI hack - Yes, include it please!

:tops:

Second this.
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Richus Dude
 
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Post » Sun Jan 02, 2011 11:06 pm

This is the bit of DAMephalaStatueScript that causes the problem:


I see. Thanks. I'll make sure that gets fixed.

The dog statue thing was easier and less prone to issues just removing the script assignment and the name from it so it wouldn't be activatable at all. It's high enough above the rest of the statue that it shouldn't be much of an issue.

Second this.


Yeah, it's been seconded a few times, I'll be merging it in. Even if it's not a miracle cure for Kvatch crashes, it's harmless enough and DOES help a whole lot of people.
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Nina Mccormick
 
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Post » Mon Jan 03, 2011 9:39 am

Is it a problem that Maiq's search (or wander) radius is 999999? the largest similar AI radius is only 9999. Are there numeric limits (other than the sheer insanity of such a large search radius)?

Also, just because of what he does, I recommend giving him a torch. (I know it's not exactly a bug-fix...)
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joeK
 
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Post » Mon Jan 03, 2011 7:54 am

It's not even clear why he HAS a find package for calipers, much less why its radius is set insanely high. He has no script to do stuff with the calipers and no dialogue to ever talk about them, and when he reaches 20 of them that AI package will effectively shut down, leaving him just standing around at random somewhere.

The hack that's being merged changes his find package to a wander at location package which is harmless. Not sure exactly why he'd need a torch either. He's a Khajiit and they're supposed to be able to see in the dark :)
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Dylan Markese
 
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Post » Mon Jan 03, 2011 5:52 am

I'd bet the whole calipers thing was just an attempt to make him wander all over the map. Probably didn't work right to begin with, but never got removed.
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D LOpez
 
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Post » Mon Jan 03, 2011 7:11 am

Getting him to wander all over the map would be far more involved than simply giving him an insane radius, I think his script was an attempt to begin addressing that by choosing a new location based on him reaching the last one. Except they only got Leyawiin and Anvil done before stopping. Taking that to it's logical conclusion is probably not appropriate for the UOP though.
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Vincent Joe
 
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Post » Mon Jan 03, 2011 7:11 am

I thought maybe the idea was that he'd track down the pair of calipers with the highest formid within the given radius (I've seen Oblivion do this "highest form ID" thing a bunch of times).

Clearly this didn't work though.
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Beth Belcher
 
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Post » Mon Jan 03, 2011 9:30 am

Good point about Khajiit night vision! :blush:
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Chris Ellis
 
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Post » Mon Jan 03, 2011 9:25 am

I'm not sure if you guys have seen what Phitt's done http://www.gamesas.com/index.php?/topic/1094101-relz-deadlier-creatures/, but I'm of the opinion that it belongs in the UOP. These aren't new animations, they're the originals with the leg bones freed up so the creatures can still walk while attacking.
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Rachie Stout
 
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Post » Mon Jan 03, 2011 10:37 am

I can just hear the screams of protest now over how the UOP isn't a combat overhaul. You know, a lot like what happened with boars & imps? If anyone thought that was bad, I can't imagine un-nerfing every broken animation is going to go over all that well.

If there are some of those animations that fix actual bugs (like the SI Hunger) then those will be considered, but I'm leaning toward the rest being more in the realm of a combat overhaul even though common sense says otherwise.

And lest I confuse anyone, no, I'm not planning to take up USIP corrections.
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Baylea Isaacs
 
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Post » Mon Jan 03, 2011 8:23 am

I agree with Arthmoor, Phitt's Deadlier Creatures is much more than a mere bugfix. Now I love what Phitt's doing in that mod, and it will be a definite must-have for me, but the consequences of installing it is much more than the UOP should do.
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Robert Devlin
 
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Post » Mon Jan 03, 2011 6:24 am

Late response on this one, but I checked the dialogue conditions for MS10 and found that there were no fixes to two of the specific conditions that might have been accessible when they shouldn't. One of which was getting your reward over and over again, though it would need to be a pretty specific set of conditions. That entire quest seems to have been the source of several problems over the course of the UOP's evolution due to it's complexity.


I just installed the supplemental and Garrus now keeps giving me reward money when i talk to him. Before the install this glitch didnt happen.
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Mélida Brunet
 
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Post » Sun Jan 02, 2011 11:57 pm

Well that's not something I changed with the supplemental so it had to have carried over from the original UOP. The conditions allowing that to happen are pretty specific but not impossible.
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i grind hard
 
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Post » Mon Jan 03, 2011 9:20 am

Then i guess i am one of the few unlucky players who encountered this bug. But i already manually fixed it with the code 'stopquest MS10' so its alright. The patch itself is still one of those must-have mods you need to just play the game nicely
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Hearts
 
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Post » Sun Jan 02, 2011 8:35 pm

I've been finding some flaws in Vanilla weapon and armor stats as part of a mod I'm building. In most cases, they're not obvious flaws, but instead cases where a given weapon falls outside of the pattern established by all the others. For example, assuming the UESP is correct (I still need to check in the construction set to be sure), a Silver Claymore weighs 38 pounds, the same as a Dwarven Claymore. To fit the pattern (each higher quality claymore should weigh 6 pounds more than the previous one), it as well as its enchanted versions should weigh 32 pounds instead.

Would there be any interest in adding these changes to the hotfix patch?
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SEXY QUEEN
 
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Post » Sun Jan 02, 2011 10:37 pm

Would there be any interest in adding these changes to the hotfix patch?


My answer would be use MOBS or OMOBS to fix the stats..But it open for debate.

If you followed the Vanilla Pattern it would 4 lbs for each type on Claymore, if you started from iron which is 22 lbs, steel is 26, silver would end up being 30, dwarven would 34, elven would be 38, and so on..you would up with a very light Daedric Claymore

I do see what you are talking about, that Silver and Dwarven Claymore weight are the same

Let see what Arthmoor thinks..
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Naughty not Nice
 
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Post » Mon Jan 03, 2011 10:46 am

My answer would be use MOBS or OMOBS to fix the stats..But it open for debate.

If you followed the Vanilla Pattern it would 4 lbs for each type on Claymore, if you started from iron which is 22 lbs, steel is 26, silver would end up being 30, dwarven would 34, elven would be 38, and so on..you would up with a very light Daedric Claymore

I do see what you are talking about, that Silver and Dwarven Claymore weight are the same

Let see what Arthmoor thinks..



Sorry to be nitpicky, but the pattern for claymore weight is 6 pounds (3 pounds if you include all the Amber/Madness variants, which I'm also checking). The reason an Iron Claymore is 22 pounds, not 20 as the pattern suggests it should be, is so that it will be heavier than the 20 pound Iron Longsword.

Anyway, let me know what you think about this! It's certainly not critical to fix these - the original Patch fixes most of the biggest problems. Several of the issues I'm finding are judgement calls, and I'm trying to be careful only to make changes where I think Bethesda clearly made a mistake.
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Wanda Maximoff
 
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Post » Mon Jan 03, 2011 3:22 am

Would there be any interest in adding these changes to the hotfix patch?


If it's a genuine bug, there's always interest.

My answer would be use MOBS or OMOBS to fix the stats..But it open for debate.


If the Dwarven claymore should weigh more, I'd side with correcting it. Just need to sort out what the correct weight should be and go from there. I don't want to extend too much into realigning things along patterns that should have existed or not, because that gets to a point of upsetting the gameplay too much.
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Jinx Sykes
 
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Post » Mon Jan 03, 2011 5:01 am

If it's a genuine bug, there's always interest.


If the Dwarven claymore should weigh more, I'd side with correcting it. Just need to sort out what the correct weight should be and go from there. I don't want to extend too much into realigning things along patterns that should have existed or not, because that gets to a point of upsetting the gameplay too much.



That makes sense to me! Thanks Arthmoor. The only issue I see is that determining what's a bug, versus just an atypical pattern, can be difficult. For example, the claymore weight progression goes 22-26-38-38-44-50-56-62 from Iron to Daedric. Now, I would look at that and say that the third entry, Silver, should have been 32 not 38 because 32 fits the pattern, and two 38's is probably a mistake. But others might disagree and say it was a conscious choice by Bethesda.

Tell you what. When I'm done with the audit, I'll submit a list of the issues I found along with recommended changes and reasons to you, and I'll leave it up to your judgment what is significant enough to add to the Hotfix! I'll be careful not to create patterns where there aren't any, but only to try to correct flaws in the patterns that Bethesda clearly intended.
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Toby Green
 
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Post » Mon Jan 03, 2011 2:43 am

While browsing through the construction set recently, I think I discovered a bit of broken dialogue.

At the beginning of the game, Uriel Septim declares that he knows his sons are dead (No, they're dead. I know it.) then Captain Renault says, "My job right now is to get you to safety." After that, Uriel is supposed to remark, "I know this place ... the prison?" and Renault replies, "Yes, your Majesty. Beneath the Legion Compound. We're headed for a secret passage known only to the Blades. No one can follow us through here."

In reality, I have never heard Renault's reply to Uriel in the game and Uriel's remark is a hit-or-miss affair. Sometimes he will say it and other times Renault will go from "My job is to get you to safety." straight to "What is this prisoner doing here? This cell is supposed to be off limits."

All the dialogue I have mentioned is present in the Construction set (Charactergen quest, conversation tab, CharGenMain topic). Quickly looking at it doesn't immediately reveal what the problem is since the dialogue script all seems to be correct. Also, the dialogue doesn't do anything important so you can label this as a cosmetic fix.
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RaeAnne
 
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