[RELZ] Unofficial Oblivion Patch 3.2.0 / Supplemental v3_3 P

Post » Fri Dec 09, 2011 4:34 am

That's a picked nirnroot and is being treated as any other ingredient would be. I don't think that one counts toward the stat screen totals either, though you could probably turn it in to Sinderion just like the others.

Shuravi's dialogue is recorded wrong in addition to the subtitle being wrong. Whenever that happened, I ignored it. It's far too much hassle to try and splice up an audio file and then change a subtitle for something so small.
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matt oneil
 
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Post » Fri Dec 09, 2011 7:36 am

I suppose you're right. Still, it confuses a bit, especially when there are so many doors like in a hi-class Leyawiin building.

I guess this is one of the things you say "I'll leave it for when I'm bored and I've nothing better to do than to fix it"...

EDIT: If you tell me where to download ODDC, or any other (more recent?) voice tool, I could give a try at fixing the voice.
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Rachel Briere
 
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Post » Fri Dec 09, 2011 2:01 pm

In my previous game I played as a thief and noticed that Skrivva (35dd6) in Bravil did not have the "I'll pay off my fines" (983a7) dialogue option.
http://tesnexus.com/downloads/file.php?id=16137 fixed it in its latest version:

v1.22c
- Fixed Skrivva not able to pay off bounties if the bounties only exist in other regions.


Maybe somthing to sonsider for the UOP?
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Emma
 
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Post » Fri Dec 09, 2011 5:35 am

VOILA uses ODDC and I asked on that thread where I could get it, but I don't think I got a response. I'm looking for it too...

The picked nirnroot respawns though. I've got almost 60 now and this is after completing Seeking your Roots and going nowhere! I don't know if they count in the stats or not, but they're considered the same nirnroot as all the others. Anyway, as I said, it's probably not a bug, but it's a pretty good exploit if you want to use it. My 60 aren't all from Vile Lair, but I've probably collected almost a dozen from there :)

EDIT: Actually I don't think it's just the nirnroot - I think everything on that desk respawns! I have to go back and confirm this, but I think when I was there last time, even the alchemy equipment that I had moved elsewhere had spawned another set on the desk. Is this possible? If so, how do I stop it? Not sure this is an unofficial patch issue, but I have noticed that even in the player homes, stuff resets. I will move a cup or something from a shelf, load the shelf with books and when I return the cup is back, jammed in amongst the books. If there's a way to fix this, I'd love to know what it is.
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RUby DIaz
 
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Post » Fri Dec 09, 2011 4:05 pm

Hi guys!

Ive got UOP 320 and updated it with Supplemental 3.3.1 -
for a FCOM setup, do I need "UOP 328 for Frans MOBS" ( http://tesnexus.com/downloads/file.php?id=30142 ) as well?

Thanks :)
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Mandy Muir
 
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Post » Fri Dec 09, 2011 1:45 am

In my previous game I played as a thief and noticed that Skrivva (35dd6) in Bravil did not have the "I'll pay off my fines" (983a7) dialogue option.
http://tesnexus.com/downloads/file.php?id=16137 fixed it in its latest version:

Maybe somthing to sonsider for the UOP?


I could swear she has the option. She's usually who I end up at to pay bounties since Armand is harder to find.

VOILA uses ODDC and I asked on that thread where I could get it, but I don't think I got a response. I'm looking for it too...

The picked nirnroot respawns though. I've got almost 60 now and this is after completing Seeking your Roots and going nowhere! I don't know if they count in the stats or not, but they're considered the same nirnroot as all the others. Anyway, as I said, it's probably not a bug, but it's a pretty good exploit if you want to use it. My 60 aren't all from Vile Lair, but I've probably collected almost a dozen from there :)

EDIT: Actually I don't think it's just the nirnroot - I think everything on that desk respawns! I have to go back and confirm this, but I think when I was there last time, even the alchemy equipment that I had moved elsewhere had spawned another set on the desk. Is this possible? If so, how do I stop it? Not sure this is an unofficial patch issue, but I have noticed that even in the player homes, stuff resets. I will move a cup or something from a shelf, load the shelf with books and when I return the cup is back, jammed in amongst the books. If there's a way to fix this, I'd love to know what it is.


The player homes are all normal cells like everywhere else. There's no way I know of to selectively remove them from the cell respawn system. There's also no flag to set to stop individual items from respawning. I do know anything you drop yourself will not respawn because several of my houses have things I've dropped on tables and desks still there after weeks of not visiting.

Hi guys!

Ive got UOP 320 and updated it with Supplemental 3.3.1 -
for a FCOM setup, do I need "UOP 328 for Frans MOBS" ( http://tesnexus.com/downloads/file.php?id=30142 ) as well?

Thanks :)


You'll want to use the standalone MOBS module linked from the UOPS entry at Nexus. The one you linked would set you back by quite a bit.
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Batricia Alele
 
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Post » Fri Dec 09, 2011 2:47 am

The player homes are all normal cells like everywhere else. There's no way I know of to selectively remove them from the cell respawn system. There's also no flag to set to stop individual items from respawning. I do know anything you drop yourself will not respawn because several of my houses have things I've dropped on tables and desks still there after weeks of not visiting.


Ah, so that's why the nirnroot is respawning then. It's too bad that player homes aren't exempt from the cell respawn system, especially once you've purchased the upgrades for them.
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Taylor Tifany
 
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Post » Fri Dec 09, 2011 10:02 am

I could swear she has the option. She's usually who I end up at to pay bounties since Armand is harder to find.


Hmm...maybe it was the regional bounty system of earlier versions of SM Regional Bounty that screwed up the dialogue, then.
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Liv Brown
 
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Post » Fri Dec 09, 2011 6:24 am


You'll want to use the standalone MOBS module linked from the UOPS entry at Nexus.



Arthmoor you mean OMOBs right?

I'm a bit confused as I've read that Francesco doesn't use it, so one has to choose the MOBS option during Fran's install.

So, I just use OMOBs 1.0 to "mobsify" OOO and MMM, and just select the MOBS option in Fran's without installing any further esp/addon, correct?

Thanks :)
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Craig Martin
 
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Post » Fri Dec 09, 2011 1:43 am

I just saw the proposed changes to the UOMP, Impressive :D though fortunately unlike the UOP I have nothing to add.

Edit: Checked over the changes of version 3.3.1, I'm wondering how the fix for M'raaj-Dar's chest works. It does not seem to modify the original chest to remove the unique items making the fix not fix :) I also saw that you included the fixes to Cingor and the Mysterium Xarxes but they are not in the changelog.
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Angel Torres
 
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Post » Fri Dec 09, 2011 4:07 pm

Arthmoor you mean OMOBs right?

I'm a bit confused as I've read that Francesco doesn't use it, so one has to choose the MOBS option during Fran's install.

So, I just use OMOBs 1.0 to "mobsify" OOO and MMM, and just select the MOBS option in Fran's without installing any further esp/addon, correct?

Thanks :)


Accordingly to TESPositive, it seems so.

Please another thing.. In the same guide the suggested install order is

1. QTP3
2. UOP (including later releases)
3. http://www.tesnexus.com/downloads/file.php?id=11261

Is this still valid given your newest Supplementals?
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hannah sillery
 
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Post » Fri Dec 09, 2011 6:29 am

Arthmoor you mean OMOBs right?


No, I mean the standalone MOBS download that's linked from the UOPS entry at Nexus. The one corepc did specifically so UOPS updates didn't end up making people redo that work all the time. Which apparently some people still insist on doing. Go figure.

I just saw the proposed changes to the UOMP, Impressive :D though fortunately unlike the UOP I have nothing to add.

Edit: Checked over the changes of version 3.3.1, I'm wondering how the fix for M'raaj-Dar's chest works. It does not seem to modify the original chest to remove the unique items making the fix not fix :) I also saw that you included the fixes to Cingor and the Mysterium Xarxes but they are not in the changelog.


Well that's rather stupid. Looks like I forgot to pull the item OUT of the respawning chest. Go me. Now there's two of them :P

Accordingly to TESPositive, it seems so.

Please another thing.. In the same guide the suggested install order is

1. QTP3
2. UOP (including later releases)
3. http://www.tesnexus.com/downloads/file.php?id=11261

Is this still valid given your newest Supplementals?


It should be:

QTP3 (in whatever flavor you want)
UOP 3.2.0
QTP3 UOP32 Patch
UOP Supplemental - because there are a few meshes that had corrections AFTER the QTP3 patch.

Also, you *DO* need the QTP3 patch even if using Redimized. Redimized does *NOT* contain the corrected meshes from the patch.
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WYatt REed
 
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Post » Fri Dec 09, 2011 10:07 am

Been away for some time, but decided to give it another go.

I was trying to merge the regular DLC w/ there unofficial patches, everything went fine. Tested them in game, did all their quests and did not see anything weird. I then grabbed a copy of UOP Supplemental but decided NOT to merge it, since it is still being updated on a regulary basis. For that matter I decided to leave the regular UOP alone as well.

Then I saw an optional file, called KOTN UOMP Hotfix. I already used the regular UOM patch for KOTN and merged it, but gecko will not allow me to merge this one. So I am wondering, should I still use it as a "non"-merged mod, or ignore the errors gecko is giving me, and merge it? Gecko is telling me that several CLAS records have the same name, and wants to rename it to insertRandomCLASX.

lunaaaa
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Charlotte Lloyd-Jones
 
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Post » Fri Dec 09, 2011 4:20 pm

First - there's no need to merge the UOPS. The ESP file is the entire plugin. You need to replace the one you had with the one in the UOPS.

For the DLCs, it sounds like you did the merge incorrectly if Gecko is complaining. A straight merge will not work properly. You MUST use the "merge to master" function instead and then manually reset the ESP flag to that the game doesn't flip out when you load it. You're probably going to hate life once the rest of the UOMP files get updated :P

And sadly, yes, there will need to be another UOPS update to fix the stuff that's been flubbed, like Maro Rufus having no shirt and the blunder with the chest in the DB sanc. The perfectionist in me will not allow such foolishness to go on for too long.
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rebecca moody
 
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Post » Fri Dec 09, 2011 7:22 am

Arthmoor, now I'm getting Maenlorn greeting me when I get released from prison. While I appreciate the welcoming party, it can be an awfully long walk back to Anvil for the poor guy depending on where I got nailed. Is this something that is fixed by the UOPS? I remember that it used to be the Fighters Guild guys, but now that's been replaced by Maenlorn for me. Also he's unarmored and non-essential so I suspect he's going to buy it at some point ;)
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Music Show
 
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Post » Fri Dec 09, 2011 2:59 pm

For the DLCs, it sounds like you did the merge incorrectly if Gecko is complaining. A straight merge will not work properly. You MUST use the "merge to master" function instead and then manually reset the ESP flag to that the game doesn't flip out when you load it. You're probably going to hate life once the rest of the UOMP files get updated :P

I did a "merge to master", tho. Is it possible that I screwed it up by having Knights.esp merged as a master, with the regular UOMP Knights and then trying to merge yet another UOMP? That would explain the double records, with the same name.

I tried using the default Knight.esp together w/ the new KOTN patch and had no issues merging them.

And sadly, yes, there will need to be another UOPS update to fix the stuff that's been flubbed, like Maro Rufus having no shirt and the blunder with the chest in the DB sanc. The perfectionist in me will not allow such foolishness to go on for too long.

I don't mind, no rush.

lunaaaa
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Elena Alina
 
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Post » Fri Dec 09, 2011 4:11 pm

And sadly, yes, there will need to be another UOPS update to fix the stuff that's been flubbed, like Maro Rufus having no shirt and the blunder with the chest in the DB sanc. The perfectionist in me will not allow such foolishness to go on for too long.

Erm... would you care to include some small fixes I found to do lately? I know it was discussed this was getting a tad ridiculous, but since you admit to being a perfectionist... :whistling:

Remember Gromm asking a silly question? well, the other Bruma residents can ask that question directly to him (I also laughed a bit when I heard that), so the response also needs a condition 'Equal to GetIsID Gromm == 0'

There are two dwarven arrows, EncArrow4DwarvenFrostArea and EncArrow4DwarvenSilence which were assigned the dwarven arrow icon but not the dwarven arrow model, they are still using the iron arrow model.

Semi-related note about arows: long ago the UOP fixed the dwarven and daedric arrow models (arrow.nifs are very odd to me because they are dual single arrow-arrow quiver in one model), but every time I drop a quiver (i.e. more than two arrows at once) from my inventory, I hear a metal clink and the moment after the quiver has disappeared. Removing the fixed arrow.nifs from the UOP solves this. In a discussion about arrow models from a mod, someone pointed out that it seemed like a bug with an older version of NifSkope when the 'Auto sanitize on exit' option was on. Probably because no one actively drops dwarven or daedric quivers this has gone unnoticed.

Finally, there is an unused leveled spell list LL0DiseaseMountainLion10 for mountain lions, but I guess this falls under the issue with imps and boars :cold: , so I'm adding just for added curiosity.
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Robyn Lena
 
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Post » Fri Dec 09, 2011 7:27 am

Semi-related note about arows: long ago the UOP fixed the dwarven and daedric arrow models (arrow.nifs are very odd to me because they are dual single arrow-arrow quiver in one model), but every time I drop a quiver (i.e. more than two arrows at once) from my inventory, I hear a metal clink and the moment after the quiver has disappeared. Removing the fixed arrow.nifs from the UOP solves this. In a discussion about arrow models from a mod, someone pointed out that it seemed like a bug with an older version of NifSkope when the 'Auto sanitize on exit' option was on. Probably because no one actively drops dwarven or daedric quivers this has gone unnoticed.


Oh!!! Is that why this happens? Yes please fix! It's driving me nuts (it's always important to fix stuff that driving me nuts :whistling:) I like to use arrows and quivers for house decoration, so I'm dropping them all the time. I finally resorted to dropping these arrows singly to avoid the problem. I thought it was a mod I had loaded or something. At least now I know what the fix is. Thank you!!
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Jessie
 
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Post » Fri Dec 09, 2011 1:58 am

There are two dwarven arrows, EncArrow4DwarvenFrostArea and EncArrow4DwarvenSilence which were assigned the dwarven arrow icon but not the dwarven arrow model, they are still using the iron arrow model.

Finally, there is an unused leveled spell list LL0DiseaseMountainLion10 for mountain lions, but I guess this falls under the issue with imps and boars :cold: , so I'm adding just for added curiosity.


Even if these all don't get added to the UOPS, I can easily fix these for myself. Thanks for pointing them out.
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Kaley X
 
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Post » Fri Dec 09, 2011 4:44 pm

Erm... would you care to include some small fixes I found to do lately? I know it was discussed this was getting a tad ridiculous, but since you admit to being a perfectionist... :whistling:


Let me qualify that then by saying that perfectionism extends to my meddling into things, and to some extent to the UOP in general, but NOT to trying to fix every last little thing that's going to be found wrong. The DB chest thing was a big screw up, which is the only thing driving the need to push another update now.

Remember Gromm asking a silly question? well, the other Bruma residents can ask that question directly to him (I also laughed a bit when I heard that), so the response also needs a condition 'Equal to GetIsID Gromm == 0'


Will do, because this should have been done but obviously got overlooked when the other half of the Gromm fix was done.

There are two dwarven arrows, EncArrow4DwarvenFrostArea and EncArrow4DwarvenSilence which were assigned the dwarven arrow icon but not the dwarven arrow model, they are still using the iron arrow model.


Will get this too, but this would fall under the usual "not going to bother with an update over it" clause. So stuff like this really needs to be set aside since it's not game breaking to have the wrong icon. Just visually annoying.

Semi-related note about arows: long ago the UOP fixed the dwarven and daedric arrow models (arrow.nifs are very odd to me because they are dual single arrow-arrow quiver in one model), but every time I drop a quiver (i.e. more than two arrows at once) from my inventory, I hear a metal clink and the moment after the quiver has disappeared. Removing the fixed arrow.nifs from the UOP solves this. In a discussion about arrow models from a mod, someone pointed out that it seemed like a bug with an older version of NifSkope when the 'Auto sanitize on exit' option was on. Probably because no one actively drops dwarven or daedric quivers this has gone unnoticed.


While this is obviously induced directly by a UOP fix. Hopefully it won't be too hard to see what was supposed to get fixed to begin with. I've honestly never noticed this because I don't tend to drop packs of arrows all that much. It does make me wonder though if certain other things I HAVE dropped are also affected by this. I dropped a staff once that hit the floor, turned upward, and sunk through just like watching a ship sink.

Finally, there is an unused leveled spell list LL0DiseaseMountainLion10 for mountain lions, but I guess this falls under the issue with imps and boars :cold: , so I'm adding just for added curiosity.


Not touching this. It falls outside the realm of being a bugfix. I'd suggest getting this added to the Bash tweaks though, since it seems like it would be appropriate for that.
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Sarah Unwin
 
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Post » Fri Dec 09, 2011 6:11 am

# If you use Qarl's Texture Pack III with the UOP, after installing the UOP, install dev_akm's QTP3 UOP Compatibility Patch which integrates the fixes to the NIF meshes in the UOP with the changes introduced by Qarl's (updated 2008-Aug.-19 for UOP v3.1.0)


That link is broken, can we get it updated with the one on the later pages?
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abi
 
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Post » Fri Dec 09, 2011 1:05 am

On this arrow thing, from the UOP changelog:
Corrected the nocking and quiver positions of Dwarven arrows ( Meshes\Weapons\Dwarven\Arrow.NIF) as they are longer than other arrow types; fixed the bowstring going right through the shaft beyond the flights when nocked, the quiver being worn too high, and also fixed the UV mapping on the bottom of the quiver


That's out of my league. I don't have any idea how to fix any of that. Strangely, there's no changelog entry for the Daedric arrow.

Daedric arrow was simple - wrong collision layer type. Can someone make sure this works? http://www.4shared.com/file/h7lw9QUP/Arrow.html

Put the file in Meshes\Weapons\Daedric
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Nicholas C
 
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Post » Fri Dec 09, 2011 2:33 am

Arthmoor, did you miss my question about Maenlorn earlier? Is this a UOPS fix or just more sporadic behaviour?
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Richard Thompson
 
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Post » Fri Dec 09, 2011 11:20 am

On the Gromm thing, the conversation topic was marked so that the question can't be asked of Gromm. If he's still being asked, something is overriding the dialogue. It's not possible to exclude him from the responses based on how generic the response linkage is.

Arthmoor, did you miss my question about Maenlorn earlier? Is this a UOPS fix or just more sporadic behaviour?


More sporadic behavior, the UOP has no edits for Maenlorn and his only AI pack is his services package at the Flowing Bowl. The poor guy. It actually makes all the fancy flags on his package worthless since it never ends and he never sleeps, eats, or anything else.
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Isabella X
 
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Post » Fri Dec 09, 2011 8:31 am

On the Gromm thing, the conversation topic was marked so that the question can't be asked of Gromm. If he's still being asked, something is overriding the dialogue. It's not possible to exclude him from the responses based on how generic the response linkage is.

The thing is, i did only half of the fix, and I got confused how 'On target' works for dialogue. It needs two 'Equal to GetIsID Gromm == 0', one on target and one without, so that Gromm is neither asked nor asks that question 'Any idea what Gromm will do now that old Baenlin is dead?'. What I send to you only added one 'on target' condition that fixed the former, and I thought it fixed the later instead because of the 'on target' confusion I had.

Daedric Arrows: The original UOP package has a Meshes\Weapons\Daedric\Arrow.NIF, they were also corrected for havok in version 1.51 I think so that telekinesis worked on them, its at the changelog in Baldurdash (In Firefox, press Crtl-F and write 'daedric arrow'), and probably the modding world was still young and filled with magic and dangers... probably your version does the same without the disappearing problem, i'll check ASAP. As for the dwemer arrow... I have no idea of NifSkope other than changing texture paths, so unless there's a way to take the .nif in the UOP and apply a correction to it, it will have to remain the way it is now I guess. Too bad because Armamentarium uses the two UOP arrow meshes for its dwemer and daedric arrows and they have the same problem.
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NIloufar Emporio
 
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