[RELZ] Unofficial Oblivion Patch 3.2.0 / Supplemental v3_3 P

Post » Fri Dec 09, 2011 1:21 am

Oh, right. I see what you're saying on Gromm. Conversation dialogue is rather confusing the way it works. I also find it equally hilarious that Nords all over the place will use that topic. One would expect that to be a local issue in Bruma, but that part isn't technically broken.

The daedric arrows only had their havok type changed, so that should work but confirmation would be nice.

If someone else knows how to do what the changelog says for the Dwarven arrows then I'm more than happy to take it. Maybe Corepc knows how?
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RObert loVes MOmmy
 
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Post » Fri Dec 09, 2011 8:27 am

Arthmoor, the daedric arrows work fine. Thank you!

:foodndrink:
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DarkGypsy
 
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Post » Fri Dec 09, 2011 1:23 pm

Wait a second, why are you totally redoing the fixes for the meshes for the arrows? Isn't there a property for setting the collision sound?
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sam westover
 
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Post » Fri Dec 09, 2011 3:05 pm

Because the fixed meshes were saved using an old version of nifskope that had bugs and broke them. So they need to be refixed properly.
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Britney Lopez
 
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Post » Fri Dec 09, 2011 1:06 am

Ahh, that makes sense.
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m Gardner
 
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Post » Fri Dec 09, 2011 6:49 am

HavilsteinHoarBlood "Havilstein Hoar-Blood" [NPC_:000301AC]
This guy gets axes from both Oblivion.esm, OOO, FCOM and CNRP Dark Brotherhood, but none of them give him a proper Blunt skill. His Blunt skill is 16-17, while his Blade skill is 50-55.
Unless this character is supposed to be a dumbarse, maybe UOP can change his skills?
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Skivs
 
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Post » Fri Dec 09, 2011 3:14 am

Wouldn't do a whole lot of good if it was dealt with. All of those mods, and a few others too, all make edits to that guy and some of them have overriding Bash tags too. According to his class, he should be wielding a blade weapon anyway. It's not out of character for Nords to cart around big two-handed claymores or something.
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Erin S
 
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Post » Fri Dec 09, 2011 2:22 pm

If someone else knows how to do what the changelog says for the Dwarven arrows then I'm more than happy to take it. Maybe Corepc knows how?


Speaking of Corepc, anyone know what he's up to? Seems he has been away somewhat for a few months
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Jason King
 
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Post » Fri Dec 09, 2011 4:00 am

He's around. Posting in the usual places even.
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R.I.P
 
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Post » Fri Dec 09, 2011 10:47 am

He's still around, had a post in the FCOM thread this morning :whistling:
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Rinceoir
 
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Post » Fri Dec 09, 2011 12:34 am

He posts but he doesn't seem to be actively modding. I know MOBS and COBL have planned updates but haven't been updated in a few months. I just figured he was busy
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Danny Warner
 
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Post » Fri Dec 09, 2011 8:11 am

So are Mart's OOO & FCOM, I'm pretty sure he's busy... :P
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Emily Jones
 
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Post » Fri Dec 09, 2011 2:50 am

He posts but he doesn't seem to be actively modding. I know MOBS and COBL have planned updates but haven't been updated in a few months. I just figured he was busy



I hope Corepc doesn't mind me saying so, but I can assure you Corepc is actively modding. There are few, if any, more active (or prolific, or proficient) modders of Oblivion. :wink_smile:

Regards,

Hem
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Silencio
 
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Post » Fri Dec 09, 2011 10:58 am

Well, I like his work. I hope he continues.
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Lory Da Costa
 
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Post » Fri Dec 09, 2011 5:24 am

I hope Corepc doesn't mind me saying so, but I can assure you Corepc is actively modding. There are few, if any, more active (or prolific, or proficient) modders of Oblivion. :wink_smile:

Regards,

Hem

I don't know about that, this here Arthmoore guy stay's pretty busy... :ahhh:
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Connie Thomas
 
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Post » Fri Dec 09, 2011 4:18 am

Arthmoor, Did you see this http://www.tesnexus.com/downloads/file.php?id=33514 posted on Nexus recently? Don't know if it qualifies, but just thought I would point it out.
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kennedy
 
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Post » Fri Dec 09, 2011 6:50 am

Yes, I was told about that, and I fixed it in 3.3.
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Enie van Bied
 
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Post » Fri Dec 09, 2011 2:36 am


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


Thank You


Too bad because Armamentarium uses the two UOP arrow meshes for its dwemer and daedric arrows and they have the same problem.


Will get those fixed in Armamentarium and check Artifacts has well.

Now back to work on the Overhaul's and Cobl I go,
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Leticia Hernandez
 
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Post » Fri Dec 09, 2011 1:29 am

The Dwemer arrows still need to be fixed, I don't have any idea how to go about doing what the changelog said needed done.
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Taylor Bakos
 
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Post » Fri Dec 09, 2011 2:53 am

You mean dwarven right? I think the dwemer are part of Corepc's mod, which is what he's going to fix. I don't know if it would be possible to grab the fixed nif's from his mod when he's done? That or convince him to do the same for the regular dwarven arrows :)
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Vickey Martinez
 
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Post » Fri Dec 09, 2011 1:56 pm

Dwemer and Dwarven are the same thing. Like calling a Bosmer a Wood-Elf. So unless there's been other changes to the model he's using, it should be the same one.
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Lovingly
 
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Post » Fri Dec 09, 2011 4:03 pm

Right, but it sounded like the version that Corepc is going to fix are the ones in his mod, not the ones that are included as part of the UOP. I was suggesting that he give you the fixed meshes to include in the UOP or you grab the fixed meshes from his mod once he's released it, if that's possible.
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Mari martnez Martinez
 
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Post » Fri Dec 09, 2011 8:30 am

I've noticed a small problem with a staircase mesh you guys might want to look at. The object in the CS is named BravilStairs01.

http://img843.imageshack.us/img843/2523/brvlstairs1.jpg
http://img186.imageshack.us/img186/8070/brvlstairs2.jpg (Notice the missing board on the side and the gap in the front. http://img819.imageshack.us/img819/4360/screenshot12qs.jpg is a closer look.)
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Abi Emily
 
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Post » Fri Dec 09, 2011 3:09 pm

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.


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.



A) MOBSifying FCOM Fran's:

Ok understood, http://www.tesnexus.com/downloads/file.php?id=28537

(By the instructions I've red before this wasn't clear at all, thank you).



B) QTP3 / UOP PATCHING:


I'm using Redimized - btw, do you know if it requires the http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2363 ?

Well, I'll follow your install order then:

1. QTP3
2. UOP 3.2.0
3. http://www.tesnexus.com/downloads/file.php?id=11261
4. Latest UOP Supplemental

Maybe this could be inserted in the first post, anyway thanks again Arthmoor, that was very helpful :)
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maya papps
 
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Post » Fri Dec 09, 2011 4:24 am


I'm using Redimized - btw, do you know if it requires the http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2363 ?



Yes, you still need that patch with the Redimized version. I had the same question myself a while back. :)
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Bonnie Clyde
 
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