[RELZ] Unofficial Oblivion Patch 3.2.0 / Supplemental v3_3 P

Post » Fri Dec 09, 2011 6:50 am

I don't see anything out of the ordinary in the changes made to MQ16. All of the relevant script commands dealing with Akatosh also exist in vanilla. The UOP only seems concerned with making sure nobody goes on uncontrolled AI killing sprees due to accidental bounties.


Indeed, that is what I saw too. Thanks for taking a look anyways, I wanted to be sure.
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rae.x
 
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Post » Fri Dec 09, 2011 4:09 pm

It's not the job of the UOP to put in safeguards against mods or console cheating, without some very good reason for why it should be done that way. Just because a random mod comes along and changes his faction alignments somewhere along the way doesn't mean we need to place code in to watch for it.

There was no issue prior to this fix. It was a response to what was supposed to have been vetted information on a real bug. Turns out that information WAS NEVER VETTED. It was simply accepted because someone said something to the effect of "it happened on an Xbox".

I agree with you, it is not the UOPs job to safeguard against mods, but IMO it should be the UOPs job to safeguard against faulty CS functions (and something is broken with SetFactionRank, GetInFaction and SameFactionAsPC).
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Jynx Anthropic
 
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Post » Fri Dec 09, 2011 2:37 am

Arthmoor, I'm not sure if I ran into a bug...but I had a problem a while ago (I located it while playing your Feldscar village mod, BTW :) ). When I had to do the Vanilla quest "A brush with Death", I entered the Painted World, and talked with Rythe Lythandas (I activated the talk), before getting the quest update that you get as soon as you enter the Painted World, resulting on Rythe not having any dialogue topics, and breaking the quest, as I didn't received any quest update afterwards (and the Bosmer bandit' copse only appears after receiving the quest update/s).

UOP installed: 3.3.


Can you confirm wheather or not stage 40 of this quest fired when you entered?

GetStageDone MS14 40

That should do it. If that returns a 0, it never fired. If it returns a 1, it did.

If you moved fast enough coming through the portal it's possible you got out of range of the distance check that fires stage 40. Stage 40 is required before Rythe will give the proper greeting. This is another one of those cases where the timing on GameMode scripts is just too slow. I'll fix it with a trigger zone the way some of the other stuff was done, which will guarantee stage 40 fires.

I agree with you, it is not the UOPs job to safeguard against mods, but IMO it should be the UOPs job to safeguard against faulty CS functions (and something is broken with SetFactionRank, GetInFaction and SameFactionAsPC).


Yes, but in this case the faulty functions are not an issue. Maglir is removed from the FG exactly once, and never again. Granted, this little affair with Maglir did expose a bug I doubt anyone realized existed, but the fact of the matter is that anyone experiencing it outside of the influence of 3.3 is inducing the issue themselves either with console cheating or flaky mods. The UOP does not exist to protect the user from himself.
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naome duncan
 
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Post » Fri Dec 09, 2011 10:56 am

Why you not include my fixes? Is this some grand conspiracy against me?! Why is this happening to me!?

Err...umm, here's the info again:

Hello, I fixed two meshes. http://www.megaupload.com/?d=5SWV0QGV

The Leyawiin mesh fixes two collision issue where you could walk into wall. The farmhouse fixes a stair alignment issue that looked real ugly.

I used the Farmhouse04 from UOP as base for the changes on the farmhouse of course. Also, PyFFI'd with latest of course. A .txt inside the archive gives more details. Thanks.
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Destinyscharm
 
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Post » Fri Dec 09, 2011 7:33 am

They're in here already. 3.3.1 isn't out yet. Mainly waiting to see if andalaybay runs into any issues with the Thieves Guild before going ahead with it.
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Amie Mccubbing
 
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Post » Fri Dec 09, 2011 4:07 am

They're in here already. 3.3.1 isn't out yet. Mainly waiting to see if andalaybay runs into any issues with the Thieves Guild before going ahead with it.


Oh, no pressure here... much :) I was just going to see if Evangeline sleeps when she is supposed to. I don't think this is game breaking if she doesn't, so I'd say "go ahead" unless there is anything else you'd like me to check while I'm in there :) I scanned through the list of fixes and this is the only one I saw, but if there's anything else, let me know. I guess there are some extra Amusei fixes once the questline is done, but once again, they're pretty minor. I'll check those when I get there...
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Marina Leigh
 
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Post » Fri Dec 09, 2011 8:01 am

The first one fixes the UOP fix for Cingor, removing him from the Fighters Guild instead of the Mythic Dawn which makes more sense. The second fixes the unique items that http://www.uesp.net/wiki/Oblivion:M%27raaj-Dar has respawning with the rest of his vendor chest. I removed them, and put them in a new chest owned by him that does not respawn.


You know, I wondered why Cingor hadn't tried to attack me yet. I figured it was just that he wasn't hostile enough. Don't get why he was taken out of the Mythic Dawn rather than being taken out of the FG.

The stuff with M'raaj-Dar's chest probably needs to be discussed a bit before acting on it. So I'll hold off on that one for now.
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Niisha
 
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Post » Fri Dec 09, 2011 10:07 am

You know, I wondered why Cingor hadn't tried to attack me yet. I figured it was just that he wasn't hostile enough. Don't get why he was taken out of the Mythic Dawn rather than being taken out of the FG.

The stuff with M'raaj-Dar's chest probably needs to be discussed a bit before acting on it. So I'll hold off on that one for now.


Why do you think Cingor should be removed from the Fighters Guild? I definitely agree he shouldn't be removed from the Mythic Dawn, but I just wonder why it's a requirement to remove him from the FG. Is that to protect the player in case his disposition was low enough that he would attack a fellow FG member? I always figured that his disposition was so high due to my rank in the FG, but it sounds like it was because he was removed from the MD. So if he has to be removed from the FG to prevent another Maglir issue, then I guess he has to be removed...

Arthmoor, is there anything else I should check as I finish up the Thieves Guild and the MQ? I'm at the end of the Mages Guild as well, but I don't think I'll finish that (ok, I'm a wuss, I hate it when Traven dies...).

Also, what's the deal with M'raaj-Dar's chest? I didn't quite follow X'tyfe's post...
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Brιonα Renae
 
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Post » Fri Dec 09, 2011 2:03 pm

Basically, yes, avoidance of another Maglir scenario. If he's not removed then you'll get expelled even if he attacks you, and since the stage of the MQ where these agents attack you comes along fairly early in the MQ, only taking him out when that happens would still likely end up in him being removed for most of the game anyway.

Right now he won't attack you at all because the UOP yanked him out of Mythic Dawn instead. Not my fault this time though :P

M'raaj-Dar's chest respawns, and Bethesda stuck unique DB items in it which he sells. Stuff that's not supposed to generate more copies. It's been left this way for so long though that people may not realize they're unique, but they really shouldn't be left available like this.
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CYCO JO-NATE
 
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Post » Fri Dec 09, 2011 11:03 am

Basically, yes, avoidance of another Maglir scenario. If he's not removed then you'll get expelled even if he attacks you, and since the stage of the MQ where these agents attack you comes along fairly early in the MQ, only taking him out when that happens would still likely end up in him being removed for most of the game anyway.

Right now he won't attack you at all because the UOP yanked him out of Mythic Dawn instead. Not my fault this time though :P

M'raaj-Dar's chest respawns, and Bethesda stuck unique DB items in it which he sells. Stuff that's not supposed to generate more copies. It's been left this way for so long though that people may not realize they're unique, but they really shouldn't be left available like this.


Oh, I see. Definitely agree that unique items shouldn't respawn... There are also one or two skill books that respawn in the training room as well. They're in one of the chests in there. Not a biggie because once you've read them they don't count again, but you wind up with a bunch of copies of Gold Ribbon of Merit, which is probably not intended either... I know there's a second book that respawns, but I can't remember if it's a skill book or not.

Yeah I've never had Cingor attack my characters. I even tried casting frenzy to test the UOPS fix (for his armour) and all I got was him attacking townsfolk. He did conjure his MD armour though...
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Chris Guerin
 
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Post » Fri Dec 09, 2011 11:15 am

Andalaybay,

thx awfully for your help.

Regards, Haldir
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Ryan Lutz
 
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Post » Fri Dec 09, 2011 3:13 pm

Arthmoor, the Mysterium Xarxes in the Dagon Shrine is owned my Ruma and would count as stealing if taken. Guess this forgotten when we cleared the silver dagger of it's ownership too :)

As far as Cingor, he has no dialog that says anything about being part of Fighters Guild (I think?) The point of it was so that the player would not get expelled if he was killed and the way the UOP had it was that Leyawiin would end up being without a sleeper agent like the other towns (despite him having Mythic Dawn stuff in his house). Alternatively he could be removed from the Fighters Guild only when that part of the quest is started and if he is still alive after that add him back.
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Sophie Morrell
 
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Post » Fri Dec 09, 2011 6:36 am

I vote to have http://www.tesnexus.com/downloads/file.php?id=34637 merged into the UOP
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Jade Barnes-Mackey
 
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Post » Fri Dec 09, 2011 8:56 am

All discussions on this thread should have spoiler tags! Damn it, I haven't played the MQ/FG/MG/TG/DB or the SI campaign in my 4+ years of playing Oblivion :blink: , and I can spot multiple spoilers in these discussions! :shrug:

I know that I shouldn't be reading this thread if I don't want spoilers, but I come here to see if a new version is released every so often! :ahhh:
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Susan Elizabeth
 
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Post » Fri Dec 09, 2011 12:46 pm

I vote to have http://www.tesnexus.com/downloads/file.php?id=34637 merged into the UOP


I suspect there's a very good reason those shaders were not included in the game since someone went to the trouble to comment the scripts out.
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WTW
 
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Post » Fri Dec 09, 2011 1:38 pm

All discussions on this thread should have spoiler tags! Damn it, I haven't played the MQ/FG/MG/TG/DB or the SI campaign in my 4+ years of playing Oblivion :blink: , and I can spot multiple spoilers in these discussions! :shrug:

I know that I shouldn't be reading this thread if I don't want spoilers, but I come here to see if a new version is released every so often! :ahhh:

Maybe the top post should read, "WARNING: This thread may contain spoilers. If you just want the latest patch, you can donwload it here.
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Kortknee Bell
 
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Post » Fri Dec 09, 2011 1:07 am

The content of the UOP necessarily involves spoilers of some sort since many bugs are in quests and AI packs. It's pretty much impossible to ignore that, and frankly not really our duty to regulate it after 4 years time.

That said, I've no problem with a warning at the top of the first post, but common sense says this entire subject will be rittled with spoilers.
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Nathan Hunter
 
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Post » Fri Dec 09, 2011 12:19 am

I suspect there's a very good reason those shaders were not included in the game since someone went to the trouble to comment the scripts out.

Not really, I made it months ago and been using it with no problem. It is no fix because there was nothing really broken about skeletons without that shader, it is just a tweak Therefore I didn't send it to you in my proposed fixes.
My idea is that someone at Beth didn't really like how they looked, and therefore they were only partially scraqed out of the scripts (skeletons retain the script effect, but in vanilla it does nothing).

BTW I slipped something in the file I sent you, FormID 0000000137. That was a tweak I was using and accidentally overwrote in Tes4Edit. Oh, and I'm migck and miguick, just in case :D
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Trish
 
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Post » Fri Dec 09, 2011 2:23 pm

I'd lean toward removing the script just for the sake of performance then if nothing else. They probably don't take up much, but every little bit does help.

I saw that spell, wasn't sure why it was there, so I didn't incorporate it. Sticks out like a sore thumb being an injected record.
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Jake Easom
 
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Post » Fri Dec 09, 2011 8:06 am

The content of the UOP necessarily involves spoilers of some sort since many bugs are in quests and AI packs. It's pretty much impossible to ignore that, and frankly not really our duty to regulate it after 4 years time.

That said, I've no problem with a warning at the top of the first post, but common sense says this entire subject will be rittled with spoilers.

I wasn't complaining really - can't, after looking at the awesome work you folks are doing here :foodndrink:

A warning/dl link in the first post would be good enough!
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Davorah Katz
 
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Post » Fri Dec 09, 2011 5:17 am

I'd lean toward removing the script just for the sake of performance then if nothing else. They probably don't take up much, but every little bit does help.

I would probably side with going that route as well.
It does appear to be something the game makers initially made, and for some reason chose not to use - then rather sloppily removed.

The tweak might be something worth adding to the Bashed Patch tweaks, alongside those 'infamous' Boar and Imp spells.
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Katie Louise Ingram
 
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Post » Fri Dec 09, 2011 8:21 am

http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/SleepingSoundly.jpg

Oh, and I couldn't http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/JustANibble.jpg, needless to say :)

So, I have tons of saves during this section, so if there is anything else to check, please let me know. As far as I'm concerned, the stuff I was looking for has been fixed!

One issue that I have run into on my last two playthroughs of this quest, though, is that when you activate the appropriate push-block, it doesn't lower the walls so you can get to the pressure plate to fire the arrow. The first time it happened, I figured it was just a glitch, but it happened again. I had to go back to the push-button 3 times to finally get ONE of the columns lowered so I could get at the pressure plate. This could be an animation glitch actually and nothing wrong with the scripts, so not fixable, by the way. I've had issues in this game when I kill a will-o-the-wisp, the glowing critter's body is in mid-air and I can't interact with it. It looks like a live will-o-the-wisp except it doesn't move. I have to exit the game and re-load. After re-loading, the remains will be on the ground and I can harvest the ingredients. I wonder if something similar is happening with the columns because after firing the arrow and battling the guardians, I turned back to look at the platform and noticed that the second column was now lowered. Maybe that just happens once you fire the arrow. Anyway, have you ever heard of this before and would you take a look?

EDIT: I just noticed in the wiki that some players have apparently reported this bug and the fix is to exit the game and reload. I did save right before pressing the button, but didn't exit and reload. On my previous playthrough, I did exit and reload and the button worked, but I didn't have a save right before pressing the button, so had to replay a bit before pressing the button. Anyway, there may not be anything that can be done about this...

Other than that, everything worked fine. I'm also running All Natural - Real Lights and must say that the blazing fire in the middle of the reading table was quite dramatic. If you want screenies, I can go back and get some since I saved right before sitting down (I know about the old bug there, that was fixed in the UOP :)).

So unless there's more to verify, please release 3.3.1 ;)
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Jason Wolf
 
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Post » Fri Dec 09, 2011 10:20 am

What fire on what reading table?
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Dawn Farrell
 
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Post » Fri Dec 09, 2011 3:28 pm

http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/ScrollReadingTable.jpg :shrug:

If that's not AN - RL, then I don't know which mod it is! :lol:
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Queen
 
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Post » Fri Dec 09, 2011 9:48 am

Oh, that. Yes, AN-RL added a nice big fire to the pit there.
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Chenae Butler
 
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