[RELZ] Unofficial Oblivion Patch 3.2.0 / Supplemental v3_3 P

Post » Fri Dec 09, 2011 1:02 am

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


It doesn't add enough light for me to see the scrolls in the nice little slots anymore though :( Nighteye ruins the effect and I don't think I'm yanking out a torch at that point! Funny how the blind priests really aren't so blind, eh?
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Chrissie Pillinger
 
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Post » Fri Dec 09, 2011 11:13 am

Here's one for ya, the stools that Baurus and Astav Wirich sit on in Luther Broad's Boarding House are owned making them not sit-able by the player :)
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Yonah
 
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Post » Fri Dec 09, 2011 3:04 am

That's been done for a reason. It guarantees that their chairs won't be hijacked by other NPCs during the MQ. I see no reason to upset that.
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Heather Kush
 
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Post » Fri Dec 09, 2011 3:51 pm

That's been done for a reason. It guarantees that their chairs won't be hijacked by other NPCs during the MQ. I see no reason to upset that.


I happened to go to Luther's to invest in his store and noticed that the chairs still have the ownership flag set long after that quest is over. Whether it's worth fixing or not - it's hardly important, but there's no reason for the flag to still be set once the quest is done.

Btw, just confirmed that the Best Defense is open on Loredas with just Varnado :)
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Steve Fallon
 
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Post » Fri Dec 09, 2011 6:03 am

Well it's gone nearly 5 years now without being so much as reported, I think we'll survive not fixing it :)
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Kayla Oatney
 
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Post » Fri Dec 09, 2011 11:56 am

Oh, I don't know, I really had my mind set on sitting in that chair... NOT ;) Agreed, just passing along the note...
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dean Cutler
 
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Post » Fri Dec 09, 2011 6:48 am

That's been done for a reason. It guarantees that their chairs won't be hijacked by other NPCs during the MQ. I see no reason to upset that.


But they always sit in them don't they?
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john palmer
 
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Post » Fri Dec 09, 2011 6:33 am

One chair is owned by Baurus for him to sit in and the other by Wirich for him to sit in - Beth did that to make sure no other NPCs or the player will sit in those chairs.
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Cheville Thompson
 
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Post » Fri Dec 09, 2011 1:35 pm

I think I found an issue with the metal doors at the Imperial Prison district. They start the game locked at 100, but as soon as a guard on patrol gets too near or wants to go through them, he opens them with his Imperial Prison key. They never get closed after, which makes http://www.uesp.net/wiki/Oblivion:J%27baana look like some sort of prison kingpin with free movement (he probably is anyway)
Maybe the ICPrisonGate01 door should have a script similar to that in the Arcane university gates, to autoclose and lock itself after being some seconds open? Or unlink the pathgrid nodes that go through or too near them?
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ezra
 
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Post » Fri Dec 09, 2011 5:17 am

I think I found an issue with the metal doors at the Imperial Prison district. They start the game locked at 100, but as soon as a guard on patrol gets too near or wants to go through them, he opens them with his Imperial Prison key. They never get closed after, which makes http://www.uesp.net/wiki/Oblivion:J%27baana look like some sort of prison kingpin with free movement (he probably is anyway)
Maybe the ICPrisonGate01 door should have a script similar to that in the Arcane university gates, to autoclose and lock itself after being some seconds open? Or unlink the pathgrid nodes that go through or too near them?


I'll go back and have a look in my current game, but during previous play-throughs, these gates have been closed most of the time for me. I know because I was trying to do the master training quest and it took forever for a guard to go through the gates and open them for me! However, that was a while ago. During my current play-through, the gates were open at one point, so now I'll go back and see if they're opened or not. I know that they are supposed to be opened by the guards, but be closed most of the time, as you mention. I always thought that they require a guard to close them again, but that might be supposition on my part...

EDIT: Just dropped by to check (while waiting for Varnado to get his butt from the temple to the store :)) and noticed that the gate that was open earlier was still open, so it would appear that things aren't working the way they were before for me either. A guard walked up to the open gate and just turned around. I also noticed that the gate that was open no longer had a trespass cursor while the one that was still locked did, so not sure what's going on. Having the way that it is now will make it easier to do the master training quest later, so I'm not sure how things should be. Maybe Arthmoor can have a look and see if he can figure out what was intended...
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lucile davignon
 
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Post » Fri Dec 09, 2011 5:39 am

Have a look at the first few lines of Corepc's first post in this thread:


Just install 3.3. It will ask for confirmation about overwriting some things, including the UOP plugin itself, just confirm and you're good to go. You could create an omod out of 3.3 if you want - makes things a bit easier, but it's just a straight install. Use BOSS to sort...


Hi,

after install and overwriting OBMM still says I`ve got ver 3.2.

But have I? Or mybe ver number doesn`t update although the mod did?

Regards, Haldir
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JaNnatul Naimah
 
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Post » Fri Dec 09, 2011 1:53 am

OBMM only knows what you tell it :) If you didn't make an omod out of 3.3, then the only thing OBMM knows about is 3.2. If you made an omod out of 3.3, then the version will be whatever you input when you created the omod, btw. Anyway, I'm assuming that you installed 3.3 manually (outside of OBMM), so OBMM won't know what the version number is. If you did install manually, there should be a UOPSupplementalReadme.txt file in your data folder - you should see the 3.3 change list in there and that will confirm your install, provided you overwrote the esp when it prompted you.

You'd have to use TES4Edit to look at the plugin to see the version number.
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Laurenn Doylee
 
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Post » Fri Dec 09, 2011 1:49 am

Andalaybay,

thx. Yes I did a manual install, all should be OK.

Regards, Haldir
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Jonny
 
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Post » Fri Dec 09, 2011 3:19 pm

I see the UOP assigns a Teleport Destination to
[REFR:##0020AD] (places CDoor03 "Wood Door" [DOOR:0002485C] in GRUP Cell Persistent Children of RockmilkCave03 "Rockmilk Haven" [CELL:000CA86E])
Was this actually a bug fix?
It causes a little conflict with Blackwood Company which has a different Teleport Destination for it.
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Naomi Ward
 
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Post » Fri Dec 09, 2011 6:13 am

Kivan connected an unused portion of Rockmilk Cave. Nothing in there is of any importance so if BWC alters the teleport destination that's perfectly fine.
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zoe
 
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Post » Fri Dec 09, 2011 2:01 am

http://www.mediafire.com/?iv61z5bw8859y8i, The first is a quest that runs a script that checks if MQ05 is done (The Path of Dawn) if it is then it clears the ownership of the 2 chairs in Luther Broad's Boarding House. The second clears the ownership of the Mysterium Xarxes in the Mythic Dawn shrine so it wont count as stealing when it is taken for the quest.
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Sami Blackburn
 
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Post » Fri Dec 09, 2011 1:43 pm

3.3.1 uploaded, with the following changes:

Spoiler
* Collision corrected on the leyawiinfginteriordinning.nif mesh.
* A hole in the floor of farmhouseinterior04.nif has been corrected.
* MiddleMetalTankard003 had no weight like its counterparts.
* The Absorb Magicka effect had the wrong counter effects on it.
* The rough leather armor set added to a previous UOPS fix was still missing the greaves from the set.
* Several portions of the Thieves Guild quest line could be triggered without the required amount of fenced stolen goods being sold.
* Some conversation topics intended only for the player are also used by NPCs to greet each other.
* Guards at the Waterfront can be heard interrogating each other looking for the Gray Fox during Misdirection.
* Enilroth continues to act scared of the player when ending a conversation even after the associated Dark Brotherhood quest is over.
* Gromm could be heard asking "Any idea what Gromm will do now that old Baenlin is dead?" which is obviously awkward.
* Some previous fixes supplied for altar spells needed further fixing to correct them being made too easy to dispell.
* MS40RestoreFatigue and MS40RewardSpell needed to be made immune to absorb/reflect/silence so that the vampirism cure they're used for wouldn't fail.
* "Silver BattleAxe" changed to "Silver Battle Axe" for consistency with other weapons of the type.
* Reverted the fix to The Hist that was supposed to take Maglir out of the Fighters Guild to prevent expulsions. He was already out by that time and if setfactionrank -1 is used a second time on an NPC, they are actually added back in to the faction. In Maglir's case, this leads to a guaranteed expulsion. The original issue reported at the UESP site is wrong, and likely induced by either mods or someone having incorrectly used a console command.
* The fix for Rythe Lythandas during A Brush With Death was insufficient to guard against stage 40 failing to trigger. A new trigger zone object replaces the GameMode script elements that were not reliable.
* Two of the Bleak Mine guards had no pants or greaves worn due to not having anything for that slot in their inventory.
See: http://www.uesp.net/wiki/Oblivion:Malacath#Bugs
* Bremman Senyan's AI pack to follow Farwil after the Oblivion gate is closed has been scheduled so this only happens when they're not in the Knights of the Thorn lodge.
* M'raaj-Dar's chest was flagged to respawn even though it contains unique items. The unique items have been separated into a different chest that does not respawn.
* Two chairs in Luther Broad's will clear their ownership flags once the portion of the main quest there is completed.


I think we've reached a point where this is getting ridiculous. So at this point, I think it's about time we call a halt to any more of these minor niggles like AI packs that don't go where they ought to and typos in dialogue and stuff like that. Further updates will only be made for things that actually break something or to correct bugs introduced by a previous UOP or UOPS change. It's fairly clear by now that perfection will not be achieved, and we're about as close as we need to be to that now anyway.

As I understand it, there's a few issues to resolve with some of the UOMP patches, yes? Might be time to address those and get them out of the way.

I am not however going to take up anything in the USIP as there has been nothing actually broken being brought up and I don't want to get mired in another long run of fixing stuff there too.
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April
 
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Post » Fri Dec 09, 2011 6:21 am

Fair enough, I am thankful that you took this upon yourself though. I'm interested to know what issues the UOMP has though
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cassy
 
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Post » Fri Dec 09, 2011 2:55 am

Thanks in particular for some of those fixes in 3.3.1. Enilroth drove me nuts! I absolutely agree on the direction.

Now, is UOMP, the unofficial official mods patch? If so, I have a bunch of fixes for Battlehorn. I'm also looking at fixing some things for Frostcrag too. I can pass them along or just list the issues if you are looking at fixing these.

I'm guessing that USIP is the Shivering Isles version? Can't help you there - I don't have SI (sometimes I feel like I'm the last one on the planet that doesn't :))
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Daniel Brown
 
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Post » Fri Dec 09, 2011 12:08 pm

Yes, the UOMP are the patches for the official DLCs, including KOTN. I swore there had been some mention of bugs left in KOTN aside from the one I took out for the OC stuff.

I know KOTN has that super annoying deal with the prohpet dialogue being available to every last person in the game, though that could prove tough to fix especially if it needs to be available outside of Anvil itself. It's extremely annoying to see those topics show up on mod added NPCs.

Thieves Den has one annoyingly placed rock outside of Anvil Castle.

I wasn't aware Frostcrag and Battlehorn had anything wrong, but if you've got ESPs with those fixes I'll take a look at them.

USIP = Unofficial Shivering Isles Patch. So yeah, you'd need SI for that to be of any use :)
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Anthony Rand
 
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Post » Fri Dec 09, 2011 1:12 pm

Yes, the UOMP are the patches for the official DLCs, including KOTN. I swore there had been some mention of bugs left in KOTN aside from the one I took out for the OC stuff.

I know KOTN has that super annoying deal with the prohpet dialogue being available to every last person in the game, though that could prove tough to fix especially if it needs to be available outside of Anvil itself. It's extremely annoying to see those topics show up on mod added NPCs.

Thieves Den has one annoyingly placed rock outside of Anvil Castle.

I wasn't aware Frostcrag and Battlehorn had anything wrong, but if you've got ESPs with those fixes I'll take a look at them.

USIP = Unofficial Shivering Isles Patch. So yeah, you'd need SI for that to be of any use :)

I'd heard that there was some KotN issues too, but I don't remember what they were... I didn't load KotN on my most recent play-through, but I'm thinking about it to extend my game a bit more... The last time I played it, I didn't run into any issues, but that doesn't mean much :)

Ok, give me a bit of time to separate the bugs from my tweaks :) I know offhand that there is a stool from the "ruined" or original Battlehorn that doesn't get disabled when you buy the barracks upgrade, so that's a fix. It clips through the drawers in the captain's quarters. For Frostcrag, I haven't done any fixes yet, but I was going to check into a couple of things. May not be any bugs at all - I need to investigate first.

Another adjustment I made to Battlehorn was to pull the two upperclass bookcases near the bed (after the upgrade) out from the wall a bit more so that they were usable. They had been pushed back into the wall so it made it difficult to actually use the bookcases, even for clutter. Would you consider this a bug fix or a tweak? In other words, should I send it along?
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Lady Shocka
 
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Post » Fri Dec 09, 2011 2:52 am

A fix I made to Knights was to add the condition 'Equal to/Run on target Player == 1' on the quest NDGreetings, and that seems to prevent everyone saluting everyone with 'You're the divine crusader!' when Knights questline is over. I don't know if on target conditions work as supposed to when added to the general quest conditions (which are common to all dialogue under that quest) instead of being added to each separate dialogue response.
Also, I edited records which referenced unexisting things to either point to nothing (NDAbWoodlandGrace and NDAbArmorCumulative are pointing to unexisting scripts) or to unused stuff (weather NDSkyBattleWeatherNEW is pointing to an unexisting sound, I redirected it to use AMBWCloudPlaneLP2D, but I don't know if its fitting, there is one more AMB sound unused in Knights). This might help with stability.

Another fix I made to Vile Lair was to add a duration to the weakness to poison effect of the Crimson Eviscerator, and to make the blessings from the altar of Sithis immune to absorb/reflect.

Also, how did you manage to alter the counter effects on Absorb Magicka? I thought that was impossible in the CS without OBME. And I don't really know what the counter effect list is good for, I seem to recall that NPCs would try to prioritize those effects when dealing with the offending effect, is that true?
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MR.BIGG
 
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Post » Fri Dec 09, 2011 3:20 pm

In my game, I just completed the quest for uniting the Jemane brothers (Quest Name: Separated at Birth) and clearing out their home Weatherleah for them ((Quest Name: Legacy Lost).

When I visit Cheydinhal, all the NPCs like guards have a conversation topic called Reynald Jemane, and when I click on it, they mention that they don't know Reynald, but a Guilbert Jemane can be found in the Newlands Lodge. Shouldn't the completion of the 2 quests above remove this quest topic? Is this something that you can fix via UOP?
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Lisa
 
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Post » Fri Dec 09, 2011 12:42 am

Man, I wish I had know about this mod and that trick to pinpoint an exact location. I was walking through the wilderness and saw a floating tree trunk out of the ground. But now it'd be almost impossible to find it again.
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K J S
 
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Post » Fri Dec 09, 2011 6:27 am

Another adjustment I made to Battlehorn was to pull the two upperclass bookcases near the bed (after the upgrade) out from the wall a bit more so that they were usable. They had been pushed back into the wall so it made it difficult to actually use the bookcases, even for clutter. Would you consider this a bug fix or a tweak? In other words, should I send it along?


I think that may have been addressed by the UOMP already, none of those bookcases are close enough to the walls to be an issue when viewed in the CS.

A fix I made to Knights was to add the condition 'Equal to/Run on target Player == 1' on the quest NDGreetings, and that seems to prevent everyone saluting everyone with 'You're the divine crusader!' when Knights questline is over. I don't know if on target conditions work as supposed to when added to the general quest conditions (which are common to all dialogue under that quest) instead of being added to each separate dialogue response.
Also, I edited records which referenced unexisting things to either point to nothing (NDAbWoodlandGrace and NDAbArmorCumulative are pointing to unexisting scripts) or to unused stuff (weather NDSkyBattleWeatherNEW is pointing to an unexisting sound, I redirected it to use AMBWCloudPlaneLP2D, but I don't know if its fitting, there is one more AMB sound unused in Knights). This might help with stability.

Another fix I made to Vile Lair was to add a duration to the weakness to poison effect of the Crimson Eviscerator, and to make the blessings from the altar of Sithis immune to absorb/reflect.

Also, how did you manage to alter the counter effects on Absorb Magicka? I thought that was impossible in the CS without OBME. And I don't really know what the counter effect list is good for, I seem to recall that NPCs would try to prioritize those effects when dealing with the offending effect, is that true?


Odd, I've never once heard NPCs greet each other as though I'm the divine crusader. They do address me that way, but that's to be expected. I've seen those NULL reference items in there too and I fixed those in my own setup but wasn't sure if there was something proper to fix them with.

The Eviscerator and altar fixes are good though, since other stuff that acts like it in the main game has already been dealt with.

Who says I used the CS to change the counter effects? :) TES4Edit is a very useful tool.

In my game, I just completed the quest for uniting the Jemane brothers (Quest Name: Separated at Birth) and clearing out their home Weatherleah for them ((Quest Name: Legacy Lost).

When I visit Cheydinhal, all the NPCs like guards have a conversation topic called Reynald Jemane, and when I click on it, they mention that they don't know Reynald, but a Guilbert Jemane can be found in the Newlands Lodge. Shouldn't the completion of the 2 quests above remove this quest topic? Is this something that you can fix via UOP?


Are you positive that both quests have officially terminated? I know for a fact none of the Cheydinhal citizenry has those topics anymore in my own game.

Man, I wish I had know about this mod and that trick to pinpoint an exact location. I was walking through the wilderness and saw a floating tree trunk out of the ground. But now it'd be almost impossible to find it again.


Well even if it's found at this point it's not worth worrying about. I just walked past one the other day but forgot to note it. It's probably a mod that caused the one I saw though since it was near where one of the ULs edits.
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LADONA
 
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