[RELZ] Unofficial Oblivion Patch 3.2.0 / Supplemental v3_3 P

Post » Fri Dec 09, 2011 7:07 am

3.3.1 uploaded, with the following changes:

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.


I would have to agree is has been getting ridiculous, Most of the last few fixes have been ai stuff that could have gone without per say. This is oblivion it can't be perfect after all. You can't fix everything or every little nook and cranny. You can only fix so much once again. And well you have already done more than enough. If any more updates they should be for stuff that is actually broken or to correct bugs introduced by UOP or UOPS patches.

Will get the first post updated..
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Steve Smith
 
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Post » Fri Dec 09, 2011 7:45 am

Sorry, wrong thread. :blush:
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Zosia Cetnar
 
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Post » Fri Dec 09, 2011 4:28 pm

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.


I loaded the UOMP and the bookcases are pushed too far back - they pass through the wall. Perhaps we're not referring to the same bookcases? I will upload my esp and send you the link via pm because I have some other stuff in there.

So my fixes were:
Disable stool in captain's quarters after upgrade.
Pull bookcases from wall.
Switch executive desk to the one that may be opened. The executive desk that Beth placed after the upgrade was the decorative version that couldn't be opened. I replaced it with the version that can be opened.

Still haven't had a chance to check into Frostcrag - will get back to you on that.

On another note, I think I have heard other NPC's greet each other as the divine crusader, but I am near-by. I've had that happen with other topics too, so I think it's a general bug when the player is nearby. It's almost as if they cue up the topic to say to me, but another NPC intercepts them before I do. I usually mutter to myself "I'm the divine crusader, or the arena champion, or whatever..." :)
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katsomaya Sanchez
 
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Post » Fri Dec 09, 2011 10:03 am

Thanks for the release. I also want to add that almost every single building mesh (interior and exterior) has numerous errors but I'm not going to fix them all since most are just aesthetic. However, this is another reason to use All Natural since as I finish the interiors I correct countless errors from the vanilla meshes. So in that sense All Natural is also a sort of UOP of interior building meshes... ;)
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Elisabete Gaspar
 
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Post » Fri Dec 09, 2011 3:44 am

I'm sure they do, and I'll bet Kivan was getting very tired of finding all those errors. I was just looking at two Leyawiin meshes to convert for use in another project but they both have bad UV mapping and wouldn't take the texture I was trying to assign. Too much distortion, but only visible if the mesh was using a texture with lines in it. I really do hope TES V gets a better QA cycle for things like this.
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Niisha
 
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Post » Fri Dec 09, 2011 7:05 am

Do I still need to use the Oblivion Citadel Door Fix.esp ? When I had few esp's it was no problem, but now when I have 200 I try to reduce where I can.
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Steeeph
 
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Post » Fri Dec 09, 2011 4:14 am

If you're already using it, it's advised you keep it for that save. If not, then it's hardly important and you can do without it just fine.
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:)Colleenn
 
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Post » Fri Dec 09, 2011 6:12 am

If you're already using it, it's advised you keep it for that save. If not, then it's hardly important and you can do without it just fine.

Alright, in a new game I will remove it, thank you :)
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Hope Greenhaw
 
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Post » Fri Dec 09, 2011 3:48 pm

Prod for reminding people to report their DLC bugs. If I haven't made it clear before, this is a one shot deal.
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Dean Brown
 
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Post » Fri Dec 09, 2011 3:20 pm

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.


I dug around a bit and discovered why those references were invalid. Somewhere along the way in KOTN's development Bethesda changed them but didn't fix the IDs. I've got the two abilities and the weathers all pointing to valid entries contained within KOTN that are very clearly what should be there. So with no busted refs there's far less chance of it causing a stability issue.
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Anna Kyselova
 
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Post » Fri Dec 09, 2011 10:36 am

Prod for reminding people to report their DLC bugs. If I haven't made it clear before, this is a one shot deal.


Not as much a bug, but it have always bugged me that you unless you use a mod that starts you in Anvil there is no way for a player role playing the kind of character KOTN was designed for to actually start the quest. If you answer The Prophet's question truthfully and say you have fame you are not deemed worthy of starting the quest. And lying is a bad RP'ing if you play a Knight or Paladin type.
Aellis may fix this as part of his Quest Delayers project, though.

Apart from that in my previous game the two following rocks edited by both Mehrunes Razor and the unoffical MR patch were floating:
[REFR:000F56A3] (places RockGreatForest070 [STAT:0003D058] in GRUP Cell Temporary Children of [CELL:00003F7F] (in Tamriel [WRLD:0000003C] at 49,-6))
[REFR:000F56A4] (places RockGreatForest070 [STAT:0003D058] in GRUP Cell Temporary Children of [CELL:00003F7F] (in Tamriel [WRLD:0000003C] at 49,-6))

When I deleted the entries from the patch things looked right. Unless I overlooked something I didn't have (and don't have in my currrent setup either) any other mods editing the rocks or the Landscap of that cell.
Just checked - same problem in my current game.
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Tarka
 
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Post » Fri Dec 09, 2011 1:21 pm

Not as much a bug, but it have always bugged me that you unless you use a mod that starts you in Anvil there is no way for a player role playing the kind of character KOTN was designed for to actually start the quest. If you answer The Prophet's question truthfully and say you have fame you are not deemed worthy of starting the quest. And lying is a bad RP'ing if you play a Knight or Paladin type.
Aellis may fix this as part of his Quest Delayers project, though.


I think Aellis indicated he wouldn't because this would require dialog changes and that would make it un-bashable. He might be able to code a delayer for it, but he wouldn't be able to change this aspect of it. I was asking him about doing delayers for the DLC's in general and he mentioned your request and how it wasn't doable.

This isn't a bug though, but I agree it's annoying.
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Erich Lendermon
 
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Post » Fri Dec 09, 2011 1:27 pm

I always thought it was really dumb that the prophet would only treat you as some kind of braggart if you told him you were the Hero of Kvatch or the Champion of Cyrodiil. Given who he's having you go up against, you'd think someone able to handle an entire daedric invasion would be exactly who he's looking for. Illogical as it may be though, it's how Bethesda designed it, so it's not a bug.
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Juan Suarez
 
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Post » Fri Dec 09, 2011 12:33 am

Yeah, I think they meant to push the whole humble knight thing. Even if you were famous, you're supposed to consider it some kind of gift or something and not see it as some kind of status that you flaunt about. I guess they thought that you'd be bragging if you said you had fame. You wouldn't be lying if you said you had no claim to fame or whatever, just humble. I always found the whole thing rather tough to take, but I liked all the quests - oh well.
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Laura Shipley
 
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Post » Fri Dec 09, 2011 4:43 am

Does anyone know why the UOP would have removed the "quest complete" checkboxes from stages 100 and 105 of the Sanguine Shrine quest? There's no mention of it having been done in the changelog.
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Robert Garcia
 
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Post » Fri Dec 09, 2011 2:18 pm

Nope. The quest still shows up as completed though. Even got all the exp. points for it (running Oblivion XP).
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Tasha Clifford
 
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Post » Fri Dec 09, 2011 1:23 am

Found it. It was part of one of the specified fixes for the shrine quest. The quest script itself calls the command to mark it completed. Probably wasn't necessary to do that since quest scripts will still run until the StopQuest command is called, but it works, so false alarm there.
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Penny Flame
 
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Post » Fri Dec 09, 2011 12:59 am

Doesn't look like anyone has any DLC/UOMP issues, so I'm guessing nothing remains other than these:
Spoiler
Battlehorn Castle - UOMP Patch v1.0.5
-------------------------------------

* One stool was missed when the junk clutter in the unoccupied castle is furnished and stays embedded in a chest of drawers.
* The static desk in the bedroom has been replaced with a more appropriate desk that can be used for safe storage.
* Two cupboards in the bedroom were jammed into the walls.
* One table in the bedroom was clipping into a wall.
* Some references marked persistent do not need to be, which contributes slightly to performance issues and save game bloat.
* Removed Bash tags, they were entirely unnecessary.
* Hjalti (the dog) was set to low level processing, but his AI schedule requires normal processing.
* The AI pack BattlehornBlacksmithStayInside would cause the smith and his dog to stand stationary just inside the door to their house.

Frostcrag Spire - UOMP Patch v1.0.5
-----------------------------------

* The internal door at Mystic Emporium is owned by an incorrect faction and has no lock difficulty set.
* Some references marked persistent do not need to be, which contributes slightly to performance issues and save game bloat.

Horse Armor - UOMP Patch v1.0.6
-------------------------------

* Set proper disable flags on one deleted reference.
* Updated Bash tags.

Knights of the Nine - UOMP Patch v1.1
-------------------------------------

* Old Open Cities compatibility fix has been fixed so that it no longer crashes a new game with OC, OOO, and the KOTN patch installed.
* Spriggans have the UOP patch fix for their blood decal and hit effect imported over. The UOMP had added spriggans to the NDPredators faction and thus wiped out the other fixes.
* BASH tags for this file have been updated to current useful tags, and old useless ones removed.
* Some references marked persistent do not need to be, which contributes slightly to performance issues and save game bloat.
* Fixed the broken script ID in the Holy Aura and Woodland Grace abilities.
* Fixed the broken sound reference in the added weathers, and added the unused sound to the one that's actually being used.

Mehrune's Razor - UOMP Patch v1.0.5
-----------------------------------

* Some references marked persistent do not need to be, which contributes slightly to performance issues and save game bloat.
* Removed a wild edit from Ungolim's house in Bravil.
* Removed Bash tags as unnecessary.

Orrery - UOMP Patch v1.0.4
--------------------------

* Removed Bash tags as unnecessary.
* Some references marked persistent do not need to be, which contributes slightly to performance issues and save game bloat.

Thieves Den - UOMP Patch v1.0.6
-------------------------------

* A stray rock was added to the Anvil castle area for no reason which unnecessarily interferes with mods in the area.
* The Arena quest the DLC overrides also stripped the SEWorld check.
* Some references marked persistent do not need to be, which contributes slightly to performance issues and save game bloat.
* Bash tags updated.
* Khafiz's sleep AI pack was attempting to use the wrong bed.

Vile Lair - UOMP Patch v1.0.6
-----------------------------

* Bash tags updated.
* Some references marked persistent do not need to be, which contributes slightly to performance issues and save game bloat.
* Rowley Eardwulf's stool in Wawnet Inn is not flagged as owned by him, which allows other NPCs to hijack it from him.
* Dark Minion was put on "no low level processing" but his AI schedule takes him into multiple cells, which effectively breaks his AI.
* Deepscorn Prisoner on the other hand NEVER does anything other than sleep, and so SHOULD be on "no low level processing".
* Rowley Eardwulf had an unused AI pack to have him sitting outside the Wawnet Inn to sell his wares from 9am to 6pm. His schedule has been adjusted to make use of this.
* The Sithis shrine blessings have been made consistent with the spell fixes from the main UOP - immunity to silence added, and converted to greater power to avoid the possibility of the spell being rejected.
* The weakness to poison enchantment on the Crimson Eviscerator has been given a duration so the effect is actually worth something. Consistent with similar fixes in the main UOP.


If something is missed, speak now or forever hold your peace.
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Charlotte X
 
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Post » Fri Dec 09, 2011 2:39 pm

* The Sithis shrine blessings have been made consistent with the spell fixes from the main UOP - immunity to silence added, and converted to greater power to avoid the possibility of the spell being rejected.

Wasn't it immunity to absorb/reflect? I guess its just a confusion
Also, in Frostcrag, I think the Atronach familiars didn't have the fixes to their blood decals and sprays.

Somehow I think I'm a bit too late... :unsure:
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Lexy Dick
 
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Post » Fri Dec 09, 2011 7:30 am

Not too late. The shrine blessings in the DLC already had immunity to absorb/reflect, but not immunity to silence like the others.

I'll check the atronachs.
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Kelvin Diaz
 
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Post » Fri Dec 09, 2011 2:11 am

Why was the Oblivion Citadel Door Fix made a separate esp?
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Destinyscharm
 
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Post » Fri Dec 09, 2011 12:28 am

Because the door fix sometimes causes the doors themselves to be out of position. It doesn't happen a lot, but enough that it couldn't be trusted to be part of the main UOP.
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flora
 
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Post » Fri Dec 09, 2011 3:51 pm

Because the door fix sometimes causes the doors themselves to be out of position. It doesn't happen a lot, but enough that it couldn't be trusted to be part of the main UOP.
Thanks.
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Doniesha World
 
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Post » Fri Dec 09, 2011 4:28 am

Arthmoor, I have one possible issue with Vile Lair. I'm not sure this is a bug, but it's unusual. There's a nirnroot on the desk in the bedroom quarters that respawns. As I said, this may not be a bug, but it is unusual to have a nirnroot that respawns. It's not in a pot though, it's just an ingredient sitting on the desk...
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Tom
 
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Post » Fri Dec 09, 2011 2:17 am

Don't know if this has already been reported, or just laaaargely overlooked, but Shuravi at the Three Sisters' Inn says that your room (when you hire it) is in the 2nd floor, North wing, when it's actually in the South wing :)

Arthmoor, I have one possible issue with Vile Lair. I'm not sure this is a bug, but it's unusual. There's a nirnroot on the desk in the bedroom quarters that respawns. As I said, this may not be a bug, but it is unusual to have a nirnroot that respawns. It's not in a pot though, it's just an ingredient sitting on the desk...


As far as I know, it's a feature, not a bug. Maybe introduced by Bethesda for anyone who had problems completing the "Seeking your roots" quest.
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Alan Cutler
 
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