[RELz] Unofficial Oblivion Patch v3.2.0,

Post » Sun Nov 01, 2009 5:16 am

I'm not sure if anyone's noticed this but the terrain texture "obcavefloor2lava.dds" is rotated 180 degrees from it's corresponding normal map for some reason. I just happened to notice when I was looking at the textures for something, and I have no idea if it's actually noticeable in game, but I figured it's a bug and the fix is easy, so I might as well report it. Also, out of curiosity does anyone know if when you replace a texture in the data folder but don't replace the normal map, will the game still use the original normal map from the BSA?


I wonder if that would account for why it always seems fuzzy with some of the lava caves. A rotated normal would certainly explain it since the bumpyness those provide would be oriented wrong.

Seem to be a problem with the last update - as documented here: http://www.gamesas.com/bgsforums/index.php?showtopic=1045160&view=findpost&p=15275893

and two posts down with pics:
So missing/torn walls at Cheydinhal.

Disabled only UOP and they returned. Tes4edit shows only UOP touches them.


WTF. Ok. I won't even pretend to know why that happened but it'll get fixed with the next update. Now I know why Kivan and company got sick of it. Fix one thing, something else breaks, and sometimes you didn't even do it!

Hey Arthmoor (& others)! Thanks for your efforts here!

I have a small suggestion: some characters in the Nine Divines factions that should be rank 9 (chapel Primates) are left as rank 0 or 1 in game actually. I have the fix http://www.tesnexus.com/downloads/file.php?id=24656. Maybe it could fixed in UOP too?


Does changing their faction ranks actually do anything important? If not then I'd rather not mess with any more NPCs than is necessary.
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Marta Wolko
 
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Post » Sun Nov 01, 2009 1:55 pm

I wonder if that would account for why it always seems fuzzy with some of the lava caves. A rotated normal would certainly explain it since the bumpyness those provide would be oriented wrong.
It's actually the regular texture that rotated wrong. If you look at the folder, there's a bunch of them that are based off the same texture and have very similar normal maps and that one texture is rotated 180 degrees from every other matching texture.
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Eoh
 
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Post » Sun Nov 01, 2009 1:33 pm

...
Does changing their faction ranks actually do anything important? If not then I'd rather not mess with any more NPCs than is necessary.


No, not really.
I have noticed that when I made Nine divines robes mod and the primates were getting layman robes. That's all.
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Heather beauchamp
 
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Post » Sun Nov 01, 2009 1:33 am

It's actually the regular texture that rotated wrong. If you look at the folder, there's a bunch of them that are based off the same texture and have very similar normal maps and that one texture is rotated 180 degrees from every other matching texture.


Ok, well here's the problem with trying to fix that. The orange lava parts on top of the grey background are aligned properly to their glowmap file. Only the underlying grey part is flipped wrong. How is something like that supposed to get fixed? I wouldn't have the first clue how to go about it.
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Julia Schwalbe
 
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Post » Sun Nov 01, 2009 5:01 pm

One thing Arthmoor, are you fixing only .esp records, or do you deal with models (meshes, textures) too?
Also, were you able to verify the thing I exposed about the dwarven and daedric arrow quivers disappearing when you dropped them? I think its not a very big issue since the chances of dropping them to the floor in groups of >= 2 is fairly low for most people, but if it were true then it would be one of the few bugs introduced by this bug-killer.
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Heather M
 
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Post » Sun Nov 01, 2009 7:18 am

Not just ESP records. Meshes, textures, whatever is actually broken. And preferably fixing what I seem to be breaking myself :)

I haven't messed with the arrow thing yet actually. I don't know what was supposed to be fixed on those exactly. If it's simple to fiddle with in nifskope, they fixed the sanitizer bug in that not too long ago. No more signs falling to the ground etc :)
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Laura Wilson
 
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Post » Sun Nov 01, 2009 11:29 am

Ok, well here's the problem with trying to fix that. The orange lava parts on top of the grey background are aligned properly to their glowmap file. Only the underlying grey part is flipped wrong. How is something like that supposed to get fixed? I wouldn't have the first clue how to go about it.
The glow map seems to be the oddball one. The main file and the normalmap seem to be normal DDS files. Easiest thing would be to rotate the normalmap in Photoshop or the GIMP and then resave in DXT3 again.
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Barbequtie
 
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Post » Sun Nov 01, 2009 10:18 am

The glow map seems to be the oddball one. The main file and the normalmap seem to be normal DDS files. Easiest thing would be to rotate the normalmap in Photoshop or the GIMP and then resave in DXT3 again.

obcavefloor2lava doesn't have a glow map... not in textures\landscape\oblivion anyway. Are these files duplicated somewhere else that I'm not seeing? The two glow maps that are in there open fine for me, I'm using Photoshop with Nvidia's free dds plugin. Also, if my understanding of normal maps isn't completely wrong, turning the normal map upside down might make the cracks look like they stick out instead of in.
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Caroline flitcroft
 
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Post » Sun Nov 01, 2009 9:29 am

Here's something for you:
scn UOPDarkGuardianScript; Prevents the Dark Guardian from getting out of the Cheydinhal Sanctuary, as cannot get back inBegin GameModeif ( GetInCell CheydinhalSanctuary == 0 )	SetUnconscious 1	StopCombat	MoveTo SancPlayerRef, 0, 0, 0	SetUnconscious 0endifEnd


How exactly are these things supposed to get out of the sanctuary to begin with? I recall a discussion awhile back about unnecessarily intrusive things the UOP does that it probably should not do, and this certainly seems like one of them.

===========

obcavefloor2lava.dds is the texture being discussed, and you need to go into the Textures\Oblivion\Caves folder to see these. They're not the landscape textures.
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Oscar Vazquez
 
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Post » Sun Nov 01, 2009 6:25 am

obcavefloor2lava doesn't have a glow map... not in textures\landscape\oblivion anyway. Are these files duplicated somewhere else that I'm not seeing? The two glow maps that are in there open fine for me, I'm using Photoshop with Nvidia's free dds plugin. Also, if my understanding of normal maps isn't completely wrong, turning the normal map upside down might make the cracks look like they stick out instead of in.
Huh. There are two copies of that texture, both upside down. And both of them have the normalmap upside down.

The only thing that worries me about the glowmap is that nVidia's WTV viewer reports the format as: "8bit- R8", and that format doesn't seem to be available in nVidia's GIMP plugin.
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Christine Pane
 
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Post » Sun Nov 01, 2009 6:49 am

I don't know much about it, but I remember that Phitt had discovered something about some loop sounds on torches and similar that has bad impact on the performance.
That might be a good issue to fix?

Edit:

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=976143&view=findpost&p=15046032

Lol, of course Arthmoor already knows about it because his post is just after referenced one. :)
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Ilona Neumann
 
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Post » Sun Nov 01, 2009 8:07 am

Here's something for you:
scn UOPDarkGuardianScript; Prevents the Dark Guardian from getting out of the Cheydinhal Sanctuary, as cannot get back inBegin GameModeif ( GetInCell CheydinhalSanctuary == 0 )	SetUnconscious 1	StopCombat	MoveTo SancPlayerRef, 0, 0, 0	SetUnconscious 0endifEnd


How exactly are these things supposed to get out of the sanctuary to begin with? I recall a discussion awhile back about unnecessarily intrusive things the UOP does that it probably should not do, and this certainly seems like one of them.

One possibility is if you manage to lure something hostile into the sanctuary, and the DG ends up chasing it back out again. Given the 'StopCombat' in the fix, I assume that's the most likely situation. And given that Quarn/Kivan saw fit to fix it, I must assume that it has actually happened.

Eloise
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Ricky Rayner
 
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Post » Sun Nov 01, 2009 4:01 pm

One possibility is if you manage to lure something hostile into the sanctuary, and the DG ends up chasing it back out again. Given the 'StopCombat' in the fix, I assume that's the most likely situation. And given that Quarn/Kivan saw fit to fix it, I must assume that it has actually happened.


Seems like a pretty big stretch because no matter how you went about it, that hostile would have to be lured through the city first. And so far as I've ever known, you can't lure hostiles through the vanilla city gates. With a mod like Open Cities installed, you could do that, but the guards and residents would be on it in a heartbeat. So if it survived all of that you've already got a lot bigger problems to worry about. Assuming this though, once you get to the sanctuary doors the scripts attached to them prevent all but a select few from being able to activate them. I'm not sure if those scripts would still register once you've gone through the doors, so if they don't then that's the only way something is going to chase you clear inside the sanctuary.
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John N
 
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Post » Sun Nov 01, 2009 11:15 am

Huh. There are two copies of that texture, both upside down. And both of them have the normalmap upside down.

The only thing that worries me about the glowmap is that nVidia's WTV viewer reports the format as: "8bit- R8", and that format doesn't seem to be available in nVidia's GIMP plugin.

Well the one i found is used as a terrain texture and i guess the other is used for the cave interiors. Anyway, http://cs.elderscrolls.com/constwiki/index.php/DDS_Files#DDS_Settings_used_by_Oblivion has a table of what formats to use for different things and it says to save glow maps as DXT1 RGB. It shouldn't be a problem.
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Crystal Birch
 
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Post » Sun Nov 01, 2009 4:13 pm

Hey Arthmoor, there's one more request. Meshes\Architecture\DaedricStatues\DaedricStatueBoethia01_Far.NIF from UOP 3.2.0 is not optimized. It's simply a copy of the non-LOD mesh (DaedricStatueBoethia01.NIF, which is also fixed in UOP 3.2.0).
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Kayla Oatney
 
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Post » Sun Nov 01, 2009 11:39 am

Good catch. I didn't even realize they had provided one for that in vanilla. And I did one better along with it and redid the one for the shrine version too since Bethesda broke them both. Also goes some way toward explaining how some of the visual LOD anomalies happen even in vanilla games.
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Chris Duncan
 
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Post » Sun Nov 01, 2009 3:17 am

Alright, so after slaying many darkspawn over the last couple days, I figured if there was anything important to add it would have been mentioned. I've covered about as much as I can see needing to be covered at this point. I'm not going to incorporate the removal of the torch sounds from lighting as the vanilla game generally doesn't go overboard with those. So with that, 3.2.3 is up, with the following changes:

* A section of path grid was missing from the SE Imperial Sewer tunnel.
* The script SewerVerticalGate01SCRIPT immproperly unlinked path nodes from open sewer gates due to not checking the state of the gate prior to doing so.
* EncArrow4DwarvenFireDamageLight, Arrow4Dwarven, EncArrow4DwarvenSilence, EncArrow4DwarvenFireDamage, EncArrow4DwarvenFrostDamage, EncArrow4DwarvenShockDamage, and EncArrow4DwarvenFrostArea are all incorrectly pointing to the menu icon for iron arrows which Bethesda included but apparently never uses.
* The chest in the tutorial dungeon containing the rusty iron armor was missing a pair of rusty iron gauntlets.
* The skeleton in the tutorial dungeon with the rough leather gear was missing the helmet and gloves.
* Regular imps have been given their expected 50% resistance to magic.
* Imps in Camoran's Paradise were missing their expected magic resistance and water walking abilities.
* Boars in the game have been given their expected 25% resistance to magic.
* Blood and mana fountains in Oblivion planes should no longer fail to have their affect on you due to reflection and/or absorbtion abilities.
* Favor of Akatosh restoration will no longer fail due to reflection and/or absorbtion.
* Various powers and lesser powers have been made immune to silencing.
* Spells acquired from runestones have been made lesser powers and immune to silencing.
* Spells from shrines, wells, stones, etc, have all been set to manual cost of 0 to avoid potential failures.
* Altar of Zenithar script was incorrectly casting the Akatosh altar spell on NPCs who activate the altar.
* Rotated obcavefloor2lava_n.dds 180 degrees to align it properly with it's regular texture file and glowmap.
* Phaedra's patch to fix the green artifacts on flower planters is included.
* Path grid around the Knights of the Thorn house had issues with trying to pass through walls.
* LOD meshes for Boethia's statue and shrine have been optimized properly. They were full size copies of the real meshes.
* City wall sections in SW Cheydinhal have been restored that went missing somehow in the previous update.
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IsAiah AkA figgy
 
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Post » Sun Nov 01, 2009 5:10 am

So with that, 3.2.3 is up, with the following changes:
***Lots of stuff***

Great! Thanks a lot once again!

Vac
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Sarah Knight
 
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Post » Sun Nov 01, 2009 6:21 am

Alright, so after slaying many darkspawn over the last couple days, I figured if there was anything important to add it would have been mentioned. I've covered about as much as I can see needing to be covered at this point. I'm not going to incorporate the removal of the torch sounds from lighting as the vanilla game generally doesn't go overboard with those. So with that, 3.2.3 is up


And this new hotfix does include the changes made in UOP hotfix 3.2.2, right?

Thanks for your well-done work!
Henrique.
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Rodney C
 
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Post » Sun Nov 01, 2009 4:16 am

Of course. It contains all the hotfix changes that have been done since 3.2.0.
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alyssa ALYSSA
 
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Post » Sun Nov 01, 2009 4:36 am

Arthmoor, this may be a stupid question.
Have you tested this with a vanilla install?
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Sammygirl500
 
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Post » Sun Nov 01, 2009 4:48 am

Thanks somehow seems inadequate given all you do, and the quality of your work. So..............THANKS, Arthmoor.
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Amelia Pritchard
 
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Post » Sun Nov 01, 2009 10:33 am

I would like to request for a frans-mobs compatible version of these new updates
Else those using frans and fcom would have to choose either or
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helen buchan
 
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Post » Sun Nov 01, 2009 2:36 am

Hmm.

Well, there was something bugging me and no-one else has brought it up, so...

I recall a discussion awhile back about unnecessarily intrusive things the UOP does that it probably should not do, and this certainly seems like one of them.

and these "fixes"
* The chest in the tutorial dungeon containing the rusty iron armor was missing a pair of rusty iron gauntlets.
* The skeleton in the tutorial dungeon with the rough leather gear was missing the helmet and gloves.
* Regular imps have been given their expected 50% resistance to magic.
* Imps in Camoran's Paradise were missing their expected magic resistance and water walking abilities.
* Boars in the game have been given their expected 25% resistance to magic.

Are these genuine bugs? Really? I mean, are you sure they were missed by accident?
It's not like I mind imps getting 50% magic resist or anything, seems like it's going to make them a bit more challenging, but something like that doesn't really seem like it's necessarily a bug, rather than maybe someone at Bethesda turned round and said "this makes them too challenging for mages, let's drop it". And I'm not completely convinced that the player was supposed to come out the tutorial dungeon with a complete set of armour either, but again, that's guessing the intention of Bethesda.
I'm good with the Paradise imps getting water walking though, it's just that the other stuff looks more like design than accident (to me).

As I said; I kinda like the idea of tougher imps, but you're the first person talking about the UOP doing "unnecessary" things... Look on this post as an invitation to discuss?

Vac
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REVLUTIN
 
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Post » Sun Nov 01, 2009 3:20 am

Vacuity you are right!
If Beth wanted us to have those pieces they would have given it to us!

Les
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Multi Multi
 
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