[RELz] Unofficial Oblivion Patch v3.2.0,

Post » Wed Mar 30, 2011 11:30 am

So that means that I can never ever fix this anymore? That's bad man, realy bad.
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k a t e
 
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Post » Wed Mar 30, 2011 7:52 am

Then blame Bethesda, it's their bug. The UOP provides a way to fix it temporarily but it will come back from time to time.
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Andrea P
 
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Post » Wed Mar 30, 2011 7:12 am

It can be fixed BUT you have to get them off their horses BEFORE they leave you as followers to cast it on them, usually about half way between the fast travel point and the doors should work.
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Enie van Bied
 
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Post » Wed Mar 30, 2011 3:14 pm

Hopefully Quarn and Kivan don't mind my doing this, but there were some small issues left over after the last proper UOP release that needed to be dealt with. The most serious one affecting the main quest itself. I have not been able to make contact with either one of them.

http://www.megaupload.com/?d=0Z6RI5NL
http://www.tesnexus.com/downloads/file.php?id=27710

I'll get a Nexus entry up in a bit, but for now it's available there, and does the following:

* Removed C.Water tag from Bash tags list.
* Removed "War Axe of Sapping" from the LL0NPCWeapon0MagicWarhammerLvl100 as it is not a warhammer like all the others.
* Added AI pack SkingradGunderExplore4x2 to Gunder in Skingrad so he will perform his city exploration as intended.
* Added AI pack UOPGanredhelDogsFollow4x2 to Ganredhel's dogs so they will follow as they're supposed to when Ganredhel walks them.
* Numerous AI packs have been adjusted to use the proper types and durations where needed.
* The script for the Skingrad Mages Recommendation quest was adjusted to more properly count the number of zombies killed. Taken from TIE's reworked script.
* Position of a rock, 000ABC39, in Blackwood has been corrected to cover up the cell boundary between 30,-41 and 30,-40.
* Map marker for Red Lane Camp had no map data attached.
* Map marker for Two Decker Camp had no map data attached.
* Map marker for Leyawiin West Gate had no map data attached.
* Scripts 'streetlightscript' and 'ExteriorLightScript' have been optimized to reduce FPS hits from repeatedtly enabling/disabling light sources.
* meshes\architecture\castle\CastleWallRiverGate01.NIF was missing one of the crenels on the top and has been fixed.
* A bug where closing the Fort Sutch oblivion gates before completing Allies for Bruma would cause any city gates which remained open to revert to their original states with no signs that they had ever been opened. Wreckage from closed gates would also disappear. This would break the Allies for Bruma quest making it impossible to complete.
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xx_Jess_xx
 
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Post » Wed Mar 30, 2011 12:41 pm

It seemed to me that they appreciated any help they could get. Perhaps now is no different? :shrug:

Thanks for the update!
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Damian Parsons
 
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Post » Wed Mar 30, 2011 5:17 am

Arthmoor, you're continuing UOP? That's pretty awesome.
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Ronald
 
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Post » Wed Mar 30, 2011 7:06 am

Continuing it? I don't know about that, but the Fort Sutch bug was serious enough not to ignore.

And I should make it perfectly clear, you need the v3.2.0 UOP package installed before installing the hotfix since it only addresses those specific issues listed.
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roxxii lenaghan
 
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Post » Wed Mar 30, 2011 7:11 am

Arthmoor-

last I recall you are a Frans user. Accordingly then do you use the Frans friendly versions of UOP?
found here: http://www.tesnexus.com/downloads/file.php?id=17621

I'm currently using the non-MOBS version of the Frans friendly UOP esp for my FCOM install (due to other combat overhauls).

Should I revert to this - truthfully I'm not sure what all the Frans version does. Here from the readme:
UOP 3.2.0 comp patch ~ fixed.
MOBS and non-MOBS, Download the original UOP 3.2.0 and the then replace the .esp with the version of your choice. Because of the new sound fixes both versions are named the same as the original and are packed inside marked folders. Pleas chose the version that matches your weapon settings. Note - bashed patch tags are included just like the original.

expanded Notes: this is the comp patch for the unofficial Oblivion Patch. It replaces the original esp that comes with the UOP. Like the USIP there's a MOBS version for those that have the MOBS stats enabled and there's a non-MOBS version for those that don't. Install the one you need for your Frans install. FCOM users should use the MOBS version (If the FCOM page directs you here to get it).
thanks
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DarkGypsy
 
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Post » Wed Mar 30, 2011 2:57 am

Wow, awesome

If you do happen to continue this, I have a list of stuff that I found that i'm sure kivan would have fixed if he was still around
Infact I was going to ask if someone would do it, so I guess this is perfect
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JUan Martinez
 
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Post » Wed Mar 30, 2011 4:46 pm

No, I don't use the Frans-friendly version of the UOP because I'm running a mix of Frans and TIE, and TIE has control over weapon and armor stats in my mix. So the UOP I'm using is the generic one.

Heh. I'll probably regret asking this, but how big a list of stuff? :P
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Enny Labinjo
 
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Post » Wed Mar 30, 2011 12:44 pm

Well I think the frans version does more than weapon stats - otherwise they wouldn't make a non-mobs version of it.

Something about sound files with frans that are made compatible - I think ... not 100% sure.
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Kirsty Wood
 
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Post » Wed Mar 30, 2011 1:12 pm

It's not that big, maybe 6 small issues

I just accidentally overwrote the Frans-UOP version I had, do these fixes need to be integrated into the original?
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Marlo Stanfield
 
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Post » Wed Mar 30, 2011 3:36 pm

Into the original what? The fixes I listed are already in the ESP you probably just used to overwrite your Frans one.
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Cccurly
 
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Post » Wed Mar 30, 2011 8:59 am

Do they need to be integrated into the original UOP esp? Id have to pick between the extra fixes or compatibility with frans.
Could these be added to a separate esp? If your interested in these small fixes that I have I will PM you
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Blaine
 
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Post » Wed Mar 30, 2011 7:25 am

Go ahead and PM them. I'll have a look.

As far as what I just posted, the ESP in the package *IS* the original UOP plus the fix list. So I'm not entirely sure what you're asking. If you're asking if the MOBS work needs to be reintegrated, then yes, it would.
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Brian Newman
 
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Post » Wed Mar 30, 2011 4:37 pm

I think you misunderstood what I said

Do your fixes need to be part of the original UOP esp? Why can't they have their own? This would allow others and myself to use the frans mobs version and your fixes
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Rudy Paint fingers
 
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Post » Wed Mar 30, 2011 12:39 am

Oh, I see. Well. Integrating it into the UOP seemed like the proper thing to do since it really should be in there. No need for another ESP floating around in everyone's load orders this way.
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Jose ordaz
 
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Post » Sun Nov 01, 2009 3:16 pm

Oh I thought the point was that the Frans version of the UOP integrates more than just MOBS changes from the Frans esp - it also integrates other things - which is what I thought he was asking about.

There is both a MOBS version and a Non-Mobs version of the Frans friendly UOP. If you look on the link I provided above you will see similar frans versions of the other unofficial patches as well.

I just cant say definitively what else they do. I just know that it is recommended.

Since I use Duke Combat mods I don't personally care about MOBS stats anyway, but I know others will - but perhaps the latest OMOBS patches for FCOM (forgot authors name & link) will handle the MOBS part anyway. A pure Frans user could just use the OMOBS-Frans.esp (mergable at that) without the other OMOBS patches for FCOm and probably be fine.

So then that leaves whatever else the Frans version of UOP does. Conversely maybe a separate esp for the Frans stuff could be made.

Whatever it is I doubt it is game breaking (as yours didn't break).

Hope you don't take this as 'no good deed goes unpunished' - so thanks very much for this update.
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Lady Shocka
 
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Post » Sun Nov 01, 2009 7:50 am

Not really a problem I guess, If it's just weapon stats and sounds that it frans adds to UOP then I can do this myself in TES4Edit

Edit: the fix for the War Axe of Enfeeblement and Battle Axe of Jinxing was reverted back in your fix
Other than leveled lists and weapon stats, i don't know what else the frans version of UOP does, I can't find any sound records in it
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Ann Church
 
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Post » Sun Nov 01, 2009 12:45 am

Yeah, all I saw were leveled lists, a few weapon stat changes, a few armor stat changes, and interior cell info that just wasn't caught up. Didn't notice any sounds in there. Last I knew MOBS was all about more realistic combat type stats. As I said, I play a mixture of Frans and TIE, and TIE has total control over the stats, so MOBS isn't a factor for me. It's also not going to be game breaking to undo what little I saw being changed.

What fixes for War Axe of Enfeeblement and Battle Axe of Jinxing were those? Guess I'll have to look at that cause everything I did was based on UOP 3.2.0 with it's last official hotfix from Kivan.
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Penny Wills
 
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Post » Sun Nov 01, 2009 8:06 am

Thanks for the hotfix, I'd already worked in your FortSutch fix so the rest is a bonus.

Checking against my current version are these no longer needed, since my current UOP injects them into the hotfix.
UOPAgarmirFix "Agarmir (Unfriendly Competition) Fix" [QUST:0101876B]
UOPAgarmirFixScript [SCPT:0101876C]

UOPOpenCitiesCompatibility "UOP Open Cities Compatibility (disables added buildings)" [QUST:010421DE]
UOPOpenCitiesCompatibilityScript [SCPT:010421DF]

The UOP readme mentions removing Agarmir but its still there and the open cities was an update.
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Arrogant SId
 
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Post » Sun Nov 01, 2009 2:16 am

Oh crap I know what else it does, frans changes some quest type stuff that uop fixes, not sure if I can figure that stuff out.

The enchantments on those weapons were reverted back to vanilla (they are wrong)
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Emmanuel Morales
 
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Post » Sun Nov 01, 2009 1:58 pm

Oh yeah, I apparently forgot to update the readme to reflect the OC script was removed and replaced with script-less compatibility checks instead.

Sorry, I don't know why the Agarmir thing is missing though. I don't recall touching it.
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Melis Hristina
 
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Post » Sun Nov 01, 2009 3:37 pm

Ummm - Arthmoor.

I seem to be getting crashes on game load whenever I have this new version of UOP loaded.

I tried it several different ways except (admittedly) with only it loaded. Very likely a conflict of some sort.

I thought I'd nailed the problem down to being an update to Pure Immersion as documented here: http://www.gamesas.com/bgsforums/index.php?showtopic=1038949&view=findpost&p=15216225 bit then the problem crept back in and ctds on load and cell changes returned quickly.

going through the list of updates I did I came back to this and rebashed the patch without any of its tags and the UOP unchecked - the game loaded. Then without rebashing the patch and just activating this esp - and the game crashes on load.

I know you probably want more info, but I thought maybe i'd post this to see if anyone else is having an issue first.

I'm gonna actually put the old one back in then make sure all my updates work then retest then strip it down to nothing but uop and basic FCOM to see if that causes the same problem.

[edited for clarity]
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James Potter
 
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Post » Sun Nov 01, 2009 4:37 am



Just for completeness, what happens if you start a new game with this update in place?
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Bonnie Clyde
 
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