[RELz] Unofficial Oblivion Patch v3.2.0,

Post » Sun Nov 01, 2009 3:20 am

Well as per usual I think I'm chasing my tail or some other lost trail.

Right now I cannot get the game to load with the new Power attack voice mod by trademark or NiceOnes Real Sleep extended either. :banghead:

Well Power Attack will load when not activated while bashing (then reactivated), but not if I bash it (it has no tags though).

It could also be an update to Pure Immersion that is throwing things off. I wish I'd not chosen that sometimes - you just can't take it out to test without it unless you want mass penalties.

I promise that when I iron out all the other bugs I'm facing (like 4 at once) I will come back and retest this with a bare load order and new character.

So I don't know what has happened to my game - again.
User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Sun Nov 01, 2009 9:11 am

@Arthmoor
Since I've made many changes to the UOP, I have to integrate the UOP hotfix into the existing mod. Everything has integrated fine, but I have a couple questions on unlisted changes.
A road is changed quite a lot from the vanilla and the existing UOP, is this correct? It can be seen in this tes4edit image.
http://i387.photobucket.com/albums/oo313/gameimagesrpg/uophotroad.jpg
Several path grids have changed, is this correct? It can be seen in this tes4edit image.
http://i387.photobucket.com/albums/oo313/gameimagesrpg/uophotpathgrid.jpg

Thanks for your effort.
User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Sun Nov 01, 2009 11:13 am

The ROAD record is a bit of an odball. Sometimes when it gets regenerated, it randomly shuffles the order of the nodes. There's no real reason to worry about it, though there was one minor correction to fix a broken pathway in the previous record.

Path grids have been edited by the UOP for as long as there's been a UOP, and I don't know which ones have been done or why. I didn't change any path grids in the last update so the file you're comparing against must have been older than 3.2.0.
User avatar
Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

Post » Sun Nov 01, 2009 6:51 am

Right now I cannot get the game to load with the new Power attack voice mod by trademark or NiceOnes Real Sleep extended either. :banghead:
Offtopic, but the previous version of RSE (2.3 - 2.3.2) had a bug that could lead to CTD on game load or when placing a bedroll. Make sure you have RSE 2.3.3.
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Sun Nov 01, 2009 1:47 am

The ROAD record is a bit of an odball. Sometimes when it gets regenerated, it randomly shuffles the order of the nodes. There's no real reason to worry about it, though there was one minor correction to fix a broken pathway in the previous record.

Path grids have been edited by the UOP for as long as there's been a UOP, and I don't know which ones have been done or why. I didn't change any path grids in the last update so the file you're comparing against must have been older than 3.2.0.

@Arthmoor
After looking through old posts and seeing some tes4edit challenges, I see what went wrong. Some how in my modified UOP the path grids and this road got changed, possibly from a copy/overwrite involving some other correction that drug the path and road along.

Thanks for your response and in the time honored tradition, never mind.
User avatar
Lakyn Ellery
 
Posts: 3447
Joined: Sat Jan 27, 2007 1:02 pm

Post » Sun Nov 01, 2009 10:07 am

Ok - finally got my other issues mostly in order and it was not this updated esp after all.

Damndest thing though. Two mods that (in hindsight this makes sense) do conflict - Power attack voice mod & Soundsets - loaded fine several times then decided not to work together after all. Then for a while they would load but only when this wasn't.

Then eventually they didn't load together at all. Removed soundsets (bored with it already) and only use power attack voice mod and stability has returned for whatever tenable time that may be.
I apologize for any alarm or concern - again it seemed I found the issue and again I was wrong.
User avatar
lucile davignon
 
Posts: 3375
Joined: Thu Mar 22, 2007 10:40 pm

Post » Sun Nov 01, 2009 4:13 am

There's going to be one last hotfix coming from me if no other stuff comes up - so far the following is slated:

* War Axe of Enfeeblement and Battle Axe of Jinxing apparently had their enchantment fixes reverted for some reason, and they have been un-reverted.
* Horses left over outside Talos Plaza after the main quest will be moved to more logical places.
* Dar-Ma's horse will move to the corral at the Chorrol stables after the Hackdirt quest involving her is over.
* Picking up the pipes in the Hist room in the Blackwood Company will no longer count as theft.
* Fixed ownership on the silver dagger in the Dagon Shrine so it won't count as theft.
* Reverted a rock edit in 21,11 that left 3 smaller ones above it floating free.
* Substituted the outdoor fire at the bandit camp outside Vilverin in such a way that it will not double up the lighting with lighting mods, causing performance issues.
* Redid the method of substitution for the torch lights on the Skingrad Castle bridge as well, so as not to interfere with lighting mods and cause performance issues.
* Proper fix for silver shortswords, daggers, and longswords provided by hexaae.
* Fixed a hole in the side of the Anvil Fighters Guild mesh. Thanks to hexaae and Pacificmorrowind.

Hexaae pointed out the UOP stuck lights in those two spots, and it should have been done differently, and I'm assuming it's ok to include the corrected Anvil mesh he and Pacificmorrowind worked on. I have no idea if there's anything else in need of attention, but I doubt it. It seems that most everything was caught and dealt with already.
User avatar
sw1ss
 
Posts: 3461
Joined: Wed Nov 28, 2007 8:02 pm

Post » Sun Nov 01, 2009 2:49 pm

Petrus once told me that this mod was needed and was not included in the UOP: http://www.tesnexus.com/downloads/file.php?id=4493

Haven't had the problem but might be worth looking at.
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Sun Nov 01, 2009 2:19 pm

Took a look at the Swampy Cave fix file you linked. It does absolutely nothing other than making a clone of one NPC ref which itself is sitting disabled in the cave. I don't see any possible way for that to make any difference since the fix file doesn't alter the quest script or the dead NPC at all.

According to the script attached to the dead NPC, you have to get within 200 units of the corpse. That's REALLY close in game terms, practically standing on it. Maybe that's why some people don't trigger it? Not getting close enough?

In any case, I can't fix something that does not appear to be broken.
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Sun Nov 01, 2009 4:47 pm

OK - Just remembered that in the back of my head and thought maybe it was worth mentioning.
User avatar
Sxc-Mary
 
Posts: 3536
Joined: Wed Aug 23, 2006 12:53 pm

Post » Sun Nov 01, 2009 11:16 am

One more thing Arthmoor before you release :o

In Malacath's quest, going into Lord Drads house is always trespassing
I fixed this myself by editing quest stages 20, 100 and 200 adding a SetCellPublicFlag LordDradsEstateFarm 1 and SetCellPublicFlag LordDradsEstateFarm 0 to them respectively which seems to have fixed the problem.
User avatar
m Gardner
 
Posts: 3510
Joined: Sun Jun 03, 2007 8:08 pm

Post » Sun Nov 01, 2009 11:51 am

One more thing Arthmoor before you release :o

In Malacath's quest, going into Lord Drads house is always trespassing
I fixed this myself by editing quest stages 20, 100 and 200 adding a SetCellPublicFlag LordDradsEstateFarm 1 and SetCellPublicFlag LordDradsEstateFarm 0 to them respectively which seems to have fixed the problem.


I'm not so sure I'd consider that a bug. Just because Malacath sent you to his estate, doesn't mean you should just barge in to his house without being invited. I think it's more likely a flaw that the two of them never leave their house to be accessible while outdoors.
User avatar
Myles
 
Posts: 3341
Joined: Sun Oct 21, 2007 12:52 pm

Post » Sun Nov 01, 2009 7:34 am

Well, he says he welcomes you to his home when you speak to him. So if his house is off limits than this is not the case is it :)
User avatar
Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

Post » Sun Nov 01, 2009 12:30 pm

There's a whole lot of NPCs who will greet you in a completely oblivious manner to your trespass. Lord Drad is no exception to this. Yet when you're not talking to them they're demanding you leave and if you refuse they call the guards. Drad hasn't really got the luxury of guards he can call. Perhaps he's simply being polite to avoid getting killed instead? :)
User avatar
Jinx Sykes
 
Posts: 3501
Joined: Sat Jan 20, 2007 11:12 pm

Post » Sun Nov 01, 2009 3:43 pm

I'm not so sure I'd consider that a bug. Just because Malacath sent you to his estate, doesn't mean you should just barge in to his house without being invited. I think it's more likely a flaw that the two of them never leave their house to be accessible while outdoors.

Although, ironically, after the quest, they're both out attending to the gardening
Spoiler
(surrounded by Ogres :ooo:)

User avatar
Paula Rose
 
Posts: 3305
Joined: Fri Feb 16, 2007 8:12 am

Post » Sun Nov 01, 2009 2:36 pm

Well of course, but that's only after having broken into their home and interrogated them and completing what Malacath wants :)
User avatar
Dj Matty P
 
Posts: 3398
Joined: Sat Jun 09, 2007 12:31 am

Post » Sun Nov 01, 2009 2:53 pm

Version 3.2.2 is up on Nexus now at: http://www.tesnexus.com/downloads/file.php?id=27710

I'm not anticipating the need for another hotfix as it appears there are no issues serious enough to warrant attention now. So unless I broke something, this should be it. Hopefully one day Quarn or Kivan will take notice and fold the changes into the main package, but for now this will have to do :)
User avatar
Stephanie I
 
Posts: 3357
Joined: Thu Apr 05, 2007 3:28 pm

Post » Sun Nov 01, 2009 1:58 pm

Thanks Arthmoor!
User avatar
victoria johnstone
 
Posts: 3424
Joined: Sat Oct 14, 2006 9:56 am

Post » Sun Nov 01, 2009 12:54 am

Version 3.2.2 is up on Nexus now at: http://www.tesnexus.com/downloads/file.php?id=27710

I'm not anticipating the need for another hotfix as it appears there are no issues serious enough to warrant attention now. So unless I broke something, this should be it. Hopefully one day Quarn or Kivan will take notice and fold the changes into the main package, but for now this will have to do :)


I need to install UOP 3.2, then install UOP 3.2.1 Hotfix, and finally install UOP 3.2.2, am I right?

Thanks for your well-done job, Arthmoor!!!!
User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

Post » Sun Nov 01, 2009 6:25 am

You need to install 3.2.0 and then 3.2.2, 3.2.1 was simply the previous hotfix version and all those fixes are contained in 3.2.2 as well.
User avatar
JaNnatul Naimah
 
Posts: 3455
Joined: Fri Jun 23, 2006 8:33 am

Post » Sun Nov 01, 2009 2:56 am

Arthmoor, are you or anyone else planning to apply the hotfix to the MOBS version of the UOP?
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Sun Nov 01, 2009 4:29 am

I hadn't planned to but someone else is free to do that themselves. I'm not sure who usually took care of that before.
User avatar
James Shaw
 
Posts: 3399
Joined: Sun Jul 08, 2007 11:23 pm

Post » Sun Nov 01, 2009 4:49 pm

I was hoping someone would take care of that so I didn't have to myself :P
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Sun Nov 01, 2009 3:59 am

Arthmoor, I'm currently BAINifying things and I have a question.

I've noticed that you included some textures for the silver longsword and silver shortsword in the package, and that they don't have mipmaps. I was under the impression that mipmaps were recommended for all textures in the game to keep Oblivion from having to generate them in-game.

Was there a specific reason for leaving them off? They're easy to have GIMP generate them, but I wouldn't want to mess up a fix.
User avatar
Janeth Valenzuela Castelo
 
Posts: 3411
Joined: Wed Jun 21, 2006 3:03 am

Post » Sun Nov 01, 2009 5:02 am

Hrm. Didn't actually notice they were missing. That came from one of hexxae's fixes and I didn't look at the files beyond making sure the meshes displayed properly. I assume weapons need them though so I guess that's something broken in need of fixing :)
User avatar
Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am

PreviousNext

Return to IV - Oblivion