[RELz] Unofficial Oblivion Patch v3.2.0,

Post » Sun Nov 01, 2009 12:44 am

Thank you. I'll GIMP them to add the mipmaps before mixing them into my archive.

I'm glad it was an error, frankly, because I spent about an hour or so yesterday adding mipmaps to all the textures from MEAT, and I was worried that had been a mistake.
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Matthew Aaron Evans
 
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Post » Sun Nov 01, 2009 1:27 pm

First, I wanted to thank you Arthmoor for improving even more this fine patch. After seeing the log of the original patch, I guess it was impossible for Quarn and Kivan to continue updating it, since there are so many things to fix its impossible to catch them all in a lifetime, and it probably became incredibly tiresome. So thank you.

I guess you have a few requests for things to add, but I have some "curiosities" worth checking:

The original UOP included two fixed meshes for the dwarven and daedric arrows. The things fixed are somewhere in the log, but, apparently they made a horrible mistake, and every time you drop a dwarven or daedric quiver out of your inventory (i.e. drop more than one of those arrows at once), it disappears. Poof. At least that is what happens in my game. A long time ago, I was explained the issue was because they left the "auto sanitize before exit" option of NifSkope on while working with those meshes. It seems arrow meshes are quite special, and leaving that option on can bork them quite badly. So I was wondering if there is some way of re-fixing those meshes to avoid those problems.

Talking about dwarven arrows, my explorations deep into the BSAs turned out some interesting results lately. Turns out dwarven arrows are using the iron arrow icon, but apparently there's a completely unused dwarven arrow icon in the textures BSA. I pointed dwarven arrows to use that icon with no problems in my game at all, so it seems it was forgotten by the devs.

And about unused stuff, there are some unused magic abilities in the game which suggest that boars were meant to have 25% resistance to magic and imps a 50% (and dremora a 30% reflect damage and 50 fortify magicka ability, but lets forget about that part... it makes fights against them crazy!) Also there are some armor pieces meant to be in the tutorial dungeon but that didn't made it: the rusty iron gauntlets and the rough leather gauntlets and helmet.

And another important thing: there are a lot of spells that really ought to get fixed to make better sense:
-Runestones bound gear spells: these should be set to lesser powers and made immune to silence, else they behave like normal spells (train up conjuration, effectiveness affected by armor worn, etc)
-Ayleid Well spell: same as above.
-Old Lady's Luck spell: should be set to ignore spell absorption/reflection, in fact I would also set to manual spell cost and set the cost to 0, not only this spell but all the activator spells like the ones from wayshrines, altars and the like, to avoid any possible oddities.
-Blood and magicka fountains from oblivion: same as above, it just svcks when you need to use one and the spell is reflected.
-Many spells with the prefix TRAP in their EditorID should also disallow spell absorb/reflect. Think of the Spiddal Poison (spelled SpidalSlowandPoison in-game, which also should be corrected), the frost damage in Frostfire Glade, or the fire column in the middle of the oblivion towers (this should be better changed to some sort of scripted insta-kill instead of a mere 10000 damage health spell to avoid issues with resist magicka)
-And finally, this is arguable, but many greater powers would be a bit more useful if they couldn't be silenced nor absorbed/reflected, specially the racial and birthsign ones.

Well, I admit I've already modded almost all of this myself, except the parts having to do with new scripts or meshes. So what do you think of this, would it be interesting to add all/some/none of it to a future release? I could send you a file with these changes if you want to save time.
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Marine x
 
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Post » Sun Nov 01, 2009 7:15 am

the frost damage in Frostfire Glade
Changing that wouldn't prevent the Resist Frost potions you get in the quest from working, would it?
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Cool Man Sam
 
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Post » Sun Nov 01, 2009 4:33 am

Changing that wouldn't prevent the Resist Frost potions you get in the quest from working, would it?

No, it wouldn't. There's no option in the engine to make magic damage "irresistible"... except to make it scripted, but then it wouldn't be magical anymore.
Wow, the word "irresistible" exists in English? It doesn't appear as a mistake in the firefox auto-corrector, and it's spelled exactly the same as in Spanish. One more thing I know...
Ok, staying on topic, it is just meant to be made immune to absorb/reflect. The devs probably became oblivious to the fact they could turn that option (and many others) on when they had done half of the spells in-game, or didn't think about it, and that's why you have chapel blessings getting reflected and traps that don't make sense being avoided (how can you "reflect" or "absorb" a spore cloud coming out of a plant?)
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krystal sowten
 
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Post » Sun Nov 01, 2009 2:43 am

migck,

If you have all of that stuff done already I'll take a look at it. Since I'm going to need to fix the silver sword thing anyway then we may as well throw some more stuff in too, like how I discovered a missing chunk of the path grid in the SE Imperial Sewers, and one of the sewer gates that has an exposed wall section. So anything more that will bring this that much closer to perfection is fine with me. I just don't want to get bogged down with an endless stream of having to deal with this thing :)
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Amber Hubbard
 
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Post » Sun Nov 01, 2009 7:29 am

It's a dirty job, but somebody's got to do it. :)
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Phillip Brunyee
 
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Post » Sun Nov 01, 2009 4:16 pm

Does the UOP fix the Fingers of the Mountain? I forget exactly what was wrong with the spell but I remember it needed fixin
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Wayland Neace
 
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Post » Sun Nov 01, 2009 1:27 am

Fixing how? I've never run into a problem with it?
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Eilidh Brian
 
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Post » Sun Nov 01, 2009 10:25 am

Fixing how? I've never run into a problem with it?

About the scaling? Such as if you got the spell early it would be weaker if you had got the spell later. Does that make any sense..
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Vickey Martinez
 
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Post » Sun Nov 01, 2009 3:35 pm

About the scaling? Such as if you got the spell early it would be weaker if you had got the spell later. Does that make any sense..

The whole game is scaled... "Fixing" those kinds of "bugs" belongs to mods like OOO, Frans and suchlike.

Vac
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chloe hampson
 
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Post » Sun Nov 01, 2009 2:20 pm

The whole game is scaled... "Fixing" those kinds of "bugs" belongs to mods like OOO, Frans and suchlike.

Vac

If I had Frans that would fix it then?
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dell
 
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Post » Sun Nov 01, 2009 12:24 pm

If I had Frans that would fix it then?

I can't say what all Frans does and doesn't do, because I really don't know. Take a look at the excellent http://www.gamesas.com/bgsforums/index.php?showtopic=820948&hl= by bg2408. Maybe it has some useful info for you? Either that or look for the current threads for mods that re-scale the game. I would assume they remove the scaling on quest rewards, but as I said; I really don't know what all they do and don't do.

Vac
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daniel royle
 
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Post » Sun Nov 01, 2009 7:11 am

I can't say what all Frans does and doesn't do, because I really don't know. Take a look at the excellent http://www.gamesas.com/bgsforums/index.php?showtopic=820948&hl= by bg2408. Maybe it has some useful info for you? Either that or look for the current threads for mods that re-scale the game. I would assume they remove the scaling on quest rewards, but as I said; I really don't know what all they do and don't do.

Vac

Thanks for your help
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Jessica Raven
 
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Post » Sun Nov 01, 2009 4:25 am

No problem, hope it helps!

While I'm posting here anyway, thanks a lot for picking up this torch Arthmoor, even if just temporarily. Good for you! :icecream:

Vac
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jasminε
 
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Post » Sun Nov 01, 2009 1:28 am

Does the UOP fix the Fingers of the Mountain? I forget exactly what was wrong with the spell but I remember it needed fixin

I think what you mean is, getting the Fingers Spell a higher levels results in such a costly spell you may not be able to cast it, see the http://www.uesp.net/wiki/Oblivion:Leveled_Spells#Finger_of_the_Mountain on it.

As I recall, what the UOP does is grant you a rebalanced spell depending on your destruction skill at the time, as oppose to your level.
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Ice Fire
 
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Post » Sun Nov 01, 2009 4:06 am

...
Not so much a bug as the same design that allows a player with 7 novice magic skills to be arch-mage...
I didn't know the UOP did that though.

Vac
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jessica sonny
 
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Post » Sun Nov 01, 2009 9:41 am

Not so much a bug as the same design that allows a player with 7 novice magic skills to be arch-mage...
I didn't know the UOP did that though.

Vac


The same could be said for any guild, I always viewed it more as how much I contribute to the guild instead of my skill.
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Carlos Vazquez
 
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Post » Sun Nov 01, 2009 7:18 am

I think what you mean is, getting the Fingers Spell a higher levels results in such a costly spell you may not be able to cast it, see the http://www.uesp.net/wiki/Oblivion:Leveled_Spells#Finger_of_the_Mountain on it.

As I recall, what the UOP does is grant you a rebalanced spell depending on your destruction skill at the time, as oppose to your level.

No, what the UOP does is turning off the "Manual spell cost" from the FotM spell, so that it's cost is affected by your destruction skill. Else it's cost would not change no matter your skill, and would be impossible to cast at high levels.
What you're describing is Supreme Magicka's system to adapt the FotM and Wizard's Fury spells to your current level and skills.
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Darlene DIllow
 
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Post » Sun Nov 01, 2009 11:00 am

I see there is at least one more version of the Unofficial Patch Patch in the making. I'll hold off for that one, but have a simple question in the interim. Looks like the Patch Patch will replace our original Patch esp. This being Arthmoor's baby, can I assume that the new esp will not require auto cleaning with TES4edit? (Filter / remove "Identical to Master" records / "Undelete and Disable References".)

-Decrepit
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Killah Bee
 
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Post » Sun Nov 01, 2009 9:51 am

This being Arthmoor's baby, can I assume that the new esp will not require auto cleaning with TES4edit? (Filter / remove "Identical to Master" records / "Undelete and Disable References".)


Hey, they don't call me Mr. Clean for nothing :)

Yes, it will be clean. One exception - there is a faction dialogue edit that will show up as dirty if you're using SI. That edit is deliberate though. Kivan explained it once but I've long since forgotten. It's apparently necessary somehow and for non-SI users it won't be a dirty edit.
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lexy
 
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Post » Sun Nov 01, 2009 1:15 am

UOP fix shows as tagged with 'scripts' in Wrye Bash. The changelog doesn't mention anything about this tag. Should I leave it as it is or remove it before rebuilding the bash?
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Steve Fallon
 
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Post » Sun Nov 01, 2009 7:35 am

You should leave that one in place since there's a few scripts that should be carried forward rather than being lost along the way. If it ends up generating conflicts with something else you have just remove it like you would any other. The big thing was getting rid of that water tag.
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Nany Smith
 
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Post » Sun Nov 01, 2009 9:36 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?
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evelina c
 
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Post » Sun Nov 01, 2009 1:00 pm

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
Now the really weird part the southwest corner of Cheydinhaal was
missing a chunk - you could walk right into the closed city/low res
space. I found another wall tear on the other side near the lake and
north of the east gate - but really hard to see except at an angle.

and two posts down with pics:
Ok so no my missing walls and Cheydinhaal having nothing to do with the
UL mod - sorry, just hadn't visited that section long enough and then
after installing the UL mod thought it was the cause.
Pics: http://i361.photobucket.com/albums/oo54/psymon11b/ScreenShot12.jpg & http://i361.photobucket.com/albums/oo54/psymon11b/ScreenShot15.jpg

Thought
it was maybe MMM wall archers and after updating to the new MMM - and
then disabling the archers mod for testing that is not it either.
So missing/torn walls at Cheydinhal.

Disabled only UOP and they returned. Tes4edit shows only UOP touches them.
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Laura Samson
 
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Post » Sun Nov 01, 2009 3:12 pm

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?
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Gill Mackin
 
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