[RELZ] Unofficial Oblivion Patch 3.2.0 thru 3.2.9 HOTFIXES ,

Post » Thu Dec 08, 2011 7:02 am

None of those locations are abandoned properties taken over by bandits either. :P
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Laura Shipley
 
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Post » Thu Dec 08, 2011 8:35 am

Well, I guess the point is that the cell should have a music type other than the default. Be it Dungeon or Public

I guess Dungeon would be a better choice?
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Cool Man Sam
 
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Post » Thu Dec 08, 2011 3:05 am

[link removed]

Those of you who want a crack at the big list of fixes, there it is. I've made my rounds among the NPCs and I don't see anything broken and they're all doing what they should be now. More eyes on the changes and checks for possible breaks are in order, but I don't forsee any of it being capable of breaking something.

Just drop this in after the UOP plugin and have at it. If all goes well, I'd say a week otta be enough time to test it.
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Amy Siebenhaar
 
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Post » Thu Dec 08, 2011 3:01 am

When I add 3.2.11, WEOCPS detects (and prevents) a crash as follows:

Sun Aug 22 11:16:58 2010 OCPS build 2009-03-28 prevented crash at offset 0x000dfa7f (eip: 0x004dfa7f, TESObjectREFR::DoPostFixup).
Link to 0x00000004 is faulty!
eax=00000000 ebx=19fcaa01 ecx=19fcaa80 edx=004d9b40 esi=19fcaa80 edi=19f4dda0 esp=0012f6dc ebp=19fcaac4

I know UOP doesn't do anything internal to Oblivion, but one of the changes sets up a condition the program doesn't like.

Edit: The averted crash is during startup, so it may simply be this patch being dependent on UOP as a master.
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Gavin boyce
 
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Post » Wed Dec 07, 2011 10:23 pm

Yes, this patch is dependent on UOP as a master. I also had to rebuild my bash patch.

Got it going now. I'm not even at the point in my game where I'll be able to test all this, but I'll hit on as many as I can. I love quests and my new one is to encounter all these npc's :) I've copied and saved the list you (Arthmoor) posted previously in a text file...
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Adam Porter
 
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Post » Thu Dec 08, 2011 1:59 am

Looking over the patch, 2 things:

both the changes to AnvilDailyWorshipEveningUseAltar2 and BravilDailyWorshipMorningUseAltarTiberSeptim conflict with KOTN

And this bug I posted before was forgotten, not sure if it got lost or something but you didn't comment on it being no good.

http://www.uesp.net/wiki/Oblivion:Illegal_Cargo#Bugs
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daniel royle
 
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Post » Wed Dec 07, 2011 6:52 pm

http://www.gamesas.com/index.php?/topic/1104597-relz-unofficial-oblivion-patch-320-thru-329-hotfixes-uomp-knights-updates-relz/page__view__findpost__p__16288444 The spoiler box has the updated changelog in it. The cargo note is in there.

As far as conflicts with KOTN, that's immaterial. Either KOTN would overwrite as expected, or the AI packs getting merged forward in the bashed patch will correct themselves.
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GRAEME
 
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Post » Thu Dec 08, 2011 8:11 am

I meant to add a note of thanks to Arthmoor. I am again impressed with the speed and quality of your work. You are great!
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Stephanie I
 
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Post » Wed Dec 07, 2011 11:28 pm

After looking over the new changelog it also says that you updated the receipt for the missing paintings in the Bruma house, this is also not included :D

Edit: Also changes to Hame not included, Id make sure everything is there from the changelog before releasing :P (or is this just for the test patch?)
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Mylizards Dot com
 
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Post » Wed Dec 07, 2011 11:34 pm

The test patch is probably missing some bits, it's hard to find stuff like that. The main release has it all already. I can try and prod tes4edit into generating another difference patch but I wasn't having much luck with that the first time.
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Jordan Moreno
 
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Post » Thu Dec 08, 2011 4:51 am

Bah, no worries then. That is one impressive changelog I have to say, you have my thanks as well.
You sure you don't want to bump it up a few more numbers :P? 3.2.11 hardly grasps the scope of all these fixes.
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Far'ed K.G.h.m
 
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Post » Wed Dec 07, 2011 10:33 pm

Here is another that I remember:

http://www.uesp.net/wiki/Oblivion:Wenyandawik#Zone_2:_Wenyandawik_Edesel

In particular, it is possible to permanently lock yourself out of the northwest room containing the Ayleid statue. When you pass through the gate at H it will automatically close behind you. If you want to later re-enter this area you must go through the swinging blade traps at T and open gate J BEFORE entering the room containing the statue. The alternative is to go up the stairs into the northwest room and then leave that room using the southern door, which leads to a bridge over the main corridor. Do not jump down off that bridge, especially if you have not yet grabbed the statue. You will jump down outside the locked area, and it is impossible to get back in again, as you cannot open gate J. (On the PC, you can use the tcl console command to get through the door. Or using a combination of the floating paint brushes glitch and/or high Acrobatics skill it is possible to jump back up onto the bridge).

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Nicholas C
 
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Post » Wed Dec 07, 2011 9:58 pm

Early testing report:

Keld's sparring routine is confirmed. Still need to confirm trip to Newland's.
Deetsan is still standing around. She doesn't start reading at 10pm. Does she need a book in her inventory? Also, she doesn't go to bed. Still standing in same spot at 4:45 am.
Can't confirm Trayvond yet (need to create destruction drain spell - my dest. is too high), but he stands around all night too. Does he have a sleep package?

I won't keep reporting in bits and drabs. I'll make notes and summarize them in a day or two...
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Lifee Mccaslin
 
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Post » Wed Dec 07, 2011 6:03 pm

@Arthmoor
Do we need some bash tags for UOP3211?
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Brad Johnson
 
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Post » Thu Dec 08, 2011 5:07 am

http://www.4shared.com/file/2mT5BAGH/UOP3211.html

Ok, so lets try this again. There was a lot I managed to miss in getting that.

And I think this needs to be said: This is a TEST FILE. It is not intended for use in general play as it contains only differences between 3.2.10 and whatever version number gets settled on. 3.3 is looking likely if only due to the scale of changes. It is dependent on the main UOP file, so it should be loaded immediately after it and before anything else. It also does need the tags from the main UOP file copied over, with C.Music added after that.

Assuming all goes well this time around, in about a week or so we should be good to go on a release as long as nothing is broken.
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Sarah Bishop
 
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Post » Wed Dec 07, 2011 11:01 pm

During my current game I noticed a few DB Quest related things that probably should be fixed:

http://www.uesp.net/wiki/Oblivion:Accidents_Happen
  • None of the items in Baenlin's house are marked as private property, and will not be marked as stolen if you take them.

This is probably to avoid problems when his nephew Caenlin moves in. Don't know if a fix is possible, but would be nice if it is.

http://www.uesp.net/wiki/Oblivion:A_Kiss_Before_Dying
When you go to pick up the dead drop you can jump through some bars.
http://www.uesp.net/wiki/Oblivion:The_Coldest_Sleep
Now that business has been taken care of, you should head for Nornal to collect your reward/next contract. The ruins are filled with rats, crabs and marauders, this doesn't change if you're higher than level 5. Upon entering, head down the stairs and take a right. Dive under the water and swim towards the door. It's locked. There exists A Rusty Key, that opens the lock, if your security skill isn't that high. However, an alternative way of entering the room is to use a potion or item that gives you "Water Walking on Self" and walk through the iron bars above the door, effectively bypassing the gate. In the chest is your gold and your next contract. You could also just jump out of the water to get over the gate.


Also, a Thieves Guild related:
The http://www.uesp.net/wiki/Oblivion:Waterfront_Tax_Records that appear in Dareloth's House after you complete the TG quest line, is the wrong one. It is still a Quest Item.
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Paula Ramos
 
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Post » Thu Dec 08, 2011 9:41 am

http://www.4shared.com/file/2mT5BAGH/UOP3211.html

Ok, so lets try this again. There was a lot I managed to miss in getting that.

And I think this needs to be said: This is a TEST FILE. It is not intended for use in general play as it contains only differences between 3.2.10 and whatever version number gets settled on. 3.3 is looking likely if only due to the scale of changes. It is dependent on the main UOP file, so it should be loaded immediately after it and before anything else. It also does need the tags from the main UOP file copied over, with C.Music added after that.

Assuming all goes well this time around, in about a week or so we should be good to go on a release as long as nothing is broken.


Ok, now you've confused me (like that's hard). Which version of the UOP should we be running? I assumed you meant 3.2.0 - do you mean 3.2.10? Both wind up with a plugin called Unofficial Oblivion Patch.esp and I know the UOP plugin is the master, but which version of it?
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Wayne W
 
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Post » Thu Dec 08, 2011 2:39 am

Sorry. The 3211 file needs a complete UOP install + the 3.2.10 Supplemental. I thought that was somewhat obvious since the stuff being checked was differences between 3.2.10 and now.
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Ymani Hood
 
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Post » Wed Dec 07, 2011 8:14 pm

  • None of the items in Baenlin's house are marked as private property, and will not be marked as stolen if you take them.


That's probably because his house and his basemant were flagged as public areas when they shouldn't be. If you go in there and start Z-grabbing stuff, Caenlin gets pretty pissed off about it, but you never get the bounty. Removing the "public place" flag solves that and now there's red hands everywhere. Or will be once I reflect that change into All Natural as well.

http://www.uesp.net/wiki/Oblivion:A_Kiss_Before_Dying
When you go to pick up the dead drop you can jump through some bars.


That sounds like a collision issue on that particular mesh. Which may not be so easy to fix depending on how things look when I get time to look at the mesh. If it needs collision I'll need to get some quick help on that since me and Blender don't like each other :)

Also, a Thieves Guild related:
The http://www.uesp.net/wiki/Oblivion:Waterfront_Tax_Records that appear in Dareloth's House after you complete the TG quest line, is the wrong one. It is still a Quest Item.


Probably just a quest flag on the base item that hasn't been adjusted. Should be easy enough.
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K J S
 
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Post » Thu Dec 08, 2011 6:38 am

Ok, I wasn't sure since you were using the same numbering convention, so I thought perhaps you had packaged everything together to make it easier to release. No biggie, it makes it easier to test.

Thx.
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Laura Cartwright
 
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Post » Thu Dec 08, 2011 2:21 am

Ran into an annoying bug with 3.2.11. Maro Rufus is wandering in the Arboretum on Loredas, as I guess he is supposed to, but the shop is closed. Where is Varnado? He is supposed to pray at the Temple on Sundas. I personally don't like this change because it means I can't barter with this shop in the morning on Loredas... I'll check back later and see if the shop opens at 12:00 pm. Current game time is 10:30 am. I'm wondering if the shop is going to be closed again on Sundas when Varnado's package kicks in...

EDIT: Returned at 1 pm and Maro was still wandering and the door to Best Defense was still locked. I picked the lock and found Varnado inside. I was able to barter with him, although technically I was trespassing. Even when I left the shop, the door still had a red trespass icon. Do both vendors have a key? Maybe both need a "unlock door" instruction :) At least I didn't incur a bounty...
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Tamara Primo
 
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Post » Wed Dec 07, 2011 10:46 pm

Yes, the shop will obviously change hours as the guys go about their intended packages. It's only one day a week for either Maro or Varnado. Maro is gone the whole day, but Varnado only goes to pray on Sundas for 4 hours, starting at 8am.

Though... if the shop is actually closing.... hmmm. They're not configured to disappear during the same time period.

They both have a key, but it could be that since they both share the same shop it's not feasible to have one leave like this.
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Nuno Castro
 
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Post » Wed Dec 07, 2011 5:08 pm

Perhaps they both need to be present to open the shop? There is no reason that only one couldn't handle it :)
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Louise Dennis
 
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Post » Thu Dec 08, 2011 3:58 am

I really thought I had encountered a situation in the past where one of them was there, but the other wasn't - before this patch. I'm not sure though... Anyway, I'd be happy if one was there and the other wasn't, but the shop needs to open. My concern is also that the same thing will happen on Sundas when Varnado is out. The other factor is that I'm running an economy mod, so I can't visit anytime I like. I have to wait until the vendor resets - you know the deal, I'm sure. Also, how long is Maro supposed to wander? I was surprised that he was still out and about despite the fact that it was after 1 pm.

So as I said, Varnado was actually there, but didn't open the shop for some reason. So it sounds like the wander packages are working, it's just a matter of getting one of them to actually open the shop when only one is present...
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Alister Scott
 
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Post » Thu Dec 08, 2011 8:34 am

Maro is set to spend his entire day on Loredas away from the shop. But Varnado is there when Maro is gone. The shop should never be deserted, except when it closes at 8pm. I'd go back on Sundas between 8am and Noon and see if you're still locked out. If so, then their scheduling will either have to be returned to what it was, or some modifications made so they're always both there and both gone at the same times. I think it's largely due to their being two vendors in the same shop.
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His Bella
 
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