[RELZ] Unofficial Oblivion Patch 3.2.0 thru 3.2.9 HOTFIXES ,

Post » Thu Dec 08, 2011 6:31 am

Well since you're not using Open Cities, that theory is out. The VWD buildings don't even exist in the closed city worldspaces.

That automap you have there in the lower right though, that needs to generate texture files to make its display work, doesn't it? I wonder if there might be an unknown side effect that's causing the building meshes to flip out?

Otherwise I'm at a loss since I've never seen this kind of thing happen in areas where the VWD objects aren't even placed. If you had been using Open Cities, it could have been explained by another mod's dirty edit reviving the deleted objects. Or by an uncommon game bug where sometimes the VWD images don't load out of memory properly. Either of these requires them to exist to begin with though, and you're definitely seeing the flat surface of the VWD building.
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Poetic Vice
 
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Post » Thu Dec 08, 2011 2:50 am

Now when I'm jailed and get out from prison, Ancotar appear walking close to me.


Ancotar does have an AI pack which has a "find player" action. However this action is only set to fire if you're less than 1000 units away from him, and only if you are on the specific stage of Zero Invisibility where you have to go to the fort to find him.

Since you've completed the quest, I can't account for why he'd show up outside the jails like that. He should revert to his default AI by that time, which has him wander the fort area indefinitely.
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Krystina Proietti
 
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Post » Thu Dec 08, 2011 3:11 am

He is already reverted to his default AI since the first time this happened to me (near Weynon Priory) I fast travelled to Fort Caractarus and found him roaming near his alchemy area.
This behaviour remind me an old bug of http://www.uesp.net/wiki/Oblivion:The_Desolate_Mine_%28quest%29.
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Sakura Haruno
 
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Post » Thu Dec 08, 2011 8:51 am

Yes, those 3 from Desolate Mine had the same problem as the Bleak Mine guards - a find player action on an AI package with insufficient restrictions on when it should work.

Again, Ancotar only has this at one specific stage of the quest, and only when you're within 1000 units of him. Unless something has altered his AI pack in your game, he should not be capable of doing this once you've spoken to him in Zero Invisibility. The quest doesn't even need to be fully completed.
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Chase McAbee
 
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Post » Thu Dec 08, 2011 3:08 am

I remember seeing http://i872.photobucket.com/albums/ab289/Brozly/ScreenShot22.jpgbefore, but not what caused it??
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Jeremy Kenney
 
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Post » Thu Dec 08, 2011 5:19 am

That's leftover VWD data from a mod you're no longer using.
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Emerald Dreams
 
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Post » Thu Dec 08, 2011 6:45 am

I just checked in RefScope, one was from Better Cities, the other, Better Cities B&M, oops :blush:
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naome duncan
 
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Post » Wed Dec 07, 2011 10:28 pm

Oh, you were close enough in that shot to refscope the pieces? In that case it's missing some VWD to avoid the floating stuff issue :)
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Jeremy Kenney
 
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Post » Thu Dec 08, 2011 2:52 am

3.2.10 is up:

* MS08AleronLocheScript has invalid syntax.
* LeyawiinGuardCityPatrolDay01 and LeyawiinGuardCityPatrolNight01 are both missing the LeyawiinGuardPatrolBeginPatrol package. Without this, these two guards will abandon their patrol routes in the city.

Might not be much, but the guard patrol thing really bugged me and I figure it may also have bugged other people too :)
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*Chloe*
 
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Post » Wed Dec 07, 2011 11:19 pm

3.2.10 is up:

* MS08AleronLocheScript has invalid syntax.
* LeyawiinGuardCityPatrolDay01 and LeyawiinGuardCityPatrolNight01 are both missing the LeyawiinGuardPatrolBeginPatrol package. Without this, these two guards will abandon their patrol routes in the city.

Might not be much, but the guard patrol thing really bugged me and I figure it may also have bugged other people too :)

I guess I was not precise in my http://www.gamesas.com/index.php?/topic/1104597-relz-unofficial-oblivion-patch-320-thru-329-hotfixes-uomp-knights-updates-relz/page__view__findpost__p__16177048 about the alchemy master training.
This dialogue bug occur to me when I've the requested bottles in my inventory.

Also this appearance of change dialogue topics is in the vanilla as well, but only when you have the nirnroot quest active and deliver samples of nirnroot to Sinderion each time.


Thanks for the update Arthmoor. :)
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butterfly
 
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Post » Wed Dec 07, 2011 9:33 pm

Thanks for another update.

Some questions:
On all the UOPGuardBowAOESpell's would it be ok to remove the 'visual effect name' to avoid the warnings?

On NPC's is it bad for the 'bound radius' to be 0.0?

Did this rock have an issue for it to be changed?
[REFR:000B654B] (places RockGreatForest045Moss [STAT:0003D026] in GRUP Cell Temporary Children of ReedstandCaveExterior [CELL:00006778] (in Tamriel [WRLD:0000003C] at 22,-20))

Did the meshes change? Most have different sizes from 3.2.9.

possible correction:
SQ07CreatureStormAtronach02 "The Sunken One" [CREA:00009EF7]
change model from skeleton.nif to stormatronach.nif
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Milad Hajipour
 
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Post » Thu Dec 08, 2011 4:26 am

I guess I was not precise in my http://www.gamesas.com/index.php?/topic/1104597-relz-unofficial-oblivion-patch-320-thru-329-hotfixes-uomp-knights-updates-relz/page__view__findpost__p__16177048 about the alchemy master training.


Those details might have helped, yes. Either way I still don't have any characters that can get the topic to pop without hacking up their stats temporarily to allow them to ask for training. It's pretty hard to fix a bug when you can't work with it directly.

Some questions:
On all the UOPGuardBowAOESpell's would it be ok to remove the 'visual effect name' to avoid the warnings?


Probably. That's one of Kivan's tricks so I'd have to look more closely at it but it's not supposed to be something you need to be aware of.

On NPC's is it bad for the 'bound radius' to be 0.0?


I doubt it, since the game comes with tons of them that have that, but the CS also likes to save updated values for NPCs at random which I don't change back. I figure it must have some reason for wanting to do that. If you look at other mods in this much detail (especially those that edit lots of NPCs) you'll notice that a lot of those records get changed, even if they had values other than 0.0 before. If it means something, it would be best to leave it alone. If it doesn't, it's yet another highly irritating bug like the negative water height value that shows up if you edit interior data on a cell record.

Did this rock have an issue for it to be changed?
[REFR:000B654B] (places RockGreatForest045Moss [STAT:0003D026] in GRUP Cell Temporary Children of ReedstandCaveExterior [CELL:00006778] (in Tamriel [WRLD:0000003C] at 22,-20))


That's probably the rock that was already marked as disabled, but hadn't been disabled in such a way that it would be removed from the area the way TES4Edit processes changing deleted records. There's probably more stuff like that and it gets corrected when found but isn't generally worth documenting since it isn't changing it in a way someone would notice while playing.

Did the meshes change? Most have different sizes from 3.2.9.


Always something that gets forgotten. They got passed through PyFFI again along the way.

possible correction:
SQ07CreatureStormAtronach02 "The Sunken One" [CREA:00009EF7]
change model from skeleton.nif to stormatronach.nif


Has there been any trouble noticed in-game with that being wrong? I know I've done that quest a couple of times and never noticed anything out of place about him.
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Daniel Brown
 
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Post » Thu Dec 08, 2011 8:03 am

Those details might have helped, yes. Either way I still don't have any characters that can get the topic to pop without hacking up their stats temporarily to allow them to ask for training. It's pretty hard to fix a bug when you can't work with it directly.

I'm sorry guys, but a least I do show of how reports like mine not should be. :blush:

I suspect there is something in the Skingrad area, which is related to scripted dialogues and the active global scripts of so many quests located in Skingrad. I could be wrong though. :shrug:
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kiss my weasel
 
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Post » Thu Dec 08, 2011 5:12 am


possible correction:
SQ07CreatureStormAtronach02 "The Sunken One" [CREA:00009EF7]
change model from skeleton.nif to stormatronach.nif


I can confirm this one

Has there been any trouble noticed in-game with that being wrong? I know I've done that quest a couple of times and never noticed anything out of place about him.


In the cs editor SQ7 the stormatronach.nif is not checked under model info.

The StormAtronach are little weird. Has the Skeleton.nif Itself is the main body and the other part of the model is the StormAtronach.nif itself. Which has the rest of the body attached to it. This is how they split into two and spin around has it is two model itself.

But If you drop SQ7 directly into the game, it will only have half a body since using only skeleton.nif, it is missing arms and some other parts has well.

It needs to be pointed to ues StromAtronach.nif like the rest of SQ7 and StormAtronachs.

Corepc
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Nicole Kraus
 
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Post » Thu Dec 08, 2011 1:33 am

Got it, I see. That'll get fixed next round. I'll try not to make that next round be 3 days away :P
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Jeff Tingler
 
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Post » Thu Dec 08, 2011 8:48 am

Hi, just wondering about the recent KOTN UOMP hotfix,it seems to conflict with UOMP_1.5_MOBS patch from the Frans patches page, which also overwrites the same 'Knights - Unofficial Patch.esp'?
Backstory: I've been setting up an FCOM install, and directed to use OMOBS 1.0 standalone. OMOBS readme mentions vanilla and SI modifications, but nothing about the optional DLCs. So I figured I need the UOMP_1.5_MOBS patch also to Mobify the weapons from those DLCs. Is this true? If so what is more important, 'Knights - Unofficial Patch.esp' from the UOMP_1.5_MOBS patch, or Arthmoor's KOTN UOMP hotfix (or is there some way to have both?)
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Bee Baby
 
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Post » Thu Dec 08, 2011 12:10 am

If you're not starting a fresh game with Open Cities, OOO, and KOTN, then just go with the other. The sole purpose of the UOMP hotfix was to remove the crash during chargen caused when that combination of mods is used.
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Sanctum
 
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Post » Wed Dec 07, 2011 8:32 pm

Question I know the vampire aging is in wyre but do I still need the citadel door fix or can I save an esp slot instead thanks for any answer.
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Kelvin Diaz
 
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Post » Wed Dec 07, 2011 10:17 pm

Question I know the vampire aging is in wyre but do I still need the citadel door fix or can I save an esp slot instead thanks for any answer.

I barely know what that ESP does. I say get rid of it. If you really notice a difference, add it back.
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sophie
 
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Post » Thu Dec 08, 2011 1:30 am

I barely know what that ESP does. I say get rid of it. If you really notice a difference, add it back.



Thanks
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Jonathan Montero
 
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Post » Wed Dec 07, 2011 7:46 pm

I don't use the door fix and I've never noticed anything wrong with citadel doors.
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Christie Mitchell
 
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Post » Thu Dec 08, 2011 6:00 am

I don't use the door fix and I've never noticed anything wrong with citadel doors.

This is what I meant to say...
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Jarrett Willis
 
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Post » Wed Dec 07, 2011 9:46 pm

It might be a good idea to include the textures that the EU version of GOTY doesn't change.

textures\characters\darkelf\female\
upperbodyfemale.dds
textures\characters\dremora\female\
upperbodyfemale.dds
textures\characters\imperial\female\
upperbodyfemale.dds
upperbodyfemale_n.dds
textures\characters\orc\female\
upperbodyfemale.dds
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Donald Richards
 
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Post » Thu Dec 08, 2011 7:37 am

Is there any indication of what that's supposed to have fixed?
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laila hassan
 
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Post » Thu Dec 08, 2011 6:40 am

Is there any indication of what that's supposed to have fixed?

I don't know, but Bethesda thought it important enough to change them in the 1.2.0416 patch.
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AnDres MeZa
 
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