[RELZ] Unofficial Oblivion Patch 3.2.0 thru 3.2.9 HOTFIXES ,

Post » Wed Aug 18, 2010 7:56 pm

I think he want's a 3.3 Release... :shrug:

Yes eventually in the future, but an updated numbered version for the UOP 3.2.0 Self Installer. :user:
Spoiler
UOP 3.2.0 >>> UOP 3.2.10 version of that Self Installer.exe file instead of the existing one

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meg knight
 
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Post » Wed Aug 18, 2010 7:45 pm

So you want it to all in one package?
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Ladymorphine
 
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Post » Thu Aug 19, 2010 3:45 am

So you want it to all in one package?

Yes I would like that, because there is too many UOP archive versions between the self installer version. :)
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Devils Cheek
 
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Post » Wed Aug 18, 2010 4:19 pm

There's just one?
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Nicole Coucopoulos
 
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Post » Wed Aug 18, 2010 4:11 pm

I've intentionally refrained from posting so far but now feel I have to respond.

The discussed proposals and "fixes" were mostly noted and duly ignored when the original UOP was being compiled.
The patch is now starting to address "what if" and "should have been" issues that can't be considered vanilla game bugs, which was the whole idea and concept of the mod to begin with.
As one of the beta testers of the original patch I will confirm that quarn and more especially Kivan were quite specific in what constituted a bug.
It's time to get back to that mode of thinking.
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Amanda Furtado
 
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Post » Wed Aug 18, 2010 4:24 pm

I decided to go through all NPC pages on UESP to see if any problems were found that are not labeled as fixed by the UOP, here are the ones that I found sorted by place,


And most of those listed at the bottom of each page say Notes: And explain what has been noticed in game. Which means unique behavior or strange ai sometimes..not actual bugs.

Yes, there are few that have Bugs listed. I am sure at one Point Kivan and Quarn went through that list and looked it over to see what was deemend a real bug that could break a quest etc, or stop it from running fully, or not make a npc function correctly etc.

Sure Some may have been discovered since then. But they really need to be game breaking to be a bug once again.

Some of them are by design, not a bug, but a feature I say. Shady Sam for instace you cannot persuade him, that is feature not a bug.

or Collatinus_Vedius trying to find a open bed to sleep in is not a bug to me for example..does not own a bed because you end up killing him anyways..
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Kayla Oatney
 
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Post » Wed Aug 18, 2010 2:22 pm

Yes eventually in the future, but an updated numbered version for the UOP 3.2.0 Self Installer.


I have no control over that package, and I won't be attempting to either. Nor will I be making a self installer out of the Supplemental.

If you're confused about which 3.2.0 package you need, get the bigger one, because the 3.2.0 "hotfix" was supposed to be only what you needed if you were using a version of the UOP prior to 3.2.0.

I've intentionally refrained from posting so far but now feel I have to respond.

The discussed proposals and "fixes" were mostly noted and duly ignored when the original UOP was being compiled.
The patch is now starting to address "what if" and "should have been" issues that can't be considered vanilla game bugs, which was the whole idea and concept of the mod to begin with.
As one of the beta testers of the original patch I will confirm that quarn and more especially Kivan were quite specific in what constituted a bug.
It's time to get back to that mode of thinking.


As was said before, not all of that big list is going to get included, but stuff with obviously impossible conditions (AI packs) and clearly buggy configurations will get fixed, because those ARE bugs. I'm still looking through the list and have so far only made it to Bravil, and am only part way into examining those to see what should be done, if anything.

And most of those listed at the bottom of each page say Notes: And explain what has been noticed in game. Which means unique behavior or strange ai sometimes..not actual bugs.


Yes, and it's also not difficult to tell what should have been a bug if you dig around in what's being mentioned.

However, I disagree with the notion that bug must be "game breaking". If that were the case, then about 80% of the UOP should be scrapped right now because it's not "game breaking" when floating objects are visible, or a rock is turned so you can see through the underside, or when there are typos in dialogue subtitles, or when pieces of tilesets are buried underground where you can't even see them.

There isn't a single thing on the NPC list that would be considered game breaking. That doesn't mean it shouldn't still be fixed to behave the way it was clearly intended.

I realize this is a somewhat grey area, but purist arguments obviously don't hold much weight or Kivan himself would have denied 95% of what people reported on the basis that the game functions perfectly fine without the fix.

To all: I'd ask patience. Give me time to go over the list. I'll come back with the ones I'm actually intending to act on, then we can debate the details then. Until then, it doesn't serve a lot of purpose to complain about things that may not even have happened yet.
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Jason White
 
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Post » Wed Aug 18, 2010 3:49 pm

Alright, this is the list of stuff that's being dealt with so far. Stuff that has a known entry on UESP is marked with the link to the bug.

Spoiler
* SQ07CreatureStormAtronach02 was assigned the wrong skeleton mesh and has been corrected to use stormatronach.nif like the other SQ07 atronachs.
* The DarkSister topic fix placed the two required voice support files in the wrong folder and has been corrected.
* Addressing an old complaint: The fire at Vilverin has been exchanged for one that makes smoke.
* Another old report: The dock lamp north of Vilverin has no light source.
* Laythe Wavrick gets marked non-essential at the end of the Stolen Painting quest, which can leave him vulnerable to being killed before the end of Sins of the Father.
* Fixed the CS warnings about path grids with too many connections.
* In quest "The Wandering Scholar" the player is told to go to a location northeast of Sutch. This should have referenced Anvil instead as Sutch was cut from the game.
* In quest "Sins of the Father" Fathis Ules will continue to stalk the player even if the initial quest offer is declined.
* Several rug pieces in cell ChorrolCastlePrivateQuarters were not grounded properly.
* The bed in Ocato's chamber has been changed to be owned by the IC Palace faction so Evangeline Beanique will perform her intended sleep package.
See: http://www.uesp.net/wiki/Oblivion:Evangeline_Beanique#Bugs
* AI pack AhMalzFightersGuild changed to a wander pack. The travel pack type had Ah-Malz standing in place.
See: http://www.uesp.net/wiki/Oblivion:Ah-Malz#Bugs
* The replacement columns in the IC Arena have been modified so that mods which may need to move them can do so without requiring the UOP as a dependency.
* The rock in the road in SE Anvil has been deleted, and the sidewalk pieces it was covering a hole for pushed down just enough to cover it with the street instead.
* The subtitle for the rumor in Skingrad about Agnete was wrong.
* Fathis should have slept at The Oak and Crosier between midnight and 9am while Sins of the Father is active. No bed was available though.
The spare room has been marked as owned by the Chorrol city faction so he can use it.
See: http://www.uesp.net/wiki/Oblivion:Fathis_Ules#Bugs
* Bugak gro-Bol had a schedule conflict that would cut short his wander package, and also caused his meal time to last longer than intended.
See: http://www.uesp.net/wiki/Oblivion:Bugak_gro-Bol#Bugs
* Weatherleh could be left in its ruined state for the remainder of the game if the player rushes into Redguard Valley Cave too quickly in "Sins of the Father".
See: http://www.uesp.net/wiki/Oblivion:Sins_of_the_Father#Bugs
* Romana Faleria had two sleep packages which conflicted with each other, and her meal package would not fire.
She also has a line of dialogue which was out of order and could never be spoken.
She ALSO had an AI pack to confine her in Bruma during Martin's exit to the battlefield, but that would send her back to the IC. This pack has been removed.
See: http://www.uesp.net/wiki/Oblivion:Romana_Faleria#Bugs
* If Gromm is killed after "Accidents Happen" his body will vanish instantly.
See: http://www.uesp.net/wiki/Oblivion:Gromm#Bugs
* Aelwin Merowald's House is marked as being owned by the Chestnut Handy Stables faction, which could result in him being killed for trespassing.
See: http://www.uesp.net/wiki/Oblivion:Weye#Notes
* Heinrich Oaken-Hull has a subtitle mentioning his ship, however the Serpent's Wake is not his ship and the recorded audio left this out.
See: http://www.uesp.net/wiki/Oblivion:Heinrich_Oaken-Hull#Bugs
* Corvus Umbranox cannot use the bed in the royal quarters for his sleep package due to it being owned only by Milona.
See: http://www.uesp.net/wiki/Oblivion:Corvus_Umbranox#Bugs
* Llensi Llaram could not offer athletics training as intended due to being set to auto-calc her stats.
See: http://www.uesp.net/wiki/Oblivion:Llensi_Llaram#Notes
* AI pack AnvilDailyWorshipEveningUseAltar2 had the wrong location target set, causing the cast spell to fly aimlessly across the room.
See: http://www.uesp.net/wiki/Oblivion:Didier_Aumilie#Notes
* BravilVisitLuckyOldLady12x2 had impossible conditions to meet, and so would never execute for those NPCs using it. It has been set to execute when "Following A Lead" and "Honor Thy Mother" are not running.
See: http://www.uesp.net/wiki/Oblivion:Dro%27Nahrahe#Bugs http://www.uesp.net/wiki/Oblivion:Brokil_gro-Shatur#Bugs http://www.uesp.net/wiki/Oblivion:Fathis_Aren#Bugs
* Fathis Aren never sleeps in his bed as he's supposed to due to packages being in the wrong order.
See: http://www.uesp.net/wiki/Oblivion:Fathis_Aren#Bugs
* AI pack BravilDailyWorshipMorningUseAltarTiberSeptim positions NPCs in front of the altar of Arkay, when it clearly should put them in front of the Tiber Septim altar.
See: http://www.uesp.net/wiki/Oblivion:Hans_Black-Nail#Bugs
* Hans Black-Nail also had two conflicting sleep packages.
* Carandial's wilderness AI packs had impossible conditions on them.
See: http://www.uesp.net/wiki/Oblivion:Carandial#Bugs
* Henantier's AI schedule had some duplicate packages that would never execute which have been removed.
See: http://www.uesp.net/wiki/Oblivion:Henantier#Bugs
* AI BravilMGItaRienusCastMysticism needs the "must complete" flag or Ita Rienus will not peform the package for the entire specified time.
See: http://www.uesp.net/wiki/Oblivion:Ita_Rienus#Bugs
* Daenlin's Sunday hunting package is cut short due to his services package being loaded in the wrong order.
See: http://www.uesp.net/wiki/Oblivion:Daenlin#Notes
* Ranoline had AI packs with conflicting schedules.
* Kurdan gro-Dragol could not execute his sleep package due to bed ownership issues.
See: http://www.uesp.net/wiki/Oblivion:Kurdan_gro-Dragol#Bugs
* Camilla Lollia will stalk the player even if "A Plot Revealed" has been completed without encountering her in Bruma.
See: http://www.uesp.net/wiki/Oblivion:Camilla_Lollia#Bugs
* An extra bedroll was added to Jearl's house so both NPCs can sleep as intended.
See: http://www.uesp.net/wiki/Oblivion:Jearl#Notes
* Selena Orania was not marked essential and if killed before "A Plot Revealed" she would sill show up as a body in the destroyed guild hall.
See: http://www.uesp.net/wiki/Oblivion:Selena_Orania#Notes
* Naspia Cosma had an AI pack with no useful purpose removed.
See: http://www.uesp.net/wiki/Oblivion:Naspia_Cosma#Bugs
* AI Pack FGKeldSpar corrected to allow Keld to perform his entire schedule as intended.
See: http://www.uesp.net/wiki/Oblivion:Keld_of_the_Isles#Bugs
* AI Pack CheydinhalMGDeetsanRead22x4 corrected to use the proper schedule.
See: http://www.uesp.net/wiki/Oblivion:Deetsan#Bugs
* Trayvond the Redguard could not do training in destruction due to his training level being set to 0.
See: http://www.uesp.net/wiki/Oblivion:Trayvond_the_Redguard#Notes
* Uurwen's meal package would never execute due to being in the wrong order.
See: http://www.uesp.net/wiki/Oblivion:Uurwen#Bugs
* An extra bedrool was added to the Chorrol Fighters Guild basemant to allow both NPCs who sleep there to do so.
See: http://www.uesp.net/wiki/Oblivion:Lum_gro-Baroth#Notes
* AI Pack ChorrolBeggarEat18x2 corrected to be an eat package rather than a find package.
See: http://www.uesp.net/wiki/Oblivion:Lazy_Kaslowyn#Notes http://www.uesp.net/wiki/Oblivion:Nermus_the_Mooch#Notes
* If the player speaks to Prior Maborel first about assistance, he will offer to let you take his horse but the ownership status is not properly updated.
See: http://www.uesp.net/wiki/Oblivion:Prior_Maborel#Bugs
* Eugal Belette has an incorrectly configured wander package. Such packages require a target, using a generic cell causes the NPC to stand in place for the duration.
See: http://www.uesp.net/wiki/Oblivion:Eugal_Belette#Bugs
* The XMarkerHeading object used by Honditar's morning practice AI pack had no target data, causing him to shoot over the top of his intended target.
* Bothiel's wander package was not configured properly, resulting in here often remaining asleep when she should be awake.
See: http://www.uesp.net/wiki/Oblivion:Bothiel#Bugs
* Gaspar Stegine's second reading package and his spell practice package were not executing properly due to a schedule conflict with his sleep package.
See: http://www.uesp.net/wiki/Oblivion:Gaspar_Stegine#Bugs
* Amusei's sleep packages do not execute properly due to ordering conflicts with his wander packages.
He is also only supposed to visit Dareloth's Basemant two days out of the week, but the duration on the AI pack is too long.
AND he also gets back the wrong gear at the end of "Ahdarji's Heirloom".
See: http://www.uesp.net/wiki/Oblivion:Amusei#Bugs
* Adrian Decanius had conflicting sleep packages.
See: http://www.uesp.net/wiki/Oblivion:Adrian_Decanius#Bugs
* Dul gro-Shug's meal package moves him out of the King and Queen tavern, where he's intended to spend 6 hours of his day.
See: http://www.uesp.net/wiki/Oblivion:Dul_gro-Shug#Bugs
* Geem Jasaiin's sleep package did not have it's time and duration set.
See: http://www.uesp.net/wiki/Oblivion:Geem_Jasaiin#Bugs
* Winson's arena AI incorrectly had the "must complete" flag set, which caused him to remain there permanently upon his arrival.
See: http://www.uesp.net/wiki/Oblivion:Winson#Bugs
* Gelephor was not in the Bravil Skooma Den faction and could therefore become permanently stuck in Bravil once he arrived.
See: http://www.uesp.net/wiki/Oblivion:Gelephor#Bugs
* Jensine's package to go find Fathis Ules was configured incorrectly and has been fixed. A condition was also added to make sure she doesn't follow him all the way to Chorrol.
She also said the goodbye line about Audens Avidius even if "Imperial Corruption" is completed.
She ALSO would continue to give her "Who told you that" line after refusing to testify.
See: http://www.uesp.net/wiki/Oblivion:Jensine#Bugs
* Maro Rufus could not execute his wander package in the Arboretum due to his default package being set too high in the order.
See: http://www.uesp.net/wiki/Oblivion:Maro_Rufus#Bugs
* Varnado could not execute his worship package at the Temple of the One due to his default package being set too high in the order.
He was also a member of the Chorrol Citizens faction with no reason to be in it.
See: http://www.uesp.net/wiki/Oblivion:Varnado#Bugs
* Agarmir could not execute his package to eat at the Tiber Septim Hotel due to it being in the wrong order.
See: http://www.uesp.net/wiki/Oblivion:Agarmir#Bugs
* Gemellus Axius had a conflicting wander package blocking his meal package.
See: http://www.uesp.net/wiki/Oblivion:Gemellus_Axius#Bugs
* Trenus Duronius was not in the Bravil Skooma Den faction and could therefore become permanently stuck in Bravil once he arrived.
See: http://www.uesp.net/wiki/Oblivion:Trenus_Duronius#Bugs
* Tsavi will stand in one spot upon entering either the Leyawiin Mages Guild or the Leyawiin Chapel Hall due to misconfigured wander packages.
A useless package was also removed from her schedule.
See: http://www.uesp.net/wiki/Oblivion:Tsavi#Notes
* Cingor did not possess the normal Mythic Dawn bound armor spell.
See: http://www.uesp.net/wiki/Oblivion:Cingor#Notes
* AI pack LeyawiinExploreThreeSisters20x4 was misconfigured as a travel package instead of a wander package.
See: http://www.uesp.net/wiki/Oblivion:Ahdarji#Bugs
* AI pack LeyawiinChapelHallExplore incorrectly had the "Continue if PC Near" flag set.
See: http://www.uesp.net/wiki/Oblivion:Kantav_Cheynoslin#Bugs http://www.uesp.net/wiki/Oblivion:Silana_Blandia#Bugs
* Janus Hassildor will no longer block dialogue near the end of "Ulterior Motives" if the player speaks to him again before completing the quest.
See: http://www.uesp.net/wiki/Oblivion:Janus_Hassildor#Bugs
* Maglir would continue to follow the player even if expelled from the Fighters Guild during "Den of Thieves".
See: http://www.uesp.net/wiki/Oblivion:Maglir#Notes
* Vigge the Cautious had a schedule conflict keeping him from performing his chapel wander package.
See: http://www.uesp.net/wiki/Oblivion:Vigge_the_Cautious#Bugs
* Marie Palielle could not execute her wander package due to it being out of order.
She also had a misconfigured package inside the Skingrad chapel.
See: http://www.uesp.net/wiki/Oblivion:Marie_Palielle#Bugs
* Agnete the Pickled had a scheduling conflict that blocked her wander package from executing.
See: http://www.uesp.net/wiki/Oblivion:Agnete_the_Pickled#Bugs
* Falanu Hlaalu had a scheduling conflict preventing her from performing her daily worship routine in the chapel.
See: http://www.uesp.net/wiki/Oblivion:Falanu_Hlaalu#Bugs
* Ambroise Canne's AI packs directing him to work in the Surilie Brothers' yard had two problems: 1) He was unable to equip the rake. 2) He was not offering training services.
See: http://www.uesp.net/wiki/Oblivion:Ambroise_Canne#Bugs
* Bernadette Peneles would be seen raking the path in Tamika's yard instead of the grass due to the radius on the AI pack being too large.
See: http://www.uesp.net/wiki/Oblivion:Bernadette_Peneles#Bugs
* Davide Surilie's morning work package was an hour too short, causing him to always leave for home to eat lunch rather than eat in the vineyard, assuming it isn't raining.
See: http://www.uesp.net/wiki/Oblivion:Davide_Surilie#Bugs
* Else God-Hater has a room and bed marked as hers, but her AI pack did not have her using it. She would therefore sleep in whatever random bed was convenient.
See: http://www.uesp.net/wiki/Oblivion:Else_God-Hater#Notes
* Eyja's eat package after moving to Rosethorn Hall and her market wander package were both improperly set up as find packages, causing them to fail.
See: http://www.uesp.net/wiki/Oblivion:Eyja#Bugs
* Undena Orethi had scheduling conflicts between her work package and sleep package, as well as no location being set on her noon time eat package.
A useless travel package has also been removed.
See: http://www.uesp.net/wiki/Oblivion:Undena_Orethi#Bugs
* Sakeepa's entire herd will follow him as intended during his sheep herding package.
See: http://www.uesp.net/wiki/Oblivion:Sakeepa#Notes
* The door to Hanz gro-Hubrag's house in Blankenmarch was not owned by him.
* The door to Philip Franc's house in Blankenmarch was not owned by him.
* Slight bit of furniture rearrangement in Ri'Bassa's house to allow space to turn the single bed into a double so both NPCs who live there can execute their sleep packages.
See: http://www.uesp.net/wiki/Oblivion:Zabhila#Notes
* Ferrum's meal package could not execute due to an impossible set of conditions.
See: http://www.uesp.net/wiki/Oblivion:Ferrum#Bugs
* Schlera Sestius' wander package was in the wrong position, blocking both of her other packages. She also lacked a key to get into the room she should sleep in.
See: http://www.uesp.net/wiki/Oblivion:Schlera_Sestius#Bugs
* Davela Hlaren's bed rental dialogue used the wrong condition check to see if the player had the money to pay.
See: http://www.uesp.net/wiki/Oblivion:Davela_Hlaren#Bugs
* A rumor about how the Fighters Guild raided a family tomb could be given even if the player never actually raids the tomb in "Amelion's Debt".
See: http://www.uesp.net/wiki/Oblivion:Amelion%27s_Debt#Notes
* Stage 40 in "Mystery at Harlun's Watch" could trigger incorrectly in one of the log entries if only 14 of the required 15 trolls were killed, which throws off other dialogue in the quest, making it impossible to finish.
See: http://www.uesp.net/wiki/Oblivion:Mystery_at_Harlun%27s_Watch#Bugs
* A rumor about a cover up involving the Fallen Rock Cave contract would circulate even if the player told Modryn Oreyn the truth about what happened.
See: http://www.uesp.net/wiki/Oblivion:Unfinished_Business#Notes
* In Forsaken Mine, if the player visits before "Trolls of Forsaken Mine" and does not return until after the cell resets, all of the bodies which should be visible will have been removed.
If this has already happened in the game, this fix cannot undo that, but it will prevent it from happening if the player has not yet visited the dungeon.
See: http://www.uesp.net/wiki/Oblivion:Trolls_of_Forsaken_Mine#Notes
* In "The Hist" it was possible to get expelled from the Fighters Guild if the player attacked Maglir before he spoke.
See: http://www.uesp.net/wiki/Oblivion:The_Hist#Bugs
* Erthor will continue to follow the player if he is expelled from the Mages Guild while escorting him back to Skingrad.
See: http://www.uesp.net/wiki/Oblivion:Skingrad_Recommendation#Bugs
* During "The Bloodworm Helm" it is possible to outdistance the entrance to Fort Teleman which will cause the stage 20 update to fail, leaving the quest marker pointing to the exit instead of the location of Irlav's body. The GetDistance check has been replaced with a trigger zone just inside the fort entry, which is more reliable.
The body also would remain after the quest was completed and not be removed on cell respawn.
See: http://www.uesp.net/wiki/Oblivion:The_Bloodworm_Helm#Bugs
* During "Arrow of Extrication" quest markers for going to Bravil would still point to the beggars even if they were dead.
See: http://www.uesp.net/wiki/Oblivion:Arrow_of_Extrication#Bugs
* Arrving outside Gweden Farm before 11pm during "The Siren's Deception" will trigger both journal entries for stage 50 due to an incorrect comparison operator being used.
See: http://www.uesp.net/wiki/Oblivion:The_Siren%27s_Deception#Bugs
* Two paintings in the Bruma player house were never enabled after purchasing the Upper Wall Hangings upgrade.
The receipt for this upgrade will also reflect the proper quantity of paintings, which was wrong either way.
See: http://www.uesp.net/wiki/Oblivion:Buying_a_house_in_Bruma#Notes
* When first entering the painted forest in "A Brush with Death" it could be possible for Rythe to fail to initiate his greeting to the player. This has been fixed by removing the distance check on his script so he will peform it regardless of how far away from the player he is. This could have been due to his AI pack having a radius large enough to pull him away from the entry point.
See: http://www.uesp.net/wiki/Oblivion:A_Brush_with_Death#Bugs
* Black Brugo would continue to try and follow Alonzo if he was dead. The bug report also mentions Roxy but Brugo has no AI covering him.
See: http://www.uesp.net/wiki/Oblivion:Knights_of_the_White_Stallion_%28quest%29#Bugs
* It was possible to hire Eyja as your house servant even if you didn't have enough gold to pay the cost.
See: http://www.uesp.net/wiki/Oblivion:Helping_Hands#Notes
* Even if you could not afford to rent the bed at Imperial Bridge Inn, you'd still have gold deducted from you and the room would still be made available.
See: http://www.uesp.net/wiki/Oblivion:Imperial_Bridge_Inn#Bugs
* The UOP changed "silver glass" to "silver cup" but failed to update the quest journals and dialogue for the heavy armor training quest. The journals are fixed, but the dialogue will be left as-is since the audio still references glasses.
See: http://www.uesp.net/wiki/Oblivion:Heavy_Armor_Training#Notes
* On board the Sea Tub Clarabella, there is a note that is part of an unjournaled quest, written by First Mate Filtch. This note cannot be picked up if dropped.
See: http://www.uesp.net/wiki/Oblivion:Illegal_Cargo#Bugs
* If the player has joined the Mages Guild and is then expelled before "The Path of Dawn", TarMeena will not be in the Arcane University lobby and thus unavailable to complete the quest.
See: http://www.uesp.net/wiki/Oblivion:The_Path_of_Dawn#Bugs
* When renting a room from Shuravi, though you still must have enough gold on you to get the "Yes" option, none will actually be subtracted from your total if you accept.
See: http://www.uesp.net/wiki/Oblivion:Three_Sisters%27_Inn#Bugs
* When renting a room from Andreas Draconis, you could get away with paying as little as 10 gold for her 20 gold room due to a faulty dialogue condition.
* AngaWallSwitch01SCRIPT does not contain an OnReset block, so the switch governed by it will not reset with the rest of the cell.
See: http://www.uesp.net/wiki/Oblivion:Anga#Bugs
* A welkynd stone inside level 2 of Hame was set a ridiculous distance outside the playable area and has been moved to where it can be retreived.
See: http://www.uesp.net/wiki/Oblivion:Hame#Notes
* If the book "Cleansing of the Fane" is picked up and in the player's inventory before "Nothing You Can Possess" gets started, the player cannot trigger one of the quest stages by reading the book from their inventory due to the book's script having no OnEquip block to do this.
See: http://www.uesp.net/wiki/Oblivion:Nothing_You_Can_Possess#Bugs
* One of the benches in Fort Nikel would trap the player inside a pillar if sat on.
See: http://www.uesp.net/wiki/Oblivion:Fort_Nikel#Notes
* All of Ancotar's items outside at Fort Caractacus was marked as owned by Fathis Aren.
See: http://www.uesp.net/wiki/Oblivion:Ancotar#Notes
* Seridur does not have vampire dust on him when he dies.
See: http://www.uesp.net/wiki/Oblivion:The_Order_of_the_Virtuous_Blood_%28quest%29#Notes
* If the player spoke to Ralsa Norvalo after starting "Canvas the Castle" she would act as though you had come back to reconsider taking up "The Order of the Virtuous Blood" due to the dialogue condition checking the wrong quest.
See: http://www.uesp.net/wiki/Oblivion:The_Order_of_the_Virtuous_Blood_%28quest%29#Bugs
* The cooking plank at Crestbridge Camp is left behind when the rest of the camp is dismantled.
See: http://www.uesp.net/wiki/Oblivion:Crestbridge_Camp#Notes
* The betting formula that takes the player's luck into account had some glitches in it causing the bonus health to not be applied if luck was either 99 or > 100.
See: http://www.uesp.net/wiki/Oblivion:Arena_%28building%29#Betting
* The Descendent and Subjacent versions of the Shock damage/Resist shock sigil stones have now been fully corrected to fit the pattern of the other stones of the same type.
See: http://www.uesp.net/wiki/Oblivion:Sigil_Stone
* If the legion patrol that comes to your aid during "The Battle for Castle Kvatch" manages to survive the whole battle, they will stand around in the chapel with their swords drawn forever.
* Added the C.Music bash tag to the description field.


I also had a nice big list of the ones that aren't getting dealt with for one reason or another, but dummy me forgot to save the file and lost all the typing and I'm not about to go through and even try to revive it now.

None of this list is considered game breaking, so let's just establish right off the bat that this is so, much like about 95% of what's in the UOP in general. They're little things, but all certainly more relevant than a bunch of floating rocks and buried objects because they do break some aspect of the NPCs lives or provide minor exploits to avoid crime and punishment.
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Robert Jr
 
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Post » Wed Aug 18, 2010 6:09 pm

That is still a good chunk of them! So the rest of them are not being dealt with or are some still in the process of being dealt with?
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Lauren Denman
 
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Post » Thu Aug 19, 2010 3:06 am

I have no control over that package, and I won't be attempting to either. Nor will I be making a self installer out of the Supplemental.

If you're confused about which 3.2.0 package you need, get the bigger one, because the 3.2.0 "hotfix" was supposed to be only what you needed if you were using a version of the UOP prior to 3.2.0.

Thanks Arthmoor to clarify that for me.

Perhaps an updated readme on both this thread and on Nexus to prevent further question of what I just asked you.
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Lifee Mccaslin
 
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Post » Wed Aug 18, 2010 11:22 pm

The rest aren't being dealt with unless some compelling reason is offered up as to why it's a problem. Some of it would require creating new schedules, some of it is too trivial, and some might upset the balance of things in unintended ways.
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Hot
 
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Post » Wed Aug 18, 2010 12:43 pm

Fair enough, I guess I'm just surprised that you went through all that so fast.
Can't wait until this one is released.
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lolli
 
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Post » Thu Aug 19, 2010 1:52 am

Alright, this is the list of stuff that's being dealt with so far. Stuff that has a known entry on UESP is marked with the link to the bug.

None of this list is considered game breaking, so let's just establish right off the bat that this is so, much like about 95% of what's in the UOP in general. They're little things, but all certainly more relevant than a bunch of floating rocks and buried objects because they do break some aspect of the NPCs lives or provide minor exploits to avoid crime and punishment.


That is quite a list after all..And alot of Npc to check over to make sure fixes do not cause any problem with other things has well..

Perhaps make a patch for testing, and get feedback on the fixes before they get intergrated. The Npc Fixes in particular.
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Tiffany Holmes
 
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Post » Wed Aug 18, 2010 6:32 pm

Hate to do this Arthmoor, but I got another one for ya :)

http://www.uesp.net/wiki/Oblivion:Illegal_Cargo#Bugs
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Mariaa EM.
 
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Post » Wed Aug 18, 2010 9:27 pm

That is quite a list after all..And alot of Npc to check over to make sure fixes do not cause any problem with other things has well..

Perhaps make a patch for testing, and get feedback on the fixes before they get intergrated. The Npc Fixes in particular.

If you all need need a tester, I only have three plugins installed at the moment (including the empty Bashed Patch) and my setup will be stuck like this for at least another day, maybe a couple. I have to rework my BAIN Package list, ~200 still not organized in a sea of almost 1000 packages. I'll get to it eventually...
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adam holden
 
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Post » Wed Aug 18, 2010 11:41 pm

I can also confirm that one of the Imperial soldiers creeps around the chapel with his sword drawn after the battle. He's obviously still in battle mode, although you can talk to him. It's weird. The other two just hang around. As Arthmoor said, don't know if this is a bug or just something Beth left out because you don't expect them to survive, but I always make sure my allies survive :)

I'm almost done my mod and will be available for testing if you want some help.
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Sammygirl
 
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Post » Wed Aug 18, 2010 10:38 pm

I'll see what I can do about spawning a difference patch or something so anyone interested can help test. I'm farming quest bugs right now to see what still needs fixing, some of them I'm amazed are still actual bugs.

As far as the soldiers skulking about with their weapons drawn, I suppose simply setting them to alert 0 once the quest is over would do it. I don't see any point in making them leave though. The city would need the extra protection.
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[ becca ]
 
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Post » Thu Aug 19, 2010 12:01 am

I think it's Battle Fatigue or something, these guys are in Shock, from what they saw in Oblivion... :nuke:
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Sammi Jones
 
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Post » Thu Aug 19, 2010 1:15 am

I'd be inclined to leave them alone as well, perhaps just giving them a virtual Vallium to settle them down :)
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Marina Leigh
 
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Post » Wed Aug 18, 2010 3:22 pm

In the patch notes for version 3.0.0 of UOP. It says:

Corrected oversight whereby there were five skill books for every skill except Speechcraft; made the book "Children of the Sky" the fifth Speechcraft skill book as it's sufficiently rare yet not unique, was not already a skill book, and the content is so tailor-made for it that it's arguable that it was the intended fifth Speechcraft book all along


However this is not the case at all and there is no indication that this change was removed
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Alan Cutler
 
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Post » Thu Aug 19, 2010 1:08 am

I remember having seen that and assumed there was a reason it got pulled - if it ever happened. If someone has a copy of UOP 3.0.0 hanging around I'd like to check and see if it was just left out.

As far as the legionaries, all I'm going to do is stop their alert mode. I'm not going to make an effort to disable them or anything. They're perfectly free to hang around in the forever burning city if they want :P
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Tai Scott
 
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Post » Thu Aug 19, 2010 2:55 am

I remember having seen that and assumed there was a reason it got pulled - if it ever happened. If someone has a copy of UOP 3.0.0 hanging around I'd like to check and see if it was just left out.

As far as the legionaries, all I'm going to do is stop their alert mode. I'm not going to make an effort to disable them or anything. They're perfectly free to hang around in the forever burning city if they want :P

The UOP 3.0.0 doesn't change the actual "Children of the Sky" book, just makes a positioning change.
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Vincent Joe
 
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Post » Wed Aug 18, 2010 6:07 pm

I'm currently doing the KOTN and after getting Mace of Zenithar at leyawiin Chapel and end of fights, Silana Blandia keep following me and asking "Please can you leave now so I can lock!". Before getting the mace her behaviour was usual like all others chapels residents in others towns:
http://www.uesp.net/wiki/Oblivion:Silana_Blandia
(look for bugs at bottom of the page)

I'm using the last fix of KOTN by Arthmoor.

Edit.
This bug happens only if you speak to them after the end of chapel fight!
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Wanda Maximoff
 
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Post » Wed Aug 18, 2010 9:08 pm

I'm not convinced Silana's behavior is a bug. You're trespassing by being in there to begin with.

Unless you're referring to the deal with KOTN and being in the nine divines faction. That would be a KOTN bug and has no place being fixed by the UOP. It's too minor to warrant another UOMP update. I'll say again on that: The only reason I updated the KOTN UOMP was to fix the Open Cities/OOO related crash at chargen.
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mishionary
 
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Post » Wed Aug 18, 2010 4:41 pm

Sorry as the title suggest "... UOMP Knights Updates" I thought this thread was for UOMP...
I'm waiting the end of my KOTN quest, if then Silana continue to consider me as tresspassing I will consider this as a minor bug.
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Alyesha Neufeld
 
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