[RELZ] Unofficial Oblivion Patch 3.2.0 thru 3.2.9 HOTFIXES ,

Post » Thu Aug 19, 2010 1:41 am

Is this compatible with the Oblivion GOTY deluxe steam version? Sorry for such a silly question but i just got the steam version today and am now trying to figure out what mods work with it?
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Anthony Rand
 
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Post » Thu Aug 19, 2010 12:05 am

Is this compatible with the Oblivion GOTY deluxe steam version? Sorry for such a silly question but i just got the steam version today and am now trying to figure out what mods work with it?

The Steam version of Oblivion is compatible with everything, as far as I know. To save you an inevitable future question, this includes the Oblivion Script Extender (OBSE). :)
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Andrew Lang
 
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Post » Thu Aug 19, 2010 12:24 am

Would it be possible to change the way Knights of the Nine adds its dialogue to NPCs?

It is really annoying that it even adds its rumors (Prophet and others) to NPCs added by mods and so it would be really appreciated to have certain restrictions included that direct the newly added lines to almost all NPCs excluding those from mods. You could e.g. add only NPCs that belong to one of the cities' factions as the trigger object of the new dialogue instead of it being added universally.
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Dean
 
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Post » Wed Aug 18, 2010 3:42 pm

And then what if a new mod's NPCs are members of the city factions? This is more common than you might think. There's a lot more going on besides just blanket rumors here and it would be far too invasive for the UOMP to go poking around in the dialogue trees trying to sort it all out.
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Dan Stevens
 
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Post » Wed Aug 18, 2010 12:03 pm

Great...already missed another update... :(


Thank you for the updates...
- Tomlong75210
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luis dejesus
 
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Post » Wed Aug 18, 2010 7:10 pm

I guess you guys already knew this, but here is some pictures for you to look at.

When the player is talking to Sinderion about training in alchemy this had happened. :blink:

http://img33.imageshack.us/img33/6421/screenshot3fc.jpg and http://img153.imageshack.us/img153/760/screenshot4jm.jpg
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Danny Blight
 
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Post » Wed Aug 18, 2010 5:47 pm

I have a question about the M'Aiq the Liar patch included in 3.2.7.

I don't actually run UOP currently, but I was having crashes on occasion on the road between Skingrad/Kvatch/Anvil and I couldn't find anything else to explain them. So after reading the threads about it here, I made my own esp that just converts the Find package on Maiq into a plain Wander package with a range of 9999, no Always Run, no Skip Fallout Behavior, yes Defensive Combat. Seems to have worked so far.

Just to see, I had a look at the ESP from UOP 3.2.9 to see what it does to Maiq. I guess in terms of the Find/Wander package you did pretty much the same thing I did, except with a range of 12288 (which makes sense, cell size and all).

But, I am curious as to the reasoning behind the schedule changes in the other two packages? Is it just to make his schedule work more as originally intended (meaning the actual schedule is in error somehow?)

Thanks
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patricia kris
 
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Post » Wed Aug 18, 2010 1:38 pm

The changes in his travel packages direct him to safer locations. His end point outside of Leyawiin often caused him to draw the attention of nearby bandits and wisps, which in turn meant endangering the locals who hang around outside the city since they can't kill wisps. His end point outside Anvil would sometimes cause him to stray just far enough to draw in the attention of local mountain lions, which could again cause problems with killing the locals who are outside the gates. So he wanders locations that won't attract that kind of attention now.

He seems to move fast enough into and out of the areas to not drag hostiles in while he's actually traveling though, so there wasn't any need to do anything more.
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Robert Devlin
 
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Post » Wed Aug 18, 2010 8:48 pm

Very cool, thanks for the explanation. I will make the same changes in my .esp.
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Cccurly
 
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Post » Wed Aug 18, 2010 11:21 am

Arthmoor:

I do not know what you did with Hotfix 3.2.9 but YOU HAVE LIFTED THE CURSE FROM MY COMPUTER. I had the issue where I would get a CTD every time at the intersection of the road to Kvatch with hotfix 325-327. Only using UOP 320 would not cause the CTD even on a fresh install. This problem was shared by only two other posters that I could find last month.

So I am working on a fresh install (again!) and figured to try HF 329 and it worked without problem the 8 times I tried it. I went back to test HF 325-327 and would get CTD. So whatever you did, thanks a million septims!!!

You are DA MAN!! I will never mistreat another Argonian as long as I play Oblivion :)
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Steeeph
 
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Post » Wed Aug 18, 2010 4:54 pm

I guess you were one of those affected by the Gottshaw Rider that's been turned back off. One of those highly inconsistent crashes that's only consistent for a select few people. At least its fixed now though.
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NEGRO
 
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Post » Thu Aug 19, 2010 1:39 am

Does the UOP do something about the respawning Arch-Mage's Quarters chest?
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Robert Jackson
 
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Post » Wed Aug 18, 2010 6:36 pm

Which chest would this be? I only see one there and it's already non-respawning in the vanilla game.
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Madison Poo
 
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Post » Wed Aug 18, 2010 6:10 pm

Which chest would this be? I only see one there and it's already non-respawning in the vanilla game.

I was pretty sure that this container annoyed a number of users. Maybe I am mixing up containers, the one at the foot of the bed? http://www.gamesas.com/index.php?/topic/1104051-mod-detectives-115/page__view__findpost__p__16205119
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Courtney Foren
 
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Post » Wed Aug 18, 2010 9:44 pm

Ah. The drawers. Yes, that's showing up as something the UOP already took care of.
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DeeD
 
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Post » Wed Aug 18, 2010 6:23 pm

Ah. The drawers. Yes, that's showing up as something the UOP already took care of.

I figured as much. Thank you for confirming.


Happy gaming!
- Tomlong75210
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vicki kitterman
 
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Post » Wed Aug 18, 2010 10:09 pm

So. Here's another one for you. Two Leyawiin guards fail to execute their assigned patrol routes because once they've gone into the barracks, they never come out again. These two guards: LeyawiinGuardCityPatrolDay01 and LeyawiinGuardCityPatrolNight01 are both missing the LeyawiinGuardPatrolBeginPatrol package. This package is what sends them out to restart their patrol loops. So Leyawiin has been running light on city guards for some time now and nobody ever noticed :)
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Juan Suarez
 
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Post » Wed Aug 18, 2010 10:06 pm

So. Here's another one for you.

Sounds like a bug worth fixing to me. :)
Thanks as always for the continuing work on this.

Vac
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Cagla Cali
 
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Post » Wed Aug 18, 2010 3:39 pm

Small question about QTP3 compatibility:

Do the new meshes (3.2.1 - 3.2.9) overwrite any of the QTP3 ones (QTP3 standard meshes and UOP 3.2.0 QTP3 Patch)? And if they do, do they have the same parallax flag setting or do I have to manually edit them?

Thx in advance
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Flesh Tunnel
 
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Post » Thu Aug 19, 2010 1:10 am

Yes, these 3 will overwrite the ones in the QTP3 patch for 3.2.0:

AnvilFightersGuild01.NIF
CastleWallRiverGate01.NIF
LeyawiinMagesGuildHouse.NIF

None of them have the parallax flags set, and honestly I'm not entirely sure the difference is noticeable.
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Crystal Birch
 
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Post » Wed Aug 18, 2010 2:45 pm

While I'm at it I wonder about a microscopic "bug" that I've always had, namely that the teleport icon in the Arch-Mage's Lobby is red when asked to use it to see Traven for the first time. It has always annoyed me slightly that the PC must "trespass" in order to continue the quest. But perhaps it's intended for some reason.


Went over everything relating to this today. When you're asked to see Traven for the first time, your rank in the guild should be sufficient to get into the council chamber without it counting as a trespass. You shouldn't have any expectation of going into his private quarters, which are marked as trespass until the player reaches Master Wizard rank. I think this is intentionally set up this way so I'm going to leave it alone.
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josie treuberg
 
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Post » Wed Aug 18, 2010 11:26 pm

Just wanted to report a rare bug (maybe it's the first time that happens to me).
I have completed "Zero Visibility" quest with no problem (except I didn't get Ancotar Ring).
Now when I'm jailed and get out from prison, Ancotar appear walking close to me.
Or if I do some quest that change NPC apparition in some cell (Example tested "The Killing Field" when you fast travel to sons near weynon priory), when I fast travel to that cell, Ancotar appear walking nearby (in invisible mod).
I don't know what triggered this strange behaviour.
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Terry
 
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Post » Wed Aug 18, 2010 3:17 pm

I've encountered a strange graphic effect with the external surface of buildings in the various city. Since I don't use any city texture replacement, I suppose UOP could be the cause, but I can't be sure though. I have 3.2.9 installed. Even stranger, this effect appears only sometimes, if I rotate the camera and then return to that perspective, it may disappear, or may not. A couple of screenshots could explain the issue better than thousands words. I took them from Bravil, but a similar effect occurs in other cities too.

http://i846.photobucket.com/albums/ab30/AlphaUMi/Oblivion/ScreenShot0.jpg
http://i846.photobucket.com/albums/ab30/AlphaUMi/Oblivion/ScreenShot1.jpg

Now, what could be the loose files that can cause this? Maybe it is a file from UOP that overrides the BSA package. Disabling the bashed patch does'n solve the problem. Has anyone else encountered the same issue? Please help me investigating.

Note that depending on the perspective, the effect vanishes. ???
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Vicki Gunn
 
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Post » Wed Aug 18, 2010 12:42 pm

Just wanted to report a rare bug (maybe it's the first time that happens to me).
I have completed "Zero Visibility" quest with no problem (except I didn't get Ancotar Ring).
Now when I'm jailed and get out from prison, Ancotar appear walking close to me.
Or if I do some quest that change NPC apparition in some cell (Example tested "The Killing Field" when you fast travel to sons near weynon priory), when I fast travel to that cell, Ancotar appear walking nearby (in invisible mod).
I don't know what triggered this strange behaviour.


The part where he pops up outside of a prison after getting out sounds all too familiar. The guards from Bleak Mine used to (still do?) the same thing. I'll go back over the changelogs because I think it was mentioned there. So it may be something that can be fixed.

I took them from Bravil, but a similar effect occurs in other cities too.

http://i846.photobucket.com/albums/ab30/AlphaUMi/Oblivion/ScreenShot0.jpg
http://i846.photobucket.com/albums/ab30/AlphaUMi/Oblivion/ScreenShot1.jpg


You're seeing vestiges of the VWD buildings that Bethesda puts behind the city walls. At least from what it looks like. It shouldn't be happening. Are you using Open Cities?
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Mariaa EM.
 
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Post » Wed Aug 18, 2010 1:05 pm

You're seeing vestiges of the VWD buildings that Bethesda puts behind the city walls. At least from what it looks like. It shouldn't be happening. Are you using Open Cities?


Vestiges of the VWD buildings? 2 foots close to them? So it's more strange than I thought.
And no, I don't use Open Cities. The only texture replacement for city walls that I can think of are those from UOP. What the hell could have happened, do you have any ideas? The only "strange" thing I made was to merge all the UL in one esp, and all the resources has been packed in one bsa. Then I edited the masterlist to avoid colfilcts and merged all my UL-related patches in another esp.. So far as I can see UL are working well. But I don't see how this could be related to my issue, since we are speaking of a vanilla Oblivion texture... I don't think vanilla replacement are included in the UL....
I will try to disable the UL, though. In the meantime, do you have other suggestion? And thanks in advance for your help and disponibility!
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OTTO
 
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