[RELZ] Unofficial Oblivion Patch 3.2.0 thru 3.2.10 Supplemen

Post » Wed Sep 08, 2010 2:55 pm

No, they don't have the same AI package. Read the bug section at the bottom.

It's probably that one of the packages has got the checkbox that controls locking/unlocking of doors checked, and the other one hasn't. Or, all the doors belong to Maro, so he locks them when he goes out.

Re. Maro and Varnado - please have a look at Varnado's AI package. Maro does have a package called "aaaServicesEditorLoc8x12LockAtEnd" which locks and unlocks the door - Varnado doesn't. If you could configure this so that Varnado unlocks and locks the door when Maro isn't there, then I think the problem would be solved.


Yes yes, point taken. That'll teach me not to expand the AI pack window next time. They're both using the right pack now and that should solve the problem while keeping the rest of the packages as intended.

The horse thing has to be Ulrim's, you're not seeing standard game behavior. NPCs don't randomly run around killing horses in the base game.
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Jessica Lloyd
 
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Post » Wed Sep 08, 2010 5:23 pm

Yes yes, point taken. That'll teach me not to expand the AI pack window next time. They're both using the right pack now and that should solve the problem while keeping the rest of the packages as intended.

The horse thing has to be Ulrim's, you're not seeing standard game behavior. NPCs don't randomly run around killing horses in the base game.


Thanks Arthmoor. Glad to hear we got BD fixed up. I'll report on Deetsan when I have a chance to repay her a visit, but that one is pretty minor. Question about Crestbridge Camp: Did you intend that the cooking plank be removed or that the whole camp remain? I interpreted the comments on the UESP as meaning that the whole camp should remain so that it's still a camp when the NPC's leave, but I think your comments indicate that you think everything should go. It's still called Crestbridge Camp afterwards, so I think it should remain a camp, but I don't typically use them anyway, so it doesn't matter to me personally if you remove everything. I don't think I can confirm this one because I have done that quest already (and I'd rather not re-do it from an earlier save - I hate goblins :))

There are still a couple of other things I'd like to verify involving trainers and I think that will finish up the testing. Did you want to release another patch for a quick test or just go ahead with the release? If you release another patch, I could confirm those fixes and finish up the last couple of checks on the trainers.

Re. Ulrims: I'll remove the ingredients from the horses and see if that fixes it. I find the concept distasteful anyway, truth be told.
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X(S.a.R.a.H)X
 
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Post » Wed Sep 08, 2010 4:05 am

Crestbridge Camp is supposed to be entirely dismantled when the occupants move to Crofsford. The cooking spit was left out of being toggled off with the rest. The map marker itself is even disabled by the quest script.
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[ becca ]
 
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Post » Wed Sep 08, 2010 11:59 am

Crestbridge Camp is supposed to be entirely dismantled when the occupants move to Crofsford. The cooking spit was left out of being toggled off with the rest. The map marker itself is even disabled by the quest script.

I had never noticed that... :shrug:
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Lyndsey Bird
 
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Post » Wed Sep 08, 2010 7:23 pm

Man, I'm glad that we only had a few issues with these fixes. Looking forward to this :D hope this can be released by the weekend
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Kirsty Collins
 
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Post » Wed Sep 08, 2010 1:31 pm

Re: Crestbridge, ah ok. Well I think that's it for testing then. I couldn't confirm Llensi Llaram offering training because my athletics skill is too high. I had the same issue wtih Trayvond. I don't think there's a way to lower skills via the console, so I'd have to make draining spells and I don't have a drain skill spell, so that won't be easy.

There are a whole bunch of sleep packages that I won't be able to confirm until I proceed farther in the game. In fact there's a couple I'm looking forward to because it might make certain quests easier :)

So I'd say the only issue was Maro and Varnado and if you fixed that, then I'd say let's release it! I think there was also an issue with Selina Orania and Volanaro not being essential. I don't see that as a big deal, but I guess some people might. Oh, did you fix Deetsan and Trayvond so they'd sleep downstairs? Once again, not a biggie, but it might make things easier for some...
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Lizzie
 
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Post » Wed Sep 08, 2010 6:21 am

Yep, looks like Maro and Varnado are fixed up. Deetsan and Trayvond are sleeping downstairs now, the two who need to be set essential will be scripted to do so if they're not dead, and I haven't seen anything else weird so far. Like you though none of my guys are low enough to verify the training amounts are working right but I don't see why they wouldn't be.
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herrade
 
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Post » Wed Sep 08, 2010 6:06 pm

What's the word? We good to go for a release?
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tannis
 
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Post » Wed Sep 08, 2010 10:48 am

I gave my go-ahead - and that's all Arthmoor ever needs, right? ;) I interpreted Arth's last post as an indication that we're good to go, I just figured he'd publish when he gets a chance. I figured I'd do the last few checks later in my game when I get to those areas when I can check on the new sleep packages. Evangeline Beanique in particular is one I want to check - I may even go for a little nibble on her neck as I sneak by :) Anyway I didn't consider any of these to be a big enough deal to hold back the patch even if they didn't work - we can correct later if need be.

X'tyfe can you check to see if Trayvond and Llensi offer training? Trayvond should be a basic destruction trainer and Llensi a basic athletics trainer. Both mine and Arthmoor's characters are too high a level to get training from these characters, so we couldn't confirm these fixes. I imagine you'd need to join the Mages' Guild and the Fighters' Guild...
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Nick Jase Mason
 
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Post » Wed Sep 08, 2010 4:50 am

I will see what I can do about that.
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Elle H
 
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Post » Wed Sep 08, 2010 12:06 pm

I can confirm that they both offer training.
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Stephanie Nieves
 
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Post » Wed Sep 08, 2010 7:36 pm

Beauty! Thanks...
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FITTAS
 
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Post » Wed Sep 08, 2010 5:55 am

Well since it appears everything is working as expected now, unless there's some pressing issue left to fix, I'll get the package ready. It really would be nice though to be able to retire this thing as done at some point - barring some new catastrophe like the Fort Sutch bug.
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Joe Bonney
 
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Post » Wed Sep 08, 2010 8:02 am

Lol I think we have honestly covered EVERYTHING at this point.
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Roberta Obrien
 
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Post » Wed Sep 08, 2010 9:26 pm

Yes yes, point taken. That'll teach me not to expand the AI pack window next time. They're both using the right pack now and that should solve the problem while keeping the rest of the packages as intended.

Thanks Arthmoor for fixing the AI package issue. :)


I suppose that you already have taken care of http://www.uesp.net/wiki/Oblivion:Chorrol_Citizen, it's just friendly reminder just in case you have forgot it. :)

Thank you for your hard work on this. :goodjob:
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Mistress trades Melissa
 
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Post » Wed Sep 08, 2010 4:17 pm

Yes, Varnado's factions were fixed.
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Angelina Mayo
 
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Post » Wed Sep 08, 2010 9:17 pm

I just noticed that when talking about the topic "cheydinhal" with Dervera Romalen she says "never the twain shall meet" but the subtitle reads "never shall the twain meet".
Don't know if it's been mentioned or fixed for the upcoming version.
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Spencey!
 
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Post » Wed Sep 08, 2010 6:43 am

Yes, Varnado's factions were fixed.

Thanks mate. :)
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Alycia Leann grace
 
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Post » Wed Sep 08, 2010 5:47 pm

Version 3.3 is up, with the final changelog being this huge list:

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.
* The fix included previously in the UOP to remove the quest item flag from the waterfront tax note was incomplete.
* Meshes\dungeons\ayleidruins\interior\arwhallironwork01.nif had no collision for the bars on the top half.
* Dervera Romalen's Cheydinhal dialogue had a grammar problem which has been fixed to match the spoken audio.
* The normal maps for the sand used in the Arena did not match their textures.

User avatar
SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

Post » Wed Sep 08, 2010 8:13 am

Great Arthmoor, grabbing it now. I'll keep the change log handy and will periodically have a look at stuff, but I don't think there was anything major in any of the remaining fixes.
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Jennifer Rose
 
Posts: 3432
Joined: Wed Jan 17, 2007 2:54 pm

Post » Wed Sep 08, 2010 6:43 am

Well done :D
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Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

Post » Wed Sep 08, 2010 4:52 pm

Wow, That was a Lot of fixin, Thank's for yourr Time... :goodjob:
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mollypop
 
Posts: 3420
Joined: Fri Jan 05, 2007 1:47 am

Post » Wed Sep 08, 2010 5:23 pm

This was incredible work, Arthmoor. Thank you!

:tops:
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meg knight
 
Posts: 3463
Joined: Wed Nov 29, 2006 4:20 am

Post » Wed Sep 08, 2010 11:53 am

Nice Arthmoor thanks for the continuing work :foodndrink:
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Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Wed Sep 08, 2010 12:19 pm

Version 3.3 is up, with the final changelog being this huge list:

I'm impressed Arthmoor that you actually have an update so soon. Thank you Arthmoor and the UOP-team. :celebration: :celebration:
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Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

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