[RELZ] Unofficial Oblivion Patch 3.2.0 thru 3.2.10 Supplemen

Post » Wed Sep 08, 2010 10:23 pm

Sweet billious bandersnatch, that's a lot of fixes. Nice work.
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Imy Davies
 
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Post » Wed Sep 08, 2010 8:39 pm

Thanks for the update! It looks quite impressive. I am sure I will miss this one entirely, since I will not be able to play Oblivion for at least three months, haha.


Happy gaming!
- Tomlong75210
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Jade Payton
 
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Post » Wed Sep 08, 2010 10:51 am

Awesome! Thanks a bunch!
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Chloe Lou
 
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Post » Wed Sep 08, 2010 9:39 pm

I'm miising the Mesh for Umbra, when I install the OMOBS.esp from the UOP... :mellow:


I can't find a OMOBS.esp in neither Unofficial_Oblivion_Patch_v3_2_0_Manual_Version-5296.7z nor in UOP_Supplemental_v33-27710.7z?
Where is it located?

BTW, great work by Arthmoor&CO in closing shut the final (?) flaws in Oblivion.
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Katie Louise Ingram
 
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Post » Wed Sep 08, 2010 11:16 pm

May not be the best place to ask, but what's the deal with the QTP3 / UOP compatibility patch these days? I'm using QTP3R which says it has the changes from the UOP included, suggesting it's not needed, but I see it in a lot of package lists. Guess it can't hurt to use it but just curious.
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Marcin Tomkow
 
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Post » Wed Sep 08, 2010 11:02 am

May not be the best place to ask, but what's the deal with the QTP3 / UOP compatibility patch these days? I'm using QTP3R which says it has the changes from the UOP included, suggesting it's not needed, but I see it in a lot of package lists. Guess it can't hurt to use it but just curious.

Follow my package list - http://tesivpositive.animolious.com/?page=my_bain_package_list

You have to pay attention to dates and version numbers. The installation order for the QTP3, QTP3R patch, UOP and UOP+QTP3 patch has not changed. The UOP Supplemental, a new addition to this relative install order, should be installed after all four of those. In no way does the QTP3R ReadMe indicate that it includes the patch for the UOP+QTP3 patch you are talking about because that patch has been updated since QTP3R was released, updated for UOP v3.2.0.
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Chloé
 
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Post » Wed Sep 08, 2010 9:56 pm

Thanks again from me too Arthmoor, monumental amount of work gone into this (amongst all the other pies you have your hands in) - many issues I think most users were not even aware still existed, myself included I knew a few of them but that list is HUGE!.
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Kill Bill
 
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Post » Wed Sep 08, 2010 5:58 pm

Arthmoor, just found this one like 5 min ago in my current play through. In the Arena sitting area where you watch the arena fights, it's possible to go right through the railing and into the arena itself and get stuck. :o (aka missing collision)

I got a little too excited that the blue team won and fell off lol.
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Ben sutton
 
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Post » Wed Sep 08, 2010 7:26 pm

I can't find a OMOBS.esp in neither Unofficial_Oblivion_Patch_v3_2_0_Manual_Version-5296.7z nor in UOP_Supplemental_v33-27710.7z?
Where is it located?

BTW, great work by Arthmoor&CO in closing shut the final (?) flaws in Oblivion.


I'm thinking I must've Added it to my Bain package and forgot... :whistling:
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Jessica Raven
 
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Post » Wed Sep 08, 2010 9:41 pm

Arthmoor, clearly the fix list wasn't large enough - just found another. Apparently http://www.uesp.net/wiki/Oblivion:Collatinus_Vedius is supposed to sleep at night and can't due to a missing bed. Could you have a look and possibly fix? I readily admit that this is vested self interest on my part, there's a certain DB quest I'm trying to do ;)

Thanks, AB
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Natasha Callaghan
 
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Post » Wed Sep 08, 2010 11:38 am

Huh, was that in the list that I posted? I was sure that it was
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Josephine Gowing
 
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Post » Wed Sep 08, 2010 6:00 pm

That one is going to be left alone since there's no space to add another bed upstairs without disrupting something, plus he'd need a new AI pack to point him up there.

The arena mesh appears to have proper collision on it, so I don't know what's wrong there.
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jasminε
 
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Post » Wed Sep 08, 2010 11:03 am

Ah - the wiki made it sound like he had the AI pack already. I didn't check - I figured you would :) Very good.
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Kelly John
 
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Post » Wed Sep 08, 2010 7:24 pm

Thank you Arthmoor for constantly improving and further polishing this game. That's quite a pile of fixes there!
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m Gardner
 
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Post » Wed Sep 08, 2010 1:28 pm

Thanks Arthmoor for the release!
I just want point something very minor. I completed "Corruption and Conscience" in Cheydinhal a while ago. Now when I speak to some Cheydinhal citizens they have sometimes a rumor: "I have got 5 golds of fine just for littering ...", but nothing else happens.

Thanks also for fixing http://www.uesp.net/wiki/Oblivion:Silana_Blandia bug in UOP Supplemental. I just discovered this while writing this post, really didn't expect this from you!!!
Spoiler

As someone mentionned in TESNexus messages, after completing KOTN I hear too from time to time NPCs saying to others: "Ah you are the Devine Crusader..".
but this bug could be fixed by adding the condition:

Equal to /Run on target
1.000
GetIsID
¨Player "Bendu Olo"

I'm far to be an expert (LOL)

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CArlos BArrera
 
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Post » Wed Sep 08, 2010 9:45 pm

The arena mesh appears to have proper collision on it, so I don't know what's wrong there.


I will have to recheck it out and see then, could have been a fluke
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jaideep singh
 
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Post » Wed Sep 08, 2010 2:40 pm

Arthmoor, are you aware of http://www.tesnexus.com/downloads/file.php?id=29289, by any chance? The creater claims that he has requested that you merge it with the UOP.

Also, http://www.gamesas.com/index.php?/topic/1091480-relz-unofficial-oblivion-patch-320-and-326-hotfixes-relz/page__view__findpost__p__16021456 but I get the impression that no one noticed it:
While browsing through the construction set recently, I think I discovered a bit of broken dialogue.

At the beginning of the game, Uriel Septim declares that he knows his sons are dead (No, they're dead. I know it.) then Captain Renault says, "My job right now is to get you to safety." After that, Uriel is supposed to remark, "I know this place ... the prison?" and Renault replies, "Yes, your Majesty. Beneath the Legion Compound. We're headed for a secret passage known only to the Blades. No one can follow us through here."

In reality, I have never heard Renault's reply to Uriel in the game and Uriel's remark is a hit-or-miss affair. Sometimes he will say it and other times Renault will go from "My job is to get you to safety." straight to "What is this prisoner doing here? This cell is supposed to be off limits."

All the dialogue I have mentioned is present in the Construction set (Charactergen quest, conversation tab, CharGenMain topic). Quickly looking at it doesn't immediately reveal what the problem is since the dialogue script all seems to be correct. Also, the dialogue doesn't do anything important so you can label this as a cosmetic fix.

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Stephanie Nieves
 
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Post » Wed Sep 08, 2010 8:52 pm

I've also told the guy several times that there's nothing wrong with the mesh he supplied initially and PacificMorrowind later fixed. My advice would be to ignore HIM rather than following his advice to ignore me. Go take a look at the fighters guild in Anvil for yourself and see.

As for that dialogue, I checked the CS and can't see any reason for it to fail, regardless of the fact that I can't even hear what they say anyway until they turn the corner just outside the cell. Even with my face plastered right up against the bars. It's pretty hard to fix something that doesn't look broken :)
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Dona BlackHeart
 
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Post » Wed Sep 08, 2010 10:42 am

That dialog seems to be dependent on how fast they walk. If you slow them down, they'll have time to say the entire exchange. If they arrive at your jail cell too quickly, they just skip ahead to "What is this prisoner doing here?

Arthmoor, there are some settings in the [Audio] section of Oblivion.ini that control how far away you hear dialog. Some of the published performance tweaks recommend changing it, but it's a bad idea for exactly the reason you're seeing. I had the same problem and reverting to the default audio settings fixed it.
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Alan Cutler
 
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Post » Wed Sep 08, 2010 12:42 pm

In my current FCOM game (most probably with Rational Names.csv enabled, not sure), I did Azura's quest to kill the 6 vampires in that mine.

They all had names, but these were different than what was written in the letter one of the vampires carried. I don't know if this is something that UOP can fix. I have since disabled Rational Names.csv in the bashed patch, so can't confirm if that was what was causing the vampires to have names different than what Vanilla Oblivion named them. Not sure if this is also true in Vanilla Oblivion as well. Maybe the gurus here can check this?
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Angelina Mayo
 
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Post » Wed Sep 08, 2010 1:49 pm

@anithinks: No idea, I'll check that but if it's Bash or FCOM related that's not something the UOP should be touching.

Reported at Nexus:
Question, I'd installed the UOP 3.2 and then UOP Supplemental 3.2.10, and crash every single time when Hieronymus Lex searches for the stolen Elven Bust in the cupboard.

Installed UOP Supplemental 3.3 over the earlier patches, and the crash still occurs. Any ideas on what causes it?


I don't have any characters in a position to try this, so if anyone here does, it would be highly appreciated if this could be confirmed.
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Gen Daley
 
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Post » Thu Sep 09, 2010 2:08 am

@anithinks: No idea, I'll check that but if it's Bash or FCOM related that's not something the UOP should be touching.

Reported at Nexus:


I don't have any characters in a position to try this, so if anyone here does, it would be highly appreciated if this could be confirmed.

I didn't have a problem with FCOM + 3.2.10 last game
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Sam Parker
 
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Post » Wed Sep 08, 2010 7:53 pm

The arena mesh appears to have proper collision on it, so I don't know what's wrong there.


I can confirm again that the railing all around the betting balcony has no collision.
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Angela Woods
 
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Post » Wed Sep 08, 2010 11:48 pm

In my current FCOM game (most probably with Rational Names.csv enabled, not sure), I did Azura's quest to kill the 6 vampires in that mine.

They all had names, but these were different than what was written in the letter one of the vampires carried. I don't know if this is something that UOP can fix. I have since disabled Rational Names.csv in the bashed patch, so can't confirm if that was what was causing the vampires to have names different than what Vanilla Oblivion named them. Not sure if this is also true in Vanilla Oblivion as well. Maybe the gurus here can check this?

I'm pretty sure rational names only affects inventory items but I could be wrong.
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OJY
 
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Post » Thu Sep 09, 2010 12:46 am

I'm pretty sure rational names only affects inventory items but I could be wrong.

Non-persons to be more specific..

The Vampires are in Guard_Names.csv
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Tyrone Haywood
 
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