[Relz] Unofficial Oblivion Patch 3.2.0 + Unofficial Patch Su

Post » Fri Dec 09, 2011 8:04 pm

Arthmoor, this didn't work. There were no script errors, other than prompts to replace the DLC unofficial patches, but the UOP itself didn't get replaced at all because I had uninstalled the previous version before installing this one. I uninstalled 3.3.1, so the test for the unofficial patch plugin failed. Normally I would uninstall previous versions like this because I think 3.3.2 would replace 3.3.1 and I don't want both omods active at once. Do you think you could just remove the check for Unofficial Oblivion Patch.esp? If it's present, you'll just get the prompt to overwrite, otherwise it will just install it. I wish I knew how to stop the prompts...

Edit: Ok, got this working by reinstalling the UOP 3.2.0 and UOMP 15. I suggest removing the check for the Unofficial Oblivion Patch.esp and changing the checks for the DLC unofficial patches to just checking for the DLC plugins instead. If someone is installing this, then they are going to want the plugins installed, so I don't think you need to check for previous versons. You do have to check for the DLC's themselves so that you're not installing patches for DLC's that don't exist. Would you like me to post the revised script?
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Laura
 
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Post » Fri Dec 09, 2011 9:04 pm

Any chance of adding a line to MS10Script [SCPT:0003C298] so that AldosOthran "Aldos Othran" [NPC_:000034DE] is removed from the CheydinhalFaction "Cheydinhal Citizens" [FACT:000034BA] before the scripted fight with guard.
That should ensure compatibility with the mod NPC Friendlt Fire http://www.gamesas.com/index.php?/topic/1122950-relz-npc-friendly-fire/page__view__findpost__p__16538687
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Rob Davidson
 
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Post » Fri Dec 09, 2011 9:56 pm

@Petrus: That's clearly outside the scope of the UOP. Aldos' exchange with the guard is not bugged, and the only reason it becomes so is due to a defect in another mod.

@Andalaybay: UGH. Double UGH even. I seriously can't fathom how anyone ever thought this OBMM thing was a GOOD idea. The reason I want it checking for existing files is because the originals are REQUIRED before the supplementals do any good. Otherwise things will break, mainly in the mesh department. It could be as benign as big yellow floaters, but my gut tells me some things would simply generate crashes.

So I don't think it's a good idea to advocate removal of the previous OMODs since this is meant to supplement them, not replace them. If anything, I'll adjust the readme to specify that one should not be removing the originally installed packages. That applies to the UOP as well, because removing that removes the basis for the supplemental.
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Maya Maya
 
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Post » Sat Dec 10, 2011 12:00 am

@Petrus: That's clearly outside the scope of the UOP. Aldos' exchange with the guard is not bugged, and the only reason it becomes so is due to a defect in another mod.


Well, I wouldn't go as far as calling it a defect, as the mod adresses a defect in the game itself.
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Melanie
 
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Post » Fri Dec 09, 2011 6:28 pm

An oversight then. In any case, that's not something that was broken in vanilla or by the UOP in some way, so it's outside the scope.
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brian adkins
 
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Post » Fri Dec 09, 2011 6:19 pm


@Andalaybay: UGH. Double UGH even. I seriously can't fathom how anyone ever thought this OBMM thing was a GOOD idea. The reason I want it checking for existing files is because the originals are REQUIRED before the supplementals do any good. Otherwise things will break, mainly in the mesh department. It could be as benign as big yellow floaters, but my gut tells me some things would simply generate crashes.

So I don't think it's a good idea to advocate removal of the previous OMODs since this is meant to supplement them, not replace them. If anything, I'll adjust the readme to specify that one should not be removing the originally installed packages. That applies to the UOP as well, because removing that removes the basis for the supplemental.

Ah, I see. It's too bad the supplementals replace the orginals, but you don't want too many plugins either. UGH is right... The problem is that this is meant to supplement the original UOP and UOMP, not the previous supplementals, isn't it? I only removed 3.3.1, but since that is also called Unofficial Oblivion Patch.esp, the plugin was removed and nothing got installed. I also had the KotN hotfix - which I assume has been replaced as well.

I was concerned because I was testing hotfixes and whatnot. I guess in general the previous UOPS omod could be left - it should be completely replaced by 3.3.2 though... I'm not sure about the KotN hotfix though. I have asked an OBMM script expert to have a look at the script and see if there is anything that needs fixing though. It would be nice to stop it from prompting about replacing files...
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Cameron Garrod
 
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Post » Fri Dec 09, 2011 10:12 pm

Hi, took a look at the omod script, and have a few suggestions: If you indeed need previous versions of the UOP in order to install those, then the script is OK, but I would suggest something like:

If DataFileExists "Unofficial Oblivion Patch.esp"

Else
Message "This mod requires Unofficial Oblivion Patch version ## to be installed first."
FatalError
EndIf
That will make it very clear that this pack needs to be installed over the normal UOP, and not instead of it - instead of a silent fail as it is now.

Similarly, you could change the other scripts to something like:
If DataFileExists "Knights"	If DataFileExists "Knights - Unofficial Patch.esp"		CopyPlugin "08 Knights of the Nine Unofficial Patch\\Knights - Unofficial Patch.esp" "Knights - Unofficial Patch.esp"		LoadAfter "Knights - Unofficial Patch.esp" "Knights.esp"	Else	 	Message "Knights - Unofficial Patch.esp version ## needs to be installed before this version."	EndIfEndIf

You probably don't want it fatal like the main one above though.

@Andalaybay: UGH. Double UGH even. I seriously can't fathom how anyone ever thought this OBMM thing was a GOOD idea.
It's a good idea for the mod users who don't have to think, but a bad idea for the modder who must create the script ;)


Do you think you could just remove the check for Unofficial Oblivion Patch.esp? If it's present, you'll just get the prompt to overwrite, otherwise it will just install it. I wish I knew how to stop the prompts...
The overwrite prompts cannot be prevented by scripting, it is hardcoded in OBMM, but if you hold down control on the first "Yes" click, OBMM will stop asking you and assume "Yes" for the rest as well (though if I remember correctly, you'll need to ctrl-click Yes once for esp/esm files and once for resources).
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Marine Arrègle
 
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Post » Fri Dec 09, 2011 11:02 pm

Thanks TNO - you would be the OBMM script expert I was referring to :) I was afraid that the CTRL click would carry over to resources - if it doesn't then that's good. I want to overwrite the plugins, but I may not want to overwrite meshes, depending on which mod supplied them.

Another thing I noticed is that the loadafters weren't putting the plugins in the right spot, but I just use BOSS on my LO anyway, so I didn't worry about it...
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bimsy
 
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Post » Fri Dec 09, 2011 11:50 am

So assuming that last change from TNO is good, this baby should be ready to go out the door, yes?
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Taylor Tifany
 
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Post » Sat Dec 10, 2011 3:37 am

Even if there is an undesired change, Sialivi, that you do not like I can only list two solutions.

--Don't use the UOP and miss out on an abundance of positive changes, or
--Open the Construction Set and edit the tutorial dungeon to remove the armor.


Thank you. Very helpful advice but since I was contributing to this mod for over 3 years before you even joined the forum I will request that you bite your tongue unless you have anything constructive to add to the discussion. This is about the integrity of the original goals of the mod. However, I do accept Arthmoor's final decision though I still strongly disagree with it. Case closed.
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Laura
 
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Post » Fri Dec 09, 2011 2:58 pm

So assuming that last change from TNO is good, this baby should be ready to go out the door, yes?


Yes I think so.
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An Lor
 
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Post » Sat Dec 10, 2011 3:52 am

Sooo, Do we Still need the MOBs updates along with these?? :unsure:

**Nevermind, they were just esps,,,
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Taylah Illies
 
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Post » Fri Dec 09, 2011 12:55 pm

Oops. Forgot to post that 3.3.2 is up and official on Nexus + TESA.

Here's the changelog for the last update:
Spoiler
* Arquen is supposed to lose her torch after the end of the DB quest, but due to a bad script command the item is never removed.
* Collision corrected on ungrdtrapdoor.nif
* Maro Rufus was wandering around bare chested after his AI packs were fixed.
* The unique items weren't removed from M'raaj-Dar's chest in the Cheydinhal sanctuary.
* EncArrow4DwarvenFrostArea and EncArrow4DwarvenSilence had their icons updated in a previous UOP update but did not get the game model updated at the same time.
* An old UOP fix to Daedric arrows causes the quivers to fall through the floor or ground if dropped.
* No normal map exists for the bwfern05.dds texture.
* Glistel's AI pack that keeps her in the Oak & Crosier during Arrow of Extrication has no closing condition, which makes it impossible to train with her after that quest is started.
* WantedPoster02Static.NIF was given the wrong havok material type for its general usage in the Imperial City.
* SignForSale01.NIF had the wrong havok material set.
* tentroof01.nif had the wrong havok material set.
* SkingradCastleWall01.nif had the wrong havok material set.
* Some floating chairs and beds intersecting walls in the Skingrad Fighters Guild were corrected.
* The gate behind Aelwin Merowald's house in Weye was out of alignment with the stone wall.
* Several clutter items in The Copius Coinpurse have been fixed.
* Some of the Gray Fox wanted posters in the IC were not activateable due to being embedded too far into the walls.
* AI pack CheydinhalWanderGardens12x5 has been given a radius of 512 so Shelly doesn't just stand in one spot when using it.
* An unnecessary havok root added by the UOP was removed from Fallen Rock Cave.
* Two static torch flames in the Sancre Tor Hub added by the UOP have been changed to injected IDs for better mod compatibility.
* A useless light source added by the UOP in the Chorrol Chapel Hall has been removed. It was marked as disabled and would never be visible.
* A useless flame added to the IC Arena by the UOP has been removed. It was marked as disabled and would never be visible.
* A basemant support added in the All Saints Inn Lodging area was accidentally placed where a vanilla object should have remained that did not need fixing.
* Two light sources in Chorrol Castle Private Quarters added by the UOP were removed. They were marked as disabled and would never be visible.
* An unnecessary piece added to the Imperial Palace Sewer by the UOP has been removed.
* Four unnecessary light sources added by the UOP in the Chorrol Dungeon have been removed, and the two remaining which were disabled have been enabled to take their places.
* Four unnecessary light sources added by the UOP in the Bruma Castle Lord's Manor have been removed. They were marked as disabled and would never be visible.
* An AI pack added by the UOP for Kiara in Brina Cross Inn was not assigned. It has now been assigned to the intended NPC.
* UOPServatiusQuintillusFix quest does not stop when done, as the other fixer quests do.
* UOPShadowScaleFix quest does not stop when done, as the other fixer quests do.
* UOPQI02Fix is stopping the wrong fixer quest. The incorrectly stopped quest has been assigned a new formID to be sure its functions are carried out.
* UOPPB07Fix is stopping the wrong fixer quest. The incorrectly stopped quest has been assigned a new formID to be sure its functions are carried out.
* UOPPB08Fix is stopping the wrong fixer quest. The incorrectly stopped quest has been assigned a new formID to be sure its functions are carried out.
* UOPCarandialScript was not assigned to Carandial to make his horse return to the stable when he comes home from the ruins.


With that, this is a wrap. I can't really fathom much more that needs doing short of someone coming across something actually game breaking.

For the UOMP files, the changelog is as such:
Spoiler
Battlehorn Castle - UOMP Patch v1.0.5
-------------------------------------

* One stool was missed when the junk clutter in the unoccupied castle is furnished and stays embedded in a chest of drawers.
* The static desk in the bedroom has been replaced with a more appropriate desk that can be used for safe storage.
* Two cupboards in the bedroom were jammed into the walls.
* One table in the bedroom was clipping into a wall.
* Some references marked persistent do not need to be, which contributes slightly to performance issues and save game bloat.
* Removed Bash tags, they were entirely unnecessary.
* Hjalti (the dog) was set to low level processing, but his AI schedule requires normal processing.
* The AI pack BattlehornBlacksmithStayInside would cause the smith and his dog to stand stationary just inside the door to their house.

Frostcrag Spire - UOMP Patch v1.0.5
-----------------------------------

* The internal door at Mystic Emporium is owned by an incorrect faction and has no lock difficulty set.
* Some references marked persistent do not need to be, which contributes slightly to performance issues and save game bloat.
* The atronachs available from the altars have been fixed per the UOP's changes to blood spray effects.

Horse Armor - UOMP Patch v1.0.6
-------------------------------

* Set proper disable flags on one deleted reference.
* Updated Bash tags.

Knights of the Nine - UOMP Patch v1.1
-------------------------------------

* Old Open Cities compatibility fix has been fixed so that it no longer crashes a new game with OC, OOO, and the KOTN patch installed.
* Spriggans have the UOP patch fix for their blood decal and hit effect imported over. The UOMP had added spriggans to the NDPredators faction and thus wiped out the other fixes.
* BASH tags for this file have been updated to current useful tags, and old useless ones removed.
* Some references marked persistent do not need to be, which contributes slightly to performance issues and save game bloat.
* Fixed the broken script ID in the Holy Aura and Woodland Grace abilities.
* Fixed the broken sound reference in the added weathers, and added the unused sound to the one that's actually being used.
* The Priory of the Nine basemant was using dungeon music.
* Incorporated Picador's fix for the wayshrines being unusable if your fame is still above your infamy but you haven't done the pilgrimage quest yet.

Mehrune's Razor - UOMP Patch v1.0.5
-----------------------------------

* Some references marked persistent do not need to be, which contributes slightly to performance issues and save game bloat.
* Removed a wild edit from Ungolim's house in Bravil.
* Removed Bash tags as unnecessary.

Orrery - UOMP Patch v1.0.4
--------------------------

* Removed Bash tags as unnecessary.
* Some references marked persistent do not need to be, which contributes slightly to performance issues and save game bloat.

Thieves Den - UOMP Patch v1.0.6
-------------------------------

* A stray rock was added to the Anvil castle area for no reason which unnecessarily interferes with mods in the area.
* The Arena quest the DLC overrides also stripped the SEWorld check.
* Some references marked persistent do not need to be, which contributes slightly to performance issues and save game bloat.
* Bash tags updated.
* Khafiz's sleep AI pack was attempting to use the wrong bed.

Vile Lair - UOMP Patch v1.0.6
-----------------------------

* Bash tags updated.
* Some references marked persistent do not need to be, which contributes slightly to performance issues and save game bloat.
* Rowley Eardwulf's stool in Wawnet Inn is not flagged as owned by him, which allows other NPCs to hijack it from him.
* Dark Minion was put on "no low level processing" but his AI schedule takes him into multiple cells, which effectively breaks his AI.
* Deepscorn Prisoner on the other hand NEVER does anything other than sleep, and so SHOULD be on "no low level processing".
* Rowley Eardwulf had an unused AI pack to have him sitting outside the Wawnet Inn to sell his wares from 9am to 6pm. His schedule has been adjusted to make use of this.
* The Sithis shrine blessings have been made consistent with the spell fixes from the main UOP - immunity to silence added, and converted to greater power to avoid the possibility of the spell being repelled.
* The weakness to poison enchantment on the Crimson Eviscerator has been given a duration so the effect is actually worth something. Consistent with similar fixes in the main UOP.


Unless the updates broke something there, the UOMP Supplementals are a wrap as well.
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Cassie Boyle
 
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Post » Fri Dec 09, 2011 7:53 pm

"Maro Rufus was wandering around bare chested after his AI packs were fixed." And you consider this a bug? I consider it an enhancement :) 'course I'm a woman...

No, this all looks good Arthmoor. On to bigger and better...
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Vicki Gunn
 
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Post » Fri Dec 09, 2011 5:30 pm

I HAVE A QUESTION

Installation
============

UOP Supplemental 3.3.2
----------------------

You must have the UOP 3.2.0 (http://www.tesnexus.com/downloads/file.php?id=5296) installed already before selecting the UOPS for install. It contains the vast majority of required resources. Failing to do so will result in unpredictable behavior, or simply leave you with a load of unfixed meshes, textures, and voice files.

DO NOT uninstall the UOP 3.2.0 package or any previous UOP Supplementals before using this!


So we still need one of the previous UOP Supplementals in tesnexus OLD files v331?, whereas previously UOP Supplementals have replaced each other, this one is in addition to.

Taking that literally my install order is now
Spoiler
Bain Packages:
000 - ==--UOPs--==
++ 001 - 1.Unofficial_Oblivion_Patch_v3_2_0_Manual_Version-5296.7z (BCBA7B56) (Installed)
++ 002 - 2.Unofficial_Official_Mods_Patch_v15_Manual_Version-9969.rar (59895567) (Installed)
++ 003 - 3.Unofficial-SI-Patch-v1_4_0-10739.rar (79CE866D) (Installed)

++ 004 - 4.KOTN_UOMP_Hotfix-27710.7z (B213EDDF) (Installed) <<---------------- Obsolete getting removed
005 - ==--Sounds--==
++ 006 - Louder_Nirnroots-5277.rar (1C92F999) (Installed)
++ 007 - AS_Rain_and_Thunder_Sounds_V1.7z (DF3DBAB0) (Installed)
++ 008 - Quiet & Whispered Feet MAX.rar (E8212F8E) (Installed)
++ 009 - Ambiant_Sound_FX_1-2-29676.rar (93165CB5) (Installed)
010 - ==--Land-LOD-Weather--==
++ 011 - 1.Bomrets_Detailed_Normal_Maps_for_Vanilla_Version_1_1-18430.rar (19757949) (Installed)
++ 012 - 2.Diverse Grasses 0.6 - Main.7z (082DA354) (Installed)
++ 013 - 3.LowTriPolyGrass-33403.7z (C5ADC3C6) (Installed)
++ 014 - 4.LowPolyTrees-33414.7z (9AA85BC1) (Installed)
++ 015 - 5.RedBag_-_Fog-33424.rar (694FDFF4) (Installed)
++ 016 - 6.Animated_Window_Lighting_System_-_Meshes_v5-3-5-19628.7z (ACFDDEAD) (Installed)
++ 017 - 7.AWLS_-_Brumbek_Mixed_Textures_v5-2-0-19628.7z (9D61BD69) (Installed)
++ 018 - 8.RAEVWD_v1_8-20053.7z (CC621199) (Installed)
++ 019 - 9.RAEVWD_SI_Edition-20053.7z (2E433124) (Installed)
++ 020 - 10.RAEVWD_Darker_Regal_IC_Texture_Pack-20053.7z (911475E6) (Installed)
++ 021 - 11.RAEVWD_SI_Bomret_Textures-20053.7z (ABBE189F) (Installed)
++ 022 - 12.UOP_Supplemental_v331-27710.7z (04FE1BDF) (Installed)
++ 023 - 13.Unofficial_Patch_Supplementals-27710.7z (D7795143) (Installed)


Edit: Actually - I have just spyed one mistake, the KOTN hotfix is now obsolete so that can come out.

Edit2: If how I have interpreted that IS correct, then a suggestion if I may - Keep v331 in Main files. Being an old file yet still needed confuses the situation.

Picky picky mode off. :)

Further edit: For anyone wondering why I have Supplementals further down (instead of bunched with and just overwriting UOP's), the supplementals have two files overwriting AWLS similar two files, which mod is the more up to date with regards these two files I dont think has been clarified so I stick with keeping the Supplemental versions in game. Chasing latest scraps of info to leap frog these every time one or the other is released is not required I dont think, the supplemental versions dont cause any problems for AWLS.

UOP Supplemental 3.3.1 Conflicts with...

==16== Animated_Window_Lighting_System_-_Meshes_v5-3-5-19628.7z
meshes\architecture\anvil\AnvilFightersGuild01.NIF
meshes\architecture\leyawiin\exterior\LeyawiinMagesGuildHouse.NIF
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Lillian Cawfield
 
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Post » Fri Dec 09, 2011 12:46 pm

I HAVE A QUESTION



So we still need one of the previous UOP Supplementals in tesnexus OLD files v331?, whereas previously UOP Supplementals have replaced each other, this one is in addition to.

Taking that literally my install order is now
Spoiler
Bain Packages:
000 - ==--UOPs--==
++ 001 - 1.Unofficial_Oblivion_Patch_v3_2_0_Manual_Version-5296.7z (BCBA7B56) (Installed)
++ 002 - 2.Unofficial_Official_Mods_Patch_v15_Manual_Version-9969.rar (59895567) (Installed)
++ 003 - 3.Unofficial-SI-Patch-v1_4_0-10739.rar (79CE866D) (Installed)

++ 004 - 4.KOTN_UOMP_Hotfix-27710.7z (B213EDDF) (Installed) <<---------------- Obsolete getting removed
005 - ==--Sounds--==
++ 006 - Louder_Nirnroots-5277.rar (1C92F999) (Installed)
++ 007 - AS_Rain_and_Thunder_Sounds_V1.7z (DF3DBAB0) (Installed)
++ 008 - Quiet & Whispered Feet MAX.rar (E8212F8E) (Installed)
++ 009 - Ambiant_Sound_FX_1-2-29676.rar (93165CB5) (Installed)
010 - ==--Land-LOD-Weather--==
++ 011 - 1.Bomrets_Detailed_Normal_Maps_for_Vanilla_Version_1_1-18430.rar (19757949) (Installed)
++ 012 - 2.Diverse Grasses 0.6 - Main.7z (082DA354) (Installed)
++ 013 - 3.LowTriPolyGrass-33403.7z (C5ADC3C6) (Installed)
++ 014 - 4.LowPolyTrees-33414.7z (9AA85BC1) (Installed)
++ 015 - 5.RedBag_-_Fog-33424.rar (694FDFF4) (Installed)
++ 016 - 6.Animated_Window_Lighting_System_-_Meshes_v5-3-5-19628.7z (ACFDDEAD) (Installed)
++ 017 - 7.AWLS_-_Brumbek_Mixed_Textures_v5-2-0-19628.7z (9D61BD69) (Installed)
++ 018 - 8.RAEVWD_v1_8-20053.7z (CC621199) (Installed)
++ 019 - 9.RAEVWD_SI_Edition-20053.7z (2E433124) (Installed)
++ 020 - 10.RAEVWD_Darker_Regal_IC_Texture_Pack-20053.7z (911475E6) (Installed)
++ 021 - 11.RAEVWD_SI_Bomret_Textures-20053.7z (ABBE189F) (Installed)
++ 022 - 12.UOP_Supplemental_v331-27710.7z (04FE1BDF) (Installed)
++ 023 - 13.Unofficial_Patch_Supplementals-27710.7z (D7795143) (Installed)


Edit: Actually - I have just spyed one mistake, the KOTN hotfix is now obsolete so that can come out.

Edit2: If how I have interpreted that IS correct, then a suggestion if I may - Keep v331 in Main files. Being an old file yet still needed confuses the situation.

Picky picky mode off. :)

Further edit: For anyone wondering why I have Supplementals further down (instead of bunched with and just overwriting UOP's), the supplementals have two files overwriting AWLS similar two files, which mod is the more up to date I don't think has been clarified so I stick with keeping the Supplemental versions in game.

I took the liberty of extracting both Supplemental 331 and the new combined Supplemental. I didn't look at every single file in both, but compared a great many. From what I can tell, 332 contains everything 331 did (unless something was found to be unneeded and removed), plus the extra stuff added for this new release. That being the case, I too wonder why 331 should remain installed.

Something I noticed during my comparisons. Most meshes have been updated. A few remain the same size as their predecessors. A very few are now smaller. The majority are now larger. Newer PyFFi version maybe? (Those textures I chose to compare remain unchanged between 331 and 332.) No complaints mind you, just curious is all.

-Decrepit-
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Angel Torres
 
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Post » Fri Dec 09, 2011 10:01 pm

Yes, I suspect we only need the latest, but I also wonder how many people visiting nexus are now re-installing v3210, v329, ("er, hang on -10 follows 9, thats wrong"),v33 and v331 overwriting each before installing this :laugh:
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luis ortiz
 
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Post » Sat Dec 10, 2011 2:49 am

I always thought it was the case that each supplemental replaced the previous one.

Just install UOP 320 then on top of that whatever is the current supplemental.
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Claire Vaux
 
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Post » Sat Dec 10, 2011 4:02 am

I'm very confused, do I need to uninstall the last hotfix first or not? :confused:
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Da Missz
 
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Post » Fri Dec 09, 2011 3:23 pm

I always thought it was the case that each supplemental replaced the previous one.

Just install UOP 320 then on top of that whatever is the current supplemental.


Yes they do, (well previously they did, so v331 should (if needed) be the only one you need overlaid with this new version), but I am just pointing out that the latest install instructions for everyone taken literally contravene that, so needs an amendment. The other thing that made me keep 331 is the change in the naming convention, obviously thats to encompass the additional content of the supplemental, but at the same time (along with those install instructions), kind of makes it distinctive and separate from previous supplementals.
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glot
 
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Post » Fri Dec 09, 2011 11:46 pm

@ Arthmoor

Is it possible that some meshes for the VileLair mod are missing?
UOMPFontOfRenewalCorner.NIF
UOMPFontOfRenewalHall.NIF
UOMPFontOfRenewalEntry.NIF

and

DAMalacathOgreDoor2 "A Rusty Door" [DOOR:0009DB40] in PotholeCaverns "Pothole Caverns" [CELL:000149AD] is this a fix or something dirty?


Edit: readme for missing meshes

Edit2: Is the mod DLCThievesDen - Unofficial Patch - SSSB.esp necessary? I think a complete fixpack is easier to install.
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Jessica Colville
 
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Post » Fri Dec 09, 2011 3:12 pm

I always thought it was the case that each supplemental replaced the previous one.

Just install UOP 320 then on top of that whatever is the current supplemental.

This is my thought too, as regards UOP + UOPS. No need to keep hotfix 331 (or earlier) installed, so far as I can see. As to the new naming scheme, I think it exists solely because this new version is a combination of UOPS and various Unofficial Mod Patch updates (excluding SI) rather than a stand-alone UOP update.

Then again, it's prolly best to wait and let the master himself set us straight.

-Decrepit-
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Heather Kush
 
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Post » Fri Dec 09, 2011 8:44 pm

One more question to add to the confusion: what to do with MOBS? They were made for UOMP v1.5. Are we to overwrite the, presumably, newer .ESPs from the supplementals package with them?
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Yvonne
 
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Post » Sat Dec 10, 2011 2:45 am

One more question to add to the confusion: what to do with MOBS? They were made for UOMP v1.5. Are we to overwrite the, presumably, newer .ESPs from the supplementals package with them?

No, but if I'm not mistaken they could be renamed (the mobs versions) and retagged with {{BASH:deactivate,stats}} (delete any other tags) and imported with WB.
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Tanya Parra
 
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Post » Fri Dec 09, 2011 4:21 pm

Think that's why we have the http://tesnexus.com/downloads/file.php?id=28537
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N3T4
 
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