[Relz] Unofficial Oblivion Patch 3.2.0 + Unofficial Patch Su

Post » Sat Dec 10, 2011 9:00 pm

Hi,

I have a really bad problem, a new bug I think. My game was going along nicely, when I hit the Abomb bug. I put up
with it for a long time, until I got the part of the main quest, of the defence of Bruma, where I had to gain other cities
support. In the cheydenhall oblvion gate, where I had to save Fahwill, I ran into a big problem.

Most of it stemmed from the Abomb. The quest became unfinishable due to it. So I resolved to find the fix.
So, I downloaded Wyre Bash to fix it. No problems so far; then I fixed one save file and reloaded the game.

That was when it all went to hell. The Abomb was fixed, but now my weapon use takes 3-5s to enact.
ie, it takes 3-5s to draw or swing my sword, or any weapon, while the NPC's can use their weapons
normally. So I loaded a very early save game, and the same problem was there, except the NPC was
affected also. Remember, I only fixed save game 159, the early one was #25.

So, I posted question on obvlinion hardware issues on it, no help really other than reinstall.

So, I uninstalled Wyre Bash, Python, Oblviion. I have no mods. I rebooted, and reinstalled
Oblivion, Pyhton, Wyre Bash. I also completely deleted the games/oblvion folder, and I
deleted my old saves, but kept my (unfixed) backups of my save files.

The problem is still there, and it doesn't matter what save file I load, they all have the same
bug. Even before I ran Abomb (which I have not this time).

So now my game is completely unplayable, and I suspect if I restart, I'll have the same problem.

Have you heard of this, or do you know a solution????? Please????

I just replied to this in the Hardware sub-forum. Check there for my input.

-Decrepit-
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Victoria Vasileva
 
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Post » Sat Dec 10, 2011 10:56 pm

Check your Tweaks in the Bashed Patch...

Selecting "All Armor Playable" causes this. I know from experience lol
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His Bella
 
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Post » Sat Dec 10, 2011 10:40 pm

Check your Tweaks in the Bashed Patch...


I do not use Wrye Bash.
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ezra
 
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Post » Sun Dec 11, 2011 7:51 am

I have found an item from Vanilla Oblivion that is missing resources. The log from refscope is:

Misc. Item 0009DB31
Name: aaaObeisanceToken
Defined in Oblivion.esm

Missing resources:
(No model defined!)
(No icon defined!)

This is not game breaking, but if you do ever issue another update, you might want to fix this.



That's also likely deliberate. I think those tokens are only used to facilitate idle animations. Chances are some other tweak you applied has made it visible to be targeted by refscope, because normally you can't see them at all.



I do not use Wrye Bash.


Has Arthmoor stated you should not be seeing aaaObeisanceToken in game or around Daedric Shrine where they are used.

So question is where did you find one and what other mods are you using ?

To find out if anything is changing. Try using tes4edit and launch it then go to oblivion.esm -> misc item -> find aaaObesianceToken and look on right hand side if anyone of your mods is changing them it will be listed here. Also check the aaaPonderToken, PreachToken has well.

my advice has they should not be showing up in game or even visible once again..
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jeremey wisor
 
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Post » Sun Dec 11, 2011 11:09 am

I remember seeing that token on very rare occasions back when I played a completely *vanilla* game (not even the UOP). I remember keeping them in a special container because I thought maybe they were something special. Of course, eventually I learnt better.

Vac
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Cheville Thompson
 
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Post » Sun Dec 11, 2011 12:06 am

Lights in Dark Fissure Cave (and sub caves) have a lot of lights out of the real expected location and maybe some missing. I make the Mages Guild quest "Necromancer's Moon" Sunday and noted this.

http://www.uesp.net/wiki/Oblivion:Necromancer%27s_Moon

http://www.uesp.net/wiki/Oblivion:Dark_Fissure
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mike
 
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Post » Sat Dec 10, 2011 11:06 pm

I have this weird thing going on in Chorrol. Half the town is gone!

The western half past the cathedral - the wall is missing and the houses are gone, but the doors to the houses are still intact and floating in place and can be entered. No crashing or anything.

I'm not using any city mods in this load order. I clicked on a rock in that region so I could get the cell info and see what other mods are affecting and the rock was 0002643a and looking in edit that is chorrol exterior 0000084c ChorrolExterior14. So the only mods that are touching anything in this area is UOP (mostly rocks), AN Real Lights (lamps), and MMM city defenses - which could be the missing walls, but doubtful as that mod has not been updated in long while and I know I've been to chorrol since then

I'll keep looking but it is really odd.
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NAtIVe GOddess
 
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Post » Sun Dec 11, 2011 2:04 am

Lights in Dark Fissure Cave (and sub caves) have a lot of lights out of the real expected location and maybe some missing. I make the Mages Guild quest "Necromancer's Moon" Sunday and noted this.

http://www.uesp.net/wiki/Oblivion:Necromancer%27s_Moon

http://www.uesp.net/wiki/Oblivion:Dark_Fissure


Not sure exactly what you're trying to report here, but it sounds like lighting levels aren't to your liking there? If so, that's not a bug and isn't something for the UOP to need to fix.

I have this weird thing going on in Chorrol. Half the town is gone!

The western half past the cathedral - the wall is missing and the houses are gone, but the doors to the houses are still intact and floating in place and can be entered. No crashing or anything.

I'm not using any city mods in this load order. I clicked on a rock in that region so I could get the cell info and see what other mods are affecting and the rock was 0002643a and looking in edit that is chorrol exterior 0000084c ChorrolExterior14. So the only mods that are touching anything in this area is UOP (mostly rocks), AN Real Lights (lamps), and MMM city defenses - which could be the missing walls, but doubtful as that mod has not been updated in long while and I know I've been to chorrol since then

I'll keep looking but it is really odd.


The west side of Chorrol has a couple of cells which fall victim to the random missing landscape bug. Unless this is something that's happening repeatedly and can be reproduced, it should go away as soon as you reload the game.
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Nancy RIP
 
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Post » Sun Dec 11, 2011 11:37 am

The west side of Chorrol has a couple of cells which fall victim to the random missing landscape bug. Unless this is something that's happening repeatedly and can be reproduced, it should go away as soon as you reload the game.

Reloading does seem to fix it, but it also is repeating.

Well at least there is precedence.
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Hussnein Amin
 
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Post » Sun Dec 11, 2011 2:33 am


The west side of Chorrol has a couple of cells which fall victim to the random missing landscape bug. Unless this is something that's happening repeatedly and can be reproduced, it should go away as soon as you reload the game.

I experienced this bug a lot of times in the past, with all UOP versions/supplementals including UOP 3.2.0, so I'm quite sure this is not specially related to UOP Supplemental patchs.

This happen most of the time when you go around the south west part of Choroll; if you turn in a circle around this part (Modryn Oreyn House being in the center), passing Nothern Goods and Trade, the next time you come near the Stendarr chapel you will find half of the south west of Choroll is gone.
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Franko AlVarado
 
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Post » Sun Dec 11, 2011 5:06 am

Reloading does seem to fix it, but it also is repeating.

Well at least there is precedence.


I have had this occur in Chorrol too, and clearing the problem was just a case of getting the area to re-load, even just by entering the cathedral on one occasion (maybe an auto pcb from streamline after entering the cathedral did the necessary force reload of the area when I came back out). Chorrol does seem to be an occasional repeat offender though, in my case minus MMM, city mods or AN Real lights on the laptop.

But then I can also have a repeat offender on the east coast of the niben bay near a fort (forget exactly where now its been a while since that one happened), that one is quite funny if running backwards from a fight and you step into empty space followed by a splash, then having to swim out of what should be land.

I think Arthmoors right, but some instances are not so random and can be repeat offenders. Chorrol I think I have seen the same area do that probably three or four times @ in the last year
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Genevieve
 
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Post » Sat Dec 10, 2011 10:33 pm

Has Arthmoor stated you should not be seeing aaaObeisanceToken in game or around Daedric Shrine where they are used.

So question is where did you find one and what other mods are you using ?

To find out if anything is changing. Try using tes4edit and launch it then go to oblivion.esm -> misc item -> find aaaObesianceToken and look on right hand side if anyone of your mods is changing them it will be listed here. Also check the aaaPonderToken, PreachToken has well.

my advice has they should not be showing up in game or even visible once again..


That token starts showing up on daedra in oblivion gates once I reach level 15. Doesn't matter whether I'm playing Oblivion vanilla or heavily modded game. I doubt any of the mods I use mess with it. I have not seen any of the other tokens in game.

I do not currently have TES4edit downloaded.
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Maeva
 
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Post » Sun Dec 11, 2011 11:47 am

some instances are not so random and can be repeat offenders
Agreed, I think http://www.uesp.net/maps/obmap/obmap.shtml?locx=-6018&locy=49096&zoom=16 is missing ground a large proportion of the times I pass through the area, but I don't think anyone's ever found a real fix (as in, preventative, as opposed to just reloading the area) for this. The couple of mods I've seen that have claimed to fix this seem to have been placebos.

Vac
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hannaH
 
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Post » Sun Dec 11, 2011 9:51 am

Yes, there are a number of cells that can be called repeat offenders. The west side of Chorrol is just the most visible one, and it doesn't restrict itself to the closed worldspace either. People who don't realize this can happen there have blamed everything from Open Cities to the UOP itself for causing it. The next most reported one is on the road between Bravil and Leyawiin, where the landscape likes to vanish near one of the bridges.

This engine bug was one reason why Kivan took out edits to any cell which exhibited the problem. Obviously it doesn't matter whether the cell is edited by anything or not. The bug can and has cropped up even with a purely vanilla game. It's got something to do with overloading the system's resources. Whatever causes it is something deeper than mods of any sort can address, and no one mod is responsible for causing it.

If this issue isn't listed in the "known problems" section maybe it should be :P (as in I'll have to check and put it there if it's not)
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sally R
 
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Post » Sun Dec 11, 2011 2:28 am

Agreed, I think http://www.uesp.net/maps/obmap/obmap.shtml?locx=-6018&locy=49096&zoom=16 is missing ground a large proportion of the times I pass through the area, but I don't think anyone's ever found a real fix (as in, preventative, as opposed to just reloading the area) for this. The couple of mods I've seen that have claimed to fix this seem to have been placebos.

Vac

I used to get missing ground near constantly there until I stopped using the fish and water grass from OOO. Once I stopped that then the ground there stopped showing up missing.
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Nomee
 
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Post » Sat Dec 10, 2011 10:32 pm

I have found an item from Vanilla Oblivion that is missing resources. The log from refscope is:

Misc. Item 0009DB31
Name: aaaObeisanceToken
Defined in Oblivion.esm

Did you notice this because the game was actually trying to display the item?

I've gotten a few reports of RefScope's own tokens becoming equipped on the player somehow despite being non-playable. (RefScope's token rings don't have meshes either, so trying to display one on an actor's finger results in the big yellow warning.) One user told me this:

Im not using the all clothing playable tweak. The token ring is still marked as "Not playable" (it doesnt show up in my inventory), but in some cases the mesh still appears. My main character doesnt seem to have this problem because he has rings equipped on both hands. Even on characters without any other rings, the token is only visible on some. My guess is that the token is only getting equipped on some characters.

I haven't been able to reproduce the problem, but I've suspected that some other mod is going through inventories and equipping things it shouldn't. If it happens with other tokens besides RefScope's, I think that reinforces the theory.
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Francesca
 
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Post » Sun Dec 11, 2011 1:41 am

Did you notice this because the game was actually trying to display the item?

I've gotten a few reports of RefScope's own tokens becoming equipped on the player somehow despite being non-playable. (RefScope's token rings don't have meshes either, so trying to display one on an actor's finger results in the big yellow warning.) One user told me this:


I haven't been able to reproduce the problem, but I've suspected that some other mod is going through inventories and equipping things it shouldn't. If it happens with other tokens besides RefScope's, I think that reinforces the theory.


Yes. That token will start showing up on dremoras inside oblivion gates after I reach level 15. It even happens sometimes when I am running a vanilla game. I have not had that happen yet with any of your tokens although I have only been using your mod for about a month now.
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LittleMiss
 
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Post » Sun Dec 11, 2011 9:32 am

Not sure exactly what you're trying to report here, but it sounds like lighting levels aren't to your liking there? If so, that's not a bug and isn't something for the UOP to need to fix.


Its is not a big deal, but I am trying to help. :)

First:

http://d.imagehost.org/0321/case1map.jpg

http://d.imagehost.org/0740/case1render.jpg

Second:

http://d.imagehost.org/0520/case2map.jpg

http://b.imagehost.org/0093/case2render1.jpg

http://d.imagehost.org/0731/case2render2.jpg

Only in this cave I see these things. Sorry if it not make any sense.

PS: About Chorrol: I never have this issue after I buy the GOTY edition. I am with luck?
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Aman Bhattal
 
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Post » Sun Dec 11, 2011 5:51 am

...
That's part of the game engine. Light is never actually blocked by anything, and the only things that cast shadows are actors (and you'll see their shadows on the *underside* of floors, as an example). That's not really fixable without alterations to the game's engine.

Vac
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tiffany Royal
 
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Post » Sun Dec 11, 2011 4:27 am

Yes. That token will start showing up on dremoras inside oblivion gates after I reach level 15.

Hmm. I think the problem you found is different from the one I described, then. The aaaObeisanceToken isn't marked non-playable — in fact, misc items can't be non-playable — so the problem isn't that the game is trying to display it, it's that you found it in someone's inventory at all. The only things that use it in Oblivion.esm, aside from an unreferenced test container, are a bunch of "Use Item At" AI packages and the DaedricShrineObeisance idle animation. I think the way it's supposed to work is that the AI package makes the actor go to a spot and get the token in his inventory, and the presence of the token satisfies the condition to make the idle animation run.

I can imagine if you found a dremora in the middle of worshipping at a shrine, and killed him in one shot before he got a chance to react and change AI packages, the item might remain in his inventory. If that's the case, it's an engine bug that the UOP probably can't fix. Other than that, check whether any other mods in your load order have any usage of this item; it may be a buggy script or something in a mod.
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Tracy Byworth
 
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Post » Sun Dec 11, 2011 7:32 am

Hi Arthmoor,

I've found these 13 identical-to-master records in the Unofficial Shivering Isles Patch 1.4.0

Spoiler

Removing: GRUP Cell Temporary Children of [CELL:0100C262] (in SETheFringeOrdered "The Fringe" [WRLD:00011F7C] at 11,3)
Removing: GRUP Cell Temporary Children of [CELL:0100BB35] (in SETheFringeOrdered "The Fringe" [WRLD:00011F7C] at 11,2)
Removing: GRUP Cell Temporary Children of [CELL:0100BB21] (in SETheFringeOrdered "The Fringe" [WRLD:00011F7C] at 11,4)
Removing: GRUP Cell Temporary Children of [CELL:0100BAD6] (in SETheFringeOrdered "The Fringe" [WRLD:00011F7C] at 10,6)
Removing: GRUP Cell Temporary Children of [CELL:00041BCC] (in SETheFringe "The Fringe" [WRLD:00011F7B] at -8,-2)
Removing: GRUP Cell Temporary Children of [CELL:00019A53] (in SETheFringe "The Fringe" [WRLD:00011F7B] at -14,-4)
Removing: GRUP Cell Temporary Children of [CELL:00019A4D] (in SETheFringe "The Fringe" [WRLD:00011F7B] at -12,-4)
Removing: GRUP Cell Temporary Children of [CELL:00018B9D] (in SETheFringe "The Fringe" [WRLD:00011F7B] at -13,-1)
Removing: SEPodwet02 "Watcher's Eye" [FLOR:00011D02]
Removing: SEManiaLCdoor01 "Wooden Door" [DOOR:00079335]
Removing: SEDementiaDoorInteriorAnim01 "Wooden Door" [DOOR:000570E6]
Removing: SEDementiaSettlementDoor01 "Wooden Door" [DOOR:0001210A]
Removing: SENSTheMissingPauldronSEManiaLCdoor01 "Wooden Door" [DOOR:0008E541]
[Removing "Identical to Master" records done] Processed Records: 14043 Removed Records: 13 Elapsed Time: 00.00


I've read that this kind of records are always safe to remove, but the Unofficial Patches shouldn't be cleaned..

What would your suggestion be in this case?

Thanks :)
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April D. F
 
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Post » Sun Dec 11, 2011 12:10 am

Clean it. Those records aren't supposed to be there. I wasn't aware the file hadn't been properly cleaned before release. It was supposed to have been.
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Sami Blackburn
 
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Post » Sun Dec 11, 2011 3:19 am

Clean it. Those records aren't supposed to be there. I wasn't aware the file hadn't been properly cleaned before release. It was supposed to have been.

Time for another UOP suplimental patch? :bolt:
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Nathan Barker
 
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Post » Sun Dec 11, 2011 7:44 am

Clean it. Those records aren't supposed to be there. I wasn't aware the file hadn't been properly cleaned before release. It was supposed to have been.


I had some identical to master records in the MOBS version of the USIP...don't know if that makes a difference (i.e. the MOBS version may need cleaning, but the "base" version may not).
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Ally Chimienti
 
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Post » Sun Dec 11, 2011 1:52 am

Time for another UOP suplimental patch? :bolt:


Yeah maybe, but I'd really rather not get caught up in that if I can avoid it. A spot of dirt and a few minor things hardly warrant updating the UOPS package.

I had some identical to master records in the MOBS version of the USIP...don't know if that makes a difference (i.e. the MOBS version may need cleaning, but the "base" version may not).


Clean it too, anything that's still identical to the master file shouldn't have been edited to begin with.
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Dan Scott
 
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