[Relz] Unofficial Oblivion Patch 3.2.0 + Unofficial Patch Su

Post » Sun Dec 11, 2011 2:52 am

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


Yeah, I did. I was just suggesting that because there are different versions of the USIP floating around (MOBS vs non-MOBS), the state of default "cleanliness" may vary depending on which version you're using.
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Alexandra walker
 
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Post » Sun Dec 11, 2011 9:04 am

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.

Hi Arthmoor

I think the UOP really need a BIG update, because I might have run into an interesting problem that concerns the 3.2.0 version.

To be more precise it could be the settings for ShadowMapResolution, 256 / 1024 (INI Edits tab) in Wrye Bash.
I don't know how many times I tried to get Oblivion playable since this summer, but this time I installed the UOP 3.2.0.exe instead of an omod.

My previous attempts has all failed so far and I hope this will be my last installation procedure this year before it ends. :banghead:
What I've discover is that the ShadowMapResolution default settings is 256, which prevent me to play because of my Nvidia GeForce 9400GT video card doesn't support the default value of 256 instead I must use 1024 value. :brokencomputer:

The fact is this the UOP 3.2.0 omod seems not change that crucial settings of 256 while UOP 3.2.0 exe does detect the higher value of 1024, so if there is an update planned in the near future it might be a good idea to get rid of that UOP 3.2.0 omod or change the script for it. I could be wrong but I don't think so. :shrug:
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Jesus Lopez
 
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Post » Sat Dec 10, 2011 11:06 pm

That's not something I can fix. The UOP 3.2.0 download is out of my hands. The only way that download could get updated is if Kivan shows up and willingly hands it over and I'm not going to start pestering him about it.

The iShadowMapResolution setting is in the ini file which isn't something the UOP has any sway over anyway.
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Bek Rideout
 
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Post » Sun Dec 11, 2011 6:03 am

Thanks Arthmoor for your quick reply. :)

That's not something I can fix. The UOP 3.2.0 download is out of my hands. The only way that download could get updated is if Kivan shows up and willingly hands it over and I'm not going to start pestering him about it.

The iShadowMapResolution setting is in the ini file which isn't something the UOP has any sway over anyway.

In the setup for UOP 3.2.0.exe I could select the correct value and there were also very good explanation for that fix.

Could that be included in the omod script or a least make a note about it in the readme on Nexus?
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Loane
 
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Post » Sun Dec 11, 2011 7:39 am

Hi

After a clean install

DLCThievesDen - Unofficial Patch leads to CTD after exit (also for the original esp from UOMP 15)

Just wanted to mention this. I know that it is impossible to have a heavily modded game without CTD after exiting and I always use FastExit2 but mentioning doesn't hurt :smile:

Load Order
Spoiler
Aktive Moddateien:00  Oblivion.esm01  DLCShiveringIsles.esp02  DLCThievesDen.esp03  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]

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Prisca Lacour
 
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Post » Sun Dec 11, 2011 12:10 am

In the setup for UOP 3.2.0.exe I could select the correct value and there were also very good explanation for that fix.

Could that be included in the omod script or a least make a note about it in the readme on Nexus?


That is because the exe was setup to tweak the oblivion.ini with the fix , and the omod was never setup to do this and never will either unless Kivan gives permission once again. So not going to happen once again

Anyways it is has simple has either activating with Wrye Bash or manually changing the oblivion.ini yourself once again.
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Austin England
 
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Post » Sun Dec 11, 2011 12:49 am

That is because the exe was setup to tweak the oblivion.ini with the fix , and the omod was never setup to do this and never will either unless Kivan gives permission once again. So not going to happen once again

Anyways it is has simple has either activating with Wrye Bash or manually changing the oblivion.ini yourself once again.

Thanks Corepc. :)
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Matt Gammond
 
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Post » Sun Dec 11, 2011 12:07 pm

Someone found a potential cause for http://www.gamesas.com/index.php?showtopic=1147922 bugs. I know the main one over on the road between Bravil and Leyawiin. And possibly a cell in/around Chorrol. Others have been reported over time. This is an issue that the UOP might be able to reduce, if not eliminate, assuming the anolysis is correct. It would definitely be worth another update to try at least. So I'd like to ask folks to report on any cells the problem occurs in. It's going to need to be fairly specific, preferably with screenshots of the incident and cell coordinates being displayed.

You can get cell coordinates from the debug text, in the console:

tdt
sdt 0

It should then be displayed somewhere on screen giving you the cell you're in. The more that get reported, the easier it will be to try a test update with a possible fix.

I'd also like to ask anyone who runs into this to see if they can spot any items which might have rolled from a loaded cell into the missing square. See if picking up the item and then leaving the area and waiting for a cell reset stops it from coming back again later. That's going to be somewhat important to test since fixing it will rely on the cells resetting with the offending items disabled rather than stuck in your save because they've moved.
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Chris Cross Cabaret Man
 
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Post » Sun Dec 11, 2011 2:57 am

I'd also like to ask anyone who runs into this to see if they can spot any items which might have rolled from a loaded cell into the missing square. See if picking up the item and then leaving the area and waiting for a cell reset stops it from coming back again later. That's going to be somewhat important to test since fixing it will rely on the cells resetting with the offending items disabled rather than stuck in your save because they've moved.

Can you give an example of what that might look like. Items you can pick up I take it.

I'm thinking of chorrol and the western half - I can't think of any items rolling around - never seen that.
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Nicole Elocin
 
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Post » Sun Dec 11, 2011 1:23 am

Well the guy posted some screenshots. You'll see mod edited stuff floating over a blank space in the landscape. Grab whatever is takeable. In the Fort Magia example, it's beer bottles and skeleton parts. Bones etc. I figure on keeping the offenders in that particular case from rolling over the cell border by sticking an extra bit of fort ruin there along with raising the existing one. Keeps the stuff from crossing the cell border.
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Helen Quill
 
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Post » Sun Dec 11, 2011 5:28 am

Your link above is broken.

Don't know where to look for screenshots.
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Lizzie
 
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Post » Sun Dec 11, 2011 2:11 am

Oops. Link fixed.
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Fiori Pra
 
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Post » Sun Dec 11, 2011 10:51 am

Nvm, solved the issue myself.
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Veronica Martinez
 
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Post » Sun Dec 11, 2011 3:46 am

Hi

After a clean install

DLCThievesDen - Unofficial Patch leads to CTD after exit (also for the original esp from UOMP 15)

Just wanted to mention this. I know that it is impossible to have a heavily modded game without CTD after exiting and I always use FastExit2 but mentioning doesn't hurt :smile:

Load Order
Spoiler
Aktive Moddateien:00  Oblivion.esm01  DLCShiveringIsles.esp02  DLCThievesDen.esp03  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]


I just dropped by to report this too

Feels nice :)

Any reason why this is happening ?
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sexy zara
 
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Post » Sun Dec 11, 2011 12:45 pm

Known issue. It'll be fixed on an update. Hopefully one in which people have actually reported missing landscape cells. *hint hint*
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maya papps
 
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Post » Sun Dec 11, 2011 10:35 am

I've had missing landscape cells when I do my start game swim from the IC waterfront to Fanacasecul. I've found that's the best way to get the Ring of Destruction, but I suspect that all the clutter tumbling down the underwater hill causes the problem. I haven't had a chance to get back into my game to give you the exact coords. Basically the hill just to the north? of the ruin disappears. I'll update this post with the exact coords in a bit.

Edit: I don't have a saved game from when I was first trying to grab the ring. I went to the general area and here are the coords: wilderness cell -2 13, -4252 55146 -51. It goes from that general area around to -5119 54580 -21, same cell and it also includes part of the ruin: cell -1 12, -4074 52779 454. Unfortunately since I don't have the saved game, I couldn't reproduce this. I redid the swim, but everything rendered properly this time...
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Emily Rose
 
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Post » Sun Dec 11, 2011 5:55 am

Hi all,
sorry if this has been asked before, but... I'm about to install it again for a new game (like every new year for the last 3), and would like to know: supplementals should be applied before or after the uomp? Both have some similar esps.
And tnx for all this work.
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BEl J
 
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Post » Sun Dec 11, 2011 12:51 am

Hi all,
sorry if this has been asked before, but... I'm about to install it again for a new game (like every new year for the last 3), and would like to know: supplementals should be applied before or after the uomp? Both have some similar esps.
And tnx for all this work.

Supplementals should be installed after the various mods they supplement. Being newer, they contain corrections not found in the originals and thus need to overwrite them (both ESP and other data files) as needed.
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Alex Vincent
 
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Post » Sun Dec 11, 2011 10:44 am

Edit: I don't have a saved game from when I was first trying to grab the ring. I went to the general area and here are the coords: wilderness cell -2 13, -4252 55146 -51. It goes from that general area around to -5119 54580 -21, same cell and it also includes part of the ruin: cell -1 12, -4074 52779 454. Unfortunately since I don't have the saved game, I couldn't reproduce this. I redid the swim, but everything rendered properly this time...


Ok, I found the ring and a beer bottle nearby and although the slope looks like it would pull things away from the cell border, havok being the unpredictable mess it is might have caused them both to roll across the cell border into the open lake bed. Sticking a couple of Ayleid bricks in there should contain them both from rolling away to where they don't belong.

Did similar with Fort Magia, and deleted the rogue hourglass on the road to Leyawiin that could have rolled past a cell border underwater. Figuring out the possibility for the culprit in Chorrol may not be so easy since I don't think anyone remembers exactly which cell vanishes.
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Katie Pollard
 
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Post » Sat Dec 10, 2011 10:56 pm

Known issue. It'll be fixed on an update. Hopefully one in which people have actually reported missing landscape cells. *hint hint*

Err - what is a "missing landscape cell" ?
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Spaceman
 
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Post » Sun Dec 11, 2011 4:50 am

It seems the only time I get the double face bug is when i take tag alongs or full companions to Cloud Ruler Temple.

I've not ever gotten that anywhere else. Is that location a known issue? Do others get it from other areas?
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Hannah Whitlock
 
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Post » Sat Dec 10, 2011 9:10 pm

Ok, I found the ring and a beer bottle nearby and although the slope looks like it would pull things away from the cell border, havok being the unpredictable mess it is might have caused them both to roll across the cell border into the open lake bed. Sticking a couple of Ayleid bricks in there should contain them both from rolling away to where they don't belong.Did similar with Fort Magia, and deleted the rogue hourglass on the road to Leyawiin that could have rolled past a cell border underwater. Figuring out the possibility for the culprit in Chorrol may not be so easy since I don't think anyone remembers exactly which cell vanishes.


Yup, I think that would do it. Is there a second beer bottle in the area that goes for a roll? I thought at one time I saw a couple, but I can't say for sure. I know for sure that when the landscape disappeared it was one of those times that the ring got jarred out of position, so there were a lot of things rolling around in those cells.

I've never had the land disappear in Chorrol. I remember somebody reporting once that it seemed to happen behind the chapel, but my memory could be faulty and as I said, I've never had it happen personally.

It seems the only time I get the double face bug is when i take tag alongs or full companions to Cloud Ruler Temple.I've not ever gotten that anywhere else. Is that location a known issue? Do others get it from other areas?


Now that you mention it, that's when it happens to me too. I never used to get it, but in my last couple of games, absolutely guaranteed - by the time we get to Cloud Ruler, Martin's face will be a mess :) I don't normally play with companions, so it might just be a case that that's one of the few times I had a companion tagging along. I think it happened once with Modryn (fighters guild), so that would mean the problem isn't limited to the CRT area. I believe with Modryn it was outside of one of the ruins you follow him to, so that would put it between Leyawiin and Arpenia or Atatar.
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Flash
 
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Post » Sat Dec 10, 2011 9:51 pm

Err - what is a "missing landscape cell" ?


Certain areas of the game will literally have a square of landscape in front of the player go missing. Usually fixes itself if you save, exit the game, and then reload. If it ever happens to you, you'll know. It's impossible to miss.

It seems the only time I get the double face bug is when i take tag alongs or full companions to Cloud Ruler Temple.

I've not ever gotten that anywhere else. Is that location a known issue? Do others get it from other areas?


It can happen anywhere, there's no pattern to it. I don't generally play with companions or use fast travel so I don't normally run into it. But every time I've gone to test something with a follower in tow they've gotten hit with the double face bug.

Yup, I think that would do it. Is there a second beer bottle in the area that goes for a roll?


Hard to see in the CS, but I didn't spot anything else. I'll look again though because it would svck to only get part of the problem.
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Juliet
 
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Post » Sun Dec 11, 2011 3:16 am

Certain areas of the game will literally have a square of landscape in front of the player go missing. Usually fixes itself if you save, exit the game, and then reload. If it ever happens to you, you'll know. It's impossible to miss.

So the problem with the thieves UOMP is something on these lines ?
I would like to troubleshoot this - what should I look for in tes4edit ?
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Jhenna lee Lizama
 
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Post » Sun Dec 11, 2011 6:10 am

Hrm? No, the Thieves Den patch was just me forgetting to do the undelete part of the tes4edit cleaning. Unless you're seeing issues with missing landscape near Anvil?
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Zoe Ratcliffe
 
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