[Relz] Unofficial Oblivion Patch 3.2.0 + Unofficial Patch Su

Post » Sat Dec 10, 2011 9:53 pm

I am still installing Oblivion :lmao:
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Code Affinity
 
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Post » Sun Dec 11, 2011 6:09 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?


I get it when taking Martin and Jauffre to Cloud Ruler, with the Jarmain brother moving to their farm and with DarMa after the rescue.
I DO NOT get it when moving a MOD companion to any location including Cloud Ruler.
It seems this only happens with short term companions that the game itself adds.

Crash
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kitten maciver
 
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Post » Sun Dec 11, 2011 1:22 am

Not so. I got it twice with Kat from Heart of the Dead too. It's a general bug. Not one fixable via plugins either.
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Ross Thomas
 
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Post » Sun Dec 11, 2011 7:03 am

I'm not sure if this is within scope of this mod but having finished the allies for Bruma quest I thought it strange that Jauffre definitively suggests I ask the heads of the guilds (I assume he meant the public ones) yet no dialogue was even available to ask for aid. It is reported at http://www.uesp.net/wiki/Oblivion:Allies_for_Bruma - ought there be at least an option to ask and get refused?

Such as Q: hey can we get help? A: no our forces are needed in each town to bolster the troops or we have sent our people to investigate gates individually - if only you had come sooner.

Then a super small issue the gate outside Anvil left Oblivion realm remnants (bloodgrass, etc) including a corpse strung up on a piece of stone. Looting that corpse was considered stealing.
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Jade Muggeridge
 
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Post » Sun Dec 11, 2011 1:09 am

I've always been slightly annoyed that you couldn't overtly go in and ask your guilds for recruits, but you can non-overtly drag them in by picking up the various underlings who will follow you around.

I figured since it hasn't even got a proper beginning and half-abandoned work to capitalize on that Bethesda figured modders would pick up the slack and fill that in. One of the many hooks.

Pretty funny that an Oblivion corpse would be considered looting. That doesn't seem like vanilla behavior though either. You sure it's not from having made it illegal to loot corpses in EE?
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Manuela Ribeiro Pereira
 
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Post » Sun Dec 11, 2011 5:47 am

The only mod that allows recruiting extra help that I know of is EDI and it has issues. These are from a set pool though.

None that I know of allow you to drag along a party of MG or FG recruits- or have them sent to Bruma specifically.

I use Talkie CS&R and FCOM adds adventurers in the gates - so I can recruit them - I was mainly speaking from about the no dialogue or official recruits sent to Bruma.

I only have looting dead guards is illegal. My character loots all kinds of corpses in the Oblivion planes but this is the first corpse from Oblivion that appeared in Tamriel and it is illegal to loot.
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Bigze Stacks
 
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Post » Sun Dec 11, 2011 10:40 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?

Fixing current version just takes running tes4edit and clean the plugin?
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Bryanna Vacchiano
 
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Post » Sun Dec 11, 2011 11:45 am

Yes.
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Fam Mughal
 
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Post » Sun Dec 11, 2011 11:42 am

What was the issue with http://i872.photobucket.com/albums/ab289/Brozly/ScreenShot0-3.jpg, I recall seeing something about it before, but I don't remember what.
It's not Allways likehttp://i872.photobucket.com/albums/ab289/Brozly/ScreenShot1-2.jpg, if I leave town and come back, they Might be where they belong, all resources seem to be where they belong, and I've run TES4LODGen... :huh:
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Roddy
 
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Post » Sun Dec 11, 2011 3:27 am

I'd look to solve that with whatever mod moved the shop and added all that extra stone wall stuff to the sidewalk area. That's not the vanilla Cheydinhal.
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Lauren Graves
 
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Post » Sat Dec 10, 2011 10:11 pm

Ok, Thanks!
Pretty sure that would be Better Cities, may have to go bother them guys, (it's back to normal if I reload from the Desktop)
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Cool Man Sam
 
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Post » Sat Dec 10, 2011 11:38 pm

Hi,

few days ago I have started a Troubleshooting request at Tesnexus about unofficial patches: http://www.thenexusforums.com/index.php?/topic/278545-uop-as-a-source-of-ctds-in-modded-game/

It has been suggested there to raise the case here as well since it's rather special since I seem to be the only one out of million people having real problem with UOPs :-) So here it is (short version, for full detailed procedure I took see the above link please)...

Dislcaimer: I am no newbie in this. I use wrye bash, BAIN, BOSS, OBMM, OBSE, plugins, bashed patch etc. etc. I know this stuff. Don't tell me "use OBMM/BAIN to install" or "patch your game" or "re-download UOP" or such basic stuff - it is neither problem nor solution (I either am doing it regularly, did that or tried that more than once already). I don't want to know how to jump and cast a spell but how to jump from water surface, savvy. :-) Thx!

Description:
My game crashes on actor's death (NPCs, enemies, animals...) whenever I use UOPs with other mods (pretty much every other death = CTD). Unmodded game runs fine, game modded only with UOPs runs fine, game heavily modded by whatever but UOPs runs fine. Game modded with UOPs AND other mods produce CTD on actor's death. It is not related to number of mods or any specific mod. In my most recent testing installing UOPs (UOP, USIP, UOMP, Supplementals) + Cobl only resulted in the same behaviour. Same installing ONLY UOPs and Francesco's. UOPs with OOO only. Same UOPs and All Natural and so on and so forth. On the other hand installing 80+ mods but without UOPs result in perfectly stable game. But the instant UOPs is added (using BAIN to add them "below" all other mods in install order) it's back. If it's there from the start it is happening and an instant I remove it the problem is solved.

To ask more specifically - what is it that UOPs changes about actor's death that could potentially lead to such behaviour? I noticed in bashed options Actors: death items only changed by UOP and USIP. Also it's not related to Supplementals since it happens even without them so it is something in the original UOP that gives me this trouble.

I would really like to use UOPs as those 3/4 of million people but it just won't let me... Anyway, I am merely forwarding this issue as suggested at Tesnexus forum to the authors of the original mod so my hopes to find a solution here is not very high but still one never knows, right? :-)

Thank you and I am ready to answer any additional questions or try something new.
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Isaiah Burdeau
 
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Post » Sun Dec 11, 2011 12:10 pm

So just to make sure I've got this right - if you install the UOP 3.2.0 without the supplementals, you still get this crash issue when another mod is installed after it?

And I know you don't want to hear it, but are you SURE the latest official patch installed itself properly?
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Andres Lechuga
 
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Post » Sun Dec 11, 2011 1:27 am

Thank you and I am ready to answer any additional questions or try something new.

Posting your current load order or your desired load order may be helpful too.
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Bird
 
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Post » Sun Dec 11, 2011 7:19 am

So just to make sure I've got this right - if you install the UOP 3.2.0 without the supplementals, you still get this crash issue when another mod is installed after it?


Pretty much, yes. If the mod that follows is somewhat light-weight like say Realistic Leveling it still works fine but an instant I add something "bigger" (Cobl, Francesco...) I get that issue. Seems like interference on some very basic level to me but what exactly it could be I have not much idea.

And I know you don't want to hear it, but are you SURE the latest official patch installed itself properly?


Absolutely. Installed several times whole Oblivion (using even walkthrough for clean reinstall of it), redownloaded the patch etc.

Posting your current load order or your desired load order may be helpful too.


It's in the link I posted but alright here is my current load I play with. What I want is this load order to have UOPs in it. But if I add them the game crashes on every other actor's death while without them I am fine playing almost without any crash.

Active Mod Files:?  00 Oblivion.esm ?  01 Jog_X_Mod.esm ?  02 All Natural Base.esm [Version 1.0] ?  03 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI] ?  04 Cobl Main.esm [Version 1.72] ?  05 TamrielTravellers.esm [Version 1.39c] ?  06 Kvatch Rebuilt.esm ?  07 Progress.esm [Version 2.2] ?  08 DLCShiveringIsles.esp ?  09 SM Plugin Refurbish - SI.esp [Version 1.30] ?  ? ? MOBS SI.esp [Version 1.2.2a] ?  0A FranOBSEConfig.esp [Version 0.5] ?  ++ oc_darker_nights.esp ?  0B All Natural.esp [Version 1.1] ?  0C All Natural - SI.esp [Version 1.0] ?  0D All Natural - Real Lights.esp [Version 1.1] ?  0E LightsOut.esp ?  0F AliveWaters.esp ?  10 AliveWaters - Koi Addon.esp ?  11 AliveWaters - Slaughterfish Addon.esp ?  12 Book Jackets Oblivion.esp ?  13 Days&Months.esp ?  14 GuildOwnership1.2.esp ?  15 Harvest[Containers].esp ?  16 Living Economy.esp ?  17 Living Economy - Items.esp ?  18 Cutthroat Merchants.esp ?  19 Choices and Consequences.esp [Version 2.1] ?  1A P1DmenuEscape.esp ?  1B Streamline 3.1.esp ?  1C DLCHorseArmor.esp ?  1D SM Plugin Refurbish - HorseArmor.esp [Version 1.11] ?  1E DLCOrrery.esp ?  1F SM Plugin Refurbish - Orrery.esp [Version 1.11] ?  20 DLCVileLair.esp ?  ++ SM Plugin Refurbish - VileLair.esp [Version 1.21] ?  21 DLCMehrunesRazor.esp ?  22 SM Plugin Refurbish - MehrunesRazor.esp [Version 1.30] ?  23 DLCSpellTomes.esp ?  24 DLCThievesDen.esp ?  25 SM Plugin Refurbish - ThievesDen.esp [Version 1.30] ?  26 Francesco's Optional Chance of Stronger Bosses.esp ?  27 Francesco's Optional Chance of Stronger Enemies.esp ?  28 Francesco's Optional New Adventurers.esp ?  ++ Francesco's Optional Vendor Tweaks.esp ?  29 Francesco's Optional Files 1.esp ?  2A Francesco's Optional Files 2.esp ?  2B Cobl Glue.esp [Version 1.72] ?  2C Cobl Si.esp [Version 1.63] ?  ++ Cobl Tweaks.esp [Version 1.44] ?  ++ TamrielTravellerAdvScript.esp [Version 1.39c] ?  2D TamrielTravellers.esp [Version 1.39c] ?  2E TamrielTravellersItemsCobl.esp [Version 1.39c] ?  2F ShiveringIsleTravellers.esp [Version 1.39c] ?  30 TamrielTransportationNetwork.esp ?  31 Better Dark Brotherhood Sanctuary.esp ?  32 BrotherhoodRenewed.esp [Version 1.0.10] ?  33 Kvatch Rebuilt.esp ?  34 Kvatch Rebuilt Weather Patch.esp ?  35 KvatchCastleMakeover.esp ?  36 LetThePeopleDrink.esp [Version 2.5] ?  37 thievery.esp ?  38 DLCBattlehornCastle.esp ?  39 SM Plugin Refurbish - Battlehorn.esp [Version 1.30] ?  3A DLCFrostcrag.esp ?  3B SM Plugin Refurbish - Frostcrag.esp [Version 1.2] ?  3C Knights.esp ?  ++ SM Plugin Refurbish - Knights.esp [Version 1.06] ?  3D Choices and Consequences - SM Plugin Refurbish - Orrery.esp [Version 2.0] ?  3E The Lost Spires.esp ?  3F Harvest [Flora].esp [Version 3.0.0] ?  ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] ?  ++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0] ?  40 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0] ?  41 Drop Lit Torches Weight.esp [Version 1.6] ?  42 2nd to 1st person.esp ?  ++ Gold Change II.esp ?  ++ Higher Thieves' Guild Fence Amounts.esp ?  43 SupremeMagicka.esp [Version 0.90] ?  44 SM_ShiveringIsles.esp [Version 0.86] ?  ++ SM_DLCSpellTome.esp [Version 0.80] ?  ++ SM_COBL.esp [Version 0.86] ?  45 SM_EnchantStaff.esp [Version 0.80] ?  ++ SM_UnlockSpells.esp [Version 0.70] ?  ++ SM_NoSpellLights.esp [Version 0.70] ?  ++ SM_Scrolls.esp [Version 0.84] ?  ++ SM_SigilStone.esp [Version 0.83] ?  46 SM Combat Hide.esp [Version 1.2] ?  47 StealthOverhaul.esp ?  48 SM Security.esp [Version 1.2] ?  49 RenGuardOverhaul.esp ?  4A ProgressMBSP.esp [Version 2.0] ?  4B ProgressSBSP.esp [Version 1.0] ?  4C ProgressRBSP.esp [Version 1.0] ?  4D ProgressRacial.esp ?  4E ProgressArmorer.esp [Version 1.0] ?  4F RealisticLeveling.esp ?  ? ? Let There Be Darkness - Cyrodiil + SI.esp ?  ? ? Let There Be Darkness - Knights.esp ?  ? ? Let There Be Darkness - Mehrunes Razor.esp ?  50 Corean_hair_for_Original_race.esp ?  51 Ethereal - Eyes.esp ?  52 bgBalancingEVCore.esp [Version 10.0EV-L] ?  ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53] ?  ? ? All Natural - Indoor Weather Filter For Mods.esp [Version 1.1] ?  53 Bashed Patch, 0.esp 

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Chad Holloway
 
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Post » Sun Dec 11, 2011 1:22 am

Well I see quite many old versions of mods, this might add to the problem. Cobl is old, RBP is old, Living Economy is recommended to be replaced with Enhanced Economy nowadays, not sure if Alive Waters is a good choice in terms of stabilty (not sure about this though), Tamriel Travellers Advanced Script is at 1.40 now. So I dont' know but I would update the versions of your various mods anyway.

I cannot imagine how UOP could be harmful though, as your modlist does not look very exotic to me. Maybe others will spot something particular.

Edit:

Better way of posting your load order (I'm borrowing from Arkngt):

In Wrye Bash Mods tab, right-click file-header > list mods > copy everything > paste everything in forum post.

[haegintwb]
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kelly thomson
 
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Post » Sun Dec 11, 2011 9:17 am

oc_darker_nights.esp is also obsolete, you're using All Natural which has its own functions to handle night time darkness levels. I can't see how any of what you have loaded would be that big of a thing though since as Tommy said it's not all that exotic. It certainly sounds like some kind of off the wall scripting problem.
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J.P loves
 
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Post » Sun Dec 11, 2011 3:28 am

Just came across a ground tear outside Battlehorn Castle. Now I've never had this happen before, so it could be a one-off. I think there was a wolf corpse around here somewhere, so that may have triggered it. This is several months after I claimed the castle at the beginning of the game, so it's not any of the equipment or combatants from that time.

Here's a http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/GroundTear.jpg, with debug text showing the coords.
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Alisia Lisha
 
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Post » Sat Dec 10, 2011 10:17 pm

There isn't much that can be done about one-offs like that. Especially near mod added stuff. Although if there's an object on the ground added by the DLC then it can be picked up by the Supplementals if nothing else.
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Tamara Primo
 
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Post » Sun Dec 11, 2011 1:05 am

Yeah, I really don't know. Since this is the first time it has ever happened I figured it was a one-off - especially since it happened so late. If it happened during the initial battle for the castle, then I'd say that you might be able to repeat it. I just figured I'd mention it in case it did coincide with something that wasn't mod related.
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Louise
 
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Post » Sun Dec 11, 2011 11:27 am

Well there is one set of potential candidates. The axe and shield lying next to Lord Kelvyn's body. I'd imagine most folks pick the shield up but the axe is an ordinary silver war axe and might get overlooked or ignored. It's laying right next to one cell border, and at the top of a steep grade that would allow it to slide down past another. I don't know if ESP added items can trigger the issue but I see no real harm in putting the loose items on the corpse instead since the corpse is designated as a quest item and won't vanish just because of incidental contact. Corpses also don't easily roll down without being dragged.
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Kayleigh Mcneil
 
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Post » Sun Dec 11, 2011 10:12 am

Ok, well, if that's all there is, then that pretty much confirms that my case is a one-off. I wonder what caused it though... I think I'll poke about the area a bit more when I go back there again. I would have picked up the axe since I took Battlehorn pretty early in my game - I would have sold it. But your plan sounds good to me - might as well prevent a problem! The other thing that's annoying with that stuff is a lot of it falls through the ground, so putting the loose items on the corpse will help with that issue too.

Edit: found the cause. It wasn't falling debris, it was a mod conflict of a sort. I had loaded up Lakeside Home from the Christmas collection and I guess the land height from vanilla must be quite different than what it is with Battlehorn loaded. It is a fair distance away, so I thought the cause was a corpse, but obviously I was wrong. Unloaded the mod and all's well again...
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Dylan Markese
 
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Post » Sun Dec 11, 2011 6:47 am

So I guess nobody has any more test cases for missing land squares? By missing, I mean gone. The whole cell. Look over the edge, you see nothing but water below. Not land way down at some different height. I think I found the cause in Chorrol but as with the others, confirmation would be nice.

To that end: http://www.4shared.com/file/ONgM9BR4/Unofficial_Oblivion_Patch.html

That's just the ESP. It contains the cases where missing land squares are confirmed. In order to verify that the problem is solved, you need to go somewhere indoors and wait for your cell respawn to expire. Usually 4 days if you're playing vanilla. Then go to the affected areas:

Fanacasecul (the ruin south of Weye)
Infested Mine
The road from Bravil to Leyawiin (bug happens most often coming north from Leyawiin)
Approaching Fort Magia on foot from the east.
The west side of Chorrol, near the chapel. If you're using Open Cities Classic, this may still break, but if it does, that all but confirms the cause.

You may need to try it a few times. Probably best checked by those it actually happens to.
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Jade Muggeridge
 
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Post » Sun Dec 11, 2011 5:36 am

Huh. I have indeed, very recently, encountered some missing land, at Fanacasecul. Was wondering what was up with that.

Thanks - I'll try your fix.
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Miss Hayley
 
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Post » Sun Dec 11, 2011 4:14 am

To that end: http://www.4shared.com/file/ONgM9BR4/Unofficial_Oblivion_Patch.html


Grabbed and installing, I have had everyone here on the lookout recently for this problem in other areas but it has not manifested in any games yet.

Anyway will test in the locations noted, Chorrol is a regular for us.
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Emerald Dreams
 
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