[Relz] Unofficial Oblivion Patch 3.2.0 + Unofficial Patch Su

Post » Tue May 10, 2011 3:56 pm

That line is never spoken in the vanilla game. It seems you have another mod which is interfering with the quest. Although what you did find was still a bug, this new line you're talking about doesn't exist.

I don't think I have a conflict with another mod since the quest work fine with UOP 3.2.0
The line is: "We finally got him! There'll be no excuses this time. Ulrich is mine."

I wouldn't suggest downgrading over one silly little bug in a quest that's already full of holes as it is. Just resist the temptation to exploit it until the script has a chance to end things properly. Which it will do if you leave Garrus alone long enough.

I remember in the previous game I have left Garrus for weeks (after completing the corruption quest) and started the main quest until the step when I have to go to the count of Cheydinhal to speak about closing Oblivion gate and saving his son. There I found Garrus and activated him to start a conversation and he repeated the same final conversation about Ulrich and my reward.
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James Smart
 
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Post » Tue May 10, 2011 12:50 pm

I don't really find the documentation confusing so I cannot offer any suggestions there. :shrug:

However I would like to report a mesh that has a bad seam, if you will. The mesh is CheydinhalAbandonedInterior01.nif. The abandoned house for Dark Brotherhood. I first thought it was a mod that alters the house, http://www.tesnexus.com/downloads/file.php?id=25319#fileanchor, yet it is not. I extracted the mesh directly from the UOP 332 and the problem persists, vanilla or modded. I have included some pictures below to illustrate exactly where the issues are. There are two bad seams. The basemant is not near as noticeable as the 2nd floor. The 2nd floor is pretty bad.

Thanks for your time.

Pics

http://yfrog.com/5tbahoutsideviewp -- Outside with tcl to show location.

http://yfrog.com/mwbah2ndfloorcorner01p -- 2nd Floor pic 1

http://yfrog.com/m9bah2ndfloorcorner00p -- 2nd Floor pic 2

http://yfrog.com/mvbahbasemantp -- Basemant cupboards


That would be better reported for All Natural as I can see blue behind those seams and that only happens when an interior has been flagged to behave as an exterior. In the vanilla game, you'd only see black, which makes seams of that nature impossible to detect.

I don't think I have a conflict with another mod since the quest work fine with UOP 3.2.0
The line is: "We finally got him! There'll be no excuses this time. Ulrich is mine."


I can't find that line anywhere in here either. I can't exactly fix it if it's impossible to locate.

Found it. That particular line is on the conversation tab. If that quest is over and no longer running, then the dialogue line should be impossible to trigger. It also does nothing special.

Can you try this in console and report the results?

sqv ms10

Mainly interested in the bottom part that should mention if it's still running or not. Though if possible seeing the state of the variables would help too.
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Jinx Sykes
 
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Post » Tue May 10, 2011 2:57 pm

@Arthmoor: The seam is there regardless. Even with All Natural deactivated. I've tried both to be sure when I was trying to isolate this. I can take a picture with the seam there and a black background if you wish, but in the end the seam is still there.

So I don't think this really is an All Natural issue since the seam is there in the Vanilla game. All Natural only makes it stand out.

I'll also post this in the AN thread either way.

EDIT-Here is a pic of vanilla, for reference.

http://yfrog.com/05vanillaabhouseseamp
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Assumptah George
 
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Post » Tue May 10, 2011 9:27 am

Yes, the seam is still there, but an unmodified vanilla interior won't have blue sky visible on the other side, so it isn't necessary to fix at this level. There are numerous meshes that have that problem scattered all over but they don't ever get noticed until people start using weather mods that affect the interiors.
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Robert Jackson
 
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Post » Tue May 10, 2011 5:25 am

Ok. Can someone check this over and see if it makes any more sense? If not, suggest improvement? I really hate writing documentation, and I'm getting annoyed at the fact that I've revised this section about 8 times now and can't help but feel that no matter how I do it, someone will claim it makes no sense :/

Looks fine to me.
Although as you well know; people will manage to misunderstand it, no matter how clearly you put it. :lol:

Perhaps add a simple bullet point? (might be too much though):

1. Install UOP 3.2.0 (required)
2. Install UOMP 15 (required if installing any DLC patches)
THEN
3. Install Unofficial Patch Supplementals
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Sophie Morrell
 
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Post » Tue May 10, 2011 8:26 am

Done deal. I've updated the packages with the documentation change, and the one extra fix to close up the issues with Corruption and Conscience. Any further issues that may remain with that quest do not have any way to generate extra rewards so there's no further need to mess with it. The two reward exploit paths that got fixed are no longer exploitable.

If you already have 3.3.2 installed and don't care about an exploit in one quest that's only exploitable for approximately 10 seconds, don't waste the time downloading it unless you want it for a new character later.
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lucile davignon
 
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Post » Tue May 10, 2011 5:24 am

Thanks Arthmoor Garrus problem is fixed now.
I have waited two days in the chapel and he is always saying: "I have come to speak to the count and I have news for you" ... then "We finally got him! There'll be no excuses this time. Ulrich is mine."
I have to wait more to see if he will stop someday to say such things.
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Tamika Jett
 
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Post » Tue May 10, 2011 7:15 am

Looks fine to me.
Although as you well know; people will manage to misunderstand it, no matter how clearly you put it. :lol:

Perhaps add a simple bullet point? (might be too much though):

1. Install UOP 3.2.0 (required)
2. Install UOMP 15 (required if installing any DLC patches)
THEN
3. Install Unofficial Patch Supplementals


Can't you just say "Resources Requirred from" ??
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Farrah Lee
 
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Post » Tue May 10, 2011 9:59 pm

Suggestion, the following from the UOMPS changelog.txt file should be copied to the installation notes. This is kind of significant, and some people may not scrutinize the change log to the same extent as the installation readme:

* The portion of the SSSB patch which removes the sigil stone bug has been merged in. The SSSB patch file is no longer required.
If you are using the SSSB patch, remove it from your load order BEFORE loading with the DLC patch update active.
There is no danger of losing items, but the DLC patch update will need to relocate those references the SSSB patch moved previously.

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michael flanigan
 
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Post » Tue May 10, 2011 6:52 am

I have one quick question have already been passed through Pyffi 2.1.6 ?
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P PoLlo
 
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Post » Tue May 10, 2011 10:10 pm

Good point on the SSSB patch. I told you documentation isn't my thing :)

Yes, the meshes in the UOPS at least have been run through PyFFI 2.1.6.
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Star Dunkels Macmillan
 
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Post » Tue May 10, 2011 4:44 pm

For some odd reason, I can't start the UOP Options Menu in the COBL Options anymore. I click on the COBL Options inventory item, and then I get a pop-up to close my inventory menu to open the UOP menu, but when I do this, nothing happens.

I tried typing in the console "startquest uop", but that also doesn't do anything. I've noticed that on the previous version v331 as well. Sometimes, out of nowhere, after 2-5 minutes of playing (realtime), I get a messages indicating that I should wait for combat to end before opening the menu. But funny thing is I wasn't even in combat when I tried opening the menu 2-5 minutes ago.
The reason I am trying to get to the UOP menu is to fix my attributes.
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Katie Louise Ingram
 
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Post » Tue May 10, 2011 8:38 pm

I just noticed something about Rowley outside of the Wawnet Inn. I'm not sure if it's something that always happened and I just didn't notice before, or whether it's because of the change you made to him. But as I was trading with him, he spoke to me yet his lips didn't move.
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Daniel Lozano
 
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Post » Tue May 10, 2011 7:27 am

I just noticed something about Rowley outside of the Wawnet Inn. I'm not sure if it's something that always happened and I just didn't notice before, or whether it's because of the change you made to him. But as I was trading with him, he spoke to me yet his lips didn't move.


There are no npc named Rowley that I see in Vanilla and no Merchant's Outside of Wawnet Inn either. So are you sure this is not added by a mod once again ?
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stephanie eastwood
 
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Post » Tue May 10, 2011 4:24 pm

Rowley is part of the Vile Lair DLC.
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Lauren Dale
 
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Post » Tue May 10, 2011 3:58 pm

Rowley is part of the Vile Lair DLC.


Yes. In the Vile Lair patch some AI behaviour that wasn't being used before was made to work again, and I'm wondering if maybe that didn't screw something up. But it's entirely possible that he's always done that but I just never noticed before.
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Emily Jeffs
 
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Post » Tue May 10, 2011 2:25 pm

That's his missing AI pack that Bethesda didn't link up. The lips thing is a common bug that happens a lot, you'll hear an NPC speak, and then turn to see them and only then will their lips begin moving. It's annoying when you see it, but most of the time I don't think people notice. It's also not fixable at the ESP level.
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Lakyn Ellery
 
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Post » Tue May 10, 2011 4:20 pm

I don't know if this is a bug for you but reading the guide to Chorrol I found a typo.

On the first page it refers to Allesia Caro, the daughter to the countess, as the http://i36.photobucket.com/albums/e7/brygdom/Oblivion/43d821ac.jpg to the Count.
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Franko AlVarado
 
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Post » Tue May 10, 2011 1:08 pm

What's with the daily uploads but no version number increase on Nexus? Are there small bugs in 3.3.3 that you're fixing each time, or what?
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sally R
 
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Post » Tue May 10, 2011 11:51 pm

The last one was just a documentation update, for where the SSSB patch info was. I've got no intention of continuing that at this point. What's there is there and isn't likely to get updated again.
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michael flanigan
 
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Post » Wed May 11, 2011 12:42 am

3 pages back I saw some discussion about MOBS for the DLC's. Your latest supplemental provides updates for the unofficial patches for the DLC's, and there was mention of UOMP_1-5_MOBS, but these are replacers for the same esp's, with MOBS related updates to the new weapons provided by the DLCs. In the FCOM thread recently I saw a link to DLC MOBS updates which aren't replacers, from http://www.tesnexus.com/downloads/file.php?id=19203. I'm thinking I could install UOP and UOMP, then your supplemental pack, then these DLC MOBS and thus get both latest UOMP bug fixes as well as MOBS stats for the DLC items. Does this sound correct?
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kelly thomson
 
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Post » Tue May 10, 2011 3:33 pm

[snip]
http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/UOP_sup_install_order.jpg, showing the overwritten (by UOPS) files in question. Don't worry about those top files with the mod name not shown. They are from UOP, which I KNOW should be overwritten by UOPS. Feel free to comment on any other odd-seeming install priorities you notice.

Thanks in advance!

-Decrepit-
There is an option under the WB installer tab now to list packages. So you won't need screen shots any more.
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Anna Krzyzanowska
 
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Post » Tue May 10, 2011 1:02 pm

Who knew this would turn into such a complicated thing :P

Using BAIN, install order:

QTP3
[Optimized QTP3 meshes here]
UOP 3.2.0
QTP3 + UOP 3.2.0 patch
UOMP v15
UOPS 3.3.2 and any UOMPS updates you need.
AWLS
RAEVWD

The previous KOTN hotfix can be deleted in favor of the new package.
Thanks for clarifying that. I didn't see that in the change log, So until I read this, I was going to ask the same question about the KOTN_UOMP_Hotfix.esp.
To further clarify another question, the KotN_Wayshrine_Fix.esp is no longer needed. This is mentioned in the changelog.
Thanks for your hard work on this Arthmoor! :celebration:
Edit: Maybe you should ad this to the first post to avoid a lot of redundant questions?
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Jesus Sanchez
 
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Post » Tue May 10, 2011 6:02 pm

Arthmoor,
Several fellow modders and I are about to release a mod that adds a bunch of new Vanilla-style weapons to the game--more Amber and Madness, Mithril and Orcish weapons, etc., all carefully designed to fit well with the existing ones.

The reason I bring this up here is that I've identified hundreds of issues with weapon stats that are not addressed in the current version of UOP/UOPS. Unfortunately I haven't documented them - yet - so the easiest way to find them probably would be a comparison in TES4Edit. Would you have any interest in looking over the changes we've made?

Thanks, BFG
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Cartoon
 
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Post » Tue May 10, 2011 2:19 pm

Dear all:
I found there is doubled seafloor error in Nibon Bay, just beneath the island of the Quest: A Door in Niben Bay.
http://img526.imageshack.us/img526/199/doorh.jpg
http://img709.imageshack.us/img709/6766/seafloor.jpg

It's caused by over height LOD mesh in DATA\Meshes\landscape\LOD\
I believe it can be fixed because Quarn has fixed some other similar problems in Topal Bay and the Abecean Sea by UOP.
http://www.uesp.net/wiki/Tes4Mod:Unofficial_Oblivion_Patch/Statics_and_Clutter

I hope someone can fix the problem in Niben Bay as well.
Thanks!
:wink_smile:
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Emily Shackleton
 
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