[Relz] Unofficial Oblivion Patch 3.2.0 + Unofficial Patch Su

Post » Sat May 21, 2011 7:59 am

000a688a Sconce not attached to wall
0004ba82 (Mystic Emporium) Extra tapestry hidden behind wall
0004ba6b (Main Ingridient) Extra tapestry hidden behind wall
0004ba57, 0004ba4e, 0004ba5a (Main Ingridient Private Quarters) Three extra rugs hidden under the floor
0004bb3f (Best Defence Basemant) Bed intersecting wall
000303e5 (Best Defence Basemant) Tapestry intersecting wall
0004bb58 (Best Defence Private Quarters) High-flying candle stick
0002fd8c (The Gilded Carafe) Flying Chair
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lydia nekongo
 
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Post » Sat May 21, 2011 7:52 am

Did I ever mention that I had to fix the OMOD install script for the UOMP? I don't think I did, so here are the fixes:

Spoiler

Script had DontInstallDataFolder "Textures\\Menus\\Icons\\Weapons50\\ND" True instead of DontInstallDataFolder "Textures\\Menus50\\Icons\\Weapons\\ND" True. I had to fix Menus50, Menus75 and Menus80.
Script had DontInstallDataFile "Textures\\Menus\\Book\\NDWayshrine.dds.dds" I had to remove the second .dds extension.

These fixes are to the Knights section of the script.

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Stephanie Kemp
 
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Post » Sat May 21, 2011 1:14 am

CheydinhalWanderGardens12x5 [PACK:0006E6AA].
I think this one needs a Radius greater than 0 http://www.gamesas.com/index.php?/topic/1091510-relz-the-ayleids-steps-3-thread-2/page__view__findpost__p__16519076
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jennie xhx
 
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Post » Sat May 21, 2011 4:12 am

000a688a Sconce not attached to wall
0004ba82 (Mystic Emporium) Extra tapestry hidden behind wall
0004ba6b (Main Ingridient) Extra tapestry hidden behind wall
0004ba57, 0004ba4e, 0004ba5a (Main Ingridient Private Quarters) Three extra rugs hidden under the floor
0004bb3f (Best Defence Basemant) Bed intersecting wall
000303e5 (Best Defence Basemant) Tapestry intersecting wall
0004bb58 (Best Defence Private Quarters) High-flying candle stick
0002fd8c (The Gilded Carafe) Flying Chair


Stil amazing just how much of this kind of thing is left over. Ah well, I guess nobody audited every interior. I sure hope TES V isn't rittled with this sort of thing.

Did I ever mention that I had to fix the OMOD install script for the UOMP? I don't think I did, so here are the fixes:

Spoiler

Script had DontInstallDataFolder "Textures\\Menus\\Icons\\Weapons50\\ND" True instead of DontInstallDataFolder "Textures\\Menus50\\Icons\\Weapons\\ND" True. I had to fix Menus50, Menus75 and Menus80.
Script had DontInstallDataFile "Textures\\Menus\\Book\\NDWayshrine.dds.dds" I had to remove the second .dds extension.

These fixes are to the Knights section of the script.


Nope, you never mentioned it, but I wasn't planning on repacking the entire set of UOMPs either so stuff for the meshes + textures isn't going to help much. All of the fixes I've done to those have all been just for the ESPs.

CheydinhalWanderGardens12x5 [PACK:0006E6AA].
I think this one needs a Radius greater than 0 http://www.gamesas.com/index.php?/topic/1091510-relz-the-ayleids-steps-3-thread-2/page__view__findpost__p__16519076


Lol, so that's why those two kept bumping heads. I passed by there and wondered about that but never bothered to look into it. At least it'll be fixed now. No idea who though it was a good idea for Shelly to stand around not moving for 5 hours. Although the particular spot she's in doesn't look much like a garden to me.
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Anthony Diaz
 
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Post » Sat May 21, 2011 6:50 am

Last game I played, some of the city walls in Skingrad behaved like wood (I know arrows stuck in the ones next to the Chapel). This game I have BC installed and they behave like stone, so I could be wrong install order last game. I thought I should report this just in case it is a real problem.
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An Lor
 
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Post » Sat May 21, 2011 1:02 pm

000a688a Sconce not attached to wall
0004ba82 (Mystic Emporium) Extra tapestry hidden behind wall
0004ba6b (Main Ingridient) Extra tapestry hidden behind wall
0004ba57, 0004ba4e, 0004ba5a (Main Ingridient Private Quarters) Three extra rugs hidden under the floor
0004bb3f (Best Defence Basemant) Bed intersecting wall
000303e5 (Best Defence Basemant) Tapestry intersecting wall
0004bb58 (Best Defence Private Quarters) High-flying candle stick
0002fd8c (The Gilded Carafe) Flying Chair


Check out the Lake Arrius Caverns, I know I saw a bunch of floating objects on shelves and stuff
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Jessica Thomson
 
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Post » Sat May 21, 2011 9:14 am

Last game I played, some of the city walls in Skingrad behaved like wood (I know arrows stuck in the ones next to the Chapel). This game I have BC installed and they behave like stone, so I could be wrong install order last game. I thought I should report this just in case it is a real problem.


It is, but not from vanilla. I checked the one on OCC/OCR that has the top collision corrected and for some reason its havok material was set to wood.
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Sanctum
 
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Post » Sat May 21, 2011 1:20 am

I was in the IC Waterfront House for Sale and I found something odd. I could not get out. I was teleported, but was still behind the walls. I went into the CS and found that the door marker in cell ICWaterfront02 (3,11) for this house is facing the wrong way! When I used Refscope on the exterior door, it said it was part of Oblivion.esm. I don't think I have any mods that touch this house but, I would like someone else to verify.
Nvm.
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Rinceoir
 
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Post » Sat May 21, 2011 12:44 am

I'm using UOP 3.20 w/3.25 patch and 3.31 patch.
I ran check for errors in TES4Edit on Unofficial Oblivion Patch.esp and it returned a few errors:
Hope this is helpful.

Spoiler
Errors were found in :[0D] Unofficial Oblivion Patch.esp
Target -> Target is not persistent
Above errors were found in :QSTA - Target
Above errors were found in :Target
Above errors were found in :Targets
Above errors were found in :MS11 "A Brotherhood Betrayed" [QUST:00017839]
Above errors were found in :GRUP Top "QUST"
Door -> Target is not persistent
Above errors were found in :XTEL - Teleport Destination
Above errors were found in :[REFR:000303EF] (places ChorrolLoadDoorMiddle02 "Wooden Door" [DOOR:0002ACF0] in GRUP Cell Persistent Children of BrumaBrotchCalusHouse "Brotch Calus' House" [CELL:000302E1])
Above errors were found in :GRUP Cell Persistent Children of BrumaBrotchCalusHouse "Brotch Calus' House" [CELL:000302E1]
Above errors were found in :GRUP Cell Children of BrumaBrotchCalusHouse "Brotch Calus' House" [CELL:000302E1]
Above errors were found in :GRUP Interior Cell Sub-Block 4
Above errors were found in :GRUP Interior Cell Block 5
Door -> Target is not persistent
Above errors were found in :XTEL - Teleport Destination
Above errors were found in :[REFR:000865BF] (places ICDoor04 "Wooden Door" [DOOR:0001D357] in GRUP Cell Persistent Children of ICArcaneUniversityImperialWatchtower "Imperial Watchtower" [CELL:0002C172])
Above errors were found in :GRUP Cell Persistent Children of ICArcaneUniversityImperialWatchtower "Imperial Watchtower" [CELL:0002C172]
Above errors were found in :GRUP Cell Children of ICArcaneUniversityImperialWatchtower "Imperial Watchtower" [CELL:0002C172]
Above errors were found in :GRUP Interior Cell Sub-Block 9
Above errors were found in :GRUP Interior Cell Block 4
Door -> Target is not persistent
Above errors were found in :XTEL - Teleport Destination
Above errors were found in :[REFR:000303BE] (places BrumaLoadDoorUpper01 "Wooden Door" [DOOR:0002D0A5] in GRUP Cell Persistent Children of BrumaLyraRosentiasHouse "Lyra Rosentia's House" [CELL:000302E9])
Above errors were found in :GRUP Cell Persistent Children of BrumaLyraRosentiasHouse "Lyra Rosentia's House" [CELL:000302E9]
Above errors were found in :GRUP Cell Children of BrumaLyraRosentiasHouse "Lyra Rosentia's House" [CELL:000302E9]
Above errors were found in :GRUP Interior Cell Sub-Block 5
Above errors were found in :GRUP Interior Cell Block 3
Door -> Target is not persistent
Above errors were found in :XTEL - Teleport Destination
Above errors were found in :[REFR:00015ABF] (places LoadDoorLower01 "Door" [DOOR:0001C715] in GRUP Cell Persistent Children of BrumaIstirusBrolusHouse "Istirus Brolus' House" [CELL:000302E7])
Above errors were found in :GRUP Cell Persistent Children of BrumaIstirusBrolusHouse "Istirus Brolus' House" [CELL:000302E7]
Above errors were found in :GRUP Cell Children of BrumaIstirusBrolusHouse "Istirus Brolus' House" [CELL:000302E7]
Above errors were found in :GRUP Interior Cell Sub-Block 5
Above errors were found in :GRUP Interior Cell Block 1
Door -> Target is not persistent
Above errors were found in :XTEL - Teleport Destination
Above errors were found in :[REFR:000303D0] (places LoadDoorLower01 "Door" [DOOR:0001C715] in GRUP Cell Persistent Children of BrumaOngarsHouse "Ongar's House" [CELL:000302E6])
Above errors were found in :GRUP Cell Persistent Children of BrumaOngarsHouse "Ongar's House" [CELL:000302E6]
Above errors were found in :GRUP Cell Children of BrumaOngarsHouse "Ongar's House" [CELL:000302E6]
Above errors were found in :GRUP Interior Cell Sub-Block 5
Above errors were found in :GRUP Interior Cell Block 0
Above errors were found in :GRUP Top "CELL"

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Scarlet Devil
 
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Post » Sat May 21, 2011 12:05 am

In both cases, something in your load order is affecting those. The door marker is positioned properly with only the UOPS loaded into the CS, and TES4Edit shows no errors when running a check for errors. Other mods have altered things to produce those results.
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Daramis McGee
 
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Post » Sat May 21, 2011 2:09 am

In both cases, something in your load order is affecting those. The door marker is positioned properly with only the UOPS loaded into the CS, and TES4Edit shows no errors when running a check for errors. Other mods have altered things to produce those results.
Ok, I will try to isolate it. Thanks!
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Stay-C
 
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Post » Sat May 21, 2011 8:40 am

In both cases, something in your load order is affecting those. The door marker is positioned properly with only the UOPS loaded into the CS, and TES4Edit shows no errors when running a check for errors. Other mods have altered things to produce those results.
I traced it to BBC.
I loaded:
Oblivion.esm
Unofficial Oblivion Patch.esp
into TES4Edit. Checked UOP for errors and found none.

Then I loaded:
Oblivion.esm
Better Cities Resources.esm
Unofficial Oblivion Patch.esp
Better Cities .esp
Better Cities Full.esp
into TES4Edit. Checked UOP for errors and it returned the errors found in my previous post.

Should I report this to the BBC thread?
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Lily Something
 
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Post » Sat May 21, 2011 12:40 am

Internal server error.
Double post.
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naome duncan
 
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Post » Fri May 20, 2011 10:55 pm

It wouldn't hurt. If that came from BBC then the teleport errors are going to be intentional, but the quest target one should be dealt with by pointing its target to the proper door.
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Johanna Van Drunick
 
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Post » Sat May 21, 2011 3:36 am

Arthmoor, did you get a message at all from the person doing the arrow? I sent him a message on Wednesday but it seems he hasn't been around for a whole week. I say we just forget this one and release, I'm itching as much as you are to get this out, been waiting a month now :D. If the arrow is done at a later time if at all then it wouldn't hurt to make it something optional
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Trevor Bostwick
 
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Post » Sat May 21, 2011 2:08 am

Yep, I'll give it until tomorrow before wrapping up.
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jenny goodwin
 
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Post » Sat May 21, 2011 9:21 am

It wouldn't hurt. If that came from BBC then the teleport errors are going to be intentional, but the quest target one should be dealt with by pointing its target to the proper door.
Thanks!
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Jessica Stokes
 
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Post » Sat May 21, 2011 2:01 pm

Hold up, he just replied in PM, says he fixed it but needs help with nifskope stuff.
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Spencey!
 
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Post » Sat May 21, 2011 11:49 am

Hey sorry guys for forgetting about this, I've been busy with school. I did work on the Dwarven arrows, fixing the UV unwrap to make it seamless and also fix the size of the arrows. The collision is also fixed and it doesn't go flying when you drop it. I'm having a rather prominent issue were when you go to fire a dwarven arrow. What happens is your character doesn't actually pull one back. Plus when you fire the non-arrow, the arrows are unequipped. I think this could possibly be fixed with NifSkope, yet I have zip all knowledge of NifSkope.

If anyone thinks they could fix this http://s000.tinyupload.com/index.php?file_id=14964176308354494208&gk=money is the re-worked .NIF file.

PS: You will also have to change the directory of the texture to that in the .BSA folder since I can't direct it there in Blender.
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Umpyre Records
 
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Post » Sat May 21, 2011 3:12 pm

Cool deal, thanks for that. I've applied the proper texture path and need to know if this is now fixed properly, so if someone can verify it works as expected: http://www.4shared.com/file/b_QIXwrM/DwarvenArrow.html

I don't know how to fix the described issue, because I've never eve heard of it happening before, but I'll poke around and see what I can find.
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Isaiah Burdeau
 
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Post » Sat May 21, 2011 4:15 am

Arthmoor,

I have one request before you wrap up work on this: I've been away from Oblivion for 18 months or so so I'm a bit out of the loop. Does your patch still add complete armor sets to the starting dungeon? If it does, I've been opposed to this change all along and still wish this change would be undone.
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megan gleeson
 
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Post » Sat May 21, 2011 8:29 am

It does, and that change has been in now for ages and is not going to be reverted at this point.

The arrow thing has me baffled. I compared nodes in the newly fixed one to the original vanilla one, and rearranged the newly fixed one to match the same layout. Then copied the missing "prismatic constraint" node (never heard of that!) and the arrow animates properly when nocked, but when a quiver full of them is dropped, it results in this: http://img96.imageshack.us/img96/9537/dwarrowswtf.jpg

No clue how that ended up happening because it certainly doesn't look like that in nifskope. It should look like the green one next to it - which incidentally was based on the UOP version that's supposed to be broken, and it doesn't bounce around wildly or anything like that, even if I z-grab them and toss them around the room.
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NAtIVe GOddess
 
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Post » Sat May 21, 2011 12:15 am

I think we might want to stick with the one in the UOP. I just tested the version in your previous post (not the one above), and it had some undesirable results :) Shadowmere isn't speaking to me anymore :(

When I nocked the arrow, it didn't show up. When I tried to fire anyway, I shot Shadowmere even though I had my back to her!! Now this is actually pretty funny considering how bad at archery my character is, but I don't think archers are going to like it ;)

One arrow shooting across the room when you drop a quiver-full isn't a disaster. Perhaps you could pm Corepc and see if he'd mind fixing it at some point...

Now the truly evil person in me is saying to leave it in and see if anybody notices :evil:
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courtnay
 
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Post » Sat May 21, 2011 6:46 am

Well that's just it - even with the UOP one, I have yet to be able to get it to shoot an arrow across the room when the quiver hits the ground, and I spent about 15 minutes z-grabbing it and throwing it around that way too. My green one from Feldscar certainly doesn't have that problem. Same mesh, just different color.

Chances are it's got something to do with that "prismatic constraint" node but I have no idea what one of those even is. It's attached to the collision node, so obviously collision related. Beyond that, no clue.
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Damien Mulvenna
 
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Post » Sat May 21, 2011 4:40 am

Well if you're not having the problem, then maybe we really shouldn't worry about it. I'll test again, but I got it to do that consistently. My PC is outside right now - I'll get him to do it right now. It'd be funny if it doesn't happen outside! Just like with the whole quiver disaappearing - I only had that happen in one specific location.

Edit: Haven't tested yet, but it looks like that prismatic constraint is the release arrow. It's properties include pivot, sliding and plane, so I'm guessing that's what controls the behaviour of the arrow itself when you nock it in the bow. That might fit because it's one single arrow that appears to fly across the room when you drop the quiver. Even though one arrow has gone flying, the quantity in the dropped quiver doesn't change, so it's strictly an animation issue.

Edit 2: Guess what? Yup, you guessed it: dropping the quiver outside works fine! No flying arrows and no disappearing quiver. On one drop, the arrows in the quiver did sink into the ground a bit, but that happens all the time when you drop weapons outside. Can't tell you how many times I missed out on grabbing that nice sword the bandit had because it sank into the magic quicksand.

So, I have no idea why you get different behaviour depending on where you drop the quiver, but I think for now we just file it away and deal with it if we get a lot of complaints... We have to be able to reproduce this consistently if we are going to fix it - my opinion anyway...
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BlackaneseB
 
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