[Relz] Unofficial Oblivion Patch 3.2.0 + Unofficial Patch Su

Post » Wed Mar 09, 2011 6:28 am

@Brumbek: You've been patiently waiting for the inevitable, haven't you? :P

@Hanaisse: According to the UOP changelog:
Fixed the Mage's Robe ( RobeMage{F}.NIFs ), Arch-Mage's Robe ( RobeMageArch{F}.NIFs ), Black Hand Robe ( RobeMCBlack{F}.NIFs ) and Necromancer's Robe ( RobeNecromancerF/M.NIFs ) using duplicates of the same 1.33MB normal map instead of sharing a common normal map, which would waste about 4MB of video memory if they were loaded simultaneously, plus corresponding increase in load times


I'm not up on just how this normal map stuff works, but does that sound right to you? One would think it's the opposite and this change shouldn't have been done?

Unless I miss my guess here, if you're in a spot where all of these robes load, each one is now forced to load it's own version of the same normal map instead of only loading the one normal map.

I'll have to defer to texture experts on whether this was a silly thing to do or not.
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Darian Ennels
 
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Post » Wed Mar 09, 2011 12:29 pm

Oh I see now. Yes, that sounds right. It is typically good practice to share a normal map if all your textures are laid out the same and you want them to look the same, which these do now that I look closer.
What you're saying is backwards. It was loading a normal map for each robe, now it's only loading one. So it was a good thing to do.
I'm not sure I buy increased load times because 4 normal maps were taken out, but hey. :)
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Emma Pennington
 
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Post » Wed Mar 09, 2011 8:58 am

hrm. yeah, ok. I see. Confusing changelog entry.
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lexy
 
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Post » Wed Mar 09, 2011 1:38 am

So maybe Arthmoor will say no, but there's a great mod called http://www.tesnexus.com/downloads/file.php?id=10076 by Xui that replaces hideous LOD meshes that you can see in the Palace Grounds. Now it isn't really a "fix" per se since you can argue Beth meant to use the LOD ugly meshes, but at the least it's a very bad design decision, but I think it was an oversight. Xui gave me permission to update and incorporate into whatever mod, so I updated the mod today to totally remove the ugly LOD meshes and use full polygon versions...there's no performance hit since the Palace Grounds are not detailed areas.

http://i275.photobucket.com/albums/jj317/Brumbek/Oblivion%20General/NewSheothPalaceLOD-01-Before.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/Oblivion%20General/NewSheothPalaceLOD-01-After.jpg

Problem is this mod is so limited in scope most people don't know about it plus it wastes an .esp space for a little fix. I'd like it to be merged into USIP, sure you can say it's not purely a "fix" but it's essential imo and does fix "bad design".
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SaVino GοΜ
 
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Post » Wed Mar 09, 2011 4:33 am

Yeah, it's not a fix, but I wouldn't mind seeing it included... Are the meshes on the tower bad enough to consitute a mis-match, which is fixed in the UOP?

I had a weird thing that happened while I was playing through SI, but I have no idea if it's intended or not. While doing the Roots of Madness quest in the Fountainhead, I found I couldn't open most of the hollowed stumps. The "smoke" animation kept playing repeatedly, but they wouldn't open. It wasn't abomb - everything else was fine. I wasn't sure if it was something to do with the contanimation by the order or if it was Harvest Containers acting up. That's the only time I had problems opening a container, including the hollowed stumps.
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Elena Alina
 
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Post » Wed Mar 09, 2011 6:47 am

There's precedent in the UOP for doing visual fixes since Kivan went out of his way to handle missing cathedrals and other similar things so I don't see fixing the New Sheoth palace LOD as a problem. So unless there's huge objection to it I don't have a problem with it.

What tower are you talking about?

If those containers could be opened again later I'd lean toward it being intentional in some way. It's been long enough since I've played through the SI main quest that I don't remember the details of all that. Surely a sign that I need to get another character up to go through the Isles again :)
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Russell Davies
 
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Post » Wed Mar 09, 2011 5:44 am

There's precedent in the UOP for doing visual fixes since Kivan went out of his way to handle missing cathedrals and other similar things so I don't see fixing the New Sheoth palace LOD as a problem. So unless there's huge objection to it I don't have a problem with it.

What tower are you talking about?

If those containers could be opened again later I'd lean toward it being intentional in some way. It's been long enough since I've played through the SI main quest that I don't remember the details of all that. Surely a sign that I need to get another character up to go through the Isles again :)


Oh, just that little tower in Brumbek's screenshots - where the fire would be lit. Yeah, I'm afraid I have no desire to return to the Isles or that dungeon. I did try accessing the containers after I had purified the waters and they still wouldn't open, but that was before the usual cell reset, so it'd be better if someone else could confirm or deny my findings. There was nothing said about it on the Wiki - one way or the other. Mind you I found a lot of errors in the Wiki with regards to SI, so that doesn't say much either...
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Isaiah Burdeau
 
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Post » Wed Mar 09, 2011 7:07 am

Lately, as starting a new game to test a mod, I experienced a huge performance hit looking in the direction of the Vilverin ruin, from 60+ down to 30-40 fps. First I thought it is caused by the bandit NPCs, but after I killed them, the problem persisted. I realised then, that this was caused by the campfire. You look in the direction of the Vilverin bandit fireplace, even from 100 yards away, you don`t even need to see it directly, the performance gets hurt.

I did some research and found the following UOP changes:

* Addressing an old complaint: The fire at Vilverin has been exchanged for one that makes smoke.
* Substituted the outdoor fire at the bandit camp outside Vilverin in such a way that it will not double up the lighting with lighting mods, causing performance issues.

Can anyone confirm the performance hit? Maybe the smoke is causing this trouble? If it is, I don`t know if the smoke is worth the performance hit? don`t expect this to be changed of course, I just wanted to address it.
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Claudz
 
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Post » Wed Mar 09, 2011 8:21 am

@Andalaybay: I'm not sure what you mean by a mismatch then. That tower is supposed to have a half & half roof.

@Klaus: It would be nearly impossible for one flame source to cause a 20-30 fps drop in performance. I could see maybe up to 5, but you've definitely got something else going on there. There's plenty of other places in the game where multiple smoke producing fires get used.
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sw1ss
 
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Post » Tue Mar 08, 2011 10:28 pm

I think andalaybay may mean mismatch in the sense that the tower uses a LOD mesh even though it's up close, so a mismatch. Anyway, I'm VERY glad to hear you'll incorporate Xui's mod! It deserves to be memorialized in such a way.

Ok, so I'm worked real hard and finished my SI Palace mesh fixes...now if I just don't play the game I might not find any other issues. :)

http://i275.photobucket.com/albums/jj317/Brumbek/Oblivion%20General/USIP_Palace_Before.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/Oblivion%20General/USIP_Palace_After.jpg

http://www.4shared.com/file/PGderKa9/USIP_Palace_Addon-v1.html

http://www.4shared.com/file/XNiPgdAQ/New_Sheoth_Palace_LOD_Fix-v2.html (Note this mod works by swapping the static mesh to non-LOD version but keeps the same REFR. Is this the best way to do this?)

And yes...this means I'll have to update AN to include those Palace fixes...grr. Now to finish my RAEVWD Palace meshes...
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Stephy Beck
 
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Post » Wed Mar 09, 2011 8:14 am

@Andalaybay: I'm not sure what you mean by a mismatch then. That tower is supposed to have a half & half roof.



I think andalaybay may mean mismatch in the sense that the tower uses a LOD mesh even though it's up close, so a mismatch.


Yeah, that must be it :lol: I was referring to the brick surrounding the lower part of that tower, just below the fire basin. It's really blurry and doesn't match up to the next section (right to the right or left). I'm only looking at the circular part under the fire basin. It looks much better after Brumbek's fix, so it really doesn't matter!
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jessica sonny
 
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Post » Wed Mar 09, 2011 10:00 am

@Klaus: It would be nearly impossible for one flame source to cause a 20-30 fps drop in performance. I could see maybe up to 5, but you've definitely got something else going on there. There's plenty of other places in the game where multiple smoke producing fires get used.


Ok, I`ll be doing some more research.
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Strawberry
 
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Post » Wed Mar 09, 2011 1:13 am

http://www.4shared.com/file/XNiPgdAQ/New_Sheoth_Palace_LOD_Fix-v2.html (Note this mod works by swapping the static mesh to non-LOD version but keeps the same REFR. Is this the best way to do this?)


Yes, that should be fine. That way it still allows some other mod to delete the stuff entirely if it wants to.
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darnell waddington
 
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Post » Wed Mar 09, 2011 4:14 am

the Vilverin bandit fireplace, even from 100 yards away, you don`t even need to see it directly, the performance gets hurt.
Ok, I`ll be doing some more research.
This might be a dumb question, but are you using RAEVWD (or another VWD mod) and have meshes for the imperial city architecture installed? That stuff causes a massive frame hit for many people, and you're certainly close enough for it to be the issue, but then it's also easy to test by having the IC behind you and the campfire in front of you.

Vac
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Guinevere Wood
 
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Post » Tue Mar 08, 2011 11:47 pm

Nope, no RAEVWD installed right now.
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Brooke Turner
 
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Post » Wed Mar 09, 2011 10:18 am

Just a friendly poke - report your SI bugs if you've got them.
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ijohnnny
 
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Post » Tue Mar 08, 2011 11:48 pm

Nope, no bugs (just installed) but i have a question:

If i only have unofficially/officially patched Oblivion (without SI) - can i install the Unofficial Oblivion Patch Supplementals? Or it will only work flawless if unofficially/officially patched SI is present? Didn't see this in readme...

edit: wow! that was fast, Thanks!
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Queen
 
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Post » Wed Mar 09, 2011 7:23 am

The UOP is intended for use on any setup, SI or no.

The USIP is intended for use with SI.

The rest of the supplementals deal with the unofficial patches for the DLCs. So if you're not using the official DLCs or SI, you only need the UOP and its supplemental.
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Yvonne
 
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Post » Tue Mar 08, 2011 9:05 pm

Arthmoor, whats the current play with load order reference RAEVWD, AWLS and UOP Supplemental

I noticed RAEVWD is pending an update and reverted to 1.9 (problem people found fast travelling to Anvil)

This weekends AWLS, now should overwrite RAEVWD ( IAW http://www.gamesas.com/index.php?/topic/1084754-relzanimated-window-lighting-system-thread-6/page__view__findpost__p__17050635 )

Given previous advice for UOP Supplementals overwriting just these files .....
Spoiler
==18== 7.Animated_Window_Lighting_System_-_Meshes_v5-4-0-19628-1.7z
meshes\architecture\anvil\AnvilFightersGuild01.NIF
meshes\architecture\leyawiin\exterior\LeyawiinMagesGuildHouse.NIF


Does the UOP Sup now also need to be before AWLS and be overwritten by the same? - I doubt it matters much, I have a feeling the files will be the same and will probably be leapfrogged once more with the next update of UOP Supplemental (and any new PyFFi'ng that has been applied since last update)
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Robert Jackson
 
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Post » Wed Mar 09, 2011 7:58 am

Assuming AWLS is now including the UOPS fixes for those meshes, yes, you'd want to overwrite with what AWLS has.

I don't know why AWLS is being listed to override RAEVWD. I didn't get the chance to check on why that would be necessary since 5.3.6 seems to be having a bad reaction to even being installed when I try to get to Bruma or Anvil. I very much hate diagnosing multiple failures because it's such a pain to isolate.
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CRuzIta LUVz grlz
 
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Post » Wed Mar 09, 2011 4:07 am

Assuming AWLS is now including the UOPS fixes for those meshes, yes, you'd want to overwrite with what AWLS has.

I believe AWLS now incorporates those...I will check and get back to you. If it doesn't I'll update it so it does.

I don't know why AWLS is being listed to override RAEVWD. I didn't get the chance to check on why that would be necessary since 5.3.6 seems to be having a bad reaction to even being installed when I try to get to Bruma or Anvil. I very much hate diagnosing multiple failures because it's such a pain to isolate.

Again Arthmoor questions me! I repeatedly tell him to never question genius! (Much sarcasm here)

Well, I updated AWLS this weekend to version 5.4.0, both meshes and texture pack. This version now includes total support for RAEVWD...this means I've included RAEVWD meshes with altered illuminated window colors to match AWLS selections. Hence, it must overwrite RAEVWD installed files, no way around this. Therefore, AWLS must install after RAEVWD.
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Ludivine Dupuy
 
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Post » Wed Mar 09, 2011 7:55 am

If it helps you two any - Just happen to have these handy at the moment - for your reference at a later date (when you have that precious thing time to spare)

The following from RAEVWD 1.9 are being overwritten by AWLS 5.4.0 meshes

Spoiler
==15== 4.RAEVWD_SI_Edition-v1.6.1-20053.7z
textures\lowres\architecture\city\dementia\dementiawindow.dds
textures\lowres\architecture\city\dementia\dementiawindow_g.dds
textures\lowres\architecture\city\dementia\dementiawindow_n.dds
textures\lowres\architecture\city\mania\windowbliss01.dds
textures\lowres\architecture\city\mania\windowbliss01_g.dds
textures\lowres\architecture\city\mania\windowbliss01_n.dds
textures\lowres\architecture\settlements\window01ext.dds
textures\lowres\architecture\settlements\window01ext_g.dds
textures\lowres\architecture\settlements\window01ext_n.dds

==17== 6.RAEVWD_SI_Bomret_Textures-20053.7z
textures\lowres\architecture\city\dementia\dementiawindow.dds
textures\lowres\architecture\city\dementia\dementiawindow_g.dds
textures\lowres\architecture\city\dementia\dementiawindow_n.dds
textures\lowres\architecture\city\mania\windowbliss01.dds
textures\lowres\architecture\city\mania\windowbliss01_g.dds
textures\lowres\architecture\city\mania\windowbliss01_n.dds
textures\lowres\architecture\settlements\window01ext.dds
textures\lowres\architecture\settlements\window01ext_g.dds
textures\lowres\architecture\settlements\window01ext_n.dds


And the following from RAEVWD 1.9 are being overwritten by Brumbeks mixed textures 5.4.0

Spoiler

==14== 3.RAEVWD-v1.9-20053.7z
Textures\lowres\architecture\anvil\anvildoorflats02.dds
Textures\lowres\architecture\anvil\anvilwindow01.dds
Textures\lowres\architecture\anvil\anvilwindow01_g.dds
Textures\lowres\architecture\anvil\anvilwindow01_n.dds
Textures\lowres\architecture\anvil\anvilwindow02.dds
Textures\lowres\architecture\anvil\anvilwindow02_g.dds
Textures\lowres\architecture\anvil\anvilwindow02_n.dds
Textures\lowres\architecture\anvil\anvilwindowarch01.dds
Textures\lowres\architecture\anvil\anvilwindowarch01_g.dds
Textures\lowres\architecture\anvil\anvilwindowarch01_n.dds
Textures\lowres\architecture\anvil\anvilwindowhaunted01.dds
Textures\lowres\architecture\anvil\anvilwindowhaunted01_g.dds
Textures\lowres\architecture\anvil\anvilwindowhaunted01_n.dds
Textures\lowres\architecture\bruma\brumawindow01.dds
Textures\lowres\architecture\bruma\brumawindow01_g.dds
Textures\lowres\architecture\bruma\brumawindow01_n.dds
Textures\lowres\architecture\cathedral\cathedralwindow01.dds
Textures\lowres\architecture\cathedral\cathedralwindow01_g.dds
Textures\lowres\architecture\cathedral\cathedralwindow01_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowakatosh01.dds
Textures\lowres\architecture\cathedral\cathedralwindowakatosh01_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowakatosh01_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowakatosh02.dds
Textures\lowres\architecture\cathedral\cathedralwindowakatosh02_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowakatosh02_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowarkay01.dds
Textures\lowres\architecture\cathedral\cathedralwindowarkay01_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowarkay01_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowarkay02.dds
Textures\lowres\architecture\cathedral\cathedralwindowarkay02_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowarkay02_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowdibella01.dds
Textures\lowres\architecture\cathedral\cathedralwindowdibella01_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowdibella01_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowdibella02.dds
Textures\lowres\architecture\cathedral\cathedralwindowdibella02_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowdibella02_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowempire01.dds
Textures\lowres\architecture\cathedral\cathedralwindowempire01_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowempire01_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowempire02.dds
Textures\lowres\architecture\cathedral\cathedralwindowempire02_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowempire02_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowjulianos01.dds
Textures\lowres\architecture\cathedral\cathedralwindowjulianos01_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowjulianos01_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowjulianos02.dds
Textures\lowres\architecture\cathedral\cathedralwindowjulianos02_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowjulianos02_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowkynareth01.dds
Textures\lowres\architecture\cathedral\cathedralwindowkynareth01_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowkynareth01_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowkynareth02.dds
Textures\lowres\architecture\cathedral\cathedralwindowkynareth02_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowkynareth02_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowmara01.dds
Textures\lowres\architecture\cathedral\cathedralwindowmara01_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowmara01_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowmara02.dds
Textures\lowres\architecture\cathedral\cathedralwindowmara02_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowmara02_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowrose01.dds
Textures\lowres\architecture\cathedral\cathedralwindowrose01_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowrose01_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowside01.dds
Textures\lowres\architecture\cathedral\cathedralwindowside01_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowside01_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowstendarr01.dds
Textures\lowres\architecture\cathedral\cathedralwindowstendarr01_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowstendarr01_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowstendarr02.dds
Textures\lowres\architecture\cathedral\cathedralwindowstendarr02_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowstendarr02_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowtop01.dds
Textures\lowres\architecture\cathedral\cathedralwindowtop01_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowtop01_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowtop02.dds
Textures\lowres\architecture\cathedral\cathedralwindowtop02_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowtop02_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowtop03.dds
Textures\lowres\architecture\cathedral\cathedralwindowtop03_g.dds
Textures\lowres\architecture\cathedral\cathedralwindowtop03_n.dds
Textures\lowres\architecture\cathedral\cathedralwindowzenithar01.dds
Textures\lowres\architecture\cathedral\cathedralwindowzenithar01_g.dds
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Textures\lowres\architecture\cathedral\cathedralwindowzenithar02.dds
Textures\lowres\architecture\cathedral\cathedralwindowzenithar02_g.dds
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Textures\lowres\architecture\cheydinhal\cheydinhalwindow01.dds
Textures\lowres\architecture\cheydinhal\cheydinhalwindow01_g.dds
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Textures\lowres\architecture\cheydinhal\cheydinhalwindow02_g.dds
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Textures\lowres\architecture\chorrol\glasswindow01.dds
Textures\lowres\architecture\chorrol\glasswindow01_g.dds
Textures\lowres\architecture\chorrol\glasswindow01_n.dds
Textures\lowres\architecture\chorrol\glasswindow02.dds
Textures\lowres\architecture\chorrol\glasswindow02_g.dds
Textures\lowres\architecture\chorrol\glasswindow02_n.dds
Textures\lowres\architecture\chorrol\glasswindow04.dds
Textures\lowres\architecture\chorrol\glasswindow04_g.dds
Textures\lowres\architecture\chorrol\glasswindow04_n.dds
Textures\lowres\architecture\chorrol\glasswindow10.dds
Textures\lowres\architecture\chorrol\glasswindow10_g.dds
Textures\lowres\architecture\chorrol\glasswindow10_n.dds
Textures\lowres\architecture\chorrol\glasswindow11.dds
Textures\lowres\architecture\chorrol\glasswindow11_g.dds
Textures\lowres\architecture\chorrol\glasswindow11_n.dds
Textures\lowres\architecture\chorrol\mageguildwindow01.dds
Textures\lowres\architecture\chorrol\mageguildwindow01_g.dds
Textures\lowres\architecture\chorrol\mageguildwindow01_n.dds
Textures\lowres\architecture\chorrol\mageguildwindow02.dds
Textures\lowres\architecture\chorrol\mageguildwindow02_g.dds
Textures\lowres\architecture\chorrol\mageguildwindow02_n.dds
Textures\lowres\architecture\chorrol\mageguildwindow03.dds
Textures\lowres\architecture\chorrol\mageguildwindow03_g.dds
Textures\lowres\architecture\chorrol\mageguildwindow03_n.dds
Textures\lowres\architecture\farmhouse\glasswindow05.dds
Textures\lowres\architecture\farmhouse\glasswindow05_g.dds
Textures\lowres\architecture\farmhouse\glasswindow05_n.dds
Textures\lowres\architecture\imperialcity\ictemplewindow01.dds
Textures\lowres\architecture\imperialcity\ictemplewindow01_g.dds
Textures\lowres\architecture\imperialcity\ictemplewindow01_n.dds
Textures\lowres\architecture\imperialcity\icwindow01.dds
Textures\lowres\architecture\imperialcity\icwindow01_g.dds
Textures\lowres\architecture\imperialcity\icwindow01_n.dds
Textures\lowres\architecture\leyawiin\leyawiinmagesguilddoor01.dds
Textures\lowres\architecture\leyawiin\leyawiinmagesguilddoor01_g.dds
Textures\lowres\architecture\leyawiin\leyawiinmagesguilddoor01_n.dds
Textures\lowres\architecture\leyawiin\leyawiinupperdoor01.dds
Textures\lowres\architecture\leyawiin\leyawiinupperdoor01_g.dds
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Textures\lowres\architecture\priory\priorywindow01_g.dds
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Textures\lowres\architecture\priory\priorywindow02_n.dds
Textures\lowres\architecture\priory\priorywindow03.dds
Textures\lowres\architecture\priory\priorywindow03_g.dds
Textures\lowres\architecture\priory\priorywindow03_n.dds
Textures\lowres\architecture\priory\weynonwindow01.dds
Textures\lowres\architecture\priory\weynonwindow01_g.dds
Textures\lowres\architecture\priory\weynonwindow01_n.dds
Textures\lowres\architecture\priory\weynonwindow02.dds
Textures\lowres\architecture\priory\weynonwindow02_g.dds
Textures\lowres\architecture\priory\weynonwindow02_n.dds
Textures\lowres\architecture\ships\piratewindow01.dds
Textures\lowres\architecture\ships\piratewindow01_g.dds
Textures\lowres\architecture\ships\piratewindow01_n.dds
Textures\lowres\architecture\skingrad\skingradwindow01.dds
Textures\lowres\architecture\skingrad\skingradwindow01_g.dds
Textures\lowres\architecture\skingrad\skingradwindow01_n.dds
Textures\lowres\architecture\skingrad\skingradwindow02.dds
Textures\lowres\architecture\skingrad\skingradwindow02_g.dds
Textures\lowres\architecture\skingrad\skingradwindow02_n.dds

==15== 4.RAEVWD_SI_Edition-v1.6.1-20053.7z
meshes\architecture\city\citywalls\sesacellum ardensultower_far.nif
textures\lowres\architecture\city\dementia\dementiawindow.dds
textures\lowres\architecture\city\mania\windowbliss01.dds
textures\lowres\architecture\settlements\window01ext.dds
textures\lowres\architecture\settlements\window01ext_g.dds
textures\lowres\architecture\settlements\window01ext_n.dds

==17== 6.RAEVWD_SI_Bomret_Textures-20053.7z
textures\lowres\architecture\city\dementia\dementiawindow.dds
textures\lowres\architecture\city\mania\windowbliss01.dds
textures\lowres\architecture\settlements\window01ext.dds
textures\lowres\architecture\settlements\window01ext_g.dds
textures\lowres\architecture\settlements\window01ext_n.dds

User avatar
Symone Velez
 
Posts: 3434
Joined: Thu Sep 07, 2006 12:39 am

Post » Wed Mar 09, 2011 12:06 am

Prodding for SI reminders. Get those reports in or I'm going to assume SI is perfect in every possible way :P
User avatar
Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Wed Mar 09, 2011 3:03 am

This time it may concern SI as well:

Could you change the sneak-eye/icon position in third-person view so it could be aligned with the first-person one? When sneaking in 3d-person the eye/icon doesn't take crouching into account so the real aim for shooting/activating appears to be a feet lower (or so). Only the 3d p.view sneak icon needs to be alighned, without any talk/steal_item indicators (there are none in 3d-p.view).
User avatar
QuinDINGDONGcey
 
Posts: 3369
Joined: Mon Jul 23, 2007 4:11 pm

Post » Tue Mar 08, 2011 9:30 pm

Just a friendly poke - report your SI bugs if you've got them.

I have some minor weapon attribute issues to report. :whistling:


Seriously though, thanks for being willing to venture into the SI arena on the Supplementals.
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

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