[Relz] Unofficial Oblivion Patch 3.2.0 + Unofficial Patch Su

Post » Wed Mar 09, 2011 5:52 am

Hi all,

Have a look at this screenshot: http://img529.imageshack.us/img529/8031/screenshot12ck.jpg I posted in the FCOM thread, thinking it was a problem there, but CorePC thinks it may be related to one of the changes UOP does. Any idea how I can fix the purple texture of my Arch-Mage's Hood?

Thanks!
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Michelle Serenity Boss
 
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Post » Wed Mar 09, 2011 8:51 am

Nothing in the UOP or the UOPS touches the arch-mage hood or the texture used by it.

@BFG99: I don't seem to have the big spreadsheet you did of that stuff once before, so if you could send me what needs fixing I'll take care of it.
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Jesus Sanchez
 
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Post » Wed Mar 09, 2011 12:11 pm

Prodding for SI reminders. Get those reports in or I'm going to assume SI is perfect in every possible way :P

More meshes coming! Nearly all meshes I did for All Natural I'm going to add my fixes to regular versions. I'll do it this weekend.
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elliot mudd
 
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Post » Wed Mar 09, 2011 1:17 pm

A likely silly and unnecessary question...

I just got hit by one of those missing cells (just off the Red Ring Road at the fort) corrected by your recent UOPS download. Was about to install it then noticed I still use Supplemental 332 rather than the 333. Comparing the Changelogs for both it looks as if only the UOP esp changed...nothing else. Nor do I notice changes to the KotN supplemental. Am I correct, and if so can I just install the recent UOP hotfix (334?) without bothering to upgrade to the 333 package?
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Smokey
 
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Post » Wed Mar 09, 2011 1:12 am

Yeah, the only change in 3.3.3 was fixing Corruption and Conscience once and for all, which only edited the ESP.
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Jaki Birch
 
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Post » Wed Mar 09, 2011 6:40 am

@BFG99: I don't seem to have the big spreadsheet you did of that stuff once before, so if you could send me what needs fixing I'll take care of it.

Thanks Arthmoor. As we've discussed before, however, this stuff is extremely minor. I doubt many people would ever notice the issues, so I wouldn't worry too much about them. I mentioned it this time in jest. :)
Nevertheless if you are interested, the spreadsheet is available http://www.tesnexus.com/downloads/file.php?id=35560. Look for "Weapon Attribute Fixes". And, an easier to understand explanation of why the fixes were made are on the two "Unresolved Minor Issues" pages of UESP, http://www.uesp.net/wiki/Oblivion:Unresolved_Minor_Issues and http://www.uesp.net/wiki/Shivering:Unresolved_Minor_Issues.
The easiest approach would be to merge one of the "Fixes Only" versions of WEPON into the Unofficial Patch Supplemental. These do add a couple of new weapons (omissions on Bethesda's part), and override some changes made by the original UOP/USIP, just to warn you.



In other news, I do have one slightly bigger issue to report. One of the Amber/Madness equipment lists--either SE30AmberList or SE30MadnessList, I can't remember which--cannot be easily activated where it hangs on the wall of either Cutter's Weapons or The Missing Pauldron. You have to back up from the list, or approach it from a certain angle, to be able to activate/read it. The vanilla version of the same does not seem to have the problem. If you need more info let me know.



EDIT: I would recommend one alteration to the "weapon fixes" discussed above. All enchanted dwarven arrows are raised to 0.15lbs in the fixes ESP to match the conventional dwarven arrow. It would have made more sense just to lower the conventional arrow to 0.1lbs--that would require fewer changes, and would better match the overall progression of arrow weights.
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Flesh Tunnel
 
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Post » Wed Mar 09, 2011 2:04 am

I have a few suggested fixes for SI, though some of them are probably falling in the tweaks department (as is usual with me...)

-There are unused lesser powers (SELpFleshAtronach5Heal, SELpFleshAtronach5DamageHealth) designed for Mended Flesh Atronachs (SECreatureAtronachFlesh5, SECreatureAtronachFlesh5Boss), who by default are using the spells of the previous Atronach tier (4 instead of 5)
-Unused SEAbElytraHatchling ability, designed as a weaker version of SEAbElytra for elytra hatchlings; and unused SEDisElytaHatchling, a disease intended for them too (would need a disease leveled spell)
-About diseases, that one and the three scalon diseases need manual spell cost and cost 0 to be affected properly by resist disease (this is an actual fix)
-Unused SELL0SummonShambles100 and SELL0SummonShamblesLvl100 leveled spells lists, i think they were designed for the heretics' leveled spell pools, SELL2HereticSpells(Boss)100, since the zealots are the ones using flesh atronachs I figured the heretics need another SI summon as well.
-Making the Portal to SI useable by companions simply changing the last 'endif' to 'else---Activate---endif' in the OnActivate block? Companions (and actually anything with a Follow package on the player) do eventually appear in SI, but this allows them to appear immediately next to the player after using the portal.
-Making the greater powers you get as rewards immune to silence/absorb/reflect? Blessing of Dementia/Mania, summon Saint/Seducer/Flesh Atronach greater and lesser powers, Sheogorath's Protection, Ahjazda's Paranoia. This was done in the UOP per my pestering, but I wonder if it was justified enough...
-SE07SacellumAltarBlessing would need immunity to absorb/reflect, it is like the blessing of the Nine in SI. SE14GreatTorch(Mania/Dementia)Spell would fare of better as lesser powers instead of spells, since they have a cost of 0 they can be dispelled with any dispel effect.
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biiibi
 
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Post » Wed Mar 09, 2011 1:28 am

Followup to my Fort Magia landscape hole issue.

I DL'd the UOP 334 esp hotfix and installed it via Wry Bash, positioning it just after the 332 supplemental so that the correct esp would win. Insured the esp was in its correct load-order position. Rebuilt my Bashed Patch, though this was likely not needed. Reran TES4LODgen to be safe. Launched the game.

My current save happened to be just inside the nearby Empty Mine. Waited there four game-days, left the mine, and proceeded to the Fort Magia area. No joy. The hole was still there, as represented by http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/LandHole27Jan2011_1.jpg.

I exited without saving and tried the procedure again, only with four-and-a-half game-days of rest. No joy then either. This time I decided to investigate the missing cell. I didn't really notice anything odd except for one item, the http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/LandHole27Jan2011_2.jpg in this capture. I had investigated this same area prior to installing 334. Oddly, at that time the item in that position was not a skull but a vanilla mead bottle. Don't know that it means anything, but nothing else seems to have changed.

What am I forgetting in the correction process?
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Lucie H
 
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Post » Wed Mar 09, 2011 10:36 am

Nothing in the UOP or the UOPS touches the arch-mage hood or the texture used by it.

Thanks Arthmoor. After some more digging, it appears that "Mike's Clothes Replacer" edits these textures and only the hood is properly displayed.

Sorry about that!
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Matt Gammond
 
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Post » Wed Mar 09, 2011 10:12 am

What am I forgetting in the correction process?


Probably nothing. It just means that either the theory has turned out to be wrong and these items aren't really causing the problem, or there's more stuff in that cell that could be causing issues.

The problem is, your screenshot with the skull and you mentioning being outside some cave doesn't help. Which cell is the skull in? I checked all around the fort entrance and there's no skulls or skeletons laying around it. At least not in the UOP/UOPS. I'd hate to think this issue can be caused by dropping items on the map and having those roll around past cell borders.
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Marta Wolko
 
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Post » Wed Mar 09, 2011 5:59 am

Probably nothing. It just means that either the theory has turned out to be wrong and these items aren't really causing the problem, or there's more stuff in that cell that could be causing issues.

The problem is, your screenshot with the skull and you mentioning being outside some cave doesn't help. Which cell is the skull in? I checked all around the fort entrance and there's no skulls or skeletons laying around it. At least not in the UOP/UOPS. I'd hate to think this issue can be caused by dropping items on the map and having those roll around past cell borders.


Didn't you get the memo? Being psychic is part of the job description for doing mods... :lol:
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neil slattery
 
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Post » Wed Mar 09, 2011 12:02 pm

I'm getting a "Repeatable Crash" on the road near the Gotshaw Inn, heading from Skingrad to Anvil... I never experienced it in Vanolia, (or heavily modded before) until the last week or so. I don't know if this is the Same location that was Fixed, but I have the last UOPs patch...
Load Order
Spoiler
Active Mod Files:00  Oblivion.esm01  underdark.esm02  All Natural Base.esm  [Version 1.2]03  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]04  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]05  Cobl Main.esm  [Version 1.73]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  VASE - core.esm09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  Armamentarium.esm  [Version 1.35]0B  Artifacts.esm  [Version 1.1]0C  Better Cities Resources.esm  [Version 4.9.0]0D  TRoN.esp**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0E  Unofficial Oblivion Patch.esp  [Version 3.3.2]0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp11  Better Cities .esp12  Francesco's Optional Chance of Stronger Bosses.esp13  Francesco's Optional Chance of Stronger Enemies.esp14  Francesco's Optional Chance of More Enemies.esp15  Francesco's Optional Leveled Guards.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]16  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]17  Fran Armor Add-on.esp18  Fran_Lv30Item_Maltz.esp19  FranOBSEConfig.esp  [Version 0.5]**  Atmospheric Loading Screens - Original Text.esp1A  All Natural.esp  [Version 1.2]1B  All Natural - SI.esp  [Version 1.2]1C  All Natural - Real Lights.esp  [Version 1.2]++  Item interchange - Extraction.esp  [Version 0.78]1D  P1DseeYouSleep.esp1E  Display Stats.esp  [Version 1.3.1]1F  FormID Finder4.esp20  Get Wet.esp21  kuerteeActorDetails.esp22  kuerteeCleanUp.esp23  Streamline 3.1.esp24  Landmarks, w Wells.esp  [Version 1.11]++  MaleBodyReplacerV4.esp25  Adonnays Classical Weaponry.esp26  Adonnays Elven Weaponry.esp27  Adonnays Elven Weaponry for NPCs.esp28  Andragorn_Weapons_Armors.esp29  DarkWoods_Weapons_Armor.esp2A  tda_Armoury.esp**  TGND.esp**  TGND_SI.esp**  Armamentium female.esp2B  Weapon Expansion Pack for Oblivion Nthusiasts.esp  [Version 1.03]2C  Cobl Glue.esp  [Version 1.73]2D  Cobl Si.esp  [Version 1.63]2E  Bob's Armory Oblivion.esp2F  FCOM_BobsArmory.esp  [Version 0.9.9]30  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]31  Oblivion WarCry EV.esp  [Version 1.09]32  FCOM_WarCry.esp  [Version 0.9.9MB5]33  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]34  ArmamentariumArtifacts.esp  [Version 1.35]++  Adonnays Elven Weaponry for NPCs - Armamentarium piggyback.esp35  OOO 1.32-Cobl.esp  [Version 1.72]36  FCOM_Convergence.esp  [Version 0.9.9Mb3]37  Mart's Monster Mod - Diverse Runeskulls.esp  [Version 1.1]++  FCOM_EntropicOrderhardcoe.esp  [Version 0.9.9]38  FCOM_RealSwords.esp  [Version 0.9.9]39  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9Mb3]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoSpiders.esp  [Version 0.9.9]++  Mart's Monster Mod - No Pests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]++  FCOM_NoReaversInGates.esp  [Version 0.9.9]++  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]3A  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Fiends.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Adventurers.esp  [Version 3.7b3p3]3B  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_ArcheryArmamentarium.esp  [Version 2]++  FCOM_ArcheryRealSwords.esp  [Version 2]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]**  Fransfemale.esp3C  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.73]**  EVE_StockEquipmentReplacer4FCOM.esp3D  Akaviri Imports.esp3E  Amen'thalas.esp3F  Artifacts.esp  [Version 1.1]**  ArtifactsFemaleArmor.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]40  Better Benirus Manor - Helping Hands.esp41  DarknessHollows.esp42  Hentai Mania.esp++  FCOM_Hentai Mania.esp  [Version 0.8]43  Peruggia's Passage.esp44  The Ayleid Steps.esp  [Version 3.3.2]45  VHBloodlines 1.2.esp  [Version 1.5.1]46  Knights.esp47  Knights - Unofficial Patch.esp  [Version 1.1]**  EVE_KnightsoftheNine.esp48  Mighty Umbra.esp49  The Mystery of the Dulan cult.esp4A  AFK_Weye.esp  [Version 2.2.COBL]4B  MannimarcoComplete.esp4C  MannimarcoRevisited.esp4D  MannimarcoRevisitedOOO.esp  [Version 0.1]++  FCOM_MightyUmbra.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]4E  FCOM_DulanCult.esp  [Version 0.9.9]4F  Wellspring Vale.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]50  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]51  Automagic Bags.esp52  EVE_ShiveringIslesEasterEggs.esp53  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.2]54  Salmo the Baker, Cobl.esp  [Version 3.09]55  Soulgem Magic.esp  [Version 1.0]56  RefScope.esp  [Version 2.0.2]57  SupremeMagicka.esp  [Version 0.90]58  SM_ShiveringIsles.esp  [Version 0.90]++  SM_OOO.esp  [Version 0.90]++  SM_MMM.esp  [Version 0.90]++  SM_COBL.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]++  EVE_KhajiitFix.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]59  IDKRRR_C_race.esp5A  1em_Vilja.esp  [Version 3.1]5B  Sonia.esp5C  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]5D  Better Cities Full.esp  [Version 4.9.0]5E  Better Cities - VHBloodlines.esp  [Version 4.8.4]5F  Better Cities - VWD of the IC.esp  [Version 4.7.0]60  Better Imperial City.esp  [Version 4.9.0]61  Better Cities - COBL.esp  [Version 2.1]62  TheOubliette.esp**  FCOM_Archery.esp  [Version 0.9.9]63  UnderdarkSaga.esp64  UnderdarkMap.esp65  Companion Compatibility.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]66  Cobl Silent Equip Misc.esp  [Version 01]++  OOO Harvest Containers Filter patch for mods.esp  [Version 1.00]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.2]67  Bashed Patch, 2.esp


I left the road and went Way south last time, I cannot get past the Inn if I stay on the road...
I did have an issue with Bruma as well, a few days ago, I could not use the city gates (in Or out) without a crash...

*I can also head North to the bottom of Kavatch's landmass, and then west to Anvil... :shrug:
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Samantha hulme
 
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Post » Wed Mar 09, 2011 12:44 am

It just dawned on me that I forgot to update my report on missing land at Fort Magia.

Having installed the v334 update and finding that it did not immediately (four day in-game wait included) restore the missing land I called it quits for the day, intending to do more investigation on the morrow. Only, that morning I got anxious to play so elected to load an early save made just prior to journeying to the Fort area. To my delight there was no missing land. I went ahead and redid Empty Cave (quest requirement). Exited. Unlike before, there was still no missing land at the Fort. Either the v334 patch indeed solved the issue, or whatever triggered it that first time didn't happen the second. In any case all seems well for now.

I checked out the restored Fort Magia exterior but found neither skull nor mead, nor any other loose item in the position shown in my capture. I neglected to include cell coordinates in my initial report because I did not know how to produce them. I found that info in an earlier thread entry. A question.... after using tdt and sdt 0 does one need to toggle them off to avoid save bloat or erratic behavior?
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Sebrina Johnstone
 
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Post » Wed Mar 09, 2011 2:48 am

Wrong topic sorry! Tab mix up :(
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sam smith
 
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Post » Wed Mar 09, 2011 7:19 am

No, the debug display isn't stored anywhere long term. You can leave it up if you like but it's usually a huge distraction.

If you run into that again, try getting close enough to the skull to use the console on it to get its formID. At lest then we can tell where it came from.
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Ronald
 
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Post » Wed Mar 09, 2011 11:40 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.


Not sure if you still want reports on these (don't think I tried the ESP in the link)
I've seen a few of these, But I don't know how you could really Verify anything, as their so Few & Far between, and gone upon reload. I'm pretty sure I've seen at least 2 since the latest UOPsuplement, there was one near Chorrol, (I thought it was North, but could have been West) and http://i872.photobucket.com/albums/ab289/Brozly/ScreenShot0-4.jpg.
Prior to the latest UOP update I can only remember ever seeing 2 before.(1 near Cheydenhal (near the DB guy's castle)) and 1 near Bravil (it was a bridge(but I was thinking it was North of Bravil, but it's been Several months ago))
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Alexandra Ryan
 
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Post » Wed Mar 09, 2011 4:55 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.


Not sure if you still want reports on these (don't think I tried the ESP in the link)
I've seen a few of these, But I don't know how you could really Verify anything, as their so Few & Far between, and gone upon reload. I'm pretty sure I've seen at least 2 since the latest UOPsuplement, there was one near Chorrol, (I thought it was North, but could have been West) and http://i872.photobucket.com/albums/ab289/Brozly/ScreenShot0-4.jpg.
Prior to the latest UOP update I can only remember ever seeing 2 before.(1 near Cheydenhal (near the DB guy's castle)) and 1 near Bravil (it was a bridge(but I was thinking it was North of Bravil, but it's been Several months ago))
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Miranda Taylor
 
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Post » Wed Mar 09, 2011 1:08 am

First I've heard of one near Cheydinhal. I can't exactly look into it based on a description that vague though.

There's a good chance I've identified the one in Chorrol, and most of us are positive the one at the bridge on the way to Bravil/Leyawiin has been identified. I rarely if ever see these things to begin with though so it's hard for me to check them.
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El Goose
 
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Post » Wed Mar 09, 2011 6:02 am

The one near Cheydinhal was probably close to a year ago, I was coming down out of the mountains and skirted Fort Fagurat?, it would have been the North West corner of the fort.
Next time I fall through one I'll try to get Coordinates, still not sure what can be done about them though... :shrug:
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Karen anwyn Green
 
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Post » Wed Mar 09, 2011 12:22 am

The one near Cheydinhal was probably close to a year ago, I was coming down out of the mountains and skirted Fort Fagurat?, it would have been the North West corner of the fort.
Next time I fall through one I'll try to get Coordinates, still not sure what can be done about them though... :shrug:


This might help - http://www.uesp.net/maps/obmap/obmap.shtml?locx=131664&locy=100448&zoom=16 - When dragging the map around and zooming in out, hit the Link to this Location (top right of the page) for pasting the url into forums
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JR Cash
 
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Post » Wed Mar 09, 2011 6:30 am

This might help - http://www.uesp.net/maps/obmap/obmap.shtml?locx=131664&locy=100448&zoom=16 - When dragging the map around and zooming in out, hit the Link to this Location (top right of the page) for pasting the url into forums


Yeah, I see from that map that there's a base ring of speed there. If that gets dislodged and goes rolling down the hill, that could cause a tear. That's what was happening with the one near Fanacasecul. Now I've never seen a tear in that neighbourhood, so it's possible that under "normal" circumstances, that ring wouldn't be dislodged and no tear would occur. Perhaps something happened in Brozly's game that caused the ring to roll down the hill.
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Jennie Skeletons
 
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Post » Wed Mar 09, 2011 5:12 am

http://img600.imageshack.us/img600/7641/speedring.jpg

Even after nearly 5 years, there exist things I never knew about. This is one of them. Yes, this is also as much of a disaster in the making as it looks. Any number of coins as well as the ring could fall off of this and end up rolling down hill and crossing cell boundaries as it does so. The only fix I can see that would prevent it as a cause is to move the whole group to the other side of the fort wall. That way if they fall down, they fall inside the fort and get trapped there well away from any cell boundaries. I'm surprised this one hasn't reared up before.
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Bedford White
 
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Post » Wed Mar 09, 2011 2:09 am

Really just a quick question: Is the latest UOP still version 3.3.3? I saw (here?) something which read like 3.3.4 but I cannot find anything on the Texnesuxus Supplemental page... :) There is a UOP.esp available for DL from 4shared. Is that recommended or required? Just want to make sure I am not missing something...??

Thanks so much!!
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Manuela Ribeiro Pereira
 
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Post » Wed Mar 09, 2011 11:27 am

http://img600.imageshack.us/img600/7641/speedring.jpg

Even after nearly 5 years, there exist things I never knew about. This is one of them. Yes, this is also as much of a disaster in the making as it looks. Any number of coins as well as the ring could fall off of this and end up rolling down hill and crossing cell boundaries as it does so. The only fix I can see that would prevent it as a cause is to move the whole group to the other side of the fort wall. That way if they fall down, they fall inside the fort and get trapped there well away from any cell boundaries. I'm surprised this one hasn't reared up before.


Is that the way it looks in-game? I've never seen that before! Of course, until alt3rn1ty posted that map, I didn't realize there was a ring there either. :lol: Man, that's almost as bad as the nasty little trick you pulled in A Brotherhood Renewed, Arthmoor (referring the coins on the floor).

I can pretty much guarantee that if I went to pick that lot up, there'd be coins all over the place. :lol: My character is not exactly graceful... So no rocks to the rescue this time then!
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jadie kell
 
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Post » Wed Mar 09, 2011 5:29 am

I doubt it would look the same in game. There's every chance they're not still there if you've been by the fort at all. That's a CS shot from before I moved the cluster. Obviously someone was being clever: X marks the spot.
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John Moore
 
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