[Relz] Unofficial Oblivion Patch 3.2.0 + Unofficial Patch Su

Post » Wed May 19, 2010 12:21 pm

That looks like the one over by Infested Mine, yes? If so it was already set to deal with and shouldn't be an issue once the cells reset.


That would be the one, just slightly East of the Mine.
I fell a tad better knowing Somebody else has it as well... :tongue:
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Alexandra Louise Taylor
 
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Post » Tue May 18, 2010 11:19 pm

Someone thinks they found something needs a patch for UOP: http://www.tesnexus.com/downloads/file.php?id=37260 I pointed the author here.
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Johnny
 
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Post » Wed May 19, 2010 5:48 am

Are necessary whether WB Delev\Relev tags for DLCThievesDen - Unofficial Patch.esp and DLCMehrunesRazor - Unofficial Patch.esp? Without it Level lists is combined.
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Dorian Cozens
 
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Post » Wed May 19, 2010 2:05 am

I'm doing the MQ for the first time in a long time and wonder about an issue I've had forever and it has been up several times as well, but I can't remember what causes it and if it can't be fixed for some reason perhaps. Anyway, Baurus always has lowered health after exiting the sewers. Now he died during the Defense of Bruma and I guess he would stand a better chance if having full health when doing it. Does anyone recall the cause of the Baurus health bug?

Also, I got a murder count after killing Mankan Camoran during the Paradise part, which was odd as I've never had that before that I can remember, but I seldom do the MQ so can't remember really. Might be caused by a mod perhaps rather.
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Josee Leach
 
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Post » Wed May 19, 2010 12:10 am

Someone thinks they found something needs a patch for UOP: http://www.tesnexus.com/downloads/file.php?id=37260 I pointed the author here.


Noted, and will be included. That's an original UOP bug for the record. No idea why it's messed up, but probably a slip in the CS or something when Kivan added the actual fix to that package.

The fix posted to Nexus doesn't go far enough though. Correcting the use of the wrong variable isn't enough, there also needs to be an additional stage check to make sure Dion doesn't show up immediately after you've taken Amusei from the dungeon.

Besides, the variable check used by the UOP might well prevent that package from firing at all since it's checking a global that's provided by Bethesda which will be unlikely to change.

I'm doing the MQ for the first time in a long time and wonder about an issue I've had forever and it has been up several times as well, but I can't remember what causes it and if it can't be fixed for some reason perhaps. Anyway, Baurus always has lowered health after exiting the sewers. Now he died during the Defense of Bruma and I guess he would stand a better chance if having full health when doing it. Does anyone recall the cause of the Baurus health bug?


I wasn't aware he even had one. Not that I paid much attention, but it would explain why he seems to have more of a chance of dying in the fight.

Also, I got a murder count after killing Mankan Camoran during the Paradise part, which was odd as I've never had that before that I can remember, but I seldom do the MQ so can't remember really. Might be caused by a mod perhaps rather.


He certainly shouldn't be producing murder counts. He's in an evil faction and both of the others in the room even get added to it when the battle starts. He has no other faction memberships. Highly likely it came from a mod interaction.

BTW, the only brick I can find in Fieldhouse Cave is already sitting on a table, moved there by the UOP apparently. So it's been caught once before.

@All: SilentResident reported a moderately important break in one of the changes the UOP made ages ago to solve a problem with the Thieves Guild quest. The quest itself remains intact and completeable, but there is a door which ordinarily should exist all the time that got marked disabled, but there was no replacement put in to block the resulting hole into space. So I'll be fixing that and making an update for the UOPS to cover it and a few other extremely minor things that have made their way in.
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Jhenna lee Lizama
 
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Post » Wed May 19, 2010 3:41 am

I also have a weird issue with Dion, but I'm not sure it's the same one you are referring to. Basically after speaking to Glarthir for the first time, Dion will come and find me, even waking me up if necessary. However he won't have anything to say. After actually meeting with Glarthir and finding out what he wants, then Dion will find me again and launch into the "A little bird..." dialog.

I have never had the health issue with Baurus. I've seen this mentioned once or twice and always understood that it was mod related.

I don't think I've ever gotten a murder rap for killing Mankar Camoran but I can't say for sure since I can pretty much guarantee that I'm a member of the Dark Brotherhood by that time and wouldn't get the "your murder has been observed message". I also don't check my stats before the battle, so I couldn't say if the murder count went up or not.
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Quick Draw
 
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Post » Wed May 19, 2010 7:57 am

Don't really know if this is an appropriate UOP request but......... Any possibility of raising the sound of nirnroots. It would save having to use a mod to do so. And it would seem justified, to me at least, in that even though Bethesda gave them a sound, many players seem not to hear it. Lots of those who DL the Louder Nirnroot mod at Nexus comment on never knowing they had a sound before coming across the mod and using it. Not a big deal for sure, but thought I'd mention it. :whisper:
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Rude Gurl
 
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Post » Tue May 18, 2010 11:55 pm

Ah yes, another bad condition in Dion's dialogue. Even with a corrected AI pack it would fail if you managed to avoid him until after midnight.

@garx: Count me among those who had no idea there was a sound associated with it until I saw a mod for it. That's kind of a borderline thing though. Not really broken, but also not really working.
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Tom
 
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Post » Wed May 19, 2010 8:18 am

Ah yes, another bad condition in Dion's dialogue. Even with a corrected AI pack it would fail if you managed to avoid him until after midnight.

@garx: Count me among those who had no idea there was a sound associated with it until I saw a mod for it. That's kind of a borderline thing though. Not really broken, but also not really working.


:lol: I guess I'm one of the privileged few that has actually heard it - without a mod. Usually when I hover over the darned thing for a few seconds before picking it for whatever reason. I remember the first time I heard it, I couldn't figure out where the hum was coming from :rofl:

So I guess Dion is the last NPC you want to use as an example of dialog conditions...
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Laura Elizabeth
 
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Post » Wed May 19, 2010 3:20 am

:lol: I guess I'm one of the privileged few that has actually heard it - without a mod.


+ 1 And I wouldn't want the sound made louder - it's fine as is IMO. Perhaps something for a Bashed Patch tweak rather?
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Brιonα Renae
 
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Post » Wed May 19, 2010 1:44 pm

That's probably a better idea then, I just wonder why it is some of us couldn't hear it for anything until finding that mod. Even with that mod it's not especially loud but it's certainly audible.
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Bereket Fekadu
 
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Post » Wed May 19, 2010 9:46 am

That's probably a better idea then, I just wonder why it is some of us couldn't hear it for anything until finding that mod. Even with that mod it's not especially loud but it's certainly audible.


Oh, it's faint. I only heard it for the first time when I hovered over the plant for a few seconds. I think I got distracted by the tv or something and then turned back and realized I could hear this humming noise... I don't normally hear it because I point the cursor at the plant and pick the darned thing!
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naomi
 
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Post » Wed May 19, 2010 3:25 am

Oh, it's faint. I only heard it for the first time when I hovered over the plant for a few seconds. I think I got distracted by the tv or something and then turned back and realized I could hear this humming noise... I don't normally hear it because I point the cursor at the plant and pick the darned thing!


I've always heard it but it's no doubt helped by me turning off music since a long time. I even remember being a bit perplexed when hearing it the first time, before realising where it came from. It's a faint sound when c. 5-10 meters from the Nirnroot and gets louder when really close.
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Samantha hulme
 
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Post » Tue May 18, 2010 10:20 pm

I've always heard it but it's no doubt helped by me turning off music since a long time. I even remember being a bit perplexed when hearing it the first time, before realising where it came from. It's a faint sound when c. 5-10 meters from the Nirnroot and gets louder when really close.


Your sound settings must be different from mine because I will only hear it when right next to the plant. Basically as I am about to pick it. Sounds like it will be fun making a Bash tweak out of this (sorry, pun intended :lol:)
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Amiee Kent
 
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Post » Wed May 19, 2010 6:30 am

I couldn't even hear it when standing on top of one, so I guess we all have varying degrees of hardware or volume levels or something.

Once the sound mod was in place I was walking along in the IC waterfront and it led me to one I'd been walking past for ages and simply never saw. It's not going to draw you from one side of an area to another bu it does help when you're close by and just can't see it.
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Janette Segura
 
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Post » Tue May 18, 2010 10:17 pm

I couldn't even hear it when standing on top of one, so I guess we all have varying degrees of hardware or volume levels or something.

Once the sound mod was in place I was walking along in the IC waterfront and it led me to one I'd been walking past for ages and simply never saw. It's not going to draw you from one side of an area to another bu it does help when you're close by and just can't see it.


Good point. I've played "ring around the rosey" many a time looking for a stupid plant I could see on the UESP map :lol:
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Penny Courture
 
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Post » Wed May 19, 2010 2:16 am

I heard it before using Louder Nirnroots, but now that I do use Louder - I hear them when my character is like 20-30 feet away from the plant. Very loud - makes me want to shut them up.
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Rachel Tyson
 
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Post » Wed May 19, 2010 5:26 am

I heard it before using Louder Nirnroots, but now that I do use Louder - I hear them when my character is like 20-30 feet away from the plant. Very loud - makes me want to shut them up.


Just an idea: perhaps stop using Louder Nirnroots then? :)
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Marina Leigh
 
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Post » Wed May 19, 2010 3:09 am

Motivation to pick them instead of ignore them. I don't think I've ever collected enough for the higher versions of the potion. Character is usually on the run and not sight seeing.
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Connor Wing
 
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Post » Tue May 18, 2010 10:58 pm

I too hear Nimroots fine, though admittedly my avatar needs to be almost on top of them to do so. This from someone whose real-life hearing is all but shot. In any case I side with making it a Bashed-Patch option for those who want louder or greater radius sound rather than a UOPS fix.
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Prohibited
 
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Post » Wed May 19, 2010 4:54 am

I couldn't even hear it when standing on top of one, so I guess we all have varying degrees of hardware or volume levels or something.


Yeah, I bet that's it. I'm able to hear them just fine on my PS3, but on my laptop I can't hear them at all. And I usually play Oblivion at the same volume on both copies...
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latrina
 
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Post » Wed May 19, 2010 8:05 am

My thanx to Arkngt for pointing out the Bash tweak option to deal with nirnroot sound volume. That could provide various volume settings not possible with a one-size-fits-all UOP fix. And thanx to the rest of you for comments on your individual experience with nirnroot sound.

I'm off to submit my feature request on the Bash thread. :bolt:
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Stacy Hope
 
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Post » Wed May 19, 2010 3:42 am

Would it be possible for the UOPS to add hair and eye assignments to Quill-Weave?

This is to avoid a problem that can occur with Bash's race records import, which is that it assigns random hair and eyes to anyone who doesn't have one. If the player is using custom hair mods that are playable by all races (Ren's Corean, etc.), this is when the problem comes out. Namely, Quill-weave normally only sports Argonian spikes or fins because with the default hairs she can only choose from the Argonian hairstyles. With modded hair, though, I've seen her sporting some truly ridiculous mops atop her scaly figure. They also float. :P

Not sure I explained that too well, but you should get the gist of it. The reason I'm asking here is that this is indeed a vanilla issue; it just only shows itself when mods are installed. Quill-Weave does not have any hair or eye assignments, I checked the CS records on this.
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Quick Draw III
 
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Post » Wed May 19, 2010 12:02 pm

Sorry, but that would only lead down a rabbit hole I don't want to go down. Numerous vanilla NPCs don't have those records and it would then require that they all be added to the UOPS to avoid the problem you're talking about. I assigned non-defaults to those NPCs who already have UOP edits but I'm not going to include more just for this issue.

That's one Wrye Bash tweak I don't really understand the point of other than to make other mods happy somehow. It doesn't break a thing to leave them alone.
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Jerry Jr. Ortiz
 
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Post » Wed May 19, 2010 11:39 am

Alright, as much as I didn't want to, some stuff was found that needs fixing, so here we go:

UOPS Changes for 3.3.5

* Fixed a few more inconsistent weapon names.
* Removed StaffofDisintegrateWeaponLesser from LL1NPCStaff2Greater100.
* Shortsword of Paralysis had an incorrect enchantment value of 800 that should have been 1600.
* Staff of Calm had an enchantment value of 1600 when it should have been 1200.
* Staff of Sundering and Greater Staff of Sundering had their enchantment values reversed.
* Fixed confirmed CTD with the Jerall View Inn bed rental and possible similar CTDs at other inns whos publicans had the same script structure.
As a side effect, this will also fix these bed rentals from becoming permanently rented by the player once paid for.
* Several inns had no trigger object to reset rent variables and thus the player could rent the rooms indefinitely.
* The UOP changes made to enable the door to The Old Way in the sewers did not provide a fake door to block the hole in the wall.
This has now been corrected by instead locking the original door and not providing a key. The quest will now unlock this door properly when needed.

It's those last three bullets that were the actual real problems. I'm especially surprised by the fact that bed rentals were effectively permanent even though they weren't supposed to be. It's been tested across a wide range of inns and nearly all of them had the same common scripting problems that left them free. Either nobody uses inns, or nobody reported it thinking it was normal behavior. How else could such a thing go on this long without being noticed?

The Thieves Den DLC patch also added a new fast travel marker closer to the cave to skirt some compatibility issues with the original marker being up on the hill southeast of it. The original marker is still there and the script will still use it for distance checking to trigger quest stages, so nothing will be disrupted there.
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sally coker
 
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