[Relz] Unofficial Oblivion Patch 3.2.0 + Unofficial Patch Su

Post » Wed May 19, 2010 6:19 am

I know I never use Inns. I usually join all the guilds, so there's lots of free beds. I also buy all the houses... Good catch anyway.
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Sophie Miller
 
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Post » Wed May 19, 2010 7:51 am

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

Thanks again Arthmoor! (Looks like I'll have to shave more entries off the "things WEPON fixes that UOPS doesn't" list :) )

Assuming that 3.3.5 isn't the last release, yesterday I noticed an oddity with Garridan's Tears. When they're in the Leyawiin Mages Guild display case, viewing them from an extreme angle will cause some of them to disappear. Or, to put it a different way, if the case containing the Tears is viewed from such an angle that the case's frame would obscure part of one of the Tears, that Tear, as well as one or more next to it, will disappear. Returning to a different angle will restore visibility.

I can provide screenshots if needed.
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maddison
 
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Post » Wed May 19, 2010 3:21 am

Have you ever experienced NPCs following you after getting released from prison with Unofficial Patch Supplementals applied?
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suzan
 
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Post » Wed May 19, 2010 4:49 am

I haven't. I missed the welcoming party :) I used to get it all the time, but it stopped a release or two ago.
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Adam Kriner
 
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Post » Wed May 19, 2010 3:53 pm

This bug rarely (if never) happen with UOP v3.2.0 and that's what I'm using for several weeks.
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Catharine Krupinski
 
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Post » Wed May 19, 2010 3:12 pm

Hmm, does this inn issue happen in SI as well?
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Dorian Cozens
 
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Post » Wed May 19, 2010 6:24 am

Have you ever experienced NPCs following you after getting released from prison with Unofficial Patch Supplementals applied?


I don't do a lot of jail hopping, so I don't know if it still happens, but all the AI packs that would have caused this were fixed somewhere in one of the supplementals.

Hmm, does this inn issue happen in SI as well?


Yes, and now that you mentioned it, I appear to have forgotten to include the actual updated ESPs for both the UOP and the USIP. I'm doing good today :P So yeah.... going to reup those in just a sec.
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Michelle Serenity Boss
 
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Post » Wed May 19, 2010 1:29 am

I rarely play SI even if I have it installed. But I confirm having switched from UOP Suppl 3.2.2 or 3.2.3 to UOP 3.2.0 and vise versa and seeing the prison followers bug disapearing.

I know Arthmoor has done a lot of wonderful work especially on fixing meshes and quests, but he also edited uncountable number of scripts.

Edit.
I may give a try to the latest version 3.3.5 and see maybe this bug is fixed.
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The Time Car
 
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Post » Wed May 19, 2010 4:06 am

Also, I saw you guys talking about Dion's AI, but that was in the changelog
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Pat RiMsey
 
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Post » Wed May 19, 2010 9:31 am

Uh... I'm not re-upping it all again for a missing bit of changelog, but yes, Dion's AI has been corrected as well.

At least what's up now is actually a 3.3.5 and not a 3.3.4 with just the DLC patch updated :P
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Jade Payton
 
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Post » Wed May 19, 2010 4:45 am

@Arthmoor: So the DLC patches were also updated in this package? Meaning the UOP, USIP, and UOMP - essentially everything is brand new here?
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Harinder Ghag
 
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Post » Wed May 19, 2010 1:48 am

The only DLC updated was Thieves Den. The UOP and USIP were updated too.
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Nauty
 
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Post » Wed May 19, 2010 4:16 am

Thank you for 3.3.5 Arthmoor
However I have a question (probably a silly one :P )
What is the best upgrading method from 3.3.4 if you're using mods like QTP3, AWLS,etc... ?
Can you just save at the TesTHall, uninstall 3.3.4 and upgrade to 3.3.5 ?
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QuinDINGDONGcey
 
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Post » Wed May 19, 2010 7:29 am

If you're using BAIN, put it in the same position as 3.3.4. What I usually do is rename the BAIN install package to be the same as the downloaded package. Then all you have to do is anneal it and you're good.

With OBMM, so far as I know you'd have to uninstall the package and reinstall the new one. In any case you don't need to go hide out in a test cell.
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kennedy
 
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Post » Wed May 19, 2010 3:06 pm

With OBMM, so far as I know you'd have to uninstall the package and reinstall the new one. In any case you don't need to go hide out in a test cell.


What I've typically done with OBMM is create a new omod with the update (different version number, obviously), install it, only overwriting those files that really should be overwritten (i.e. don't overwrite resources from mods that you want to prioritize), then after exiting OBMM just remove the old version's omod from the OBMM/mods directory (rather than actually uninstalling it - just remove the omod). Obviously if you need to actually remove resources, rather than selectively overwrite, a more formal uninstall is required.

This process has always worked OK, but I keep meticulous notes about proper install orders. If you're doing it that way you really need to be conscious of what should and shouldn't be overwritten and it can get tedious.

That all said, if I had to do a fresh install of all my mods I would almost certainly use BAIN. I wasn't really aware of it when I started out and since I have 200+ mods installed with OBMM that are comfortably working with each other I'm not really interested in switching at this point just to install updates.
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Elea Rossi
 
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Post » Wed May 19, 2010 5:49 am

Possible UOPS 3.3.5 glitch: Leyawiin Mage Guild hall basemant bed not flagged for sleeping.

Vilja and I found ourselves in Leyawiin at dusk. I had business in town requiring stealth, so needed to find Vilja a berth for the night while I continued on solo. Leyawiin is the hardest of the major cities in which to find free beds for two. I normally have Vilja sleep in the Mage Hall basemant while I stay in the Fighters Guild hall. That's worked perfectly in the past, especially as the Mage Hall basemant bed is never taken by anyone else.

It didn't work that way tonight. I dropped Vilja off (the "relax" command) in the basemant, took care of business, then slept in the fighters guild. Woke early next morning. Went to the Mage Hall first thing to wake Vilja. As soon as I entered the basemant she rushed up the stairs and told me she couldn't find anywhere to sleep. I first assumed something had changed so that the bed now had another occupant. No, it was empty. I went over to the bed and ran my cursor over it. It did not react at all. No sleep icon appeared, neither the safe tan one nor the unsafe red.

I of course don't know for sure that UOPS is at fault. But this is our first stay in Leyawiin since updating to 3.3.5, and I recall that one of its changes has to do with inn beds. Is it possible a wrong bed was affected?

Note that I also updated your various village mods at about the same time. Those too altered bed designations, though how any of them would affect Layawiin is beyond me.

Thanks for the ear!
-Decrepit-
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Zoe Ratcliffe
 
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Post » Wed May 19, 2010 4:29 pm

The changes were in the scripts controlling the NPCs who rent the beds, not with the beds themselves. Besides, the guild beds are supposed to be free for use if you're a member of the faction and aren't even part of the rent system.

I don't know what criteria the AI for Vilja uses to find a bed but she shouldn't have had any issue with anything that's been done by the Supplementals.
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Svenja Hedrich
 
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Post » Wed May 19, 2010 9:10 am

Will the latest version of Open Cities Classic override any changes to cities from the latest UOP revision?

I don't currently have OC installed but being really interested in it I'd like to know if there are any changes affecting cities in the latest UOP supplementals?

Btw. thanks for updating Quarn's and Kivan's work and many other mods!
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FoReVeR_Me_N
 
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Post » Wed May 19, 2010 4:09 am

No. All needed changes that happen in cities gets carried over to OCC/OCR when necessary.
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Iain Lamb
 
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Post » Wed May 19, 2010 1:29 pm

The changes were in the scripts controlling the NPCs who rent the beds, not with the beds themselves. Besides, the guild beds are supposed to be free for use if you're a member of the faction and aren't even part of the rent system.

I don't know what criteria the AI for Vilja uses to find a bed but she shouldn't have had any issue with anything that's been done by the Supplementals.

hmm...
Maybe I experienced a one-time quirk? As to the bed, even I couldn't use it. Hovering the mouse cursor over it didn't display the normal usage options (neither tan nor red). Nor did trying to activate it (space bar) do anything. I know it's not a general bed quirk since my avatar could sleep in the Fighters Guild just fine. Luckily I signed off for the day inside the MG so can load the game and do more investigating. Maybe it's something character related, though I don't know what he could have done to suddenly be at outs with the Mages. In any case I'll report back if I learn more.

UPDATE:
This indeed looks to have been a one-time quirk. I ended up needing to delete three saves and redoing that portion of my quest, but all's well now. I was not able to trace any particular cause for this odd bed behavior, but what little I could observe leads me to think it due to Vilja taking an evening "nap" in that bed as opposed to waiting until her normal sleep time. Then again, she did the same thing when I redid last night's adventures and the bed remained "normal" the whole time. Go figure.

Sorry for the false alarm.

-Decrepit-
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Nicole M
 
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Post » Wed May 19, 2010 7:25 am

This could well be my flaky game, but I need to rent a bed at the Tiber Septim Hotel. When I click on Augusta's dialogue for bed the game freezes. I remembered your last update of this included some kind of bed rental fix, so I upgraded from 3.3.2 to 3.3.5 (yes, I know, shh). The game still freezes trying to rent a bed here.

I did jump around to several other Inns and they were fine, it's just the Tiber Septim. I've looked at all my mods in TES4Edit and nothing else changes the Hotel or Augusta. Can you double check it please?
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~Sylvia~
 
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Post » Wed May 19, 2010 2:36 pm

Frankly, this is more likely due to a mod conflict or some other issue, but after a lot of effort I have been unable to trace the source of the problem. So, I would like someone else to confirm whether they experience this same issue in their game.
I'm currently running Oblivion+SI with all DLC, all of the latest unofficial patches and the 3.3.5 supplemental.

My character has not yet joined the Thieves' Guild, but she's a master at Mercantile. Theives Guild Fences give the option to "Invest 500 gold in my shop" (even though they will refuse to buy or sell). If she invests the gold, then suddenly all hotkey-equipped spells go crazy!
By "go crazy", I mean that the game reports that "this spell requires a skill level of 1000". That's not a typo - one thousand. Since 255 is the maximum, they can no longer be cast. Saving and reloading reverts the spells to normal.
Does anyone else experience this issue? If not, then I'll continue searching my load order for clues...
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Robert
 
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Post » Wed May 19, 2010 5:20 am

@Hana: I've checked Tiber Septim with a few different characters and had no issue renting the room.

@BFG99: That sounds like some kind of odball conflict to me. I've never once heard of such a strange reaction from a dialogue option before.
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Jason Wolf
 
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Post » Wed May 19, 2010 8:17 am

I'm probably jinxing both myself and the entire Oblivion modding community by saying this, but ever since the release of UOP Supplemental 3.3.4 (???) I've not stumbled upon a single "land hole". Not that I ever saw many of them this play-through. But even one is too much if they can be avoided.
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Heather Kush
 
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Post » Wed May 19, 2010 10:25 am

I'm probably jinxing both myself and the entire Oblivion modding community by saying this, but ever since the release of UOP Supplemental 3.3.4 (???) I've not stumbled upon a single "land hole". Not that I ever saw many of them this play-through. But even one is too much if they can be avoided.


I can concur with that, four players here and not one occurrence since the fix :thumbsup:
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Vicky Keeler
 
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