[WIP]Unofficial Oblivion Patch (UOP) v3.4.0

Post » Wed Aug 03, 2011 2:37 pm

Anything I decide not to keep from the Supplemental is getting split off into a separate included ESP. That way you can have both my new changes and them by using both or merging them.

Thus, there's nothing to argue about. I don't mind people debating about the changes, but if I see anyone taking it too personally, I'm simply going to PM a mod to lock the thread, finish it in silence and post a thread on release day (I'll recruit beta testers via PM's.)

I'm sure no one wants that... so have some understanding for an almost-old guy who's already struggling to catch up. :P
User avatar
Big Homie
 
Posts: 3479
Joined: Sun Sep 16, 2007 3:31 pm

Post » Wed Aug 03, 2011 2:07 pm

And magicly, the smoke cleared...

I am glad to meet and find the artists and programmers whose software i am very much enjoying to use, alive...

No reason to close this thread at this point, but who am i?
User avatar
Jennifer May
 
Posts: 3376
Joined: Thu Aug 16, 2007 3:51 pm

Post » Wed Aug 03, 2011 7:41 pm

http://www.megaupload.com/?d=1Z90VNOL

Here is a submission from me, fixes the knight of order sword level list being out of order (OH THE IRONY!!) and fixes some AI packs of Modryn Oreyn that caused him to walk instead of run during the Azani Blackheart quest.
User avatar
Claudz
 
Posts: 3484
Joined: Thu Sep 07, 2006 5:33 am

Post » Wed Aug 03, 2011 12:01 pm

Wonderful to see you return, Kivan.

I always felt guilty for my part in burning you out. Luckily I've taken an extended break from Oblivion so I currently don't have anything to add (but once Skyrim is out, I'm sure I will obsess over seethrough gaps again).

As much as I appreciate Arthmoor's hard work in your absence, there's one change I hope you don't incorporate: Adding complete armor sets to the starting dungeon. That never made any sense to me whatsoever and we had quite an argument about it.


As much as it never made any sense to me not having a complete armor set in vanilla. I always felt the beth folks just forgot to include the missing pieces. Having a complete heavy armor set in the starting dungeon is nowhere near a game breaking feature, as long as it's not improved in any way from its original rusty and crappy form, which feels just right for a character starting his long journey from zero to hero. Which is basically the same reason for avoiding at any cost the chance to get captain renault's amor, THIS wouldn't make any sense to me and it would be seriously game breaking.
User avatar
Aliish Sheldonn
 
Posts: 3487
Joined: Fri Feb 16, 2007 3:19 am

Post » Wed Aug 03, 2011 11:38 am

There are two "sets" of armor in the tutorial dungeon. One of them is the rusted iron armor, the other is a rough leather armor. Neither set is especially powerful and neither set was altered in any way before the two missing parts were placed. All that happened there was that each piece was placed so they could be picked up. Definitely nothing involving Renault's armor or any of the other Blades either. Also no alterations to picking up their weapons, as Baurus will still take those from you before you leave the dungeon.

@X'tyfe: I'd suggest using a service other than Megaupload for that. That place is notorious for delivering viruses along with whatever is being downloaded. Ad-block isn't always enough to stop it, and sometimes even an antivirus program is too late to catch it before it's been delivered.
User avatar
Suzy Santana
 
Posts: 3572
Joined: Fri Aug 10, 2007 12:02 am

Post » Wed Aug 03, 2011 6:22 am

oh I was not complaining the uop was really the sole reasion why I bought the game for the pc, I was simply pointing out how pointless such a thing is to argue about when they have fixed so much in the game.
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Wed Aug 03, 2011 8:41 pm

@X'tyfe: I'd suggest using a service other than Megaupload for that. That place is notorious for delivering viruses along with whatever is being downloaded. Ad-block isn't always enough to stop it, and sometimes even an antivirus program is too late to catch it before it's been delivered.


Huh really? Any recommendations then? I don't know any good ones
User avatar
Shirley BEltran
 
Posts: 3450
Joined: Wed Jul 26, 2006 4:14 pm

Post » Wed Aug 03, 2011 4:18 pm

Huh really? Any recommendations then? I don't know any good ones


I use Sendspace or 4Shared.
User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Wed Aug 03, 2011 5:24 pm

https://www.rapidshare.com/ A bit slow for downloaders but reliable these days
User avatar
phillip crookes
 
Posts: 3420
Joined: Wed Jun 27, 2007 1:39 pm

Post » Wed Aug 03, 2011 7:08 pm

Wow Kivan! Welcome back, good to see you on the boards again


Thanks. :) Let's hope my stay is a good one.

Holy moley! Welcome back Kivan! good to see you working on it again


Or trying to at least. :D Forums can be a distraction. And thank you.

Holy cow, even more stuff to fix even after the last 2 years?


Maybe a hundred more, large and small, right now. It never ends.

WOW! Didn't expect to see you back anytime soon, Kivan. Welcome!


Thank you. :)

Really good to see you on the boards again Kivan.


Thanks. :) Good to be here. Well mostly. :D

I'm a bit confused on the changelog for 3.3.0, are these the changes that you have so far added from the UOPS?


Yes, all UOPS stuff for now. Anything new I will highlight when I start on it. I'm just collecting what to do right now.

and yet another modding god is back :D


Haha... yes, I am godlike, but not how you may imagine: I do very little, and others do much, and somehow it gets attributed to me. :D

I always felt guilty for my part in burning you out. Luckily I've taken an extended break from Oblivion so I currently don't have anything to add (but once Skyrim is out, I'm sure I will obsess over seethrough gaps again).


It wasn't anything you did... I burned myself out well enough. You weren't pointing out anything that didn't need to be. It would be nice if you were QA'ing Skyrim though. Would save me a lot of work!

As long as we're adding new bugs, here's a floor mesh in ImperialDungeon03 that's bothered me for years. It needs to be dropped slightly, or the column needs to be raised slightly.

http://i65.photobucket.com/albums/h232/lsudlow/Image1.jpg

Thanks, and welcome back, Kivan!

:foodndrink:


Thank you! This is what I like to see...

http://www.megaupload.com/?d=1Z90VNOL

Here is a submission from me, fixes the knight of order sword level list being out of order (OH THE IRONY!!) and fixes some AI packs of Modryn Oreyn that caused him to walk instead of run during the Azani Blackheart quest.


And this! Thanks. :)

OK back to work for me....
User avatar
Claudia Cook
 
Posts: 3450
Joined: Mon Oct 30, 2006 10:22 am

Post » Wed Aug 03, 2011 7:13 am

Count me in on the beta test if you need me, Kivan. I'm a bit obsessive over having a "perfect" game so believe I could be of use.

And while I'm not wanting to further the debate/argument that has started in this thread, I will say this much: I for one have been thankful that Arthmoor's taken this ungratifying and grueling challenge upon himself during the original authors' 2 year hiatus. And while he's done some things in the Supplementals that I disagree with (including some differences of opinion on the WEPON changes), frankly I think the original patches also contain their share of missteps. Nevertheless, we're all far better off with the Patches and Supplementals than without. Considering the sheer volume of work, tenacity, attention to detail, and expertise required to author this work - we ought to all be showing a lot more gratitude!

The work Kivan, Arthmoor, and the others have done here unfortunately falls into the category of "work that's only noticed if it's done incorrectly or poorly".



Here is a submission from me, fixes the knight of order sword level list being out of order (OH THE IRONY!!)...

Shameless reply...that fix is in WEPON too ;) *pats self on back*
User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Wed Aug 03, 2011 8:36 am

Huh really? Any recommendations then? I don't know any good ones

Dropbox.com is good, as is Mediafire. A couple more options from what you've already been given.

I use 4Shared when I want to send stuff like this out that I don't care gets lost later. Accounts with them are free, and so far they've not tried any of the shady ads that draw in viruses.
User avatar
Jessica Phoenix
 
Posts: 3420
Joined: Sat Jun 24, 2006 8:49 am

Post » Wed Aug 03, 2011 2:18 pm

Haha... yes, I am godlike, but not how you may imagine: I do very little, and others do much, and somehow it gets attributed to me. :D


God hates bugs!

It would be nice if you were QA'ing Skyrim though. Would save me a lot of work!


Would save me from having to borrow money to be able to feed myself, since I'm unemployed and broke.

There are two "sets" of armor in the tutorial dungeon. One of them is the rusted iron armor, the other is a rough leather armor. Neither set is especially powerful and neither set was altered in any way before the two missing parts were placed. All that happened there was that each piece was placed so they could be picked up. Definitely nothing involving Renault's armor or any of the other Blades either. Also no alterations to picking up their weapons, as Baurus will still take those from you before you leave the dungeon.


Sorry, but I still don't see anything that points to intent. Seems more subjective than logical :shrug:
User avatar
Tiff Clark
 
Posts: 3297
Joined: Wed Aug 09, 2006 2:23 am

Post » Wed Aug 03, 2011 8:05 pm

In the ayleid ruin niryastare, there are 2 sets of stairs going down from the front door, each one causes damage about halfway down.
User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Wed Aug 03, 2011 12:40 pm

Sorry, but I still don't see anything that points to intent. Seems more subjective than logical :shrug:

The intent being that they went out of their way to create the missing items, even going so far as to attach the CG script that's on the other pieces in the sets. If they did not intend to place them, then why create them and attach the script?

The problem with this line of argument is that a sizeable portion of the UOP could be invalidated using the same logic, for instance, the whole thing with the guard class. Yet that gets fixed and nobody cares. And THAT has a far reaching effect on gameplay over the lifetime of the save.

Seems pretty clear to me.
User avatar
Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Wed Aug 03, 2011 9:13 am

Why is there even any Argument on this at all ??, Arthmoor was in total command of the Patch at the time, so whatever was done is Done, now Kivan has control, if He feels something don't belong So be it. :ahhh:
User avatar
Danielle Brown
 
Posts: 3380
Joined: Wed Sep 27, 2006 6:03 am

Post » Wed Aug 03, 2011 5:13 pm

Here's a question for you guys, there are a few hanging swords (not including Captain Renault's, Glenroy's, Baurus', and Jauffre's) in cloud ruler temple that are set as disabled, are these enabled through a special way or is this some sort of oversight?
User avatar
Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Post » Wed Aug 03, 2011 10:38 pm

The problem with this line of argument is that a sizeable portion of the UOP could be invalidated using the same logic, for instance, the whole thing with the guard class. Yet that gets fixed and nobody cares. And THAT has a far reaching effect on gameplay over the lifetime of the save.

It seems to me the problem is visibility. Yeah, changing the guards major skills will change the game drastically more than placing one nigh-useless newbie armor piece in the tutorial dungeon, but most players will never actually see the guard's new skill value (or ever saw the old one for that matter) or consciously notice that the guards are significantly harder to kill now, but odds are good they'll pick up that worthless piece of crap armor.

Yeah it's annoying and illogical, but that's human nature for you.
User avatar
stephanie eastwood
 
Posts: 3526
Joined: Thu Jun 08, 2006 1:25 pm

Post » Wed Aug 03, 2011 5:31 pm

Here's a question for you guys, there are a few hanging swords (not including Captain Renault's, Glenroy's, Baurus', and Jauffre's) in cloud ruler temple that are set as disabled, are these enabled through a special way or is this some sort of oversight?

They're supposed to get enabled if you recover their swords in the tutorial dungeon. Any weapon Baurus takes from you should end up hanging there at some point.

If that's not happening, then it would be a valid thing to fix - and chances are *IS* something alt-start mods entirely overlook.
User avatar
NAkeshIa BENNETT
 
Posts: 3519
Joined: Fri Jun 16, 2006 12:23 pm

Post » Wed Aug 03, 2011 8:14 am

They're supposed to get enabled if you recover their swords in the tutorial dungeon. Any weapon Baurus takes from you should end up hanging there at some point.

If that's not happening, then it would be a valid thing to fix - and chances are *IS* something alt-start mods entirely overlook.


Read my post again :P I was not talking about the ones from the tutorial

Would also like to report that changes to the AI pack order of Silana Blandia and Kantav Cheynoslin are overwritten by KOTN and need to be added to the UOMP
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Wed Aug 03, 2011 5:17 pm

You misunderstood - the weapons you're talking about at CRT don't get enabled unless you recover them while in the tutorial dungeon and Baurus takes them from you. Something which I'd wager every alt-start mod has overlooked, including mine.

The AI pack ordering is solvable through Bash. Yes, I know, apparently it's evil to suggest people USE the tools that get made, but hey, that would fix it :P
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Wed Aug 03, 2011 1:20 pm

Arthmoor, I think he was trying to say that there are other disabled swords that should be hanging in Cloud Ruler temple *besides* the ones from the tutorial dungeon.
User avatar
Arnold Wet
 
Posts: 3353
Joined: Fri Jul 07, 2006 10:32 am

Post » Wed Aug 03, 2011 4:19 pm

Possible, but I don't think there are any others besides those. Something to check while I'm updating my alt-start mod I guess :P
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Wed Aug 03, 2011 1:37 pm

Baurus - His sword is placed if you recover his weapon and return it to Jauffre. Which obviously means Jauffre needs to survive.
Jauffre's sword enables automatically if he's killed. No need to recover the weapon.

Renault's and Glenroy's are active by default, so I guess you don't need to recover them for Baurus. But he will still take them if you have them at that point.

And yes, it seems there are also 3 other ones which are marked disabled but never referenced in scripts anywhere so they don't get activated. There's a lot more than 3 Blades left to be killed though, so who they should have belonged to is impossible to tell.
User avatar
Carlos Vazquez
 
Posts: 3407
Joined: Sat Aug 25, 2007 10:19 am

Post » Wed Aug 03, 2011 12:01 pm

And yes, it seems there are also 3 other ones which are marked disabled but never referenced in scripts anywhere so they don't get activated. There's a lot more than 3 Blades left to be killed though, so who they should have belonged to is impossible to tell.


Yes, those are the ones i was talking about.
User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

PreviousNext

Return to IV - Oblivion