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

Post » Wed Aug 03, 2011 6:28 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.


One thing I noticed when doing my Battle of Bruma mod is that there was at least one and possibly two more Blades who were scripted to join the battle. The statements that would have enabled them or moved them to the battle field were commented out.
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Eoh
 
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Post » Wed Aug 03, 2011 5:12 pm

One thing I noticed when doing my Battle of Bruma mod is that there was at least one and possibly two more Blades who were scripted to join the battle. The statements that would have enabled them or moved them to the battle field were commented out.


Sounds like something that would cause a heated debate if added :P So I say just enable them, that's what I did for myself.
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Alisia Lisha
 
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Post » Wed Aug 03, 2011 2:07 pm

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?


That certainly points to intent. Had you mentioned it earlier I wouldn't have disagreed.
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Laura
 
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Post » Wed Aug 03, 2011 11:36 am

I recall having mentioned it when the issue was first raised however long ago it was, neither here nor there at this point.
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Crystal Clarke
 
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Post » Wed Aug 03, 2011 7:55 pm

Sounds like something that would cause a heated debate if added :P So I say just enable them, that's what I did for myself.

Perhaps they were disabled due to possible CPU overload during the Battle of Bruma? That sequence is pretty tough for lower end PCs to handle.

On a different note - I agree with Arthmoor on adding the missing armor pieces to the Tutorial dungeon. The CS has several examples where Bethesda clearly had the intent to do something, did 90% of the work, and then didn't complete it - another example being the Frost enchantments that were supposed to be assigned to all the Knights of Order swords.
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GRAEME
 
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Post » Wed Aug 03, 2011 11:24 am

Haven't had as many bug submissions as I expected (I say this like it's a bad thing :D ) so just so it doesn't look like I've retired again:

Being enthusiastic about getting back into the CS and ramping up the skills, I've started adding new fixes. I'll have an update this weekend probably (so far about twenty done.) I'll change the upcoming version # to 3.4.0 and ask that the thread be similarly changed.

Once I've gotten the (re)novelty of it out of my system, I'll start the laborious process of documenting all of Arthmoor's fixes and there are a lot of them... hundreds.

Supierce: I fixed that floor piece. It required a mesh edit, but it was good and necessary practice.

X'tyfe: that area is a gas damage trap box, and it's completely by design. Makes sense too with all the gases from the vents on the floor below drifting up the stairs, so I will leave that one.
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Glu Glu
 
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Post » Wed Aug 03, 2011 11:14 am

Well, the only bug I can think of right now is one that doesn't happen often and probably would require a script to contain. That said - if you try mounting a horse while you're sitting somewhere (outside an inn or near a campfire, for example), bad things happen - severe graphical glitches, freezing, and/or instant game crash.
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Laura Richards
 
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Post » Wed Aug 03, 2011 2:39 pm

Supierce: I fixed that floor piece. It required a mesh edit, but it was good and necessary practice.


Thank you, Kivan - Can't wait for 3.4!
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Epul Kedah
 
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Post » Wed Aug 03, 2011 10:30 pm

Sorry if this has already covered, but after wrapping up MS10, Garrus Darelliun was willing to reward me multiple times. Setting the "Say Once" flags for two INFOs fixed it.

http://www.mediafire.com/download.php?986h94h0a8u4uuw
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Love iz not
 
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Post » Wed Aug 03, 2011 9:46 am

That quest is going to be the death of all of us at some point.
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Patrick Gordon
 
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Post » Wed Aug 03, 2011 1:29 pm

Question:
How to load all Default Oblivion files + UOP + Supplement files into the Construction set ?

The UOP + Supplement fix bugs in the Default Oblivion files right.
I want them all loaded into the Construction set so I can be sure everything will be ok.
The amount of -ERRORS- I get when loading the CS is unbelievable.

I must be doing something wrong, but what is it ?

-ERROR-
Non-parent from '......' exists in both file '....Patch' and '....Patch'
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Queen
 
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Post » Wed Aug 03, 2011 11:23 am

You'd either want to use the Construction Set Extender, which mercifully suppresses those errors to its console window, or esmify the UOP file, load it up normally, and tell the CS to ignore those errors.

Using CSE is preferred by far though since it handles the editing of ESP masters without giving you any trouble.
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Manuel rivera
 
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Post » Wed Aug 03, 2011 11:27 am

I've got something for you.

The first time you talk to Tivela Lythandas, she gives you the quest to find her husband. Well and good... but I didn't want to do it, so I opted out. But Bethesda, in their infinite wisdom, decided for some reason that you MUST find this guy - if you opt out, the quest doesn't complete. Instead, she says "Well, if you change your mind, I'll be here", and every time you go back to her, she'll ask you again. And again, and again. :blink: Like I'll suddenly get a streak of morality or a sudden urge for that crappy apron and my answer is going to change...
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Danel
 
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Post » Wed Aug 03, 2011 1:58 pm

@WalkerInShadows: I'll see if she has any alternate dialog so she doesn't have to spiel the whole thing again (if that's what she's doing.) I wouldn't completely close it off though as the player might have a change of heart, be less busy, etc. Plus, it is her husband missing and all. :)

I also found a large bug with it, and I'm amazed it wasn't documented. I fixed it but haven't posted in the changelog yet... if the player decides to put her out of her (and the player's) misery the quest updates as if the player completed the whole Painted World sequence and Rythe appears! Another bad set of quest stage conditions. Of course the quest can't be finished as it's also by then been terminated and she's dead, but there he is standing around in his studio...

@Arthmoor: Thanks for answering that... haven't even tried CSE yet. Certainly planning on it though.
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Ludivine Poussineau
 
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Post » Wed Aug 03, 2011 4:59 pm

@Arthmoor: Thanks for answering that... haven't even tried CSE yet. Certainly planning on it though.
Guess that's my cue - Add my 'zOMG! A wild Kivan appeared!' to the pile :)

That said, nice to see you back on the beat, mate!
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RObert loVes MOmmy
 
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Post » Wed Aug 03, 2011 5:14 pm

I've always had the impression that Cheydinhal was a rush completion since there's so many problems with the quests. Lots of clipping, and the walls don't match up neatly like the other cities.
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Rachel Briere
 
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Post » Wed Aug 03, 2011 7:14 pm

I know that the last UOPS update enabled some missing dialog and stuff, I'm seeing NPCs say some new things when I say goodby to them such as "There's no need to be that way. Goodbye.", "Never mind, then.", "Oh. If that's the way you feel.", "Fine. Be that way.", "Oh. Sorry to bother you."

Were these enabled by this update? I'm just wondering why an NPC would say something like that to me :P
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Queen Bitch
 
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Post » Wed Aug 03, 2011 10:15 pm

I know that the last UOPS update enabled some missing dialog and stuff, I'm seeing NPCs say some new things when I say goodby to them such as "There's no need to be that way. Goodbye.", "Never mind, then.", "Oh. If that's the way you feel.", "Fine. Be that way.", "Oh. Sorry to bother you."

Were these enabled by this update? I'm just wondering why an NPC would say something like that to me :P

That sounds more like the changes from bg's race balancing mod. He altered a great many generic dialogue topics to be spoken by the new races, and took the chance to increase the disposition requirements for many of them. This, coupled with the new race disposition reactions, means that unless two NPCs are in the same faction, they are not going to say nice things to each other, or you. I find it realistic, I mean, if I stopped someone going down the street to chat about mudcrabs, an angry response would be the mildest reaction I would surely get :D
The UOP doesn't change the race reactions or disposition thresholds of dialogue responses, unless in some specific circumstance where those are buggy (none AFAIK)

And while it goes about dialogue, can the fix to the 'Gromm' topic be finished? I suggested it at the time and it is my fault that its still half-done I guess, due to not understanding the 'Run on target' flag.
The dialogue is under Dark00GeneralNPC quest, Question topic, and reads something like 'Any idea what Gromm will do now that old Baenlin is dead?'. The UOPS added a (Equal to/run on target 0 GetIsID Gromm) condition, so that people don't ask that to poor Gromm (kinda funny...), but it is lacking an equal condition minus the run on target part so that Gromm doesn't ask it to other people (kinda funnier...)

Also, I found this a very long time ago and didn't bother to test it, but it seems in some instances of the Thieves Guild quests, if you incur in a blood bounty, offering to pay the blood price without having enough money will simply remove all your money and the price gets payed. I suppose the easiest solution is to do the TG quests like a competent thief would, but... 'be who you want, do what you want, yadda yadda...' :whistling:

To the below: are you using any mod that could be altering those responses? Try to load the mods that you use which could alter generic dialogue (or all your mods) in TES4Edit,, go to Dialog Topic, see if there are any changes in the topics under HELLO or GOODBYE. But it could be as well another mod changing some mechanic about disposition, like a GMST related to it, so people in your game generally would have less disposition towards each other.
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Danger Mouse
 
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Post » Wed Aug 03, 2011 2:48 pm

Well, I'm not using a race balance mod :)
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michael flanigan
 
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Post » Wed Aug 03, 2011 10:42 pm

I've always had the impression that Cheydinhal was a rush completion since there's so many problems with the quests. Lots of clipping, and the walls don't match up neatly like the other cities.

It's probably a good thing Bethesda didn't try to put Sutch in then :)
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marie breen
 
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Post » Wed Aug 03, 2011 6:55 pm

Heh. Actually they did. The rush job there was not completely removing everything associated with it.
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Suzy Santana
 
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Post » Wed Aug 03, 2011 11:26 am

Always wanted to ask this but never actually did :P

The UOP/USIP/UOMP/UOPS contain DistantLOD folders. I've always used TES4LodGen to regenerate my DistantLOD folder (after deleting it entirely) after installing any huge mod. Are the distantLODs in the UOPs not supposed to deleted to fix whatever they are fixing?

I install using BAIN so it wouldn't be much trouble to just delete the distantLODs, Anneal the UOP packages to fill whatever LODs they contain and regenerate using TES4LODGen :) Thanks for any answers!
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No Name
 
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Post » Wed Aug 03, 2011 3:45 pm

The ones included are for those that don't use TES4LODGen, they are safe to overwrite when you generate your own lod files
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Lucky Boy
 
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Post » Wed Aug 03, 2011 8:03 pm

The UOPS doesn't include those though, and personally I encourage everyone to use tes4lodgen because using pregenerated LOD files like this only leads to unnecessary data conflicts.
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Lisa
 
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Post » Wed Aug 03, 2011 3:50 pm

Thanks a lot guys! TES4LodGen FTW! :D
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Jeffrey Lawson
 
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