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

Post » Fri Nov 18, 2011 8:08 pm

Could very well be, it is one of my mods, but I don't think FCOM itself have any creature meshes, could more likely be OOO or Francesco since my other mods that touch creatures like MMM have their own BSA.


http://www.gamesas.com/index.php?/topic/1252562-fcom-setup-invisible-hungers-and-clanfear-head-tearing/ indicated it's FCOM. Maybe one of the components though.

If you could verify if getting rid of the meshes helps and/or where the originals are that would be very helpful and I can then post it on Nexus and PES.
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Jessica Lloyd
 
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Post » Sat Nov 19, 2011 5:46 am

...so maybe there is a bug in the vanilla game we can fix in the UOP? Maybe a residual bug left in http://www.uesp.net/wiki/Oblivion:Weye?

As I said already, ownership of both the cell and the bed are marked as Nerussa. Neither one is marked as a faction ownership. There isn't even a Weye faction in the vanilla game, so I'm not sure exactly what it's supposed to trigger against since her ownership flags never change.
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Michael Korkia
 
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Post » Sat Nov 19, 2011 6:56 am

Deleted the files placed by UOP in Clannfear and Daedroth mesh folder and the head bug seems to be gone

I'm not entirely sure of the culprit though since I have several creature mods, my best guess would be one of the FCOM components or WAC, at least both the vanilla Clannfear and all WAC creatures that borrow its skeleton had the head stretch bug

My guess is that all mods who tamper with the Clannfear or Daedroth will probably have the bug as since both FCOM and WAC creatures had it.
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Roisan Sweeney
 
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Post » Fri Nov 18, 2011 5:43 pm

Deleted the files placed by UOP in Clannfear and Daedroth mesh folder and the head bug seems to be gone


Thanks. :) I am going to see if I can fix this. I'll put together a 7Z of the same NIF's but also the suite of KF animation files which I think may be the real cause of this. I'll PM you with a link. If you can try it out, that would be great (I'll make it an easy install by having all the folders in the right place.)
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Soph
 
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Post » Sat Nov 19, 2011 4:12 am

I don't think this is that big of a deal, but there's a line missing from the installers ArchiveInvalidation.txt that the ReadMe says should be put there when manually installing. The line is:

Textures/Clothes/UpperClass/Shoes01.dds

After double-checking to make sure that such a file existed, I just added the line by hand. I don't know if that was a bad move or not, but I don't see any immediately apparent issues.
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Soph
 
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Post » Sat Nov 19, 2011 2:53 am

I don't think this is that big of a deal, but there's a line missing from the installers ArchiveInvalidation.txt that the ReadMe says should be put there when manually installing. The line is:

Textures/Clothes/UpperClass/Shoes01.dds

After double-checking to make sure that such a file existed, I just added the line by hand. I don't know if that was a bad move or not, but I don't see any immediately apparent issues.

Everybody should use http://www.tesnexus.com/downloads/file.php?id=10724 IMHO.... setting also a very old creation date for all Oblivion *.bsa files first.
This way you'll never have to worry about Archiveinvalidation.txt....
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Causon-Chambers
 
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Post » Fri Nov 18, 2011 2:19 pm

Archiveinvalidation.txt is also extremely unreliable even if you get everything right.
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Sheila Esmailka
 
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Post » Sat Nov 19, 2011 1:25 am

I found a small issue. I've been cleaning up Better Dungeons, making it compatible with OOO and TAS, among other things, and I found a bookcase (0005CB2A) in Fieldhouse Cave that had been moved. After some investigation in TES4Edit, I discovered that only the UOP alters the bookcase - it moves it back, for some reason. This looks for all the world like a wild edit; there is, however, a table right next to it that needs to be grounded - maybe someone clicked on the wrong item?

The only reason I mention this is because a) BD places a bunch of ingredients on the shelves; with the bookcase moved back, they're floating in midair; and B) OOO adds a chest behind the bookcase, and with it moved back, it clips with the chest.


Edit: Never mind. I figured out what was going on - the first bookcase was clipping with the cave wall, so UOP moved it forward; the second was set on uneven floor, so it was floating. I dunno why the Better Dungeons guy wasn't using the UOP, but whatever - I'll just make it so the bookcases match the UOP.

Also: You mention using zBobGuy's Animation Fixer for the ABomb bug, but there's no mention made of Wrye Bash. The readme is also missing a
tag after "Khalim - for auditing/fixing 571 cells of Cyrodiil, reporting a multitude of bugs and beta-testing" (yeah, I read the whole thing).
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Mandi Norton
 
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Post » Fri Nov 18, 2011 6:57 pm

Tejon recently brought to my attention the UOP fix for alchemy buffs. May I suggest that you Dispel the fortify enchantment before adding the new fortify ability? This removes the duplicate buff, which means the numbers in the Skill and Active Effect menus will be accurate, and makes the fix fully compatible with two of my mods that use the "total" alchemy skill.

Example:
scn UOPRingGrandAlchemyItemScriptBegin OnEquip Player	player.Dispel EnAppFortifyAlchemyGrand            ;; added line	player.RemoveSpell UOPAbAlchemyRingGrand	player.AddSpell UOPAbAlchemyRingGrandEndBegin OnUnEquip Player	player.RemoveSpell UOPAbAlchemyRingGrandEndBegin OnDrop	player.RemoveSpell UOPAbAlchemyRingGrandEnd

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Rebekah Rebekah Nicole
 
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Post » Fri Nov 18, 2011 4:49 pm

Oh, I found something else that may or may not be worth bothering with (probably not, but it's interesting): In Crayfish Cave Steep (04), there's a small cave in the northeast corner, underneath the playable area, that's completely cut off from the rest of the cave. You can't see it on the local map because it's under the other cave there; I only found it because I was doing some editing for Better Dungeons and I happened to be running around with TCL looking for something else. The cave is empty except for a bunch of wisp stalks, and it has an exit, but it's not connected to anything. I guess there was supposed to be a passage to it, but it was either forgotten or left out.
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zoe
 
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Post » Fri Nov 18, 2011 8:22 pm

Tejon recently brought to my attention the UOP fix for alchemy buffs.


That's an excellent idea and thank you. :) If there's another one that will definitely be in it.


Oh, I found something else that may or may not be worth bothering with (probably not, but it's interesting): In Crayfish Cave Steep (04)


That went into the To Do as well. I remember seeing it years ago; maybe I'll get around to it. :)
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Nick Swan
 
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Post » Fri Nov 18, 2011 4:20 pm

I've previously used version 3.3.7 and for some reason this 3.4.0 seems to improve my FPS by quite a bit.

Can anyone explain this to me considering I PyFFI everything I have already.

I read the log and it looks like things are already PYFFI'd but I thought I might do it again anyway with version 2.1.10 of PYFFI.

Also, if anyone could point me to the complete differences between version 3.3.7 and 3.4.0 that would be great.

Thanks for the improvements!!! Much appreciated.
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victoria johnstone
 
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Post » Fri Nov 18, 2011 7:26 pm

~ Also, if anyone could point me to the complete differences between version 3.3.7 and 3.4.0 that would be great.

Thanks for the improvements!!! Much appreciated.

From the first post ...
Version History

Version 3.4.0 released
(items in italics are new, non-italics imported from the UOP Supplemental)

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sam smith
 
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Post » Sat Nov 19, 2011 12:18 am

@kivan
Still about corpses and headtracking: I've noticed dead Trolls cause no headtracking.... is this ok for some creatures?
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Epul Kedah
 
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Post » Sat Nov 19, 2011 5:09 am

I hate asking the stupid question, but is there any reason I cannot combine the full 3.2.0 manual install with the 3.4 manual update and then install the combined file? I am buying a new machine and am going to do a completely new install. Can't I just just extract both files and then copy the 3.4 folder on top of the 3.2.0 folder and click yes to overwrite and then just install the new file or convert the combined file into an OMOD and then install?

Thanks
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Nick Tyler
 
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Post » Fri Nov 18, 2011 5:28 pm

Since this was posted in a seperate thread, I thought I'd toss it in here, since it's relevant to the UOP:

Probably something I did. :)

I fixed the head node of clannfears and daedroths to fix missing head tracking. It works fine in vanilla, but I guess not with other changes to them.

Go into Data\Meshes\Creatures and Clannfear and Daedroth respectively. Get rid of Clannfear/Daedroth.NIF and Skeleton.NIF in each one, or if they are in FCOM, overwrite them with the FCOM ones. That should fix it.

Please post further in the UOP thread if it doesn't.

That solved the clannfear stretched heads issue. Thanks Kivan!


I fixed my invisible Hunger problem by not placing a checkmark on FCOM_HungersUnitySI in the Import Graphics section when I build my Bashed Patch. If you look at your Bashed Patch in the CS and only the OOO Levelled Hungers are invisible, this solution will work.

That solved my invisible hungers problem. Thanks!

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flora
 
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Post » Fri Nov 18, 2011 5:12 pm

Silver blades Icons finally fixed accordingly with my previous UOP fix:
http://www.2shared.com/file/rkPs4W9n/Textures.html
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Stace
 
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