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

Post » Wed Dec 14, 2011 5:14 pm

And speaking of bed ownership, could you make Orintur and his wife sleep at Willow Bank? Then Deetsan and Trayvond could find beds upstais and wouldn't have to sleep in the basemant. As it stands, since NPCs tend to gravitate towards persistent references, Falcar is quite the player.
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Laura-Lee Gerwing
 
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Post » Wed Dec 14, 2011 10:46 am

And speaking of bed ownership, could you make Orintur and his wife sleep at Willow Bank? Then Deetsan and Trayvond could find beds upstais and wouldn't have to sleep in the basemant. As it stands, since NPCs tend to gravitate towards persistent references, Falcar is quite the player.


Done, and you got the last bug. :) Well, the last one I'm fixing in the ESP. I'm done. None too soon! So, the first post has been updated and has all my changes now with two exceptions: the silver scabbards and glass cuirass. I can work on them when the beta is out.

Over the next two days the first post changelog is going to bulk up tremendously as I go through all of Arthmoor's changes in the Supplementals. Then I clean up the ESP, write up the documentation and put out the beta. Definitely want it out there by the weekend. I gotta finish this.

Back to work. :)
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Solène We
 
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Post » Wed Dec 14, 2011 7:26 am

@kivan
Mmmh, I've just updated my own UOP adds 2.esp with a new fix.
Roxey Inn:
Path grid should be edited behind Malona's counter (just remove a pair of points) to prevent stupid ballets between Malona and the guests walking towards her! ;)

I'll now test your workaround for dropped torches...

Still about beds: would be possible to make them remove owner, if he/she's dead?
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carla
 
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Post » Wed Dec 14, 2011 5:03 pm


scn UOPTorchFixBegin OnLoad	RemoveFlamesEnd


Seems to work for me... they don't light anymore. Tried a pile of fast-travelling and pcb'ing along the way and when I come back they are unlit, whereas without it they are lit. Also Armande Christophe's torch doesn't get put out by it, neither does the players going through cell transitions or into interiors, and the flameless dropped torches can still be picked up and used normally (ie they will still light.) If you could try that out and let me know if there are any problems please advise.


Doesn't work for me: try killing from console an NPC walking with a torch in the night, then fast-travel back and forth.... I can find the torch always lit on the ground :(
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Mariana
 
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Post » Wed Dec 14, 2011 8:43 am

Doesn't work for me: try killing from console an NPC walking with a torch in the night, then fast-travel back and forth.... I can find the torch always lit on the ground :(


Is the NPC still holding the torrch or was it let go? The OnLoad block shouldn't run if the NPC is holding it because the torch NIF is copied to their skeleton and it ceases to be a separate object. In my tests, if I dropped unlit torches and fast traveled away then back they would be burning but not lighting anything (as described) but with the fix they would not. We don't want to affect held torches of course.
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Marcus Jordan
 
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Post » Wed Dec 14, 2011 2:08 pm

Is the NPC still holding the torrch or was it let go? The OnLoad block shouldn't run if the NPC is holding it because the torch NIF is copied to their skeleton and it ceases to be a separate object. In my tests, if I dropped unlit torches and fast traveled away then back they would be burning but not lighting anything (as described) but with the fix they would not. We don't want to affect held torches of course.


When he died he left the torch (still lit)... have to test with an unlit torch...
EDIT: no... even if I drop an unlit torch and fast trawel away and then back it will be lit (tested in Anvil, killed an NPC with a lit torch, then dropped my torch too... both burning when I came back).

EDIT2: Doh!!! I've attached it to the wrong torch object!!! :facepalm: It does work as expected attaching it to Torch02 :goodjob:
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Trish
 
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Post » Wed Dec 14, 2011 1:35 pm

Allies for Bruma -- if you close one of those gates before starting the quest, the quest gets broken. I don't even see that one documented in the wiki. Took me forever to figure that was what was wrong with that game too.
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Cheryl Rice
 
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Post » Wed Dec 14, 2011 1:41 pm

That's wrong. I don't know what's up with your game, but the dialogue for the Count or Countess' approval checks a script variable set if you close the gate at all, regardless of when. And I've shut all the city gates prior to MQ11 and had no trouble.
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Danger Mouse
 
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Post » Wed Dec 14, 2011 12:13 pm

I've found unused death sounds for the mudcrab and bear creatures, NPCMudcrabDeath and NPCBearDeath respectively, had a use count of 0 and it struck me as odd. I haven't tested what they sound like though (maybe they sound so bad that the developers scratched them?), if they were to be restored they have to be added to CreatureMudcrab and CreatureBearBlack, from which all mudcrabs and bears draw their soundsets.
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barbara belmonte
 
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Post » Wed Dec 14, 2011 4:32 am

I've found unused death sounds for the mudcrab and bear creatures, NPCMudcrabDeath and NPCBearDeath respectively, had a use count of 0 and it struck me as odd. I haven't tested what they sound like though (maybe they sound so bad that the developers scratched them?), if they were to be restored they have to be added to CreatureMudcrab and CreatureBearBlack, from which all mudcrabs and bears draw their soundsets.


I can confirm this..The Mudcrab and Bear do not have a death sound assigned to them. They just need to be added is all..

I checked the sounds and they both have 2 death sounds to choose from..

The Bear one does not really sound like bear dying, more like a calf to me..

The mudcrab sounds like a toy almost..
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Rachell Katherine
 
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Post » Wed Dec 14, 2011 11:51 am

That's wrong. I don't know what's up with your game, but the dialogue for the Count or Countess' approval checks a script variable set if you close the gate at all, regardless of when. And I've shut all the city gates prior to MQ11 and had no trouble.


I have had this independently confirmed by others Shroom. It is indeed a glitch/bug. If you have avoided it then you are lucky.
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Rudy Paint fingers
 
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Post » Wed Dec 14, 2011 4:30 am

Allies for Bruma -- if you close one of those gates before starting the quest, the quest gets broken.


Details aka W5 aka who/what/where/when/why would really help, ie what fails to happen, what dialog options are missing from which NPC, etc.

I'll have a look at it when I get home but having a starting point is essential, as this is a large quest. Thanks.
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El Khatiri
 
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Post » Wed Dec 14, 2011 7:56 am

What happened with me is that I had closed the Chorral gate before starting allies for Bruma. Then when I went back, during the quest, and closed it again, I never got the correct dialogue from the Countess. It wasn't until I went back to a save before that gate and did not close it that the quest proceeded properly.

I will have the other person come in and post his experience, but the gate he was having trouble with was Anvil.
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Queen
 
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Post » Wed Dec 14, 2011 8:00 am

I have had this independently confirmed by others Shroom. It is indeed a glitch/bug. If you have avoided it then you are lucky.

He isn't the only lucky one then because I've closed city gates before I was sent on Allies for Bruma and not had any problem with getting the quest to advance. The only way I could see this breaking is if the script variable on the gate is getting reset back to 0 somewhere else.
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lexy
 
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Post » Wed Dec 14, 2011 3:13 am

He isn't the only lucky one then because I've closed city gates before I was sent on Allies for Bruma and not had any problem with getting the quest to advance. The only way I could see this breaking is if the script variable on the gate is getting reset back to 0 somewhere else.


This is pretty strange then. I was assuming it was just me until donnato experienced the same thing. At that point, since is was no longer just me, I did some research and found no reference to it as a reported bug/glitch. Then I reported it here.

At this point, I would bet that if I tried to recreate this, I would not be able to.
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Captian Caveman
 
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Post » Wed Dec 14, 2011 11:44 am

Just a quick question...
I've never used Francesco's or OOO because they patch too much things I don't like (even if modular). In particular I'm afraid they also force overwrite some UOP fixes...
Now a friend of mine is asking me if Francesco's is 100% compatible with UOP... what do you think? I'd say it's not since it seems it can't be loaded before UOP, and/or loading UOP after will simply overwrite some Francesco's modifies making it useless.
Maybe someone here uses Francesco's?
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megan gleeson
 
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Post » Wed Dec 14, 2011 11:10 am

Just a quick question...
I've never used Francesco's or OOO because they patch too much things I don't like (even if modular). In particular I'm afraid they also force overwrite some UOP fixes...
Now a friend of mine is asking me if Francesco's is 100% compatible with UOP... what do you think? I'd say it's not since it seems it can't be loaded before UOP, and/or loading UOP after will simply overwrite some Francesco's modifies making it useless.
Maybe someone here uses Francesco's?


I use the new BAIN version of Frans by SWG. I read a comment on the download site that it changes some of the daedric quests so I took a peek in TES4Edit and it does seem like Frans is reverting a bunch of fixes for those quests from the UOP back to the unfixed vanilla versions, as well as the Independent Thievery quest, since Frans loads after UOP. I haven't done any of those quests yet so I can't say how much is broken. Other than that, Frans is pretty compatible with UOP in my game.
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Alex Blacke
 
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Post » Wed Dec 14, 2011 3:50 pm

I use the new BAIN version of Frans by SWG. I read a comment on the download site that it changes some of the daedric quests so I took a peek in TES4Edit and it does seem like Frans is reverting a bunch of fixes for those quests from the UOP back to the unfixed vanilla versions, as well as the Independent Thievery quest, since Frans loads after UOP. I haven't done any of those quests yet so I can't say how much is broken. Other than that, Frans is pretty compatible with UOP in my game.

Exactly... I'm afraid those overhauls also revert some NPC A.I. fixes...


@Kivan
Glitches with flickering wall/floor intersections (at least on ATI cards) at Fort Istrius in these points (in red): http://postimage.org/image/yk5s1q5nj/
Quite hard to fix: every pixel you move you'll make some other intersections flicker.... I've spent more than 1 hour but couldn't find a decent solution to rearrange walls!
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^~LIL B0NE5~^
 
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Post » Wed Dec 14, 2011 8:48 am

I have a weird thing I just checked for the first time. I've been playing vanilla on the 360 until a few weeks ago. Now I have the UOP for the first time, and while walking by Water's edge, there's a really large tree across the street near the water. I can walk into the tree and sit inside and watch what's going on, and nobody can see me. I can move the camera around and cannot see myself. It's the same with the unmodded vanilla version. Of course, I have to admit, it doesn't bother me and it's kinda fun to sit inside and look around.

But while running down from Bravil toward Leyawin, o the Cyrodill side of the river, past Bawn, there's a bridge (just past a small dock), the bridge that goes over th eriver just disappears and cuts into another tile entirely. Even the map looks wrong. You fall into the water and there's a nirnroot about ten feet over your head. You can jump for it from a boulder, but it's like an entire tile moved. I'll take a picture and try to get it here for you tomorrow, even though it might not be a UOP problem at all. I've just never seen in happen in Vanilla, and I've never crossed that bridge on the PC with the patch. Can you believe I'm so far behind?
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Elizabeth Lysons
 
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Post » Wed Dec 14, 2011 1:38 pm

To update. The weird half-bridge has resolved itself now that I had quit and restarted the game. Weird.

The tree thing in Water's Edge. I have screen shots but I didn't make them smaller. Should I have?
This is the tree: http://www.citlink.net/~pschaniel/images/ScreenShot0.bmp
This is me in the tree (really, i'm in there) http://www.citlink.net/~pschaniel/images/ScreenShot1.bmp
A top view showing me inside the tree: http://www.citlink.net/~pschaniel/images/ScreenShot2.bmp
What I can see while inside the tree (I spy): http://www.citlink.net/~pschaniel/images/ScreenShot3.bmp

If it' s a problem, next time I'll downrez the photos for bandwidth.

Has anyone else seen/done this? Or maybe I just have too much time on my hands?
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Elina
 
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Post » Wed Dec 14, 2011 12:03 pm

To update. The weird half-bridge has resolved itself now that I had quit and restarted the game. Weird.

The tree thing in Water's Edge. I have screen shots but I didn't make them smaller. Should I have?
This is the tree: http://www.citlink.net/~pschaniel/images/ScreenShot0.bmp
This is me in the tree (really, i'm in there) http://www.citlink.net/~pschaniel/images/ScreenShot1.bmp
A top view showing me inside the tree: http://www.citlink.net/~pschaniel/images/ScreenShot2.bmp
What I can see while inside the tree (I spy): http://www.citlink.net/~pschaniel/images/ScreenShot3.bmp

If it' s a problem, next time I'll downrez the photos for bandwidth.

Has anyone else seen/done this? Or maybe I just have too much time on my hands?


That weird half-bridge is a land tearing issue that seems to occur randomly in Vanilla Oblivion. I have had it happen at that same location, save, quit, reload and the tear be gone myself.

I haven't notice the tree issue by Water's Edge though, I will have to go see that for myself in my game.
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Matt Bigelow
 
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Post » Wed Dec 14, 2011 9:05 am

The missing landscape cell is at least partially corrected in the UOP Supplemental. Installing that should help with the problem.
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Mark
 
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Post » Wed Dec 14, 2011 4:08 pm

I use the new BAIN version of Frans by SWG. I read a comment on the download site that it changes some of the daedric quests so I took a peek in TES4Edit and it does seem like Frans is reverting a bunch of fixes for those quests from the UOP back to the unfixed vanilla versions, as well as the Independent Thievery quest, since Frans loads after UOP. I haven't done any of those quests yet so I can't say how much is broken. Other than that, Frans is pretty compatible with UOP in my game.


Nothing has been altered in Francesco's (V5) that wasn't already present in 4.5 apart from some minor fixes and updates to the mod itself.
It will overwrite many things that the UOP has fixed in the vanilla game. That's the way game overhauls work, so you can't assume it's broken anything that's not been altered intentionally by the author.
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Mistress trades Melissa
 
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Post » Wed Dec 14, 2011 1:23 am

It would also be useful to report that to SWG. It most likely isn't difficult to incorporate what the UOP fixes into the scripts or quests Frans is modifying so that the bugfixes aren't lost by the edits.
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ImmaTakeYour
 
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Post » Wed Dec 14, 2011 3:25 pm

OK, that's it... done. Finished. I don't want any more bugs to fix. OK, maybe little ones. :) But you have until tomorrow evening, and at this point I'm really hoping there's nothing more.

I've imported all the UOPS changes into the changelog. Next step is to mass-edit a few hundred vetted edits into the ESP, save it, clean it, a few small tests, convert the changelog into an HTML readme and package it up and get the beta out there. If I keep at it and don't get too distracted by forums and blogs and other timeholes, I may have it done tomorrow night.

But for now, it's 1:45 in the morning, I have to get up in 5 hours to go to work, so I think I'd better go to bed!
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Sunnii Bebiieh
 
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