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

Post » Wed Dec 14, 2011 10:23 am

I'm not in a beta sort of place at the moment so I haven't looked myself... exactly how is this fix implemented? Are there scripts added to the specific enchanted items, or a global control quest that applies the abilities? The former is probably less problematic from a compatibility perspective: if some mod other than AVUncapper wants to do something incompatible, it can just revert those items to vanilla. Also, I remember a note about seeing the bonus double-applied in your character sheet; this can be avoided.

Incorporating migck's GetGameSetting check (which should work fine), I'd put magnitude variants of the following script on the handful of enchanted items with Fortify Alchemy:

Spoiler
int flagref ownerref selfbegin MenuMode  if MenuMode == 1040       ; Alchemy    if flag == 0      if [[quest variable disabling this behavior]]        set flag to -1      elseif GetGameSetting favuAlchemyEffectiveSkillCurrentMult != 0        set flag to -1      ; Only check once per alchemy session.      else                  ; Extra-important because GetGameSetting spams the console.        set self to GetSelf        set owner to GetContainer        if owner.GetEquipped self          set flag to 1          message ""          message ""          owner.AddSpell [[enchantment-specific ability]]        endif      endif    endif  elseif menumode != 1035    ; Ingredient selection    if flag      if flag == 1        message ""        message ""        owner.RemoveSpell [[enchantment-specific ability]]      endif      set flag to 0    endif  endifendbegin GameMode  if flag    if flag == 1      message ""      message ""      owner.RemoveSpell [[enchantment-specific ability]]    endif    set flag to 0  endifend

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Skrapp Stephens
 
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Post » Wed Dec 14, 2011 4:22 am

Hey thanks for the release Kivan, can't thank you enough for fixing my games for all these years. I learned about unofficial fixes and mods bout 10 years ago when I found Baldurdash and learned the secret of the pantaloons!
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Madeleine Rose Walsh
 
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Post » Wed Dec 14, 2011 2:57 pm

Thank You Kivan! :goodjob:


No problem. :)

Also, UOMP and ans USIP will be ready until next Friday too? :hubbahubba:


Working on it. :) UOMP should only take a couple of days. USIP... hrm, maybe next week.

I'm almost reluctant to spoil this moment with an issue I have, though if not it will be too late. I haven't noticed anything dealing with the alchemy fix abilities and the Actor Value Uncapper plugin...


(I think it was already suggested... if not : ) I think the best idea for this would be to include a small ESP that simply "dirties" the items with alchemy fortification effects that the UOP or other mods changed/fixed so they are overwritten.

Hey thanks for the release Kivan, can't thank you enough for fixing my games for all these years. I learned about unofficial fixes and mods bout 10 years ago when I found Baldurdash and learned the secret of the pantaloons!


You're welcome. :) The Pantaloons secret was quite a piece of luck I had (before I started peering into the inner workings. I think that may have been what got me started!
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lucile
 
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Post » Wed Dec 14, 2011 7:27 am

(I think it was already suggested... if not : ) I think the best idea for this would be to include a small ESP that simply "dirties" the items with alchemy fortification effects that the UOP or other mods changed/fixed so they are overwritten.

That is actually several orders of magnitude more simple and effective than my wacko ideas... still, I worry that the UOP might end up with a lot of tiny satellite files here and there, but I guess that would only make them 3 so far.
Also, another problem is Wrye Bash will still import the scripts on those items if the Import Scripts option is selected, but I guess that is up to the user to sort out.
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^_^
 
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Post » Wed Dec 14, 2011 3:48 pm

Maybe do it the other way around: put the scripts in the main UOP, but add them to items in a separate dependent esp. That way Bash's default behavior is desirable: since the satellite esp contains no new FormIDs relative to its masters, it will be merged into the Bashed Patch and not consume a slot.
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Katey Meyer
 
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Post » Wed Dec 14, 2011 4:39 am

Something is missing in UOP3.4.0 beta?
UOPHorseMountingSeatedFixScript should be applied to all Horses (except "CreatureHorse....") including "HorsePC...".
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Juanita Hernandez
 
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Post » Wed Dec 14, 2011 1:19 pm

Something is missing in UOP3.4.0 beta?
UOPHorseMountingSeatedFixScript should be applied to all Horses (except "CreatureHorse....") including "HorsePC...".


That script is applied to player-ridable horses that had no script at all.
The player-ridable horses that alreedy have a script were edited and the new code inserted (or did I miss one?)

(I also just did the same edit to all the Horse Armor horse scripts...)

Edit: I didn't touch any horse that doesn't appear in-game. I usually don't edit stuff like that, lest I start arranging trees over the borders. :)

So far the only change is that I cleaned up a lot of typos in the readme (and the first post here, as they are all from the same source.)
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Trish
 
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Post » Wed Dec 14, 2011 6:17 am

That script is applied to player-ridable horses that had no script at all.
The player-ridable horses that alreedy have a script were edited and the new code inserted (or did I miss one?)

(I also just did the same edit to all the Horse Armor horse scripts...)

Edit: I didn't touch any horse that doesn't appear in-game. I usually don't edit stuff like that, lest I start arranging trees over the borders. :)

So far the only change is that I cleaned up a lot of typos in the readme (and the first post here, as they are all from the same source.)

Sorry, it was a mere mod conflict. Never mind.
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Ella Loapaga
 
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Post » Wed Dec 14, 2011 12:49 pm

I dunno how much work this would be or if it's worth including, but it's important for my project, and I'd be willing to do the work for you.

One thing I noticed is that is seems all the various creatures are placed in the wrong categories.
Just one of many examples, Goblins I would think should be placed as Humanoids, yet they are marked as creatures along side bears. I feel the same about Ogres, Spriggans, Grummites, etc.

In fact, there are only two creatures that are even marked as Humanoids, a test Spriggan and a "dead lover" zombie.

Is there a purpose for the Creature Types other than categorizing them? (Creature, Humanoid, Undead, Horse, Giant, Daedra)

If that is too much work, another option (which is an OBSE question) is how could I tap into the sub-category (Goblin), and how do you select the sub category in the construction set (which is a CS question, I know).

I have a feeling I'm probably overlooking something important, so any words of wisdom/advice would be greatly appreciated.
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Lauren Graves
 
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Post » Wed Dec 14, 2011 3:32 am

I dunno how much work this would be or if it's worth including, but it's important for my project, and I'd be willing to do the work for you.

One thing I noticed is that is seems all the various creatures are placed in the wrong categories.
Just one of many examples, Goblins I would think should be placed as Humanoids, yet they are marked as creatures along side bears. I feel the same about Ogres, Spriggans, Grummites, etc.

In fact, there are only two creatures that are even marked as Humanoids, a test Spriggan and a "dead lover" zombie.

Is there a purpose for the Creature Types other than categorizing them? (Creature, Humanoid, Undead, Horse, Giant, Daedra)

If that is too much work, another option (which is an OBSE question) is how could I tap into the sub-category (Goblin), and how do you select the sub category in the construction set (which is a CS question, I know).

I have a feeling I'm probably overlooking something important, so any words of wisdom/advice would be greatly appreciated.

I believe Humanoid is a leftover category, maybe from the times the developers were considering something (maybe talking creatures?) but scrapped it.
Other than that, the http://cs.elderscrolls.com/constwiki/index.php/Category:Creatures seems to have the best info about what each category is about.

To identify a creature's appearance through OBSE, one way is using its model path, as most creatures should have the name of their 'species' in their model path unless the creator was 'too creative' in file packing procedures.
For example with goblins, you could use a string_var and evaluate it looking for the word goblin:
string_var modelref actor...let model := actor.GetModelPathIf eval (sv_Count "goblin" model > 0);actor should be a goblin...

Problem is that many (all) modded creatures use the model paths of vanilla creatures but represent different species, like the little demons in WarCry using the goblin skeleton, and thus they could be incorrectly identified as such. You can combine it with a name check against those creatures to avoid it in some extent.
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Portions
 
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Post » Wed Dec 14, 2011 4:36 pm

I believe Humanoid is a leftover category, maybe from the times the developers were considering something (maybe talking creatures?) but scrapped it.
Other than that, the http://cs.elderscrolls.com/constwiki/index.php/Category:Creatures seems to have the best info about what each category is about.

To identify a creature's appearance through OBSE, one way is using its model path, as most creatures should have the name of their 'species' in their model path unless the creator was 'too creative' in file packing procedures.
For example with goblins, you could use a string_var and evaluate it looking for the word goblin:
string_var modelref actor...let model := actor.GetModelPathIf eval (sv_Count "goblin" model > 0);actor should be a goblin...

Problem is that many (all) modded creatures use the model paths of vanilla creatures but represent different species, like the little demons in WarCry using the goblin skeleton, and thus they could be incorrectly identified as such. You can combine it with a name check against those creatures to avoid it in some extent.

Perfect. Exactly what I needed for my purposes. In this case, I am determining which creatures / races would have peripheral vision effects or not, which is determined by eye placement, which in turn would be based on the skeleton. This also resolves my concerns about the names of creatures too and making my mod compatible with other languages, because although there might be a different spelling for the creatures depending on the language, I'm betting the model path would be the same.
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Kevin Jay
 
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Post » Wed Dec 14, 2011 4:27 am

I have a question concerning installation of http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3813' on the newest UOP. Currently I have QTP3 installed, but after my mod list grew a bit and I started using OBGE3 with it's shaders and LW I would really like a few more FPS ;) Now, is is safe just to install it, or any special procedures are required?

cheers,
brucevayne
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Rude_Bitch_420
 
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Post » Wed Dec 14, 2011 1:38 pm

I have a question concerning installation of http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3813' on the newest UOP. Currently I have QTP3 installed, but after my mod list grew a bit and I started using OBGE3 with it's shaders and LW I would really like a few more FPS ;) Now, is is safe just to install it, or any special procedures are required?

cheers,
brucevayne


Best to install it after the 3.2 version but before any later versions. The reason is that the compatibility patch hasn't been updated past the 3.2 version of the UOP and if installed after the newer versions, it would overwrite the fixes. The issue is that it's likely to have some of the files overwritten, but that's generally better than leaving the fixes out. At least in my opinion.
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Chad Holloway
 
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Post » Wed Dec 14, 2011 7:59 am

Did my http://www.4shared.com/file/3dU7RW7-/UOP-Fort-Walls-New-Collission-.html meshes get included in 3.4.0? Didn't see them in the changelog. Thanks for all your work!
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Gemma Woods Illustration
 
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Post » Wed Dec 14, 2011 3:04 pm

Best to install it after the 3.2 version but before any later versions. The reason is that the compatibility patch hasn't been updated past the 3.2 version of the UOP and if installed after the newer versions, it would overwrite the fixes. The issue is that it's likely to have some of the files overwritten, but that's generally better than leaving the fixes out. At least in my opinion.

I think that the meshes contained in the oup-qtp3 compatibility patch are still up to date;let me check both 3.4.0 UOP and the compatibility patch

EDIT: the textures are still up to date..there are some meshes that need to be updated.So, we need a new version of the uop-qtp3 compatibility patch
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Darren
 
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Post » Wed Dec 14, 2011 5:36 am

Another little glitch in the game (please test!): the player will look in the air observing a dead Daedroth body (!):
http://postimage.org/image/5d1zdv7hj/

I'm also looking for a mesh wizard ;) to try fixing the Glass armor hole, and this little problem with the Original Leather http://www.tesnexus.com/downloads/file.php?id=37476 model as you can see here: http://postimage.org/image/79ypify5j/ . Maybe this mod should be added to the UOP since the textures and models were included in the original game but unused by mistake (similar to my fix about original silver blades already included in the UOP)... Notice for example that this mod makes also leather shield coherent with the rest of the (original but unused) leather armor, as illustrated in the manual (Races) etc..

@kivan
What about the bug of other NPCs sleeping in your bed? ;) You can test it at Roxey Inn: go to sleep in Baurion's bedroll behind the building and wake up at ~9-10AM. You should wake up and find him sleeping there too (!!???).

I'm tranlsating UOP 3.4.0 in ITA. Will you add an alternative link in TesNexus for the foreign languages?
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Erika Ellsworth
 
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Post » Wed Dec 14, 2011 2:07 pm

It is unclear to me whether the UOP 3.4.0 requires the full original UOP or the supplemental. Is it all inclusive?

Then also this OBSE plugin thing? Is it required? I'm trying not add those if I can help it as I understand there is a sharp upper limit to the amount you can use.

What if I use SDR?
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Jessica Colville
 
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Post » Wed Dec 14, 2011 6:16 am

I think that the meshes contained in the oup-qtp3 compatibility patch are still up to date;let me check both 3.4.0 UOP and the compatibility patch

EDIT: the textures are still up to date..there are some meshes that need to be updated.So, we need a new version of the uop-qtp3 compatibility patch

Any news?Will we get an updated qtp3-uop patch?:/
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Hayley Bristow
 
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Post » Wed Dec 14, 2011 9:04 am

It is unclear to me whether the UOP 3.4.0 requires the full original UOP or the supplemental. Is it all inclusive?

Then also this OBSE plugin thing? Is it required? I'm trying not add those if I can help it as I understand there is a sharp upper limit to the amount you can use.

What if I use SDR?


It's currently an upgrade, not the full version.

BETA UOP v3.2.0./UOPS any version-v3.4.0 upgrade manual 7Z archive


So, UOP 3.2 or the Supplementals is required.
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Devils Cheek
 
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Post » Wed Dec 14, 2011 3:49 am

So, UOP 3.2 or the Supplementals is required.

It can't be an or answer as the supplementals require the original.

If the supplementals are required then it is and ... as in UOP 3.2 and the 3.3.7 supplemental. If this is so then it is not at all clear.

The impression I got was that 3.4.0 includes the supplementals .... no?
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sas
 
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Post » Wed Dec 14, 2011 1:59 pm

Yes. 3.4.0 contains all but a small number of things from the Supplementa that Kivan elected to put in a separate file. That separate file probably won't even have as much as it does right now since some of it turned out to be mistakes to start with.
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Steeeph
 
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Post » Wed Dec 14, 2011 1:21 pm

Nobody knows how to correct headtracking for Daedroth dead bodies? The player in 3rd person will look up in the sky (probably incorrectly to the head of the Daedroth just like if it was still alive) instead of pointing below at the dead corpse...
http://postimage.org/image/5d1zdv7hj/
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Ludivine Dupuy
 
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Post » Wed Dec 14, 2011 12:00 pm

Any news?Will we get an updated qtp3-uop patch?:/

Still looking for an answer :(
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Ashley Clifft
 
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Post » Wed Dec 14, 2011 12:34 pm

Nobody knows how to correct headtracking for Daedroth dead bodies?


Yeah, I fixed it. Geez. :P

Still looking for an answer :(


It's still in Beta. Geez. :P

I need a raise! :)
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Jonathan Braz
 
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Post » Wed Dec 14, 2011 7:04 am

Yeah, I fixed it. Geez. :P



It's still in Beta. Geez. :P

I need a raise! :)

What do you mean? ;P I just want to know if,as soon as UOP reaches the final stage,we'll get an updated qtp3-uop patch :( Or there is no need to update it??
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Rhiannon Jones
 
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