[RELz] Unofficial Official Mods Patch v15

Post » Sat Apr 09, 2011 11:16 pm

no it just dose the vahniila oblivion activation with KOTN it ether says "Seek greater fame to be judge worthy" or " Treat your body well bla bla bla" when they bless me they bless my in the vahilla way

oh well guess all try looking at the script my self and fix it
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Mimi BC
 
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Post » Sat Apr 09, 2011 11:51 pm

That seems to be a pretty big indicator you've got a mod altering the scripts - those messages are not stock messages.
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Kat Ives
 
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Post » Sat Apr 09, 2011 11:39 am

no it just dose the vahniila oblivion activation with KOTN it ether says "Seek greater fame to be judge worthy" or " Treat your body well bla bla bla" when they bless me they bless my in the vahilla way

oh well guess all try looking at the script my self and fix it

Is this with Knights.esp active but before you have begun the pilgrimage quest by talking to the Prohphet? If so you may be interested in Picador's http://tesnexus.com/downloads/file.php?id=21912. Take a look at his other mods too if you want, there is some good stuff(I like Sorcery's Toll and Chapel Tithe). :)
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Guy Pearce
 
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Post » Sat Apr 09, 2011 11:36 pm

Don't see how it could be an issue of being before or after since Knights.esp by itself has no such wording in the messages delivered by the shrine activation scripts.
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Rex Help
 
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Post » Sat Apr 09, 2011 9:48 pm

Thanks for Link it really helped now KOTN is working Fine

HOORAY
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Lynette Wilson
 
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Post » Sat Apr 09, 2011 9:45 am

Don't see how it could be an issue of being before or after since Knights.esp by itself has no such wording in the messages delivered by the shrine activation scripts.


A quote from Picador's fix I linked too above. :)

This mod is simple: it reverses some of the changes made in "Knights of the Nine" to Wayshrines of the Nine, allowing anyone with Fame >= Infamy to use them until the Pilgrimage quest has been undertaken. So you'll be able to get the blessing from the wayshrine unless you've accepted the Prophet's offer and gotten the pilgrimage map from him. (By default, having "Knights.esp" active means that you can't use any wayshrines if you have any Infamy at all.)

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naana
 
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Post » Sat Apr 09, 2011 4:10 pm

edit: I just noticed, wrong thread. Sorry.
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Mrs. Patton
 
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Post » Sat Apr 09, 2011 11:21 am

What's the policy on including a modified version of an UOMP script with a mod of mine, to ensure it is compatible with UOMP?
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JD bernal
 
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Post » Sun Apr 10, 2011 12:00 am

What's the policy on including a modified version of an UOMP script with a mod of mine, to ensure it is compatible with UOMP?

That is a big modder's ettiquette NO-NO.

I beleive that unless you make the UOMP a master to your mod, your script will have no effect on the UOMP script itself.
Your mod will have a different mod index. Meaning your script and the UOMP script will both be running at the same time.
And that you cannot change the UOMP variables in whatever UOMP script you want to change.

I think the best that could happen is that your mod undo's changes made by the UOMP.

But, I may be wrong.
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Shiarra Curtis
 
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Post » Sun Apr 10, 2011 12:21 am

That is a big modder's ettiquette NO-NO.

I beleive that unless you make the UOMP a master to your mod, your script will have no effect on the UOMP script itself.
Your mod will have a different mod index. Meaning your script and the UOMP script will both be running at the same time.
And that you cannot change the UOMP variables in whatever UOMP script you want to change.

I think the best that could happen is that your mod undo's changes made by the UOMP.

But, I may be wrong.

The esps would have UOMP esps as their masters.
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Jarrett Willis
 
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Post » Sun Apr 10, 2011 12:26 am

The esps would have UOMP esps as their masters.


Then no one would frown on you.
Then your mod would be fine. You can change the scripts to your heart's content.
Just be aware that there might be un-intended consequences to other mods.
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e.Double
 
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Post » Sat Apr 09, 2011 11:12 am

What's the policy on including a modified version of an UOMP script with a mod of mine, to ensure it is compatible with UOMP?


Is this a script the UOMP modified from vanilla that you're looking to match? Or one created explicitly for the UOMP?
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Jerry Jr. Ortiz
 
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Post » Sat Apr 09, 2011 1:18 pm

Is this a script the UOMP modified from vanilla that you're looking to match? Or one created explicitly for the UOMP?

At the moment it looks like the only one that would need to be included in an UOMP compatibility patch is a quest script added by UOMP.

EDIT: Also, what's the purpose of this code from UOMP's version of BattlehornSecretDoorLever03REFSCRIPT?

if UOMPDoOnce == 0		if UOMPDLCBattlehornSkeleton.GetDead == 0			UOMPDLCBattlehornSkeleton.PlaceAtMe DLCBattlehornSkeleton 1,0,0			UOMPDLCBattlehornSkeleton.Disable			set UOMPDoOnce to 1		endif	endif

It may be interfering with part of my mod and I'd like to know what it does before potentially overriding it.

EDIT: Looks like I won't need to override it. Though I would still be interested in why this piece of code was thought necessary.
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carla
 
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Post » Sat Apr 09, 2011 5:43 pm

Couple of questions re: UOMP.

1. Is there a merged version of UOMP to reduce the number of ESPs (ala SM Plugin Refurbish(merged).esp)?

BASH can only do so much with merging mods into the bashed patch and ghosting de-activated, merged esps. With the growing number of mods out there, particularly those with multiple esp/m components, it becomes very easy to reach the 250 esp/m limit. Those using FCOM have it even worse.

I'm debating working on a project that would merge the esps of many of the great mods and patches out there where possible, but I don't want to step on anyone's toes and would prefer that the original author(s) or current responsible parties do it themselves. Plus I'm only just now learning the ins and outs of esp mastering and de-isolation; so it would take some time for me to get up to speed.


2. When using the MOBS version of UOMP esps, is it still necessary to use the DLC_MOBS.esp that comes with the standalone version of MOBS, or just use the main MOBS.esp / MOBS SI.esp?

Can't seem to find any documentation that says whether both are necessary, or if the DLC_MOBS.esp is strictly for the non-MOBS version of the UOMP esps. Same goes for the individual MOBS DLC esps, but obviously I'm going to use the merged version of any mod where possible.

Thanks,

-RMWChaos
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Ana Torrecilla Cabeza
 
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Post » Sat Apr 09, 2011 7:44 pm

Couple of questions re: UOMP.

1. Is there a merged version of UOMP to reduce the number of ESPs (ala SM Plugin Refurbish(merged).esp)?

BASH can only do so much with merging mods into the bashed patch and ghosting de-activated, merged esps. With the growing number of mods out there, particularly those with multiple esp/m components, it becomes very easy to reach the 250 esp/m limit. Those using FCOM have it even worse.

I'm debating working on a project that would merge the esps of many of the great mods and patches out there where possible, but I don't want to step on anyone's toes and would prefer that the original author(s) or current responsible parties do it themselves. Plus I'm only just now learning the ins and outs of esp mastering and de-isolation; so it would take some time for me to get up to speed.


2. When using the MOBS version of UOMP esps, is it still necessary to use the DLC_MOBS.esp that comes with the standalone version of MOBS, or just use the main MOBS.esp / MOBS SI.esp?

Can't seem to find any documentation that says whether both are necessary, or if the DLC_MOBS.esp is strictly for the non-MOBS version of the UOMP esps. Same goes for the individual MOBS DLC esps, but obviously I'm going to use the merged version of any mod where possible.

Thanks,

-RMWChaos

1.
Don't know of a combined .esp for all the UOMP's.
edit: stand corrected by corepc

2. Don't know, I just use the UOMP with MOBS.
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Bek Rideout
 
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Post » Sat Apr 09, 2011 11:02 pm

Couple of questions re: UOMP.

1. Is there a merged version of UOMP to reduce the number of ESPs (ala SM Plugin Refurbish(merged).esp)?


2. When using the MOBS version of UOMP esps, is it still necessary to use the DLC_MOBS.esp that comes with the standalone version of MOBS, or just use the main MOBS.esp / MOBS SI.esp?


UOMP with SM Refurbish merged can be found here.

http://www.tesnexus.com/downloads/file.php?id=19994

Yes, you still need to use standalone dlc mobs.esp with each version has the UOMP and MOBS / MOBS SI do not contain DLC weapons..
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Lizbeth Ruiz
 
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Post » Sat Apr 09, 2011 10:54 pm

UOMP with SM Refurbish merged can be found here.


Thanks, that's what I was looking for, but I'm a bit concerned about it after installing it. Wrye Bash gives mod errors on it and the Construction Set has all sorts of wonderful things to say about it, including that some problems could not be fixed. This despite that I used Bash's Esmify Masters options on it first.

I PM'd the author, but he appears to be relatively new in the whole modding community by what I can tell - this is the only mod he's done on TESNexus at least.

If he's unable to fix the issues, I'm going to take a stab at it myself unless one of you more seasoned modding veterans is up for the challenge (hint, hint, nudge, nudge, wink, wink, know what I mean, know what I mean, eh, eh, say no more, say no more).

Thanks,

-RMWChaos
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Alyesha Neufeld
 
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Post » Sat Apr 09, 2011 11:00 pm

Keep in mind the merged mod you're looking at hasn't been updated since 2008 and the SM mods have had at least two updates in 2009 that I can remember. And the last SM update contains a merged version that StrategyMaster did himself. So that cuts down on all those if you have all the DLCs.

I approached the issue of the UOMP patches a bit differently. I merged their edits into the DLCs themselves. You can probably do the same with Gecko and the "merge to master" function as long as you remember to remove the ESM flag from the resulting plugin file Gecko generates.
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Amber Hubbard
 
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Post » Sat Apr 09, 2011 6:39 pm

Keep in mind the merged mod you're looking at hasn't been updated since 2008 and the SM mods have had at least two updates in 2009 that I can remember. And the last SM update contains a merged version that StrategyMaster did himself. So that cuts down on all those if you have all the DLCs.

I approached the issue of the UOMP patches a bit differently. I merged their edits into the DLCs themselves. You can probably do the same with Gecko and the "merge to master" function as long as you remember to remove the ESM flag from the resulting plugin file Gecko generates.


I generally try not to edit the masters to leave room for later updates, but I'll give that a try.

Thanks again,

-RMWChaos
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Kit Marsden
 
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Post » Sat Apr 09, 2011 1:34 pm

Yes, you still need to use standalone dlc mobs.esp with each version has the UOMP and MOBS / MOBS SI do not contain DLC weapons..


I may not have been clear about my question, so I will restate it just to make sure...

I am using the MOBS .esp versions of UOP, USIP, and UOMP from http://www.tesnexus.com/downloads/file.php?id=17621.

If I'm using these, do I still need these:

http://www.tesnexus.com/downloads/file.php?id=17510

http://www.tesnexus.com/downloads/file.php?id=19203

http://www.tesnexus.com/downloads/file.php?id=5572

My guess is that MOBS is built into the .esp replacers in the Fran's Patches link, thus negating the need for the additional .esps in the three MOBS links.

Although this is Unofficial Patch related, perhaps I should be asking this on the RELz for the Fran patches?

Thanks,

-RMWChaos
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Chrissie Pillinger
 
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Post » Sat Apr 09, 2011 7:36 pm

I may not have been clear about my question, so I will restate it just to make sure...

I am using the MOBS .esp versions of UOP, USIP, and UOMP from http://www.tesnexus.com/downloads/file.php?id=17621.


Just use the UOP, USIP, UOMP from the frans pages, Has those that are posted are updated version. The standalone mobs that is posted I updated to include UOP changes has well. on that fran page.

But Frans already has MOBS built into for vanilla items/si items. So you can either 1) not install mobs with frans and use the standalone mobs version instead or 2)install mobs with frans and not the standalone version with UOP fixes.
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GLOW...
 
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Post » Sat Apr 09, 2011 11:52 pm

Sorry i just realized i posted this in the wrong thread, i'll post it again in the unofficial patch thread
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Dorian Cozens
 
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Post » Sat Apr 09, 2011 9:36 pm

Should I clean DLCMehrunesRazor - Unofficial Patch? TES4Edit finds stuff to clean.
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Rebecca Dosch
 
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Post » Sat Apr 09, 2011 4:26 pm

Generally not a good idea to clean any form of patch ESP, including these.
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Kanaoka
 
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Post » Sat Apr 09, 2011 8:17 pm

Generally not a good idea to clean any form of patch ESP, including these.


The Tes4Edit Cleaning Guide states "Do clean the unofficial patches (UOP, USIP, UMP)". Is that advice in error/outdated?

I know for patches one needs to make extra certain all the esps that are being reconciled by the patch are marked off. If that's done properly, though, does cleaning a patch still have the potential to cause a problem?
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Lynne Hinton
 
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