[RELz] Unofficial Official Mods Patch v15

Post » Sat Apr 09, 2011 8:12 pm

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 Is that advice in error/outdated?


Yes, the information is outdated and a error.

Has changes in UOP are needed in order to fix thing, if this means disbabling something, and placing something else then it was intended. Or Replace a piece of clothing with another or moving a rock a certain way...

In general any of Unofficial Oblvion Patches, Shivering Isle Patch, Mod Patches, do not need to be cleaned.
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Hairul Hafis
 
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Post » Sun Apr 10, 2011 4:09 am

The most recent run of all the UOMP files should have been clean already, and were done manually rather than through tes4edit.

The UOP and USIP are already cleaned and don't need to be touched.
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Philip Rua
 
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Post » Sat Apr 09, 2011 2:29 pm

The most recent run of all the UOMP files should have been clean already, and were done manually rather than through tes4edit.

The UOP and USIP are already cleaned and don't need to be touched.

I did find something in USIP and DLCMehrunesRazor - Unofficial Patch using TES4Edit. Based on above advice, I have removed the cleaned ESPs from my system.
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Jhenna lee Lizama
 
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Post » Sun Apr 10, 2011 12:28 am

I did find something in USIP and DLCMehrunesRazor - Unofficial Patch using TES4Edit. Based on above advice, I have removed the cleaned ESPs from my system.


I wouldn't have done it in the first place. The people who have fixed more than 2000 bugs both in UOP/UOMP/USIP definitely knows what they're doing ??
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Emma-Jane Merrin
 
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Post » Sun Apr 10, 2011 4:24 am

I'm planning on installing Knights of the Nine and the mods that come with it - so I won't have Fighter's Stronghold. I've heard that if I install this patch and don't have the Stronghold mod/plug-in, it'll crash my game.

I'd really like to avoid this, and I'm not interested in buying Fighter's Stronghold. Is there a way around this?
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Tracy Byworth
 
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Post » Sat Apr 09, 2011 9:41 pm

I'm planning on installing Knights of the Nine and the mods that come with it - so I won't have Fighter's Stronghold. I've heard that if I install this patch and don't have the Stronghold mod/plug-in, it'll crash my game.

I'd really like to avoid this, and I'm not interested in buying Fighter's Stronghold. Is there a way around this?


AFAIK, you heard wrong. I've never had any problems with UOMP.
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Multi Multi
 
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Post » Sun Apr 10, 2011 12:25 am

Since this was bumped...

In my game Mystic Emporium is contantly locked, wasn't this a bug fixed by the unofficial Frostcrag Spire patch?
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Phillip Hamilton
 
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Post » Sat Apr 09, 2011 3:23 pm

I'm planning on installing Knights of the Nine and the mods that come with it - so I won't have Fighter's Stronghold. I've heard that if I install this patch and don't have the Stronghold mod/plug-in, it'll crash my game.

I'd really like to avoid this, and I'm not interested in buying Fighter's Stronghold. Is there a way around this?


This will only happen if you also activate the ESP for the Fighter's Stronghold patch. If you leave that one unchecked, then there will be no problems with your game crashing.
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Lynette Wilson
 
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Post » Sat Apr 09, 2011 2:56 pm

In my game Mystic Emporium is contantly locked, wasn't this a bug fixed by the unofficial Frostcrag Spire patch?
Separate file, as far as I know: DLCFrostcrag_MysticEmporiumPatch.esp

Might be included in the download archive for the UOMPs, though.
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Becky Palmer
 
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Post » Sat Apr 09, 2011 6:22 pm

It is not, but i found the file on Nexus. Thanks.
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Jade Muggeridge
 
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Post » Sun Apr 10, 2011 5:18 am

Someone sent me a PM the other day asking about the crash problem with the Knights UOMP and Open Cities. There is currently an issue with being able to start a new game with KOTN+OOO+OC installed. It will crash at chargen. This was being discussed in the Open Cities thread about 9 months ago and the conclusion was that the script in the current UOMP that reverses an old OC compatibility toggle that Kivan added is the cause. Only at the time it wasn't clear why. I've taken another look at this and figured out it's because Kivan's script specifically references some NPCs that need to move back to the proper worldspace. One of them is one OOO deletes/disables. This is the cause of the crash, so my guess is that removing the 3 NPCs from the correction script will solve the problem.

The script has no purpose during a new game start anyway because the stuff it's trying to put back are already where they belong. The XMarkers don't seem to care if they get messed with, and the script is useful for fixing things in an old save that's still affected by the original changes.

So with that in mind, I'd like to put an update for this on the same Nexus page as the UOP Supplemental. I am not planning to do anything more than fix this one issue, but if there are any other significant problems to address, now would be the time to mention them. I don't think there's anything else that's even broken considering the narrow scope involved.
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Matt Fletcher
 
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Post » Sun Apr 10, 2011 2:25 am

This is pretty minor, but there's a stool that isn't removed from the captain's quarters once you buy the barracks upgrade for Battlehorn castle. This stool winds up under the drawers at the foot of the captain's bed. Could you remove this? As I said pretty minor... I also wish you could interact with the desk after buying the bedroom upgrade - guess they used a static instead of a container...
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phillip crookes
 
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Post » Sun Apr 10, 2011 6:00 am

Uh, maybe I should have been more clear. :)

The update I'm talking about is strictly limited to just the KOTN module. I'm not even going to get into the rest. So if there's anything other than this crash issue in the KOTN patch, now's the time.
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Misty lt
 
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Post » Sat Apr 09, 2011 6:42 pm

I'm not sure if it is a fix or more of a mod but there is Picador's http://www.tesnexus.com/downloads/file.php?id=21912.

Maybe that could be incorprated - although truthfully having it loaded is no big deal for those who aren't afraid of wrye bash it is mergable.
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Nick Swan
 
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Post » Sun Apr 10, 2011 5:35 am

Well I'd say that shrine thing is a bit of both. I don't know if it was intentional or not for Bethesda to make shrines unusable until after the Pilgrimage quest. It's certainly an annoyance for characters with infamy points.

Since it's mergable though, there's no slot loss, and even if you merge the KOTN patch with it's master, that shrine mod will still work regardless.

I've also reassessed the bash tags on the UOMP file. The ones it has now are not all necessary, and the alterations it does make to vanilla stuff need new tags in order to stick. So it will be getting new tags when I put up the update.

I'm assuming there's nothing more to address? Or did the afternoon crowd miss the bump :P
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Dan Endacott
 
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Post » Sun Apr 10, 2011 12:30 am

Heya, got a problem with the Unofficial Official Mods Patch and SI Patch, it seems that nothing except for the KOTN mods are working, at least, normally one would get the quests after 24 hours in-game time, but, I'm getting nothing. Did something change in the way the quests are obtained or is my game indeed bugged?
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Mr. Ray
 
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Post » Sat Apr 09, 2011 11:50 pm

Heya, got a problem with the Unofficial Official Mods Patch and SI Patch, it seems that nothing except for the KOTN mods are working, at least, normally one would get the quests after 24 hours in-game time, but, I'm getting nothing. Did something change in the way the quests are obtained or is my game indeed bugged?


You're not using any other mods that affect the DLC, are you? SM Plugin Refurbish and JOG's Official Plugins Unnerfed both alter how you get the quests for the DLC. I suspect you might have JOG's mod lurking in your load order, as that one makes changes to the start of all the DLC except for KotN.
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MatthewJontully
 
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Post » Sat Apr 09, 2011 10:52 pm

Anybody else seeing this in tes4edit..

Look for Spriggan in UOMP Knights and compare to the one UOP 3.2 - missing no blood decal and effects\wooddustcloud.nif. Purely cosmetic what these do, but still something that I noticed..

to fix copy these from uop to uomp knights. :thumbsup:



I'm assuming there's nothing more to address? Or did the afternoon crowd miss the bump :P


Did you or Can you include this small cosmetic fix for Spriggan's..
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Valerie Marie
 
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Post » Sun Apr 10, 2011 1:16 am

You're not using any other mods that affect the DLC, are you? SM Plugin Refurbish and JOG's Official Plugins Unnerfed both alter how you get the quests for the DLC. I suspect you might have JOG's mod lurking in your load order, as that one makes changes to the start of all the DLC except for KotN.


Nope, not having those. I'll paste a copy of the list of mods installed. This is also the load order.

Qarls_Harvest.esm
HrmnsOblivionScriptOptimizationv1.0.esp <- Possible cause.
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
UOP Vampire Aging & Face Fix.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
Compatibility Patch - DLCHorseArmor.esp <- Before this one was installed, it didn't work already, so ignore this one, as the Readme says it's compatible with UOP.
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCSpellTomes.esp
DLCSpellTomes - Unofficial Patch.esp
Knights.esp
Knights - Unofficial Patch.esp
Qarls_Harvest.esp
AltStart.esp <- Possible cause.
Natural_Weather_HDR_by_Max_Tael.esp
Natural_Vegetation_by_Max_Tael.esp
Natural_Habitat_by_Max_Tael.esp
Natural_Water_by_Max_Tael.esp
Book Jackets Oblivion.esp
VA_BetterGold.esp
Pestilent Afflictions.esp
Battledress.esp
Cliff_BetterLetters.esp
RustyItems.esp
M.O.E. - Hunger Effects.esp
M.O.E. - Lucien Lachance Rumors Fix.esp
M.O.E. - Bone Names and Priced Skull.esp
M.O.E. - Undermined Leveled Gameplay - Creature Edition.esp
SilverwareWeapons.esp
M.O.E. - Undermined Leveled Gameplay - Item Edition.esp
Visually Realistic Deadly Lava.esp
Beautiful People.esp
Wyrmfang.esp
Oblivifall - Ambiant Dungeon SFX.esp
superredguard.esp
Sweeper.esp <- Self created mod, just adds some custom made weapons, does not interfere with anything.
CzBuyToggleNightEye.esp
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Adriana Lenzo
 
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Post » Sun Apr 10, 2011 2:18 am


AltStart.esp <- Possible cause.


Which AltStart is that..only one way to find out..start a new character without that mod enabled and run through tutorial and see if you get the DLC pop ups or not
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Jessie
 
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Post » Sun Apr 10, 2011 5:40 am

HrmnsOblivionScriptOptimizationv1.0.esp <- Possible cause.

Probably not the cause of your problem, but it doesn't really help in a noticeable way. That and unless you have the version fixed for SI it will cause problems.
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Kevin Jay
 
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Post » Sun Apr 10, 2011 6:39 am

Did you or Can you include this small cosmetic fix for Spriggan's..


Looking at the untouched original Knights.esp, it doesn't make an edit to spriggans. Why does this need to be in the UOMP? If this cosmetic fix is needed, shouldn't it go in the regular UOP instead?
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Princess Johnson
 
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Post » Sat Apr 09, 2011 4:14 pm

There is a bug in KOTN at the end when you get the armor.
If you manage to put all armor in your inventory except one or two pieces (say the weapon and/or the mace) then activate the dummy that handle it, then all armors parts are shown in the dummy (even the weapon or the mace that weren't in your inventory). If take the armor again from the dummy then you get a duplicate of the weapon/mace (armor and weapons switch to version corresponding to your current level, this is one reason Quarn never included KOTN armors/weapons in his Quest Award Leveler). This way can get for free more duplicates of parts of the armor.
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Siobhan Wallis-McRobert
 
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Post » Sun Apr 10, 2011 7:45 am

Maybe I'm missing something but I don't see how the armor stand script can be exploited in such a way? Do you have a more detailed account of how to pull it off?
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Soph
 
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Post » Sun Apr 10, 2011 6:48 am

Sounds like you need to put a few pieces of the relics on the stand, gain a level and another piece in the meantime, then click on the stand to retrieve all pieces. You'd have to gain a level that passes the improvement level (like going from level 10 to 11 - the relics gain better attributes). I've never had this happen to me (I often put part of the armour on the stand), but I can't say for sure that I've ever encountered this exact situation. You'd have to be sure to click on the stand to load up the armour and to retrieve it as well, I'd imagine... You'd think the script would just process the items you have in your inventory, but maybe there's a bug in there. I'll have to check it out next time I play KotN...
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WTW
 
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