[RELz] Unofficial Official Mods Patch v15

Post » Sat Apr 09, 2011 1:51 pm

Thanks again for all that you've done. IMO you and your team have done more for the Oblivion community than anyone else. Nothing but kudos goes your way from me. Peace out.
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Vivien
 
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Post » Sat Apr 09, 2011 2:42 am

Excellent work fellas - much appreciated!
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Penny Flame
 
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Post » Sat Apr 09, 2011 4:48 am

Hey Kivan. I think i've found some problems linked to npcs riding horses when uses the horse armor plugin. I wasn't sure what it was at first but basically strange stuff happens when its active. I have npcs walking to mount there house while assuming riding position in mid air and doing this until they reach the horse (wonder why they enjoy flying more than walking). I have npcs and horse suddenly travelling (while dismounted) mega distances to who knows where to remount. Removing the plugin and everything seems to be happy again.

Note i still can't safely proof it has gone yet so i'm just doing more tests in game. The unofficial patches are only things i have touching horses as well as a bashed patch tweak for faster turning horses speed and the recent updates would match when i started seeing this issue.
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Logan Greenwood
 
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Post » Sat Apr 09, 2011 7:06 am

@Strategy Master: Hrm... it only touches player horses, not NPC horses or any of the mechanics of them at all, nor is it certainly something I've ever seen. I have seen other reports of this though but not linked to the Horse Armor UOMP. I'll definitely keep an eye out for it. Planning a long trek through the MQ once the next UOP is ready, so I'll keep a lookout for any weirdness.
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Luis Longoria
 
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Post » Sat Apr 09, 2011 5:00 am

Ok no problem. So far i havn't been able to replicate since its been disabled and i've spent a while now doing what i can to upset those riding horses. It just is all behaving since i disabled it where before hand it was easy to make it go crazy :shrug: still its all very strange.
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Samantha Pattison
 
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Post » Sat Apr 09, 2011 1:55 am

http://www.gamesas.com/bgsforums/index.php?showtopic=856570&st=20&start=20. Check Navarris' post. If you're not using the mod indicated, I guess it's something else.
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Steve Smith
 
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Post » Sat Apr 09, 2011 10:00 am

@Kivan: Nope not using any of the mods specified in the thread but i never got strange things happening to my own horse so it might be a different issue and appears to be more subtle in the distances horse and npc move to. The issue has not returned since i disabled the horse armor UOP so its still my working solution for now.
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CRuzIta LUVz grlz
 
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Post » Fri Apr 08, 2011 11:34 pm

I would open another thread to post this, but I stumbled on this topic and decided to post it here.

Re: the dreaded Mystic Emporium bug. I have installed both Battlehorn Castle and Frostcrag Spire and, of course, I got the ME bug (the store is always locked). Then I installed the UOMP and it fixed the bug. So far, so good. But then I installed TNR and the bug came back. I cannot pinpoint any other mod in my load order that does something to the Mystic Emporium or to Calindil except for TNR.

I wonder if it is a matter of load order and, if it is, where should I load TNR? I could provide you my load order if it is relevant.
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Tracey Duncan
 
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Post » Sat Apr 09, 2011 3:55 pm

I wonder if it is a matter of load order and, if it is, where should I load TNR? I could provide you my load order if it is relevant.


You should use Wrye Bash and Let it Import the face changes from TNR is the best way to do this.

Otherwise TNR should not cause this bug to happen, try loading tnr up high is load order to see if that helps any before the UOP, UOMP, DLC mods. etc..
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Undisclosed Desires
 
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Post » Sat Apr 09, 2011 12:42 pm

You should use Wrye Bash and Let it Import the face changes from TNR is the best way to do this.

Otherwise TNR should not cause this bug to happen, try loading tnr up high is load order to see if that helps any before the UOP, UOMP, DLC mods. etc..


I'll try to load it before the DLCs and the unofficial patches. I don't want to import the faces because I don't really have any other mods that change the vanilla NPCs... but... wait. Are you telling me that if I import TNR faces it will change faces of NPCs that are not covered in TNR (such as the ones added by the official mods?) :drool:
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Laura Richards
 
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Post » Sat Apr 09, 2011 1:54 am

I just caught up on this thread. I'll have to check and make sure I have the latest version. I want to thank Kivan for help me with Saerileth and Viconia (my companion mods). As a result, Stoker Wolff by Sunsi and Lemorg will finally come to life.

Anyway, I'm babbling.

THANK YOU. I noticed your increase to Master, congratulations. You deserve it. I don't even deserve the rank I have compared to folks like you. I'm not worthy!

:bowdown:
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Campbell
 
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Post » Sat Apr 09, 2011 3:50 am

One question. I could not find it above. Can the latest Unofficial Official Mods Patch be installed over the top of the previous one? Or, should you uninstall the current one and install the latest one?
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Georgia Fullalove
 
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Post » Sat Apr 09, 2011 1:49 pm

I just caught up on this thread. I'll have to check and make sure I have the latest version. I want to thank Kivan for help me with Saerileth and Viconia (my companion mods). As a result, Stoker Wolff by Sunsi and Lemorg will finally come to life.

Anyway, I'm babbling.

THANK YOU. I noticed your increase to Master, congratulations. You deserve it. I don't even deserve the rank I have compared to folks like you. I'm not worthy!

:bowdown:


You're not babbling, you're very welcome and I was happy to help out a fellow BG fan! :)

One question. I could not find it above. Can the latest Unofficial Official Mods Patch be installed over the top of the previous one? Or, should you uninstall the current one and install the latest one?


Yup you can just install overtop. I haven't removed any files and if there are any leftovers it won't cause a problem. All uninstalling will do is clear out files that were moved or no longer needed but the UOMP is pretty tiny so it won't matter.


---------------


Anyhow, I can't leave here without dotting all the i's and crossing all the t's, so version 14 of the UOMP has been released. It's up at both TESNexus and PES. This is a very small update of some leftovers that I either caught in my 150 hours of playtesting or (for the spriggans) needed official confirmation of.

I've also uploaded a proper OMOD of it. I will OMOD the USIP next, and then the UOP when I reupload the massive base installs with the 3.1.0 upgrade built-in.

So now I can retire for real. ;) Enjoy, and of course I'll still be around to fix any introduced problems!
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Roisan Sweeney
 
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Post » Sat Apr 09, 2011 2:07 am

Nice to see that bug about the boots of kynareth being fixed, it had confused me and I've heard it many times :)
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Jamie Lee
 
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Post » Sat Apr 09, 2011 2:07 pm

Thanks for the update Kivan, I have just one small question. I apologize if this has been addressed elsewhere but I could find no reference to this anywhere.

V13 of the UOMP includes a set of 2 textures for the Mages Tower DLC (In Architecture texture folder): UOMPFrostcragLODStone.dds and UOMPFrostcragLODStone_n.dds. These two files were absent however in the V14 manual install I picked up on TESNexus; the folder is still there but it is empty.

My question is were these files removed for some reason and are unnecessary or are they still needed and were forgotten?

Thanks again for all your patching goodness!
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Dean Brown
 
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Post » Sat Apr 09, 2011 3:26 am

Thanks for the update Kivan, I have just one small question. I apologize if this has been addressed elsewhere but I could find no reference to this anywhere.
V13 of the UOMP includes a set of 2 textures for the Mages Tower DLC (In Architecture texture folder): UOMPFrostcragLODStone.dds and UOMPFrostcragLODStone_n.dds. These two files were absent however in the V14 manual install I picked up on TESNexus; the folder is still there but it is empty.


Yup they were never used so shouldn't have appeared in there at all. Nice catch. :)
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Johanna Van Drunick
 
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Post » Sat Apr 09, 2011 3:21 pm

There seems to be something wrong with the omod script; two error messages pop out if DLCOrrery is not present, involving 'invalid arguments' on lines 47 and 48. Looks like there's a mistake with these two lines:

DontInstallDataFile "Sound\\Voice\\Oblivon.esm\\HighElf\\F\\MG11NecroMoon_ShadeoftheRevenant_0000357D_5.mp3"
DontInstallDataFile "Sound\\Voice\\Oblivon.esm\\HighElf\\F\\MG11NecroMoon_ShadeoftheRevenant_0000357D_5.lip"
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Laura Mclean
 
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Post » Sat Apr 09, 2011 3:33 am

Many thanks for the release and all the hard work.

*EDIT*

The download from TES Nexus is says it's corrupted when i try to install using the exe file. Also it's 3.09mb ( I downloaded it 3 times to check. All the same )

The download from Planet Elder Scrolls is fine and installs great. ( Vista 32bit - exe version 5.76mb )

Many thanks again.
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Grace Francis
 
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Post » Sat Apr 09, 2011 1:25 pm

There seems to be something wrong with the omod script; two error messages pop out if DLCOrrery is not present, involving 'invalid arguments' on lines 47 and 48. Looks like there's a mistake with these two lines:

DontInstallDataFile "Sound\\Voice\\Oblivon.esm\\HighElf\\F\\MG11NecroMoon_ShadeoftheRevenant_0000357D_5.mp3"
DontInstallDataFile "Sound\\Voice\\Oblivon.esm\\HighElf\\F\\MG11NecroMoon_ShadeoftheRevenant_0000357D_5.lip"


Bah... those are the only two original lines from the script that was provided for me. :) There's a missing "i" from "Oblivion.esm" and a missing space from "High Elf". I'll fix that up and reupload it.

Edit: Done and uploaded. Also fixed it giving errors if one or more of the DLC's wasn't there. Seems to want explicit DontInstallPlugin statements.
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FITTAS
 
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Post » Sat Apr 09, 2011 3:06 pm

Version 15 is released in all three forms (self-installer, OMOD and 7-Zip) and is up at TESNexus and PlanetElderScrolls. Only changes were to most of the meshes; the ESP's and other files remain the same.

Edit: There were no changes to the most recent beta so if you were beta-testing it, you're up to date and don't need to download it again.

Might I ask... If I wanted to make MOBS stats for the weapons in these new mods could I do so using your patches? I've been holding off until these were 'finished'.


Of course!
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Steve Smith
 
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Post » Sat Apr 09, 2011 4:05 am

Version 15 is released in all three forms (self-installer, OMOD and 7-Zip) and is up at TESNexus and PlanetElderScrolls. Only changes were to most of the meshes; the ESP's and other files remain the same.

Might I ask... If I wanted to make MOBS stats for the weapons in these new mods could I do so using your patches? I've been holding off until these were 'finished'.
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sw1ss
 
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Post » Sat Apr 09, 2011 5:09 pm

Thanks for this great end of summer release Kivan :D
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Charity Hughes
 
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Post » Sat Apr 09, 2011 4:24 pm

Thanks Kivan take care..
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krystal sowten
 
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Post » Sat Apr 09, 2011 5:25 am

Many, many thanks. Take care Kivan. Go and have fun!
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Sammi Jones
 
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Post » Sat Apr 09, 2011 12:55 pm

Man it's gonna be so awesome playing a bug-free oblivion on my new machine.
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louise hamilton
 
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