[Relz] Unofficial Shivering Isles Patch v1.4

Post » Sun Aug 08, 2010 8:43 am

The patch for Frans and FCOM is up: http://www.tesnexus.com/downloads/file.php?id=17621
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Irmacuba
 
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Post » Sun Aug 08, 2010 10:08 pm

Kivan, take care of what you need, all of your efforts are very much appreciated and we can wait for you to come back :)

Something for a future update, whenever that may be.

Cell SENSOrinthalsHouse there's a bunch of books hovering back behind the east exit from his house. Too many to incorporate into his existing bookshelves. So he may need another near his bed to put these on.
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Channing
 
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Post » Sun Aug 08, 2010 4:39 pm

I think I'll ask it here since it's more specific to Shivering Isles. :shrug:

A quick question for people that use SI. While browsing for all kinds of grummites I came across the SEBlackLairxxxTemplate grummites. But when I looked at their models I got an error saying "Files have been removed from this Model List. Please save and check in." What the heck. :wacko:

So I tried placing them temporarily in a cell to take a look and I got all sorts of errors with regards to missing meshes. Strangest thing was that the missing meshes were GoblinHandL etc. I check it with TES4View to be sure and indeed those grummites somehow think they're using the goblin meshes. :wacko:

What exactly is going on here, I mean, I know it must somehow work cause those grummites are used ingame and someone must have noticed if they were all an . :huh:

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Alan Whiston
 
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Post » Sun Aug 08, 2010 9:15 am

I loves you Kivan!

Quick question, are the fixes made by the mod "http://www.tesnexus.com/downloads/file.php?id=10076" included in the unofficial SI patch or do I still need that mod? Thanks.
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matt white
 
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Post » Sun Aug 08, 2010 1:00 pm

I loves you Kivan!

Quick question, are the fixes made by the mod "http://www.tesnexus.com/downloads/file.php?id=10076" included in the unofficial SI patch or do I still need that mod? Thanks.


You still need the LOD fix. It's quite a difference without using it too, I never paid much attention until this particular mod came along.
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Tom
 
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Post » Sun Aug 08, 2010 2:54 pm

OK, iv had the unfortunate experience of having no hassles with the game except now... Im on the "Staff of Sheogorath" quest... Upon heading down into the grove of reflection where the standing stone is, apparently a clone of yourself is supposed to spawn! Iv never had this luxury, my game simply allows me to explore the room to my hearts content. I cant get a branch off the tree, cant leave the room...FRUSTRATING! Paid $14.99 for the dam game... can u guys help...somehow :)

XPMilchar03
Grove of Reflection

Pos: 3275 -1796 42
Bip01Pos: 3247 -1847 39

If u need more info email me...
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Lavender Brown
 
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Post » Sun Aug 08, 2010 10:16 am

Gee, I was still at V1.1 of this, what a bummer.
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Jose ordaz
 
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Post » Sun Aug 08, 2010 7:24 pm

I assume the USIP is based on vanilla meshes and textures, so if you are using Bomret's SI_Texture_Pack you should not have USIO overwrite it?
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Klaire
 
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Post » Sun Aug 08, 2010 8:56 pm

You'd want to install the USIP first, then overwrite with Bomret's SI pack.
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Mrs. Patton
 
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Post » Sun Aug 08, 2010 6:33 pm

Hello. I'm now struggling with installing mods for Oblivion and I've noticed the weirdest thing about the patch. When the esp is in the data folder game crashes immediately after startup. Sometimes it doesn't even make it through Bethesda logo, before CTD. Hiding the esp in some subfolder fixes the issue. But what's really weird is that it does not matter whether the patch is checked or not, either way the mere presence of the esp file renders the game unable to run. Please, could somebody tell me what happens and what to do? I'd rather have the patch installed :(

I've checked it on both clean and buggy (well hasty) installation, both cases are the same. I have official SI patch installed (the base Oblivion one refused to, bu I've read I shouldn't have it anyway now), also I have the UOP there and it works fine.

I'll be really grateful for your help!
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Myles
 
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Post » Sun Aug 08, 2010 10:15 pm

Hello. I'm now struggling with installing mods for Oblivion and I've noticed the weirdest thing about the patch. When the esp is in the data folder game crashes immediately after startup. Sometimes it doesn't even make it through Bethesda logo, before CTD. Hiding the esp in some subfolder fixes the issue.


Is Shivering Isle installed? If si is not installed properly then usip will not start correctly and ctd because it is missing si resources from oblivion.esm

To check make sure that Oblivion.esm this size 271,001 kb ( or around that ) ..if so then SI installed correctly..if around 240,000 kb then SI did not install correctly..Reinstall SI..

Did you install the patch correctly also..

Meaning that you installed in this order oblivion, shiveringisle, official patch 1.2.0416 for SI, no error message..

Are you loading dlcshiveringisle.esp also then usip in load order

Some things to check..
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alicia hillier
 
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Post » Sun Aug 08, 2010 8:11 am

Hello. I'm now struggling with installing mods for Oblivion and I've noticed the weirdest thing about the patch. When the esp is in the data folder game crashes immediately after startup. Sometimes it doesn't even make it through Bethesda logo, before CTD. Hiding the esp in some subfolder fixes the issue. But what's really weird is that it does not matter whether the patch is checked or not, either way the mere presence of the esp file renders the game unable to run. Please, could somebody tell me what happens and what to do? I'd rather have the patch installed :(

I've checked it on both clean and buggy (well hasty) installation, both cases are the same. I have official SI patch installed (the base Oblivion one refused to, bu I've read I shouldn't have it anyway now), also I have the UOP there and it works fine.

I'll be really grateful for your help!


You have too many plugin files in your Data folder. I forget exactly where the limit is, but you need to move the ones you don't really need out of the way. Obviously keep the USIP and the other unofficial patches where they belong, but anything else you've unpacked there and aren't using needs to move aside.
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Neil
 
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Post » Sun Aug 08, 2010 3:51 pm

Is Shivering Isle installed? If si is not installed properly then usip will not start correctly and ctd because it is missing si resources from oblivion.esm

To check make sure that Oblivion.esm this size 271,001 kb ( or around that ) ..if so then SI installed correctly..if around 240,000 kb then SI did not install correctly..Reinstall SI..

Did you install the patch correctly also..

Meaning that you installed in this order oblivion, shiveringisle, official patch 1.2.0416 for SI, no error message..

Are you loading dlcshiveringisle.esp also then usip in load order

Some things to check..


Yes, it's installed. There was absolutely no error message during the SI installation, nor during the official patch or unofficial ones process.

But Oblivion.esm is around 240,000 kb.

Installed according to the readme.

Yes, I'm loading them like this.

You have too many plugin files in your Data folder. I forget exactly where the limit is, but you need to move the ones you don't really need out of the way. Obviously keep the USIP and the other unofficial patches where they belong, but anything else you've unpacked there and aren't using needs to move aside.


There weren't that many plugins when I was trying it in one case. I remember some time ago I was running Oblivion with loads of mods, and therefore plugin files, and it was working fine.
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Tha King o Geekz
 
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Post » Sun Aug 08, 2010 5:30 pm

Yes, it's installed. There was absolutely no error message during the SI installation, nor during the official patch or unofficial ones process.

But Oblivion.esm is around 240,000 kb.


That is the problem if the oblivion.esm is not 270,000 kb then you do not have Shivering Isle installed at all. Since SI modifies the Oblivion.esm itself..

You have the Normal Oblivion.esm still which is 240,000kb .

So this is why it crashing for you when you activate USIP, SI is not installed once again..

Are you using Vista or windows xp?

If vista then uninstall oblivion and reinstall oblivion to directory outside of c:\program files\ to something like c:\bethesda softworks\ and see if that helps any. You will have to reinstall everything of course..Oblivion, SI, Patch, mods..
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Sunnii Bebiieh
 
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Post » Sun Aug 08, 2010 8:26 am

Thanks a lot. I risked and just tried to raw-reinstall SI without touching anything else and I think it worked just fine. Well at least patch loads now normally and nothing else seems to be amiss, but I realize, I can't really rell until later stages of game :)
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Andrew
 
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Post » Sun Aug 08, 2010 8:58 am

So, is the bug where there is a pause between the dialogue of Sheldon and the dark elf about the gatekeeper going to be fixed?
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Ross
 
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Post » Sun Aug 08, 2010 2:25 pm

I was trying to answer a question in http://www.gamesas.com/bgsforums/index.php?s=&showtopic=926005&view=findpost&p=13426570, and in doing a bit of research, I could not get the Dark Longsword to spawn.

When I viewed the calculated results for that weapon, the only thing I got no matter what ever level I checked was the Dark Mace, or War Axe..

Is this something that should be looked at for the patch? :)
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Life long Observer
 
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Post » Sun Aug 08, 2010 11:45 am

In the main quest line: Baiting the Trap, the three adventurers that either go insane or get killed or some combination thereof have that Missing Greeting deal. At the end of that quest, the three people are in a jail cell and naturally I used the consol command "tcl" to go in and talk to them lol. Not sure if this falls under:
Note: Some NPC's in Shivering Isles aren't meant to be talked to and thus when talked to you get NO GREETING, we've already fixed quite a few of these; if you happen to find any more please let us know.



One question though: The names of the Dark Seducers and Golden Saints shows up as some sort of weird characters. Looks like some foreign character set with lots of c's and o's that have weird little accent markers on them.

Is this supposed to happen?


I played through the game once with no mods and didn't see this, and now I have about 40 mods installed. I couldn't tell ya which mod caused the problem, if any of them, as I didn't visit Shivering Isles until I had them all installed.
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Laura Cartwright
 
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Post » Sun Aug 08, 2010 12:59 pm

One question though: The names of the Dark Seducers and Golden Saints shows up as some sort of weird characters. Looks like some foreign character set with lots of c's and o's that have weird little accent markers on them.

Is this supposed to happen?


Nope you must have another mod loaded that is changing the name of the Dark Seducers and Golden Saints. What version of USIP are you using , manual, 7zip, omod ...you can use tes4edit to quicky find out which mod is causing this..
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Kill Bill
 
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Post » Sun Aug 08, 2010 9:43 pm

Hi Corepc and thanks for your reply. I'm using the OMOD version --- Shivering Isles Patch v1_4_0_OMOD_version-10739

I downloaded tes4edit and checked out races and npcs. The dark seducers and golden saints races doesn't show anything overriding oblivion esm. The npcs for those two races are for the most part not overridden as well.

Oh well, it's not a big deal. The crown labeling npcs as essential and the compass made it easy to locate the right npcs when I needed, even though I couldn't match up the names lol. Good to know USIP isn't the cause :)

Thanks again!
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Horror- Puppe
 
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Post » Sun Aug 08, 2010 4:37 pm

I downloaded tes4edit and checked out races and npcs. The dark seducers and golden saints races doesn't show anything overriding oblivion esm. The npcs for those two races are for the most part not overridden as well.

Thanks again!


Did you check under npc's with all your mods activated..Look for SEGoldenSaint and SEDarkSeducer's under npcs in oblivion.esm..in tes4edit..(with all mods loaded of course in tes4edit) if you do not see their name records being changed then I am really at a loss has to what could be causing it..Since USIP does not change them at all once again, expect a few but they are not names changes once again..

If it keep on happening then post your load order or send it to me so that I can take a look for you..and will look it over to see If I can't right the mod that is causing this to happen once again..

Corepc
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Leah
 
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Post » Sun Aug 08, 2010 6:00 pm

Just going to ask in here rather than create a new thread, the question is in relation to the "Unofficial Oblivion Patch" but someone got the last thread locked and running a search shows Kivan has not started a new one as yet so?

Next Rank = DUMMY.

I might be misremembering but I thought the UOP fixed this many many versions ago, the version I'm using is 3.2.0 which would appear to be current and yet after just going through the fighter's guild I am teased with the prospect of an unobtainable rank of DUMMY.

If that's the case it would appear to be a conflict of some sort unless it's not changed by the UOP, running a search yielded little to nothing of relevance so looking to find if anyone else has had this issue and if they found a solution.
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Casey
 
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Post » Sun Aug 08, 2010 9:10 pm

According to my UOP 3.2.0 ESP the 10th rank in the FG is listed as "None" not "DUMMY". It should have the same icon as the master icon for rank 9.
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Kristina Campbell
 
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Post » Sun Aug 08, 2010 1:07 pm

According to my UOP 3.2.0 ESP the 10th rank in the FG is listed as "None" not "DUMMY". It should have the same icon as the master icon for rank 9.

Did a bit more digging in the CS and found the culprit, it was "Alternative Start v1.66 by Robert Evrae" I didn't realise it had made extensive adjustments to the various factions dispositions towards the player depending on your initial character generation choices.

I had been meaning to make some minor alterations for a while to this like putting the amulet on a dead escaping prisoner instead of a rat for example but hadn't bothered so just opened it now and added the extra "None" ranks to the affected guilds along with other minor cosmetics such as the different amulet container and its scripts.

On a side note however if Robert should happen to read this, its not a dig at your mod, I wouldn't play without it as with the UOP's and their variants, just wanted to edit it slightly to match up a bit more.
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Margarita Diaz
 
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Post » Sun Aug 08, 2010 10:28 pm

As a side note, tag the alternate start mod with Bash:Relations and that problem sorts itself out rather nicely.
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Manny(BAKE)
 
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