[Relz] Unofficial Shivering Isles Patch v1.4

Post » Sun Aug 08, 2010 2:48 pm

Unofficial Shivering Isles Patch
Version: 1.4.0
By Quarn & Kivan
This mod is a joint effort to fix the vast amount of bugs currently existing in the Shivering Isles expansion pack for Oblivion v1.2.0416, fixing over 270 bugs so far! If you're experiencing a bug with Oblivion with or without Shivering Isles and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try to fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls/objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt please note the Cell (not PC Cell) and Pos values and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience!

Download:
http://www.tesnexus.com/downloads/file.php?id=10739
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2754

Warning: Only use the Unofficial Shivering Isles Patch with the version of Oblivion it was created for! Using it on an older or newer version than v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such!

Known Issues, Incompatibilities and Notes
-None currently known.

Installation (Manual Version)
1.) Extract Unofficial Shivering Isles Patch.7z into your Bethesda Softworks\Oblivion\ folder.
2.) Enable Unofficial Shivering Isles Patch.esp in the Oblivion launcher and the other optional plugins from the package, now you're done!

Uninstalling (Manual Version)
1.) Use the Unofficial Shivering Isles Patch.7z archive as a reference to what files you need to delete.
NOTE: Removal of the Unofficial Shivering Isles Patch may cause your gamesaves which it was active in to fail loading; to avoid this go to a very remote and untouched area (like coc'ing to Center, enter "coc center" into the console and fast travel out when done), save your game then remove the Unofficial Shivering Isles Patch and it should be fine.

Uninstalling (Installer Version)
1.) Open "Add or Remove Programs" find "Unofficial Shivering Isles Patch" and remove it, alternatively you can use the uninstall from the Unofficial Shivering Isles Patch startmenu folder if you chose to create it when installing.
NOTE: Removal of the Unofficial Shivering Isles Patch may cause your gamesaves which it was active in to fail loading; to avoid this go to a very remote and untouched area (like coc'ing to Center, enter "coc center" into the console and fast travel out when done), save your game then remove the Unofficial Shivering Isles Patch and it should be fine.

Installation (OMOD Version)
1.) Download UnofficialShiveringIslesPatchv1.3.0.omod and save it into the obmm\mods folder
2.) Launch OBMM (Oblivion Mod Manager), click UnofficialShiveringIslesPatchv1.3.0, then click Activate, follow the prompts and you're done!
NOTE: Version 1.1.11 or higher of OBMM is required.

Uninstallation (OMOD Version)
1.) Launch OBMM, click UnofficialShiveringIslesPatchv1.3.0, then click Deactivate, and you're done!

FAQ (Frequently Asked Questions)

Question: Do I still need the Unofficial Oblivion Patch?
Answer: Yes, the Unofficial Shivering Isles Patch only fixes things added by the Shivering Isles expansion.

Q: Will this conflict with OOO/MMM/Fran's/FCOM etc.? Is it alright to use together?
A: Yes the Unofficial Shivering Isles Patch does conflict but nothing that is known to cause problems, other than not receiving some of the advertised fixes from USIP; always load USIP before any other mod and you'll be fine. If you're using Fran's (MOBS or non-MOBS) a Fran's version of the USIP is available http://www.tesnexus.com/downloads/file.php?id=17621. If you're using FCOM also install the "Frans Optional Leveled Quests-SI Only.esp" available from the same location. There's also an FCOM-only version there without the Fran's Amber/Madness overhaul.

Q: I see so many red conflicts with the Unofficial Shivering Isles Patch and other mods!!! Will my game explode?!?
A: Nope! The file date of Unofficial Shivering Isles Patch.esp was set way back to the year 2002 so it will load first, then your other plugins; in other words if something conflicts with USIP, that plugin will override USIP's changes. Note: since USIP's changes are overridden some fixes might not work.

Q: Unofficial Shivering Isles Patch.esp shows conflicts with Unofficial Oblivion Patch.esp! How come?
A:There are a few scripts that the UOP fixes that needed even more updating when Shivering Isles came along. For example, the UOP fixes a bug with the scripting for the Gray Cowl of Nocturnal, but Shivering Isles added another bug to it because of the split between normal and Shivering Isles bounties, so the same script needs to be in both. As long as Unofficial Oblivion Patch.esp loads before Unofficial Shivering Isles Patch.esp there should be no problems; any required fixes from the UOP will be in the USIP if they would be overridden.

Q: Unofficial Shivering Isles Patch.esp is loading before Oblivion.esm!!! Won't my game get screwed up?
A: No, Oblivion loads ESM files (like Oblivion.esm) from oldest to newest first before loading ESP files (like Unofficial Shivering Isles Patch.esp) from oldest to newest.

Q: Will I have to start a new game for the Unofficial Shivering Isles Patch to work?
A: Nope, the fixes were made to work on both new and existing games through some very minor changes (position of some objects) will only work in a new game or if you haven't visited that area in the game yet; really not worth restarting over.

Q: I don't want to/can't install the latest official patch... can I still use the Unofficial Shivering Isles Patch?
A: Yes you can, but USIP may exacerbate some existing bugs in the game if you don't run it with the version of Oblivion it was created for so use it at your own risk!

Q: Can I use the Unofficial Shivering Isles Patch with the German version of Oblivion or other languages?
A: It should work fine, but we can't test it; also some things will appear in English instead of your game's language.

Q: So I have an older version of the Unofficial Shivering Isles Patch, should I uninstall it first before upgrading or just upgrade over the top?
A: Best to uninstall first though it isn't needed.

Q: Do I need to use previous versions of the Unofficial Shivering Isles Patch to get all the fixes?
A: Nope, latest version includes all previous fixes.

Q: So I've installed the Unofficial Shivering Isles Patch but it still shows as v1.2.0416 in Oblivion, what's wrong?
A: Nothing is wrong! The Unofficial Shivering Isles Patch is a collection of fixes in the form of a ESP along with fixes in other files (NIF etc.), the Unofficial Shivering Isles Patch does not touch ANY Oblivion files on a default installation. If you want to see what version of the Unofficial Shivering Isles Patch you are running, then open up the Oblivion Launcher, click Data Files, and then find and click the Unofficial Shivering Isles Patch.esp.

Q: The reference ID bug (FBomb) was fixed in Oblivion v1.2.0416... so why don't you remove your fix for it then? I don't like useless clutter!
A: Even though the game was improved so reference ID's can be reused again it didn't actually fix the real BUG and that was a strange interaction between AI packages and scripts controlling the AI packages. Even with Oblivion v1.2.0416 those few guard scripts are still bugged and generating thousands of reference ID's every few seconds (won't cause the game to behave strangely like before though) draining CPU power for a pointless activity; the fix will remain in the Unofficial Shivering Isles Patch until Bethesda actually fixes it.

Q: I'm getting NO GREETING when I talk to NPC's, what's wrong?
A: The majority of the time this is caused by using mods or console commands that move you between Tamriel and Shivering Isles like Mark and Recall etc.; simply use the official gateway to the Shivering Isles and this will stop the problem from occurring and also correct it if you are already afflicted with it. 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.

Q: My game crashes when attacking Sheogorath; not meant to crash is it??
A: While quite humorous it isn't meant to crash; User Interface (UI) mods have been known to cause this problem, either remove them or upgrade them to a version that supports Shivering Isles.

Version History

v1.4.0 Released
    USIP Changes/Fixes
  • As was done with the UOP, reoptimized 206 of the 231 NIF meshes already in the USIP; many of the meshes (also due to much manual optimization) now provide better FPS than the stock ones
  • Added Wrye Bash tags to the USIP ESP so fixes to stats., inventory, etc. can be preserved by building a Bashed Patch
  • Fixed the USIP mesh for Muurine's house (Crucible) upstairs DementiaHouse04InteriorTop.NIF not appearing as the file was in the wrong path
  • Fixed the change to Zealots preventing the "no greeting" bug so that they can be pickpocketed

    NPC/Quest/Scripting Fixes
  • Fixed Dredhwen (Wastrel's Purse, Passwall) having no barter dialog whatsoever
  • Corrected oversight where the Sheogorath-Shaped Amber required for the Museum of Oddities quest could only randomly appear in non-respawning amber limbs/stumps so it was possible to never be able to find one; it will now be possible to find on Elder Gnarls (which respawn)
  • Dylora should no longer follow the player (even into Cyrodiil) after the Helpless Army quest is completed (will also fix affected saves)

    Game Mechanics Fixes
  • Fixed the map marker for the door to Cyrodiil in the Ordered Fringe having an Ayleid Ruin icon, whereas in the unordered Fringe it was a landmark icon
v1.3.0 Released
    USIP Changes/Fixes
  • Removed all 1,191 deletions of objects (ie underground rocks) to eliminate any chance that the USIP causes crash-on-exit as this has been confirmed to be a cause (if a mod loaded later changes an object an earlier loaded one deleted) and replaced them with object disables/moves where appropriate
  • Restored the missing Passwall map marker
  • Fixed the self-installer not adding the fixed texture (there's only one required for Sheogorath's beard) to ArchiveInvalidation.txt and added a self-installer option for ArchiveInvalidation so that it can be unchecked and skipped if the player is using an ArchiveInvalidation replacer mod/method

    NPC/Quest/Scripting Fixes
  • Fixed severe bug with Sheogorath sometimes being completely missing when the player returns to the palace after the Retaking the Fringe quest (will also fix existing saves)
  • Fixed severe but uncommon bug with the Ritual of Mania quest (and possibly the Ritual of Dementia with Thadon as well) where Syl would not appear in the Sacellum when the Ritual was completed, leaving the player stuck in cutscene mode
  • Fixed severe timer bug with the Lady of Paranoia quest where if the player was discovered when listening to Ma'zaddha and Nelrene, they would never talk again in future meetings, preventing the main quest from advancing
  • Fixed bug with the staging of the Museum of Oddities quest where if the player stole one of the original three Oddities (Ring of Desiccation, the most noticed as it's a quest item that needs to be stolen for The Coming Storm; also the Gatekeeper Arm and Pygmy Skull) and then asked for a tour, they could no longer return the item to Una Armina, and if she had just been returned the item, she would never place it (will also fix existing saves)
  • The Crucible "Fight Club" NPC's (Muurine confirmed, and possibly also Caldana Monrius, Ma'zaddha and Ushnar gro-Shadborgob) should no longer occasionally have thousands of sparring weapons in their inventories
  • Corrected oversight of the player not being able to invest in any merchants' shops in the Shivering Isles if their Mercantile skill is 75 (Expert) or higher, as they can do in Cyrodiil (investing in Raven Biter of the Choosy Beggar, Bliss, will make him into a usable fence in the Isles as his available gold will go from 3 to 503)
  • Fixed Sheogorath being immobile, unable to send the player to Execution Point if the player knocked him down (Paralyze spell, power attack, etc.) leaving the game stuck with the player's controls disabled
  • Fixed Priests of Order at obelisks having too many Hearts Of Order (sometimes over ten; supposed to have two) as they would get more every time they were resurrected by the obelisk
  • Fixed Felas Sarandas (the Passwall traitor) sometimes not attacking the Gatekeeper at the end of the Rebuilding the Gatekeeper quest, so could be found standing around in Passwall in a Priest of Order's robe, ignored by the Saints/Seducers there
  • Fixed the Gates of Madness so that they only autosave on first use at the end of Through The Fringe of Madness, instead of every time the player goes through them (as well as being unnecessary the autosave would occasionally cause a crash to desktop)
  • Corrected the reward paid at the end of the Great Divide quest as it could be as little as half of what it should have been
  • Fixed the Aquanostrum shrine in Knotty Bramble, Hatchery giving the player a full Aquanostrum flask even if the player didn't have an empty one, thus would have a quest item stuck in inventory (will also fix existing saves)
  • Corrected minor oversight in the Ghosts of Vitharn quest with the brazier where it would still give a message that it was "seeking something" after Desideratus' doll was burned
  • Fixed Traelius giving the "I HAVE NO GREETING" response if spoken to (usually he attacks the player but there are ways of preventing this)
  • Jayred Ice-Veins will no longer remain essential for the rest of the game after Through The Fringe of Madness if the Bone Arrows aren't collected from him
  • Added the cell check fixes present in the UOP so that Lucien Lachance won't appear in Henantier's Dreamworld and break the quest (same script is present in the USIP so overrides the UOP one)
  • Made a line of dialog from Halion (Hale) about Sickly Bernice so that it will no longer appear (was missing half of its audio; no good replacement audio available)
  • Corrected conditions on an Ordered Fringe Saint/Seducer greeting that said Sheogorath had vanished before he had

    Game Mechanics Fixes
  • Fixed a Crucible load screen missing conditions, so would appear outside the Shivering Isles
  • Corrected inconsistent durations of the Summon Golden Saint and Summon Dark Seducer powers obtained after the Rituals to be become Duke/Duchess and after The Helpless Army (the version of the side that the player chose and was the Duke/Duchess of had a duration of 60 seconds, but the other was inexplicably 120 seconds; made them all 120 seconds)
  • Cleared the ownership of Hirrus Clutumnus' (non-respawning) cupboard in/after the Final Resting quest so that items the player stores in it don't occasionally get flagged as stolen
  • Integrated the cell change in Quarn's nVidia Black Screen Fix into the USIP so the separate plugin is no longer required (note that if mods change Shivering Isles interior cells they may override the change. All that is required for modders to prevent this is that on an interior with Fog values Near, Far and Clip Dist. all zero, to set Near to 0.0001; Wrye Bash's "Fog Fix" function will set the appropriate values in any ESP automatically)

    Item Fixes
  • Fixed crashing to desktop or freezing requiring terminating Oblivion.exe if the player equipped the Ring of Disrobing while wearing Count Cirion's Helmet in the Ghosts of Vitharn quest
  • Also corrected that if the player cast Bound Helmet that Count Cirion's Helmet would be removed and could be dropped though it was supposed to be "cursed" and undroppable
  • Fixed both versions of female Scruffy Shoes looking like ankle bracelets (both worn and ground)
  • Fixed the Weakness to Shock effect of all versions of Nerveshatter (Syl's hammer) not working because the duration was zero
  • Undid dirty change to stock enchantment EnWeapShockDamage15Lightning which changed several non-SI weapons adding a Soul Trap effect (appears that it was used as a test for the new SI "Soul" weapons but none of them use it; new enchantments had been made for them)

    NIF Mesh and Texture Fixes - Statics and Clutter
  • Closed several gaps in the walls and in the roof where it joins another mesh, fixed bad UV mapping under the eaves and on columns on the exterior of Caldana Monrius' house in Crucible ( DementiaHouse02.NIF ) and optimized from 675KB to 436KB
  • Closed a hollow awning beam and a seethrough gap by the front door, fixed a piece of bad UV mapping in the awning on the exterior of Things Found in Crucible ( DementiaHouse03.NIF ) and optimized from 744KB to 531KB
  • Fixed bad UV mapping in the upper windowframes of the exterior of Ushnar gro-Shadborgob's house in Crucible ( DementiaHouse01.NIF ) and optimized from 729KB to 473KB
  • Fixed flickery overlapping polygons in the windowframes of the exterior of Tove the Unrestful's house in Bliss ( ManiHouse05.NIF ) and optimized from 447KB to 360KB
  • Removed flickery overlapping polygons by both doorframes and fixed smeared UV mapping in two window alcoves in the upstairs of Muurine's house ( DementiaHouse04InteriorTop.NIF ) and optimized from 418KB to 328KB
  • Fixed two pieces of bad UV mapping in the ceiling beams of the upstairs of Cutter's Weapons ( DementiaHouse05InteriorTop.NIF ) and optimized from 268KB to 181KB
  • Closed the seethrough bottoms of the banister screens, fixed a flickery overlap by the stairway door, and closed several gaps in the walls in the upstairs of Things Found in Crucible ( DementiaHouse03InteriorTop.NIF ) and optimized from 396KB to 308KB
  • Closed a seethrough underside column, fixed flickering on the doorframe to the downstairs and closed several gaps in the walls of the upstairs of Earil's Mysteries in Crucible ( DementiaHouse06InteriorTop.NIF ) and optimized from 598KB to 405KB
  • Fixed a one-sided half column clipping into the adjacent room (also had a seethrough gap beside it) and several other seethrough gaps in the walls of Thaedil's house in Bliss ( LCManiaHouseInt01.NIF ) and optimized from 925KB to 633KB
  • Fixed the same errors as above and also bad UV mapping under the upper load doorframe in Orinthal's house in Bliss ( LCManiaHouseInt02.NIF ) and optimized from 985KB to 708KB
  • Fixed bad UV mapping by the lower load door, fixed bad texture/UV mapping by the platform above the load door on the interior of Common Treasures in Bliss ( LCManiaHouseInt03.NIF ) and optimized from 640KB to 449KB
  • Closed a seethrough gap under the upstairs load door, moved the awning so that it's properly centered over the door and fixed a large seethrough protrusion of the floor skirting through the stairs by the load door in Books of Bliss ( LCManiaHouseInt06.NIF ) and optimized from 600KB to 478KB
  • Fixed bad UV mapping on the load doorframe and on the tops of the diagonal wainscotting in the upstairs of Books of Bliss ( LCManiaHouseInt06Top.NIF ) and optimized from 306KB to 222KB
  • Fixed a flickering overlapping polygon by the lower door in the upstairs of Big Head's and Amiable Fanriene's houses in Bliss ( ManiHouseInt01Up.NIF ) and optimized from 707KB to 542KB
  • Fixed the same overlapping polygon and bad UV mapping on the upper load doorframe in the upstairs of Tove the Unrestful's house in Bliss ( LCManiaHouseInt07Top.NIF ) and optimized from 802KB to 599KB
  • Fixed bad UV mapping and a seethrough seam on the upper doorframe, hollow column tops on the lower doorframe and a seethrough gap between a half column and the wall of the exterior of Rendil Drarara's house in Bliss ( ManiHouse07.NIF ) and optimized from 663KB to 550KB
  • Fixed a flickering overlap on the apex of both sides of the top of the doorframe of Bliss interior door ManiaAnimatedDoor01.NIF and optimized from 163KB to 103KB
  • Fixed the same flickering overlap as above on static Mania load door ManiaLoadDoor01.NIF, fixed the door clipping through the frame and optimized from 89KB to 55KB
  • Fixed flickering overlapping polygons on the supports and a bad polygon on one side of the panel frame that had no border on the four Mania signs ( ManiaSignBooks.NIF, ManiaSignInn.NIF, ManiaSignPauldron.NIF and ManiaSignTreasures.NIF; meshes are exactly the same except for the texture of the sign panel) and optimized from 518KB to 263KB in total (thousands of unwelded vertices)
  • Fixed bad UV mapping on the underside of the mantel of Fireplace01.NIF used in many settlement houses, extruded the flue (there was nowhere for the smoke to go up) and optimized from 92KB to 77KB
  • Fixed several pieces of bad UV mapping on the vines of Dementia root DRoot03HVine.NIF and optimized from 144KB to 115KB
  • Closed the seethrough finial tops of the Sacellum pews ( SEWorshipPew.NIF ) and optimized from 149KB to 81KB
  • Added polygons so that there aren't gaps at the top where it meets other wall sections and fixed two small pieces of incorrect brick texturing on the top of CityWallStraight.NIF and slightly optimized from 55KB to 52KB
  • Fixed smeared UV mapping under the overhangs of CityWallCorner.NIF and CityWallCorner01.NIF and slightly optimized from 52KB to 47KB in total
  • Sealed the hollow bottoms of the bars of dungeon barred fence RuinsGateBarsA01.NIF as they are exposed in several places and optimized from 96KB to 45KB (large number of unwelded vertices)
  • Closed a seethrough gap between the post and cap of the common stone wall post SEWallPost01.NIF
  • Closed seethrough gaps on the seat underside of the common armless chair ( SEChair01.NIF ) and optimized a further 12KB off of it (mesh was already in the USIP)
  • Also closed the same finial tops in the Sacellum Arden-Sul interior ( SESacellum ArdenSulTowerInterior.NIF ), fixed black stained glass windows on the Dementia side, closed seethrough gaps in the stairways and removed some more invisible polygons reducing a further 30KB in size (mesh was already in the USIP)
  • Fixed another rogue clipping polygon in the roof of HouseDementia03.NIF (mesh was already in the USIP)
  • Fixed three flickering polygons in walls, closed a gap between a ceiling support and beam and fixed vertex colors in Sickly Bernice's Taphouse Guest Rooms ( DementiaHouseInn01InteriorTop.NIF ); unfortunately had to undo some of the optimization so it grew by 149KB
  • Undid Havok change to ExRuinEntrance01.NIF; original problem seems unrecreatable now and the Havok in some instances of this object had gotten worse instead of better
  • Removed two more duplicated-in-place polygons causing flickering and closed a thin seethrough seam in a wall on ExPassWallTower01.NIF, and reduced a further 10KB in size (mesh was already in the USIP)
  • Fixed bad UV mapping and thin seethrough seams on the floor of root dungeon piece RootPitTallCorner01.NIF and optimized from 220KB to 183KB
  • Fixed a clipping wall polygon at the base of the load door, fixed a piece of UV mapping in the wall skirting, closed the hollow end of the stair handrailing and removed a useless post nearby in HouseDementia03Interior.NIF, and optimized a further 128KB to 622KB (original mesh is 1,351KB; mesh was already in the USIP and had neglected to originally remove hundreds of useless polygons outside the visible area)
  • Closed a gap in the roof and the front door overhang, a one-sided beam, fixed a one-sided eave polygon clipping through a roof corner and a piece of bad UV mapping on HouseDementia01.NIF and removed some more invisible polygons reducing a further 17KB in size (mesh was already in the USIP)
  • Fixed bad UV mapping on a stair support and closed two gaps and ragged polygons on the bad of the stairs on the exterior of Ma'zaddha's house in Crucible ( DementiaHouseLower01.NIF ) and reduced a further 8KB in size (mesh was already in the USIP)
  • Raised the stairs of the exterior of Brithaur's house in Crucible ( DementiaHouseLower02.NIF ) slightly to close a seethrough gap between the top landing and the ground mesh, and reduced its size a further 2KB
  • Fixed a small flicker near the door, a seethrough gap in the front door overhang, bad UV mapping in two roof beams, moved the fake door to close gaps around as they can be seen on this house in the Ordered Fringe where there's no real door, and removed some more invisible polygons from HouseDementia02.NIF reducing a further 43KB in size (mesh was already in the USIP)
  • Closed two seethrough gaps in the awning support beams of the exterior of Muurine's house in Crucible ( DementiaHouse04.NIF ) and reduced a further 18KB in size (mesh was already in the USIP)
  • Fixed the roof of Earil's Mysteries in Crucible ( DementiaHouse06.NIF ) to close two large seethrough gaps between it and the adjacent roof and closed a seethrough gap under the roof structure; this also reduced it a further 16KB in size (mesh was already in the USIP)
  • Fixed bad vertex colors causing black half-column capitals and a flickery overlap near the door of DementiaHouseLower01InteriorTop.NIF and optimized a further 2KB (mesh was already in the USIP)
  • Fixed small flickering overlaps on the doorframes of the Museum of Oddities ( DementiaHouse07Interior.NIF and reduced its size a further 13KB (mesh was already in the USIP)
  • Fixed bad UV mapping on the bottom of the doorframe of the upper load door in Tove the Unrestful's house in Bliss ( LCManiaHouseInt07.NIF ; mesh was already in the USIP)
  • Fixed some bad UV mapping on a corner near the top of CityWallGate01.NIF (mesh was already in the USIP)
  • Removed another flickery overlapping polygon from PalaceEBack01.NIF and optimized a further 22KB smaller (mesh was already in the USIP)
  • Fixed another piece of bad UV mapping on the edge of common table SETable01.NIF (mesh was already in the USIP)

    Placement and Layout Fixes
  • Grounded pathgrid nodes up trees in -11,3, 8,-6 and 12,-1, raised several beneath a platform in -10,4 and removed duplicate connections, removed several in -4,0, -2,-9 and 3,-14 embedded in boulders and reconnected the remainder, removed several nodes in 1,5 hidden in the waterfall boulders, removed two in 12,5 hidden in a boulder and Sheogorath's palace walls, moved several in 13,2 out of boulders and redid connections, removed connections for two nodes in 7,0 going through boulders, removed unneeded nodes in 13,4 and 14,4 embedded in boulders, two in 11,1 going through a giant root and two more in -4,1 that were also underground, fixed several flying and underground nodes in -7,-16, moved a node embedded in a broken column and removed duplicate nodes/connections in -3,12, moved one misaligned from its stairway in -5,14, one floating over a bridge in 2,-9 and one floating over water in 12,-4, two buried underground in -1.-8, three undergound in -1,-9 (Rotten Den entrance), two underground in 1,-9, three in 1,5, one in 1,0, one in -4,2, three in -3,2, four in 14,2, two in 4,2, four in 3,-10 (and one connection running through a tree), two in -13,-13 (and one connection running through a mushroom tree root), two in -2,-13, one in 1,-16, and two in -2,-17 (also removed several redundant connections)
  • Fixed several flying pathnodes in Blackroot Lair, Outer Encampment that appear to have been placed for a ramp that isn't there
  • Moved a tree embedded in a rock in -10,4 and another embedded in a house in 11,-1 (Deepwallow) missed in the audit, and another in 10,-6 that had several pathgrid paths running through it
  • Fixed flickering overlaps of the barred fences in front of the Hunger statue traps in Aichan Prison
  • Grounded five columns that weren't touching the floor and a wall corner post, and closed a large seethrough gap between an arched hallway piece and the wall and opposite end's ceiling in Milchar, Xetrem
  • Fixed a misaligned hall ceiling brace exposing its seethrough end and disabled/moved a useless misaligned semicircular hall ceiling insert that was covering the correct one in Milchar, Tieras
  • Grounded two noticeably flying urns in Xedelian, Halls of Judgement
  • Closed seethrough gaps between the wall and flickering overlapping components of the wall tower in the Fringe nearest the player's arrival to the Isles
  • Grounded two seethrough-underside piles of dirt in Crucible
  • Fixed flickering overlaps between the Gates of Madness in the Fringe and their adjacent wall towers and several other wall towers in the Fringe, and fixed an angled wall section not fitting properly leaving ragged one-sided edges
  • Fixed one-sided roof polygons of an angled wall section just inside the Gates of Madness on the Mania side clipping through the wall of another section
  • Moved a tapestry in Sickly Bernice's Taphouse Guest Rooms and another in Amiable Fanriene's house in Bliss sticking through the opposite wall
  • Moved a chair intersecting the wall in Things Found (Crucible)
  • Raised a candle sunken into a table so that its seethrough base protruded in Earil's Mysteries upstairs (Crucible)
  • Fixed the ownership of Una Armina's bed in the Museum of Oddities which could be slept in by the player
  • Moved three coins on a rooftop in Bliss so that they don't fall right through the roof
  • Moved a rug embedded in the wall in Books of Bliss upstairs
  • Moved a pedestal (and statue) in Orinthal's house in Bliss as it had a stairway beam running right through it
  • Closed the gap under the load door in Thaedil's house in Bliss
  • Lowered the exterior of Rendil Drarara's house in Bliss slightly to fix a small flickering overlap with The Choosy Beggar under the bridge

    Text Fixes
  • Corrected spelling in four NPC names: "Zealot Prosleytizer" ? "Zealot Proselytizer"
  • Corrected creature name "Venemous Baliwog" ? "Venomous Baliwog"
  • Corrected Bat gro-Orkul's Vitharn tombstone name and its popup inscription: "Urkul" ? "Orkul"
  • Corrected a double space in The Roots of Madness journal text stage 150: "to imbue" ? "to imbue"
  • Corrected the following typos/errors in dialog text:
    3389D SE01Door "I won't go back. I won't go back!" ? "I won't go back!" (audio didn't match subtitle)
    19CD1 SE11a_SE11RakheranGreeting1b "Please to relax" ? "Please do relax"
    19FC9 SE11a_SE11RakheranGreeting2b "better then she" ? "better than she"
    8DC0F SEConversations "Bliss" ? "Crucible" (audio didn't match subtitle)
    5EFA7 SENQDWilderness "piece and quiet" ? "peace and quiet"
  • Corrected the following typos/errors in quest stage journal text:
    (Quest ID Stage From ? To)
    SE12 150 "to imbue" ? "to imbue" (doubled space)
    SE13 8 "Jyggylag" ? "Jyggalag"
    SE13 50 "Jyggylag" ? "Jyggalag" (two instances)

    Audio Fixes
  • Recreated a missing line of rumor dialog for Elven males about Knights of Order (there was audio dialog but it didn't match the subtitle at all as it did for all other races/genders; had been replaced with a copy of another line's audio)
http://www.baldurdash.org/TESOblivion/USIPFixList.html and is also installed with the USIP.

Thanks
The NIFSkope Team - big thanks for this awesome tool that allowed us to fix many problems with the NIFs in Oblivion
The TES4Gecko Team - for this essential utility for working with ESP's and ESM's
Elminster AU/EU - for TES4View/Edit, another essential utility for working with ESP's and ESM's
Tru021 - for auditing and fixing thousands of errors in 528 cells of Shivering Isles!
mmmpld - for fixing Sheogorath's beard, the gap in the Madness cuirass and fixing the clipping on the three female Finery dresses
Wormheart - for Havoking the chains of the Sacellum cathedral lamps
AlienSlof - for beta-testing USIP v1.1 and for the installer logo's texture
Fonger - for beta-testing the USIP
Sialivi - for reporting a phenomenal multitude of bugs, especially mesh errors and great beta-testing feedback
Gothic251 - for reporting a multitude of bugs
Khalim - for reporting a multitude of bugs and great beta-testing feedback
Dewshine - for making the Fran's/FCOM MOBS/non-MOBS versions of the USIP (and so quickly!)

And finally a big thanks to everyone else who reported bugs or sent in bugged gamesaves!
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Jah Allen
 
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Post » Sun Aug 08, 2010 5:25 pm

Thanks for the update ! ! ! !
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Channing
 
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Post » Sun Aug 08, 2010 8:17 am

Indeed! Thank for your hard work! :foodndrink:
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Maeva
 
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Post » Sun Aug 08, 2010 7:43 am

Wonderful update. Thank you very much.
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Inol Wakhid
 
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Post » Sun Aug 08, 2010 11:01 am

Great work as usual. Which one are we moving on to now? UOP leftovers?
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Andres Lechuga
 
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Post » Sun Aug 08, 2010 9:50 pm

Great work as usual. Which one are we moving on to now? UOP leftovers?


give the guy a break :o

seriously, im amazed this was done so fast
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laila hassan
 
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Post » Sun Aug 08, 2010 6:49 pm

You're welcome. :) All o ya. :D

I apologize but I forgot to update the credits for Khalim who provided lots of feedback in the beta testing (as did Sialivi but he's already got one) especially for finding all the bad pathnodes. So thanks Khalim!

I'm pretty happy with the stability. I haven't had a crash in well over a hundred hours of playing including one eleven hours straight session from morning to night, and for this release did the main quest start to finish including many trips to Cyrodiil until I could recharge my own gear (new character :D )

Hope it performs as well for everyone. And I keep saying this and then contradicting myself but I'll say it again: this will probably be the last release, barring introduced bugs.

Next will be a small UOMP update and then on to the UOP, which I don't think will ever be done. :P

Edit: Note to anyone who beta-tested I did make some more changes since the second beta so please grab it from Nexus or PES.
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willow
 
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Post » Sun Aug 08, 2010 10:17 pm

Yet another incredible release! Thanks much :foodndrink:
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Cedric Pearson
 
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Post » Sun Aug 08, 2010 10:53 am

Thank you as always for the excellent contribution, Kivan. Can't imagine playing Oblivion without UOP, USIP and UOMP! :foodndrink:

Now I just have to wait for the MOBS version for FCOM Convergence.
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Louise Andrew
 
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Post » Sun Aug 08, 2010 9:34 pm

Now I just have to wait for the MOBS version for FCOM Convergence.


Who's the author? If it's Dewshine, I just PM'ed regarding it. If not, then I've just PM'ed the wrong person. :)

Edit: I appear to have chosen correctly. :D
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Anna Krzyzanowska
 
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Post » Sun Aug 08, 2010 4:21 pm

Thank you for this masterpiece

:D
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Kayleigh Williams
 
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Post » Sun Aug 08, 2010 3:31 pm

Thanks for taking the time to improve all our gaming!
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Shianne Donato
 
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Post » Sun Aug 08, 2010 2:23 pm

:mohawk: You two totally Rock. :mohawk:
Fantastic stuff. Thank you so much. I can't even begin to imagine what Oblivion would be like without your expert unofficial touch.
I also want to publicly thank you for letting me know this was out via PM to make sure I knew and for the offer of assistance. It's people like you that make me love this modding community so much.

Again, Thank you.
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rheanna bruining
 
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Post » Sun Aug 08, 2010 4:37 pm

Just noticed something when I was prepping the manual install (so I don't overwrite my body replacer meshes)...

The Two-Headed Septim in the oddities folder isn't two-headed; it's just a carbon-copy of the original Septim mesh. Ol' Tiber's face only adorns one side.
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Beth Belcher
 
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Post » Sun Aug 08, 2010 5:30 pm

You're welcome and thank you for putting it up so quick!

http://www.tesnexus.com/downloads/file.php?id=17621. I'll throw it in the front post as well.

Just noticed something when I was prepping the manual install (so I don't overwrite my body replacer meshes)...

The Two-Headed Septim in the oddities folder isn't two-headed; it's just a carbon-copy of the original Septim mesh. Ol' Tiber's face only adorns one side.


I think that one's OK as that's the static museum mesh which has the tail side hidden (the original had clutter Havok so it could get knocked on the floor); the clutter Havoked one where you can see both sides is USIPTwoHeadedSeptim.NIF. But thanks for pointing it out regardless. :)

Come to think of it, given my penchant for efficiency I should have deleted the tail side polygons. :D
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Calum Campbell
 
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Post » Sun Aug 08, 2010 8:43 pm

Good to see it released, grabbed to update the beta version I was running through. Excellent work.
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Holli Dillon
 
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Post » Sun Aug 08, 2010 9:32 pm

Awesome work!
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Joe Alvarado
 
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Post » Sun Aug 08, 2010 10:15 pm

Who's the author? If it's Dewshine, I just PM'ed regarding it. If not, then I've just PM'ed the wrong person. :)

Edit: I appear to have chosen correctly. :D

...I am at a loss for words. You. Totally. Rock. Kivan. :bowdown:
No seriously, didn't expect it to be updated within a few hours. I expected a day at least!

And of course, much thanks to Dewshine for the quick update.
How could we play without you people ;)
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FoReVeR_Me_N
 
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Post » Sun Aug 08, 2010 10:19 pm

...didn't expect it to be updated within a few hours. I expected a day at least!


You're welcome, but you can thank Dewshine. :)

Dewshine also adds: the books need the Frans Optional Leveled Quests-SI Only.esp for FCOM, which can be found at the same download location at Nexus. I hope I got that right. ;)
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James Potter
 
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Post » Sun Aug 08, 2010 9:14 pm

I can make a fast FCOM only MOBS version that does not refer to the Amber/Madness ore overhaul if folks want it.
But this version works with the Frans Optional Quests-SI only that has the mentioned changes. Anyone wanting that file can get it at the same location as the USIP-MOBS 1.3 (http://www.tesnexus.com/downloads/file.php?id=17621)

Let me know if you all want the file for use without the Amber/ Madness overhaul .esp though. I can get it out in just a few minutes.
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Ashley Hill
 
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Post » Sun Aug 08, 2010 3:40 pm

I can make a fast FCOM only MOBS version that does not refer to the Amber/Madness ore overhaul if folks want it.
But this version works with the Frans Optional Quests-SI only that has the mentioned changes. Anyone wanting that file can get it at the same location as the USIP-MOBS 1.3 (http://www.tesnexus.com/downloads/file.php?id=17621)

Let me know if you all want the file for use without the Amber/ Madness overhaul .esp though. I can get it out in just a few minutes.

That would be great for an FCOM player like me. Thanks in advance, Dewshine.
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Mr.Broom30
 
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Post » Sun Aug 08, 2010 9:18 am

Done

Same Download location. http://www.tesnexus.com/downloads/file.php?id=17621
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Nathan Hunter
 
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Post » Sun Aug 08, 2010 2:06 pm

edit - wrong thread
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butterfly
 
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Post » Sun Aug 08, 2010 5:03 pm

wow one after another! Thanks!
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NO suckers In Here
 
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Post » Sun Aug 08, 2010 1:27 pm

Thanks for the update! Grabbed immediately. :)
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sarah taylor
 
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