UOP: Removing options menu in-game

Post » Wed Sep 01, 2010 11:27 pm

Hi.

I was wondering if it is possible to edit the Unofficial Oblivion Patch to not add an UOP key (to open the options menu) to inventory. Does anyone know how to do that?
Also, if I at some point want to change the UOP settings, can I open the options menu in game using the console, or can I do it outside the game?
I would like to have my inventory clean such items, and I'm only going to change mod settings one time.

I hope someone can/will help :)
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Joe Alvarado
 
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Post » Thu Sep 02, 2010 1:17 am

if you install cobl (me thinks) an options book will be added (plus a whole lot of other really awesome features) which will contain all the settings items you have
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Shirley BEltran
 
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Post » Wed Sep 01, 2010 7:32 pm

But such a book is like having the UOP key, except that it can contain even more "mod-settings-items" if I have that. I'd wish I could somehow use the console for such things instead of having those items, that use inventory space without having anything to do with the game :(
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NIloufar Emporio
 
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Post » Wed Sep 01, 2010 9:51 am

Cobl only adds two tokens to your inventory, when you click the key one, a container menu opens with all your Cobl-aware tokens from your mods, so that you can configure them from there. The book one is for guides but no mod I know of includes a Cobl-aware guide yet.
Of course, its so immersion-breaking and inconvenient to have a misc item where you can tune the mod's settings with a mouse click, instead of having to enter obscure console commands or editing an .ini out of runtime...
If you really can't stand it, Cobl includes an option so that those two tokens will only appear when you are at the Temple of the One in the IC. If you can't even stand that... :shrug:
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Manny(BAKE)
 
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Post » Thu Sep 02, 2010 12:52 am

Don't want the UOP key in your inventory? Find someplace to drop it. Problem solved. No need to edit anything that way.

If you for some reason think the console is more realistic than an in-game menu option, do this:

startquest UOP
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Marie Maillos
 
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Post » Wed Sep 01, 2010 6:15 pm

Don't want the UOP key in your inventory? Find someplace to drop it. Problem solved. No need to edit anything that way.

If you for some reason think the console is more realistic than an in-game menu option, do this:

Sounds like an odd request to me.
But since the topic is here, as is Arthmoor:
Just one thing I noted, which seemed off to me, while finally playing for the first time in weeks, is that the UOP key is available for sale (well "give-away") from your inventory when in 'merchant' mode.
Just seems like something that should be hidden/blocked from being playable in that fashion (not that it is a major hassle or anything.)
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Jonathan Windmon
 
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Post » Wed Sep 01, 2010 6:37 pm

Marking it unplayable would render it invisible and you'd be unable to use it, drop it, or sell it. Not much to be done about it there. Giving it to a merchant is another way to be rid of it if you don't want it :P
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Jonathan Braz
 
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Post » Wed Sep 01, 2010 12:58 pm

Easy solution for the marginally-technical:

  • Use TES4Edit to open Unofficial Oblivion Patch.esp.
  • Open the Quests section, and find the quest named UOPMenuItemAdd. (Sorting by EditorID helps.)
  • In the right-hand pane, there is a line with Flags in the left column and Start Game Enabled in the right. Click on Start Game Enabled, wait one full second, and click it again.
  • Confirm that you do want to edit this mod. (If you instead get a big window that says "Start Game Enabled" in the upper left, you clicked too fast -- close that pop-up and try again.)
  • You'll see a drop-down with the valid flag types. Start Game Enabled is checked. Uncheck it.
  • Close TES4Edit and confirm that you'd like to save.


Note that this will only affect new characters, it won't take the key away from one who already has it.

Arthmoor, for the benefit of those less bold about editing and/or who never see this post, why not make the key a quest item (no dropping/selling) then add "Remove UOP Menu Item" to the list of options. A confirmation dialog explaining that you'll then have call the menu quest directly from the console should cover all the bases.
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Captian Caveman
 
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Post » Wed Sep 01, 2010 1:17 pm

Because, frankly, the issue doesn't come up enough to warrant bothering. If it did, I would probably have addressed it by now. Not by messing around with the script either. I'd have just tossed the key out entirely and told people to use the console.

Seriously, don't want the key? Toss it in a lava pool. Feed it to a respawning container. Throw it in the grass in the West Weald. Sell it to a merchant in a remote location. Drop it in Anvil Bay. There's plenty of ways to be rid of it without anyone needing to edit anything.

The logic escapes me though on how the console is supposed to be less immersion breaking than a key you may never even notice.
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Markie Mark
 
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Post » Wed Sep 01, 2010 11:11 pm

Marking it unplayable would render it invisible and you'd be unable to use it, drop it, or sell it. Not much to be done about it there. Giving it to a merchant is another way to be rid of it if you don't want it :P

Cool. I was just wondering.
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Maeva
 
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Post » Wed Sep 01, 2010 9:21 pm

There's plenty of ways to be rid of it without anyone needing to edit anything.

Yeah... :) And could one resurrect the key again if one suddenly felt bad about it? Via the console, like player.additem something....?
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Steven Hardman
 
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Post » Wed Sep 01, 2010 11:24 am

Easy solution for the marginally-technical:

  • Use TES4Edit to open Unofficial Oblivion Patch.esp.
  • Open the Quests section, and find the quest named UOPMenuItemAdd. (Sorting by EditorID helps.)
  • In the right-hand pane, there is a line with Flags in the left column and Start Game Enabled in the right. Click on Start Game Enabled, wait one full second, and click it again.
  • Confirm that you do want to edit this mod. (If you instead get a big window that says "Start Game Enabled" in the upper left, you clicked too fast -- close that pop-up and try again.)
  • You'll see a drop-down with the valid flag types. Start Game Enabled is checked. Uncheck it.
  • Close TES4Edit and confirm that you'd like to save.


Note that this will only affect new characters, it won't take the key away from one who already has it.

Arthmoor, for the benefit of those less bold about editing and/or who never see this post, why not make the key a quest item (no dropping/selling) then add "Remove UOP Menu Item" to the list of options. A confirmation dialog explaining that you'll then have call the menu quest directly from the console should cover all the bases.


Exactly what I was looking for! I did everything you said, but after I had clicked save, it said that a file cou

In the "Master/Plugin Selection" I chose only the Unofficial Oblivion Patch.esp and in the "Select ModGroup" I did not check "Unofficial Patches", because it was not checked by default. Then I did as you said, but after I clicked save, it said that it couldn't rename the file Unofficial Oblivion Patch.esp.backup.2010_12_05_22_45_45. The Start Game Enabled I unchecked was the only to the right of Flags, but there was also one just below and to the right of that one (3 alltogether, but I removed only one: the one to the right of Flags). Do you know what I did wrong?

Also, would this work for a spell too? I mean a spell that is added at the beginning of game.
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Jake Easom
 
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Post » Wed Sep 01, 2010 10:00 pm

I found out what the problem was. I forgot to run TES4Edit as administrator :)

And it was possible for me to also turn of the UOPAddDoubleFaceBugSpell! :D

Thanks a lot, tejon!
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Dale Johnson
 
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Post » Wed Sep 01, 2010 11:26 pm

That spell is togglable in the UOP menu. I don't use it much myself because resurrect is one command quicker then disable/enable.
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Emma
 
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Post » Wed Sep 01, 2010 11:03 am

The logic escapes me though on how the console is supposed to be less immersion breaking than a key you may never even notice.

Game interface for game operations. Metagame interface for metagame operations. Never the twain shall meet.

An item in your inventory is game interface. The UOP menu is metagame operation. It's as jarring as those horrid JRPG tutorials where a character tells you, in a speech bubble, "Fishing is easy! Just press the B button!"
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.X chantelle .x Smith
 
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Post » Wed Sep 01, 2010 9:48 pm

Well, for me it's either inventory item (preferably using COBL Options), or INI settings. Remembering all the necessary names (or finding out the piece of paper where I had these written down) to use in console is too far from being (power)user-friendly.
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Patrick Gordon
 
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Post » Wed Sep 01, 2010 5:41 pm

But aren't the settings only supposed to be changed once or very few times? I don't think I'm ever going to change them more than once.

I agree with tejon. And you just made me think of the tutorial popups in the jail in the beginning of the game. Is it possible to easily remove them too? Maybe there's a mod for that.
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Ellie English
 
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