<?xml version="1.0"?>
<rss version="2.0"><channel><title>Unofficial Oblivion Patches Latest Topics</title><link>https://www.afkmods.com/index.php?/forum/348-unofficial-oblivion-patches/</link><description>Unofficial Oblivion Patches Latest Topics</description><language>en</language><item><title>[RELz] Unofficial Oblivion DLC Patches [UODP]</title><link>https://www.afkmods.com/index.php?/topic/4245-relz-unofficial-oblivion-dlc-patches-uodp/</link><description><![CDATA[<p>
	</p><div style="text-align:center"><p><span style="font-size:36px">Unofficial Oblivion DLC Patches</span></p></div><p><br>
	<strong>By Quarn, Kivan, Arthmoor, and PrinceShroob</strong>
</p>

<p>
	The aim of this mod is to fix the bugs existing in the official mods released by Bethesda.
</p>

<p>
	<strong>NOTE:</strong> These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. <strong>Because of this, these are not standard plug-in ESP files. Merging, editing or otherwise modifying them using the Elder Scrolls Construction Set or other utilities may cause them to stop functioning or cause severe bugs in your game! These plugins MUST load after the DLC's that they patch; reversing this load order, or activating the </strong><abbr title="Unofficial Oblivion DLC Patches"><strong>UODP</strong></abbr><strong> ESP's without the official DLC's that they patch present, can cause Oblivion to crash on launch or load of a save.</strong> (The self-installing version will set the appropriate dates; use OBMM or equivalent if you use the manual version to adjust the load order.)
</p>

<p>
	The <abbr title="Unofficial Oblivion DLC Patches">UODP</abbr> is currently <strong>not compatible with the JOG's Official Plugins Unnerfed mod</strong> because it modifies the original Bethesda plug-in ESP files. If you use the <abbr title="Unofficial Oblivion DLC Patches">UODP</abbr> overtop of Unnerfed, Oblivion may crash on launch. The <abbr title="Unofficial Oblivion DLC Patches">UODP</abbr> is compatible with <a href="https://www.afkmods.com/index.php?/files/file/1821-oblivion-dlc-delayers" rel="">Oblivion DLC Delayers</a> and S.M. Plug-In Refurbish (move the plugins below the <abbr title="Unofficial Oblivion DLC Patches">UODP</abbr> files as needed). If you use the Horse Armor Pack patch with Slof's Armored Horses, the Slof's horses' reins may disappear. Use dev_akm's compatibility patch instead.
</p>

<p>
	It is recommended to not activate the Thieves Den' SSSB (Sigil Stone Sound Bug) fix plug-in "DLCThievesDen - Unofficial Patch - SSSB.esp" on an existing game, but rather only on a new game, as otherwise the middle deck of the Black Flag could lose its doors (as their position is stored in the save file) and/or any objects already dropped in this cell could be lost.
</p>

<p>
	If you find any bugs with the fixes or any bugs with the official mods themselves please report them to either of us.
</p>

<p>
	<strong><span style="text-decoration:underline">Downloads</span></strong>
</p>

<p>
	<a href="https://www.afkmods.com/index.php?/files/file/1024-unofficial-oblivion-dlc-patches/" rel="">AFK Mods</a><br>
	<a href="https://www.nexusmods.com/oblivion/mods/9969" rel="external nofollow">Nexus Mods</a><br>
	<a href="https://ggmods.com/game/the-elder-scrolls-iv-oblivion/mod/47/" rel="external nofollow">GGMods</a>
</p>

<p class="h">
	<span style="font-size:20px;">Twenty-Seventh Release (2026-May-08)</span>
</p>

<p>
	<b>Knights of the Nine bugs fixed (v1.1.11):</b>
</p>

<ul>
	<li>
		xx0011FE: Kellan's stool clips through his bed. (Bug #35516)
	</li>
</ul>

<p>
	The previous version history can be found <a href="https://www.afkmods.com/Unofficial%20Oblivion%20DLC%20Patches%20Version%20History.html" rel="">here</a> as it is too large to put in one post.
</p>
]]></description><guid isPermaLink="false">4245</guid><pubDate>Mon, 10 Aug 2015 04:13:31 +0000</pubDate></item><item><title>[RELz] Unofficial Shivering Isles Patch [USIP]</title><link>https://www.afkmods.com/index.php?/topic/4244-relz-unofficial-shivering-isles-patch-usip/</link><description><![CDATA[<p>
	</p><div style="text-align:center"><p><span style="font-size:36px">Unofficial Shivering Isles Patch</span></p></div><p><br>
	<strong>By Quarn, Kivan, Arthmoor, and PrinceShroob</strong>
</p>

<p>
	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 300 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 <strong>sdt 0</strong> and then <strong>tdt</strong> please note the Cell (not PC Cell) and Pos values and indicate what's out of place. You can use <strong>tdt</strong> again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience!
</p>

<p>
	<strong><span style="text-decoration:underline">Downloads</span></strong>
</p>

<p>
	<a href="https://www.afkmods.com/index.php?/files/file/1023-unofficial-shivering-isles-patch/" rel="">AFK Mods</a><br>
	<a href="https://www.nexusmods.com/oblivion/mods/10739" rel="external nofollow">Nexus Mods</a><br>
	<a href="https://ggmods.com/game/the-elder-scrolls-iv-oblivion/mod/46/" rel="external nofollow">GGMods</a>
</p>

<p>
	<strong>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!</strong>
</p>

<p class="h">
	<span style="font-size:20px;">v1.6.2 (2026-05-08)</span>
</p>

<p>
	<b><abbr title="Unofficial Shivering Isles Patch">USIP</abbr> Fixes</b>
</p>

<ul>
	<li>
		Two palace meshes in New Sheoth have been removed because the originally documented issues don't seem to be present on vanilla copies, and whatever WAS done ended up breaking the UVs in the patch. [Meshes/Architecture/Palace/Exterior/PalaceWallUStairs01.NIF, Meshes/Architecture/Palace/Exterior/PalaceWallUStairs02.NIF] (Bug #33077)
	</li>
	<li>
		<abbr title="Unofficial Shivering Isles Patch">USIP</abbr> added investment dialogue for Shivering Isles merchants back in 2008. This is being reverted as there appears to be no justification for having done this in the first place. The developers never recorded any dialogue for it and it seems pretty clear they never intended for you to be able to invest in shopkeepers in the Isles. (Bug #36474)
	</li>
</ul>

<p>
	<b>NPC, Creature, and AI Fixes</b>
</p>

<ul>
	<li>
		Two zombies that start dead should not have AI packages on them. [CREA:0008238C:XPEbroccaWife, CREA:0008E9E6:SEDeadZombieCorpse] (Bug #32893)
	</li>
</ul>

<p>
	The previous version history can be found <a href="https://www.afkmods.com/Unofficial%20Shivering%20Isles%20Patch%20Version%20History.html" rel="">here</a> as it is too large to put in one post.
</p>
]]></description><guid isPermaLink="false">4244</guid><pubDate>Mon, 10 Aug 2015 04:08:24 +0000</pubDate></item><item><title>[RELz] Unofficial Oblivion Patch [UOP]</title><link>https://www.afkmods.com/index.php?/topic/4243-relz-unofficial-oblivion-patch-uop/</link><description><![CDATA[<div style="text-align:center">
	<p>
		<span style="font-size:36px">Unofficial Oblivion Patch</span>
	</p>
</div>

<p>
	<br>
	<strong>By Quarn, Kivan, Arthmoor, and PrinceShroob</strong>
</p>

<p>
	This mod is a joint effort to fix the vast amount of bugs currently existing in Oblivion v1.2.0.416, fixing over 2,300 bugs so far! If you're experiencing a bug with Oblivion 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 <strong>sdt 0</strong> and then <strong>tdt</strong>, click the item, note the Cell (not PC Cell) and form ID value (the eight hexadecimal digits at the top, ie 00123ABC) and indicate what's out of place. You can use <strong>tdt</strong> again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience!
</p>

<p>
	<span style="text-decoration:underline"><strong>Downloads</strong></span>
</p>

<p>
	<a href="https://www.afkmods.com/index.php?/files/file/1022-unofficial-oblivion-patch/" rel="">AFK Mods</a><br>
	<a href="https://www.nexusmods.com/oblivion/mods/5296/" rel="external nofollow">Nexus Mods</a><br>
	<a href="https://ggmods.com/game/the-elder-scrolls-iv-oblivion/mod/45/" rel="external nofollow">GGMods</a>
</p>

<p>
	<strong>Warning: Only use the Unofficial Oblivion Patch with the version of Oblivion is was created for! Using it on an older version than v1.2.0.416 of Oblivion may cause bugs or things not to be fixed that were advertised as such!</strong>
</p>

<p>
	<span style="text-decoration:underline">Oblivion Citadel Door Fix.esp</span><br>
	The Oblivion Citadel Doors' opening/closing sounds were played quite a distance away from the actual doors and fixing this problem meant that all instances of this door had to be repositioned in the game; it was made a separate ESP because a misaligned door in another mod is worse then a little door sound.
</p>

<p>
	<abbr title="Unofficial Oblivion Patch"><span style="text-decoration:underline"><abbr title="Unofficial Oblivion Patch">UOP</abbr></span></abbr><span style="text-decoration:underline"> Vampire Aging &amp; Face Fix.esp</span><br>
	This plugin disables the ugly vampire aging effect which causes the bug where when the player is cured of vampirism, their face resets to the default male (even for a female player) face for their race. If you're already using another vampire fix such as EggDropSoap's or Scanti's <abbr title="Oblivion Script Extender"><abbr title="Oblivion Script Extender">OBSE</abbr></abbr> fixes, or an alternate vampirism mod, then don't enable this one. It's a very small and simple change to a single game setting. To save a mod slot if you have many mods active this separate plugin can be merged with the <abbr title="Unofficial Oblivion Patch"><abbr title="Unofficial Oblivion Patch">UOP</abbr></abbr> or with any other mod that is dependent only on Oblivion.esm.
</p>

<p class="h">
	<span style="font-size:20px;">v3.5.9a (2026-05-11)</span>
</p>

<p>
	<b><abbr title="Unofficial Oblivion Patch">UOP</abbr> Fixes</b>
</p>

<ul>
	<li>
		Fixed an issue with UOPPBAgnarFixScript that was throwing misleading errors in the console. (Bug #36566)
	</li>
</ul>

<p class="h">
	<span style="font-size:20px;">v3.5.9 (2026-05-07)</span>
</p>

<p>
	<b><abbr title="Unofficial Oblivion Patch"><abbr title="Unofficial Oblivion Patch">UOP</abbr></abbr> Fixes</b>
</p>

<ul>
	<li>
		UOPPBAgnarFixScript was unnecessarily set to keep running in GameMode even after doing what it was designed to fix. (Bug #35232)
	</li>
	<li>
		A set of extended dialogue for the Emperor which was supposed to play during the tutorial was once enabled by the <abbr title="Unofficial Oblivion Patch"><abbr title="Unofficial Oblivion Patch">UOP</abbr></abbr> 14 years ago. Upon examination, this should have been left out. Despite the lines being present and the conditions simply being disabled by chance, it does not fit with the mood of the moment and would be better suited for a cut content mod. [INFO:00054824] (Bug #35241)
	</li>
	<li>
		An unnecessary edit to quest MS17 has been removed. This is cut content. (Bug #35198)
	</li>
	<li>
		00051EE9, 00054000, 00054001, 00054002: Bandit spawners in Rockmilk Cave that should have been set as Black Bow Bandits. (Bug #33765)
	</li>
	<li>
		The Oblivion Cave Door Fix was not properly shielded from letting NPCs trigger the fix for getting stuck in an Oblivion cave system. This resulted in the player sometimes being teleported out by an NPC activating one of the doors. [SCPT:010016C0:UOPRDCaveEntranceScript, SCPT:010016C1:UOPRDCaveExitScript, SCPT:010016BF:UOPRDCaveStartEntranceAndEndExitScript](Bug #35892)
	</li>
	<li>
		A full review of the use of the "No Low Level Processing" flag has been done and several NPCs have had it removed due to being in places where they'll need to do things like unlock doors. The script which would set the flag on NPCs has also been removed as it's generally not worth bothering with for the ones that are left. (Bug #35285)
	</li>
</ul>

<p>
	<b>Mesh and Texture Fixes</b>
</p>

<ul>
	<li>
		Two Mage Guild clutter items had invalid BSX flags set. [Meshes/Clutter/MagesGuild/MageGuildRugCircle01.NIF, Meshes/Clutter/MagesGuild/MageGuildRugRectangle01.NIF] (Bug #35106)
	</li>
	<li>
		The hoe model needed several issues corrected. [Meshes/Clutter/Farm/Hoe01.nif] (Bug #35104)
	</li>
	<li>
		The arena gate had z-fighting issues along with several other things that have been fixed. [Meshes/Architecture/Arena/chorrolarenagate01.nif] (Bug #33144)
	</li>
	<li>
		One of the ruined fort hallway pieces had no collision. [Meshes/Dungeons/FortRuins/Dungeon/PitSet/rfpitbaseexithalllong.nif] (Bug #33078)
	</li>
	<li>
		The Leyawiin statue base had bad vertex shadowing on it. [Meshes/Architecture/Leyawiin/leyawiinstatuebase.nif] (Bug #34346)
	</li>
	<li>
		Closed numerous gaps in the walls, columns and ceilings of Alval Uvani's basement in Leyawiin. Also closed a gap in the collision on one of the walls. [Meshes/Architecture/Leyawiin/LeyawiinBasement03.nif] (Bug #34099)
	</li>
	<li>
		Fixed gaps in the buttresses of Leyawiin castle. [Meshes/Architecture/Castle/Leyawiin/leyawiincastle02.nif] (Bug #35098)
	</li>
	<li>
		Several UV issues and weigh mapping errors have been corrected for the female Arena Raiments. [Meshes/Armor/ArenaHeavyBlue/F/Cuirass.NIF, Meshes/Armor/ArenaHeavyYellow/F/Cuirass.NIF, Meshes/Armor/ArenaLightBlue/F/Cuirass.NIF, Meshes/Armor/ArenaLightYellow/F/Cuirass.NIF, Meshes/Armor/Champion/F/Cuirass.NIF] (Bug #35353)
	</li>
	<li>
		Ground models for the various guard armors had issues with their UV mapping, collision, and didn't match the worn models visually. [Meshes/Armor/townguardan/f/cuirass_gnd.nif, Meshes/Armor/townguardan/m/cuirass_gnd.nif, Meshes/Armor/townguardbra/f/cuirass_gnd.nif, Meshes/Armor/townguardbra/m/cuirass_gnd.nif, Meshes/Armor/townguardbru/f/cuirass_gnd.nif, Meshes/Armor/townguardbru/m/cuirass_gnd.nif, Meshes/Armor/townguardche/f/cuirass_gnd.nif, Meshes/Armor/townguardche/m/cuirass_gnd.nif, Meshes/Armor/townguardcho/f/cuirass_gnd.nif, Meshes/Armor/townguardcho/m/cuirass_gnd.nif, Meshes/Armor/townguardkv/f/cuirass_gnd.nif, Meshes/Armor/townguardkv/m/cuirass_gnd.nif, Meshes/Armor/townguardle/f/cuirass_gnd.nif, Meshes/Armor/townguardle/m/cuirass_gnd.nif, Meshes/Armor/townguardsk/f/cuirass_gnd.nif, Meshes/Armor/townguardsk/m/cuirass_gnd.nif] (Bug #34510)
	</li>
	<li>
		Fixed collision issues with the Imperial City bridge set that might be contributing issues with being able to properly cross the bridge over to Weye. [Meshes/Architecture/ImperialCity/icbridge01.nif, Meshes/Architecture/ImperialCity/icbridge02.nif] (Bug #36496)
	</li>
</ul>

<p>
	<b>Magic and Skill Fixes</b>
</p>

<ul>
	<li>
		Frost Damage is not using the correct set of frost sound effects when cast. [MGEF:0000187B:FRDG] (Bug #34690)
	</li>
</ul>

<p>
	<b>NPC, Creature, and AI Fixes</b>
</p>

<ul>
	<li>
		Roland Jenseric's post-quest sleep location is incorrect. [PACK:0001E0D0:MS23RolandPostQuestSleep0x8] (Bug #35508)
	</li>
	<li>
		Usheeja's sleep location is incorrect. Added a new package to fix it. [PACK:010177C3:UOPUsheejaSleep22x6, NPC_:0002B5EA:Usheeja] (Bug #35515)
	</li>
	<li>
		Dremora Kynreeve (tier 3) and Kynval (tier 2) out of order in several leveled lists. [LVLC:000872BB:LL1DremoraArcher100, LVLC:000872BD:LL1DremoraArcher75, LVLC:000872BE:LL1DremoraArcher50, LVLC:000872BF:LL1DremoraArcher25, LVLC:00088B4F:LL1DremoraMage100, LVLC:00088B51:LL1DremoraArcherLvl100, LVLC:00088B56:MQ14LL1DremoraArcherLvl100] (Bug #35473)
	</li>
	<li>
		Two zombies that start dead should not have AI packages on them. [CREA:0001B79E:DeadZombie, CREA:0004FEEB:DeadZombieCorpse] (Bug #32893)
	</li>
	<li>
		Oleta may return to Kvatch with Tierra after being escorted to the refuge camp. A package evaluation has been added to MS48 to attempt to make her stay there. [QUST:000224D8] (Bug #32592)
	</li>
</ul>

<p>
	<b>Quest and Dialogue Fixes</b>
</p>

<ul>
	<li>
		Destruction Training cannot progress due to a missing condition in Bralsa Andaren's dialogue. [INFO:0018B198] (Bug #34558)
	</li>
	<li>
		Guard greetings for when the player has a lot of infamy were not correctly flagged as being random. [INFO:00023E02, INFO:0001C46D, INFO:0001C46E, INFO:0001C46F, INFO:0001C470] (Bug #35399)
	</li>
	<li>
		After completing The Ultimate Heist [TG11Heist] the player is supposed to be able to say they don't want the cowl's curse, but this line cannot be engaged because the "Goodbye" flags have been set up wrong. [INFO:00022E8C, INFO:00022E8B] (Bug #32511)
	</li>
</ul>

<p>
	<b>Placement, Layout, and Ownership Fixes</b>
</p>

<ul>
	<li>
		010177C2: Missing ceiling piece in Nornalhorst. (Bug #33949)
	</li>
	<li>
		000A24A4, 000482D9, 00047F98, 00047F99, 000480FC: Beds and doors missing ownership for Ra'Jhan. (Bug #35506)
	</li>
	<li>
		00097763: Faregyl Inn rent door owned by the wrong NPC. (Bug #35616)
	</li>
	<li>
		0003CCAE: Painting in Anvil Castle z-fighting. (Bug #34454)
	</li>
	<li>
		0003D173, 000CCF84: 2 levers in Fort Virtue that could only be used once. They were incorrectly using a set from Sancre Tor. (Bug #34530)
	</li>
</ul>

<p>
	<b>Text and Subtitle Fixes</b>
</p>

<ul>
	<li>
		DarkVamp, Stage 100: "pass along" -&gt; "passed along" (Bug #34508)
	</li>
	<li>
		Several minor typos have been fixed in subtitles. (Bug #34536)
	</li>
</ul>

<p>
	The previous version history can be found <a href="https://www.afkmods.com/Unofficial%20Oblivion%20Patch%20Version%20History.html" rel="">here</a> as it is too large to put in one post.
</p>
]]></description><guid isPermaLink="false">4243</guid><pubDate>Mon, 10 Aug 2015 04:07:05 +0000</pubDate></item><item><title>Fixing the Talos Bridge Collision</title><link>https://www.afkmods.com/index.php?/topic/10512-fixing-the-talos-bridge-collision/</link><description><![CDATA[<p>
	I'm making this thread to document attempts to finally nail down a fix for the Talos Bridge collision mesh. The original issue is covered in our change log <a href="https://www.afkmods.com/Unofficial%20Oblivion%20Patch%20Version%20History.html" rel="">here</a>, it's from 2011, so lacks an indexed entry in the tracker.
</p>

<p>
	For those unfamiliar with the issue, essentially the bug involves the collision for the Talos Bridge (the main entry to the Imperial City) "dropping" so that it is no longer aligned with the visible model. This would be bad enough if it was a visual glitch, but because the bridge is made up of multiple sections if only one sections bugs out NPCs can get stuck, or in worse cases they can fall through entirely and end up trapped inside the mesh. The <abbr title="Unofficial Oblivion Patch">UOP</abbr> fixes this by placing invisible collision meshes just below the surface of the bridge that NPC's can walk on which stops them falling through the world. However, these meshes seem to be subject to the same issue. Their collision can "rise", creating a step NPC's can get stuck on.
</p>

<p>
	To further complicate this, it appears to only affect users with Intel CPU's (anecdotally).
</p>

<p>
	To finally nail this down I'm going to attack the problem from two directions:
</p>

<p>
	1. Try to fix the collision on the bridge meshes so it's less likely to glitch out. Lokhansheart has given me some pointers on how we might do this by breaking the collision into sub shapes.
</p>

<p>
	2. Replace the rectangular collision meshes with trapezoidal ones with sloped sides. That way, if they "rise" NPC's and the player should still be able to traverse the bridge, even if they do seam to float.
</p>

<p>
	 
</p>

<p>
	Next post to have the dump from our Discord covering this, after I have slept.
</p>
]]></description><guid isPermaLink="false">10512</guid><pubDate>Sat, 23 Aug 2025 00:54:51 +0000</pubDate></item></channel></rss>
