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[RELz] Unofficial Oblivion Patch [UOP]


Arthmoor

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As pointed out on the tracker, this is working as designed. In the event you one day install OBSE, that will allow this script to complete it's function and it will stop at that point.

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  • 3 weeks later...

Hello!

In v11 of my mod 'Oblivion 4ever', I seemed to have fixed the 'Oleta follows Tierra back to Kvatch' bug (also known as: Following Tierra bug) by editing the following script:

ScriptName MS48CivilianFollowScript

short distancecheck        ;increments when civilians are within range of Tierra

begin OnLoad
    setignorefriendlyhits 1
end

begin OnPackageDone MS48TierraCiviliansToCamp

    setstage ms48 95
    evaluatepackage ;edit 1
    OletaRef.evaluatepackage ;edit 2
    LenkaValusRef.evaluatepackage ;edit 3
    MartinRef.evaluatepackage ;edit 4
    GuilbertSeloneRef.evaluatepackage ;edit 5

end

Begin gamemode

if ( GetStage MS48 >= 90 )
    if ( MS48.conv == 8 )
        TierraRef.sayto OletaRef MS48Convo
        endif
    endif
End

This bug was shortly discussed before @ https://en.uesp.net/wiki/Oblivion_talk:Oleta

I wasn't able to reproduce the exact behaviour described, but I can at least confirm that it's likely. There seems to be some kind low-level engine bug, probably caused by either the "Must Reach Location" or "Must Complete" flags (what else is new?), where when everybody returns to camp, Tierra gets stuck in a strange half-complete state in her Escort package and when she turns to look at Oleta, she starts rapid-cycling with the specific action she's going to take. Oleta, in turn, starts rapid-cycling between a Wander and Follow package. Based on the AI, this should be utterly impossible (Stage 95 is done, so that should take priority), but it's happening nevertheless.

Arthmoor: do you already have fixed this bug in the next version of the UOP? :)

 

 

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I'm having trouble editing my previous post so I have to make a new one:

Maybe it's also wise to add the edits to quest stage 95 of MS48 :)

TierraRef.evaluatepackage ;edit 1
OletaRef.evaluatepackage ;edit 2
LenkaValusRef.evaluatepackage ;edit 3
MartinRef.evaluatepackage ;edit 4
GuilbertSeloneRef.evaluatepackage ;edit 5

Edit: I've tested the above and it seems to work:

1) after Tierra has left with the civilians and the player waits for 13 hours inside the chapel of Kvatch, she will return without Oleta.

Or, 2) when the player starts quest 'Breaking the Siege of Kvatch' (MS49) and completes it up to the moment when opening the gate to the courtyard of Kvatch Castle, Tierra again shows up without Oleta following her :)

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  • 2 weeks later...

It seems that this bug has never been reliably reproduced on PC, in the last 12 years.

So we first need to validate the bug and establish the minimum viable fix (we don't want to make edits that aren't necessary).

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I followed Oleta back to the Kvatch Encampment, and this:

I wasn't able to reproduce the exact behaviour described, but I can at least confirm that it's likely. There seems to be some kind low-level engine bug, probably caused by either the "Must Reach Location" or "Must Complete" flags (what else is new?), where when everybody returns to camp, Tierra gets stuck in a strange half-complete state in her Escort package and when she turns to look at Oleta, she starts rapid-cycling with the specific action she's going to take. Oleta, in turn, starts rapid-cycling between a Wander and Follow package. Based on the AI, this should be utterly impossible (Stage 95 is done, so that should take priority), but it's happening nevertheless.

...indeed did happen ;)

I also saw Oleta following Tierra back to the Chapel of Kvatch and Castle of Kvatch many times during my 1000+ hours playing Oblivion :)

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Have you filed a ticket, and do you have a save where it happens repeatedly?

We'd need to test that on a vanilla install to validate the bug.

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Here's a screenshot: Oleta followed Tierra back to Kastle Kvatch (right before activating the 'gate lever' to allow the soldiers to enter the castle grounds):

22330_20220728204831_1.png

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Note: I used one Mod: QuickStart. So, if you get an error message, just ignore it ;)

 

Edit: I have tried to subscribe to AFKtrack, but I constantly fail the math test. Wait, wtf? W11's calculator is dumber than I am?? :D

Edited by dutch666
typo
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Hi people, so I just wanted to give some context on where we are with an update. We've taken on all the issues that have been reported in the tracker but a lot of them are on my docket, and I'm currently busy with revising some university work, which I'm behind on due to a double-does of Covid in just over a month. Once I get done with this work I can send it off to my supervisor and get to some patching.

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Cool man, please also consider my solution to the 'Oleta follows Tierra bug': I'm still unable to file a ticket :/

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Thanks for the update. Since you don't have much to do at the moment (:P) I added another ownership issue, this one in Brindlehome (https://afktrack.afkmods.com/index.php?a=issues&i=32559), a bug which I ran across with the Chorrol Recommendation quests (admittedly not a huge one) (https://afktrack.afkmods.com/index.php?a=issues&i=32561), and added some more info to the Border Watch Ownership ticket (https://afktrack.afkmods.com/index.php?a=issues&i=32556).

Seriously, since you're busy (double-dose of Covid? Yikes. Hope you're feeling better) I'd be happy to contribute some fixes to the project, if that's possible. The ownership issues are fairly trivial fixes, and the bug I encountered is relatively simple to fix as well, if y'all figure it's fix-worthy. Let me know if I can help in any way.

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Anybody who wants to contribute fixes is welcome to upload a mesh and attach it to a ticket OR upload it to the "files for fixes" section of our downloads sections with reference to the ticket number.

All help greatly appreciated.

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If I recall correctly, somebody mentioned earlier that there are open seams in the cell BelletorsFolly03.

Well, there are in fact quite a few issues with that cell in the UOP, mainly wonky corridors that are far from aligned and dirty edits in places that should not have been touched, all creating a number of open seams.

I do not have meshes to offer, but in case you might wish to examine an alternative approach to dealing with BelletorsFolly03, I will see if I can manage to attach a copy of what I use instead of the UOP for that cell.

BelletorsFolly03Fix.esp

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  • 1 month later...
On 8/5/2022 at 7:57 PM, Sigurð Stormhand said:

Anybody who wants to contribute fixes is welcome to upload a mesh and attach it to a ticket OR upload it to the "files for fixes" section of our downloads sections with reference to the ticket number.

All help greatly appreciated.

(Belated) Thanks for the info. I've been pretty busy IRL since I posted last and haven't had a chance to do anything to help out yet, sorry. I'll try to contribute if/when I get a chance.

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On 8/12/2022 at 7:06 PM, Aikanikuluksi said:

If I recall correctly, somebody mentioned earlier that there are open seams in the cell BelletorsFolly03.

Well, there are in fact quite a few issues with that cell in the UOP, mainly wonky corridors that are far from aligned and dirty edits in places that should not have been touched, all creating a number of open seams.

I do not have meshes to offer, but in case you might wish to examine an alternative approach to dealing with BelletorsFolly03, I will see if I can manage to attach a copy of what I use instead of the UOP for that cell.

BelletorsFolly03Fix.esp 6.43 kB · 1 download

Sorry I missed this, will take a look when I have time. I'm back at fixing things now but I'm starting on the meshes and then animation fixes, as they're "low hanging fruit" and easy to test and verify.

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  • 1 month later...

Thank you for taking notice.

By the way, you might consider removing references 0100907D and 010193EE from the UOP, as they are superfluous duplicates of references 0016CD0B and 000DC37E. Apparently these references were inadvertently duplicated after repositioning.

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  • 7 months later...

I'm not sure if this issue has been brought up before (I searched but didn't find anything), so I'm posting this here rather than on the bug tracker in case this has already been addressed.

It seems that when the UOP (ver. 2.2.0) changed the magnitude of the spell "The Unwelcome Guest" (FormID 6D67E) from "12" to "20", it also changed the type of the spell from "Touch" to "Target". The latter change is inevitable using the current version of the Construction Set since this version no longer allows "Touch" to be selected as the spell type for the "Open" effect, so I'm not sure if the UOP intended to change the spell type or if this was an unintentional by-product of the current CS limitations. From the UOP Version History entry for the change, I would assume the change was unintentional since the change from "Touch" to "Target" isn't mentioned, only the magnitude change.

I discovered this when the issue came up over at UESP; I checked in the CS and found the spell to be shown as on-Target, but after discovering further information on the topic, I decided to double-check in TES4Edit and discovered that the record in Oblivion.esm does indeed show the spell to be on-Touch originally. Lesson learned: the CS lies, use TES4Edit to check things.

Given that this spell is the only on-Touch Open spell available in the entire (vanilla) game, I thought I would bring this issue to the attention of the UOP team to decide whether the type-change should remain or be reverted.

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This isn't something we'd revert since the official tools for editing stuff is intentionally forcing it to the "Target" type and "Touch" isn't available anymore for the Open effect.

It's somewhat common for things to change in the CS/CK as the result of updates to the program and/or the engine. Given that this one is forcing the change when looking at it in the CK without the need to make an edit, it's not considered a bug. It's simply an updated format for this type of effect.

A similar thing happened with Skyrim SE when Bethesda removed the "Note" flag from book records and the CK started auto-updating those record types even without editing them. You can technically still do it with xEdit, but it's not considered valid by the game anymore.

I'd personally continue to go with what the CS/CK shows you since that's the official way the data is being handled. xEdit, while a fine tool, operates on a number of assumptions that may or may not hold true.

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  • 1 month later...

Just FYI, in case you might be interested:

INFO 0100A505 in the UOP contains a minor "You're" vs "You've" typo.

INFO 0002C5C0 in the original game contains a minor unpatched typo, where the response text reads "at Arpenia" while the voice file says "in Arpenia".

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It's been an age or longer since our last release. :P

UOP 3.5.8 is now available. Details in the first post.

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It is very nice to see a new UOP release.

By the way, perhaps one might consider also dezombifying FGD01BrenusDeadREF in FallenRockCave?

Updated meshes are highly appreciated. Even if I cannot be of help with them, it would be interesting to know if there is still much to do in that area.

PS (edited addition): Oh, and regarding the possible completion of publican dialogues, in case it might be of interest, Erina Jeranus at the West Wield Inn in Skingrad does not have a dialogue option for the case that the player wants to hire a room (BedYes) without carrying adequate gold. It is possible to readily patch it without needing an entirely new voice file, if one copies the equivalent dialogue voicing (000B9847) that already exists for Augusta Calidia and Mariana Ancharia, also imperial publicans. Or, perhaps ideally, the simplest way to deal with this would be to add Erina Jeranus as a possible NPC to INFO 000B9847 and to remove any gold testing from it, while also moving it after the existing Erina Jeranus INFO or even to the end of the BedYes INFO stack, thus making it a gold-independent catch-all option for all the three female imperial publicans. That way one would not have to introduce any new INFO record or any new voice file.

Edited by Aikanikuluksi
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  • 3 weeks later...

Random question I'm hoping someone can help with: for purposes of editing the relevant UESP page (Oblivion:Fanacasecul - The Unofficial Elder Scrolls Pages (UESP)), I'd like to confirm the exact UOP version that made the edits to the underwater area near Fanacasecul to allow the Ring of Destruction to be acquired more easily. I strongly suspect version 3.0.0 introduced the relevant changes due to its large number of unspecified changes of this general type, but would greatly appreciate confirmation if possible. (A search through AFKTrack didn't help, using terms like "Ring [of Destruction]" and "Fanacasecul".) Cheers!

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