[RELz] Unofficial Oblivion Patch (UOP)

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Unofficial Oblivion Patch

By Quarn, Kivan, Arthmoor, and PrinceShroob

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 sdt 0 and then tdt, 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 tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience!


AFK Mods
Oblivion Nexus
Great House Fliggerty
Dark Creations
TES Alliance
The Assimilation Lab

Screenshots of some of the big visually changing fixes can be found at the UOP's page at Oblivion Nexus.

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

Oblivion Citadel Door Fix.esp
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.

UOP Vampire Aging & Face Fix.esp
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 OBSE 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 UOP or with any other mod that is dependent only on Oblivion.esm.

Known Issues/Incompatibilities/Notes

  • UOP v3.0.0 and higher fixes numerous weighting errors with stock clothing and armor. If you're using customized wear for non-stock bodies (ie Robert's, Exnem's, etc.) that replaces the original meshes, use the manual install version UOP to avoid overwriting custom clothes, or back up the meshes in the Clothes and Armor folder, or reinstall your custom clothing meshes afterwards.
  • UOP v3.0.0 and higher fixes the Arch-Mage, Black Hand, Mage's and Necromancer's Robes and the lowerclass Green and Tan robes not sharing normal maps which changes the texture path for these robes; if you're using a retexture of any of these robes you may have to avoid installing or delete the UOP NIFs for them (check the ReadMe for the names).
  • If you use Qarl's Texture Pack III with the UOP, after installing the UOP, install dev_akm's QTP3 UOP Compatibility Patch which integrates the fixes to the NIF meshes in the UOP with the changes introduced by Qarl's.
  • The player statue fix will only work on new or existing un-bugged games. If your statue (at Bruma's north gate after the Great Gate quest) has already died, disappeared, or just doesn't look the way you want it to, Quarn's Update My Statue mod will restore your statue and/or allow you to customize its appearance.
  • Unofficial Oblivion Patch includes fixes for custom races starting a new game, and also for the Boethia shrine quest, so you should not use other custom race fixes in conjunction with the Unofficial Oblivion Patch or neither one may work.
  • To get the benefits of the reduced file sizes of many optimized meshes making load times better, it's suggested to defragment your hard disk after installing the UOP.
  • Using other fix mods with Unofficial Oblivion Patch may cause some fixes not to work at all or break it even more; search the version history to see if we have already fixed it or ask us before using other fix mods.
  • Any bound items on yourself when you activate this plugin will be removed; if you manage to get permanent bound items somehow just open up the console and type startquest uop to activate the UOP menu and choose the option to remove stuck Bound items.
  • If you are already afflicted with the permanent infamy, fame and bounty change from the Gray Cowl of Nocturnal it can't be undone unfortunately. The best thing you can do is load a game without the changes write down the right bounty, infamy and fame then load your bugged game save and use console commands to change them back to normal.
  • If you are stuck on the Bloated Float with the crash bug caused by the Thieves' Guild Elven Maiden quest running at the same time you'll need to load a previous save as the fix for it simply avoids the coincidental bug all together.
  • If you've already visited a place with "twitchy" roots they'll be still twitchin', to fix them you'll need to start a new game but it's only a very minor problem and not really worth restarting over.
  • All changes to load doors (such as the Bravil Skooma Den door being permanently locked) may not take effect if you have already visited their locations before installing the Unofficial Oblivion Patch as load doors' locations are stored in the save.
  • If you use Thieves' Arsenal, some interior chain lights fixed to swing by the UOP won't swing as Thieves' Arsenal has its own set of meshes for them (and other formerly swinging lights) to enable the Water Arrows to work. UOP-fixed external angled chain lights and large cathedral lamps will swing; Thieves' Arsenal did not change those.

FAQ (Frequently Asked Questions)

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

Q: Unofficial Oblivion 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 Oblivion Patch.esp) from oldest to newest.

Q: Will I have to start a new game for the Unofficial Oblivion 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 Oblivion Patch?
A: No, unfortunately doing so will introduce further issues into your game. You reall do need to update to the latest official patch in order to get a stable experience with the UOP - or any other mod made after the last patch was released.

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

Q: So I have an older version of the Unofficial Oblivion Patch, should I uninstall it first before upgrading or just upgrade over the top?
A: You can do either, it doesn't matter unless you have used v1.3 of the Unofficial Oblivion Patch then it's best to uninstall first.

Q: Will this conflict with OOO/MMM/Fran? Is it alright to use together?
A: Yes the Unofficial Oblivion Patch does conflict, but nothing that is known to cause problems other than not receiving some of the advertised fixes from UOP; just load UOP before OOO/MMM/Fran and you'll be fine. Recent versions of all three include compatible versions of the UOP's ESP plug-in file or have been made as compatible as possible. If you're unsure, check with the authors or ask in the mod's forum thread.

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

Q: So I've installed the Unofficial Oblivion Patch but it still shows as v1.2.0416 in Oblivion, what's wrong?
A: Nothing is wrong! The Unofficial Oblivion Patch is a collection of fixes in the form of an ESP along with fixes in other files (NIF, MP3, CMP, LIP, DDS), the Unofficial Oblivion Patch does not touch ANY Oblivion files on a default installation. If you want to see what version of the Unofficial Oblivion Patch you are running then open the UOP menu by putting startquest uop into the console, or in the Oblivion Launcher click Data Files and then find and click the Unofficial Oblivion Patch.esp.

Use the Unofficial Oblivion Patch at your own risk, we cannot be held responsible for anything that happens while using it. Feel free to host the Unofficial Oblivion Patch anywhere you want but only in its original unmodified package, please do not release your own modified versions of it.

Known Oblivion Bugs
This is a list of bugs we know about and workarounds for them but ONLY Bethesda can truly fix them. Note: as of the official patch v1.2.0416 none of these bugs have been fixed.

Bug: Animation bug, things like fire/opening doors etc. are very slow/not moving or stuttering very badly.
Solution: You can fix this with the Repair Abomb command in Wrye Bash.

Bug: Using the showracemenu console command causes Oblivion to crash.
Solution: This is caused by using a hair mod in your current save, then removing it which causes the form ID of the player's hair to be zero. In-game the hair is replaced by the default hair for the player's race, but the menu doesn't thus Oblivion crashes. Use the Wrye Bash "Repair Hair" function to fix this.

Bug: Disappearing items from containers/inventory, caused by repairing items over 100% and over loading the container with items.
Solution: Just remove the items from the container with Take All, close and re-open it and some items should re-appear (if Take All didn't get them all back.)

Bug: Picking up the Sigil Stone in an Oblivion plane doesn't do what it's supposed to: the player stays put, the area fills with white fog, and the gate doesn't close.
Solution: For some unknown reason the Oblivion plane you're in loses its hook to the gate in Tamriel you used, best solution is if you are afflicted with this bug is to open your console and type in coc AnvilBay you'll end up in Anvil's bay. Also, this bug may be avoidable if you never reload while inside Oblivion planes and then go back into the same gate repeatedly. If you have to reload while in an Oblivion gate quit the game entirely and restart it to ensure that memory is properly flushed out.

Bug: Leveling up by hitting your horse or Peryite's thralls, or other things that don't fight back, hundreds of times can cause the game to lock up when saving.
Solution: If you can't avoid power leveling like this, if you were hitting your horse, steal something worth 1 gold and pay the fine. If you were hitting Peryite's thralls or another NPC or creature, punch a guard and pay the fine. This seems to clear off the queued "events" which caused the bug.

Bug: You can't see the player marker and other markers on the local map
Solution: If a mod alters ANYTHING at all in the cell of (3,3) in any worldspace it will cause this bug to happen; if a mod is causing this bug for you the best thing you can do is go through your mods and disable them one by one until you find the culprit and report this information to the author of the mod. Also this bug can happen when going through certain cells, but it's only temporary; no mods cause this one and there is no way to fix it either.

Bug: LOD water vanishes when moving from a child worldspace to the parent worldspace (eg. Imperial City).
Solution: This only occurs on first gamesave load, reloading the gamesave (any gamesave will do) will stop the problem until you exit Oblivion then you'll have to do it again.

Bug: Removing and putting a dead NPC's items back into its inventory may cause them to duplicate if they were generated from a leveled list. Removing them and putting them back once more will cause Oblivion to crash.
Solution: Just avoid putting NPC items back into their inventory if you don't want them; drop them instead.

Bug: Seemingly unexplainable crashes or other strange happenings...
Solution: There are a few solutions you can try to solve these:

  • Make sure ONLY valid DDS files (textures) are in the ArchiveInvalidation.txt; anything else such as entries for meshes can cause crashes or entries for textures that don't exist can cause the texture to disappear in-game (goes purple).
  • Setting uGridsToLoad in the Oblivion.ini to anything higher than 5 will cause strangeness in-game (usually the landscape bouncing when the character moves)
  • Don't save your game while in combat, more specifically while hitting or being hit by enemies as it can cause crashes on load of the save
  • Don't use cracked Oblivion executables
  • Don't tweak graphic/sound etc. in the Oblivion.ini (pushing Oblivion beyond or below its limits), it has been linked to causing crashes
  • Don't load a gamesave from in-game, always exit to the main menu and load from there or completely quit (Oblivion does not reset the current game state properly from the in-game load menu)
  • Don't switch between Oblivion and other applications (ie using Alt-Tab if you're playing in fullscreen mode, even opening the command prompt first.) Windows will start paging Oblivion memory to disk, and it may stutter, lose FPS or crash shortly afterwards

v3.5.5 (2016-08-13)
UOP Fixes

  • Optimized UOP-corrected Mythic Dawn and Black Hand robe meshes to remove duplicate NiTexturing properties (Meshes\Clothes\MythicDawnRobe\M\MythicDawnRobeM.nif and Meshes\Clothes\RobeDarkBrotherhood\M\RobeDarkBrotherhood.nif).
  • Corrected the material properties on the male Glass Cuirass so that it’s shiny again (Meshes\Armor\Glass\M\Cuirass.nif).
  • Corrected Umbacano receiving two copies of the Staff of Nenalata during “Secrets of the Ayleids.”
  • Removed audio edit that fixed Nord and Orc males indicating that the player should speak to Ungarion during MS06 when the subtitle and all other audio indicated that the player should speak to Gilgondorin; the fix was of poor quality and the original error is now fixed by preventing Nords and Orcs from speaking this dialogue entirely.
  • Corrected the two guards in the off-limits sections of the Imperial Palace during TG11Heist never appearing as a side effect of fixing the normal Palace guards interfering with combat in the upper levels.

Game Mechanics Fixes

  • Corrected the Reflect Damage magic effect lacking the visuals seen on all other Mysticism effects.
  • If the player uses an Ayleid well, it will no longer be “recharging” if the player tries to use it a week later but on the same day of the week as its last use.

Audio Fixes

  • Corrected Leyawiin townsfolk referring to Mahei and Numeen as the “Derics” (Sound\Voice\Oblivion.esm\Argonian\F\NQDLeyawiin_Question_0003DFBA_1.mp3 and NQDLeyawiin_Question_0003DFBA_1.lip, Sound\Voice\Oblivion.esm\Argonian\F\ NQDLeyawiin_Question_0003DFC1_1.mp3 and NQDLeyawiin_Question_0003DFC1_1.lip, Sound\Voice\Oblivion.esm\Argonian\M\NQDLeyawiin_Question_0003DFBA_1.mp3 and NQDLeyawiin_Question_0003DFBA_1.lip, and Sound\Voice\Oblivion.esm\Argonian\M\ NQDLeyawiin_Question_0003DFC1_1.mp3 and NQDLeyawiin_Question_0003DFC1_1.lip).
  • Matched one MG03Illusion rumor to the subtitle (Sound\Voice\Oblivion.esm\Argonian\M\MG03Illusion_INFOGENERAL_0004F222_1.mp3 and MG03Illusion_INFOGENERAL_0004F222_1.lip).
  • Matched one NQDSkingrad rumor response to the subtitle (Sound\Voice\Oblivion.esm\Argonian\M\NQDSkingrad_SkingradNQDResponses_0003C191_1.mp3 and NQDSkingrad_SkingradNQDResponses_0003C191_1.lip).
  • Matched one of Melisande’s lines in MS40 to the subtitle (Sound\Voice\Oblivion.esm\Imperial\F\MS40_MS40MelisandeRumor_0003F290_2.mp3 and MS40_MS40MelisandeRumor_0003F290_2.lip).
  • Matched one NQDBravil rumor to the subtitle (Sound\Voice\Oblivion.esm\Imperial\M\NQDBravil_INFOGENERAL_000465A4_1.mp3 and NQDBravil_INFOGENERAL_000465A4_1.lip).
  • Matched Raminus Polus’ response to the “Mages Guild” topic during MG00Join to the subtitle (Sound\Voice\Oblivion.esm\Imperial\M\MG00General_MagesGuildTopic_0006C5C3_1.mp3 and MG00General_MagesGuildTopic_0006C5C3_1.lip).
  • Corrected Malintus Ancrus, Glistel, and Amusei mispronouncing Ancrus’ last name in his NQDChorrol greeting , ChorrolTopic, and in quest dialogue during TG09Arrow (Sound\Voice\Oblivion.esm\Imperial\M\NQDChorrol_GREETING_00024EED_1.mp3 and NQDChorrol_GREETING_00024EED_1.lip, Sound\Voice\Oblivion.esm\High Elf\F\NQDChorrol_ChorrolTopic_00024FEC_1.mp3 and NQDChorrol_ChorrolTopic_00024FEC_1.lip, and Sound\Voice\Oblivion.esm\Argonian\M\TG09Arrow_TG09AmuseiDeliverMsg_00014824_1.mp3 and TG09Arrow_TG09AmuseiDeliverMsg_00014824_1.lip).
  • Corrected a line in MS46 where “land” was read as “hand” (Sound\Voice\Oblivion.esm\Breton\M\MS46_MS46NewSettlement_000319D6_2.mp3 and MS46_MS46NewSettlement_000319D6_2.lip).
  • Matched two MG00General rumors’ audio to their subtitles (Sound\Voice\Oblivion.esm\High Elf\M\MG00General_INFOGENERAL_00062674_1.mp3 and MG00General_INFOGENERAL_00062674_1.lip and Sound\Voice\Oblivion.esm\Argonian\M\MG00General_INFOGENERAL_0006C29B_1.mp3 and MG00General_INFOGENERAL_0006C29B_1.lip).
  • Matched one NQDWilderness rumor to its subtitle (Sound\Voice\Oblivion.esm\Redguard\F\NQDWilderness_INFOGENERAL_000624C2_1.mp3 and NQDWilderness_INFOGENERAL_000624C2_1.lip).
  • Corrected Raminus Polus mispronouncing Eletta’s name during MG08MagesStaff (Sound\Voice\Imperial\M\MG08MagesStaff_MagesStaff_000352B6_2.mp3 and MG08MagesStaff_MagesStaff_000352B6_2.lip).
  • Corrected the Imperial male recording of one beggar line during TG05Misdirection not matching the other recordings; had to make a small change to the other two recordings so that they all were consistent (Sound\Voice\Oblivion.esm\Imperial\F\TG05Misdirection_TG05BribeBeggar_00015F28_1.mp3 and TG05Misdirection_TG05BribeBeggar_00015F28_1.lip, Sound\Voice\Oblivion.esm\Imperial\M\TG05Misdirection_TG05BribeBeggar_00015F28_1.mp3 and TG05Misdirection_TG05BribeBeggar_00015F28_1.lip, and Sound\Voice\Oblivion.esm\Nord\M\TG05Misdirection_TG05BribeBeggar_00015F28_1.mp3 and TG05Misdirection_TG05BribeBeggar_00015F28_1.lip).
  • Corrected one beggar line during TG05Misdirection where “he” was read as “she” (Sound\Voice\Oblivion.esm\Imperial\M\ TG05Misdirection_TG05BribeBeggar_00015F28_2.mp3 and TG05Misdirection_TG05BribeBeggar_00015F28_2.lip).
  • Matched one of Jensine’s MS29 lines to the subtitle (Sound\Voice\Oblivion.esm\Nord\F\MS29_ThoronirTopic_0001D041_1.mp3 and MS29_ThoronirTopic_0001D041_1.lip).
  • Matched one beggar line to subtitle during TG09Arrow (Sound\Voice\Imperial\F\TG09Arrow_TG09FathisAren_00048972_2.mp3 and TG09Arrow_TG09FathisAren_00048972_2.lip).
  • Matched one response to the “Forlorn Watchman” topic to the subtitle (Sound\Voice\Oblivion.esm\Imperial\M\MS06_ForlornWatchman_00035D8F_3.mp3 and MS06_ForlornWatchman_00035D8F_3.lip).
  • Matched one MS02 rumor to the subtitle (Sound\Voice\Oblivion.esm\Redguard\M\MS02_INFOGENERAL_0000BCD1_1.mp3 and MS02_INFOGENERAL_0000BCD1_1.lip).
  • Matched one creature response to the subtitle (Sound\Voice\Oblivion.esm\Nord\F\Generic_CreatureResponses_00029199_1.mp3 and Generic_CreatureResponses_00029199_1.lip).
  • Generated new .lip file for one of Martin’s MQ05 hellos (Sound\Voice\Oblivion.esm\Imperial\M\MQ05_HELLO_000343F5_1.lip).

Item Fixes

  • Corrected Claudius Arcadia’s journal, Lord Lovidicus’ journal, and Audens Avidius’ ramblings using the typewritten font rather than the handwritten font.
  • Corrected wrist irons having no female model path (the only open gauntlets without one) (Meshes\Clothes\Lowerclass\05\F\Gauntlets.nif).
  • The hollowed-out tree stump between Rindir’s Staffs and Edgar’s Discount Spells no longer sounds like a cloth sack when opened or closed.

NPC, Creature & AI Fixes

  • City-Swimmer now eats at home, since her low responsibility often led to her death for trying to steal food.
  • Corrected CitySwimmerForage10x10 being a find rather than a wander package.
  • Added Alval Uvani to the faction owning the taverns he visited; his stealing food would cause fights and lead to his death at the guards’ hands.
  • Changed Jakben Imbel’s class to Nightblade to match his armor (he was a Spellsword, which favors heavy armor). Also corrected his leveled spell list to match.
  • Changed Brucetus Festinius’ class to Nightblade to match his armor (he was a Spellsword, which favors heavy armor). Also corrected his leveled spell list to match.
  • Nightblade and monk Argonian tribesmen were missing their leveled spell lists.
  • Despite ostensibly competing with Amusei and the player for membership, Methredhel began the game as a member of the Thieves Guild.
  • Corvus Umbranox was missing the keys to Anvil Castle.
  • Larthjar the Laggard was never added to the beggars faction after he escaped Castle Skingrad. Also corrected him starting in the Imperial City faction and Imperial City beggars faction despite being added to them when he was rescued.
  • Corrected Amusei starting in both the Leyawiin and Skingrad city factions despite being added to these factions as the Thieves Guild questline progresses.
  • Corrected Bravil castle’s formal dinner taking place in the count’s quarters rather than the dining hall.
  • Mvryna Arano’s package to eat at the Bloated Float will no longer run once “The Elven Maiden” has begun; none of her other AI packages that took her outside her home did, and it could cause Lex to follow her outside the house, leaving the player with their controls locked.
  • Corrected Amusei not wandering around the Waterfront, Skingrad, or Leyawiin due to having his bedroll set as the location for his wander packages.
  • Assigned specific chairs for Quill-Weave and Hieronymus Lex to eat at in Castle Anvil’s dining hall, as they would gravitate towards chairs meant for other diners.
  • Marius Caro’s bodyguard will now accompany him when he visits the chapel on Sundas as was intended.
  • Undena Orethi would tend her tomato patch until midnight due to the package missing its start time and duration. Also fixed her leaving her house unlocked while she worked.
  • Uuras the Shepherd, Shameer, Reman Broder, Tamika, and Bernadette Peneles will no longer leave their houses unlocked during their daily routines due to their sleep packages being flagged to unlock doors at end.
  • Reman Broder now offers training while he works as his fellow worker, Ambroise Canne, does.
  • Pinarus Inventius no longer carries a light shield in addition to his leveled heavy shield.

Script Fixes

  • OblivionGateSwitch01, OblivionGateSwitch01MQ03Gates, and OblivionSwitchRD004Right02 had malformed elseif statements which caused the scripts to malfunction.

Quest & Dialogue Fixes

  • If any of the guests were convinced to kill Dovesi Dran during Dark08Whodunit, they would act as though they hadn’t killed the suspected murderer due to a variable never being set.
  • Corrected the thieves during FGC02Protect loitering in the shop for an hour before becoming hostile.
  • Neville claims that he’ll go get his armor and sword but his chest contained a mace instead.
  • It was possible to break into the Chorrol Chapel Undercroft during Dark05Assassinated (either through Nine Divines faction membership courtesy of the Knights of the Nine plugin or by stealing Orag gra-Bargol’s key) and find Francois Motierre standing around, unresponsive. Motierre’s “dead body” will now be enabled once the 24 hours have passed, rather than as soon as he “dies.”
  • If “The Stone of St. Alessia” was completed before Burz gro-Khash’s last two quests, it was possible to move on to “Information Gathering” without ever completing them.
  • Blocked Nord and Orc women from using several lines about mudcrabs as no audio was recorded.
  • Corrected Sheogorath never actually explaining your objective during DASheogorath; a line existed and was recorded (even for Sheogorath’s new voice in Shivering Isles, and for Haskill), but never played.
  • During “Nothing You Can Possess,” if the player made a deal with S’razirr, Claude Maric will no longer try to fight S’razirr rather than fleeing. This will also correct them being hostile to each other when they meet each other at the Roxey Inn.
  • S’razirr will no longer demand that the player pay him if he didn’t actually hold to his side of the bargain (for example, if the player gave the carving to Maric). Also, the journal will not prompt the player to pay S’razirr if he is dead.
  • It is no longer possible to enter into an agreement with S’razirr after Maric has already demanded the carving from you.
  • If a goblin war chief successfully delivered its tribe’s totem staff back to its lair, it would often fall through the floor. Repositioned the markers where the staff is dropped to prevent this from happening, and rewrote the failsafe intended to move the staff back if it fell out of bounds so that it properly updates the staff’s position and collision.
  • Corrected one of Reynald Jemane’s MS16 greetings setting an invalid quest stage.
  • Volanaro will no longer speak as though the player helped him with his prank if J’skar was found by other means.
  • Mythic Dawn sleepers will no longer use Mythic Dawn battle cries before they go “live.”
  • Burz gro-Khash did not demote the player after “Trolls of Forsaken Mine” as Azzan did because his FGC09Ogres greetings were out of order.
  • Corrected returning Amantius Allectus’ diary to Armand Christophe during “May the Best Thief Win” giving the player only one infamy point while returning with Rohssan’s sword gave two (all other Thieves Guild jobs give two infamy points on completion).
  • Copied three goodbyes from TG03Elven (the previous Waterfront raid) into TG05Misdirection hellos so that the occupying guards will not repeatedly claim that they’re there to relieve the guard they’re talking to.
  • Quest markers during Thieves Guild quests will no longer point to beggars if they’re dead. Also corrected there being no target pointing to Larthjar the Laggard in TG10Boots.
  • Fixed several lines of dialogue that allowed the player to receive or complete Thieves Guild quests while expelled from the guild.
  • During “The Ultimate Heist,” backtracking to the Old Way after using the Arrow of Extrication to open the way forward will no longer lock the secret entrance and prevent the quest from being completed.

Mesh & Texture Fixes

  • Corrected fishing waders mapping the upper body texture to the legs as opposed to the leg texture (Meshes\Clothes\Lowerclass\09\M\Shirt.nif and Meshes\Clothes\Lowerclass\09\F\Shirt.nif).
  • Enabled stenciling on the female russet felt shirt’s world model, as it was possible to see through the collar (Meshes\Clothes\Middleclass\05\F\Shirt_gnd.nif).
  • Copied UOP corrections to the heavy blue and light yellow Arena raiments to the heavy yellow and light blue versions (Meshes\Armor\ArenaHeavyYellow\M\Cuirass.nif, Meshes\Armor\ArenaHeavyYellow\F\Cuirass.nif, Meshes\Armor\ArenaLightBlue\M\Cuirass.nif, and Meshes\Armor\ArenaLightBlue\F\Cuirass.nif).
  • Corrected collision, texture deformations, and other distortions on the Cheydinhal city gate (Meshes\Architecture\Cheydinhal\CastleGateCheydinhal01.nif).
  • Corrected Z-fighting on the wrists and ankles on the female Mythic Dawn and Black Hand robes (Meshes\Clothes\MythicDawnRobe\F\MythicDawnRobeF.nif and Meshes\Clothes\RobeDarkBrotherhood\F\RobeDarkBrotherhoodF.nif).
  • Corrected green velvet shoes icon being brown rather than green (Textures\Menus\Icons\Clothes\UpperClass\01\M\, Textures\Menus80\Icons\Clothes\UpperClass\01\M\, and Textures\Menus50\Icons\Clothes\UpperClass\01\M\

Placement, Layout and Ownership Fixes

  • Grounded a chest in Fort Redman Hall of Judges (0009D170).
  • Grounded a beam (0005F7BD) and chest (0005F7BD) in Exhausted Mine.
  • Grounded a beam (0005F8A6) and chest (0005F8BA) in Exhausted Mine Spent Works.
  • Grounded crate (0006BFBE), chest (0004BB8D), and barrel (00049B2E) in Vilverin.
  • Corrected the doors in Eugal Belette’s basement being owned by the Mythic Dawn faction rather than Eugal himself, causing them to appear unowned (00025D12 and 00027317).
  • Corrected an unowned door in Umbacano Manor’s private quarters (0002Af08).
  • Placed a stone to cover a visible gap at the end of the collapsing bridge in Fort Rayles Halls of Winter.
  • Grounded a chest in the Imperial Substructure (00159836).
  • Repositioned two wall pieces (0018F05 and 00185F06) outside Hame to prevent Z-fighting.
  • Grounded a tent in Wenderbek Cave (000650FE).
  • Repositioned three pairs of shoes in Agarmir’s basement (0003DE1E, 0003DE1F, and 0003F134) as they were clipping into the ground and the nearby table.
  • The door to Agarmir’s basement and private quarters (0001D0A7 and 00037E19) are no longer owned by the Mythic Dawn faction.
  • Repositioned a bottle of Cyrodilic brandy inside a display case in Castle Bruma (000052A2) as its new mesh was causing it to rattle around.
  • Corrected Sherina’s sparring not working properly because FGLeyawiinPracticeMarker (00067416) had no XTargetData.
  • Lowered the Marie Elena’s cabin (0003ED74) to close a gap between the poop deck and the landing of the stairs. Also moved the cabin door (0003FACC) and rigging sound marker (000CA077) to match.
  • Grounded floating XMarker aboard the Marie Elena (00005591).
  • Shifted rock (001561DA) and accompanying Viper’s Bugloss (001561DD and 001561DC) to cover land tear.
  • Enlarged and relocated rock to cover land tear (0014AB95).
  • Enlarged and relocated rocks (00013EB3C, 00013EAFE, 00013EB32, 0013E77D, and 0013EB41) to cover land tear.
  • Grounded floating chest (0009CE0F) in the Elven Gardens Guard House.
  • Fixed the gate leading from the Talos Plaza district to outside the Imperial City’s walls (0002F522) not showing its door handles due to being behind the city wall mesh.

Text & Subtitle Fixes

  • Book1CheapCharterMagesGuild: “The Guild of Mages provides benefits to scholars of magic and established laws regarding the proper use of magic.” -> “The Guild of Mages provides benefits to scholars of magic and establishes laws regarding the proper use of magic.”
  • SKLxBlock1: “Death Blow of Abernanit” -> “Death Blow of Ebernanit”; “With Explains by the sage” -> “With explanations by the sage”
  • Book4RareBrothersofDarkness: “The Colovian Emperor-Potentate” -> “The Akaviri Emperor-Potentate”; “the Colovian Dynasty crumbled” -> “the Akaviri Potentate crumbled”
  • “Why, just before you got here he told the most off-color joke about an Argonian maid.” -> “Why, just before you got here he told me the most off-color joke about an Argonian maid.”
  • “Right before you got here I told the funniest joke about an Argonian maid…” -> “Right before you got here I told her the funniest joke about an Argonian maid…”
  • “I spent some time stationed at Fort Moonmoth on their homeland of Morrowind.” -> “I spent some time stationed on Fort Moonmoth on their homeland of Morrowind.”
  • “I heard she was put in charge of the Leyawiin guild hall as a favor…” -> “I’ve heard she was put in charge of the Leyawiin guild hall as a favor…”
  • MS21: “pay be” -> “pay me”
  • “Scar-Tail has fled Black Marsh and refuses to fulfill his duties as royal assassin!” -> “Scar-Tail has fled Black Marsh and refuses to fulfill his duties as a royal assassin!”
  • “Oh, right, how could I forget. That time we were almost dashed upon those rocks, near the city of Firsthold…” -> “Oh, right, how could I forget? That time we were almost dashed upon the rocks, near the city of Firsthold…”
  • “I know when I'm beaten! Here, take the carving, if it means so much to you…” -> “I know when I am beaten! Here, take the carving, if it means so much to you…”
  • TrainingBlunt: “I need to find Irene Metric in the Imperial City…” -> I need to find Irene Metrick in the Imperial City…”; “Irene Metric is dead…” -> “Irene Metrick is dead…”
  • TG01BestThief: “I have beaten Methredhel and Amusei to Amantius Allectus' diary. Now to get back to Armand at Dareloth's garden by midnight. “ -> “I have beaten Methredhel and Amusei to Amantius Allectus' diary. Now to get back to Armand in the garden of Dareloth. I'll have to wait until midnight when he is there.”
  • “My head is still spinning from everything that has happened. I'll need some time to adjust.” -> “I'm still trying to adjust to everything that has happened.”
  • HighElf: “Also known as ‘Altmer’ in their homeland of Summerset Isle, the High Elves…” -> “Also known as ‘Altmer’ in their homeland of Summerset Isle, the High Elves…” (extra space)
  • Mythic Dawn Commentaries 4: “for with by the magic word Nu-Mantia…” -> “for by the magic word Nu-Mantia…”

The previous version history can be found here as it is too large to put in one post.

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A hotfix for version 3.5.4 needed to be released:
UOP Fixes

  • Due to an unforeseen engine bug when starting a new game, lock data has been removed from the Skingrad Chapel doors (refs 27D97, 27DBC, and 27DBD) and added to the interior Chapel Hall door (ref 27D88). The AI package removed from Tumindil apparently triggers an unknown set of circumstances that was unlocking the doors there when they shouldn't have had locks to start with, nor should the game ever have executed the package to start with since it was blocked anyway.

Mesh & Texture Fixes

  • Corrected the Oblivion avalanches being havok-enabled, which caused certain rockslides (notably the ones in the Kvatch Oblivion Gates) to not work properly (Meshes\Oblivion\Clutter\Traps\OblivionAvalanch01.nif).

Placement, Layout and Ownership Fixes

  • Corrected several trap types never resetting properly.
  • 001873bb: Scaled up and repositioned a rock to cover up a vanilla land tear.

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Are you still fixing bugs in Oblivion? :P



I have a small request though.  Could also you update the OP for each Oblivion patch in your featured modder forum at GHF, please?


The threads there hasn't been edited since the day I posted them and changed the author for the patch threads.

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I can't update the stuff there anymore because GHF relies on Flash for file entries and I removed Flash from my PC. I will not be reinstalling it due to the fact that the last time I allowed that, it slipped me malware I had to spend the day cleaning up. Never again.


(not from GHF, some random Flash BS that snuck in from somewhere else)

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I see.  I didn't realized that about Flash.


I think you misunderstood me about updating the OP in the posted threads in your featured modder forum, because I didn't mean to update the uploaded archives no, what I mean is just to update the OP of the posted threads.


Well, if you still want to have another mirror for the Oblivion patches anyone can updating those archives by uploading it onto GHF-DL and select you as an author, but you need to update the thread(s) OP. :)

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Reposting from the BethSoft thread:


I'm asking once again for mesh help. The next update in the next new months won't be very large, but I don't anticipate having any time to devote to patching once I start law school in August. So any help would be appreciated.

Things I would like to fix for next release:

  • Z-fighting on the Mythic Dawn/Black Hand female robe mesh. This has already been fixed for the male mesh. Since the female Apostle robe is missing legs underneath the robe, the finished robe can be altered slightly to fix that, too.
  • Stitched leather shoes should show skin, according to the icon and world model, but that section of the mesh uses the shoe texture. A female mesh will also be required (there's a gap between the female leg and the shoes, presumably because the vanilla mesh was fitted to the male body).
  • The fingers separate from the single glove on the male Sheogorath's regalia mesh when in any position other than standing.
  • There's a visible gap between the upper and lower female body when sneaking or during some idle animations.
  • Curious rigging issue with the male green brocade doublet. The rigging seems to be correct when moving, so it's only when standing, oddly enough.
  • There's a gap between the hands and sleeve and feet and robe leggings on all robe meshes, male and female (excepting the Mythic Dawn/Black Hand robes, which have connected boots and gloves present but significantly less noticeable there, too). Since all robes share the same mesh, fixing a single male and female mesh will be sufficient. Most visible when wielding a staff.
  • Similar to the above, there's a noticeable gap between the feet and the robe when wearing a monk's robe. The hands also clip into the robe sleeve, but since that affects almost every single male shirt with long sleeves in the game, fixing it is not a priority.
  • While female Imperial Dragon and Imperial Palace cuirasses (based on the female Legion cuirass meshes) would be great, it's merely an inconsistency. Female Imperial Palace greaves are needed, however (but since the texture maps to the female Legion greaves, the only thing required is to remove the rivets on the knees).
  • Haskill's hands float in his sleeves. Could probably be solved by lengthening the suit's forearms.
  • The Duke's robe, Duchess' dress, and Haskill's suit meshes included with the USIP are setup incorrectly. Intended to show the arms in first-person, the entire mesh is instead rendered.
I also have a question. Stencil properties on certain meshes causes the stenciled sections to render as completely black in certain lighting conditions. Is this a problem with Oblivion's lighting system, or is there something that can be changed on the stencil property to alleviate it?

EDIT: So far, I cobbled together a female Mythic Dawn robe without Z-fighting, and a hearty "thank you" to ZuSkunks for providing the fixed Haskill's suit, Thadon's robe, and Syl's dress meshes!

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I'm curious why the damage output for the Sliver Mace aren't higher than a Steel Mace.




Active Mod Files:

* 00  Oblivion.esm
* 01  All Natural Base.esm  [Version 1.36]
* 02  Open Cities Resources.esm  [Version 4.1.6]
* 03  Unofficial Oblivion Patch.esp  [Version 3.5.5]
* 04  DLCShiveringIsles.esp
* 05  Unofficial Shivering Isles Patch.esp  [Version 1.5.5]
* ++  USIPS Additional Changes.esp
* 06  All Natural.esp  [Version 1.36]
* 07  All Natural - SI.esp  [Version 1.36]
* 08  All Natural - Real Lights.esp  [Version 1.36]
* 09  P1DanywhereSittable.esp
* 0A  P1DseeYouSleep.esp
* 0B  RAEVWD Cities.esp  [Version 1.9]
* 0C  RAEVWD New Sheoth.esp  [Version 1.7]
* 0D  RAEVWD Imperial City.esp  [Version 1.9]
* 0E  Dynamic Map.esp  [Version 2.1.1]
* 0F  Map Marker Overhaul.esp  [Version 3.9.3]
* 10  Map Marker Overhaul - SI additions.esp  [Version 3.9.3]
* 11  DLCSpellTomes.esp
* ++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]
* ++  ancient_blades_armor.esp
* 12  DLCThievesDen.esp
* 13  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.15]
* 14  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.14]
* 15  Kvatch Rebuilt.esp  [Version 3.0]
* 16  OCR + Kvatch Rebuilt Patch.esp  [Version 4.0]
* 17  Kvatch Rebuilt Weather Patch.esp
* 18  MountainShackR13.esp
* 19  Cyrodiil Travel Services.esp  [Version 3.1]
* 1A  DLCFrostcrag.esp
* 1B  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.10]
* 1C  Knights.esp
* 1D  Knights - Unofficial Patch.esp  [Version 1.1.8]
* 1E  ElsweyrAnequina.esp
* ++  ElsweyrAnequina - Races HGEC-Robert.esp  [Version 1.1]
* 1F  Roads of Cyrodiil.esp  [Version 1.0]
* 20  Faregyl.esp  [Version 2.0.11]
* 21  Faregyl+Anequina Patch.esp  [Version 2.0]
* 22  Feldscar.esp  [Version 1.0.13]
* 23  Gottshaw Village.esp  [Version 1.0.1]
* 24  Molapi.esp  [Version 1.0.2]
* 25  Reedstand.esp  [Version 1.0.4]
* 26  Urasek.esp  [Version 1.0.4]
* 27  Vergayun.esp  [Version 2.0.2]
* 28  Frostcrag Village.esp  [Version 1.0.7]
* 29  Sutch Village.esp  [Version 1.0.4]
* 2A  Open Cities New Sheoth.esp  [Version 2.0.1]
* 2B  Open Cities Outer Districts.esp  [Version 4.1.6]
* 2C  Open Cities Reborn.esp  [Version 1.1.7]
* 2D  Quest Award Leveller.esp
* ++  Quest Award Leveller - Knights of the Nine.esp
* 2E  Alternative Beginnings.esp  [Version 1.4.4]
* 2F  Alternative Beginnings - Kvatch Intact.esp  [Version 3.0.1]
* 30  RefScope.esp  [Version 2.1.2]
* 31  EnchantmentRestore.esp
* ++  EnchantmentRestore_Wells.esp
* 32  Oblivion XP.esp
* 33  pussyfur.esp
* **  ROC - OCReborn Road Record.esp
* **  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.36]
* 34  Bashed Patch, 0.esp


As you can see no mods in my loadorder changes the stats for any weapon, unless UOP has a bug fix for the weapons.

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I'm curious why the damage output for the Sliver Mace aren't higher than a Steel Mace.

The game is probably rounding the weapon damage down because your Blunt skill and Strength aren't high enough to see a larger difference in the weapons' damage.

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The game is probably rounding the weapon damage down because your Blunt skill and Strength aren't high enough to see a larger difference in the weapons' damage.

That doesn't make sense and according to UESP the damage output from a Silver Mace should be 4 not 3, but like you said the blunt skill could be a factor if it isn't a major skill or the player doesn't have the combat specialization.

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I dunno if anyone else have notice this, but the Orc Urbul gro-Orkulg in the Slash-n-Smash shop will say "Thanks for your business" instead of saying "Thank you for your business" when the player is closing the barter window.



The only NPC I checked this is Borba gra-Uzgash in Cheydinhal and she says "Thank you for your business".

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I dunno if anyone else have notice this, but the Orc Urbul gro-Orkulg in the Slash-n-Smash shop will say "Thanks for your business" instead of saying "Thank you for your business" when the player is closing the barter window.




The only NPC I checked this is Borba gra-Uzgash in Cheydinhal and she says "Thank you for your business".

Yes, I've noticed that, but did not correct the audio due to a dearth of suitable samples.

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v1.2.0 (2006-08-01):

  • Corrected audio and subtitle for City-Swimmer (Argonian in Bravil) referring to herself as a "he" twice in her introduction dialog.


This only appears to be the case for the subtitle. City-Swimmer's audio still refers to herself as "he" in her introduction.


Incidentally, the building she resides in appears to have some form of z-fighting or texture flickering near its base, most easily seen when facing it from the entrance of Silverhome on the Water.

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