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Unofficial Oblivion Patch


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#1191
Serbian91

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In response to post #19774294. #19784359, #19790809 are all replies on the same post.

So the patch is OBMM ready? I just download manually here, add it to OBMM and activate it?

#1192
lvl2goblin

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In response to post #19774294. #19784359, #19790809, #19868179 are all replies on the same post.

yes

#1193
TheRomans

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In response to post #19774294. #19784359, #19790809, #19868179, #19874169 are all replies on the same post.
 

It is not packed into an OMOD format and does not have any OBMM script functions for selecting options or OMOD conversion information, if that is what you mean. It is packaged for manual configuration, IE if you do not want any of the the optional .esps (none of which I personally use), then delete them yourself before making an OMOD.



#1194
RazaCovek

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Has anyone encountered 'jumping' npc/creatures where they also fall through the landscape with this patch?

Edited by RazaCovek, 15 November 2014 - 02:50 AM.


#1195
TheRomans

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In response to post #19943374.

Objects falling through the floor or ground happens with or without this mod.

#1196
RazaCovek

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In response to post #19943374. #19945589 is also a reply to the same post.

The ghost landscape coincides with spread-eagle npc/creatures doing 'jumping jacks' on what seems to be a regularly spaced, migrating 'jump grid' on the landscape. I'm trying to find which of the several mods added to the new game that might be the cause.

#1197
TheRomans

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In response to post #19943374. #19945589, #19947769 are all replies on the same post.

That sounds like the result of mod conflicts of pathgrids where one mod alters the elevations of pathgrids in one cell and another mod alters elevations of pathgrids in an adjoining cell. The NPCs jump from the elevation of one to the elevation of the other. Note that most if not all mod .esps load after the UOP and their pathgrids and other changes override the UOP.

Edited by TheRomans, 11 November 2014 - 03:01 PM.


#1198
RazaCovek

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In response to post #19943374. #19945589, #19947769, #19947949 are all replies on the same post.

I use BOSS to sort the mods. In OMM, I moved the patches as close to the top as possible. I also have UOPS Additional Changes in the list, can that also conflict with the main patch?

#1199
TheRomans

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In response to post #19943374. #19945589, #19947769, #19947949, #19976649 are all replies on the same post.

UOPS Additional .esp should have no effect on pathgrids. According to the read me, it fixes the enchantment on two weapons, adds some item to a few leveled lists, and fxies the infamy reward on a DB quest retroactively (the main patch fixes it if you have not yet played the quest). I personally do not use any of the additional .esps , only the main one.

#1200
RazaCovek

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In response to post #19943374. #19945589, #19947769, #19947949, #19976649, #19979774 are all replies on the same post.

The game is a vanilla landscape, with a few Arthmoor villages. I noticed the number of jump points increased, Derelict Mine, Ninendava Ruins, Baun, Lake Arrius. I also found USIPS Additional Changes, I don't know where that came from. I assume a game restart would be required.




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