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1.2 CS Discussion


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I would like to discuss the 1.2 version of the CS. Why do people hate it so much and how does it differ to the previous version.

 

Aside from what was outlined in the patch notes it's seems that nothing has been fixed, only more bugs have been added. Is it actually worth continuing to make mods for Oblivion and will Bethesda release another update to fix it's problems.

 

Your thoughts?

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That's only part. There have been reports of missing meshes in vanilla oblivion due to how the new engine works with file paths. Dialogues also seem to be less forgiving, tried fixing some of the obvious bugs (only changing the conditions, not adding/removing any entried) only to have all the dialogues get jumbled up. Had a few unexplained, random crashes. None of the SI meshes/textures seem to register within the CS until I unpacked them. In addition, 1.2 seemingly breaks the havok data of custom meshes, meaning that any new statics will return an error.

 

But hey, there's a spell checker now (somewhere), god how we really needed that...

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But hey, there's a spell checker now (somewhere), god how we really needed that...

 

Yeah that really pisses me off! They fix nothing and add that useless rubbish.

 

Abramul that's one mangled horse, it's nice to see the preview window runs faster now though >:(

 

Well I just sent them an email about the whole dodgy patch/cs/expansion thing so Ill post their reply if and when I get one...

 

I think someone calculating the value of Pi to it's last digit is more likely than getting a coherent reply from Bethesda.

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I think someone calculating the value of Pi to it's last digit is more likely than getting a coherent reply from Bethesda.

Ya know, I hear they've actually calculated Pi. Whoever was there when the supercomputer stopped pumping out numbers and said "Done" probably shat himself.

 

I've noticed that same problem with the preview window too...(how could you not?) It's obscene. I'm not sure what exactly they were trying to fix by passing it through a meat grinder, but maybe somebody decided it was worth it.

 

Vagrant0: Were those random crashes in vanilla? I've had a few of those lately, but most likely they're a result of a poor load order... :(

Plus, I wonder if the screwed havok data is related to the breaking of Realistic Force mods...

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I've noticed that same problem with the preview window too...(how could you not?) It's obscene. I'm not sure what exactly they were trying to fix by passing it through a meat grinder, but maybe somebody decided it was worth it.

The meat grinder effect looks like it isn't recognizing the bones properly. I managed to get it working right once, think it might have been from reloading the skeleton in NPC view, but havn't been able to recreate it. It might have also been due to a faulty (due to my own mistakes) mesh. I'm tempted to think that this was the result of them ripping out whatever allowed additional animations to be added to NPCs (as shaogorath has different walking/sitting/idle animations).

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Do mods require 1.2 now? Or can you still use 1.1 and the unofficial patch?

I think they don't require 1.2 to work in game, but 1.2 would be required if you want to edit the file.

 

1.2 fixes will eventually fix some issues the unofficial patch can't fix. So when a real/non-rushed/functional patch is released, you should download it. Of course only if you have Shivering Isles.

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