Ortnit Posted June 5, 2007 Share Posted June 5, 2007 Hi,I run a heavily modded game on v.1.2.0214 SI german.It just runs fine: played it through several times with none of the scary problems I read a lot about.Now,I would not be interested in any way to play Oblivion any more without all those mods and the fun to learn step by step to mod myself (but I am still a mere beginner,just testing things in my own game). I wonder now that patch v.1.2.0416 is out, whether to patch or not to patch.I am a bit scared to mess up things with my heavily modded game through patching;especially since I see no real need for it in my game. I read,that if any SI-beta-patches were used,one had to install Oblivion anew: that would not apply to patch v.1.2.0214,or would it? Well,what do you think: to patch or not to patch,and if to patch,then how would you go about it with a heavily modded game and lots of programs like obmm,obse,wryebash,oaf and oridfix connected to it? P.S.: the version my game is running with is 1.2.0214,while by mistake I wrote this wrong in the posts title. Link to comment Share on other sites More sharing options...
Vagrant0 Posted June 6, 2007 Share Posted June 6, 2007 I believe the only difference between the two is that 1.2.4xx fixes the reference bug which is the source of several bugs, and can literally limit the amount of time you can play the game without starting over. Link to comment Share on other sites More sharing options...
Ortnit Posted June 6, 2007 Author Share Posted June 6, 2007 I believe the only difference between the two is that 1.2.4xx fixes the reference bug which is the source of several bugs, and can literally limit the amount of time you can play the game without starting over. Then what use is that patch,considering I have at my disposal tools like oridfix and wrye bash,which can deal with the reference bug? Link to comment Share on other sites More sharing options...
Switch Posted June 6, 2007 Share Posted June 6, 2007 Moving this to Technical Support. Link to comment Share on other sites More sharing options...
slowkevin Posted June 7, 2007 Share Posted June 7, 2007 Hi,I run a heavily modded game on v.1.2.0214 SI german.It just runs fine: played it through several times with none of the scary problems I read a lot about.Now,I would not be interested in any way to play Oblivion any more without all those mods and the fun to learn step by step to mod myself (but I am still a mere beginner,just testing things in my own game). I wonder now that patch v.1.2.0416 is out, whether to patch or not to patch.I am a bit scared to mess up things with my heavily modded game through patching;especially since I see no real need for it in my game. I read,that if any SI-beta-patches were used,one had to install Oblivion anew: that would not apply to patch v.1.2.0214,or would it? Well,what do you think: to patch or not to patch,and if to patch,then how would you go about it with a heavily modded game and lots of programs like obmm,obse,wryebash,oaf and oridfix connected to it? P.S.: the version my game is running with is 1.2.0214,while by mistake I wrote this wrong in the posts title. dont patch. i made that mistake and i'm currently re-installing Oblivion for the second time now. V1.2.416 is a broken piece of crap that does not deserve the bandwidth on which it resides. the only thing the new patch is supposed to do is fix the FormID problem in two places in SI, but Bethesda is about a month too late for that. someone already made a FormID fix which you can run like any other simple mod. it works just fine and doesn't break anything. just trust me on this one. Link to comment Share on other sites More sharing options...
Ortnit Posted June 7, 2007 Author Share Posted June 7, 2007 Thanks Slowkevin,I got the Formid fix and will follow your advice not to install that patch :). Link to comment Share on other sites More sharing options...
Vagrant0 Posted June 7, 2007 Share Posted June 7, 2007 To clarify, the mod that "fixes" the formid bug just slows it down considderably by adjusting the scripts of some NPCs which were making it really bad, you will still run into the same time limit, but it'll take longer (Some NPCs are still constantly generating new references (arrows, summons) which would be unaffected by the mod). The patch fixes it at the source, where instead one an ID being used only once, the game reuses IDs that are no longer present, which gets rid of the time limit completely. Also, as mentoned before, this is the only difference between the patches. If it runs without serious errors in one, it will run without serious errors in the other. The fact that the entire 1.2 patch series causes so many problems is why there is any confusion. Link to comment Share on other sites More sharing options...
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