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[Relz] Unofficial Official Mod Patch Programs


raziel23x

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Requirements for these patch Programs:

The Elder Scrolls® IV: Oblivion (English Version Only)

The Elder Scrolls® IV: Shivering Isleses (English Version Only)

The Elder Scrolls® IV: "Knights of the Nine" Oblivion Downloadable Content Collection DVD (English Version Only)

 

The purpose of this project is to patch all of the bugs with the Official mods. The official plug-ins from the "Knights of the Nine" retail DVD is necessary because some of the plug-ins is different to the ones from the online download. The reason that these patches require the DVD's content is because of this fact. The patch does a "bit for bit" check between the official plug-in installed on your computer and compares it to the data stored inside the patch before installing the patch. If the data does not match the data in the installer, this will cause the patch to exit out without making any changes since these are official Mods, I cannot release them in a zip rar 7z or any other compression format.

 

I am using the UOMP (Unofficial Official Mod Patch) as a base for creating the patch programs. What I am doing is what I call "Reverse De-isolation" and uses end results to inject into the Official Mod itself. No credit for any of the bug fixes with the plug-ins belong to me other then three fixes that was done to the Knights of the Nine Mod. If you want any of the Meshes, Textures, and Icon fixes then you should use the ones that come with UOMP.

 

Because I am just one person, I will be trying to release a new patch at least once a week. Making the base file for the Patch Program does not take that much time only a few minutes to create but the part that takes the most time is creating the actual patch program. I do most of the Graphics you see in the patch program using Corel Paint Shop Pro X, the Gimp, and Adobe Photoshop CS2. This takes up most of the time going through different Graphics and finding the right one to use in the patch. I am trying to make it have a professional look to it instead of just a plane look. I like to put a lot of time and effort when I do something instead of just throw something together and then release it. If anyone has ever used any of my mods knows this.

 

The current patches and future releases will now patch and backup the original File.

 

Note If you have used any the Version 1.0.0 patch for MR or the Version 1.0.1 KotN patch Just run the new patch over that and it will create a un-patched backup

 

The official Website for this project can be found here

 

Please take my comments with a healthy dose of salt. I'm probably somewhat biased due to the fact that I'm a major proponent of de-isolation.

 

This sounds like a reasonable solution for folks who really don't like having the extra patch files.

 

Personally, it won't work for me since I already use JOG's great Unnerfed DLC mods, and you can't apply more than one binpatch to the original plugins. For this exact reason, I tend to think that binpatching is generally a poor solution for the DLC -- it works great if you're issuing an upgrade to very large files, such as BSAs, but otherwise it limits the player's ability to mix and match various tweaks and fixes that they like. JOG's use of binpatch as a solution is understandable since he released his tweaks before anyone knew de-isolation was possible.

 

Still, I can certainly imaging that your binpatch approach might be desirable for players who are close to reaching the max number of 254 plugins and need a way to consolidate some files.

 

 

As dev_akm noted, this is a good idea in some circumstances, such as if the player is approaching the 254 limit. I'll also let you know when there is a new UOMP out, which probably won't be for a while. So far, the only fixes I have in the works are a few minor ones for Knights and one that I don't even know the cause of yet (the Knights not losing their essential flag and having no options to stop following, so the player has to find a place to trap them to get rid of unwanted immortal followers... the Adoring Fan pales in comparison.) I don't think I'll ever touch Horse Armor again as it's too easy to break, and the other ones may finally have achieved, if not perfection, near enough that there's nothing more required.

 

The only thing that I hope that your patch utility does is back the original BethSoft ESP's up before modifying them. That way if the player wants to roll them back, they can. I would do that even if not prompted. Otherwise, someone may mess up their DLC ESP, and have to jump through hoops with tech. support to get another one due to the install restrictions.

 

 

The current projects that are in the works for the official mods include the following:

 

Spell Tomes

The Ville Lair

The Thieves Den

Wizard's Tower EAP (Alternative)(Official Thread)(Requires Raziel Scripter Library)

The Orrery

Horse Armor Pack

 

So far, I have released the Following patches for the official mods:

 

Unofficial DLC Knights of the Nine ESP Patch

Official Thread

 

Downloads

TESSource

Planet Elderscrolls

 

 

Unofficial DLC Mehrunes Razor ESP patch

Official Thread

 

Downloads

TESSource

Planet Elderscrolls

 

 

Unofficial DLC Wizard's Tower ESP patch

Official Thread

 

Downloads

TESSource

Planet Elderscrolls

 

 

Other projects in the works:

 

Quest Award leveller Patcher

Official Thread

 

Downloads

TESSource

Planet Elderscrolls

 

 

Raziel Scripter Library (For use with Wizard's Tower EAP)

Official Thread

 

Downloads

TESSource

Planet Elderscrolls

 

Raziel's Crystal equipment

Official Thread

 

Downloads

TESSource

Planet Elderscrolls

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I don't have any of the official mods, but if I did I would say: I can't wait, and kudos to you for what you've done already :)

 

What can I say? Fix away! :P

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