
Unofficial Oblivion Patch List of Fixes
Last updated: 2008 - Aug. - 28
v3.2.0 Fourteenth Release (2008 - Aug. - 28)
UOP Changes/Fixes
- Reoptimized 932 of the 1,207 NIF meshes already in the UOP to eliminate FPS hit on some of them that seems to have been introduced by the old PyFFI NIFOptimize spell; the new one shapifies strip blocks if the average strip length is less than 10 and eliminates the problem; many of the meshes (also due to much manual optimization) now provide better FPS than the stock ones
- Fixed accidental conversion of purple Primroses into pink ones ( FloraPrimrosePurple.NIF )
- Added "UOP" prefix to UOP-added meshes ClubStatic.NIF, DunBenchNormal.NIF, Note01Static.NIF and Cheese05Static.NIF and changed their object definitions in the ESP appropriately so it can be determined where they came from
- Removed the harmless water height of -2147483648.000000 from some interior cell headers in the UOP added by a bug in TESCS; it only appears when water is disabled so will cause no problems unless a mod enables water in the cell and water heights are merged in Wrye Bash
- Moved the rocks in Rockmilk Haven covering where the new load door was added so that if it doesn't appear on an existing game there isn't a gap
NPC and Quest Fixes
- Fixed (yet another) conflict involving Through a Nightmare Darkly (Bravil) where the player couldn't join the Mages' Guild after talking to Kud-Ei about the quest even when they weren't ready to help and she was still in the guildhall; the topic will now only become unavailable when the player agrees to follow her to Henantier's house
- Fixed conditions on yet another line of dialog (from Battlemages) so the player will no longer be called "the Arcane University's newest addition" if they are the Arch-Mage
NIF Mesh Fixes - Statics and Clutter
Updated
- Closed a seethrough gap between the floor and banister on the top floor of SkHouseMiddleInt03.NIF
- Closed a seethrough gap between the floor and wall skirting in the Anvil Lighthouse ( AnvilLightHouseInterior01.NIF )
- Fixed part of the tunnel to the Dark Brotherhood sanctuary ( UngrdTransitionFortRuin02.NIF ) not fitting together with the other sections, leaving seethrough gaps near the floor
- Closed some thin seethrough seams (could only be seen at the same level as the mesh) in BravilTowerTop01.NIF
- Removed flickering overlapping polygons from ICBasement3WayCrypt01.NIF and ICBasement3WayCrypt02.NIF
- Closed a seethrough gap over the upper load doors of ICGroundFloor07.NIF, ICGroundFloor09.NIF, ICGroundFloor20.NIF, ICGroundFloor26.NIF and ICHotelGroundFloor01.NIF
- Closed a seethrough gap near the door to the Imperial Council chamber ( ICPalaceCouncilRoomEnt01.NIF )
- Removed more flickering overlapping polygons from the stairwell roof of ICTopFloor02.NIF
- Closed a seethrough hole where the stairwell roof meets the wall in ICTopFloor14.NIF
- Closed a seethrough seam between the wall and a half-column in the Leyawiin Mages' Guild basement LeyawiinBasement04.NIF
- Closed seethrough gaps in the wall near the load door of LeyawiinHouseIntL10.NIF
- Fixed UV mapping on the stonework of the tower and closed two seethrough seams in the roof facade of ChorrolHouseUpper01.NIF
- Closed a small seethrough gap halfway up the wall of ruined fort interior piece RFRmCornerFigsL01.NIF
- Fixed incorrect ambient property on some windows of FarmhouseInterior04Top.NIF causing the windows to appear different colors
Newly Added
- Closed seethrough gaps in the walls where they bordered half-columns in Leyawiin Fighters Guild 3rd Floor West ( LeyawiinFGInteriorRoom02.NIF ) and optimized from 397KB to 339KB
- Closed seethrough gaps between the walls and ceiling of ruined fort hallway stairs RFNStairs02.NIF and optimized from 195KB to 164KB
- Removed the unnecessary alpha blending at the bases of stalactites causing them to be too bright, or to disappear if viewed through another layer of alpha (mist, cobwebs, etc.) on cave pieces CPitWall02A.NIF, CPitWall02C.NIF, CPitWall02D.NIF, CPitWall03A.NIF, CPitWallTall01A.NIF, CPitWallTall01B.NIF, CPitWallTall01C.NIF, CPitWallTall01D.NIF, CRmWall03A.NIF, CRmWall03B.NIF, CRmWall03C.NIF and CRmWall03D.NIF, and optimized from 1,192KB to 1,053KB in total
Placement and Layout Fixes
- Closed two seethrough rocks, grounded a broken barrel and realigned an ungrounded chest in Bramblepoint Cave, closed a seethrough rock, realigned an ungrounded chest and grounded a clump of Wisp Stalks in Inner Bramblepoint Cave, and grounded four flying rocks, closed two seethrough rocks and moved a chest embedded in rock in Deep Bramblepoint Cave
- Closed two very open rocks, and realigned an ungrounded chest and an ungrounded/intersecting barrel in Charcoal Cave, closed a very seethrough rock and realigned an ungrounded chest in Charcoal Cave - Abandoned Tunnels, and grounded two noticeably flying and reoriented three ungrounded chests and moved an intersecting broken barrel in Charcoal Cave - Bandit Lair
- Closed a seethrough rock in Cursed Mine Breakdown Chambers and grounded a flying clump of Wisp Stalks in Cursed Mine Lower Galleries
- Grounded a floor torch, moved another out of a rock and grounded a clump of Wisp Stalks open at one end in Dark Fissure Inner Sanctum
- Grounded a chest in Derelict Mine, and closed two open rocks, grounded a noticeably flying plank and realigned an ungrounded chest in Derelict Mine Lair
- Fixed the supports at the ends of several corridor structures not touching the ground, grounded four rocks, a chest and a Cairn Bolete in Goblin Jim's Whiteskin City, and grounded a burnt plank in Goblin Jim's Pantry
- Grounded a flying rock and closed three seethrough rocks, and grounded a broken barrel and crate and two clumps of Wisp Stalks in Grayrock Cave, and grounded a Cairn Bolete, moved two others embedded in rocks, closed two seethrough rocks and grounded three clumps of Wisp Stalks in Grayrock Shambles
- Grounded a stool and chest and aligned an unbalanced crate in Hame
- Closed four seethrough rocks and moved another that was outside the playable area, grounded a noticeably flying broken crate and five clumps of Wisp Stalks in Newt Cave, grounded two clumps of Wisp Stalks and moved another outside the playable area, grounded a chest and closed a seethrough rock in Newt Cave Chapels of Light, and closed four seethrough rocks, realigned two ungrounded chests and grounded two clumps of Wisp Stalks and a broken barrel in Newt Cave Breezeways
- Grounded two clumps of Wisp Stalks in Red Ruby Cave, and closed a seethrough rock and realigned an ungrounded chest in Red Ruby Hollows
- Grounded a seethrough-underside pot support, closed a seethrough rock and aligned an unbalanced chest in Sandstone Cavern, and grounded two flying rocks, closed a seethrough rock and realigned a chest in Sandstone Big Rooms
- Grounded four flying and closed two seethrough rocks, grounded two flying chests and a clump of Wisp Stalks in Shadow's Rest Cavern, and closed a seethrough rock and grounded a broken barrel in Shadow's Rest Rocky Run
- Closed a seethrough hole in the ceiling of Unmarked Cave
- Attached sconces to their walls in Arkved's Rending Halls, The Bloated Float Inn Deck (IC Waterfront), Jerrall View Inn (Bruma) and the Two Sisters Lodge (Skingrad)
- Raised a paintbrush embedded in the carpet and another embedded vertically in the table in Luronk gro-Glurzog's Private Quarters (IC Temple District)
- Closed a large seethrough gap at the corner of the interior Cheydinhal town walls caused by a misaligned tower
- Closed seethrough gaps under an ungrounded stone wall in Chorrol
- Disabled/moved a duplicated-in-place hanging lamp at Doomed Mine's entrance
v3.1.0 Thirteenth Release (2008 - Aug. - 16)
UOP Changes/Fixes
- Integrated the COBL common menuing system (on first load you'll have a weightless "Unofficial Oblivion Patch" misc. item with a key icon added, which isn't a quest item so you can drop if you don't want it, so there are now three ways to open the UOP menu: startquest uop in the console, equip the item, or if you have COBL active it will go into the common menu)
- Added a set of Bash tags to the UOP ESP so that fixes (such as cell ownership, the nVidia black screen fix, item stats, levelled lists, etc.) can be preserved from overwriting by later-loaded mods by creating a Bashed Patch
- Added options to the UOP menu to disable the Trespasses misc. stat fix just in case another mod has renamed the formerly useless stat. to something else and is using it, and to remove/readd the Fast-Travel Follower Double-Face fix spell in case the player doesn't want it in their spell list (see below)
- Improved the fix for the conflict between the Bravil Recommendation and Through a Nightmare Darkly quests due to Kud-Ei being the questgiver for both; removed conflicts so that both quests can run simultaneously without errors
- Removed all changes including the cell header for Tamriel cells (16,13) and (20,-17) due to a few reports of the engine glitching and failing to render the land there (would go away by saving/quitting/reloading; all Tamriel edits to the land itself were already removed previously)
- Hardcoded the Rumare Slaughterfish spawn points for the Go Fish quest in case the player has installed landscape mods that move them so they don't end up embedded again
- Removed/replaced/recompiled the fixed script WabbajackSpellEffect replacing a deleted (now useless) ref. variable so that it doesn't show as a critical conflict in TES4Vew/Edit
- Removed the fix for leading spaces in several cave entrance meshes; for some reason (currently unknown) the meshes were missing from several people's folders though they are properly named/placed by the installer/7-Zip (folder is Data\Meshes\Dungeons\Caves\Exterior); possibly something else is removing them so original filenames will be restored so if the meshes are missing then it will fall back to the BSA's (will keep the fixed meshes as optimized 100KB off of them and one of them has a fix for it going invisible if the texture changes)
- Fixed the filename on JMRockSnow04.NIF (was somehow renamed to JMRockSnowSmall04.NIF) so the fixed mesh wasn't appearing (had bad UV mapping on one area; also the existing file had a bad texture path from an old NIFSkope bug so redid the fix from scratch)
- Fixed the filename on RockGreatForest1400FGDRMoss.NIF (was somehow renamed to RockGreatForest1400FGDMoss.NIF) so the fixed mesh wasn't appearing (had a small piece of bad UV mapping)
- Fixed face-optimize introduced "wobbly" UV mapping on the brickwork behind the Forge in the Chorrol Fighter's Guild basement ( ChorrolFGInterior01Basement.NIF ) and on house exterior ChorrolHouseUpper03.NIF
- Restored a missing polygon over the stairway of ChorrolHouseMiddle06Interior.NIF (rare instance of exporter error)
- Restored missing vertex colors to MainDeck01.NIF (deck planking could be seen through hatchway lattice)
- Fixed slightly wobbly/stretched face-optimize introduced UV mapping on the roofs of ChorrolHouseMiddle09.NIF, ChorrolMageGuild01.NIF and LeyawiinHouseLower03.NIF
- Fixed optimizing in ICGroundFloor03.NIF causing a ragged edge on the local map, and optimized a further 2KB off of it
- Fixed a flickering polygon over the basement door of the Bravil Fighters' Guild main floor ( BravilFightersGuildInt1stFloor.NIF ) caused by optimize artifacting; also closed a seethrough gap over the same door that was missed originally
- Fixed a polygon of bad UV mapping on the Anvil boardwalk ( AnvilBoardwalkChunk01.NIF ); optimize artifacting again
- Restored polygons on AnvilHouseMCInterior01.NIF that caused seethrough gaps when addon AnvilMCinteriorBackDoor01 was used (also fixed that there was one large gap even in the original mesh in this situation)
- Fixed a flickering polygon in the ceiling of ChorrolHouseUpper03Interior.NIF; optimize artifacting yet again
- Fixed three unlighted windows in the top floor of the Skingrad Mages' Guild ( SkMageGuildIntT.NIF ) due to optimize vertex color stretching
- Restored two accidentally deleted beam polygons on SkHouseMiddleInt03.NIF; also closed another seethrough gap in a beam and eliminated a flickering overlap
- Restored an accidentally deleted polygon in the middle floor of SKHouseMiddleInt02.NIF which left a hole under a window
- Restored an accidentally deleted polygon in beam of SKHouseUpperInt06.NIF; also fixed one of the ceiling support beams not reaching the opposite wall
- Restored an accidentally deleted polygon in a beam of SKFightersGuildIntT.NIF
- Restored an accidentally deleted polygon in the stairway of BrumaHouseUpper01Int.NIF
- Fixed overly dark vertex colors on the hay archery target ( TargetHay01.NIF ) due to smoothing modifier on the target faces; mesh unfortunately grew by 16KB but it's still less than half the original size
NPC and Quest Fixes
- Fixed an occasional timing bug with the Boethiah Tournament of Ten Bloods where the opponent Chosen would remain standing around the player's arrival cage even if the player wasn't using a custom race (if this happens as soon as the player opens the cage door the Chosen will all go to where they should be)
- Fixed Martin's spellcasting during battles occasionally resulting in him getting a bounty if he hit an ally which would result in him constantly being attacked by guards; his bounty will now be cleared periodically when the Find the Heir, Weynon Priory and Light the Dragonfires quests are running (when the player is escorting him)
- If the player fails either Malacath's or Namira's shrine quests, this will no longer prevent Hermaeus Mora's quest from starting once all the other shrine quests are completed (will also fix existing saves; also fixed that Shobob gro-Rugdush would remain essential for the rest of the game if Malacath's quest was failed: all other shrine quests make the questgiver unessential if failed)
- Fixed the Namira shrine quest not awarding a Fame point on successful completion as all the other shrine quests do (will also apply it retroactively if the quest was already completed)
- Fixed Hundolin's (IC Arena bookie) Aggression being too high, so he would sometimes attack the player without provocation, which could break the Arena questline (if the player had a bet placed, they could no longer compete)
- Finally corrected Arena Grand Champion Agronak gro-Malog's level being fixed at 10 making for a very anticlimactic battle for a high-level player, rather than being offset 10 levels higher than the player which falls into the progression of all the other Arena combatants
- Fixed bug with the Mages Guild Skingrad Recommendation where Erthor would refuse to leave indicating that there were still zombies though they were all dead making the questline unfinishable if the player killed one or more zombies, left Bleak Flats and returned after it had respawned, and killed two of the new ones within a five second interval
- Fixed the Swampy Cave trolls in the Fighter's Guild quest Mystery at Harlun's Watch being able to go outside the cave and having no AI, so if they followed the player outside they could randomly run off into the wilderness which broke the questline
- In the Fighter's Guild Information Gathering quest, knocking out Ajum-Kajin (power attack, Paralyze effect, fatigue drain, etc.) will no longer prevent him from sitting back down again or sometimes from being able to talk at all
- In the Fighter's Guild quests Amelion's Debt and Mystery at Harlun's Watch, Biene Amelion's house in Water's Edge and Drarana Thelas' house in Harlun's Watch will no longer be trespass zones when the player is supposed to meet them to continue the quests
- Fixed the allies in the Breaking the Siege of Kvatch and Battle for Castle Kvatch quests being weak on defense because they wear light Kvatch Cuirasses but were members of classes (Kvatch Soldier and Warrior) with no Light Armor skill; changed the unneeded Sneak skill (was copied from the Guard class) in the Kvatch Soldier class to Light Armor, and changed Berich Inian and Tierra's classes from Warrior to Kvatch Soldier
- Also fixed all the Defense of Bruma/Great Gate soldiers from Allies for Bruma towns also being Warrior class but wearing light armor; made a new class UOPMQ11Allies for them duplicating the Warrior class and replacing Armorer with Light Armor (made a new class rather than using the Kvatch Soldier class that now has the right skills in case other mods use class checks on that one for other purposes)
- After the Imperial Corruption quest, Audens Avidius attacking the player will no longer result in the player getting an assault bounty and being attacked by guards if there are any in the area at the time (this should also fix the bug where Audens is still able to arrest the player after he's been imprisoned and stripped of his rank)
- In the Spies quest, fixed Jearl's death at the player's hands being counted as a murder if she didn't attack first (ie backstab, sleeping, etc.) as her factions weren't being updated, fixed the load door of her house not changing ownership so the player could still be arrested for entering though Burd indicates otherwise and cleared the ownership of her house so that the player isn't trespassing and doesn't increase Items Stolen picking up items there though they don't show a theft icon
- In the Secrets of the Ayleids quest, fixed overly difficult Skeleton Guardians appearing in Nenalata for level 1-4 players due to an error in levelled list MS27LL1UndeadBones100
- After the Path of Dawn quest, when Baurus is back at Cloud Ruler Temple he won't indicate that he's providing free training (increases the player's Blade, Block and Heavy Armor skills) if he isn't; only provides the increase if one or more of these skills are under 90
- Fixed Alawen (Marksman master trainer) not agreeing to train if the player had two or more Elven Bows in their inventory (player needs an Elven bow as a prerequisite)
- Corrected oversight in the Canvas the Castle quest where if the stolen painting was returned to the Countess, it never reappeared on the wall in her chambers as it should have
- Corrected minor oversight where the poison and/or medicine persisted in the medicine cabinet after the Dark Brotherhood's Bad Medicine quest even though it had supposedly been removed and given to Roderick
- Fixed the opened crate in the Maria Elena that the player hides in for the Dark Brotherhood quest A Watery Grave being there before this event happened
- Fixed Lord Lovidicus (Origin of the Gray Prince quest) not being able to infect the player with Porphyric Hemophilia though he's a full-fledged vampire (had already corrected his not dropping Vampire Dust)
- Fixed Kurz gro-Baroth's sleep package having no location, so he could be found sleeping on beggar's bedrolls outdoors rather than in the Chorrol Fighters' Guild
- Fixed Eyja (Skingrad, Colovian Traders) never sleeping if not hired at Rosethorn Manor as the cell and bed were owned by Gunder; added faction for them and set ownership to that (she actually indicates if she's hired that she shared Gunder's bed)
- Fixed Undena Orethi (Skingrad) never reaching her tomato patch because the marker for it was buried in a boulder in a cliff face by the Gold Road in a different cell; also gave her a hoe and changed her AI so that she'll use it at the right place
- Added the missing Hackdirt Key to Natch Pinder, Jiv Hiriel and Marlena Brussiner
- Added missing castle keys to one of the Skingrad Castle guards
- Fixed Gan Luseph having a Bruma Chapel rather than Bruma Castle key
- Added Jair's (IC Waterfront) missing key to his inventory
- Gave Roderic Pierrane a copy of Metrick's House Key so that he isn't stuck outside her locked house when he visits her
- Gave Manheim Maulhand (Inn of Ill Omen publican) a pair of pants as he only had greaves and publican duty removes armor, so he had nothing on below the waist
- Gave a Bruma night patrol guard his missing pants, and a Chorrol Castle night guard pants, shirt and shoes as they were missing (though they would usually sleep in their armor)
- Fixed one of the "thieves" in the Fighter's Guild Den of Thieves quest sometimes having no pants (missing greaves) whereas their ally had multiple sets
- Gave the Imperial Legion Soldier at the Gottshaw Inn his missing helmet
- Removed one of the night Battlemages' (IC Arcane University) shields as none of the others have one
- Fixed a Leyawiin City Watch having a Silver Shortsword, whereas every other Imperial officer in the land has a longsword
- Myvryna Arano will no longer use the "I've been looking for you." greeting when she hasn't been (only should be used when the player has been released from prison and she is delivering the note)
- Imperial Legion members will no longer use the "murdering bastard" greeting on the player if the player's Infamy is one or less and the player is not a member of the Dark Brotherhood (the IsPCAMurdererFlag flag this checks can be set by accidentally hitting an ally in combat and then can't be cleared by any means without OBSE)
- Fixed conditions on a Mages' Guild rumor so that Hannibal Traven doesn't talk about himself in the third-person
- Fixed Burz gro-Khash and Mazoga the Orc not unequipping weapons/shields when eating, so they would go right through the table
- Fixed the rumor that Vidkun (Cheydinhal Mages Guild Recommendation) hasn't been seen around town recently only appearing in Skingrad
Game Mechanics Fixes
- Added a spell (will appear in Lesser Powers on load or a new game) to fix the "double-face" bug where NPC followers of the player have two faces (their headgear is also duplicated) after fast-travelling; simply cast the spell on an affected follower to fix them (spell is a Lesser Power so that it stands out from the other spells and doesn't train the spell skill, it doesn't use any magicka, can be cast if silenced and won't be considered hostile; checks are in place to prevent it from being cast on invalid targets ie non-following NPC's but it may still work on others, so randomly casting it on everyone isn't advised; if you don't want the spell it can be removed or put back again with the UOP menu)
- Finally got around to changing the default icon for script effect spells, which were inexplicably using the confusing "Burden" ball-and-chain; changed to use the much more appropriate "Generic Magic" icon as script effects can do anything
- Fixed the "Trespasses" misc. stat. on the player stats. sheet never updating; it will now update if the player trespasses in an owned cell and remains for 3-6 seconds (also it should avoid updating if the cell becomes a trespass zone due to NPC package change while the player is there if the Continue If Player Near flag is not set; this fix can be toggled off with the UOP menu - see above in UOP Changes)
- Fixed an entire cell of Rockmilk cave (RockmilkCave02) being inaccessible as it had no connection to other cells; cell was completely developed with no errors and all that was required was to change its name from "Rockmilk Haven" to "Rockmilk - Bandit Lair" (as there already is a "Rockmilk Haven"; new name matches a similar cell in Charcoal Cave), add a linked door to Rockmilk Haven and replace some of the levelled melee bandits with missile bandits for variety as they were all the same
- Added a new ROAD record for the Tamriel worldspace which fixes redundant node connections and nodes that don't follow the roadways; notably NPC's should no longer try to cut through the Leyawiin Stables buildings/fences, and Shum gro-Yarug and others should no longer fall off of the Skingrad Castle bridge
- The player/followers/NPC's should no longer suddenly drop dead in Oblivion Citadel towers (with fire columns) due the instant-death lava being too close to the floor (any slight glitch in the floor Havok would allow the actor to touch the lava); also included SigilLightTowerBase.NIF with the Havok displaced to reflect the changed lava height so that the player can't go for a swim in the swirling lava pool
- Similar to the above, fixed the lava height so that the player can't go for a swim in the lava pool (which is supposed to result in instant death; was too low due to the cell being tilted) in the Oblivion citadel cell "Embers of Hatred" (also linked two unlinked pathgrid nodes that were generating warnings)
- Corrected the names of all the gate controls in Oblivion random world # 2 "Portals of Natural Disaster" towers (Eruption, Landslide, Tornado and Tsunami) so that they match the gate they open (and the message that appears when it's opened as well)
- Fixed the Cheydinhal and Kvatch Oblivion planes' Sigil Stones giving unlimited amounts of Sigil Stones (and Fame points) if repeatedly activated, and the Great Gate quest's Great Sigil Stone doing the same
- Fixed the player not being able to use a chapel altar if the last time they used that altar was one week ago (was using the day of the week as the timer variable)
- Also fixed the same timer bug as above for the statue of Akatosh in the Temple of the One
- Fixed the player's compass being wrong in the following interior cells due to missing direction indicators: the Arena (two of the four), Lost Black Rock Chasm, Lower Breakneck Cave, Breakneck Cave Inner Chamber, J'Ghasta's Secret Training Room (Bruma), Castle Cheydinhal Dungeon, Fingerbowl Cave - Lord Crypt, Fort Ash, Fort Ash Stockade, Fort Rayles Hall of Winter, Trentius Family Mausoleum (IC Palace District), Sewer Waterworks (IC Elven Gardens), Hall of Epochs (IC Palace District sewers, one of two similarly named), Castle Kvatch Passageway, Jeetum-Ze's Room (Blackwood Company, Leyawiin), City Watch Barracks (Leyawiin), Dar Jee's House (Leyawiin), Nagastani Sedorsel, Nenalata Wendesel, The Sleeping Mare (Pell Gate), Redwater Slough, Rock Bottom Caverns, Rockmilk Haven, Rockmilk - Blackbow Camp, Sideways Cave - Hidden Lake, Sideways Cave - Lost Abagarlas, Chapel Hall (Chapel of Julianos, Skingrad), Undena Orethi's House (Skingrad) and Tidewater Cave
- Fixed all player-owned horses stuttering when passing corpses due to having corpse checking enabled
- Dirtied all instances of CandlestickFloor01DarkFake (floor candlestick with one large red candle) so that they don't all disappear if the player has Shivering Isles (mesh path was incorrect, 1.2 patch caused engine to no longer find it so they showed as error meshes {was already fixed in the UOP}, Bethesda inexplicably deleted them all in the SI ESM rather than correcting the mesh path)
- Removed useless empty levelled list LL0LootArrow3SilverAbsorbMagic75 from six other levelled lists so that they don't all get included unnecessarily in Bashed Patches that remove empty lists
- Added the missing ownership to the Knights of the Thorn Basement (Cheydinhal) to match the upstairs cell
- Corrected invalid target reference on package SkingradDailyWorshipEveningUseAltarDibella (no stock NPC's use this package, but may as well fix it in case mods do and don't correct it)
- Corrected the ownership of Floyd Nathans' house's load door (Blankenmarch) as it was owned by Dar Jee of Leyawiin for some reason
- Fixed the ownership of Chestnut Handy Stables as it was owned by the Chorrol stables' faction, and set the ownership of the bedrolls similarly as they could be slept in by the player
- Fixed the ownership of the publican's and rent beds in Border Watch Inn, Faregyl Inn, Gottshaw Inn, The Sleeping Mare and The Drunken Dragon Inn so that the player can't sleep in them (and for the rent beds can't without paying; left the non-player rent beds where the player needs to break in to get to them)
- Fixed the ownership of the bed in Lelles' Quality Mercandise {sic} (Anvil), the jailors' beds and prisoners' bedrolls in the Bravil, Bruma, Cheydinhal , Chorrol and IC dungeons, Black Waterside Stables (Cheydinhal), the Cheydinhal and Chorrol Castle Great Halls, Fire and Steel, Jirolin Doran's house, Malintus Ancrus' house, Rimalus Bruiant's house, Renoit's Books (Chorrol), Hammer and Axe, Nord Winds and Novaroma (Bruma), the Chorrol Fighters' Guild (without being a member), the Arena Bloodworks, the Guard House Private Quarters (IC Elven Gardens district), the Foaming Flask (IC Talos Plaza district), the All Saints' Inn (IC Temple district), the Imperial City Lighthouse (IC Waterfront district), Betto Plotius' house, Margarte's house, Southern Books, Three Sisters Inn and the Fighters' Guild (without being a member) (Leyawiin) and the Skingrad Fighters' and Mages' Guilds (without being a member) and the Town Guard House as they could be slept in by the player
- Changed the ownership of a bedroll with a dead bandit on it in Rockmilk Cave so that other residents don't sleep on it and cuddle the corpse
- Fixed the ownership of several containers in the Bridge Inn basement and Newlands Lodge (Cheydinhal), and one in Luther Broad's Boarding House Rooms which were player-owned though were not in the player's rented room
- Fixed another door in Heinrich Oaken-Hull's house not being tied to his key, Varel Morvayn's not being tied to a door in his shop, and Newheim the Portly's and Jesan Sextius' not being tied to a door in their houses (Anvil)
- Fixed the Cheydinhal Bridge Inn Key not being tied to one of the doors in the basement
- Fixed two doors in The Fair Deal (Bravil) not being tied to its key
- Fixed Baenlin's (Bruma) key not being tied to two doors in his basement, and one of the Bruma Chapel Undercroft doors being tied to the Bravil Chapel Key
- Fixed Rosentia Gallenus' keys not being tied to two doors in her house, Ra'Jahirr's to a door in his house, Mahei's to two doors in his house, J'bari's to three doors in his house, Ahdarji's to three doors in her house and Bugak gro-Bol's to a door in Southern Books (Leyawiin)
- Fixed Borba gra-Uzgash's key not being tied to a door in Borba's Goods and Stores, Orum's Key not being tied to a door in the Orum house, the Lythandas key not being tied to a door in their house, the Willow bank key not being tied to a door there, Mach-Na's key not being tied to a door in Mach-Na's books and Tertia Viducia's key not being tied to a door in The March Rider (Cheydinhal)
- Fixed Divine Elegance's, Edgar's Discount Spells', First Edition's, Jensine's Good As New Merchandise's, Slash'n'Smash's, Stonewall Shields', The Best Defense's, The Gilded Carafe's, The Main Ingredient's, The Mystic Emporium's, Three Brother's Trade Goods' and the Warehouse's keys not being tied to two doors in those locations, and Rindir's Staff's key not being tied to two doors and two display cases there (IC Market district)
- Fixed Stantus Varrid's and Trenus Duronius' keys not being tied to four doors in their houses, Marana Rian's key not being tied to three doors in her house, Algot the Northerner, Grey-Throat's, Hastrel Ottus', Luronk gro-Glurzog's, Pennus Mallius', Ruslan's, Salomon Geonette's and Surius Afranius' keys not being tied to two doors in their houses, Gilen Norvalo's key not being tied to a door in his house (IC Temple district)
- Fixed Ulen Athram's key not being tied to three doors in his house, Angelie's, Areldil's, Astinia Atius', Claudius Arcadia's, Dorian's, Dynari Amnis', Matthias Draconis', Ontus Vanin's, Samuel Bantien's, Sevarius Atius', Soris Arenim's, S'rathad's and Thamriel's keys not being tied to two doors in their houses, and Helvo Atius' and Umbacano's keys not being tied to a door in their houses (IC Talos Plaza district)
- Fixed Ra'Jhan's key not being tied to three doors of his house, Adrian Decanius', Cyronin Sintav's, Dovyn Aren's, Dul gro-Shug's, Fathis Ules', Ida Vlinorman's, Iniel Sintav's, Irene Metrick's, Jastia's and Kastus Sintav's, Marinus Catiotus', Othrelos', Roderic Pierrane's, Tertius Favonius' and Wumeek's keys not being tied to two doors in their houses (IC Elven Gardens district)
- Fixed Jair's key not being tied to the back door of his house (IC Waterfront)
- Fixed Salmo's (Skingrad) key not being tied to several doors in his house/shop
Item Fixes
- Fixed the "Child Overalls" in Fort Cuptor (only one of these in the game) not appearing in inventory when picked up (was flagged unplayable so couldn't be worn; replaced with a misc. item that isn't wearable but appears in inventory... item is worthless anyway)
- The Great Sigil Stone will no longer remain a quest item stuck in the player's inventory if multiple copies of it were obtained during the Great Gate quest by repeatedly activating the static Sigil Stone (see above in Game Mechanics)
- Fixed the Dark Shirt not hiding amulets, so they clipped through it rather noticeably
Texture Fixes
- Removed the useless alpha channel from the skirt of the female Blue Velvet Outfit ( Textures\Clothes\Upperclass\Pants03F.dds ) as was done with the Red Velvet Outfit as it caused the skirt to disappear in fog or under some refraction shaders
- Fixed the texture of the female Green Silk Garment ( Textures\Clothes\Upperclass\Pants01F.dds ) using the wrong compression for a useless alpha channel so was twice the size (reduced from 1,366KB to 682KB)
- Fixed the textures of the female Green Brocade Doublet ( Textures\Clothes\Upperclass\Shirt01F.dds ) and the bearskin rug ( BearRug01_n.dds ) using the wrong compression for a useless alpha channel so were twice the size (reduced from 342KB to 171KB)
- Fixed the invalid normal map on the middleclass oval rug ( MiddleClassRug01_n.dds ) not matching the texture, and was also twice the size it should have been as had a useless alpha channel (reduced from 170KB to 85KB)
- Fixed the normal map on the Blacksmith's Apron ( Textures\Clothes\Lowerclass\Shirt01_n.dds & Shirt01F_n.dds ) being invalid as it was rotated 90 degrees clockwise from the actual texture
- Fixed the Radish ingredient missing its normal map; made normal map IngredRadish01_n.dds for it
NIF Mesh Fixes - Clothing, Armor and Weapons
- The Ebony Mace (and others that use this mesh Weapons\Ebony\Mace.NIF ) should no longer fall through the floor when dropped; since have to include the entire mesh also closed a small seethrough hole in the ring halfway up the handle and optimized from 75KB to 59KB
- The Staff of Indarys ( MS13IndarysStaff.NIF ) should no longer fall through the floor when dropped; as above welded hundreds of duplicate vertices optimizing from 180KB to 90KB
NIF Mesh Fixes - Creatures
- Improved the Havok on the corpses of Wraiths and Gloom Wraiths ( Meshes\Creatures\Wraith\Skeleton.NIF and Skeleton_Lord.NIF ) so that they are less likely to bounce up and down and should come to rest if they do, and added stencilling so that their remains aren't transparent if seen from underneath (meshes were already in the UOP)
NIF Mesh Fixes - Statics and Clutter
- Fixed the doubled seafloor in Topal Bay and the Abecean Sea caused by the generated LOD mesh being too high wherever there was water (60.-32.-64.32.NIF, 60.-32.-96.32.NIF, 60.-64.-32.32.NIF, 60.-64.-64.32.NIF, 60.-64.-96.32.NIF, 60.-64.00.32.NIF, 60.-96.-32.32.NIF, 60.-96.-64.32.NIF, 60.-96.-96.32.NIF, 60.-96.00.32.NIF, 60.00.-64.32.NIF, 60.00.-96.32.NIF, 60.32.-64.32.NIF and 60.64.-96.32.NIF) also closed two seethrough holes in one of them and optimized them from 2.32MB to 1.66MB in total
- Fixed the Havok collision on the back wall of Riverview in Cheydinhal ( CheydinhalHouseUpper02.NIF ) so that it can't be walked through (mesh was already in the UOP)
- Fixed the missing Havok collision on the entire ceiling allowing it to be jumped through of a section of Margarte's house in Leyawiin ( LeyawiinMCHouseInterior04.NIF ) and optimized from 527KB to 454KB
- Fixed the missing Havok collision on the entire ceiling of the (very similar mesh to the above) Leyawiin Fighters' Guild 2nd Floor ( LeyawiinFGInteriorRoom01.NIF ) and optimized from 524KB to 433KB
- Fixed the missing Havok collision of the ceiling of the porch of LeyawiinHouseLower01.NIF (player's house and other locations) so that it can't be jumped through and the misaligned Havok for the porch supports that were allowing them to be somewhat walked through (mesh was already in the UOP)
- Fixed part of the ceiling in Borba's Goods and Stores and the Knights of the Thorn Lodge in Cheydinhal ( CheydinhalHouseMiddle01Interior.NIF ) so that it can't be jumped through (mesh was already in the UOP)
- Fixed same part of the ceiling as above in Llevana Nedaren's house in Cheydinhal ( CheydinhalHouseMiddle01InteriorA.NIF ) so that it can't be jumped through (mesh was already in the UOP)
- Fixed the missing Havok collision of the ceiling of the porch of LeyawiinHouseLower04.NIF (Coast Guard Station and other locations) so that it can't be jumped through, and closed another seethrough gap in the roof (mesh was already in the UOP)
- Removed duplicated faces causing flickering on two rafter beams and closed seethrough roof apexes on the external Bruma Fighter's Guild and Jerral View Inn ( BrumaFightersGuild.NIF ), and removed many invisible polygons and thousands of unwelded vertices optimizing from 813KB to 464KB
- Closed a seethrough ceiling beam, a seethrough beam by the load door, a one-sided beam protruding through another on the floor and fixed a flickering overlap in a wall panel on CheydinhalHouseUpper02Interior.NIF (mesh was already in the UOP)
- Fixed several more seethrough beams and one-sided polygons on CheydinhalHouseUpper03Interior.NIF (mesh was already in the UOP)
- Closed seethrough gaps by the front door and in the angled ceiling of Jerall View in Bruma ( BrumaUpperInnInt.NIF ), deleted hundreds of invisible polygons and welded thousands of vertices optimizing from 1.88MB to 1.28MB
- Closed several seethrough gaps and replaced small sections of bad texturing on the interiors of the Dividing Line and Ra'Jahirr's house in Leyawiin ( LeyawiinMCHouseInterior01.NIF ) and optimized from 1.46MB to 1.25MB
- Closed numerous seethrough gaps in the walls and around the windows of Jeetum-Ze's Room in the Blackwood Company Hall in Leyawiin ( LeyawiinBlackwoodCompanyRoom01.NIF ) and optimized from 428KB to 373KB
- Fixed similar errors as above in Ri'Zakar's Room ( LeyawiinBlackwoodCompanyRoom02.NIF ) and optimized from 377KB to 334KB
- Closed the seethrough end of the porch roof of LeyawiinHouseLower03.NIF (mesh was already in the UOP)
- Closed a seethrough beam missing a side by the front door, hollow beams in the ceiling (could be seen by jumping) and a seethrough gap in a wall panel in the player's house in Leyawiin ( LeyawiinHouseIntL08.NIF ) also used in a Blankenmarch and Border Watch cell, and optimized from 495KB to 423KB
- Removed a few more flickering duplicated polygons from the interior of Cloud Ruler Temple TestCloudRulerInt.NIF (mesh was already in the UOP)
- Closed a hollow seethrough-underside support beam in the Cloud Ruler Temple West Wing stairs ( CRTWestWingStairs.NIF ) and optimized from 189KB to 144KB
- Closed several seethrough gaps in the walls and replaced missing polygons in one of the columns of the basement of Three Sisters in Leyawiin ( LeyawiinBasement02.NIF ) and optimized from 721KB to 563KB
- Removed duplicated-in-place columns that were flickering badly and a duplicated-in-place wall panel, and closed seethrough gaps between a column and the window alcove in the second floor of the Leyawiin Mages' Guild ( LeyawiinMGInteriorLaboratory.NIF ) and optimized from 1.44MB to 1.18MB
- Fixed the same errors as above in the Leyawiin Fighters' Guild second floor ( LeyawiinFGInteriorTraining.NIF - mostly a retexture of LeyawiinMGInteriorLaboratory.NIF ) and optimized from 1.37MB to 1.08MB
- Closed the underside of the semicircular decorative frame over Leyawiin animated doors ( LeyawiinUpperDoorInt01.NIF ) as it was seethrough and optimized from 23KB to 16KB
- Closed a seethrough gap over the doorframe, moved a one-sided ceiling polygon sticking through the wall and fixed intersecting beams on Bravil upperfloor piece BravilHouseIntU03.NIF and optimized from 237KB to 198KB
- Closed another two seethrough gaps in the walls of BravilHouseIntM07.NIF and LeyawiinHouseIntL01.NIF (meshes were already in the UOP)
- Closed another seethrough gap between a half-column and wall in BravilMagesGuildInt1stFloor.NIF (mesh was already in the UOP)
- Closed another seethrough gap over an upper load doorframe and fixed a small polygon on the upper landings with missing vertex colors on ICHotelGroundFloor02.NIF (mesh was already in the UOP)
- Fixed the same upper landing polygons as above on ICHotelGroundFloor03.NIF and ICHotelGroundFloor04.NIF; also fixed the UV mapping on column tops on the latter (meshes were already in the UOP)
- Closed more seethrough gaps and eliminated more flickering overlaps in ICHotelTop04.NIF (mesh was already in the UOP)
- Removed more flickering overlapping polygons from the roof of the stairwell of ICDTopFloor04.NIF (mesh was already in the UOP)
- Sealed the column bases and extruded bottom borders to close seethrough gaps underneath ICTowerMiddle01.NIF in the Imperial Lighthouse tower (the only place where it's used) and slightly optimized from 226KB to 219KB
- Closed a one-sided polygon making a seethrough gap on a piece of the destroyed IC Temple of the One ( ICTempleM01.NIF ) and optimized from 1.44MB to 1.23MB
- Fixed flickering overlapping polygons on the stem of the Marie Elena in the IC Waterfront ( PirateRivets01.NIF ) and optimized from 288KB to 140KB (hundreds of unwelded vertices removed)
- Fixed several one-sided polygon intrusions (ie stairs and columns clipping through into the next room) and closed numerous seethrough gaps in the walls and roof of the upper floor of the Count's Arms in Anvil ( AnvilUC02SecondFloor01.NIF ) and optimized from 1,043KB to 661KB
- Fixed a flickering overlap in the wall panels, eliminated a large one-sided beam polygon sticking through the second floor and closed numerous seethrough gaps in the walls and roof of Lelles' Quality Merchandise in Anvil ( AnvilLCHouse02Interior.NIF ) and optimized from 929KB to 726KB
- Fixed some smeary UV mapping over the doors of AnvilLCHouse02.NIF (mesh was already in the UOP)
- Closed seethrough gaps around the roof of the Chorrol Fighters' Guild Tower ( ChorrolFGTowerInterior01.NIF ) and optimized from 209KB to 171KB
- Fixed two pieces of bad UV mapping in the exterior Leyawiin Fighters Guild LeyawiinFightersGuildHouse.NIF (mesh was already in the UOP)
- Fixed a small one-sided polygon of a protruding beam into the upper floor of LowerClassTavernInterior01.NIF (mesh was already in the UOP)
- Closed two more seethrough gaps and fixed several pieces of bad UV mapping in the exterior Leyawiin Blackwood Company house Meshes\Architecture\Leyawiin\Exterior\LeyawiinBlackwoodCompany.NIF (mesh was already in the UOP)
- Removed an unnecessary polygon causing a flickering overlap on the exterior Archer's Paradox in Bravil ( BravilArcherParadox.NIF; mesh was already in the UOP)
- Fixed flickering column tops overlapping with ceiling beams, gaps under doorframes, banister supports, over ceiling beams, under stair steps and at the top of the stairs, and some bad UV mapping in the Leyawiin Mages Guild ( LeyawiinMGInterior.NIF ) and optimized from 2.90MB to 2.22MB
- Fixed the same errors as above on the Leyawiin Mages Guild Library ( LeyawiinMGInteriorLibrary.NIF ) and optimized from 992KB to 835KB
- Fixed the same errors as above on the interior Leyawiin Fighter's Guild ( LeyawiinFGInterior.NIF ) and optimized a further 47KB off of it by removing more invisible polygons (mesh was already in the UOP)
- Fixed the same errors as above on the interior of Alval Uvani's house in Leyawiin ( LeyawiinHouseInteriorUpper09.NIF ) and optimized from 1.36MB to 1.06MB
- Closed seethrough gaps under a doorframe, in a stair step, under banister supports and in a wall of the interior Leyawiin Blackwood Company Hall ( Meshes\Architecture\Leyawiin\LeyawiinBlackwoodCompany.NIF ) and optimized from 2.35MB to 1.83MB
- Fixed flickering column tops and gaps between them and ceiling beams and closed other gaps in the walls and under banister supports of Southern Books and Rosentia Gallenus' house in Leywaiin ( LeyawiinHouseInteriorUpper11.NIF ) and optimized from 1.40MB to 1.10MB
- Closed large seethrough gaps in the walls, columns and window cels in J'Bari's and Mahei's houses in Leyawiin ( LeyawiinRoomInterior24.NIF ) and optimized from 588KB to 511KB
- Closed numerous gaps in the walls, columns and ceilings of the Leyawiin Mages' Guild basement ( LeyawiinBasement04.NIF ) and optimized from 1,111KB to 883KB
- Fixed the same errors as above in Alval Uvani's basement in Leyawiin ( LeyawiinBasement03.NIF ) and optimized from 1,075KB to 857KB
- Closed numerous seethrough gaps in the walls of Margarte's house in Leyawiin ( LeyawiinMCHouseInterior03.NIF ) and optimized from 1.54MB to 1.25MB
- Lightened overly dark vertex colors causing a black floor section in the stairwell in Bernadette Peneles' house in Skingrad and the Isolated House ( SKHouseLowerInt03.NIF ) and optimized from 545KB to 440KB
- Fixed small flickering overlaps in the ceiling corners of SkHouseUpperInt03.NIF (mesh was already in the UOP)
- Closed a seethrough gap in a back wall and removed duplicated-in-place window arch polygons causing flickering on Skingrad house exterior SKHouseMiddle01.NIF (mesh was already in the UOP)
- Removed a duplicated-in-place section of the roof of SKHouseUpper06.NIF causing flickering (mesh was already in the UOP)
- Removed four duplicated-in-place window arches causing flickering on Skingrad house exterior SkHouseMiddle03.NIF and optimized from 487KB to 388KB
- Fixed UV mapping around the oculus window and overlapping polygons causing flickering on the trim at the back of the Skingrad Mages' Guild ( SKMageGuild01.NIF ; mesh was already in the UOP )
- Fixed the stairway of CastleInterior\CastleStairs01.NIF extending beyond the visible area which caused them to clip through adjacent rooms in Cheydinhal and Chorrol castles, and optimized from 75KB to to 47KB
- Fixed castle wall piece CastleWallCurve07.NIF not fitting together properly with other pieces leaving a small seethrough gap at the top (normally invisible from the ground but noticeable from the rampart) and optimized from 227KB to 183KB
- Fixed bad UV mapping under Skingrad town wall pieces SkCastleWallGateTower.NIF and SkCastleWallGateTower02.NIF and slightly optimized by 0.6KB in total
- Made new mesh UOPArkvedCornerDoorL01.NIF for three false doors' room pieces in Arkved's Hall of Changes with deepened doorframes, as the player could go into the tiny false door room, close the door behind them and it would embed the player in the door such that it became transparent
- Sealed the bottoms of the ruined statues found in fort ruins ( RFStatueFig01-03.NIFs ) as they were transparent in many places where the statue has been overturned, and optimized thm from 239KB to 201KB in total
- Fixed flickering at intersections of shelf boards and small pieces of bad UV mapping on the upperclass desk ( UpperDesk01.NIF ) and optimized from 192KB to 165KB
- Fixed a flickering overlap at the end of the seat boards of the lowerclass bench ( LowerClassBench01.NIF ) and optimized from 76KB to 49KB (the static version of this bench in Clutter was already in the UOP)
- Removed the useless hexagonal pins from round table MiddleTableRround01.NIF {sic} as they had no texture properties and other data (mesh only optimized by 0.5KB)
- Eliminated flickering overlaps on the ends of lowerclass table DunTable01.NIF found in dungeons, fixed the rivets having wood texture and optimized from 170KB to 85KB
- Fixed a flickering overlap at the end of the tabletop boards of LowerClassTable06.NIF and optimized from 114KB to 59KB
- Fixed flickering overlap of boards at the top of upperclass shelving unit UpperWallShelf02.NIF (mesh was already in the UOP)
- Removed more duplicated-in-place polygons causing flickering on a leg of LowerClassTable01.NIF and LowerClassTable03.NIF (meshes were already in the UOP)
- Closed seethrough buttress tops on BravilCastleTower02.NIF and fixed the ropes around the horizontal beams being misaligned so were inside it, and optimized from 271KB to 213KB
- Slighty widened the columns of all eight Ayelid inner ring components ( ARInnerCircle01-08.NIFs ); they were narrower than their corresponding outer ring components which left seethrough gaps wherever they were used (most noticeable at Narfinsel where there is no stairway in the middle of the ring) and optimized from 442KB to 399KB in total
- Fixed the complete lack of Havok collision on Ayleid ruin piece ARCrossBeam01.NIF (diagonal buttress between the inner and outer ring components of Ayleid ruins) and capped the seethrough ends as there are many places where they are exposed
- Closed large seethrough gaps of nothingness in ruined fort narrow stairway RFNStairs01.NIF and optimized from 155KB to 133KB
- Fixed fort exterior piece RFCastleWallsTop03A.NIF being slightly too wide at one point, so left seethrough gaps wherever it was used, and optimized from 119KB to 95KB
- Removed invalid alpha property from the waterspouts of ruined fort basin RFNAlcoveBasin.NIF that were causing them to be transparent, and optimized from 39KB to 32KB
- Closed seethrough gaps of nothingness in the ceiling of ruined fort piece RFNHalf01.NIF (mesh was already in the UOP)
- Fixed flickering overlapping polygons on the top of lowerclass bookshelves LowerClassShelves02.NIF and optimized from 158KB to 84KB
- Fixed oversized Havok collision at the base of Oblivion talon rock ObTalonRockLg03.NIF and slightly optimized from 74KB to 72KB
- Fixed bad UV mapping on the back of cave rock CRock01.NIF (backside facing is not supposed to be seen as the rock is usually embedded but there are places where it is)
- Fixed the oversized Havok mesh on burnt West Weald rock RockWestWealdBurnt09.NIF found in and around Kvatch and optimized from 41KB to 37KB
- Improved oversized Havok meshes at the bases of ruined Oblivion walls RuinedWallRoundLeft01.NIF and RuinedWallRoundRight01.NIF, and optimized them from 1.91MB to 1.02MB in total (thousands of unwelded vertices)
- Fixed flickering overlap of two planks on loose planks mesh WoodPlanks01.NIF and optimized from 19KB to 16KB
- Fixed redundant texture reference on UpperClassRugCircle01.NIF (used both UpperClassRug02.dds and UpperClassRug02paint.dds though the area shown of the latter texture is exactly the same as the former) so the redundant texture doesn't need to be loaded into memory
- Fixed missing texture (was matte black) on the inside notches of the stationary post of common animated cave gate CDoor02.NIF and optimized from 39KB to 33KB
- Sealed the hollow tops of mine ceiling supports MCeilingEndCapNoCol01.NIF and MCeilingNoCol01.NIF as they could be seen into in several places they are used (optimized them but they grew by 1KB each due to all the new polygons)
- Fixed the hinges on chargen dungeon animated door ImpDunDoor02.NIF not being attached to the door so it was unsupported (mesh was already in the UOP)
- Removed the useless light sources from Weynon Priory secret doors and doorframe WHouseFalseCabinet.NIF, FalseCabinetDoor01.NIF and FalseCabinetDoor02.NIF that were causing the Construction Set to complain, fixed the door handle rivets not being attached to the handles and optimized from 155KB to 135KB in total
Placement and Layout Fixes
- Fixed followers/enemies falling to their deaths or disappearing when the player crossed any of the six bridges between the towers of Oblivion random world # 2 as they were missing pathgrids and a subspace, and fixed a seethrough-underside tower ground-level doorframe
- Fixed followers/enemies running into the lava and dying rather than following the player across two bridges to an island in Oblivion random world # 5 as the bridges and island had no pathing whatsoever
- Fixed pathgrids in Oblivion random world #1 and #6 towers "Blood Well" that would cause followers to fall to their deaths (the former was missing pathing completely on the spiral ramp and top, and on the latter preferred nodes were under the floor in lava, and about two-thirds of the spiral ramp had no pathing)
- Added missing pathgrid nodes in Oblivion random world # 2 tower cell "Corridors of Dark Salvation" near the load door as their being missing was causing followers to disappear when the player went through it
- Fixed followers and enemies getting stuck in the sunken citadel tower roof of Oblivion random world # 1 as the edge of the roof was too high to walk over; added two stair blocks appropriate to the pathing
- Eliminated a large flickering overlap on one of the bridges to the citadel tower and moved a ground blade to cover a large flickering polygon where the ground met the lava in Oblivion Random World #1
- Replaced several instances in ruined forts' crypt and basin alcoves of alcove piece RFHubArchTransNarrow which was ill-fitting, leaving seethrough gaps on the walls and bad flickering overlaps in the ceiling; replaced with slightly larger piece RFHallNHalf01 which fits seamlessly and adjusted nearby objects appropriately
- Fixed there only being one bed in Weatherleah, so after the Legacy Lost quest one of the Jemanes would always wander looking for a bed while the other was sleeping; did not have to add a bed as the existing one was duplicated in place with different enable parents on the duplicates, so moved the post-quest bed (moved a chest and crates to make room for it) and deparented the pre-quest one
- Fixed the Leyawiin cathedral so that grass isn't growing through the steps and the ground isn't protruding through the mesh (only one LAND resource required and it's not in the Tamriel worldspace so shouldn't cause a problem)
- Moved nine instances of StoneWallGateDoor01 (animated wooden small door in stone walls) throughout Cyrodiil as their hinges weren't attached to anything
- Grounded a rock in Tamriel cell 38,2 and 33,-5, two in cell 14,31, a Bergamot in 22,5, an Amanita in -19,12, a seethrough-underside tree in 27,-1 and moved a slightly embedded tree in -16,16 missed in the Tamriel audit
- Disabled/moved a duplicated-in-place runestone in Tamriel cell 20,18 and a huge duplicated-in-place boulder at Molag Bal's shrine (-12,12)
- Added missing Oblivion Gate enable parent to a levelled Daedric beast that could be found before the gate opened or the main quest was even started, disabled/moved a duplicated-in-place burnt tree missing its Oblivion Gate enable parent so could be seen embedded in the "real" tree and moved a flame mode embedded in a ground blade (the base of the flame could be seen sticking out through the blade) into the burnt tree in Tamriel cell -44,-5
- Disabled/moved an unnecesary Oblivion rock wall piece at the gate in Tamriel cell 9,31 as it was completely hollow at one end
- Added missing Oblivion Gate enable parents to a large talon rock just outside Bruma (7,34) and a smaller rock (7,35), and a talon rock in (20,0) sticking out through a boulder as they were visible before the gate was opened or the main quest even started
- Fixed two boulders in (1,2) not being reverse-parented to their Oblivion Gate, so lava texture showed on the ground before the gate opened (or the main quest started) and they were embedded in gate rocks when it was open
- Closed a large seethrough gap in a cave tunnel in The Sightless Grotto in Peryite's realm
- Fixed the well bucket rope being visibly attached to nothing and moved a duplicated-in-place Stinkhorn in the tutorial dungeon
- Disabled/moved two unnecessary bridge edge components and a duplicated-in-place support on the large bridge over the Niben (14,7) causing flickering
- Closed a seethrough-underside part of the exterior Cheydinhal town walls (was fixed previously but came back when land edits were removed)
- Grounded Hundolin's noticeably flying Arena Lockbox chest table and moved an unreadable Gray Fox wanted poster trapped in the wall Havok mesh (IC Arena District)
- Aligned fifteen misaliged stone wall pieces in Leyawiin that were showing seethrough sections
- Grounded a noticeably flying table on the topmost walkway of the Leyawiin Mages' Guild
- Moved/scaled/added mine support objects as required to close several seethrough ceiling beams, moved a set of supports to eliminate a large flickering overlap and flipped a gate so that it doesn't embed in the wall when open in Desolate Mine
- Moved a hanging lamp in Doomed Mine and another in Exhausted Mine Spent Works so that opening nearby doors won't cause them to fly around madly
- Moved a helmet in Empty Mine that had been placed on a skull, but due to Havok would slide right through the skull when the player approached
- Raised a burning bookshelf in Exhausted Mine Bottom Section embedded in rock and a skeleton
- Moved a barrel in Haunted Mine deeply embedded in a support beam
- Moved a rock blocking a dead end passage in Plundered Mine so that the nothingness at the end of the uncapped passage isn't visible
- Disabled/moved a tower door/stairway and two adjoining wall pieces that were duplicated-in-place in Chorrol
- Disabled/moved more duplicated-in-place objects (braziers, a skeleton, etc.) at the exterior entrances to Derelict Mine and Exhausted Mine
- Flipped the dead goblin in Fort Ash's exterior so its head isn't halfway sunken into the stone floor
- Grounded a noticeably flying chest in Fort Carmala
- Fixed the rope of a well bucket in Fort Cuptor Battlemains being severed halfway up and going through the wall of the well (an inverted bucket/rope had been placed above it as the rope wasn't long enough but it fell down in-game) and moved two Parchments on a table so that they don't fall through it
- Moved/scaled some tipped statues in Fort Gold-Throat that were embedded in walls
- Grounded a flying bone (waist height over the floor) in Fort Flecia
- Flipped a chest facing the wrong way in Fort Redwater
- Moved a bone in Fort Redman that would fall through the floor if the player was near
- Moved a barrel with debris embedded in it and a crate embedded in a stone wall at Fort Doublecross' exterior
- Moved apples and bread in a bucket so that they don't fall through the walls of the bucket when one is picked up, raised a chest sunken into a stone ledge, grounded/flipped a flying chest facing the wrong way and raised a bone hidden in a platform in Fort Aurus
- Closed a seethrough gap between a brazier support wall and column in Fort Empire
- Closed a seethrough gap in the floor and gaps around the nearby load door in Fort Horuun Legate Assembly
- Moved a brazier embedded in a wall, and moved several bones and an iron shield so that they don't fall through the floor if one is picked up in Fort Cedrian
- Raised a bone hidden (far) beneath the floor in Fort Irony
- Replaced a bucket of apples and bread loaves with a basket (the apples couldn't be picked up as were inside the bucket Havok and the loaves would fall through the bucket walls) and raised a barrel with the floor clipping into the base in Fort Entius
- Moved the clothing (Red Silk Robes, Red Silk Hood, Gold Trimmed Shoes) in Fort Grief's bailey so that they don't fall through the ground when the player is near
- Moved a rock in Fort Rayles' exterior that was protruding one-sided polygons through the fort wall
- Closed a seethrough crack and moved two rocks embedded in the Fort Roebeck exterior walls
- Moved two rocks embedded in the Fort Dirich exterior walls
- Plugged two gaps around a boulder that the player could fall into and get stuck at Fort Aurus' exterior, and moved a small rock embedded in the fort exterior wall
- Closed a seethrough-underside wall in the exterior of Fort Chalman
- Closed a large seethrough gap between a stairway and the upper floor in Fort Black Boot
- Moved up a tan jug embedded in the floor in Fort Wooden Hand
- Moved a barrel clipping into the floor and a wall in Fort Scinia
- Disabled/moved two unnecessary roof components that overlapped others causing bad flickering, scaled up a gate which was too small for its frame and grounded a noticeably ungrounded candle (was standing on its wax drippings) in Fort Sejanus, and closed three large gaps of nothingness in the ceiling of sarcophagus niches caused by misaligned wall sections in Fort Sejanus Catacombs
- Moved up a knife and fork embedded under the floor in Fort Urasek, moved a dead Marauder so half his head isn't embedded in the floor, moved a candle on a skull (the skull could be picked up leaving the candle floating) and moved a crate embedded in a wall in Fort Urasek Company Billets
- Moved a barrel embedded in a stone block in Fort Caractacus
- Lowered two instances of RFDchestLargeEmpty01 in Forts Homestead and Roebeck so that their alpha-fringe shadows don't cause the ground to disappear depending on the viewing angle (also checked all 24 other instances of them to ensure they were fine)
- Raised a brazier pillar in Fort Roebeck Winter Station slightly so that the alpha-fringe shadow isn't flickering, and moved two bones in Fort Roebeck embedded in the floor
- Moved a barrel in Fort Sutch (beside the Medicine Cabinet) embedded in the wall
- Fixed a large flickering overlap between two hall sections in Fort Linchal
- Very slightly raised two balcony endcaps in Fort Wariel to eliminate flickering at corner intersections
- Moved a crate and barrel embedded in walls in The Market Sewers
- Raised a barrel and hay embedded in the floor in The North Tunnels
- Scaled down slightly a barrel embedded between two walls in The South West Tunnels and raised a barrel somewhat embedded in the floor in The Temple Sewers
- Moved a door so that in doesn't embed into the stone walls when opened and raised a barrel clipping into the ground in Broken Promises Cave
- Grounded a chest in Breakneck Cave, and two sets of Wisp Stalks, a seethrough-underside cooking pot support, a broken crate and a noticeably flying plank in Lower Breakneck Cave
- Added an end cap to the tunnel with the load door and moved a rock at a dead end so gaps of nothingness can't be seen beyond them in Capstone Cave, and raised a pot that would fall through the ground and a barrel embedded in the ground in Capstone Great Cavern
- Moved a chest embedded in rock in Charcoal Cave
- Lowered the feeding trough so that the corn in it isn't inaccessibly trapped inside the Havok collision mesh and closed a seethrough gap of nothingness at the end of a dead-end hall in Cracked Wood Cave
- Moved two doors so that they don't embed in the wall when opened, raised a sunken barrel and a chest embedded in a rock in Crayfish Cave
- Moved/aligned dozens of coffins and their lids embedded in the ground, each other and other objects in all three cells of Dark Fissure
- Grounded five barrels and a stool in Dzonot Cave and Dzonot Main Cavern
- Disabled/moved several very large duplicated-in-place rocks at the exterior of Echo Cave
- Replaced two plates with candles in them with a static bowl-with-candles object (the plates could be removed leaving the candles floating), grounded the seethrough-underside pot support posts, moved a barrel embedded in the cave wall, moved/grounded a crate that was touching ground at only one corner and two similarly unbalanced chests and grounded a noticeably flying stool in Glademist Cave
- Closed a very seethrough rock, grounded six clumps of Wisp Stalks (several very noticeably flying) and moved two that were outside the visible area, moved a plank leaning on nothing and raised three Septims embedded in a table in Fatback Cave, and grounded a flying rock (and enough that a plank isn't sticking through it), a flying and an unsupported chest and two clumps of Wisp Stalks in Fatback Great Chamber
- Fixed a cave-in and a mace trap in Fingerbowl Cave not working as they weren't set up properly, moved numerous coffins embedded in each other, the ground and objects, raised several objects hidden under a bookshelf and three barrels embedded in the ground
- Moved two pieces of clothing that would fall through the floor in Goblin Jim's Cave, lowered a burnt wooden wall that the player could fall behind and become stuck needing a console command or a reload to get out of, fixed a swinging log trap not triggering as it wasn't set up properly and added a sky texture static to a gap between two rocks with a light beam shining thrugh it (as otherwise the light was coming from nothingness) in Goblin Jim's Whiteskin City, moved a crate embedded in a barrel and another in a wall, raised a bone that would fall through the ground and lowered the hut to minimize clipping with the roof in Goblin Jim's Pantry
- Moved a skull and plank far out of the playable area, raised a bone that would fall through the ground when the player was near and a barrel embedded in the ground in Grayrock Cave, and moved a barrel embedded in the wall and three sets of bones almost completely or completely embedded in rocks in Grayrock Shambles
- Raised a Wisp Stalks hidden under the ground and a Cairn Bolete embedded in the wall, grounded a Wisp Stalks and closed a seethrough rock in Greemead Cave Inky Grottos, closed a very seethrough rock and grounded two chests in Greenmead Soggy Hollow, and moved a chest embedded in the wall and closed a seethrough rock in Greenmead Cave
- Raised a hanging corpse in Howling Cave that had its head embedded in the floor
- Grounded two seethrough-underside bedrolls in Hrota Cave
- Moved two coffins and lids embedded in each other or the ground, fixed two rocks with stalagmites going through them and raised a sunken barrel in Memorial Cave
- The Ogre Teeth on a bed in Moss Rock Cavern can now be picked up (were inside the bed's Havok); also fixed several coffin lids embedded in coffins there
- Moved a barrel intersecting the ground and a crate, a chest intersecting the floor and grounded a broken crate in Onyx Caverns, and moved a barrel intersecting a stalagmite, another embedded in the ground, a chest embedded in the ground and grounded a flying barrel in Onyx Canyon Bridge
- Closed/grounded several seethrough and flying rocks and grounded two clumps of Wisp Stalks in Quickwater Cave
- Added a missing sky texture piece and light beams to a hole in the roof of Red Ruby Hollows that was missing them so just showed nothingness
- Grounded a seethrough-underside Caire Bolete and reoriented two unbalanced chests in Robber's Glen Cave
- Grounded three seethrough-underside rocks and moved a sack intersecting another sack and a plank leaning on nothing in Serpent Hollow Cave
- Grounded a very seethrough rock in Shadow's Rest Cavern, and a broken barrel and crate in Shadow's Rest Rocky Run
- Grounded five chests (two very noticeable), a very noticeably flying stool, three broken barrels and crates and moved a rock covering a dead end to close gaps of nothingness in Shinbone Galleries
- Fixed a swinging mace trap in Shinbone Cave not working as it wasn't set up properly, closed two seethough gaps of nothingness at the ends of dead-end hallways and raised two barrels sunken into the ground
- Raised an inaccessible gold piece hidden under a chest in Sideways Cave, and closed a seethrough gap of nothingness in an Ayelid wall section in Sideways Cave - Lost Abagarlas
- Grounded a rock, two clumps of Wisp Stalks, two chests and a Cairn Bolete in Silvertooth Cave
- Moved three barrels partially embedded in stone, moved two carrots that would fall through the ground when the player was near in Sinkhole Cave, and moved a skull and bone that would fall through the ground in Sinkhole Great Hall
- Raised a brazier pillar slightly so that the alpha-fringe shadow isn't flickering, flipped two doors so that they don't embed themselves in the stone wall when opened and moved a barrel embedded in the wall in Smoke Hole Brass Tomb
- Closed a gap under the load door and grounded a clump of Wisp Stalks in The Temple of the Moth Halls
- Moved a coffin almost completely embedded in a stone wall in Underpall Cave, raised two platforms so that the base doesn't clip through the steps in Underpall Keep
- Grounded a chest supported only at one corner by a rock in Veyond Sea of Darkness and a floating oblique chest with only a corner of it underwater in Veyond Great Sump
- Closed a seethrough gap of nothingness beyond a dead end tunnel in Wind Cave
- Moved a Bonemeal that would fall through the ground at Hidden Camp and a corn cob that would fall through the ground at Gnoll Mountain
- Moved two barrels embedded in stone in the Bravil Wizard's Lair
- Flipped an Ayleid lattice gate to open the opposite way so that it doesn't embed in the ground, grounded a flying sarcophagus and moved an Ayleid light fixture that was out of its wall niche and offcenter in Bawn Loria, and eliminated a flickering overlap on a raised area and grounded seven Welkynd Stone pedestals in Bawn Latta
- Flipped a chest facing the wrong way in Atatar Haelia Anga
- Grounded a bowl standing on edge and several candles on a crate and moved an Ayleid Reliquary embedded in a wall in Belda, and another embedded in a wall in Belda Lor, and fixed a flickery overlap on the Belda exterior's roof
- Moved two very misaligned Ayleid light fixtures embedded in walls in Ceyatatar and a misligned screen wall that was seethrough-underside on one side, and lowered an arch in Ceyatatar Gorigarlas so its hollow base isn't exposed
- Fixed pathgrid connections running through two impassable pillars in Nornal and disconnected nodes near the entrance, grounded two flying bedrolls, two benches and a chest and moved an Ayleid fixture embedded too deeply in the wall in Nornal Ageasel, and fixed the pathgrids as there were nodes inside and connections running through two walls and flipped a chest facing the wrong way in Nornal Varlasel
- Closed a rather large gap between the Ayleid ring and a stairway wall at Wendelbek's exterior
- Grounded and moved thirty flying Ayelid sarcophagi with overlapping fringe alpha causing flickering, grounded two flying altars and four square-column structures in Wenyandawik
- Closed a seethrough gap caused by a misaligned Ayleid outer ring at Hame's exterior, raised several sunken candelabras, grounded a rubble pile, crate and chest and raised an Ayelid coffer sunken into its stone shelf in Hame, attached two Ayelid light fixtures to their walls and grounded a rubble pile, two sacks and a barrel in Hame Wendesel, and slightly raised the Hame Dungeon Key sunken into a book in Hame Silasel
- Closed a large seethrough gap at the end of a misaligned Ayleid screen, moved a chest embedded in the floor and a pillar in Hrotanda Vale, and flipped an Ayleid gate which was embedding itself in a stairway when opened, attached two flying light fixtures to their walls, moved another ground fixture that was not in its wall overhang and closed another large seethrough gap from a misaligned screen wall section in Hrotanda Vale Sanctum
- Added two mounting blocks to Welkynd Stone cage chain supports so that they aren't attached to nothing in Lindai Inner Tombs
- Slightly raised two Welkynd Stone pedestals so that alpha-fringe shadow isn't flickering where it meets the column it sits on and moved a Welkynd pedestal that was out of its alcove so the stone would fall behind it and be impossible to retrieve in Nagastani
- Flipped an Ayleid gate that was embedding itself in a stairway when opened in Niryastare and grounded a seethrough-underside rubble pile in Niryastare Silaseli
- Lowed two misaligned Ayleid gates that were intersecting their doorframe when opened in Piukanda, closed a large seethrough gap by a misaligned screen wall section in Piukanda Edesel, and fixed a large flickering overlap on the base of the raised platform in Piukanda Ceyede
- Lowered an Ayleid arch outside Sedor that was hollow at the base, in the interior moved thirteen mounted and ground Ayleid light fixtures embedded in their walls or some distance from it causing seethrough gaps
- Closed a large seethrough gap at the end of an Ayleid screen wall and moved a barrel slightly embedded in the floor and another barrel in Varondo, and moved a plank embedded in a barrel in Varondo Varasel
- Slightly raised a Welkynd Stone pedestal so that alpha-fringe shadow isn't flickering where it meets the column it sits on in Vilverin Canosel, and raised a Sacred Lotus Seeds that would fall through the table when the player was near and a Septim embedded in the floor in Vilverin Sancremathi
- Closed a large seethrough vertical gap on the Ayleid ring of Welke's exterior caused by several pieces being misaligned
- Closed a seethrough-underside wall (also was flickering where it met the ground at one point) at the Wendir exterior
- Grounded a seethrough-underside ruined house wall in Hackdirt, and moved a skull in Hackdirt Caverns that would fall through the floor when the player was near
- Moved a large boulder outside Anvil's walls to close gaps that the player would get stuck if fell in
- Grounded two carpets intersecting chests in the Anvil Fighters' Guild
- Moved a tapestry with the wall clipping through it in the Count's Arms (Anvil)
- Fixed flickering at the corners of a room, flipped two trapdoors that weren't aligned the same way as their destination doors and raised two buckets with the floor clipping through their bottoms in the Sea Tub Clarabella (Anvil)
- Fixed the same errors as above in the Serpent's Wake (Anvil) and grounded a flying blood decal
- Aligned the exterior load door to Aleron Loche's house which was clipping into the fake placeholder door, moved the load door to A Warlock's Luck which was completely hidden behind the fake door (so the handle was missing), disabled/moved a useless door hidden in a building and grounded Cosmus the Cheat's seethrough-underside bedroll in Bravil
- Moved a chest out of a half-column and a barrel slightly embedded in a wall in the Bravil Castle Private Quarters East Wing
- Raised a chest sunken into the floor in the Bravil Mages' Guild Basement
- Moved two chairs slightly away from their table so that the sitter doesn't intersect the table, attached a noticeably flying tapestry to the wall, moved a chair embedded in a tapestry and a painting with its string embedded in the wall, and grounded two noticeably flying tables in Ungolim's house (Bravil)
- Moved a table embedded in a wall and a tapestry clipping into the chimney in Varon Vamori's house (Bravil)
- Moved a table intersecting a tapestry in S'Krivva's house (Bravil)
- Grounded a rug and bed in Dro'shanji's house (Bravil) and fixed the ownership of it and another bed which the player could sleep in
- Closed a large seethrough gap between the upper and lower floor pieces visible in the stairway of Ungolim's house (Bravil)
- Raised a chair embedded in a rug in A Warlock's Luck (Bravil)
- Moved a sack and table intersecting a tapestry and flipped three tapestries facing the wrong way (made them very dark) in Henantier's house (Bravil)
- Moved two embedded shrubs out of a building and wall in Bruma
- Moved a book and shirt that would fall through the shelf they were on in the Bruma Fighters' Guild basement, a bag of flour that would fall through its shelf in Jerrall View, and a pair of gauntlets that would fall through their shelf in J'Ghasta's house (Bruma)
- Closed a large gap over the load door in Ongar's house (Bruma)
- Closed a large seethrough gap of nothingness over the interior load door of Wildeye Stables (Bruma)
- Raised a fork hidden in a table in Baenlin's house (Bruma) and a clay pot embedded im a shelf in the basement
- Raised a knife and two forks hidden in a table in Lyra Rosentia's house (Bruma)
- Moved a pair of gauntlets that would fall through their shelf and a helmet outside the playable area in Nord Winds (Bruma)
- Grounded two large garden planters in Cheydinhal Castle County Hall (and some of the flora in them which were left hovering otherwise)
- Moved two paintings outside the visible area so that they are hung on the walls, aligned a painting clipping into the wall and another with its string embedded in the wall, and raised a chest sunken into the floor in Cheydinhal Castle Great Hall
- Raised a lectern sunken into a table in the Cheydinhal Castle Private Quarters
- Moved a tapestry very badly intersecting a support beam, two beds embedded in wall beams and grounded two vases on a mantel in the Cheydinhal Mages' Guild
- Moved an Iron Longsword completely hidden in a wall on the first floor (could be heard rattling around in the wall as it collided with the Havok), fixed several books falling through their shelf in the Cheydinhal Fighters' Guild, and grounded a calipers floating off its anvil in the basement
- Attached four tapestries that were off their walls/misaligned in the Dark Brotherhood Sanctuary (Cheydinhal)
- Fixed several books in Bazur gro-Gharz's house (Cheydinhal) falling through the shelf if the player was near
- Moved two wall-mounted torches that were half-embedded in their beam hiding the support brackets in the Knights of the Thorn basement (Cheydinhal)
- Moved the door teleport marker in Llevana Nedaren's basement (Cheydinhal) so that the player is by the door instead of at the bottom of the stairs on entering
- Raised a chest sunken in the floor the Magrub gro-Orum's house (Cheydinhal)
- Moved two arched doorframes in the Castle Chorrol West Tower to close seethrough gaps around the load doors and eliminate unsightly intersection with the wall skirting and moved an embedded sack out of the wall
- Moved a trapdoor embedded in the wall skirting in the Castle Chorrol Wall Tower North View and flipped it so that it faces the same way as its paired trapdoor, and moved a crate embedded in another crate
- Moved a crate embedded in the wall in Castle Chorrol Wall Tower East View
- Moved a barrel out of the wall in the Chorrol Castle South Tower
- Raised the bedrolls in Chorrol Castle Dungeon which were somewhat sunken into the floor, and a plate that would fall through the floor when the player was close
- Raised most of the knives/forks/spoons on the table in the Chorrol Fighters' Guild which were embedded in it, raised a quill hidden in the desk mesh, and fixed a book falling through the shelf when the player was near
- Raised a vase embedded in a table in Alberic Litte's house (Chorrol) and a bottle of wine embedded in the wine rack in the basement
- Raised a plate in the Oak and Crosier (Chorrol) that would fall through its shelf
- Grounded a very flying knife (over head height) in Rimalus Bruiant's house (Chorrol)
- Grounded a chair, two bedrolls and a sack in the Chestnut Handy Stables (IC)
- Moved a bench out of the wall in Roderic Pierrane's house upstairs (IC Elven Gardens district)
- Raised a chest sunken into the floor in Tertius Favonius' house upstairs (IC Elven Gardens district)
- Raised a pewter pitcher sunken into a table in Othrelos' and Dul gro-Shug's houses upstairs (IC Elven Gardens district), and five more pieces of pewterware as well sunken into a table in Othrelos' house upstairs
- Moved a Blue Silk Shirt in a display case in Red Diamond Jewelry (IC Market district) that was sticking out through the bottom of the case, and moved a potato embedded in a ham slice in the upstairs
- Raised three pewter mugs and a shopping list that would fall through their table/desk when the player was near in the Black Horse Courier upstairs (IC Market district)
- Moved up a small set drawer unit (holds clutter) hidden in a shelving unit in Rindir's Staffs (IC Market district) and moved a weapon rack slightly embedded in the wall in the basement
- Raised a quill, knife and fork that would fall through the surfaces they were on in the Gilded Carafe Private Quarters and The Best Defense basement (IC Market district)
- Raised three cups, a pitcher and plate sunken into their table in Angelie's house upstairs (IC Talos Plaza district)
- Raised several cups and other pewter objects sunken into shelves and a table in Dynari Amnis' house (IC Talos Plaza district)
- Raised three pewter pots sunken into their shelf and a basket sunken into the carpet (so it showed through the bottom) and raised several pieces of cutlery that would fall through their table in Claudius Arcadia's house upstairs (IC Talos Plaza district)
- Moved a duplicated-in-place wine bottle in a rack in Dorian's house (IC Talos Plaza district) and raised a Flax Seeds upstairs that would fall through the plate it's on
- Moved two crates embedded in a wall and raised another sunken into the carpet in Sevarius Atius' basement (IC Talos Plaza district) and grounded a flying fork and raised several pieces of cutlery so they don't fall through the table in the upstairs
- Moved a duplicated-in-place wine bottle in a rack in Umbacano Manor (IC Talos Plaza district) and moved two crates embedded in the wall in the basement
- Raised a paint palette hidden in a shelf and a pair of shoes sunken into the carpet in Usheeja's house (IC Talos Plaza district)
- Raised several pieces of cutlery so that they don't fall through their tables in S'rathad's house, Ontus Vanin's house, Ra'jiradh's house, Thamriel's house and the Tiber Septim Hotel (IC Talos Plaza district)
- Disabled/moved two more rogue purchase receipts for player house furnishings in Stantus Varrid's house (IC Temple district; while perhaps meant to be decorative, they have the unintended side effect that if picked up by the player, furniture magically appears in the player's house, which doesn't make much sense); also flipped three barrels in the basement facing the wrong way
- Raised two tankards sunken into a table in Algot's Private Quarters (IC Temple district) and raised a crate sunken into the carpet in the basement
- Raised two tankards sunken into a table in Grey-Throat's Private Quarters (IC Temple district)
- Raised three pewter cups and a plate sunken into a table (the plate would fall through it) in Amantius Allectus' house upstairs (IC Temple district)
- Flipped/grounded a flying chest facing the wrong way in Graman gro-Marad's basement (IC Temple district)
- Raised two chests sunken into the floor in Salomon Geonette's house upstairs (IC Temple district)
- Moved nine Blackberries embedded in the base of a silver bowl (rather than being in it) in Trenus Duronius' house (IC Temple district) and flipped two chests in the upstairs facing the wrong way (the top one was also embedded in the wall)
- Flipped two trapdoors in the IC Waterfront Lighthouse Imperial Watch Barracks that were backwards compared to their destination doors
- Moved a pitcher, two cups and a sack in the Chapel of Akatosh (Kvatch) that couldn't be activated as they were inside the Havok mesh
- Moved up a boulder hidden under the Leyawiin Mages' Guild so that it's visible, and moved several books inside that would fall through their shelf when the player was near, flipped three load doors that were hiding their handles, grounded a rug, moved a tapestry whose one-sided rods stuck into the adjoining room, flipped a load door in the basement hiding its handle, grounded two benches, two rugs and a chair in the 2nd floor south, scaled down a rug intersecting a doorframe, moved a bench intersecting the wall skirting in the library and flipped a door hiding its handle in the 3rd floor
- Raised yet another entire set of cutlery hidden in the dining room table, grounded a rug, bench, table, moved the entryway chandelier so that the hanging rod is poperly aligned in the Leyawiin Fighters' Guild, grounded a rug in the basement, and raised a quill hidden in a desk in the 3rd Floor West
- Raised a plate and two cups sunken into their shelf in the Castle Leyawiin Dungeon
- Raised a plate of candles sunken over halfway into a table in the Castle Leyawiin Lord's Manor Private Quarters
- Raised the dining room section to close a seethrough gap where it met the main house mesh, raised/moved a rug hidden under another rug in the floor so that it's visible, raised eight pots and tankards embedded in shelves, moved a chair deeply embedded in a wall half-column and raised a chair slightly embedded in the floor in Ahdarji's house (Leyawiin), flipped the load door hiding its handle in the 2nd floor east and grounded a sack, and flipped the load door hiding its handle in the 2nd floor west
- Raised a silver arrow hidden in a table and attached a flying sconce far off of its wall in Alval Uvani's house (Leyawiin)
- Moved three tan mugs floating behind their shelf, grounded a rug and the desk sitting on it, moved a sack embedded in the desk, moved a crate out of another crate and a chair embedded in another chair (had to replace it with the same chair but opposite-side sitting in Best Goods and Guarantees (Leyawiin)
- Flipped the load door that was hiding its handle in Betto Plotius' house (Leyawiin)
- Raised the main building mesh very slightly to fix a flickering intersection in the celiing, flipped a chest facing the wrong way and a door hiding its handle (note that one door like this was not changed as it moved significantly when flipped so would stick out on an existing save), raised a rug completely hidden in the floor, moved a goblet almost completely embedded in a chair and raised several knives and forks hidden in a table in Blackwood Company Hall (Leyawiin), grounded a practice pad, added a missing shelf under three very flying candles against the rear wall and moved another flying candle onto an existing rack and moved the chandelier's hanging rod so that it's attached to the chandelier in the Training Hall
- Grounded three chests, two chairs, a shelving unit and rug and moved a seethrough-underside candle in Cingor's house (Leyawiin)
- Fixed the load door of the interior being completely different from the exterior (note that this may leave a gap around the load door if you've already been to this cell in a current game but it will still work properly), grounded a chair and moved two barrels embedded in a wall in the Five Claws Lodge (Leyawiin)
- Grounded a shelving unit and two crates and moved a cupboard that would unable to open (door would hit another cupboard) in Dar Jee's house (Leyawiin)
- Raised a chest sunken into the floor, moved a chair out of the wall and a tapestry intersecting the wall border and crate embedded in another crate in J'bari's house (Leyawiin), and grounded a bench and moved a bed slightly embedded in the wall in the 2nd floor west
- Flipped two load doors that were hiding their handles, moved a bookshelf and contents against the wall to cover one-sided polygons from the stariway in the neighboring room clipping through the wall (separate mesh), moved a table deeply embedded in a corner quarter-column, raised a knife hidden in a table, moved a tapestry whose hanging rods stuck into the next room, grounded two benches (one which was embedded in a wall), a rug and three tables in Mahei's house (Leyawiin), flipped a load door hiding its handle and expanded it slightly to close gaps around it and moved the most embedded painting thus far out of the wall (the canvas was completely hidden) in the second floor east and grounded a rug in the second floor west
- Moved a tapestry embedded in the wall border in the stairway and a barrel in a closet that the door would embed into, and grounded a rug in Margarte's house (Leyawiin)
- Flipped the load door as its handle was hidden, grounded a rug and a chest embedded in the wall and moved a crate embedded in another crate in Ra'Jahirr's house (Leyawiin)
- Flipped the load door as its handle was hidden and expanded it slightly to close seethrough gaps around it, attached a sconce very far off of its wall and moved a bench embedded in the upper-level banister in Rosentia Gallenus' house (Leyawiin), and raised an iron arrow and pair of shoes hidden under the floor in the second floor
- Flipped two doors that were hiding their handles, grounded two rugs and raised a knife and fork hidden in a table in Southern Books (Leyawiin) and grounded a rug upstairs
- Moved a table with a leg embedded in the wall skirting, a table embedded in the wall and a bucket handle, a crate embedded in another crate and a chest embedded in a tapestry, and raised a Lichor hidden in a table in The Dividing Line (Leyawiin)
- Raised a spoon that would fall through the table when the player was near, moved a painting noticeably off its wall and grounded a sack in the basement flying at knee height in the Three Sister's Inn (Leyawiin)
- Closed a large seethrough gap at the corner of the wall and tower on the interior and exterior Skingrad town walls
- Moved a mounted deer head over the fireplace that was embedded too deeply (the mounting was hidden), a candle in a skull (while it looked good, the skull could be moved leaving the candle floating) and the load door to the upstairs as the door cel was sticking out very noticeably over the doorframe in the Skingrad Fighters' Guild, and moved a desk slightly embedded in the wall in the upstairs
- Grounded a Calcinator flying a good distance over its table in All Things Alchemical (Skingrad)
- Moved a cooking pot embedded in the floor and with its hangar unsupported so that it's properly hung in the fireplace in Five Riders Stables (Leyawiin)
- Moved a very embedded tapestry (in a beam and shelf), another embedded in a ceiling beam, and three paintings whose strings were embedded in the wall in Lazare Milvan's house (Skingrad), and raised two spoons and a tankard that would fall through their shelf in the basement
- Grounded a noticeably flying chair and slightly ungrounded chest of drawers and rug in the upper floor of Rosethorn Hall (Skingrad player's home)
- Raised a badly flickering rug out of the floor and raised a Black Horse Courier broadsheet that would fall through the table in Toutius Sextius' house (Skingrad)
- Fixed a door in Tamika's house (Skingrad) that was locked even though it was open
- Raised four Blackberries hidden inside the mesh of a cabinet in Sinderion's cellar (Skingrad)
- Raised two bookcases sunken so low that they clipped through the ceiling of the lower floor and moved a bottle of beer hidden outside the playable area on to the small table with the others in Summitmist Manor (Skingrad)
- Raised a plate embedded in a shelf in Shagol gro-Bumph's house (Aleswell) and grounded other items on the shelf
- Moved a barrel embedded in a wall in the Aleswell Inn
- Moved a ladle embedded in a bowl in Applewatch
- Grounded a crate embedded in the wall skirting with a shears underneath it and moved a broom with its handle embedded in the wall in Satha Dalvilu's house (Bleaker's Way)
- Flipped the load door of J'riska's house interior (Border Watch) which was hiding its handle and tipped a pot on its side so the hanging wire isn't standing unsupported
- Moved a crate in M'dasha's house (Border Watch) embedded in a tipped chest of drawers
- Moved a sack embedded in a crate in the Drunken Dragon Inn
- Closed a seethrough gap of nothingness over the load door of the Faregyl Inn
- Raised two beds in Drarana Thelis' and Deetum-Ja's houses (Harlun's Watch) that were protruding into the lower floor, raised two pots in Deetum-Ja's house embedded in shelves, and raised a crate embedded in the ground in Harlun's Watch exterior
- Moved a flying pot with a ladle embedded in it into the fireplace so it's properly hanging in Harm's Folly
- Raised a hay bale at Brindle Home that was flickering where it met the ground, and raised a spoon that would fall through the table in Melus' Petillius' house
- Moved a shelf in Wawnet Inn embedded in a support beam
- Moved a skull embedded in a beam in Weatherleah
- Raised a basket embedded in the floor, moved the exterior door forward so its handles aren't hidden behind the fake placeholder door and aligned the chandelier's hanging rod in Weynon Priory Lodge
Text Fixes
- Corrected scroll name "Summoning Dremora Lord" » "Summon Dremora Lord" to match all other scrolls
- Corrected NPC name: "Bogrum Gro-Galash" » "Bogrum gro-Galash" (the gro- {son of} or gra- {daughter of} are uncapitalized in all other Orc names)
- Corrected cell name "Five Riders Stable" » "Five Riders Stables" (matches the map marker, sign and all other stables)
- Changed duplicate cell name of Countess Valga's quarters: "Castle Chorrol Private Quarters" » "Castle Chorrol Lord's Private Quarters" which matches other castles
- Changed duplicate cell name of Jakben Imbel's small domed top floor "Jakben Imbel's Private Quarters" » "Jakben Imbel's Study"
- Corrected S'Krivva' house cell name and her key name "S'krivva's" » "S'Krivva's" to match her name
- Fixed the directions on several Leyawiin cell names as they didn't match the actual locations of the cells relative to the main cell (Mages' Guild changed "West" to "South" and "East" to "North", Three Sisters Inn changed "West" to "North" and "East" to "South", Mahei's house changed "East" to "West" and "West" to "East", and J'bari's house changed "East" to "South" and "West" to "North"; also corrected all three cells of J'bari's house: "J'Bari's" » "J'bari's" to match his name
- Corrected cell names for Istirus Brolus' house: "Istrius" » "Istirus"
- Corrected City-Swimmer's house cell name "City Swimmer's" » "City-Swimmer's" to match her name
- Corrected name of J'riska's house "J'Riska's" » "J'riska's"
- Corrected name of Savlian Matius' tent "Matius's" » "Matius'" and removed a trailing space
- Corrected name of Rythe Lathandas' house and basement "Lathandas's" » "Lathandas'"
- Corrected key name: "Gallenus Rosentia's Key" » "Rosentia Gallenus' Key"
- Corrected key name: "Grey Throat's House Key" » "Grey-Throat's House Key" to match his name
- Corrected name of Rimalus Bruiant's dog in his greeting NQDChorrol_GREETING_00074A88_1: "Kezu" » "Kezune" (audio is close enough that it doesn't need alteration)
- Removed the "[Lie] " prefix from the response topic to Eridor (Skingrad vampire humter) in the Mages Guild Information at a Price quest, as it's entirely possible that the player does live in Skingrad
- Corrected dialog topic: "Ajum Kajin" » "Ajum-Kajin" to match his name
- Corrected subtitle in Imperial Palace guard hello NQDGuard_HELLO_0018AE7B_1: "if the Council" » "if Council" to match the audio
- Corrected subtitle in Sinderion dialog MS39_Nirnroot_0004E977_4: "the recipe" » "a recipe" to match the audio
- Corected subtitle in Ontus Vanin dialog NQDImperialCity_GREETING_000476D4_1: "with Mages Guild" » "with the Mages Guild" to match the audio
- Corected subtitle in Seridur greeting MS23_GREETING_0001D23F_3: "those" » "these" to match the audio
- Corected subtitle in Namira shrine speech DANamira_DANamiraSpeech_0005C01F_1: "walk" » "walks" to match the audio
- Corrected subtitle in Jorundr dialog with Tyrellius MS09_MS09TyrelliusTalk_000908EB_1: "I've never" » "I never" to match the audio
- Corrected subtitle in Ysabel Andronicus greeting ArenaDialogue_GREETING_0003D62B_1: "huh?" » "eh?" to match the audio
- Corrected subtitle in Azzan dialog FGC05Stone_contract_0000395D_1: "from the Bruma Chapel" » "from Bruma Chapel" to match the audio
- Corrected subtitle in Adrienne Berene greeting MG01Destruct_GREETING_0004A98A_1: "have good" » "have a good" to match the audio
- Corrected minor possessive in Amminus Gregori dialog MS13_FawilTopic_00031C82_1: "Indarys's" » "Indarys'"
- Corrected minor contraction in Olav dialog MS11_RaynilDralasTopic_0003842B_1: "cause" » "'cause"
- Corrected subtitle in Snak gra-Bura response NQDImperialCity_SnakGraBuraResponse_0007BE9C_1 removing "Add some onion and... wait." as it wasn't present in the audio
- Corrected typo in Molag Bal shrine quest stage 110: "Petiliusis" » "Petilius is"
- Corrected minor possessive in Chorrol Recommendation Part II stage 5: "a days' time" » "a day's time"
Audio Fixes
- Fixed eleven lines of audio and the subtitle for yet another IC rumor NQDImperialCity_ICAllNQDQuestionResponses_0004988D_1 that referred to Rohssan as male
- Fixed a line of dialog (BedRental_BedYes_000B984F_2) for Shuravi from "east wing" to "north wing" to match the fix for the cell names above
- Fixed audio for a line of Denel's dialog MG10Vahtacen_Pillar_00035F3A_5 in the Mages' Guild Vahtacen's Secret quest where "sulking" had been read as "skulking"
v3.0.1 Updates to Twelfth Release (2008 - June - 16)
UOP Changes/Fixes
- Removed all 3,333 (yes, that was the number) deletions of objects (ie underground rocks) to eliminate any chance that the UOP causes crash-on-exit as this has been confirmed to be a cause (if a mod loaded later changes an object an earlier loaded one deleted) and replaced them with object disables/moves where appropriate
- Since it was all undeleted anyways, made the large inaccessible area of Fingerbowl Cave - Servant Crypt accessible; added trapdoors/ladders where necessary, bridged the chasm, changed the enemies from Slaughterfish (it's not underwater) to assorted undead, closed a large gap in a tunnel section and fixed pathgrids
- Fixed Rythe Lythandas being unresponsive in the Brush With Death quest if Tivelas' request was initially refused
- Fixed the Silver Shortsword missing its icon due to the engine not using the ArchiveInvalidation entry for the UOP-fixed texture properly
- Removed the fix for the double-sided alpha hit from cobwebs; some 7xxx series nVidia cards didn't like them and blackscreened
- Added NONE choice to the UOP AOE (Area of Effect) choice menu for if the player has a mod that nullifies the audio for this effect so that it isn't necessary to use one of the others
- Removed UOP pathgrid fixes to Tamriel cells -22,22 and -23,22 which are also changed by the Battlehorn Castle DLC, to prevent any chance that they interfere (as it's well-known that the engine occasionally doesn't layer outdoor cells' resources properly)
- Improved the fix for the King of Miscarcand and Zombie Guardians following the player outside of Miscarcand so that it doesn't need GameMode scripting
- Fixed introduced patches of bad UV mapping in the alcoves of IC top floor pieces ICTopFloor21.NIF and ICTopFloor25.NIF (face optimize artifacting) and the roof of FarmHouseInterior01.NIF (also restored a couple of accidentally deleted fireplace polygons)
- Fixed optimization on ICGroundFloor19-21.NIFs and ICTopFloor01,05.NIFs causing ragged edges on the local map
- Restored an accidentally deleted polygon in Skingrad house interior SkHouseMiddleInt03.NIF
- Fixed accidental removal of Havok collision on Emetic Russula caps ( IngredEmeticRussulaCap01.NIF ) when their UV mapping was fixed (way back in March 2007)
- Undid a shelf move in Ulen Athram's house (IC Talos Plaza) so that it doesn't interfere with OOO (causing floating objects)
NPC and Quest Fixes
- In the Path of Dawn quest, when the player has the third Commentaries volume and doesn't report back to Baurus, he will no longer try to find the player outside of the Imperial City, where he would be unable to fast-travel back with the player and could get stuck, breaking the Main Quest (he was intended to stay in the IC but the conditions were set up incorrectly)
- Corrected oversight in the Dark Brotherhood Permanent Retirement quest where, after taking Adamus Phillida's finger, his corpse still had all of its fingers
- If the player murders Ulrich Leland in the Cheydinhal dungeon after the Corruption and Conscience quest is completed, it will no longer result in a quest update indicating one of the characters needed to complete the quest has died
- Fixed the dead "Bosmer Thief" (named this, and also referred to as a Bosmer several times) in the Brush With Death quest actually being an Altmer
- Corrected conditions on one of Gogan's (Anvil) goodbyes for the Sirens' Deception quest which was appearing before the quest even started
- Fixed two Legion soldiers who frequent inns (Weye and Gottshaw) missing their gauntlets (possibly intentional due to their drinking, but three others have them)
- Fixed the Chorrol Countess' Bodyguard missing his helmet and shield
Game Mechanics Fixes
- Integrated the cell change in Quarn's nVidia Black Screen Fix into the UOP so the separate plugin is no longer required (the UOP had already had about 80% of the required interior CELL records in it due to edits to these cells anyway, so may as well integrate this so fixes to the cell names aren't overwritten; note that if mods change vanilla interior cells they may override the change. All that is required for modders to prevent this is that on an interior with Fog values Near, Far and Clip Dist. all zero, to set Near to 0.0001; Wrye Bash's "Fog Fix" function will set the appropriate values in any ESP automatically)
- Improved the fix for the ghosts of the Blades following the player outside Sancre Tor and getting stuck so it doesn't need GameMode scripting, and they will be able to get back inside if they follow outside; also optimized the scripting for this area by removing a GameMode GetDistance check script from the door and moving what it did into the quest script
- Improved the scripting for the Kvatch courtyard enemies so that it doesn't need a GameMode block; this may also fix the problem where after they are all dead Savlian Matius doesn't talk to the player and update the quest (but this may also be caused by using creature mods that change them)
Item Fixes
- Fixed Istrius Brolus' (Bruma), Alberit Litte's, Casta Scribonia's, Reynald Jemane's, Valus Odiil's (Chorrol), Falanu Hlaalu's and Lazare Milvan's (Skingrad) keys not being tied to doors in their owned locations (which had no keys assigned)
- Removed the useless Chorrol Jail Key from Chorrol day and night jailors (it opens nothing and their Chorrol Dungeon Key opens everything they need access to so this appears to be a duplicate)
NIF Mesh and Texture Fixes - Statics and Clutter
- Closed the back of the large upperclass bookshelf ( UpperWallShelf03.NIF ) so that it isn't transparent in two locations (this mesh was already in the UOP)
- Fixed the usual litany of seethrough gaps, bad UV mappings and unneccessary polygons in the interior of the Two Sisters Lodge in Skingrad ( SKHouseMiddleInt04B.NIF ) and the upstairs ( SkHouseMiddleInt04T.NIF ) and optimized from 1,286KB to 1,055KB and 455KB to 394KB respectively
- Corrected the collision type in the window alcoves of Leyawiin Mages Guild sections LeyawiinMGInteriorShops.NIF and LeyawiinMGInteriorDinning.NIF {sic} so that they don't sound like water if walked on, fixed bad vertex color alignment in the ceiling and optimized from 1.18MB to 1.04MB in total
- Closed several seethrough gaps in the exterior of Reynald Jemane's house in Chorrol ( ChorrolHouseMiddle05.NIF ) and optimized from 451KB to 372KB
- Closed more gaps in BravilFightersGuildBasement01.NIF and also added BravilFightersGuildBasement02.NIF as there were ceiling gaps in that as well, and optimized from 354KB to 296KB
- Fixed up CheydinhalHouseMiddle01, 04 and 05.NIFs some more; still had some gaps and bad UV mapping, and reduced 01's size another 4KB and 04 another 10KB
- Fixed the hole in the middle of the manhole cover ( SewerManholeCover01.NIF ) being transparent, so if it was placed on a floor as it is in several IC houses as a load door the floor could be seen through it
- Closed several seethrough gaps in castle pieces StackStairsRight03.NIF and StackStairsLeft03.NIF including under all the stonework of the banisters and optimized from 565KB to 391KB and 567KB to 384KB respectively
- Fixed a missing windowframe beam on SKHouseLower04.NIF exposing the one-sided window cel (this mesh was already in the UOP)
- Fixed a piece of bad UV mapping on boulder RockGreatForest1400FGDMoss.NIF and optimized from 152KB to 137KB
- Fixed bad UV mapping on the sides of chargen dungeon pieces IDPitFloor2WayNoCol01C.NIF & IDPitFloor3WayRCol02C.NIF and optimized from 24KB to 19KB in total
- Fixed bad UV mapping at the corners and several seethrough gaps on CastleKitchenFireplace01.NIF and optimized from 242KB to 185KB
- Fixed the bedframe clipping through the blanket on ships' interior beds ( SIBed01.NIF ) and optimized from 75KB to 59KB
- Closed a seethrough gap over the upper doorframe of ICGroundFloor18.NIF missed originally (mesh is already in the UOP)
- Fixed several pieces of bad UV mapping on the broken barrel found in dungeons ( DunBarrel01Broken.NIF ) and optimized from 129KB to 96KB
- Fixed skewed UV mapping in the grate of IC sewer piece SewerTunnelStraight04.NIF and optimized from 73KB to 63KB
Text Fixes
- Corrected scroll name "Summon Wraith" » "Summon Faded Wraith" to match what it does (there is no Summon Wraith effect in the game; Faded and Gloom Wraith only)
- Corrected scroll name "Summon Wraith Gloom" » "Summon Gloom Wraith" to match the creature name (all Gloom Wraiths are named this way)
- Corrected names of the Bruma and Anvil bodyguards to the Countess: "Countess's Bodyguard" » "Countess' Bodyguard" (the other two were correctly this)
- Corrected minor dialog typo 33DF3 MQ04 GREETING "Gods blood" » "Gods' blood"
- Corrected spelling of the Blankenmarch house of Floyd Nathans: "Floyd Nathan's House" » "Floyd Nathans' House"
- Corrected cell name "Damian Magius Quarters" » "Damian Magius' Quarters"
- Corrected key name "Ra'jhan's House Key" » "Ra'Jhan's House Key"
- Removed trailing space from Bravil shop cell name "The Fair Deal"
Placement and Layout
- Closed several seethrough and onesided gaps in the Imperial Prison accessed during the Dark Brotherhood's Scheduled for Execution quest, and flipped two of the cell doors to open outwards so that they don't embed in the stone wall when opened
- Unlocked a bedroom door in the Anvil Fighters' Guild Dining Hall (which was intended for the player) that could trap Azzan behind it
- Lowered 17 instances of sewer piece sewerChannelEndcap01 slightly so they don't flicker where they intersect the floor
- Disabled a useless doorframe in a tunnel of the IC sewer cell The North Tunnels that had no door it, so the top was transparent
- Fixed about three dozen more slightly floating, clippy or misplaced objects in various interiors
Audio Fixes
- Fixed audio and subtitle for a Leyawiin greeting for male and female Argonians and Khajiit that referred to the Count of Leyawiin as "Count Terentius" (who is the Count of Bravil)
v3.0.0 Twelfth (Final?) Release. (2008 - June - 03)
UOP Changes
- Updated the UOP installer to Inno Setup v5.2.3 (the Oblivion.INI fixes in the self-installer now work properly)
- Fixed the UOP self-installer not updating ArchiveInvalidation.txt with the fixed textures
- Fixed saves crashing on load for a small number of people (~0.3%) if both the UOP and KoTN were present (removed deletions and moves of invisible light sources in the Anvil Chapel of Dibella)
- Fixed player getting kicked out of the Fighters' Guild after the Hist quest (was caused by an engine bug with the SetFactionRank script command)
- Fixed Bloated Float inn cell ownership after the quest there is completed (oops)
- Updated the integrated Mentalor's Stat Restore accessible through the UOP menu to include the v1.1 checks/fixes for Magicka and Fatigue being affected by ModAV commands
- The vampire feeding fix (see below in Game Mechanics) has been added to the UOP menu so it can be toggled on if required (off by default as it makes the vampirism scripting run much more often; turn it on if your vampiric character is having problems feeding)
- Updated Open Cities compatibility with added Anvil buildings to work with new modular releases of Open Cities by Arthmoor
- Removed changes to Agarmir (Unfriendly Competition quest) and the Molag Bal Cursed Mace; although they worked fine uninstalling the UOP before quest completion could cause problems
- Removed ~4,000 Tamriel & CamoranParadise cell edits to Viper's Bugloss, Bergamot (both varieties) and Strawberry plants as fixed the meshes (see below); checked all 8,000+ instances of them and fixed a few hundred flying/embedded ones
- Removed all LAND resource edits from the UOP ESP and replaced what the edits fixed (ie seethrough-underside walls/stairs, sharp land texture boundaries) by using statics to cover the errors; this reduced the size of the ESP by almost 900KB and also eliminates the occasional missing land glitches caused by an engine bug with many mods present where a cell's land temporarily fails to render
- Removed about a hundred deletions to lights and other objects from the ESP that were referenced by other mods (OOO and RealLights) and disabled the objects instead which should prevent crashing-on-exit for some people
- Removed all changes from Tamriel cell AnvilMainEntrance (-47,-7) as any change to this cell will cause Oblivion to crash on exit from the main menu; seems to be a bug with Oblivion.esm
NPC and Quest Fixes
- In the Light The Dragonfires quest (climax of the Main Quest) the player will no longer get stuck in cutscene mode forcing a reload if the door to the Imperial Palace Council Chambers is closed when Martin meets with Ocato
- The player will no longer be able to lose Martin if he is told to wait while escorting him in the Find the Heir, Weynon Priory and Light the Dragonfires quests; the quest target compass will point to Martin while he is waiting
- Fixed the quest target compass in the Spies subquest of the Main Quest so that it isn't stuck on Captain Burd when the player knows of two spies to be eliminated and has gotten all possible info from Burd and Jauffre
- If the player casts Bound Gauntlets while wearing the Bands of the Chosen in the Paradise subquest of the Main Quest, this will no longer make them unequippable (which will break the quest if the player hasn't entered the Forbidden Grotto) and leave the player with a permanent 50% weakness to fire
- Fixed the Boethiah Tournament of Ten Bloods quest breaking if the player went to the left gate upon arriving (the enemy was too close to the gate, would see the player and attack, fall in the lava and die tying to get to the player, and then none of the gates after that would open)
- In the Peryite Daedric Shrine quest, the souls of the followers that the player needs to capture will no longer run away if there are enemies around, which could result in them falling into the lava and dying where the player can't get to them
- Fixed dialog in the Shadow Over Hackdirt quest that confused many players because the topic needed to complete the quest was grayed-out making it appear as though the quest could not be completed; moved Seed-Neeus asking about her daughter to her greeting if the quest is running, and she will immediately thank the player if Dar-Ma has already returned rather than asking if she is safe
- Also in Shadow Over Hackdirt, fixed Dar-Ma traveling home to Chorrol after being rescued at snail's pace even though she's supposed to be fleeing for her life
- Fixed major conflict bug between the Thieves Guild Ahdarji's Heirloom quest and the Sanguine Shrine quest where if they ran concurrently, Countess Alessia Caro would never retrieve her clothing including the quest item ring so the Thieves Guild questline was broken, and would also continue to eat for six hours a day (or never stop eating) after Sanguine was completed and this was no longer required
- The player will no longer receive an erroneous Blood Price for killing Matthias and Sibylla Draconis in the Ahdarji's Heirloom quest (they have nothing to do with the quest nor do they live where it takes place; instead they share a script with Caelia Draconis who is a legitimate Blood Price NPC for this quest; Sibylla is especially wrong as she's a feral cave-dweller who will attack the player without provocation)
- Also fixed the shared Draconis script noted above making it a more efficient by removing the need for a GameMode block, and this should also fix the bug with the Dark Brotherhood quest Next of Kin where the game doesn't recognize when Matthias Draconis is dead
- Fixed major bug in the Thieves Guild Boots of Springheel Jak quest where going to the Gray Fox first after getting the boots with a Blood Price would break the questline (he would remove the boots and send the player to Armand, but after getting reinstated by Armand the Gray Fox would just ask if the player had the boots again or say that he needed time to think, and the quest was unfinishable; Armand was supposed to complete the Boots quest)
- Also fixed that if the player went to Armand first with a Blood Price, no Blood Price gold would be removed from the player and both Armand and the Gray Fox would pay the player the reward for the boots
- Fixed conditions on the "Boots of Springheel Jak" topic so that it only appears for the Gray Fox as it is supposed to (it was appearing for all Thieves Guild Members; if selected only the subtitle would appear as there is no audio and dialog would terminate)
- Fixed player getting a quest update that Methredhel beat them to the diary on returning to the Waterfront, and never getting the update that they stole it back, if the player pickpocketed it from her in the Thieves Guild initiation quest May The Best Thief Win
- Corrected timer bug in May The Best Thief Win that caused Methredhel to never deliver the diary to Armand Christophe if the quest was done on the last few days of the current game month
- Fixed Armand using the goodbye "Shadow hide you, Pickpocket" to the player in the May The Best Thief Win quest before the player is a member of the Thieves Guild (Pickpocket is the first rank)
- Fixed Puny Ancus ending up sleeping in midair when Amusei's IC Waterfront bedroll is disabled at the end of May The Best Thief Win
- In the Thieves' Guild Elven Maiden and Misdirection quests, if any of the Waterfront guards are dead, their corpses will no longer move to a point near Methredhel's shack when Hieronymus Lex arrives
- Added alternate journal entries for the Thieves' Guild Misdirection quest if the player is the Arch-Mage of the Mages' Guild, as otherwise the quest made no sense at all (will not retroactively change the journal entries if the quest has already been completed as it can't be determined if the player was already the Arch-Mage at the time)
- Fixed the Vampire Cure quest not stopping when it was completed, which could mess up Hal-Liurz's (Skingrad Castle) dialog and prevent her from bringing the Count again for Allies for Bruma
- In the Caught in the Hunt quest, if either the Imperial or Nord hunter dies close to an invisible marker for the next hunter, it will no longer prevent the next hunter from appearing and break the quest; made all three hunters appear when the player goes into Hunter's Run as they are too far apart to worry about more than one fighting the player at once
- Fixed the Caught in the Hunt quest breaking if the player fast-travelled or walked/swam to Fort Grief and didn't get close enough to the trigger marker to advance the quest, instead of using Kurdan's boat in Bravil
- Also in the Caught in the Hunt quest, the player will be able to finish the quest if the Hunters Run keys are pickpocketed from the Imperial and/or Nord hunters and they are left alive
- Fixed timer bug with the quest A Brotherhood Betrayed where Carius Runellius would not travel to Olav's Tap & Tack in Bruma to meet the player when he was supposed to if this event was triggered in the last few hours of the last day of the current game month
- Fixed similar timer bug with the Corruption and Conscience quest where Garrus Darelliun would never go to the Cheydinhal Bridge Inn to complete the quest if this event was triggered in the last three hours of the last day of the current game month, leaving the quest unfinishable
- Fixed that if the player waited in Castle Cheydinhal or whichever cell Garrus was in for him to go to the Cheydinhal Bridge Inn, he could disappear and never appear there, leaving the quest unfinishable
- The Corruption and Conscience quest will now terminate properly if Ulrich Leland dies either at quest beginning (after getting the quest from a townsperson but not making any progress on it) or after talking to Llevana Nedaren (player would receive a quest update to see Garrus Darelliun but he had no dialog about the quest)
- Fixed Ulrich Leland's dialog being severely wrong if the Cheydinhal part of the Allies For Bruma quest was completed after he had been sent to jail in Corruption and Conscience (he would respond as if he were at the Bruma battle with no audio or lip movement)
- The player will no longer be able to start the Corruption and Conscience quest if Ulrich Leland is already in Bruma, which would cause him to leave (sometimes right in the middle of the battle) and similarly mess up his dialog as above
- Ulrich Leland will no longer use the greeting "I don't know you, and I don't care to know you" on Cheydinhal guards (his subordinates)
- Fixed some of the hello and goodbye dialog conditions for Llevana Nedaren and Garrus Darelliun in Corruption and Conscience so would be said to the wrong NPC's or at the wrong times
- Fixed Cheydinhal residents still having the "Fines" initial dialog topic for the Corruption and Conscience quest even after the quest is completed
- Mazoga the Orc should no longer die before the player starts her quests due to her Responsibility of zero causing her to steal food or attack guards (it was set this way so that she would seek Black Bows held by NPC's, and so will be set back to this when her quest is done and this supposed is to happen)
- Fixed the first stage of the Join The Fighters Guild quest never appearing after finding out who to talk to in order to join, and also having no quest targets
- Fixed Arvena Thelas being stuck outside and non-activatable (player can't talk to her) if she is sitting on the bench outside her house in Anvil reading when the player starts the Fighters Guild Rat Problem quest
- Fixed the Mages Guild Anvil Recommendation quest and thus the entire questline from stalling without any notice if the player didn't tell Carahil that they were a merchant when asked
- Also in the Anvil Recommendation quest, Carahil will no longer hang around in the player's room at the Brina Cross Inn after following there to ask the merchant question, preventing Arielle from talking to the player secretly and the quest from progressing
- Fixed the Brina Cross Inn (location of the Anvil Recommendation quest) publican Christophe Marane as it was often possible to rent a room there once and have it persist for the rest of the game
- In the Mages Guild Leyawiin Recommendation, wearing a Necromancer's Robe when confronted by Kalthar in Fort Blueblood will no longer break his confrontation dialog
- Fixed Earana persisting after the Mages Guild Chorrol Recommendation though a rumor indicates that she left town after getting the book she wanted
- Erthor should no longer continue to follow the player when the Mages Guild Skingrad Recommendation quest is completed
- Hannibal Traven's scripted death in the Confront the King quest will no longer fail to work if the player talks to him right after conversation ends, if he is silenced, or for other reasons
- Completing the Unexpected Voyage quest will no longer cause Hieronymus Lex's replacement (Servatius Quintilius) to appear prematurely (before the Thieves' Guild Taking Care of Lex quest is completed) and follow Lex everywhere
- Fixed the Unexpected Voyage quest being unfinishable if the player chose to lock up Selene and left the other Blackwater Brigands alive, and Selene will now go to the IC Bastion prison rather than just disappearing at quest end
- The player will no longer receive a Blood Price for killing Mercator Hosidus in self-defense in the Mages Guild Ulterior Motives quest if the Thieves Guild Lost Histories quest is running concurrently (there are other examples of Blood Price quest conflicts such as this, but with this one the player is attacked without warning by the Blood Price NPC)
- Fixed Amusei's sleeping and wander locations at the beginning of the Thieves Guild Lost Histories quest being set to Leyawiin instead of Skingrad where the quest takes place
- In the Dark Brotherhood quest A Kiss Before Dying, the player will no longer be stuck in cutscene mode if they are at a location that can only be reached by jumping (ie a roof) when Ungolim dies (as Lucien is approaching but can't reach the player)
- Fixed stage 20 of the Dark Brotherhood Bad Medicine quest never appearing as the script for the medicine chest wasn't checking if the medicine had been removed but the poison not added yet (this didn't cause any problems completing the quest)
- The priest Ilav Dralgoner will now go down to the Kvatch refugee camp when the quest Breaking the Siege of Kvatch is completed, rather than standing halfway up the hill to Kvatch for the rest of the game
- Increased the quest update trigger distance to Weatherleah's marker in the Legacy Lost quest as the update could easily be missed if the player didn't get close enough to the house
- Fixed a quest target for the Imperial Corruption quest so that it doesn't point to Servatius Quintilius if he's dead
- Fixed bug that caused the Pale Lady to be enabled if the player visited the secret passage in the Skingrad Castle Wine Cellar before the Thieves Guild Lost Histories quest started (she would inevitably fight the player to the death and thus make her actions in the later quest impossible; this did not interfere with quest progression)
- Fixed being able to buy the Honorblade of Chorrol back from Fathis Ules after returning it to him in the Sins of the Father quest, as then not being able to return it to Castle Chorrol didn't make sense (it can still be stolen from Castle Chorrol {see below in Items} but did not change that as it is reasonable that Fathis would still refuse to deal with the player or accept it out of spite as he had been crossed)
- Corrected Fathis Ules' greetings after this quest if the Honorblade was returned to him so that he doesn't use the "rude" greeting if the player is a high-level thief who can use him as a fence
- The player will no longer get quest updates from the Mephala Daedric Shrine quest after it is completed (such as if more residents of Bleaker's Way die)
- Fixed the lich Erandur-Vangaril (Lost Boy Caverns) so that if the player encounters it at less than level 23 and it's non-interactive (which is by design) it doesn't remain this way permanently should the player return at a sufficient level
- Fixed the dialog conditions in the Chorrol matchmaker mini-quest (does not appear in journal) between Bittneld the Curse-Bringer (guard captain) and Emfrid (Gray Mare publican) so that it works properly; most of the dialog was being skipped so that Emfrid would thank the player for telling Bittneld about her when this hadn't happened, and fixed Bittneld's daily visits to Emfrid after he says he will see her as they weren't working
- Fixed the AI bug causing Imperial Legion Foresters to fight each other to the death if there was a deer in the area (a required side effect to keep them from fighting without going into a script bounce is that if two of them conflict over a deer, they will become uninterested in that deer thereafter)
- Fighters Guild Porters should no longer follow the player around in the guildhall (unintended consequence of their repair service that caused them to act like shopkeepers)
- The Shrine of Vaermina will now accept the otherwise useless Filled Colossal Black Soul Gem as an offering if the Mages' Guild Confront the King quest has been completed
- Made the quest compass for the Daedric Shrine quests requiring offerings consistent so that they point to the respective shine when an offering is to be returned there
- At the conclusion of the Brush With Death quest, the player will no longer be shouted at to leave the house by Rythe and Tivela Lythandas after rescuing Rythe if the quest happens to conclude when the house is locked for the night (which means the returning player was counted as trespassing)
- The Painted Trolls in the Brush With Death quest should no longer be able to follow the player and Rythe through the painting at quest conclusion if any are left alive
- Fixed that if the player murdered Gogan and/or Maelona at the end of the Sirens' Deception quest, no bounty could be incurred though they are members of the Anvil City Watch, and they would still be alive in Anvil
- Naspia Cosma will now complete her daily attendance in Cheydinhal Castle County Hall and offer Blade training as she was supposed to; player would have to unlock and trespass in the Private Quarters to get her to train otherwise
- Fixed Malintus Ancrus (Chorrol) sometimes not being outside his house when he's supposed to be in the Thieves' Guild Arrow of Extrication quest, and stuck outside permanently once the quest is completed
- Giovanni Civello (Adamus Phillida's replacement after the Dark Brotherhood quest Permanent Retirement) will no longer be stuck in his office
- Stopped Jirolin