It has been brought to our attention (indirectly) that people are attempting to use this mod with Nehrim installs.
DO NOT DO THIS.
The UOP will not work in a Nehrim install, whether you're using the old version that uses the standard Oblivion folders or the new Steam version of Nehrim. Nehrim has deleted everything from the files that would be relevant to the UOP and all you're going to do is crash your game.
So I'm sure it's come as a bit of a surprise to everyone, but yes, the UOP has been getting a few updates here and there. Since Sigurd is wanting to make this a semi-regular thing again we've decided to add bug tracking functionality to the AFK Track site to include Oblivion. So in the future, any new bugs to be reported should be filed there so we can keep track of them properly.
seriously though, thanks for working on a patch for the remaster! Youre a damn legend! i cant wait for the day where i dont have magicka particles permanently visible on my character for no reason
Hi, I'm from Russia! It's a pity that our cards are no longer accepted abroad. I would donate to speed up the release of "Unofficial Oblivion Remastered Patch - UORP". I am writing a comment through an online translator. I am waiting, I am patient, I want to play in the summer. I will be on vacation.
I think they'll release more optimization mods so that the RTX 3060 doesn't freeze at ultra settings.
We don't plan to, but obviously our release schedule for updates is already pretty irregular as it is. The remaster is probably going to push future updates down the road a bit.
you only support the latest edition of Skyrim, why not the latest edition of Oblivion? Please make an Unofficial Patch for the remaster. They didn't bother fixing any of the bugs.
Edit: if you don't, someone else will and they will claim the unofficial patch mod title iykyk
Many thanks! I believe it is a bug, but the AI issues regarding many NPC's being stuck in the game is killing me.
They are completely broken. I even compared to the original game and those issues are not present. I've seen two enemies inside a castle trying to move to attack me through a gate while the gate was closed. I've seen many NPCs completely stuck inside stores doing nothing. I've seen NPCs in the street talking, ending their dialogue and being immobile after that.
I think navigation is completely broken, and as I said those issues were not present in the original, at least not so noticeable.
With the Oblivion Remaster out, and no official mod support yet, is it possible or even necessary for this patch to be brought over to the Remaster? It looks 1:1 with the original for the most part, and I wonder, with your teams’ blessing, if they used the latest unofficial patches as the baseline version of the game throughout development? Obviously I would think that OBSE based fixes and especially the “Abomb” glitch fix from EngineBugFixes would no longer be necessary. But since this is a 1:1 remaster, there’s thousands of bugs that could potentially still be there from the original. I’m hoping these patches are in there already or can possibly be ported in the future
First off, we were not contacted about it, so if they used any fixes from us we weren't told.
With that out of the way, based on what I've seen from my download so far (curse my slow internet) the CRC on the data files that existed in the OG version are identical. So this would strongly suggest nothing at all was done to those.
There are however some NEW files which were not present in the originals and are of significant size. They may contain bug fixes, but I'd wager most of whatever is in there is all the upgraded cluttering they've done everywhere.
Bottom line is we're looking into what's going to be needed for this. There's a good chance it'll end up being possible to do the UOP+SI+KOTN part as one patch with the other DLCs as another since there are two versions being sold on Steam.
EDIT: So as it turns out, someone found at least one thing in the remaster that was fixed and that fix was lifted straight out of UOP. Which means we'll have to take a very careful look at everything to make sure any port of the project for the remaster doesn't duplicate what they may have done with other fixes.
Here is a suggestion: Why not add Human Blood to random loot that appears in Vampire Dungeons? Or at least to the coffins which act as boss chests in such dungeons? I suggest this because you added the Vampire Feeding effect to those, however, given their limited supply they won't last long for someone who intends to remain a vampire.
Do I need to have the same email for nexus and steam in order for mod to work? btw before I enable mods, is it necessary to launch the game before enabling mods? thank you
Zombie hair is fixed by this patch, so if it is not showing as fixed, you have a later loading mod that has edited the model on texture involved and overridden the UOP fix.
selene is not going to the cell after completing quest on bloated float shes stuck outside the door of the private room also does this mod effect the respawning skooma in waterfront hasnt been there since the beginning of my playthrough
3299 comments
DO NOT DO THIS.
The UOP will not work in a Nehrim install, whether you're using the old version that uses the standard Oblivion folders or the new Steam version of Nehrim. Nehrim has deleted everything from the files that would be relevant to the UOP and all you're going to do is crash your game.
will you marry me please?
seriously though, thanks for working on a patch for the remaster! Youre a damn legend!
i cant wait for the day where i dont have magicka particles permanently visible on my character for no reason
I think they'll release more optimization mods so that the RTX 3060 doesn't freeze at ultra settings.
No need to donate to speed it up, it'll happen as fast as is reasonably possible. After all, a rush job would just lead to mistakes.
Edit: if you don't, someone else will and they will claim the unofficial patch mod title iykyk
Also they have fixed quite a number of bugs in things.
They are completely broken. I even compared to the original game and those issues are not present. I've seen two enemies inside a castle trying to move to attack me through a gate while the gate was closed. I've seen many NPCs completely stuck inside stores doing nothing. I've seen NPCs in the street talking, ending their dialogue and being immobile after that.
I think navigation is completely broken, and as I said those issues were not present in the original, at least not so noticeable.
Hopefully this mod if not devs will fix that :)
Straight porting of OG Oblivion mods is not going to work.
With that out of the way, based on what I've seen from my download so far (curse my slow internet) the CRC on the data files that existed in the OG version are identical. So this would strongly suggest nothing at all was done to those.
There are however some NEW files which were not present in the originals and are of significant size. They may contain bug fixes, but I'd wager most of whatever is in there is all the upgraded cluttering they've done everywhere.
Bottom line is we're looking into what's going to be needed for this. There's a good chance it'll end up being possible to do the UOP+SI+KOTN part as one patch with the other DLCs as another since there are two versions being sold on Steam.
EDIT: So as it turns out, someone found at least one thing in the remaster that was fixed and that fix was lifted straight out of UOP. Which means we'll have to take a very careful look at everything to make sure any port of the project for the remaster doesn't duplicate what they may have done with other fixes.
Why not add Human Blood to random loot that appears in Vampire Dungeons? Or at least to the coffins which act as boss chests in such dungeons?
I suggest this because you added the Vampire Feeding effect to those, however, given their limited supply they won't last long for someone who intends to remain a vampire.
btw before I enable mods, is it necessary to launch the game before enabling mods?
thank you