OBLIVION
Unofficial Official Mods Patch by Quarn and Kivan and Arthmoor
Oblivion » Patches
Added: 25/03/2007 - 10:56AM
Updated: 31/08/2014 - 06:43AM

5,177 Endorsements

20 Latest version

286,793 Unique D/Ls

405,482 Total D/Ls

959,888 Total Views

Uploaded by QuarnAndKivan

Description

Last updated at 6:43, 31 Aug 2014 Uploaded at 10:56, 25 Mar 2007

The aim of this mod is to fix the bugs existing in the official mods released by Bethesda.

NOTE: These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. Because of this, these are not standard plug-in ESP files. Merging, editing or otherwise modifying them using the Elder Scrolls Construction Set or other utilities may cause them to stop functioning or cause severe bugs in your game! These plugins MUST load after the DLC's that they patch; reversing this load order, or activating the UOMP ESP's without the official DLC's that they patch present, can cause Oblivion to crash on launch or load of a save. (The self-installing version will set the appropriate dates; use OBMM or equivalent if you use the manual version to adjust the load order.)

The UOMP is currently not compatible with the JOG's Official Plugins Unnerfed mod because it modifies the original Bethesda plug-in ESP files. If you use the UOMP overtop of Unnerfed, Oblivion may crash on launch. The UOMP is compatible with S.M. Plug-In Refurbish (move the S.M. ESP's after the UOMP ones with OBMM or equivalent)

If you find any bugs with the fixes or any bugs with the official mods themselves please report them in the Official forums' thread.

Eignteenth Version Changelog

Frostcrag Spire bugs fixed (v1.0.8):

The script on the teleport pad that goes to the destroyed version of the Bruma Mages Guild would constantly attempt to enable itself, which could lead to performance degradation. The script also did not have the weather change fix applied that the other script for the other teleport pads uses.

Knights of the Nine bugs fixed (v1.1.3)

The lesser power "Lay Hands" (ND06LayHands) will now be immune to getting absorbed or silenced which could cause it to fail when the player uses it on Kellen.

Horse Armor bugs fixed (v1.0.8):

Script DLCHorseArmorDoorScript was not guarded against NPCs triggering the lengthy checks for the legal status of the player's horses.

Vile Lair bugs fixed (v1.0.9):

The trap door exit from Deepscorn Cloister could not be used by NPCs.

Credits:
Arthmoor - For keeping the UOMP going in the Supplemental and adding more fixes while Quarn and Kivan were away
ElminsterAU/EU - For allowing his phenomenal one-click LOD generator to be bundled with the UOMP
Gothic251 - For the fixed icons
Wormheart - For the fixed alpha channels on the Battlehorn wine bottles
Fonger, Gothic251, Khalim, Leydenne, Sialivi, Tru021 and WrinklyNinja - for great beta-testing feedback

Complete changelog