Oblivion
0 of 0

File information

Last updated

Original upload

Created by

Androl

Uploaded by

michaelt919

Virus scan

Safe to use

85 comments

  1. dda50
    dda50
    • member
    • 117 posts
    • 1 kudos
    I know its been a while, but nobody has made any fixes for the npcs added by Unique Landscapes, they look disgusting with OCO 2 installed, because they probably are using vanilla facegen stuff.
    1. evileye777
      evileye777
      • member
      • 5 posts
      • 0 kudos
      I can second this. Unique landscapes adds 300+ new NPCs that use vanilla FaceGen data, which makes a patch for Oblivion Character Overhaul V2 somewhat essential for consistency. I've messed around in TES4Edit to see if I could make a patch, and aside from editing the 300+ NPC FaceGen Data manually, I'm not sure how to create one. If you (or anyone else reading this) have any insight on a better way to go about making a patch it would be greatly appreciated. OCO V2 and Unique Landscapes both add so much in terms of immersion and it sucks to have to choose between them.
    2. kallekukhuve
      kallekukhuve
      • member
      • 304 posts
      • 1 kudos
      But that is what the Bashed Patch does, all the npc will get new OCO heads and new textures. Unique landscapes etc only add new npcs, to make them extra beautiful you need the use the construction set, but the vanilla npcs are npt uglier
    3. evileye777
      evileye777
      • member
      • 5 posts
      • 0 kudos
      Are you saying the bashed patch is what's messing up the faces? I would be fine with just vanilla faces for the added Unique Landscapes NPC's, but these faces are worse than vanilla, and are a result of the vanilla style facegen data of the UL NPCs interacting with the OCOv2 assets - they are stretched and really odd looking. If you have both UL and OCO2 loaded you can find them on the added guards in the Chorrol Hinterland module for example. OCOv2 doesn't overwrite the facegen data of the added UL NPCs like it does with all the vanilla ones, making them look weird when using the OCOv2 assets. Would removing something from the bashed patch make the UL NPCs look like normal vanilla at least?
  2. nenina
    nenina
    • member
    • 407 posts
    • 49 kudos
    The following plugins/mods are supported:
    Unofficial Oblivion Patch & Shivering Isles Patch (combined)

    Does this mean I need a single Unofficial Oblivion Patch esp file that covers both Oblivion and Shivering Isles? Or does it mean the OCO patch covers both?
    1. michaelt919
      michaelt919
      • supporter
      • 142 posts
      • 21 kudos
      It's been a while, but my recollection is that the Oblivion and Shivering Isles unofficial patches are separate; I just combined the OCO patches into one.
    2. nenina
      nenina
      • member
      • 407 posts
      • 49 kudos
      Thank you, you're right. It works for both Oblivion and SI Unofficial patches!
  3. IchaIcha
    IchaIcha
    • member
    • 23 posts
    • 0 kudos
    thanks man, I know you'll probably never see this but this fixed every issue my game was having
  4. SkyNinja1
    SkyNinja1
    • member
    • 22 posts
    • 0 kudos
    Is this still compatible with the latest version of Kavatch Rebuilt, considering it was released four years after this patch was updated?
    EDIT: Well, I found the comment further down saying there were apparently some issues with it, but even the version in that post is a year out of date now.
    EDIT2: Looked through the files in TES4Edit, except for DeathWrench's version. Changes are minor. This patch, DeathWrench's patch or even just building a bashed patch should all do fine. Only major change would be the loss of Berich Inian's boosted sneak stat, which might just be an error, and may be preserved in DeathWrench's.
  5. Atroxion
    Atroxion
    • supporter
    • 19 posts
    • 0 kudos
    Will this work with the latest version of UOP -- namely 3.5.6a?

    Also, what is the difference between your mod and nazgrubar's <https://www.nexusmods.com/oblivion/mods/48136> or do they both accomplish more or less the same things (excepting the addition of Kvatch Rebuilt for yours, of course)?
    1. michaelt919
      michaelt919
      • supporter
      • 142 posts
      • 21 kudos
      I have not updated this recently, so UOP may be out of date (although its probably no worse than using OCO without this patch).

      nazgrubar's looks like it is a more recent version, so you may want to just use that one. The patches here for Kvatch Rebuilt and Mehrunes' Razor may still be useful, though.
    2. Atroxion
      Atroxion
      • supporter
      • 19 posts
      • 0 kudos
      Excellent, thank you for clearing that up!
  6. Squiggums
    Squiggums
    • member
    • 250 posts
    • 10 kudos
    Is it possible for this to work with Oblivion Character Overhaul version 1? It's not on the Nexus anymore but I still have it. Both .esps from OCO1 and OCO2 are named the same, right?
    1. michaelt919
      michaelt919
      • supporter
      • 142 posts
      • 21 kudos
      I don't expect this to work correctly with version 1.
    2. Squiggums
      Squiggums
      • member
      • 250 posts
      • 10 kudos
      Damn. Guess I'll have to deal with Rowley having an ugly face whenever I go to see him.
    3. TheDrNinja3d
      TheDrNinja3d
      • member
      • 3 posts
      • 0 kudos
      thanks my dude.
  7. FMPhoenixHawk
    FMPhoenixHawk
    • premium
    • 190 posts
    • 0 kudos
    This appears to overwrite the OCO .esp, and I'm not sure if it was updated for OCO 2.03. Is there a way to separate the individual corrections (Horse armor, Mystic Emporium, etc) without completely replacing the OCO.esp? I have found a few floating on the Nexus, but I'm not sure if they are the ones included here, or are merely someone else making a version.
    1. michaelt919
      michaelt919
      • supporter
      • 142 posts
      • 21 kudos
      This does not overwrite OCO.esp. There are individual ESPs for each add-on. This was uploaded a year after OCO 2.03, so it should be up to date. Let me know if you find any specific errors in the patch.

      If you're concerned about it, there is an unofficial update for the Kvatch patch provided by another user in another comment on this page.
    2. FMPhoenixHawk
      FMPhoenixHawk
      • premium
      • 190 posts
      • 0 kudos
      Hmm, when I ran it, it OBMM stated it would overwrite the OCO.esp file. And I don't have the Kvatch Rebuilt mod. All I have are the Unofficial Patches, HGEC, Blockhead, Seamless Equipment, OCO, Seamless Heads OCO v2, the Robert Male Body mod, WEPON, Immersive Weapons, Darnified UI and the patches to make HGEC, Seamless, OCO and Blockhead work nicely. As stated, I also have the individual patches for the Horse Armor and KotN. On the GotY edition, but will be switching to the Steam version soon, so I can finally play through the Fighter's Stronghold.
  8. CountHazard
    CountHazard
    • supporter
    • 156 posts
    • 0 kudos
    Seemed to fix the dialogue issue with getting the horse armor, but when it installed the armor the horse couldn't turn right or left. i'm using Slof's horse textures, a saddlebag mod and a mod that allows for smoother horse animations, and i've uninstalled everything but the textures and the horse would still only move forward and backward. Would this mod conflict with those other mods in the first place?

    i tried another mod that does essentially the same thing as this one, but with the same results. i can't figure out why.
    1. michaelt919
      michaelt919
      • supporter
      • 142 posts
      • 21 kudos
      If anything, you probably have a conflict between Horse Armor and your other mods. All this mod does is patch the DLCs to work with OCO.
    2. CountHazard
      CountHazard
      • supporter
      • 156 posts
      • 0 kudos
      Completely forgot that i'm also using a horse patch for ImpeREAL forts. i haven't uninstalled that one, so maybe it's the culprit.
    3. DeathWrench
      DeathWrench
      • member
      • 664 posts
      • 40 kudos
      looking at this I came across this

      might be worth looking into

      there's also another patch here

      edit: I did what the person in the above image said to do and here's two updated horse and knights patches can add to the package:

      Horse
      Knights
      patches included in this compilation already contained the right edits.
    4. michaelt919
      michaelt919
      • supporter
      • 142 posts
      • 21 kudos
      These patches were created using OCO v2, which appears to have not been updated since I created them, so your first concern shouldn't be an issue.

      I didn't notice that conflict with Frostcrag. Of course, in general I would load OCO early in the load order so that gameplay changes (i.e. door ownership) are preserved at the cost of potentially creating some cosmetic problems. If the cosmetic issues are enough of a problem, you can always go in and create a patch later, and at least you don't get a broken game.
    5. DeathWrench
      DeathWrench
      • member
      • 664 posts
      • 40 kudos
      Ill leave those there just in case but I thought this was like a universal patch cause there's a few loose one's lying around
    6. michaelt919
      michaelt919
      • supporter
      • 142 posts
      • 21 kudos
      Yeah, you'll definitely be better off keeping the patch for Frostcrag in your load order.

      This isn't so much a universal patch as it is a compilation of individual patches that I made for my own personal load order. Considering that the mods are all either official DLC or very popular (i.e. the unofficial patch, Kvatch Rebuilt), I figured it would be useful for others.
    7. DeathWrench
      DeathWrench
      • member
      • 664 posts
      • 40 kudos
      I took a look at the DATA and yeap, your patch already has the right edits. I think I'll use yours because I had to sort the masters on the older ones which could just be bad in general. My apologies too, I thought at first this was a compilation of those patches lol kind of embarrassing but hey. Sleep deprivation will do that.
      The reason I got back into Oblvion though was because of the Northern UI mod, it adds native controller support. Thought I'd mention it in case you didn't know about it and wanted to check it out.
    8. michaelt919
      michaelt919
      • supporter
      • 142 posts
      • 21 kudos
      That's good to know about. Playing Oblivion with a controller always used to be pretty clunky.
    9. DeathWrench
      DeathWrench
      • member
      • 664 posts
      • 40 kudos
      I forgot to mention that it also adds a bunch of engine improvements along with native controller support and if you have any UI mods you can use this tutorial to use the Northern UI .dll standalone to reap the rewards of Northern UI while still maintaining your current UI.

      btw there were some conflicts in the Kvatch Rebuilt compatibility patch so I updated it, I think the order was wrong on the packages (or there was a typo) and the stat for armorer was 12 when it should've been 10. The last update for it was in september of this year.
      OCO_KvatchRebuilt_Patch.esp
      edit: More updated patches here
      ^the above fixes a few conflicts with UOP
    10. michaelt919
      michaelt919
      • supporter
      • 142 posts
      • 21 kudos
      Yeah, as you can tell I haven't updated these since the original upload in 2015. If you intend to maintain a Kvatch Rebuilt patch that stays up to date, feel free to go ahead and upload it as your own file (if you base it off my patch, just give me credit in the description). I'm not playing Oblivion right now (although the UI overhaul does make it a little bit more enticing), so I probably won't be updating this any time soon.
    11. DeathWrench
      DeathWrench
      • member
      • 664 posts
      • 40 kudos
      I'll just leave that there then in case people want to use it. They might be superficial changes that don't really matter that much in hind sight.
  9. phoenixfireeye
    phoenixfireeye
    • member
    • 84 posts
    • 0 kudos
    Will I still need these patches if I'm using Wrye Bash and a bashed patch?
    1. michaelt919
      michaelt919
      • supporter
      • 142 posts
      • 21 kudos
      Depends on if it was done right. I personally don't trust Wyre Bash - I'd open it in TES4Edit and make sure there are no conflicts.
  10. ShawnDriscoll
    ShawnDriscoll
    • member
    • 7,621 posts
    • 73 kudos
    I have this one https://www.nexusmods.com/oblivion/mods/48136/

    But it doesn't seem to be working. Will give your patch a try.

    ADDED:
    Very cool. Eronor works now. No face tint issues with his neck. Thank you.