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.
The Frostcrag Spire patch makes the exterior of the tower disappear, just leaves the rotating claw like things floating in the air and the door. Disabling the patch in the Data Files fixes this. Load order is fine. No broken mods or patches.
The Prophet in Anvil still says "Abadal-a", not "Adabal-a". According to "Unofficial Oblivion DLC Patches Version History", this "bug" was supposedly fixed by v1.1.9 Twenty-Fourth Release (2016-Aug-13). The subtitles fixes are working. NDConversations_NDProphetSpeechUmaril_00002A5D_1.mp3 file is in place. Tested sound replacement with AgarMoreVariedSpellEffects - it works.
I'm crashing on startup if I have this mod enabled . The UOP and UOP Shivering Isles mods work fine, but for some reason having this one enabled wouldn't even allow me to get to the Bethesda logo. Tested it (alone and in tandem with my other mods) with both Wrye Bash and MO2, and both of them couldn't launch longer than 2 seconds of black. I have the Steam GOTY edition.
Worth noting I also had the old copy of the DLC Patch mod and tried both the new and old, with the same results, so it's not just an update issue. I also thought installing the OBSE (which I didnt have before) may help, but no dice. Any tips would be appreciated x
The Unofficial Knights patch, which has not been a problem since I installed it a few days ago, has suddenly started crashing the game just a few frames into the Bethesda logo. I unistalled the mod and reinstalled it, but the problem persists. Right now I am playing the game with the patch disabled. Is there an .ini file or something I should delete?
EDIT: I also uninstalled it and reinstalled it using the files from AFK Mods. Still occurs.
I'm crashing right after the new game intro video. The issue is definitely related to UOP. I'm able to run fine without UOP enabled. If I have only UOP enabled, I still crash. Installed via Wrye and updated load order using BOSS. I've tried moving all the DLC and their patches to the top of the load order, that didn't work either. This is on the Steam version of the game, I have the installation directory in documents as recommended. Attached my load order.
After some testing, the issue seems to be related to the Wrye bashed patch. If I don't include it, then I seem to be able to get into the character creator.
I have the steam G.O.T.Y. edition. Does that come with all the dlcs? i know it has Knights of the nine, but not sure about the others. They don't seem to show up in MO2 (only KOTN and SI)
I had also the GOTY Edition, and wondered the same. No, this one does not come with all the DLCs, only Knights and Shivering Isles.
You have to get the GOTY DELUXE Edition, only this one contains all the DLCs. Unfortunately, it's not sold as an "upgrade" package, only as the whole game. However, I found it on GOG 80% cheapier than on Steam for just 4 bucks... or was it Septims?
If you have the Steam version, and prefer to use it, you can still buy it on GOG, install the GOG version, copy all the missing ESP/BSA files in your Steam installation, and uninstall it again. Now, just simply activate the DLCs from the launcher and/or your mod manager. And you have them all legally, without buying the more expensive Steam version.
Can I just merge all the unofficial DLC Patches together?
I don't understand why there was never just a merged, or all in one, version ever made for these. Considering virtually anyone who's playing Oblivion in the modern era is going to have all these since they come with the GOG version of the game.
A merge would be quite messy, I think, cause all of the DLCs modifies cells, dialogues, quests.... Definetely not something that can be done with auto-scripts, so no xEdit, no MergePlugins, no TES4Gekko....the only way to merge them would be patching them together manually in the CS, but, hey, thousands and thousands of references to work with...
It's mainly because there's always been too many differences in how the game and its DLCs were sold over the years. GoG and Steam having "Deluxe" editions is a much more recent development and at this stage of things it means it's not worth the time to produce an AIO merge of everything. Too many people still have varying amounts of the DLCs purchased too.
Exactly this is a very good reason, to not merge them all together. Some people assume that by now, everyone will have everything, but, as it shows, this is not really the case. The GOTY Editions even are still being sold too, which contain only two DLCs.
A: missing master, you have a patch loading but you do not have the corresponding DLC loading (also check to make sure you also have the UOP installed and lading before the DLC and patches)
B. Load order error, you have a patch loading before its corresponding DLC (in particular make sure the the knights patch is loading after the knights DLC, this seems to come up a lot with some mod managers)
C. other load order problem, sometimes some combinations of mods make the game more sensitive to load order
Suggestion: use BOSS utility to manage your load order.
hello, thanks for your response, the reason for the crash seems to be the UOP and not the dlcs. Load order sadly doesnt fix it. I tested it alone before applying any other mods and there doesnt seem to be a way to get it to work. I am playing the steam version if it matters. Mods installed and tested through wrye bash and oblivion mod manager
I have no experience with the the steam version. I have seen lots of posts reminding players that have to install modded Oblivion (including steam) outside the Program Files directory which is the default location for steam.
Post your load order, inside spoiler tags and maybe someone can spot an error.
"Package","Installed? (Y/N)" "Unofficial Oblivion Patch-5296-3-5-8-1704317485","Y" "Unofficial Shivering Isles Patch-10739-1-6-1-1704317720","Y" "Unofficial Oblivion DLC Patches-9969-26-1704317804","Y" "2048x2048_Full_package_v1_2-20022.7z","Y" "Apachii_Goddess_Store_v_1_7-13437-1-7-1694440525.7z","Y" "2-4k. New Shrine of Malacath-53492-1-0-0-1697615855.zip","Y" "Half-off Mythic Dawn Outfit Replacer-52618-1-0-1672432173.7z","Y" "HGEC Body v1dot21-15802.7z","Y" "Ho-Eclipse-Armor-52998-V1-1-1684932901.7z","Y" "Ho_Bondage Set-51579-V1-0-1638105462.7z","Y" "Ho_DagonOutfit V1.0-2K-51049-V1-0-1620461347.7z","Y" "Ho_DarkBrotherhoodOutfit-51145-V1-0-1624194073.7z","Y" "Ho_DremoraOutfit-51223-V1-0-1626612987.7z","Y" "Ho_Egyptian Outfit-51541-V1-1-1637058265.7z","Y" "Ho_Knights of Order and Priests Female-51089-V1-0-1621761239.7z","Y" "Ho_LichArmor-51508-V1-1-1635794800.7z","Y" "Ho_MythicdawnArmorReplacer-51165-V1-0-1624799282.7z","Y" "Ho_SexyTapestry V1.0-51448-V1-0-1633259628.7z","N" "Natural Environments-2536.zip","Y" "Oblivion Character Overhaul Cleaned-51324-1-0-0-1629621814.7z","Y" "Oblivion Character Overhaul v203-44676-2-03.zip","Y" "Skeletons-27945.7z","Y" "HGEC Body with BBB v1dot12-34442","Y" "Half-off Skull Demon Armor-50954-V1-0-1616896975.7z","Y" "ZKEC 1_1 Full File-40956-1-1.7z","N" "Ho_Small Devi-51593-V1-0-1638706760.7z","Y" "SE- Robert Male v5.2 CORE-45864-1-4a-1621135355.7z","N" "Chillrend Replacer-52542-1-1670519157.rar","Y" "Daedric Claymore Replacer-52588-1-1671753494.zip","Y" "Daedric Dagger Replacer-52576-1-1671516259.rar","Y" "Daedric Longsword Replacer-52559-1-1670962958.rar","Y" "Steel Longsword Replacer-52178-1-1657958806.rar","Y"
ignore all the nsfw mods lmao pretty much all the mods listed work even if they say N, I added them manually without a mod manager. Sadly that doesnt fix the unofficial patch issues. I tried to use the mods on a fresh install but that didnt help either, it keeps closing itself shorty after pressing play.
Looks like a list of mod packages in the manager, rather than a load order of plugins. Do not even see the base game and DLCs listed there, guessing they are part of "Package","Installed? (Y/N)"?
Anyway for diagnosing a load order, we need to see a load order of plugins.
Note oblivion.esm losding first, followed by other .esm, followed by Unofficial Oblivion Patch.esp, then DLCShiveringIsles.esp, Unofficial Shivering Isles Patch.esp then the DLCs each followed by it spatch
I dont know how else to find the correct load order in wrye bash, I looked around for a good hour and even checked a guide but that is outdated and features got changed around. I pretty much gave up on trying to get the unofficial patches to work now anyways. I spent more time modding than actually playing so far.
No idea why it doesnt work. I followed installation videos for it. The unofficial patches are the only thing that keeps breaking the game. Doesnt matter if its a fresh install or already modded one. Like I said before, I use the steam version, I think it just doesnt work together without a ton of hiccups.
Thanks for your help anyways.
(Most skin mods also dont work with a mod manager be it wrye bash or OMM, only manual install works. I think these mods are just too outdated at this point while the mod managers kept updating)
I had an older version of this DLC patch for Knights of the Nine during my last playthrough, but after finishing Knights of the Nine the Anvil chapel was never restored.
According to the wiki the chapel is supposed to be restored even just using the vanilla Knights of the Nine but I don't remember that ever happening, even when I used to play on Xbox 360.
Does this patch address that? I just want the chapels to be restored when I'm finished with Knights of the Nine
That should occur at stage 200 of quest ND10 (umaril the Unfeathered) check to see if that quest in in your completed quest tab, not the current quest tab or use the console to check getstage ND10 to see if it is at 200
Quest is completed, console command came back 200, and the chapel is still full of blood and fire. There is a new npc walking around but its not restored
I will look at the result scripts later and see if there is a consolemancy means of cleaning the chapels like an enable/disable master. meanwhile try the console command setstage ND10 200 to see if repeating it kicks the scripts into action.
The result scripts for that stage has 25 separate commands translating them to console functions: (and you understand that xx in the 3 references stands for the two digit load index for Knights.esp on your installation) disabling desecration references in Anvil and Bravil and fight references in Cheydinhal
prid xx0013ea disable
prid xx001be0 disable
prid xx001419 disable
set ND00.AnvilChapelDesecrated to 0
set ND00.BravilChapelDesecrated to 0
then to get the alters working again you need to in the console click on each of the altars in Anvil and Bravil (1 large altar of the Nine and 9 small altars of each of the divines in each chapel, and enter setdestroyed 0 after clicking clicking each one
tell me how that works. The body cleanup was done at different quest stages, so if bodies are still left.
Those console commands worked but now I have a new problem. There are big chunks missing of the chapel interior.
The floor and wall is completely missing here. I thought it might've been one of my mods conflicting but checking all the cell entries, using TES4Edit, in Knights.esp against all my other mods didn't show anything that seemed to be doing this
reverse the disable commands one by one to see if any of them did that
prid the above refdis enable
none of them should have done so since they only affect Knights stuff, and just copy what the script was supposed to do. but test them anyway. You did use the load index for Knights.esp when doing the disable commands and not accidentally disable vanilla stuff?
Which chapel is that? so I can get the static's refIDs?
Also it looks like there is foreign or displaced object near Arkay's window. Did you maybe accidentally move some the statics with a moveto command? If so, you will have to go back to a save before you did that. Can't get those back decently aligned in place with the console. Click on that pole looking thing in front of Arkay's window to see what mod it is from.
are vanilla references, not load order prefix needed
You picture looks like some sort of pole like object is infront of Arkay's window and mini altar. Is something there or is that just an artifact of the picture? If something is there get me its refID#
if enabling the 2 above references does nothing, then those objects have been moved somehow rether than being disabled. To move them would take a moveto console command or something done in a mod or in the CS.
It's almost certainly Oblivion Uncut which caused this, even though I believe the author has since addressed this bug I think I'm gonna be avoiding that mod from now on.
780 comments
According to "Unofficial Oblivion DLC Patches Version History", this "bug" was supposedly fixed by v1.1.9 Twenty-Fourth Release (2016-Aug-13).
The subtitles fixes are working.
NDConversations_NDProphetSpeechUmaril_00002A5D_1.mp3 file is in place.
Tested sound replacement with AgarMoreVariedSpellEffects - it works.
Mods used:
ArchiveInvalidationInvalidated!
Unofficial Oblivion Patch
Unofficial Shivering Isles Patch
Unofficial Oblivion DLC Patches
Safe Traveling NPC
Latest versions all, properly sorted.
Worth noting I also had the old copy of the DLC Patch mod and tried both the new and old, with the same results, so it's not just an update issue. I also thought installing the OBSE (which I didnt have before) may help, but no dice. Any tips would be appreciated x
So you'll need to make sure you're only installing patches for the parts you actually have.
If you want ALL of the DLCs, the only package that offers that on either Steam or GoG is the GOTY Deluxe Edition.
EDIT: I also uninstalled it and reinstalled it using the files from AFK Mods. Still occurs.
You have to get the GOTY DELUXE Edition, only this one contains all the DLCs. Unfortunately, it's not sold as an "upgrade" package, only as the whole game. However, I found it on GOG 80% cheapier than on Steam for just 4 bucks... or was it Septims?
If you have the Steam version, and prefer to use it, you can still buy it on GOG, install the GOG version, copy all the missing ESP/BSA files in your Steam installation, and uninstall it again. Now, just simply activate the DLCs from the launcher and/or your mod manager. And you have them all legally, without buying the more expensive Steam version.
I don't understand why there was never just a merged, or all in one, version ever made for these. Considering virtually anyone who's playing Oblivion in the modern era is going to have all these since they come with the GOG version of the game.
A: missing master, you have a patch loading but you do not have the corresponding DLC loading (also check to make sure you also have the UOP installed and lading before the DLC and patches)
B. Load order error, you have a patch loading before its corresponding DLC (in particular make sure the the knights patch is loading after the knights DLC, this seems to come up a lot with some mod managers)
C. other load order problem, sometimes some combinations of mods make the game more sensitive to load order
Suggestion: use BOSS utility to manage your load order.
Post your load order, inside spoiler tags and maybe someone can spot an error.
this is my load order
Use wrye bash to export the load order, (it has additional information in addition to the plugins) copy it, then pastes it here, inside spoiler tags.
"Unofficial Oblivion Patch-5296-3-5-8-1704317485","Y"
"Unofficial Shivering Isles Patch-10739-1-6-1-1704317720","Y"
"Unofficial Oblivion DLC Patches-9969-26-1704317804","Y"
"2048x2048_Full_package_v1_2-20022.7z","Y"
"Apachii_Goddess_Store_v_1_7-13437-1-7-1694440525.7z","Y"
"2-4k. New Shrine of Malacath-53492-1-0-0-1697615855.zip","Y"
"Half-off Mythic Dawn Outfit Replacer-52618-1-0-1672432173.7z","Y"
"HGEC Body v1dot21-15802.7z","Y"
"Ho-Eclipse-Armor-52998-V1-1-1684932901.7z","Y"
"Ho_Bondage Set-51579-V1-0-1638105462.7z","Y"
"Ho_DagonOutfit V1.0-2K-51049-V1-0-1620461347.7z","Y"
"Ho_DarkBrotherhoodOutfit-51145-V1-0-1624194073.7z","Y"
"Ho_DremoraOutfit-51223-V1-0-1626612987.7z","Y"
"Ho_Egyptian Outfit-51541-V1-1-1637058265.7z","Y"
"Ho_Knights of Order and Priests Female-51089-V1-0-1621761239.7z","Y"
"Ho_LichArmor-51508-V1-1-1635794800.7z","Y"
"Ho_MythicdawnArmorReplacer-51165-V1-0-1624799282.7z","Y"
"Ho_SexyTapestry V1.0-51448-V1-0-1633259628.7z","N"
"Natural Environments-2536.zip","Y"
"Oblivion Character Overhaul Cleaned-51324-1-0-0-1629621814.7z","Y"
"Oblivion Character Overhaul v203-44676-2-03.zip","Y"
"Skeletons-27945.7z","Y"
"HGEC Body with BBB v1dot12-34442","Y"
"Half-off Skull Demon Armor-50954-V1-0-1616896975.7z","Y"
"ZKEC 1_1 Full File-40956-1-1.7z","N"
"Ho_Small Devi-51593-V1-0-1638706760.7z","Y"
"SE- Robert Male v5.2 CORE-45864-1-4a-1621135355.7z","N"
"Chillrend Replacer-52542-1-1670519157.rar","Y"
"Daedric Claymore Replacer-52588-1-1671753494.zip","Y"
"Daedric Dagger Replacer-52576-1-1671516259.rar","Y"
"Daedric Longsword Replacer-52559-1-1670962958.rar","Y"
"Steel Longsword Replacer-52178-1-1657958806.rar","Y"
ignore all the nsfw mods lmao
pretty much all the mods listed work even if they say N, I added them manually without a mod manager. Sadly that doesnt fix the unofficial patch issues.
I tried to use the mods on a fresh install but that didnt help either, it keeps closing itself shorty after pressing play.
Anyway for diagnosing a load order, we need to see a load order of plugins.
Example of a load order:
00 Oblivion.esm
01 Knights - Revelation.esm
02 Unofficial Oblivion Patch.esp [Version 3.5.6b]
03 DLCShiveringIsles.esp
04 Unofficial Shivering Isles Patch.esp [Version 1.5.9a]
05 DLCHorseArmor.esp
06 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.9]
07 DLCOrrery.esp
08 DLCOrrery - Unofficial Patch.esp [Version 1.0.7]
09 DLCVileLair.esp
0A DLCVileLair - Unofficial Patch.esp [Version 1.0.11]
0B DLCMehrunesRazor.esp
0C DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.7]
0D DLCSpellTomes.esp
0E DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
0F DLCThievesDen.esp
10 DLCThievesDen - Unofficial Patch.esp [Version 1.0.15]
11 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.14]
12 DLCBattlehornCastle.esp
13 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.12]
14 DLCFrostcrag.esp
15 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.10]
16 Knights.esp
17 Knights - Unofficial Patch.esp [Version 1.1.8]
Note oblivion.esm losding first, followed by other .esm, followed by Unofficial Oblivion Patch.esp, then DLCShiveringIsles.esp, Unofficial Shivering Isles Patch.esp then the DLCs each followed by it spatch
No idea why it doesnt work. I followed installation videos for it. The unofficial patches are the only thing that keeps breaking the game. Doesnt matter if its a fresh install or already modded one. Like I said before, I use the steam version, I think it just doesnt work together without a ton of hiccups.
Thanks for your help anyways.
(Most skin mods also dont work with a mod manager be it wrye bash or OMM, only manual install works. I think these mods are just too outdated at this point while the mod managers kept updating)
According to the wiki the chapel is supposed to be restored even just using the vanilla Knights of the Nine but I don't remember that ever happening, even when I used to play on Xbox 360.
Does this patch address that? I just want the chapels to be restored when I'm finished with Knights of the Nine
check to see if that quest in in your completed quest tab, not the current quest tab or use the console to check
getstage ND10
to see if it is at 200
meanwhile try the console command
setstage ND10 200
to see if repeating it kicks the scripts into action.
translating them to console functions: (and you understand that xx in the 3 references stands for the two digit load index for Knights.esp on your installation)
disabling desecration references in Anvil and Bravil and fight references in Cheydinhal
prid xx0013ea
disable
prid xx001be0
disable
prid xx001419
disable
set ND00.AnvilChapelDesecrated to 0
set ND00.BravilChapelDesecrated to 0
then to get the alters working again you need to in the console click on each of the altars in Anvil and Bravil (1 large altar of the Nine and 9 small altars of each of the divines in each chapel, and enter
setdestroyed 0
after clicking clicking each one
tell me how that works. The body cleanup was done at different quest stages, so if bodies are still left.
prid xx001bdc
disable
prid xx0013e6
disable
prid xx0013e5
disable
The floor and wall is completely missing here. I thought it might've been one of my mods conflicting but checking all the cell entries, using TES4Edit, in Knights.esp against all my other mods didn't show anything that seemed to be doing this
prid the above refdis
enable
none of them should have done so since they only affect Knights stuff, and just copy what the script was supposed to do. but test them anyway.
You did use the load index for Knights.esp when doing the disable commands and not accidentally disable vanilla stuff?
Which chapel is that? so I can get the static's refIDs?
Also it looks like there is foreign or displaced object near Arkay's window. Did you maybe accidentally move some the statics with a moveto command? If so, you will have to go back to a save before you did that. Can't get those back decently aligned in place with the console.
Click on that pole looking thing in front of Arkay's window to see what mod it is from.
prid
eanble
the refIDs are
if Chapel of Dibella in Anvil
309a7
30981
if chapel Mara in Bravil
312d6
312fc
should be unrelated to the disable commands for the desecrated references above.
This is Anvil Chapel.
I didnt use any moveto commands.
I clicked everything near Arkay's window in console and they all have load order index of 00.
Knights is 1d in my load order, I tried prid 1d309a7
then enable
and the console said "Item 1d30981 not found for parameter ObjectReferenceID
1d30981 also didn't work
When using prid 0030981 the console recognized it but using enable didn't change anything
309a7
30981
are vanilla references, not load order prefix needed
You picture looks like some sort of pole like object is infront of Arkay's window and mini altar. Is something there or is that just an artifact of the picture? If something is there get me its refID#
if enabling the 2 above references does nothing, then those objects have been moved somehow rether than being disabled. To move them would take a moveto console command or something done in a mod or in the CS.
prid xx0013ea
disable
prid xx001be0
disable
prid xx001419
disable
prid xx001bdc
disable
prid xx0013e6
disable
prid xx0013e5
disable
They have nothing to do with your missing objects
It is something else either you or a mod has done.
to see if they have been moved
run a test
tcl
then
player.moveto 309a7
then
player.moveto 30981
to put you where the objects are