Unofficial Oblivion Patch: Version History
By Quarn, Kivan, Arthmoor, PrinceShroob, and Sigurð Stormhand
Bugs introduced by the UOP (yes, it happens) that are corrected in later versions will be stricken through and tagged with the version of the UOP that fixes them. The correction will appear separately in the version where the correction takes place.
The UOP bug tracker numbers will be listed for bugs that have been recorded there when they are solved.
All fixes are retroactive unless indicated by an [NR] tag following the fix description.
Bugs fixed based on UESP reports that don't have corresponding tracker entries will have a link to the UESP page where the bug was reported.
To view a bug entry in our tracker, enter the bug number here:
v3.5.8 (2024-01-03)
UOP Fixes
- Citadel Door Fix: "Desolation's End" cell name was not copied forward when it was fixed in the main patch. (Bug #32632)
- A previously edited interior house mesh for Bruma was missing part of its door frame. [Meshes\Architecture\Bruma\brumahouselowerinterior01.nif] (Bug #31851)
- The previously edited lower class tavern mesh had some bad UVs, skewed textures, and a missing segment above the door frame. [Meshes\Architecture\LowerClass\LowerClassTavernInterior01.NIF] (Bug #31978)
- Bash tags have been updated. (Bug #32593)
- Reverted the version of rfwdeadend01.nif added to UOP 3.0.0 due to multiple shading and UV errors. Reexamined the vanilla mesh. Found the following: one UV error in the roof; one gap on the right-hand wall where the roof meets the top of the wall; one gap in the right-hand wall where the wall meets the ruined floor; two gaps where the arch snaps to a adjoining mesh; hairline gaps where the pillars snap to the adjoining mesh. All corrected. Removed some redundant faces on some bricks, merged some duplicate verts on the bricks - left the other duplicate verts to prevent more shading errors. [Meshes\Dungeons\FortRuins\Dungeon\Halls\ManMadeWide\rfwdeadend01.nif] (Bug #32853)
- Reverted an unwarranted correction to "St. Jahn's Wort" that was made before the UPP team took over maintenance. There was no grounded reason to change the name other than making it conform to the real life plant that looks like it. Nirn is not Earth though. (Bug #33102)
Location Fixes
- Pale blue fog was present inside Hammer and Tongs in Skingrad. (Bug #33601)
Mesh and Texture Fixes
- The tip of the Argonian tail has a misaligned UV map. Fix provided by Clyde BlueSnake. [Meshes\Characters\Argonian\tail.nif] (Bug #32933)
- Fixed the reported hole in the gable introduced by the UOP, then went through and reworked pretty much the entire UV for the wood sections to remove unnecessary UV seams and reduce stretching/crushing of the texture. Also removed faces left over from the generation of some of the original primitive beveled cubes used to create the frame. Also fixed the UV at the edges of the roof shingle. Added the missing window frame bar between the two window pieces under the gable. This should yield a visual improvement, especially with parallax textures, and a small performance improvement, too. (Meshes\Architecture\LowerClass\HouseLower03.NIF) (Bug #32031)
NPC, Creature, and AI Fixes
- MS47LL1Beast100 should have been set to use MS47BearBrown instead of a duplicate of MS47BearBlack at level 14. (Bug #32142)
- Vlanarus Kvinchal does not have a sleep package despite owning a bed. (Bug #33636)
- Maenlorn was supposed to offer bed rental at the Flowing Bowl but his lines were never recorded. These have now been provided so the bed can be rented out now. (Bug #33614)
- 2 corpses in Harlun's Watch had been placed using zombies. This caused the corpses to be incorrectly identified as undead instead of simply being corpses eaten by trolls. Shivering Isles has a specific corpse which is named "Decomposing Corpse" that looks exactly the same. This object has been duplicated in the UOP and the 2 corpses replaced with this new creature. This then allows non-SI games (I know, but it could still be a thing even in 2023) to have the correct object naming. (Bug #32963)
Quest and Dialogue Fixes
- Mystery at Harlun's Watch [FGC10Swamp] stage 40 could end up with 2 journal entries because the top one lacked a condition for when less than 15 trolls were dead. (Bug #32766)
- Renting a room at the Border Watch Inn references the wrong NPC when the initial offer of an available room is checked. (Bug #32618)
- In Ambush [MG17Ambush], after the player acquires the Black Soul Gem, Traven will give an incorrect dialogue response due to checking for the wrong quest stage. (Bug #32586)
- As part of Chorrol Recommendation Part II [MG05A] it is possible to get Teekeeus stuck in the upper room of the Chorrol guildhall if he doesn't have time to complete delivering the book before you tell Earana you won't be stealing it for her. (Bug #32561)
- During Lost Histories [TG06Atonement] you may never encounter the Pale Lady because an old UOP edit from 2008 was too specific in checking what stage the quest was at [AmuseiScript]. It's entirely possible to find the secret room with her and Amusei in it without ever interacting with anyone after finding out Theranis got arrested. (Bug #32819)
Script Fixes
- DAOghmaInfiniumScript could crash the game when trying to remove the Oghma Infinium due to the call being made while still in a menu block. A Gamemode block has been added to handle its removal from the player's inventory once it's been read. (Bug #32415)
- MG19ChestScript mistakenly gave the player 10 carrots when loaves of bread were added to the chest. (Bug #32879)
Placement, Layout, and Ownership Fixes
- 00093F32, 0003158E: Doors in Torbal the Sufficient's house incorrectly marked as owned by Modryn Oreyn. (Bug #32559)
- 0003C47E: Door in Astante's house incorrectly marked as owned by the Cheydinhal Stables Faction. (Bug #32559)
- 0003C684: Bedroll at Brindle Home incorrectly marked as owned by Mivryna Arano. (Bug #32559)
- 00093dcd: Door in M'dasha's house incorrectly marked as owned by WeebamNaFaction. (Bug #32556)
- BorderWatchMdashasHouse: Incorrectly set as being owned by WeebamNaFaction.
- M'dirr's house and entry door were incorrectly marked as owned by Dar Jee. (Bug #32556)
- Tsalajma's house and entry door were not correctly set to be owned by her. (Bug #32556)
- 00093E44: J'riska's house door was incorrectly marked as owned by the Plotius Family Faction. (Bug #32556)
- 00093CDC, 00093E44: Vendor chests in the Border Watch Inn incorrectly marked as being owned by Witseidutsei. (Bug #32556)
- 0000C66C, 00056F37: Rocks adjusted to block a visible gap in the ceiling. (Bug #32294)
- 0002b613: Door on the upper floor of Two Sisters Lodge that was sticking through the floor. (Bug #32849) [NR]
- 00041C4E: Floating rock in Kindred Cave. (Bug #33638)
- 00041CB0: Ceiling with a hole that shouldn't be there in Kindred Cave. (Bug #33638)
- 000425B6: Ceiling with a hole that shouldn't be there in Kindred Cave Runways. (Bug #33638)
- 00085533: Adjusted position of a stone deck to prevent z-fighting with its neighbor. (Bug #33108)
- 00084A15, 00084A18: Door markers exiting from Carac Agaialor were in the wrong positions. (Bug #33062)
- 000A6649: Glarthir's basket was erroneously added to the Bruma Castle Service Hall. (Bug #33023)
Text and Subtitle Fixes
- MS10/GREETING: "Many guards are coming forward with more evidence of his greed, so it's safe to say he'll been spending quite a bit of time in the city dungeons." -> "Many guards are coming forward with more evidence of his greed, so it's safe to say he'll be spending quite a bit of time in the city dungeons." (Bug #32664)
- MG11NecroMoon Stage 100 journal - missing the period at the end of the sentence. (Bug #32581)
- MS22MaladaInnerDoorScript: "carved stone" -> "carved stone key" (Bug #32840)
- MS27LindaiInnerDoorScript: "carved stone" -> "carved stone key" (Bug #32878)
- NQDSkingrad 00038AE7: "I invite you... try them for yourself." -> "I invite you... try them for yourself." [Extra space after "I"] (Bug #32929)
- LostBoyCaverns006: The font tag on the final portion of the note had a typo which caused it to fail to revert the text back to normal hand writing instead of the Daedric alphabet. (Bug #32891)
- Trailing spaces were removed from the quest stage logs of 3 quests. (Bug #32946)
- DASanguine Stage 10: "The follower of Sanguine" -> "The followers of Sanguine" (Bug #33702)
- DAMalacath Stage 30: "I appears" -> "It appears" (Bug #33701)
- Several minor text fixes applied (extra spaces etc) (Bug #33057)
- SKLxBlade4: "Song Of Hrormir" -> "Song of Hrormir" [Incorrect capitalization for "of"] (Bug #33046)
v3.5.7 (2021-11-01)
UOP Fixes
- Corrected a typo introduced when Aldos Othran's dialogue was previously edited.
Mesh and Texture Fixes
- The following meshes were intended to be included in the 3.5.6 release of the Unofficial Patch but were somehow left out, this was only realized when comparing Pherim's patch to a local copy of the patch because despite having the same faulty TriStrips these meshes were not included. These nifs have subdivided floor meshes with edited UV to remove texture distortion. They also now use TriShaps instead of TriStrips.
- Meshes\Architecture\ImperialCity\Interior\icpalacecouncilhall01.nif
- Meshes\Architecture\ImperialCity\Interior\icpalacecouncilramp01.nif
- Meshes\Architecture\ImperialCity\Interior\icpalacehall01.nif
- Meshes\Architecture\ImperialCity\Interior\icpalacehallalcove01.nif
- Meshes\Architecture\ImperialCity\Interior\icpalacehallend01.nif
- Meshes\Architecture\ImperialCity\Interior\icpalacehallend02.nif
- Meshes\Architecture\ImperialCity\Interior\icpalacehalllrampdown01.nif
- Meshes\Architecture\ImperialCity\Interior\icpalacehalllrampup01.nif
- Meshes\Architecture\ImperialCity\Interior\icpalacehallurampdown01.nif
- Meshes\Architecture\ImperialCity\Interior\icpalacehallurampup01.nif
- Meshes\Architecture\ImperialCity\Interior\icpalacelibrarylower01.nif
- Meshes\Architecture\ImperialCity\Interior\icpalacelibrarylower02.nif
- Meshes\Architecture\ImperialCity\Interior\icpalacelibrarylower03.nif
- Meshes\Architecture\ImperialCity\Interior\icpalacelibraryupper02.nif
- Meshes\Architecture\ImperialCity\Interior\ICPalaceRoomEnt01.NIF
- The following meshes were identified by Pherim as containing TriStrips with composed of multiple strip lengths, this was causing the Oblivion game engine to make multiple draw calls for each strip segment rather one for each TriStrip which was impacting performance. Pherim corrected this by converting the meshes in each nif to TriShapes, which resolved the problem. In the course of integrating his work into the patch the opportunity has been taken to rationalize the structure of some nifs, this may also improve performance.
- Meshes\Architecture\Anvil\anvilmagesguild01.nif
- Meshes\Architecture\Castle\Anvil\ANCastleCourtCircle01.NIF
- Meshes\Architecture\Castle\Bravil\bravilentancegate01.nif
- Meshes\Architecture\Castle\Bravil\BravilWaterGate01.NIF
- Meshes\Architecture\Castle\Skingrad\skcastlegatehouse.nif
- Meshes\Architecture\CastleInterior\TowerSmall\CastleTowerLadder01.NIF
- Meshes\Architecture\Cheydinhal\castlegatecheydinhal01.nif
- Meshes\Architecture\Cheydinhal\CheydinhalHouseMiddle01.NIF
- Meshes\Architecture\Cheydinhal\CheydinhalHouseMiddle02.NIF
- Meshes\Architecture\Cheydinhal\CheydinhalHouseMiddle03.NIF
- Meshes\Architecture\Cheydinhal\CheydinhalHouseMiddle03Interior.NIF
- Meshes\Architecture\Cheydinhal\CheydinhalHouseMiddle04.NIF
- Meshes\Architecture\Cheydinhal\CheydinhalHouseMiddle05.NIF
- Meshes\Architecture\FarmHouse\farmhouse01.nif
- Meshes\Architecture\FarmHouse\farmhouse01snow.nif
- Meshes\Architecture\FarmHouse\farmhouse02.nif
- Meshes\Architecture\FarmHouse\farmhouse02snow.nif
- Meshes\Architecture\FarmHouse\FarmHouseInterior01.NIF
- Meshes\Architecture\FarmHouse\FarmHouseInterior04Top.NIF
- Meshes\Architecture\GodStatues\StatueGodsZenithar01.NIF
- Meshes\Architecture\ImperialCity\Interior\ICPalaceCouncilRoom01.NIF
- Meshes\Architecture\ImperialCity\Interior\ICPalaceCouncilRoomEnt01.NIF
- Meshes\Architecture\Leyawiin\LeyawiinHouseInteriorUpper09.NIF
- Meshes\Architecture\Leyawiin\LeyawinDoorLowerInt01.NIF
- Meshes\Architecture\Skingrad\SKHouseUpperInt06.NIF
- Meshes\Architecture\Skingrad\SkingradCastleWall01.NIF
- Meshes\Clutter\FightersGuild\HayBail01.NIF
- Meshes\Clutter\FightersGuild\TargetHay01.NIF
- Meshes\Clutter\LowerClass\LowerTapestry04.NIF
- Meshes\Clutter\MetalSmith\Callipers01.NIF
- Meshes\Clutter\MiddleClass\MiddleBarrelTopped03.NIF
- Meshes\Clutter\MiddleClass\MiddleBarrelTopped04.NIF
- Meshes\Clutter\MiddleClass\MiddleBarrelTopped05.NIF
- Meshes\Clutter\MiddleClass\MiddleBarrelTopped06.NIF
- Meshes\Clutter\Potions\Potion01.NIF
- Meshes\Clutter\Potions\PotionAlteration.NIF
- Meshes\Clutter\Potions\PotionConjuration.NIF
- Meshes\Clutter\Potions\PotionDestruction.NIF
- Meshes\Clutter\Potions\PotionIllusion.NIF
- Meshes\Clutter\Potions\PotionMysticism.NIF
- Meshes\Clutter\Potions\PotionPoison.NIF
- Meshes\Clutter\Potions\PotionRestoration.NIF
- Meshes\Creatures\Zombie\Hair01.NIF
- Meshes\Creatures\Zombie\Hair02.NIF
- Meshes\Creatures\Zombie\LucienLachanceDead.NIF
- Meshes\Dungeons\AyleidRuins\Exterior\ARInnerCircle01.NIF
- Meshes\Dungeons\Caves\Exterior\CEntranceCHighlandSm01.NIF
- Meshes\Dungeons\Caves\Exterior\CEntranceGoldCoastSm01.NIF
- Meshes\Dungeons\Caves\Exterior\CEntranceGreatForestSm02.NIF
- Meshes\Dungeons\Caves\Exterior\CEntranceMtnSnowLG01.NIF
- Meshes\Dungeons\Caves\Exterior\CEntranceMtnSnowLG02.NIF
- Meshes\Dungeons\Caves\Exterior\CEntranceMtnSnowLG03.NIF
- Meshes\Dungeons\Caves\Exterior\CEntranceMtnSnowSm01.NIF
- Meshes\Dungeons\Caves\Exterior\CEntranceMtnSnowSm02.NIF
- Meshes\Dungeons\Caves\Exterior\CEntranceMtnSnowSm03.NIF
- Meshes\Dungeons\Caves\Exterior\CEntranceRockMossSm01.NIF
- Meshes\Dungeons\Caves\Exterior\CEntranceRockyBeachSm01.NIF
- Meshes\Dungeons\Caves\Exterior\CEntranceWestWSm01.NIF
- Meshes\Dungeons\Caves\Exterior\CEntranceWestWSm02.NIF
- Meshes\Dungeons\FortRuins\Dungeon\DecoStatuesEtc\RFStatueFig02.NIF
- Meshes\Dungeons\Misc\DUNPlatform01.NIF
- Meshes\Dungeons\Misc\DunSack01.NIF
- Meshes\Dungeons\Sewers\SewerManholeCover01.NIF
- Meshes\IdleObjects\GenericBook.NIF
- Meshes\Rocks\GreatForest\Moss\RockGreatForest1400FGDRMoss.NIF
- Meshes\Rocks\Ledge\RockMossEndCap01.NIF
- Meshes\Rocks\WestWeald\RockWestWealdMoss03.NIF
- Meshes\Rocks\WestWeald\RockWestWealdMoss04.NIF
- Meshes\Weapons\Daedric\Warhammer.NIF
- Meshes\Weapons\Silver\Shortsword.NIF
- This mesh was originally fixed by Pherim (see above) but was also found to have miss-aligned collision geometry on the handle whilst the main gear had animated square collision which could have caused something placed on top of the gear to be catapulted across the room when the switch was activated. (Meshes\Oblivion\Architecture\Citadel\Interior\CitadelSmallTower\OblivionTowerSwitch01.NIF)
- Unlike the rest of the farmhouse clutter the sub-shapes which made up the collision for this nif used bhkTransformShape elements instead of bhkConvexTransformShape elements. This was causing log errors and may have been responsible for crashes when using Oblivion Reloaded - reported by Sladen2019 (Meshes\Clutter\Farm\handscythe01.nif)
- The sign above the Alchemist in Skingrad now correctly ready "All Things Alchemical" instead of "All Thing's Alchemical". (Textures\Clutter\Signs\allthingsalchemical.dds, Textures\Clutter\Signs\allthingsalchemical_n.dds)
v3.5.6b (2020-03-05)
UOP Fixes
- A mismatched if/endif in RufioDieScript caused the script to fail to compile its changes at some point, so even though the source code said it was updated, the compiled binary code actually hadn't been.
- Marked the BlockDetectionDialogue entry so that xEdit will no longer flag it as an ITM. This record needs to remain in place for non-SI users who may still be out there.
Mesh and Texture Fixes
- The Imperial Palace parts with the red dragon logo on them were distorted due to bad UV mapping. (Meshes\Architecture\ImperialCity\Interior\ICPalaceCouncilRoomEnt01.NIF, Meshes\Architecture\ImperialCity\Interior\ICPalaceCouncilRoom01.NIF)
- The metal dome on the top of the Anvil Mages Guild looked washed out due to poor UV resolution. (Meshes\Architecture\Anvil\anvilmagesguild01.nif)
- Corrected walkway texture and further optimized the collision on the top of the Skingrad castle wall model. (Meshes\Architecture\Skingrad\SkingradCastleWall01.NIF)
v3.5.6a (2018-09-24)
UOP Fixes
- Corrected issues with the ICGroundFloor18.NIF file having a duplicated NiNode which caused flickering.
v3.5.6 (2018-06-02)
UOP Fixes
- Fixes to the Bravil entrance gatehouse mesh and the water gate mesh have been completely redone to address some missed issues and undesired changes that were not originally bugfixes at all. (Meshes\Architecture\Castle\Bravil\bravilentancegate01.nif, Meshes\Architecture\Castle\Bravil\bravilwatergate01.nif)
- Texture seams and UV mapping errors corrected on the Skingrad Castle Gatehouse mesh. (Meshes\Architecture\Castle\Skingrad\skcastlegatehouse.nif)
Animation Fixes
- Idle animation file for potion drinking has been corrected so that the NPCs don't shove potions through their noses anymore. (meshes\characters\_male\idleanims\drinkbottleidle.kf)
Mesh and Texture Fixes
- Texture orientation and UV mapping fixes for farmhouse meshes. (Meshes\Architecture\FarmHouse\farmhouse01.nif, Meshes\Architecture\FarmHouse\farmhouse01snow.nif, Meshes\Architecture\FarmHouse\farmhouse02.nif, Meshes\Architecture\FarmHouse\farmhouse02snow.nif)
- Collision and UV mapping fixes done on 24 of the 26 Imperial City interior ground floor meshes. (Meshes\Architecture\ImperialCity\Interior\ICGroundFloor26.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor01.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor02.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor03.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor04.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor05.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor06.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor07.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor08.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor09.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor10.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor11.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor12.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor13.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor14.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor15.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor16.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor18.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor19.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor20.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor21.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor22.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor23.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor25.NIF)
Placement, Layout, and Ownership Fixes
- 000aee65: Gap in the fort wall at Fort Naso.
Text and Subtitle Fixes
- The Collector (MS21) Stage 58: "I have brought Umbacano a eighth Ayleid statue." -> "I have brought Umbacano an eighth Ayleid statue."
- Topic MG11ChoiceHeretohelp: "If there's anything specific you need, that may be more reasonable then just asking me about Necromancers." -> "If there's anything specific you need, that may be more reasonable than just asking me about Necromancers."
v3.5.5 (2016-08-13)
UOP Fixes
- Optimized UOP-corrected Mythic Dawn and Black Hand robe meshes to remove duplicate NiTexturing properties (Meshes\Clothes\MythicDawnRobe\M\MythicDawnRobeM.nif and Meshes\Clothes\RobeDarkBrotherhood\M\RobeDarkBrotherhood.nif).
- Corrected the material properties on the male Glass Cuirass so that it’s shiny again (Meshes\Armor\Glass\M\Cuirass.nif).
- Corrected Umbacano receiving two copies of the Staff of Nenalata during “Secrets of the Ayleids.”
- Removed audio edit that fixed Nord and Orc males indicating that the player should speak to Ungarion during MS06 when the subtitle and all other audio indicated that the player should speak to Gilgondorin; the fix was of poor quality and the original error is now fixed by preventing Nords and Orcs from speaking this dialogue entirely.
- Corrected the two guards in the off-limits sections of the Imperial Palace during TG11Heist never appearing as a side effect of fixing the normal Palace guards interfering with combat in the upper levels.
Game Mechanics Fixes
- Corrected the Reflect Damage magic effect lacking the visuals seen on all other Mysticism effects.
- If the player uses an Ayleid well, it will no longer be “recharging” if the player tries to use it a week later but on the same day of the week as its last use.
Audio Fixes
- Corrected Leyawiin townsfolk referring to Mahei and Numeen as the “Derics” (Sound\Voice\Oblivion.esm\Argonian\F\NQDLeyawiin_Question_0003DFBA_1.mp3 and NQDLeyawiin_Question_0003DFBA_1.lip, Sound\Voice\Oblivion.esm\Argonian\F\ NQDLeyawiin_Question_0003DFC1_1.mp3 and NQDLeyawiin_Question_0003DFC1_1.lip, Sound\Voice\Oblivion.esm\Argonian\M\NQDLeyawiin_Question_0003DFBA_1.mp3 and NQDLeyawiin_Question_0003DFBA_1.lip, and Sound\Voice\Oblivion.esm\Argonian\M\ NQDLeyawiin_Question_0003DFC1_1.mp3 and NQDLeyawiin_Question_0003DFC1_1.lip).
- Matched one MG03Illusion rumor to the subtitle (Sound\Voice\Oblivion.esm\Argonian\M\MG03Illusion_INFOGENERAL_0004F222_1.mp3 and MG03Illusion_INFOGENERAL_0004F222_1.lip).
- Matched one NQDSkingrad rumor response to the subtitle (Sound\Voice\Oblivion.esm\Argonian\M\NQDSkingrad_SkingradNQDResponses_0003C191_1.mp3 and NQDSkingrad_SkingradNQDResponses_0003C191_1.lip).
- Matched one of Melisande’s lines in MS40 to the subtitle (Sound\Voice\Oblivion.esm\Imperial\F\MS40_MS40MelisandeRumor_0003F290_2.mp3 and MS40_MS40MelisandeRumor_0003F290_2.lip).
- Matched one NQDBravil rumor to the subtitle (Sound\Voice\Oblivion.esm\Imperial\M\NQDBravil_INFOGENERAL_000465A4_1.mp3 and NQDBravil_INFOGENERAL_000465A4_1.lip).
- Matched Raminus Polus’ response to the “Mages Guild” topic during MG00Join to the subtitle (Sound\Voice\Oblivion.esm\Imperial\M\MG00General_MagesGuildTopic_0006C5C3_1.mp3 and MG00General_MagesGuildTopic_0006C5C3_1.lip).
- Corrected Malintus Ancrus, Glistel, and Amusei mispronouncing Ancrus’ last name in his NQDChorrol greeting , ChorrolTopic, and in quest dialogue during TG09Arrow (Sound\Voice\Oblivion.esm\Imperial\M\NQDChorrol_GREETING_00024EED_1.mp3 and NQDChorrol_GREETING_00024EED_1.lip, Sound\Voice\Oblivion.esm\High Elf\F\NQDChorrol_ChorrolTopic_00024FEC_1.mp3 and NQDChorrol_ChorrolTopic_00024FEC_1.lip, and Sound\Voice\Oblivion.esm\Argonian\M\TG09Arrow_TG09AmuseiDeliverMsg_00014824_1.mp3 and TG09Arrow_TG09AmuseiDeliverMsg_00014824_1.lip).
- Corrected a line in MS46 where “land” was read as “hand” (Sound\Voice\Oblivion.esm\Breton\M\MS46_MS46NewSettlement_000319D6_2.mp3 and MS46_MS46NewSettlement_000319D6_2.lip).
- Matched two MG00General rumors’ audio to their subtitles (Sound\Voice\Oblivion.esm\High Elf\M\MG00General_INFOGENERAL_00062674_1.mp3 and MG00General_INFOGENERAL_00062674_1.lip and Sound\Voice\Oblivion.esm\Argonian\M\MG00General_INFOGENERAL_0006C29B_1.mp3 and MG00General_INFOGENERAL_0006C29B_1.lip).
- Matched one NQDWilderness rumor to its subtitle (Sound\Voice\Oblivion.esm\Redguard\F\NQDWilderness_INFOGENERAL_000624C2_1.mp3 and NQDWilderness_INFOGENERAL_000624C2_1.lip).
- Corrected Raminus Polus mispronouncing Eletta’s name during MG08MagesStaff (Sound\Voice\Imperial\M\MG08MagesStaff_MagesStaff_000352B6_2.mp3 and MG08MagesStaff_MagesStaff_000352B6_2.lip).
- Corrected the Imperial male recording of one beggar line during TG05Misdirection not matching the other recordings; had to make a small change to the other two recordings so that they all were consistent (Sound\Voice\Oblivion.esm\Imperial\F\TG05Misdirection_TG05BribeBeggar_00015F28_1.mp3 and TG05Misdirection_TG05BribeBeggar_00015F28_1.lip, Sound\Voice\Oblivion.esm\Imperial\M\TG05Misdirection_TG05BribeBeggar_00015F28_1.mp3 and TG05Misdirection_TG05BribeBeggar_00015F28_1.lip, and Sound\Voice\Oblivion.esm\Nord\M\TG05Misdirection_TG05BribeBeggar_00015F28_1.mp3 and TG05Misdirection_TG05BribeBeggar_00015F28_1.lip).
- Corrected one beggar line during TG05Misdirection where “he” was read as “she” (Sound\Voice\Oblivion.esm\Imperial\M\ TG05Misdirection_TG05BribeBeggar_00015F28_2.mp3 and TG05Misdirection_TG05BribeBeggar_00015F28_2.lip).
- Matched one of Jensine’s MS29 lines to the subtitle (Sound\Voice\Oblivion.esm\Nord\F\MS29_ThoronirTopic_0001D041_1.mp3 and MS29_ThoronirTopic_0001D041_1.lip).
- Matched one beggar line to subtitle during TG09Arrow (Sound\Voice\Imperial\F\TG09Arrow_TG09FathisAren_00048972_2.mp3 and TG09Arrow_TG09FathisAren_00048972_2.lip).
- Matched one response to the “Forlorn Watchman” topic to the subtitle (Sound\Voice\Oblivion.esm\Imperial\M\MS06_ForlornWatchman_00035D8F_3.mp3 and MS06_ForlornWatchman_00035D8F_3.lip).
- Matched one MS02 rumor to the subtitle (Sound\Voice\Oblivion.esm\Redguard\M\MS02_INFOGENERAL_0000BCD1_1.mp3 and MS02_INFOGENERAL_0000BCD1_1.lip).
- Matched one creature response to the subtitle (Sound\Voice\Oblivion.esm\Nord\F\Generic_CreatureResponses_00029199_1.mp3 and Generic_CreatureResponses_00029199_1.lip).
- Generated new .lip file for one of Martin’s MQ05 hellos (Sound\Voice\Oblivion.esm\Imperial\M\MQ05_HELLO_000343F5_1.lip).
Item Fixes
- Corrected Claudius Arcadia’s journal, Lord Lovidicus’ journal, and Audens Avidius’ ramblings using the typewritten font rather than the handwritten font.
- Corrected wrist irons having no female model path (the only open gauntlets without one) (Meshes\Clothes\Lowerclass\05\F\Gauntlets.nif).
- The hollowed-out tree stump between Rindir’s Staffs and Edgar’s Discount Spells no longer sounds like a cloth sack when opened or closed.
NPC, Creature, and AI Fixes
- City-Swimmer now eats at home, since her low responsibility often led to her death for trying to steal food.
- Corrected CitySwimmerForage10x10 being a find rather than a wander package.
- Added Alval Uvani to the faction owning the taverns he visited; his stealing food would cause fights and lead to his death at the guards’ hands.
- Changed Jakben Imbel’s class to Nightblade to match his armor (he was a Spellsword, which favors heavy armor). Also corrected his leveled spell list to match.
- Changed Brucetus Festinius’ class to Nightblade to match his armor (he was a Spellsword, which favors heavy armor). Also corrected his leveled spell list to match.
- Nightblade and monk Argonian tribesmen were missing their leveled spell lists.
- Despite ostensibly competing with Amusei and the player for membership, Methredhel began the game as a member of the Thieves Guild.
- Corvus Umbranox was missing the keys to Anvil Castle.
- Larthjar the Laggard was never added to the beggars faction after he escaped Castle Skingrad. Also corrected him starting in the Imperial City faction and Imperial City beggars faction despite being added to them when he was rescued.
- Corrected Amusei starting in both the Leyawiin and Skingrad city factions despite being added to these factions as the Thieves Guild questline progresses.
- Corrected Bravil castle’s formal dinner taking place in the count’s quarters rather than the dining hall.
- Mvryna Arano’s package to eat at the Bloated Float will no longer run once “The Elven Maiden” has begun; none of her other AI packages that took her outside her home did, and it could cause Lex to follow her outside the house, leaving the player with their controls locked.
- Corrected Amusei not wandering around the Waterfront, Skingrad, or Leyawiin due to having his bedroll set as the location for his wander packages.
- Assigned specific chairs for Quill-Weave and Hieronymus Lex to eat at in Castle Anvil’s dining hall, as they would gravitate towards chairs meant for other diners.
- Marius Caro’s bodyguard will now accompany him when he visits the chapel on Sundas as was intended.
- Undena Orethi would tend her tomato patch until midnight due to the package missing its start time and duration. Also fixed her leaving her house unlocked while she worked.
- Uuras the Shepherd, Shameer, Reman Broder, Tamika, and Bernadette Peneles will no longer leave their houses unlocked during their daily routines due to their sleep packages being flagged to unlock doors at end.
- Reman Broder now offers training while he works as his fellow worker, Ambroise Canne, does.
- Pinarus Inventius no longer carries a light shield in addition to his leveled heavy shield.
Script Fixes
- OblivionGateSwitch01, OblivionGateSwitch01MQ03Gates, and OblivionSwitchRD004Right02 had malformed elseif statements which caused the scripts to malfunction.
Quest and Dialogue Fixes
- If any of the guests were convinced to kill Dovesi Dran during Dark08Whodunit, they would act as though they hadn’t killed the suspected murderer due to a variable never being set.
- Corrected the thieves during FGC02Protect loitering in the shop for an hour before becoming hostile.
- Neville claims that he’ll go get his armor and sword but his chest contained a mace instead.
- It was possible to break into the Chorrol Chapel Undercroft during Dark05Assassinated (either through Nine Divines faction membership courtesy of the Knights of the Nine plugin or by stealing Orag gra-Bargol’s key) and find Francois Motierre standing around, unresponsive. Motierre’s “dead body” will now be enabled once the 24 hours have passed, rather than as soon as he “dies.”
- If “The Stone of St. Alessia” was completed before Burz gro-Khash’s last two quests, it was possible to move on to “Information Gathering” without ever completing them.
- Blocked Nord and Orc women from using several lines about mudcrabs as no audio was recorded.
- Corrected Sheogorath never actually explaining your objective during DASheogorath; a line existed and was recorded (even for Sheogorath’s new voice in Shivering Isles, and for Haskill), but never played.
- During “Nothing You Can Possess,” if the player made a deal with S’razirr, Claude Maric will no longer try to fight S’razirr rather than fleeing. This will also correct them being hostile to each other when they meet each other at the Roxey Inn.
- S’razirr will no longer demand that the player pay him if he didn’t actually hold to his side of the bargain (for example, if the player gave the carving to Maric). Also, the journal will not prompt the player to pay S’razirr if he is dead.
- It is no longer possible to enter into an agreement with S’razirr after Maric has already demanded the carving from you.
- If a goblin war chief successfully delivered its tribe’s totem staff back to its lair, it would often fall through the floor. Repositioned the markers where the staff is dropped to prevent this from happening, and rewrote the failsafe intended to move the staff back if it fell out of bounds so that it properly updates the staff’s position and collision.
- Corrected one of Reynald Jemane’s MS16 greetings setting an invalid quest stage.
- Volanaro will no longer speak as though the player helped him with his prank if J’skar was found by other means.
- Mythic Dawn sleepers will no longer use Mythic Dawn battle cries before they go “live.”
- Burz gro-Khash did not demote the player after “Trolls of Forsaken Mine” as Azzan did because his FGC09Ogres greetings were out of order.
- Corrected returning Amantius Allectus’ diary to Armand Christophe during “May the Best Thief Win” giving the player only one infamy point while returning with Rohssan’s sword gave two (all other Thieves Guild jobs give two infamy points on completion).
- Corrected three scripts (OblivionGateSwitch01, OblivionGateSwitch01MQ03, and OblivionSwitchRD004Right02) which were using “else if” rather than the correct “elseif,” which compiled but did not function in-game.
- Copied three goodbyes from TG03Elven (the previous Waterfront raid) into TG05Misdirection hellos so that the occupying guards will not repeatedly claim that they’re there to relieve the guard they’re talking to.
- Quest markers during Thieves Guild quests will no longer point to beggars if they’re dead. Also corrected there being no target pointing to Larthjar the Laggard in TG10Boots.
- Fixed several lines of dialogue that allowed the player to receive or complete Thieves Guild quests while expelled from the guild.
- During “The Ultimate Heist,” backtracking to the Old Way after using the Arrow of Extrication to open the way forward will no longer lock the secret entrance and prevent the quest from being completed.
Mesh and Texture Fixes
- Corrected fishing waders mapping the upper body texture to the legs as opposed to the leg texture (Meshes\Clothes\Lowerclass\09\M\Shirt.nif and Meshes\Clothes\Lowerclass\09\F\Shirt.nif).
- Enabled stenciling on the female russet felt shirt’s world model, as it was possible to see through the collar (Meshes\Clothes\Middleclass\05\F\Shirt_gnd.nif).
- Copied UOP corrections to the heavy blue and light yellow Arena raiments to the heavy yellow and light blue versions (Meshes\Armor\ArenaHeavyYellow\M\Cuirass.nif, Meshes\Armor\ArenaHeavyYellow\F\Cuirass.nif, Meshes\Armor\ArenaLightBlue\M\Cuirass.nif, and Meshes\Armor\ArenaLightBlue\F\Cuirass.nif).
- Corrected collision, texture deformations, and other distortions on the Cheydinhal city gate (Meshes\Architecture\Cheydinhal\CastleGateCheydinhal01.nif).
- Corrected Z-fighting on the wrists and ankles on the female Mythic Dawn and Black Hand robes (Meshes\Clothes\MythicDawnRobe\F\MythicDawnRobeF.nif and Meshes\Clothes\RobeDarkBrotherhood\F\RobeDarkBrotherhoodF.nif).
- Corrected green velvet shoes icon being brown rather than green (Textures\Menus\Icons\Clothes\UpperClass\01\M\Shoes.dds, Textures\Menus80\Icons\Clothes\UpperClass\01\M\Shoes.dds, and Textures\Menus50\Icons\Clothes\UpperClass\01\M\Shoes.dds).
Placement, Layout, and Ownership Fixes
- Grounded a chest in Fort Redman Hall of Judges (0009D170).
- Grounded a beam (0005F7BD) and chest (0005F7BD) in Exhausted Mine.
- Grounded a beam (0005F8A6) and chest (0005F8BA) in Exhausted Mine Spent Works.
- Grounded crate (0006BFBE), chest (0004BB8D), and barrel (00049B2E) in Vilverin.
- Corrected the doors in Eugal Belette’s basement being owned by the Mythic Dawn faction rather than Eugal himself, causing them to appear unowned (00025D12 and 00027317).
- Corrected an unowned door in Umbacano Manor’s private quarters (0002Af08).
- Placed a stone to cover a visible gap at the end of the collapsing bridge in Fort Rayles Halls of Winter.
- Grounded a chest in the Imperial Substructure (00159836).
- Repositioned two wall pieces (0018F05 and 00185F06) outside Hame to prevent Z-fighting.
- Grounded a tent in Wenderbek Cave (000650FE).
- Repositioned three pairs of shoes in Agarmir’s basement (0003DE1E, 0003DE1F, and 0003F134) as they were clipping into the ground and the nearby table.
- The door to Agarmir’s basement and private quarters (0001D0A7 and 00037E19) are no longer owned by the Mythic Dawn faction.
- Repositioned a bottle of Cyrodilic brandy inside a display case in Castle Bruma (000052A2) as its new mesh was causing it to rattle around.
- Corrected Sherina’s sparring not working properly because FGLeyawiinPracticeMarker (00067416) had no XTargetData.
- Lowered the Marie Elena’s cabin (0003ED74) to close a gap between the poop deck and the landing of the stairs. Also moved the cabin door (0003FACC) and rigging sound marker (000CA077) to match.
- Grounded floating XMarker aboard the Marie Elena (00005591).
- Shifted rock (001561DA) and accompanying Viper’s Bugloss (001561DD and 001561DC) to cover land tear.
- Enlarged and relocated rock to cover land tear (0014AB95).
- Enlarged and relocated rocks (00013EB3C, 00013EAFE, 00013EB32, 0013E77D, and 0013EB41) to cover land tear.
- Grounded floating chest (0009CE0F) in the Elven Gardens Guard House.
- Fixed the gate leading from the Talos Plaza district to outside the Imperial City’s walls (0002F522) not showing its door handles due to being behind the city wall mesh.
Text and Subtitle Fixes
- Book1CheapCharterMagesGuild: “The Guild of Mages provides benefits to scholars of magic and established laws regarding the proper use of magic.” -> “The Guild of Mages provides benefits to scholars of magic and establishes laws regarding the proper use of magic.”
- SKLxBlock1: “Death Blow of Abernanit” -> “Death Blow of Ebernanit”; “With Explains by the sage” -> “With explanations by the sage”
- Book4RareBrothersofDarkness: “The Colovian Emperor-Potentate” -> “The Akaviri Emperor-Potentate”; “the Colovian Dynasty crumbled” -> “the Akaviri Potentate crumbled”
- “Why, just before you got here he told the most off-color joke about an Argonian maid.” -> “Why, just before you got here he told me the most off-color joke about an Argonian maid.”
- “Right before you got here I told the funniest joke about an Argonian maid…” -> “Right before you got here I told her the funniest joke about an Argonian maid…”
- “I spent some time stationed at Fort Moonmoth on their homeland of Morrowind.” -> “I spent some time stationed on Fort Moonmoth on their homeland of Morrowind.”
- “I heard she was put in charge of the Leyawiin guild hall as a favor…” -> “I’ve heard she was put in charge of the Leyawiin guild hall as a favor…”
- MS21: “pay be” -> “pay me”
- “Scar-Tail has fled Black Marsh and refuses to fulfill his duties as royal assassin!” -> “Scar-Tail has fled Black Marsh and refuses to fulfill his duties as a royal assassin!”
- “Oh, right, how could I forget. That time we were almost dashed upon those rocks, near the city of Firsthold…” -> “Oh, right, how could I forget? That time we were almost dashed upon the rocks, near the city of Firsthold…”
- “I know when I'm beaten! Here, take the carving, if it means so much to you…” -> “I know when I am beaten! Here, take the carving, if it means so much to you…”
- TrainingBlunt: “I need to find Irene Metric in the Imperial City…” -> I need to find Irene Metrick in the Imperial City…”; “Irene Metric is dead…” -> “Irene Metrick is dead…”
- TG01BestThief: “I have beaten Methredhel and Amusei to Amantius Allectus' diary. Now to get back to Armand at Dareloth's garden by midnight. “ -> “I have beaten Methredhel and Amusei to Amantius Allectus' diary. Now to get back to Armand in the garden of Dareloth. I'll have to wait until midnight when he is there.”
- “My head is still spinning from everything that has happened. I'll need some time to adjust.” -> “I'm still trying to adjust to everything that has happened.”
- HighElf: “Also known as ‘Altmer’ in their homeland of Summerset Isle, the High Elves…” -> “Also known as ‘Altmer’ in their homeland of Summerset Isle, the High Elves…” (extra space)
- Mythic Dawn Commentaries 4: “for with by the magic word Nu-Mantia…” -> “for by the magic word Nu-Mantia…”
v3.5.4a (2016-03-13)
UOP Fixes
- Due to an unforeseen engine bug when starting a new game, lock data has been removed from the Skingrad Chapel doors (refs 27D97, 27DBC, and 27DBD) and added to the interior Chapel Hall door (ref 27D88). The AI package removed from Tumindil apparently triggers an unknown set of circumstances that was unlocking the doors there when they shouldn't have had locks to start with, nor should the game ever have executed the package to start with since it was blocked anyway.
Mesh and Texture Fixes
- Corrected the Oblivion avalanches being havok-enabled, which caused certain rockslides (notably the ones in the Kvatch Oblivion Gates) to not work properly (Meshes\Oblivion\Clutter\Traps\OblivionAvalanch01.nif).
Placement, Layout, and Ownership Fixes
- Corrected several trap types never resetting properly.
- 001873bb: Scaled up and repositioned a rock to cover up a vanilla land tear.
v3.5.4 (2016-01-30)
UOP Fixes
- During MS10, Aldos Othran and the guard outside his house will no longer stall rather than speaking due to an uncompiled script.
- Removed erroneous “can travel to” flag from Varus Camp’s map marker, which was causing problems with the Orrery plugin.
- The script to prevent Mythic Dawn agents from exposing themselves with their trademark bound armor before “Dagon Shrine” excluded Cingor.
- Corrected the change to StandardDrainFatigue3Journeyman not being copied over to its scroll version.
Audio Fixes
- Corrected beast races mispronouncing Fadus Calidius’ name in one NQDSkingrad rumor (Sound\Voice\Oblivion.esm\Argonian\F\ NQDSkingrad_INFOGENERAL_0003C247_1.mp3 and NQDSkingrad_INFOGENERAL_0003C247_1.lip and Sound\Voice\Oblivion.esm\Argonian\M\ NQDSkingrad_INFOGENERAL_0003C247_1.mp3 and NQDSkingrad_INFOGENERAL_0003C247_1.lip).
- Corrected elven women mispronouncing Gilgondorin’s name in one NQDBravil rumor (Sound\Voice\Oblivion.esm\High Elf\F\ NQDBravil_INFOGENERAL_00046587_1.mp3 and NQDBravil_INFOGENERAL_00046587_1.lip).
- Corrected Foroch’s audio when renting a room to match the subtitle (Sound\Voice\Oblivion.esm\High Elf\M\ BedRental_bed_000B9835_1.mp3 and BedRental_bed_000B9835_1.lip).
- Corrected Imperial females mispronouncing Arentus Falvius’ name in one NQDBruma rumor (Sound\Voice\Oblivion.esm\Imperial\F\ NQDBruma_INFOGENERAL_000465C9_1.mp3 and NQDBruma_INFOGENERAL_000465C9_1.lip).
- Corrected Imperial audio for one post-main quest rumor (Sound\Voice\Oblivion.esm\Imperial\F\ MQ00_INFOGENERAL_000AF060_1.mp3 and MQ00_INFOGENERAL_000AF060_1.lip and Sound\Voice\Oblivion.esm\Imperial\M\ MQ00_INFOGENERAL_000AF060_1.mp3 and MQ00_INFOGENERAL_000AF060_1.lip).
- Matched the audio for one of Brother Piner’s lines with the subtitle (Sound\Voice\Oblivion.esm\Imperial\M\ MQ00_OrderOfTalosTopic_00033DFB_3.mp3 and MQ00_OrderOfTalosTopic_00033DFB_3.lip).
- Matched the audio to the text for Nord and Orc males for one NQDImperialCity rumor (Sound\Voice\Oblivion.esm\Nord\M\ NQDImperialCity_INFOGENERAL_000498BE_1.mp3 and NQDImperialCity_INFOGENERAL_000498BE_1.lip).
- Corrected Magub gro-Orum referring to Borba gra-Uzgash as male in one NQDCheydinhal greeting (Sound\Voice\Oblivion.esm\Nord\M\NQDCheydinhal_GREETING_000749E8_1.mp3 and NQDCheydinhal_GREETING_000749E8_1.lip).
- OblivionGateConv had no audio recorded for Dremora. Substituted a generic Dremora attack line, as they’re all astonishingly appropriate for the situation, and changed the subtitle to match (Sound\Voice\Oblivion.esm\Dremora\M\MQConversations_OblivionGateConv_00091AEE_1.mp3 and MQConversations_OblivionGateConv_00091AEE_1.lip).
- Matched the subtitle of one post-main quest greeting for Argonians to the voiced line, and corrected the female Argonian audio to match (Sound\Voice\Oblivion.esm\Argonian\F\MQEndgame_GREETING_0007B7DF_1.mp3 and MQEndgame_GREETING_0007B7DF_1.lip).
Item Fixes
- Robes of Deflection, Warding, Protection, and Defense, and Aegis Robes, were not using the correct icons.
- Nirnroot is no longer improperly considered to be food.
- Corrected the name of Mahei and Numeen’s house key from “Derics’ Key” to “Mahei’s Key.”
- LL2NPCStaffLvl100 was assigning NPCs using this list staves from the LL1NPCStaff1NormalLvl100 list at level 18 rather than from the LL1NPCStaff2GreaterLvl100 list.
- Magic arrows do not require a charge to function; however, all magic arrows had erroneous charges that were influencing their gold value and causing it to be essentially arbitrary. Removed the charge value from such arrows.
- LL1NPCStaff2Greater100 was missing an entry for the Greater Staff of the Weary.
- The FGC06 steel bow, warhammer, and longsword did not match the statistics of a normal steel bow, warhammer, or longsword.
- Corrected EnArrFireAreaStrong, EnArrFrostAreaStrong, and EnArrShockAreaStrong dealing less damage than their “weak” counterparts, and corrected EnArrSShockAreaWeak being weaker in magnitude than its equivalent fire and frost enchantments. These arrows will now have enchantments equal to the Journeyman and Expert-level elemental area-effect spells, as staves have.
- Corrected StandardFrostDamageArea5Master having an area effect of 20 rather than 15 like other master-level spells.
- MiddleBowlRedCandles01Yellow128 did not have a mesh assigned, despite several instances being placed in the game such that the Lights\MiddleBowlRedCandles01.nif mesh would fit perfectly.
NPC, Creature, and AI Fixes
- Removed the BravilPriestWorship8x2 package from Marz, as it was blocking her altar-using package and half of her normal worshipping, as well as shaving down the time that she offered services.
- Gave Dovyn Aren a shirt so that he wouldn’t wander around topless while following Fathis Ules.
- Switched Orag gra-Bargol’s aaaServicesEditorLocLockAtEnd512 package for the SpellVendor package so that she wouldn’t heckle the player to leave the Chapel before she went to bed.
- Mog gra-Mogakh was not a member of the Two Sisters faction despite owning the inn.
- Erina Jeranus was not a member of the West Weald Inn faction despite owning the inn.
- Removed a duplicate AI package from Tumindil.
- Adrienne Berene was only an Evoker of the Mages Guild, despite every other Mages Guild head being a Wizard.
- Gave Viranus Donton some clothes so that he wouldn’t wander around in various stages of undress if his armor was damaged too badly during “The Master’s Son.”
- MQ04MythicDawnAgent06 six was not a quest item, which could cause his corpse to be purged before he’s ever enabled, resulting in an inexplicable bloodstain in Weynon Priory’s chapel during MQ04.
- Arentus Falvius, Cirroc, and Isa Raman will now offer services during their daily worship as other priests did, as otherwise it was completely random whether they offered services that day.
- The Bruma priests will no longer follow the player around while in the chapel hall as though the player was trespassing, even if the player was a member of the Nine Divines faction.
- Assigned a new eat package to Avrus Adas, Silana Blandia, and Kantav Cheynoslin so that they will no longer try to eat in the chapel’s main hall where there is no food.
- Geel will no longer carry two pairs of shoes.
- Olav was intended to sleep, and even had a bed and AI packages designated for that purpose. However, due to their unwieldy setup (two hours at intervals with a 50% chance), a new sleep package has been created for him.
- Arentus Falvius had the incorrect altar-using package assigned for his morning worship.
- The Imperial City jailors will no longer carry two pairs of pants and two shirts.
- If Farwil is killed, Bremman will no longer return to the closed Oblivion gate outside Cheydinhal and try to enter it.
- Switched Thurindil’s and Anguilon’s sleep times, as Thurindil never began his sleep package at the specified time due to other packages, while Anguilon had nothing to do between his last AI package and when his sleep package began.
- BravilBeggarSleep01 and 02 and SkingradBeggarSleep01 and 02 were travel packages rather than sleep packages.
- Corrected the timing on AnvilCastleDinnerGuestMWF and AnvilCastleDinnerGuestSS to occur while the Countess was holding dinner, rather than one hour before.
Quest and Dialogue Fixes
- During “Paradise,” if the player arrived in the Forbidden Grotto where Eldamil removes the Bands of the Chosen without ever having spoken to him, he would act as though he and the player had already met rather than giving his introductory speech.
- The player could never access Savlian Matius’ “Ormellius Goldwine” topic during MS49 because the greeting where it was added was always overridden by a different one.
- The post-MQ14 greetings for Bruma citizens were blocking every other greeting in NQDBruma.
- Corrected the conditions on Cylben Dolovas’ post-MS23 greetings so that he wouldn’t act as though you had sided with Roland if you killed Roland and then killed Seridur after the quest.
- Corrected several MQ13 and MQ00 lines from the Bruma defenders so that Jauffre, Baurus, Ulrich Leland, Burd, and Martin wouldn’t say them, as they had no audio recorded, and in Martin’s case, it would override his unique voice.
- Only some Palace Guard hellos added the “Imperial Palace” topic.
- Corrected several hellos and goodbyes from Dar-Ma during “A Shadow Over Hackdirt” that could never be heard due to checking unused variables.
- During “The Ultimate Heist,” Millona’s comment as she stands up from her throne will no longer always be cut off.
- Several responses to the “Aid for Bruma” topic from Jauffre and Burd could never be heard due to bad stage checks.
- Created a new marker so that the Bretheren nearest to Dar-Ma will no longer unlock her cell door nor be found inside her cell.
- The trapdoor to the Kvatch Guardhouse was actually unlocked, despite Berich Inian or his key apparently being needed to unlock it.
- Dark04Execution’s script was continually trying to modify the disposition on a disabled guard.
- Newheim the Portly will no longer be essential after “Newheim’s Flagon” is completed.
- Lord and Lady Drad will no longer be essential after “Malacath” is completed.
- Olav will no longer be essential after “A Brotherhood Betrayed” is completed.
- Vantus Prelius, Rellian, and Dubok gro-Shagk will no longer be essential after “Drunk and Disorderly” is completed.
- Fathis Ules will no longer be essential after “Sins of the Father” is completed.
- During MG07Leyawiin, the enchanted axe intended to be present in Manduin’s Coffin was gone in new games due to the container being persistent and non-respawning, and the leveled list having no entry for level 1; the axe will now be added at stage 10. Also, Agata will no longer remain essential after the quest is completed.
- S’razzir will no longer become hostile to the player if the player pays him after initially refusing to do so.
- Umbaccano will no longer receive a duplicate enchanted dagger when he begins to follow the player at Nenalata. Also, Jollring will no longer remain essential once the quest is completed.
- Marcel Amelion will no longer be essential after “Infiltration” is completed.
- Azzan, Burz gro-Khash, and Vilena Donton will no longer be essential after “The Hist” is completed.
- When the player becomes Guildmaster of the Fighters Guild, the “Expelled from the Fighters Guild” quest will now be completed if it was active, as the player could no longer be expelled.
- Pinarus Inventius will no longer be essential after “A Rat Problem” is completed.
- During “Whom Gods Annoy,” heading to Rosentia’s house without first asking the townsfolk about her would result in her house not being considered a public area. Also, Rosentia’s and Alves Uvenim’s essential tags will no longer persist after the quest is over.
- Skaleel and Denel will no longer be essential after “Vahtacen’s Secret” is completed.
- Nerussa will no longer be essential after “A Venerable Vintage” is completed.
- During “An Unexpected Voyage,” Ormil and Graman gro-Marad will no longer have their essential tags removed at stage 90, as the quest would break if Ormil died. Instead, they will be made unessential at quest completion.
- The Colovian Signet Ring will no longer be a quest item after “The Battle for Castle Kvatch” is completed.
- During “Separated at Birth,” Reynald’s conversation would fail to play out if Reynald was sitting and Guilbert was too far away. Reduced the distance on Guilbert’s follow package, and the distance Reynald’s script checks for, to compensate.
- During “The Path of Dawn,” killing Astav Wirich before he followed Baurus to the basement would result in Jauffre never wearing his Blades armor.
- Lithnilian’s notes were never enabled after “No Stone Unturned” was completed due to a bad GetInCell check.
- MS45 never stopped when completed.
- During MS13, the player will only receive a journal entry for having slain Farwil if he is killed once he arrives home; getting this stage before shutting the gate was causing Bremman Senyan to behave erratically, with him either following the player or waiting where he’s first discovered, but leaving the gate to eat and sleep. Also, if Bremman is killed inside the gate, Farwil will use the dialogue intended for that situation (Bremman lacked a script, so the variable tracking his death was never set).
- MS13Alt will no longer start if MS13 is completed. Also, if MS13 is completed by finishing the main quest first, asking any of the Knights of the Thorn about the gate will no longer cause them to act as though you had helped them close it.
- Corrected Jauffre’s greetings in MQ16 not exiting the conversation as other NPCs’ greetings did.
Mesh and Texture Fixes
- RockOblivionSeat01’s mesh (Furniture\Natural\RockOblivion_Seat01.nif) is no longer incorrectly havok-enabled.
- The female mesh for Tan Robes was lacking the collar found on every other robe model (Meshes\Clothes\RobeLC01\F\RobeLC01F.nif).
Placement, Layout, and Ownership Fixes
- Corrected two load doors in the All-Saints Inn that were owned by the wrong factions (0004EDCE and 0004EDCF).
- Corrected the placement of a silver bowl in the Bravil Mages Guild that was clipping into the shelf it was sitting on (ref 0002435A).
- The Brolus’ bed was unowned (ref 0001B889).
- The trapdoor to Hackdirt Caverns in Moslin’s Inn was unowned (ref 00028100).
- Several interior doors in citizens’ homes were either unowned, owned by incorrect factions, or did not open with the proper keys (refs 0003DA15, 0002F00A, 0002F00B, 00065356, 00085D67, 0003EF1A, 0003E1C2, 00085ACB, 0002D26A, 0002AAC9, 0003D8B1, 0003AC78, 0003AC85, 0002FFC9, 00053AFE, 000853C6
- Corrected a door in Tamika’s house (0002F009) that was locked but open by default.
- Grounded several flying objects in the Bastion (refs 0008527F, 00085276, 00085277, 00085278, 00085279).
- The rent door in Olav’s Tap and Tack was owned by Olav himself, causing him to unlock it; changed to be owned by Abhuki, as other inn rent doors are (ref 000381B9).
- Ahdarji’s bed was not owned by her (ref 0003E1B8).
- The doors to the undercroft in Cheydinhal’s Chapel of Arkay (refs 0003515B and 0003515C) were not owned by the Nine Divines faction.
- Eugal Belette’s front door was owned by the Mythic Dawn faction rather than its proper owner (ref 00025EAE).
- Corrected Baurion’s bed (ref 00082E9C) being unowned.
- Corrected several of the beggars’ sleeping mats being unowned (refs 00015DA4, 00015DA9, 00015DAA, 00015DAC, 00015D8D, 00015D91, 0001C465, 0001C468, 00015DB5, and 00015DB8).
- Amusei’s bedrolls were not owned by him (refs 00034A8, 000359A3, and 00034A5)
- The food bag nearest Imus the Dull’s sleeping mat was instead owned by his fellow beggar, Penniless Olvus (ref 00098356).
- Corrected a chest (ref 0003904B) in Leyawiin Mages Guild Second Floor South being a specialized chest containing a dungeon key rather than a generic clutter chest.
Text and Subtitle Fixes
- “S'Drassa of the Mages Guild, Evoker and Alchemist…” -> “S'drassa of the Mages Guild, Evoker and Alchemist…”
- SurpriseReceive “No! really?” -> “No! Really?”
- SkingradTopic “Fadus Calidus at the Fighters Guild…” -> “Fadus Calidius at the Fighters Guild…”
- MG00JoinA “They can be done in any order, but they all must be sent in to the Council…” -> “They can be done in any order, but they must all be sent in to the Council…”
- Dark04DrethConvo “Right. And you'll be rich, too. Oh, and you'll become a king! You know what I think, Dreth?...” -> “Right. And you'll be rich, too. Oh, and you'll become a king! And you know what I think, Dreth?...”
- Corrected Red Ruby Cave’s name on the map reading “Red Ruby Cave “ (extra space).
- MQ11 “Perhaps I can persuade the Elder Council in the Imperial City or the guilds to help as well.” -> “Perhaps I can persuade the Elder Council in the Imperial City to help as well.”
- Fixed the text for the SurilieBrotherVineyards activator not matching the text displayed on the sign itself (Surilie Brother Vineyards -> Surilie Brothers Vineyards).
- “It's ashame Farwil is gone…” and “’Tis ashame Farwil didn’t make it…”; “ashame” -> “a shame.”
- “The truth has been in front of you since first you were born…” -> “The truth has been in front of you since you first were born…”
- “Julianos and Dibella and Stendarr are all Lorkhan's betrayers…” -> “Julianos, Dibella, and Stendarr are all Lorkhan's betrayers…”
v3.5.3 (2015-08-02)
UOP Fixes
- Corrected J’skar’s script blocking activation if MG14Plot was running but had not been started.
- Corrected the retro script accidentally adding Cingor back to the Fighters Guild faction.
Game Mechanics Fixes
- MS10ParalyzeSpell, MS47DamageAttribLuck, and MS47ReverseInvisibility were not flagged to disallow absorption and reflection.
Audio Fixes
- Corrected some beggar lines in TG04Mistake where the Three Sisters was referred to as the “Three Sisters Lodge” (Sound\Voice\Oblivion.esm\Argonian\F\ TG04Mistake_TG04BribeBeggar2_0001625A_1.mp3, Sound\Voice\Oblivion.esm\Argonian\F\ TG04Mistake_TG04BribeBeggar2_0001625A_1.lip, Sound\Voice\Oblivion.esm\Argonian\F\ TG04Mistake_TG04WhereAhdarji_00048975_1.mp3, Sound\Voice\Oblivion.esm\Argonian\F\ TG04Mistake_TG04WhereAhdarji_00048975_1.lip, Sound\Voice\Oblivion.esm\Argonian\M\ TG04Mistake_TG04BribeBeggar2_0001625A_1.mp3, Sound\Voice\Oblivion.esm\Argonian\M\ TG04Mistake_TG04BribeBeggar2_0001625A_1.lip, Sound\Voice\Oblivion.esm\Argonian\M\ TG04Mistake_TG04WhereAhdarji_00048975_1.mp3, Sound\Voice\Oblivion.esm\Argonian\M\ TG04Mistake_TG04WhereAhdarji_00048975_1.lip).
- Corrected Shuravi directing the player to the north wing of the Three Sisters when the room was to the north (Sound\Voice\Oblivion.esm\Argonian\F\ BedRental_BedYes_000B984F_2.mp3, Sound\Voice\Oblivion.esm\Argonian\F\ BedRental_BedYes_000B984F_2.lip).
- Corrected Shamada calling the Three Sisters Inn the “Three Sister Inn” (Sound\Voice\Oblivion.esm\Argonian\F\ NQDLeyawiin_GREETING_000475AC_1.mp3, Sound\Voice\Oblivion.esm\Argonian\F\ NQDLeyawiin_GREETING_000475AC_1.lip).
- Corrected Earana saying that she would be “here” during MG05A, instead of saying that she would be at the Grey Mare (Sound\Voice\Oblivion.esm\High Elf\F\ MG05A_MG05Choice2A_00028C03_2.mp3, Sound\Voice\Oblivion.esm\High Elf\F\ MG05A_MG05Choice2A_00028C03_2.lip).
- Corrected a small audio flub in one of Biene Amelion’s lines (Sound\Voice\Oblivion.esm\Imperial\F\ FGC07Heirloom_FGC07Choice3_000091FD_1.mp3, Sound\Voice\Oblivion.esm\Imperial\F\ FGC07Heirloom_FGC07Choice3_000091FD_1.lip).
- Corrected a line from Kurdan gro-Dragol where “tells me” had been read as “tell me” (Sound\Voice\Oblivion.esm\Nord\M\ MS08_MS08KurdanJar_0001F42D_3.mp3, Sound\Voice\Oblivion.esm\Nord\M\ MS08_MS08KurdanJar_0001F42D_3.lip).
- Corrected a subtitle flub carried over into the audio in a line from Armand Christophe during TG03Elven (Sound\Voice\Oblivion.esm\Redguard\M\ TG03Elven_GREETING_00034E9A_2.mp3, Sound\Voice\Oblivion.esm\Redguard\M\ TG03Elven_GREETING_00034E9A_2.lip).
NPC, Creature, and AI Fixes
- Corrected the sheep in the Sea Tub Clarabella being attacked by the pirates.
- Corrected Ancotar’s invisible creatures attacking Ancotar due to missing a missing faction.
- Corrected several AI packages for exploring the Five Claws Lodge that were set to “travel” rather than “wander.”
- Corrected Matthias Draconis’ patrolling beginning one hour before the rest of his patrol would continue; also adjusted his sleep time to match.
- Delayed Burz gro-Khash’s sparring to coincide with the schedule of his sparring partner, Keld of the Isles.
- Corrected guards in the Elven Gardens district and the Imperial Palace carrying two sets of clothing.
- Corrected the Summitmist Manor houseguests being able to yield to the player.
- Raised Graklak gro-Buglump’s responsibility so that he will no longer incite the ire of NPCs in the West Weald Inn.
- Dialogue during “Drunk and Disorderly” suggested that Margarte ate at the Five Claws Lodge when she actually ate at the Three Sisters.
- During “The Unfortunate Shopkeeper,” corrected the thieves being able to be yielded to and spoken to.
- Corrected the residents of Border Watch carrying several leveled sets of clothing in addition to a preset outfit.
- Adamus Phillida’s bodyguard will now be a quest item until his body is searched after his suicide.
- Corrected the Leyawiin guard outside the Leyawiin Oblivion gate not being a quest item.
- Corrected several jailors who were escorting the player during their off hours due to not having separate packages for day and night shifts.
- When renting a room at the Jerall View, the lower level needed to be flagged as public to prevent Logvar from accusing the player of trespassing if they rented a room.
Item Fixes
- Newheim’s flagon was not a quest item.
Quest and Dialogue Fixes
- In “The Desolate Mine,” corrected the goblins becoming hostile to the player if they ventured too far back in the first room; they will now be disabled at stage 10 and re-enabled either at stage 30 or if they player steals the key from Rienna and ventures farther into the mine on their own.
- Corrected Aldos Othran being disabled if MS10 completed without his death.
- Corrected a quest pointed during MS14 pointing to the Lythandas’ front door rather than Tivela.
- It is no longer possible to activate Rythe while he’s painting the portal home as doing so could break the quest.
- Corrected the handle that opens the door to Fort Grief being enabled too early during MS08.
- The Night Mother can no longer be spoken to, and Matthieu Bellamont can no longer be yielded to, during “Honor Thy Mother.”
- The player can no longer be expelled from the Dark Brotherhood before visiting the Sanctuary for the first time.
- During “Drunk and Disorderly,” the Fighters Guild members will no longer address Witseidutsei if she’s dead.
- Corrected Caminalda not properly forcegreeting if the player strayed from the battlemages.
Mesh and Texture Fixes
- Several gaps, UV errors, flipped normals, texture seams, deformed faces, and other issues have been corrected on CheydinhalHouseMiddle06. (Meshes\Architecture\Cheydinhal\CheydinhalHouseMiddle06.NIF)
- Fixed bad UV/texture scaling on Chorrolhousemiddle07. (Meshes\Architecture\Chorrol\chorrolhousemiddle07.nif)
- Fixed missing wood pillars, bad UV maps, bad alignment on the roof beams, and plaster clipping through walls for FarmHouseInterior04Top. (Meshes\Architecture\FarmHouse\FarmHouseInterior04Top.NIF)
Placement, Layout, and Ownership Fixes
- Corrected an iron shortsword buried in the ground in Onyx Caverns Bridge (ref 000A6F00).
- Corrected a barrel buried in the ground in the Leyawiin Fighters Guild Basement (ref 00048ADC).
- Corrected a flying bottle of mead in the Bruma Fighters Guild Basement (ref 000A20A2).
- Corrected several vegetables that were not placed correctly in the bowl they were sitting in in the Cheydinhal Sanctuary Living Quarters (refs 000A48C0, 000A48C4, 000A48C5, 000A48C6, and 000A48C7).
- Corrected a book hidden under a dresser in the Three Sisters Inn 3rd Floor North (ref 0005DE3E).
- Corrected Aldos Othran’s bed being unowned (ref 000986C6).
- Corrected the position of the door to Ulrich Leland’s room (refs 00000F95 and 16455).
- Corrected a small gap visible above the stairs near where you enter in the Old Way.
- Corrected the left-hand door in Castle Cheydinhal’s county hall being unlocked despite leading to a restricted area (ref 00031E73).
- Corrected the door to the Cheydinhal Fighters Guild being unowned and unlocked, which meant that the porter could not lock it (ref 00030480).
- Corrected Ancotar’s bedroll being unowned (ref 00009A64).
- Corrected a skull, a scroll, and two beer bottles that could not be picked up in the exterior of Fort Empire (refs 000C49AF, 000C49B0, 000C49B2, 000C49B2).
Text and Subtitle Fixes
- Corrected an extra space in the message for attempting to pickpocket an NPC who had already caught you.
- Corrected “S’Krivva” -> “S’krivva” (all instances).
- Removed a few excess periods from the log entries for TGStolenGoods.
- Corrected the name of AbWeaknessShock (“Weakness to Fire” -> “Weakness to Shock”).
v3.5.2 (2015-01-31)
UOP Fixes
- Saveri Faram no longer sleeps in Jearl’s house; there was an unused bed in Jearl’s basement.
- The vampire hunters from MG13Information no longer hunt vampires after the quest; instead, they will be disabled if they were convinced to leave.
- Somehow an edited audio file had not been updated with the new version, causing the audio to not match the text (High Elf/F/ MG00General_MagesGuildTopic_00062614_1.mp3 and MG00General_MagesGuildTopic_00062614_1.lip).
- Re-wrote J’skar’s script – in MG14Plot, it was intended that you kill Camilla Lollia before J’skar would speak to you, but the Unofficial Patch had commented out the entirety of the OnActivate block in J’skar’s script because it was causing audio for his greetings not to play. Re-wrote the OnActivate block (properly this time) and hence it is now necessary to kill Camilla to progress the quest.
- It was still possible for NPCs to say that Earana had left town when she was still present.
- Previous edits to MS05 had not only ignored that Bethesda intended that the player complete either “Through a Nightmare, Darkly” or “Bravil Recommendation” before pursuing the other, but raised the quest’s priority so high that its dialogue was blocking Kud-Ei’s lines in MG03Illusion. Now “Bravil Recommendation” will be blocked if the player agreed to help Kud-Ei find Henantier but has not finished MS05, and MS05 will be blocked if the player began, but did not complete, MG03Illusion. Also, speaking to townsfolk about Kud-Ei will no longer open the “Henantier” topic with her before she has even told you who’s missing.
- Hal-Liurz’s script has been reverted to vanilla; the changes the Unofficial Patch made are unnecessary now (an attempt to solve her not fetching the Count during MQ11 if MS40 had been completed; the real cause was MS40 not stopping when complete, and that bug has been dealt with for a long time).
- Removed two Unofficial Patch-added guard greetings in favor of simply adjusting the positioning of the vanilla greetings they were based on.
- The fix for NPCs not being able to pass through the Arcane University gates did not take into account the lobby doors re-locking when the cell reset. Also, the retroactive update will no longer allow the player to pass through the doors even if expelled.
- Dorian's added sleep package had no time parameters, causing him to sleep forever.
Game Mechanics Fixes
- Summon Skeletal Guardian was using the icon for an archer summon even though the creature itself does not carry bows.
Audio Fixes
- Raminus Polus indicated that Warlocks were free to access the Council Chambers, when actually that privilege had been available since Magician rank; swapped the text of the advancement dialogues to Magician and Warlock ranks and edited the audio to match (Imperial/M/MG00General_Advancement_00188F40_1.mp3, MG00General_Advancement_00188F40_1.lip, MG00General_Advancement_00188F41_1.mp3, and MG00General_Advancement_00188F41_1.lip). Because the player does not receive a promotion to Warlock rank until completing “Liberation or Apprehension?” and completing that quest requires speaking to Hannibal Traven, who never leaves the upper floors of the tower, it was necessary to change the audio and text rather than edit the ownership of the floors.
- The .lip file for an edited line in MG09Motives appears to have not worked; regenerated it (Imperial/M/MG09Motives_GREETING_00035672_3.lip).
- Mog gra-Mogakh says that the room for rent is to the west of the building when actually it is to the east (well, southeast, but that’s picking nits) (Nord/F/BedRental_BedYes_0003B34B_1.mp3 and BedRental_BedYes_0003B34B_1.lip).
- Redid the audio fix for Varnado mispronouncing his own name (Reguard/M/NQDImperialCity_GREETING_00047676_1.mp3 and NQDImperialCity_GREETING_00047676_1.lip).
- Corrected an NQDChorrol line that referred to Seed-Neeus as male (the subtitle and Nord female audio were correct).
- Corrected the female Imperial/Breton response to TGGrayFox, where "when they catch him" had been read as "where they can catch him."
NPC, Creature, and AI Fixes
- Etira Moslin does not become hostile if attacked due to an incorrect aggression setting.
- Mariette Rielle can no longer be yielded to – if spoken to she would repeat her MG12Gate greeting and restart combat with the player; if not, she would remain benignly inside Nenyond Twill for the rest of the game. Her aggression will also be raised so that she remains hostile if the player evades her.
- Arterion and Mondrar Henim can no longer be yielded to, as it is necessary to kill them for MG09Motives to progress.
- Camilla Lollia’s responsibility has been lowered to 0, matching other necromancers, so that she will no longer care about thefts from the Bruma Mages Guild.
- It is now possible to yield to Caranya before MG16Amulet has begun.
- Caranya’s MG16CaranyaWanderAtMark package was under MQ16MartialLaw; this meant that if MQ16 and MG16Amulet were running concurrently, Caranya would run back to the Arcane University from Fort Ontus.
- Resurrecting Caranya via spell no longer produces multiple copies of the Necromancer’s Amulet.
- It is no longer possible to yield to Hindaril, as he must be killed to acquire his quest-related vampire dust. He was also missing the disease necessary to infect the player with vampirism, and the Embrace of Shadows and Hunter’s Sight powers, which all other vampire NPCs possess.
- Alix Lencolia did not sleep; created new package UOPAlixLencoliaSleep0x6 and assigned a bed (97708) for his use. He now also carries the Faregyl Inn Key so that he can unlock the door.
- Removed the “owner follow” packages from Casta Scribonia, Ariela Doran, and Carmen Litte. Not only were they redundant, but they would cause these NPCs to immediately demand that you leave their home, even when you are not trespassing.
- Erthor will now appropriately follow his intended schedule of spending half the week in Skingrad and half the week in Bleak Flats Cave, rather than spending only one day a week at the guildhall.
- Mog gra-Mogakh did not sleep, despite having a bed available; assigned unused package MoggraMogakhSleep to her.
- Quill-Weave would get stuck outside Casta Scribonia’s house during her monthly trip there. Created a new faction for Casta and Quill-Weave, set the ownership of Casta’s bed and door to the faction, and gave Quill-Weave a copy of Casta’s house key.
- Quill-Weave will now no longer take her Chorrol trip if Casta Scribonia is dead, or if “A Rat Problem” is running.
- Teekeeus’ MG05ATeekeeusSecuresBook package was under TeekeeusPracticeSummoning9x3 in is package list, which would cause Teekeeus to delay putting the “Fingers of the Mountain” book away if he was given it between 9 AM and 12 PM.
- The Worm Anchorite’s responsibility has been lowered to 0 to match other necromancers, so he no longer cares about crimes he witnesses.
- If all three Dark Brotherhood Murderers died once, or any one died twice, it was no longer possible to recruit them as followers.
- Killing any Dark Brotherhood Murderer, regardless of whether they were your follower or not, would dismiss your Dark Brotherhood follower.
- AnvilDailyWorshipEveningUseAltar1, AnvilDailyWorshipMorningUseAltar1, AnvilDailyWorshipMorningUseAltar2, and AnvilDailyWorshipMorningUseAltar3 all had their location data set to a marker in the center of the Chapel of Dibella, which would cause the altars to fire their blessings across the room to reach the NPCs using them.
- Apprentice1FollowPlayer, Apprentice2FollowPlayer, Apprentice3FollowPlayer, Apprentice4FollowPlayer, Apprentice5FollowPlayer, Apprentice6FollowPlayer, Apprentice7FollowPlayer, Apprentice8FollowPlayer, Apprentice9FollowPlayer, and Apprentice10FollowPlayer have all been flagged “skip fallout behavior,” which will prevent Mage Apprentices from ceasing following in order to engage in random conversations with other NPCs (they will still converse if told to wait, though).
- MG09MercatorAmbushExplore is now cancelled by the quest script rather than running from 10 PM to 4 AM – Mercator Hosidus would still use his quest-related greetings but would begin heading back to Castle Skingrad.
- MG13HalLiurzTalktoCount had erroneous location data set, which would cause Hal-Liurz to return to the center of Castle Skingrad’s Great Hall before fetching the Count.
- Count Hassildor will no longer engage in conversation with other NPCs while he’s meant to be approaching you.
- Count and Rona Hassildor will no longer use inappropriate hellos to the player during their scene in the Chamber of the Lost during “Vampire Cure.”
- SkingradHalLiurzSpeakToCount and SkingradShumgroYarugWaitOnCount will no longer run while Count Hassildor is assisting the player with Mercator or in the Chamber of the Lost.
- Captain Dion will no longer hunt the player down to interrogate him or her about Glarthir if the first time the player asked about Glarthir was to show a guard the “list of death.”
- Roland Jenseric could not sleep because MS23RolandPostQuestSleep0x8 was instructing him to sleep on the ground floor of his house, where there were no beds.
- Dro'shanji had an AI pack would unnecessarily keep him locked up at home during MS05.
- Several more wander AI packs with "in cell" as their destination have been fixed.
- Most of the "use altar" AI packs were wrongly configured and could cause the NPCs to stand at altars and activate them repeatedly.
- Corrected Oghash gra-Magul's script and AI packages so that her skooma running will work as intended: she will no longer leave her horse in the Waterfront, she will properly collect the skooma she came to get instead of leaving it in the barrel, she will no longer give the Cammona Tong thugs a "freebie" bottle of skooma, and she will keep her cut when paying off Dulfish gro-Orum instead of handing over all her gold.
- Ley Marillin was not a member of the MarillinFamily faction.
- Pista Marillin was intended to sleep between midnight and six AM; added a bed on the ground floor of the King and Queen Tavern so that she can.
- Valus Odiil will no longer break off his weekend visits to his farm post-MS18 to try to return to Chorrol due to gaps in his schedule.
- Aryarie no longer carries her shield ring before giving it to the player, as being a leveled item, it would return when the player leveled up.
- Re-arranged Gaturn gro-Gonk's schedule so that he can sleep instead of fighting Earana for the available bed.
- The Dark Brotherhood Murderers have been removed from the PlayerFaction; this was causing them to not be considered "evil," which would cause them to respond inappropriately to crimes they witnessed.
- DAAzuraVampire1 will no longer produce two vampire dusts on his death due to having one as a death item and one in his inventory.
- Antus Odiil was not returning to the Grey Mare to see his father during MS18 due to only going there via following Ralus (who might've died in the battle).
- Earana's packages to secure the Fingers of the Mountain book were not running if she was given the book after initially giving it to Teekeeus.
- Corrected the Gray Fox's sit package during TG11Heist so that he doesn't immediately stand up as soon as he's finished speaking to the player.
Item Fixes
- Corrected Roderick's medicine and poison having potion icons but looking like silver carafes when dropped.
- Corrected the Languorwine Antidote looking like an inkwell when dropped.
- The leveled list contents previously in the UOPS Additional Changes.esp file have been merged. UOPS Additional Changes.esp will no longer be distributed from this point forward.
- Corrected the Robe of Creativity only occupying the upper body slot despite being a robe.
Quest and Dialogue Fixes
- Three dialogue options meant to be used after the end of Canvas the Castle (MS51) were incorrectly checking conditions on MS05, which has nothing to do with this quest.
- Countess Valga retained the "Gather Clues" dialogue in MS51 even after being asked both times about it due to a missing condition check.
- Countess Valga still greets the player as the investigator in MS51 after turning in the painting due to a missing stage check.
- In MS51, if the player accuses Orgnolf Hairy-Legs of the crime but later properly accuses Chanel, they are rewarded with +25 disposition. This should only happen when Chanel was the only accused party but the disposition reward was not given there.
- Vlahonder Moslin was offering his bed rental dialogue even when not at the Hackdirt inn.
- During A Shadow Over Hackdirt (MS45), killing either Etira or Vlahonder Moslin will still present quest journals as though they were alive. New entries have been added that simply state you found either Dar-Ma's horse or her diary without mentioning the Moslins if they are dead.
- Speaking to Jiv Harel during MS45 outside his house after he tells you to go talk to him there did not present his unique greeting about being too close to other NPCs because of a bad condition check.
- NPCs in Skingrad would still talk about someone wanting to hurt Toutius Sextius even after Paranoia (MS38) was completed and Glarthir was dead.
- During the Skingrad Recommendation (MG01Destruct) Erthor's "follow" and "wait" commands are not supposed to remain available once he is in Skingrad.
- If Alerone Loche dies in Caught in the Hunt (MS08) because the player killed him, killing Kurdan counts as murder. Kurdan will now attack the player if this takes place.
- In MS08, it was possible to kill just the orc hunter if the player had high acrobatics. Doing so would trigger a journal entry saying the player had defeated all of the hunters even though they hadn't.
- NPCs in the Imperial City who are in the legion awkwardly use dialogue talking about friends who are in the legion after Falien is killed.
- S’drassa’s display case (7BE47) will now be shut and re-locked before the Tears he places are enabled. In order to accomplish this, the display case had to be marked as a persistent reference in order for it to be used it scripts.
- Stage 100 in MG14Plot will no longer bizarrely disable Baragon’s chair in Cloud Ruler Temple.
- Falcar will now be disabled at the end of MG17Ambush, along with the battlemages, as it was possible to complete the quest without his death, resulting in him hanging around Silorn for the rest of the game.
- In MG18KingofWorms, it is no longer possible to pickpocket Bolor Savel for the Echo Cave Key; not only would that cause him to stand around like a lump for the rest of the game, Mannimarco makes reference to Bolor as though he were dead. The key now appears when Bolor is killed.
- If S’drassa is killed before “Tears of the Savior” is completed, the Tears will no longer remain quest items.
- “Paranoia” would never shut down if all of Glarthir’s suspects were dead before he began his “rampage”; on the off chance that this occurs, the quest will simply shut down and NPCs will fall back to describing Glarthir as “harmless.”
- Completing MS40 will now remove the quest item flag from Hindaril’s ashes (being a death item, it was possible to acquire more than one by reanimating Hindaril, though Melisande would only ever take one).
- In MG08MagesStaff, it was possible to receive your staff as soon as the next game day rolled around, whether or not twenty-four hours had passed.
- In MG17Ambush, Falcar’s responsibility will be lower to 0 when he’s moved to Silorn, in order to prevent him crying about assaults against his necromancers or the battlemages.
- In MG17Ambush, a GetDistance check against a marker, used to check if it was alright to move Falcar to his spot in the ruins, was unreliable because Falcar was traveling past and not to the marker. It has been replaced with a GetInCell check.
- In MG17Ambush, Falcar is not intended to fight while outside. If he is spoken to before he enters the ruin, the script will delay having him start combat until he reaches his proper spot.
- In MG18KingofWorms, Raminus Polus will no longer forcegreet you if you are expelled from the Mages Guild, as this caused an infinite loop if you did not have the ingredients necessary to rejoin.
- Killing Beradette Peneles, Toutius Sextius, or Davide Surilie after Glarthir begins his “rampage” will no longer cause a quest update as though you killed them for Glarthir.
- The Worm Anchorite at Dark Fissure was intended to repeat his ritual every time the Shade of the Revenant occurred, but NecroAnchoriteQuestScript was not resetting the variables properly.
- The Worm Anchorite’s ritual will no longer progress if he is dead or in combat.
- In MS40, instituted failsafes for if Melisande misses with her spell or the player leaves the Chamber of the Lost before the scene plays out.
- In MS40, Melisande’s basement door will now lock as intended once she’s inside, and it will no longer trap the player inside if they follow her.
- In “Necromancer’s Moon,” it was possible to begin the quest without receiving the appropriate rank increase to Conjurer. This would cause the player to eventually miss out on Master-Wizard rank.
- In “Information at a Price,” speaking to Eridor would produce both a prompt about “Information” and “I have information for you”; “Information” is now available as a topic whereas “I have information for you” is a choice linked to his greeting.
- In MG14Plot, speaking to J’skar before he forcegreets will no longer cause him to immediately start a conversation again.
- In MG09Motives, speaking to Mercator Hosidus before he forcegreets will no longer cause him to immediately begin a conversation again.
- In MS40, Hal-Liurz will now appropriately bring the Count to you again if you initially declined to help him, or if you quit the conversation before asking about your reward.
- It was possible to progress in Hannibal Traven’s quests while expelled from the Mages Guild; created a new dialogue line to block conversation while expelled.
- It was possible to progress in Raminus Polus’ Mages Guild quests if permanently expelled from the Mages Guild; created a new line to block conversation while permanently expelled (unless MS40 is at stage 5, where speaking to Raminus is necessary).
- In MG13Information, it is no longer possible to send the vampire hunters to Bloodcrust Cavern if all the vampires are already dead.
- In MS37, the Refined Frost Salts will now be added to Julienne Fanis’ inventory rather than her merchant chest, as her chest could respawn.
- Corrected the quest targets in MS40: they will now properly direct you to Count Hassildor at stages 70 and 80 when necessary, instead of always pointing to Hal-Liurz.
- Rona Hassildor is now essential until her part in MS40 is done.
- Skingrad jailors were the only jailors without the “visit a prisoner” topic; created a new response for them using unused audio apparently intended for them.
- Various Dark Brotherhood-related rumors were not checking that NPCs were in the appropriate locations before being used.
- In MS37, Julienne Fanis could indicate that she was out of Refined Frost Salts when this was not the case.
- Jailors had some greetings in the wrong order.
- Guard greetings for when the player is jailed were not quitting the conversation as indicated.
- Corrected some greetings from guards that were checking infamy using GetActorValue rather than GetPCInfamy.
- Eridor will no longer use his branching MG13Information greetings once stage 50 has been reached, to be consistent with the other hunters.
- Mages Guild members would refuse to speak to you if you wore necromancers’ robes, but strangely not if you wore the garb of their head honcho, the King of Worms’ robes.
- J’skar will no longer use his MG14Plot hellos when in conversation with other NPCs before the quest officially begins.
- Speaking to Eridor about “information” after telling him that the vampires were in Bloodcrust Cavern will no longer result in a blank dialogue screen with the only option being to exit the conversation (this was an engine failsafe when linked choices’ conditions weren’t valid; solved by creating new copy of the dialogue that will block the original until the linked choice’s conditions are valid).
- Eridor will no longer offer the “information” topic once he has been convinced to leave (he would simply repeat himself and walk through being convinced to leave again).
- Created new responses to the “information” topic to take into account whether the player told Eridor they were a concerned citizen or not (his default response assumed the player had said they were).
- At the end of MG14Plot, Traven will automatically quit the conversation (he would block conversation if spoken to afterwards, and could only be asked about “tasks,” which would simply cause him to recommend speaking to Raminus about advancement).
- Agronak’s dialogue topic about killing the Grand Champion was checking the wrong faction rank.
- It is now necessary to choose MG11ChoiceHeretohelp when speaking to Tar-Meena during “Necromancer’s Moon,” as in MG11ChoiceBlackSoulgems her dialogue was written as though the player had selected that option.
- It is now necessary to choose MG12TravenWhoInformant during “Liberation or Apprehension?”, as in MG12TravenGoOn Traven would continue as though he had told you the name of his informant already.
- One of Eridor’s responses to MG13EridorWho was missing the “info refusal” check and was not appropriately linked to his usual cadre of dialogue choices.
- One response to MG13EridorWhy was not appropriately filtered for telling Eridor that you were a concerned citizen, and the other did not appropriately link to the rest of Eridor’s dialogue options.
- Eridor’s response to MG13Nevermind will no longer exit the conversation, so as to allow the player to raise Eridor’s disposition to learn who he was (if you said you weren’t from Skingrad) and to select the “information” topic.
- Raminus’ responses in MGExpulsion01 and MGExpulsion02 for telling him that you had the ingredients he asked for, but not actually having them, was not checking the new variable the Unofficial Patch added to tally Bloodcrust and normal vampire dust.
- Removed an erroneous linked dialogue from MS40Choice1A.
- MS40Choice2A will now exit the conversation.
- Declining to help Count Hassildor during MS40 will now exit the conversation as intended, and reset the variables necessary to ask Hal-Liurz to call him again.
- MS45DarMaUntie will now exit the conversation, in order to prevent the result script from making Dar-Ma say an unsubtitled line.
- One NQDSkingrad NPC-to-NPC conversation line that had no audio recorded for Redguards or Imperials will no longer be available to those races.
- Corrected overly-restrictive conditions on Denel and Skaleel’s “Vahtacen” topic responses.
- In MS40, refusing to help Count Hassildor will no longer cause him to repeat his entire story again. Instead he will skip right to asking if you’re willing to help.
- It was possible for Ysabel Andronicus to tell you that she’d “already told you” how to challenge Agronak if the first time you spoke to her, you weren’t at Champion rank.
- Corrected the quest targets in “Seeking Your Roots;” it will no longer point to Selena Orania at stage 10 if you are not in Bruma or if she is dead.
- Corrected the quest targets in “Join the Mages Guild” to point to the guild heads at stage 10.
- Corrected a greeting for Raminus Polus that could indicate that you had received recommendations from all the guild halls when you had not.
- Leyawiin guards could not be asked where to find inns or services.
- Mages Guild quest hellos were being blocked by MG00General’s higher priority; copied them into MG00General so that they can be heard.
- Corrected Mariana Ancharia and Candice Corgine not having a response to the “bed” topic if you had already rented a room.
- Rumors about Glarthir being killed by the guards before anyone was hurt could still be heard even if he had succeeded in killing someone.
- During DAMalacath, Lord and Lady Drad were having their old items removed before their peasant clothing was added, causing them to walk around in their undergarments until they were unloaded and re-loaded.
- In MG01Destruct, Adrienne Berene will not sleep while the quest is active; her other packages weren't active during the quest, so this one appears to have been missed. If she was asleep it would cause her conversation with Erthor to not play correctly.
- DAMephala will no longer shut down when complete, as this caused the post-quest dialogue to not play.
- In Dark05Assassinated, failing the quest will no longer leave the Languorwine Antidote stuck in your inventory.
- The Mysterious Note will have its quest item flag removed after TG00FindThievesGuild, as it was possible to advance to the next quest without it being removed from your inventory.
- In TG11Heist, failing the quest by attacking the Moth Priests prematurely will now remove the essential tags and quest item status of everyone who would've had it removed if the quest were completed the "normal" way, and the Gray Fox's plan, the Arrow of Extrication, the Sewers Key, and the Boots of Springheel Jak will no longer be quest items. Most importantly, the player can escape the Palace, as opposed to being stuck in the Library forever.
- In TG11Heist, going upstairs but remaining undetected before collecting the Scroll was causing the Moth Priests to have their aggression raised to maximum; it will now be reset upon descending the stairs.
- In TG11Heist, it was possible to leave without the Scroll because the door upstairs was being unlocked once it was placed on the table. Delayed the unlocking until the player picks up the Scroll.
- In TG11Heist, being arrested while in the Palace now requires the player to resist arrest, as getting thrown into jail would break the quest since the player couldn't get back into the Palace.
- In MG18KingofWorms, speaking to Mannimarco before he paralyzes you is no longer possible, as it caused him to stand around glaring at the player instead of turning hostile.
- In MS08, corrected the conditions on various MSFIN greetings so that prematurely killing Aleron causes the quest to resolve as intended: Kurdan appears, attacks, and you can loot the key to escape from his corpse; also shifted Kurdan's arrival marker so that he doesn't appear within the player's view.
- During the tutorial, attacking Renault, Baurus, or Glenroy was not making them hostile after a certain number of attempts as intended.
- While fighting Agronak in the Arena, it was possible for him to be resurrected by his SetRestrained call if the player didn't approach him before killing him (for example, using ranged combat).
- Ri'bassa was intended to speak to the player after Sheogorath's reenactment of the K'shara, but the conditions placed within his script were too narrow.
- After killing Rufio, Lucien Lachance was not supposed to appear if the player slept in the Inn of Ill Omen.
- In MS23, Ralsa's initial greeting was adding MS23Help as a topic instead of linking it as a choice.
- In MG05A, Earana's quest-related greetings could become invalid by offering to acquire the book for Teekeeus before she had finished translating it.
- In MS18, it was possible to receive the best reward for the quest even if a son died by reanimating them, due to the GetDeadCount checks in Valus' dialogue checking that the dead count was exactly one.
- Speaking to Hides-His-Heart in Dark05Assassinated will set his aggression and disposition properly so that he cannot be yielded to, which would cause him to stand around instead of speaking to Motierre.
- Corrected a number of Thieves Guild-related hellos that were meant for the player but could be spoken to any NPC.
- Corrected missing random flags on PickpocketNoCrime and TrespassNoCrime responses.
- Corrected an Unseen line that could never play due to an erroneous GetShouldAttack check.
- Guilbert Jemane's "Right! We're off!" response to MS16Choice3A should not be available after he and his brother begin following; it was causing both the follow and waiting options to be available when he was spoken to while following, but only the following option to be available while he was waiting.
- Corrected NQDChorrolResponses topics allowing either NPC in the conversation to continue it, resulting it some very odd conversations.
- TGQuestTalk's TGGrayFox response for merchants did not allow alchemists and enchanters, the only merchant classes excluded, to say the line.
Placement, Layout, and Ownership Fixes
- 000540D9, 000540DA: Beds in the Drunken Dragon Inn with no ownership.
- 0002BA0B: Unowned locked door in Chorrol Castle the guards could not open.
- 000936BB: Unowned rent door prior to renting the room.
- 000315B4, 00094850: Unowned beds in Hackdirt.
- 0008533C: Arch-Mage's bed should be marked as owned by the top rank in the Mages Guild.
- 0006C4A3: Pitcher embedded in a shelf.
- 00085332, 00085335, 0006C4B2: Floating objects in the Arch-Mage's quarters.
- 0005E05B, 0005E059, 0005E05A: Floating objects in the Praxographical Center.
- 0005C297: Floating book in the Mystic Archives.
- 00071F9B: Floating tree.
- 000c9fef: Rock sticking up through Kvatch bridge.
- 00093CAB: Floating rugs in Kvatch chapel.
- 0009566B: Sconce embedded in a wall.
- 0003795A, 0003795B: Bones embedded in the floor.
- 0007207f: Adjusted collision barrier to prevent accessing an unplayable area in Kvatch.
- 000653e2: Adjusted collision barrier to prevent jumping outside of the playable area in Skingrad Castle Courtyard.
- 0008391c, 00085275: Desk and chair (and other clutter objects on the desk) that were floating.
- 01013332: Rock placed to cover landscape gap in Cheydinhal.
- A cell door in Castle Skingrad’s dungeon (2D1F0) was unlocked and unowned.
- S’drassa did not own the Tears (7BE4A, 7BE4B, 7BE4C, 7BE4D, and 7BE4E) he places in his display case.
- Corrected a wooden support beam (57BCC) that was placed too high in Belletor’s Folly, as it did not touch the ground.
- Corrected the ownership of two doors and two beds in Faregyl Inn: the door to S’jirra’s room (9775E) has been assigned her ownership, the basement bed (97760) has been assigned Abhuki’s ownership so that it is no longer free to sleep in, and the last bed (97708) and door (9775F) have been assigned to Alix Lencolia to comply with his new sleep package (see above).
- One tablet in Vahtacen (49877) was missing its accompanying ambient light; placed a new copy of ARBlueAMB160 to rectify this.
- Two undead in Vahtacen (4D445 and 4D446) could be altered to the player’s presence despite the path to them being blocked by a wall that could only be opened by stepping on a panel on the other side; they will now not appear until the player tries to snatch the Elven helm for the related quest (parented on MG10Summon01REF).
- The Imperial Watchtower in the Arcane University was owned by the Mages Guild faction, allowing the player to take anything inside. It is now owned by the Imperial Watch, and is a public area, in order to comply with other Watch towers in the City.
- Corrected the ownership of a bed (2F1A6) in Alberic Litte’s house; it was unowned, allowing the player to sleep in it.
- The rent door in Two Sisters Lodge was unlocked even before the player rented a room.
- Corrected the ownership of the door to Vandorallen Trebatius’ room (2EF78) in the upstairs of the Two Sisters Lodge; assigned to his ownership so that he can open it.
- Corrected the Arch-Mage’s Quarters actually being owned by Master-Wizards of the Mages Guild.
- Corrected the ownership of Count Hassildor’s throne (2D45D); though he never used it, this is for consistency with changes that have been made to the other rulers’ thrones.
- Corrected the ownership of several beds and doors across the inns of Cyrodiil – the player is no longer able to sleep in beds that aren’t rented, and NPCs will no longer be locked out of their rooms.
- Corrected a hallway end in Arkved’s Hall of Changes that was placed too close and too high compared to the rest of the hallway, exposing the empty void surrounding the dungeon pieces.
- Corrected the right-hand bed and door ownership in the Grey Mare so that Gaturn gro-Gonk can use it as intended.
- Corrected the ownership of Minerva's and the rent bed in the Inn of Ill Omen so that they can't be slept in (without paying, in the case of the rent bed).
- Corrected the pathgrid in the Cheydinhal Mages Guild so that NPCs won't try to walk through the counter.
Text and Subtitle Fixes
- Book 4 of the Wolf Queen series (SKLxMercantile2) incorrectly uses Iachesis in place of Celarus several times. Two other books confirm Celarus is the head of the Psijic Order in the 3rd Era, so this one is wrong.
- Corrected the subtitle in Agronak gro-Malog’s greeting when returning from Crowhaven (“…the words of the Lord Lovidicus…” -> “…the words of Lord Lovidicus…”; “Ah, but I believe I owe you…” -> “Ah, I believe I owe you…”; "Hmm… Interesting…” -> “Hmm… Ah… Interesting…”).
- Corrected the subtitle when giving Melisande the soul gems she wanted (“Ah, wonderful!...” -> “Oh, wonderful!...”).
- Book1CheapBriefHistoryoftheEmpirev1: "His son and successor Uriel II reigned for eighteen years, from the death of Uriel I in 3E64 to Pelagius II's accession in 3E82." ["3E64" -> "3E 64" / "3E82" -> "3E 82"] / "The War of the Isle in 3E110, twelve years after Antiochus assumed the throne, nearly took the province of Summerset Isle away from Tamriel." ["3E110" -> "3E 110"]
- Book1CheapBriefHistoryoftheEmpirev2: "In 3E127, Uriel III was captured at the Battle of Ichidag in Hammerfell." ["3E127" -> "3E 127"] / "and Pelagius III was sent to a series of healing institutions and asylums until his death in 3E153 at the age of thirty-four." ["3E153" -> "3E 153"]
- Book1CheapBriefHistoryoftheEmpirev3: "and a cousin more closely related to the original Septim line was proclaimed Cephorus II in 3E247." ["3E247" -> "3E 247"] / "and as month turned to bloody month in the year 3E249, even fewer tried." ["3E249" -> "3E 249"] / "Uriel V embarked on a series of invasions beginning almost from the moment he took the throne in 3E268." ["3E268" -> "3E 268"] / "In 3E288, he embarked on his most ambitious enterprise, the invasion of the continent kingdom of Akavir." ["3E288" -> "3E 288"]
- Book1CheapBriefHistoryoftheEmpirev4: "In the year 3E389, however, his Imperial Battlemage, Jagar Tharn, betrayed him." ["3E389" -> "3E 389"] / "In 3E399, an enigmatic Champion defeated the Battlemage in the dungeons of the Imperial Palace and freed Uriel VII from his other-dimensional jail." ["3E399" -> "3E 399"]
- Book1CheapGuideChorrol: "The Chapel of Stendarr is beautiful, and perfect for a traveler's mediations and prayer." ["mediations" -> "meditations"]
- Book2CommonBeggarPrince: "After many days of endless forest roads and tiny villages, Wheedle came upon a three men surrounding a beggar." ["a three men" -> "three men"]
- Book2CommonEasternProvinces: "And the cost of establishing and maintaining the garrisons of the Imperial legion in the far-flung wilderness posts of these provinces would be cost-effective only if there were evidence of a military threat from the East." ["Imperial legion" -> "Imperial Legion"]
- Book2CommonFrontierConquest: "New archeological excavations date the earliest human settlements in Hammerfell, High Rock, and Cyrodiil at ME800-1000, centuries earlier than Ysgramor, even assuming that the twelve Nord "kings" prior to Harald were actual historical figures." ["ME800-1000" -> "ME 800-1000"]
- Book2CommonIstunondsCosmology: "That an ordinary fashion" -> "Than an ordinary fashion"
- Book2CommonManualSpellcraft: "Mages wishing to specialize in a particular school of magic are encouraged to learn as many spells of possible within that school, and to practice them frequently." ["of possible" -> as possible"]
- Book2CommonMysteriousAkavir: "Akavir means "Dragon Land"." ["AAkavir" -> "Akavir"]
- Book2CommonOverviewofGodsandWorship: "The understanding of the exact nature of such creatures would allow us to understand with more clarity the connection between a Deity and the Deity's worshipers." ["worshipers" -> "worshippers"]
- Book2CommonRealBarenziahV5: "Humans were oft as ashamed at the signs of ageing as Elves were proud to exhibit them." ["ageing" -> "aging"] / "They argued continually now, often violently, usually about Helseth, whom he wanted to send away to school in Summurset Isle," ["Summurset Isle" -> "Summerset Isle"]
- Book2CommonRuinsofKemelZe: "(a representative of the absurd religion they have here, worshiping something called the Tribunal who they claim actually live in palaces in Morrowind)" ["worshiping" -> "worshipping"]
- Book2CommonShortLifeUrielSeptim: "During this period Uriel greatly benefitted from the arcane support and shrewd council of his close advisor, the Imperial Battlemage, Jagar Tharn." ["benefitted" -> "benefited"]
- Book2CommonThiefOfVirtue: "However, that was most like just braggadocio." ["most like" -> "most likely"]
- Book3ValuableDwemerHistory: "First published around 2E670," ["2E670" -> "2E 670"]
- Book3ValuableFeyfolkenIII: "There won't be a Bulletin this Sundas" and handed the note to Gorgos before retiring to his bath." ["Sunday" -> "Sundas"]
- Book3ValuableMadnessofPelagius: "As king of Solitude, Pelagius' eccentricities of behavior began to be noticeable." ["king" -> "King"] / "so the attention of Tamriel focused on Sentinel." ["Sentinel" -> "Solitude"] / "There are many legends about his acts as King of Sentinel," ["Sentinel" -> "Solitude"]
- Book3ValuableMoreThanMortal: "Of all who came who met with Ynaleigh's approval, none arrived in a more resplendent fashion that Welyn Naerillic." ["that Welyn Naerillic" -> "than Welyn Naerillic]
- Book3ValuableOnOblivion: "In preparation for the next instalment in this series," ["instalment" -> "installment"]
- Book3ValuablePallav2a: "Had I not been a Mages Guild with so many healers, I likely would have died." ["been a Mages Guild" -> "been at a Mages Guild"]
- Book3ValuablePrincessTalaraV5: "Here memory was falling together like a terrible flood." ["Here memory" -> "Her memory"]
- Book3ValuableSnowPrince: "And from that battlefield came a dim reminder of valor and skill, for the brilliant armor and spear of the Snow Prince still shined." ["sined" -> "shone"]
- Book3ValuableWolfQueenV8: "The Emperor Magnus Septim dies. His son, who will be known as Pelagius the Mad, is coroneted." ["coroneted" -> "coronated"]
- Book4RareBrothersofDarkness: "Arlimahera wrote this in 2E412, so one can surmise that the Dark Brotherhood had been in existence since at least 360 if her grandfather had truly made use of them." ["2E412" -> "2E 412"]
- Book4RareCharterFightersGuildFirstEdition: "together with the Guilds of Tinkers, Cobblers, Prostitutes, Scribes, Architects, Brewers, Vintners, Weavers, Ratcatchers, Furriers, Cooks, Astrologers, Healers, Tailors, Minstrals, Barristers, and the Syffim." ["minstrals" -> "minstrels"]
- Book4RareFiveSongsofKingWulfharth: "The first song of King Wulfharth is ancient, circa 1E500." ["1E500" -> "1E 500"]
- Book4RareGloriesAndLaments: "I resolved to make a side trip to view the magnificent ruins of Ceyatatar, or "Shadow of the Fatherwoods' in the ancient Ayleid tongue." [""Shadow of the Fatherwoods'" -> ""Shadow of the Fatherwoods""]
- Book4RareLastKingOfAyleids: "but it is less well-known that a number of Ayleid princes continued to rule parts of Cyrodiil after 263," ["263" -> "243"]
- Book4RarePigChildren: "and burn aught in cleansing flame" in 1E950," ["1E950" -> "1E 950"]
- Book4RareWildElves: "and doubtless they act differently within their own tribes." ["doubtless" -> "doubtlessly"] / "Tjurhane Fyrre (1E2790-2E227)," ["1E2790-2E227" -> "1E 2790-2E 227"] / "(Fyrre, T., Nature of Ayleidic Poesy, p. 8, University of Gwylim Press, 2E12)." ["2E12" -> "2E 12"]
- Broadsheet01Doomstones: "Other stones, like the 'Aetherius Stone' and the 'Magnus Stone' were also doubtless associated with other long-forgotten cults."" ["doubtless" -> "doubtlessly"]
- ClutterBusiness02: "Pay the full debt by next Friday, or I'll be forced to sell my wares elsewhere." ["Friday" -> "Fredas"]
- ClutterBusiness03: "I'll be by some time on Wednesday to pay for them." ["Wednesday" -> "Middas"]
- ClutterLeyawiinShop04: "Histories of ancient heros." ["heros" -> "heroes"]
- DAAzuraVampireNote: "Bring these, our last words, to the Her Shrine." ["to the Her Shrine" -> "to Her Shrine"]
- DarkLachanceOrders2: "He is a master of the Destruction school of Magicka, and and is no stranger to killing." ["and and is" -> "and is"]
- HouseSkingradOldNote: "3E227" ["3E227" -> "3E 227"]
- MS02LorgrenDiary: "2 Sun's Dawn 3E335" / "11 Sun's Dawn 3E335" / "15 Sun's Dawn 3E335" ["3E335" -> "3E 335"]
- MSFinOldNote: "14 of Hearthfire 3E362" ["3E362" -> "3E 362"]
- SKLxAcrobatics4: "It was obviously that she never smiled." ["obviously" -> "obvious"]
- SKLxAcrobatics5: "So it was long before the sun had set that the prostitutes turned dancers were at Cavilstyr Rock." ["prostitutes turned dancers" -> "prostitutes-turned-dancers"]
- SKLxAlchemy1: "And, I confess, I thought of what you might to do me even after I was dead." ["to do me" -> "do to me"]
- SKLxAlteration1: "Though little remains of that era culturally or archeologically, thank Mara, the tales of debauchery and depravity have entered into the realm of legends." ["archeologically" -> "archaeologically"]
- SKLxArmorer2: "No sooner had he done so then Peliah had the blade off the mantle," ["then Peliah" -> "than Peliah"]
- SKLxArmorer5: "Daedric should always be worked on at night... ideally under a new or full moon, and never during and eclipse." ["and eclipse" -> "an eclipse"]
- SKLxBlade1: Many said that Lady Benoch and the Imperial Guard assassinated the Archbishop Calaxes in the sacristy of his church -- the date usually given was the 29th of Sun's Dusk 3E 498." ["3E 498" -> "3E 398"]
- SKLxBlade2: "Lets discuss methods of assassinating my husband today."" ["Lets -> Let's] / "It a moment, it was over." ["It" -> "In"] / "The Year Continues in Sun's Dawn" ["Sun's Dawn" -> "Sun's Dawn."]
- SKLxBlade5: "In 2E852, allied Nord and Breton forces crossed the borders into Cyrodiil and occupied the major passes and settlements in the Jerall Mountains." ["2E852" -> "2E 852"]
- SKLxBlock5: "the formerly war-wracked Iliac Bay region was transformed overnight from a patchwork of squabbling duchies and petty kingdoms into the peaceful modern counties of Hammerfell, Sentinel, Wayrest, and Orsinium." ["Hammerfell" -> "Daggerfall"] / "The 'Miracle of Peace', also known as the 'The Warp in the West'," ["also known as the" -> "also known as"] / "I can say that the force that shook the Iliac Bay on the 10th of Frostfall 3E 417 was infinitesimally greater than the power these mighty kingdoms are wielding today." ["infinitesimally" -> "infinitely"]
- SKLxBlunt1: "With the decline of the Alessian Order [circa 1E2321]," ["1E2321" -> "1E 2321"] / "In 2E852, the city was suffering under one of the periodic occupations by Skyrim and High Rock invaders." ["2E852" -> "2E 852"]
- SKLxConjuration3: "Let Cassyr sleep for a few more hours before giving him the reigns." ["reigns" -> "reins"]
- SKLxHandtoHand3: "Do not begrudge us our lewd jokes, our bawdy, drunken nights, our moonsugar." ["moonsugar" -> "moon sugar"]
- SKLxHandtoHand5: "I had reached the highest level, where my power and skill were such that even by supernatural, magical means, few could ever could ever best me in weaponless combat." ["could ever could ever" -> "could ever"] / "In retrospect, I was being illogical, as I must have known he had bested as many students as I to had reach that final level." ["to had reach" -> "had to reach"]
- SKLxHeavyArmor5: "together with the Guilds of Tinkers, Cobblers, Prostitutes, Scribes, Architects, Brewers, Vintners, Weavers, Ratcatchers, Furriers, Cooks, Astrologers, Healers, Tailors, Minstrals, Barristers, and the Syffim." ["minstrals" -> "minstrels"]
- SKLxIllusion5: "At on his arm was a beautiful fair-haired woman in a stately gown of scarlet and gold, worthy of the highest nobility." ["At on his arm" -> "At his arm"]
- SKLxMarksman3: ""But I've just received word from my nephew than my cousin Allioch has died." ["than my" -> "that my"] / "Vernaccus was a daedra (said Xiomara, throwing a few dribbles on flin on the hearth to cast the proper mood)," ["on flin" -> "of flin"] / ""Mostly from an copse of trees near the village of Evensacon," his high-priest shrugged." ["an copse of trees" -> "a copse of trees"]
- SKLxMarksman5: "An unfortunate lone traveler on the road in front of the palace, a completely innocent man at it turned out," ["at it turned out" -> "as it turned out"]
- SKLxMercantile2: ""Sometimes making people hate you," she said, holding her son Uriel close, "Is how you make a profit ."" ["profit ." -> "profit."] / ["Iachesis" -> "Celarus"]
- SKLxMysticism4: "Elven history, finally linear, began (ME2500)." ["ME2500" -> "ME 2500"] / "The earliest Merethic date cited by King Harald's scholars was ME2500" ["ME2500" -> "ME 2500"] / "As such, the Merethic Era extends from ME2500 in the distant past to ME1" ["ME2500" -> "ME 2500" / "ME1" -> "ME 1"] / "According to King Harald's bards, ME2500 was the date of construction of the Adamantine Tower on Balfiera Island in High Rock," ["ME2500" -> "ME 2500"]
- SKLxRestoration1: "Octoplasm lead Zaki down the narrow corridor behind the desk." ["lead -> "led"]
- SKLxSecurity2: "When was Tiber Septim born? 2E 288." ["2E 288" -> "2E 828"] / ""She would an ideal mate for your king," said the Emperor." ["would" -> "would be"]
- SKLxSneak1: "The fifteen-year-old Empress Kintyra Septim II, daughter of Antiochus, was coroneted on the 3rd day of First Seed." ["coroneted" -> "coronated"]
- SKLxSneak3: "by Enric Milnes" ["Milnes" -> "Milres"] / "Any layman familiar with the work of the poet Enric Milnes will recognize Sacred Witness's familiar cadence and style in such books of his as 'The Alik'r.'" ["Milnes" -> "Milres"] / "Shortly after publication, Milnes was murdered, and his killer was never found." ["Milnes" -> "Milres"]
- SKLxSpeechcraft1: "Potema died after a month-long siege on her castle in the year 3E 137 at the age of 90." ["90" -> "70"] / "Three years after her death, Antiochus died, and his -- and Potema's -- brother Magnus took the throne." [Antiochus" -> "Cephorus"]
- TG06LostHistoriesOfTamriel: Once a prophesy contained in an Elder Scroll is enacted in Tamriel, the text of the parchment becomes fixed. ["prophesy" -> "prophecy"]
- TG11LostHistoriesOfTamriel: Once a prophesy contained in an Elder Scroll is enacted in Tamriel, the text of the parchment becomes fixed. ["prophesy" -> "prophecy"]
- VilverinJournal: "Bet they'll fetch a nice price with the Mage's Guild." ["Mage's Guild" -> "Mages Guild"]
- All instances of "Archmage" corrected to "Arch-Mage" (when referring to those holding the highest rank in the Mages Guild).
- "Mages' Guild" -> "Mages Guild" (when referring to the organization).
- Corrected the custom class screens informing the player that specialized skills would be boosted by ten points when actually they were only being boosted by five.
- Fixed an extra space in the message that appears when trying to activate unconscious actors.
v3.5.1 (2014-08-31)
UOP Changes
- The silver longsword, shortsword, and dagger textures, edited so long ago for having "black parts" was never actually a bug. The following files have been removed from the distribution to correct for this: Textures\Weapons\SilverLongsword.dds, Textures\Weapons\SilverLongsword_n.dds, Textures\Menus\Icons\Weapons\silverdagger.dds, Textures\Menus\Icons\Weapons\silverlongsword.dds, Textures\Menus\Icons\Weapons\SilverShortSword.dds, Textures\Menus50\Icons\Weapons\silverdagger.dds, Textures\Menus50\Icons\Weapons\silverlongsword.dds, Textures\Menus50\Icons\Weapons\SilverShortSword.dds, Textures\Menus80\Icons\Weapons\silverdagger.dds, Textures\Menus80\Icons\Weapons\silverlongsword.dds, Textures\Menus80\Icons\Weapons\SilverShortSword.dds
Quest and Dialogue Fixes
- During “Paranoia,” Glarthir was intended to have a dialogue option for if the player had killed some, but not all, of the people he wanted killed. It is now appropriately linked.
- Blocked off some guard greetings; these greetings, which were intended to be used when you first spoke to certain guards in certain locations, were either random or too low priority. They had been copied into NQDGuard by earlier UOP versions, but the original dialogues could sometimes slip through.
- Weedum-Ja’s NQDKvatchNPC greetings were not consistent with the other refugees: she should always thank you for closing the gate after you have done so, and her “We’ve been hit bad, but we’ll come back.” greeting should only be said once.
- Itius Hayn’s unique greeting is now no longer blocked by his “Imperial Corruption” greeting.
- During charactergen, Uriel Septim will now use his long greeting (the one with multiple dialogue options) if the player is not in combat, and his usual short greeting if the player is, rather than these being random.
- Mazoga’s post-MS92 greeting about finding black bows was being used at all times, not just when she was actually searching for them.
- Corrected a large swath of Fighters Guild-related dialogue that should have been available after certain quests were done, but could never be heard because the quests would shut down beforehand.
- Corrected some greetings from “A Brotherhood Betrayed” intended for after the quest but which could never be heard because the quest would shut down first.
- Corrected some Mages Guild hellos that had bad conditions: they were intended to be used by Mages Guild members and also the mages in Fort Ontus, but the conditions broke the dialogues.
- Corrected one Mages Guild hello that was checking the NPC’s rank compared to the player’s rank, even if the NPC wasn’t speaking to the player.
- Lucien Lachance’s “I speak for the Night Mother.” hello will no longer block his other hellos.
- Fixed one of Methredhel’s hellos in TG01BestThief being blocked by her other dialogue.
- Corrected TG01MethredhelCheated having a blank “link from” list, preventing it from being said. Also removed the incorrect “SetStage” result script.
- In “A Rat Problem,” Arvena Thelas will no longer blame you for killing her rats if you told her Quill-Weave had nothing to do with the situation (her dialogue never suggested she didn’t trust you, and it is more likely that this hello was intended for if all her rats were actually dead, which fails the quest).
- Orrin’s hello and goodbye in TG07Lex were checking the wrong stages of the quest.
- One Fighters Guild hello was meant for when NPCs greeted lower-ranked faction members, but it could also be used on the player even if the player wasn’t a member of the faction.
- Corrected M’aiq’s unique goodbye being flagged as occurring randomly.
- Corrected on Fighters Guild rumor that mentioned the Cheydinhal guildhall but was checking that the speaker wasn’t in Bruma rather than Cheydinhal.
- One MS05 rumor did not add the “Kud-Ei” topic as the other did.
- One incorrect rumor about Irene Metrick being good at jumping was meant to have been blocked off by an earlier UOP version, but the condition was incorrect and it could still be heard.
- Corrected two Thieves Guild-related rumors that were meant to be said by Imperial City citizens but were instead said by everyone except those citizens.
- M’aiq the Liar will no longer sometimes use generic rumors rather than his unique ones.
- One TG07Lex attack line had no audio recorded for male Nords; the only male Nord NPC eligible to say this line, Heinrich Oaken-Hull, can no longer say it.
- Corrected two generic detection lines never being heard because of erroneous GetShouldAttack checks.
- Dro’shanji had no audio recorded for one dialogue topic in “The Fugitives”; he can now no longer say it.
- Ley Marillin will no longer mention that Umbacano is looking for Ayleid artifacts if Umbacano’s quest has already been started.
- A number of FGD04Defector lines for Modryn Oreyn were not available due to checking the wrong quest in the conditions.
- Other NPCs will no longer query Francois Motierre about his own death.
- Imperial males can no longer ask other NPCs about Faelian’s death, as they had no audio recorded for it.
- Modryn Oreyn could be asked about “Chorrol” while MS18 was running, but strangely only between the hours of 12 PM and 12 AM.
- Fixed Emfrid’s MS18-related “Chorrol” topic never being available due to wanting the quest to be completed first (clipped “…is down at the Grey Mare…” from the line because Emfrid is the owner of the Grey Mare and it just sounded odd to speak as though she wasn’t).
- Corrected being unable to rent at the Tiber Septim Hotel while you had rented at the Cheydinhal Bridge Inn.
- Dark Brotherhood members will no longer mention Antoinetta Marie in conversations if she’s dead.
- During “The Assassinated Man,” choosing to remain silent did not exit the conversation as the other options did.
- In “The Collector,” corrected a number of issues: firstly, selling statues as a stack would cause Umbacano to only receive one of the stack – he will now receive every statue you sell (assuming you don’t buy it back, of course); secondly, selling more than one statue prior to the quest could cause Umbacano to delay introducing “another task” and deprive you of the locations of several statues, and if you sold all the statues, a fame point. New lines have been created for Umbacano: now when you first meet him after receiving his letter, he will recognize how many statues you have sold and will immediately mark locations and/or tell you about “another task.”
- In “May the Best Thief Win,” Methredhel will now complain to Armand if the diary was stolen from her.
- In “Next of Kin,” Perennia Draconis will no longer give the player a copy of the gift list or the money to pay for the gifts if the player has stolen them beforehand.
- During “The Hist,” Jeetum-Ze was meant to wait in his room during the assault on the Blackwood Headquarters, but lacked a package to keep him there.
- Shum gro-Yarug, flagged essential to prevent his death by falling off the castle’s bridge by earlier UOP versions, will no longer be essential once “Lost Histories” is done and the Skingrad house has been purchased.
- It was possible to finish MS05 without ever having the “Kud-Ei” topic added.
Audio Fixes
- Restored a line of dialogue in Eilonwy’s “Mages Guild” topic that had been cut much earlier when the line was initially corrected.
- Shroob, never being happy with the original corrected audio for Alberic Litte’s “Mages Guild” topic, has changed the audio and text to “If you're skilled enough, Athragar has some rather powerful spells for sale. Very effective, but dangerous to the inexperienced.”
- Corrected an MS14 rumor for female Imperials, where “turning” was read as “burning.”
- Corrected an MS37 where S’drassa was referred to as a woman.
- Corrected audio in MG05Fingers for Imperial males where “skulking” was read as “sulking.”
- Corrected Mazoga saying that Black Brugo and his gang should be expected in Telepe on Middas when actually they appeared every night.
NPC, Creature, and AI Fixes
- Swamp Trolls, FGD06Troll01, and Savage Trolls will now have the leveled regeneration that was intended, rather than having no regeneration at all. This was due to the leveled spell lists they had not only misunderstood how leveled spell lists work (the “level” listed is the NPC’s skill level in the spell’s skill, not the NPC’s level), but abilities cannot be added through leveled spell lists.
- Viera Lerus should be level-offset like the other guard captains, rather than being a static level, which made her rather useless at higher levels during the defense of Bruma.
- Corrected on Dremora Marknyaz being female – there is no audio recorded for female Dremora, so she was completely silent and suffered from the “I HAVE NO GREETING” bug.
- Hagaer had a duplicate sleep package.
- Ferul Ravel’s leveled spell list suggests that he was intended to be a sorcerer rather than a savant.
- Ferul Ravel should also have been set to PC+1 for his level rather that a static level 1 NPC.
- The Bruma Guards that accompanied Burd into the Bruma gate needed to have their class changed, as they were warriors yet wore light armor.
- The Yellow Team Champion that you fight in the Arena now actually looks like the champion you see in the Bloodworks.
- Mannimarco did not need low-level processing.
- Alix Lencolia’s stats were completely out of line for a level 20 master trainer.
- NPCs will no longer be trapped by the Arcane University’s gate: NPCs who merely visit the grounds will now remain outside the Mages Guild-only inner grounds, and the addition of a subspace and changed ownership on the doors from the lobby to the grounds ensures that NPCs who need to pass through will do so by going through the lobby. Also corrected the battlemage’s routines so that they don’t barge through the lobby at all hours.
- Corrected on Mage Scholar’s routine so that he no longer ignores his lecture duty and his sleeping.
- JesanSextiusPerformCountsArms needed to be a travel package rather than a wander, as he was no reliably sitting in his chair.
- Corrected the UOP corrected to ArquenAmbush, which was accidentally breaking “Honor Thy Mother.”
- Corrected the start time on HlidaraSleepChorrol23x7.
- Apprentice2CastAlteration06x6 was causing the Apprentice using it to stall rather than cast spells because the spell chosen was expert-level and cost too much magicka for him at lower player levels.
- Corrected bad conditions on Dark18ArquenFirstRitual.
- Adamus Phillida will no longer stand beside the pond for two hours before actually swimming.
- KvatchSoldier has had its Athletics skill dropped and its Sneak skill restored; this was because NPC attributes depend on their class skills, and dropping Sneak had an adverse effect: with no Agility increase, NPCs of this class were easier to stagger.
Item Fixes
- The Honorblade of Chorrol was not using its unique icon and mesh.
- LL2NPCStaffLvl100 had the “calculate from all levels <= PC level” flag checked, causing this list to function identically to LL2NPCStaff100 (“100” is the chance of the NPC getting a staff, “Lvl” normally means that the NPC receives the best possible item for their level).
Script Fixes
- Corrected the timing on LucienLachanceHunted’s script so that he no longer turns invisible and takes off running halfway through his goodbye.
- Arena combatants who are disarmed can now pick up their dropped weapons – the script that stopped the player from taking them after battle also prevented their original owners from picking them up.
- Baurus was intended to shout at the Emperor’s assassin, but his calls to say his Attack line whenever he began combat were cutting the line short.
- The detection in the scripts for the guests in “Whodunit?” will now actually work: as stated in the quest, getting caught offing someone will cause you to be outed as the murderer.
- During “The Purification,” getting caught attacking the other assassins was supposed to turn any witnesses hostile; however, the writer failed to take into account that, because of the Dark Brotherhood faction’s huge per-rank disposition bonuses, a 70-point drop in disposition was not going to make the witnesses hostile.
- A ModAv call in MG04Script was giving Caminalda “invincible” health – her health bar would not appear until you had beaten off the accidental 100-point hitpoint boost.
- Mages in Fort Ontus will no longer switch to necromancer robes if they are dead.
- If the player finished MS51 while in Countess Valga’s chambers, the quest would never shut down.
- Corrected the UOP’s accidental breaking of innkeepers; though they had no reason to have low-level processing, without it, their scripts failed to work outside their cell. The necessary lines have been added to the trigger objects instead. This fix is not retroactive in certain situations, but affected innkeepers can be fixed by clicking on them in the console and typing “set cleanup to 2”.
Spell & Ability Fixes
- DarkGarlic should be draining Vicente’s strength and endurance rather than damaging it; NPCs can’t restore their attributes, so removing the spell if he no longer had garlic was rather pointless.
- NPCAbsorbFatigue2Apprentice/3Journeyman/4Expert had such high magnitudes and durations that no NPC could cast them. Based on the progression of vanilla absorb health spells, the magnitudes are now set to 20, 40, and 80 respectively, with no duration.
- The magnitude of NPCSilence2Apprentice was so high that it actually made it a journeyman-level spell, and cost far too much magicka for Illusion-using NPCs (rogues, bards, and agents, who have little magicka) to cast.
- Even though the necromancer class had Alteration as a major skill, LL2Necromancer100, LL2NecromancerLvl100, MG17Necromancer100, and MG17NecromancerLvl100 did not include any Alteration spells, which was inconsistent with all other leveled spell lists, which assigned a spell for every school that the NPC had as a major skill.
- LL0AbsorbSkillCombat/Magic/StealthMajor100 lacked divisions based on the caster’s skill level, the effect being that the list could assign an NPC a spell he or she had no hope of being able to cast.
- LL2Sorcerer100 and LL2SorcererLvl100 were assigning Illusion spells to users rather than Mysticism, despite the sorcerer class having Mysticism as a major skill, and not Illusion.
Placement, Layout, and Ownership Fixes
- Corrected a locked door and the bed behind it in the Newlands Lodge lacking ownership.
- Since Alberic Litte now sleeps at home, there is no reason for the double bed on the top floor of the Chorrol Mages Guild to be owned by him.
- Two doors in the Surilie Brothers’ house needed to be owned by the GenericOwner faction to allow Glarthir to pass through them if the player refused to help him and he took matters into his own hands.
- Faelian did not own the door to Lorkmir’s house; when he would give the player his key, he would be trapped outside.
- A door in Toutius Sextius’ house needed to have its ownership changed to GenericOwner for the same reason the Surilie Brothers’ door was changed above.
- The door to Countess Valga’s room was unowned; its ownership was changed to the ChorrolCastleFaction to avoid trapping Alessia Caro there on her monthly trip.
- Countess Valga’s bed’s ownership has been set to the ChorrolCastleFaction to allow all three NPCs who are supposed to sleep there – Alessia, Hlidara Mothril, and the Countess – to access beds.
- Bernadette Peneles’ bed was unowned; since her house is one cell, the player could sleep in it during Bernadette’s home owner open house.
- One door in the upstairs of the West Weald Inn was unowned; it should be owned by Graklak gro-Buglump to allow him to access his room.
v3.5.0 (2014-06-30)
UOP Changes
- Distribution note: The EXE installer is no longer supported and will not be distributed to hosting sites from this point forward.
- The COBL GenericLoreScript has been synchronized with the official COBL 1.73 update.
- UOPAbAlchemyWizardry had the incorrect magnitude for the fortify Alchemy effect.
- UOPGuardBowAOEScript will now handle Imperial Palace guards, who use silver bows and Imperial Palace shields.
- UOPCarandialScript had incorrect syntax when checking if his horse was dead.
- UOPChapelFriendsFixScript should exclude Tsavi, as the key it was adding had been added to her inventory on her base actor.
- Agarmir has been flagged as essential to prevent breaking MS29 with his early death (previous UOP versions had done this, but it had been dummied out, apparently due to mod conflicts, but the scripting to remove his essential flag remained); UOPCleanupScript has been corrected to reflect this.
Quest and Dialogue Fixes
- The Kvatch topic Bongond uses bad conditions on it that caused it to never play.
- A variety of generic dialogue responses, ranging from persuasion responses to recharging dialogue, were missing random flags, preventing them from ever being uttered.
- Dark01KnifePost, containing reactions from Manheim and Minerva to Rufio’s death, never runs; it will now be begun by Ocheeva’s greeting at the end of Dark01Knife (which has also been cleaned up to correct some duplicated conditions).
- One of Umbra’s greetings would only play at stage 20 of DAClavicusVile and onwards, which was inconsistent with her hellos and goodbyes, which would play from the start of the game. This means that she will no longer use an inappropriate generic greeting if spoken to before the quest.
- Hannibal Traven had two greetings that would both disappear once “Information at a Price” was finished; since both of these lines had the same conditions, it seems logical that “Greetings, Magister. I trust you are serving the guild well” was meant to be said once MG13Information had completed.
- Fathis Ules was supposed to cut off all attempts by non-Thieves Guild members to speak to him when he was in Chorrol at the end of MS16A, before he approaches the player to start MS16B, but an incorrect faction check prevented it from being used.
- Speaking to the Gray Fox while wearing the Gray Cowl of Nocturnal would cause him to react like any other NPC; he now will use Corvus Umbranox’s unique reaction.
- Sister Angrond and Sister Phebe Jeanard would give her unique greeting every time after speaking to her once, rather than the first time you spoke to her.
- J’baana had several greetings in TrainingSecurity that went unused due to incorrect conditions.
- NQDBruma greeting “I heard that you helped the Guard close that Oblivion Gate. Thanks. We were getting worried about that damn thing” could be spoken by Captain Burd, who was also in the gate with you.
- If Martin was spoken to after saving Kvatch but before “Find the Heir” by a stage four vampire, he would revert to a standard Imperial male voice; he will now use a new greeting using audio from his unique hello in the Vampire quest.
- One of Laythe Wavrick’s MS51 hellos was welcoming the player to Castle Chorrol’s Great Hall without checking if the player was actually in the great hall.
- NPC vampires will no longer use the hellos in the Vampire quest mentioning how the player looks ill or should see a healer (they were already excluded from the vampire-related greetings).
- Tivela Lythandas’ gender-specific hellos were checking her own sex rather than the player’s.
- A variety of quest-related hellos could be said to other NPCs as well as the player, which created nonsensical situations like questgivers congratulating other people for the player’s accomplishments or inquiring about quest progress.
- Many quest-related hellos and goodbyes had the default random flag left on them by mistake, resulting in these dialogues rarely, if ever, being heard.
- The hellos and goodbyes intended for the Cheydinhal guards around the MS13 Oblivion gate could only be spoken by one type (there are three).
- The fix for Ulrich Leland greeting his fellow Cheydinhal guards with sneers and death threats has been applied to his other MS10 hellos.
- Mazoga always used her hello about hunting Black Bows because the conditions were incorrect; this has been corrected, and she will only use it when she is actually searching for them.
- Arcane University apprentices and scholars will no longer try to begin their random academia-related discussions with NPCs who cannot respond correctly, such as guards or University honchos like Raminus Polus.
- Goodbye “ABOVE HERE ARE RESPONSES TO LOW DISPOSITION GOODBYES” could accidentally be spoken by NPCs; it now features impossible conditions to prevent that.
- J’skar’s MG13Plot goodbye for being outside the guildhall was checking the incorrect stage.
- Raminus Polus had a goodbye intended for the player at the end of “Confront the King,” but it could never be heard because the quest would shut down beforehand. It has been moved to MG00General.
- Aelwin Merowald’s post-“Go Fish” hellos and goodbyes could never be heard because the quest would shut down first; they have been duplicated into SQFIN.
- One NPC-to-NPC low disposition goodbye has been flagged random end to prevent NPCs from using lines beneath it, which would prevent the GoodbyeVAR from being reset and in turn cause them to use them when speaking to the player.
- One of Teekeeus’ goodbyes in MG05Fingers could never be heard because it was below his other goodbye for the quest.
- Imperial males and Reguards had no audio recorded for the line “There’s a charge in the air. Been casting some Destruction spells?”; these races can no longer use this line.
- Chanel had a hellos in MS51 greeting the player as a “fellow magician” but which identified the player as a mage by their class; the list included a number of NPC-only classes but did not include Nightblades and Healers, two default magic-specialized classes available to the player.
- An Imperial City rumor about Adamus Phillida finally retiring was meant to be available during Dark09Retirement, but had impossible conditions.
- A nobility rumor about visiting the Count of Bravil could be spoken by the Count himself or his son.
- Leyawiin rumor “I hear the Count's got someone to sort out that business with Mazoga the so-called knight.” can no longer be spoken by Redguards, who had no audio recorded.
- Hit “You… die!” could only be spoken by one of the Hackdirt Brethren rather than all of them.
- A generic flee line meant for merchants could only be used by NPCs of the MerchTrader class; it has been corrected to allow any merchant NPC to say it (except Argonian, Khajiit, or Redguard NPCs, who had no audio recorded).
- Various generic lines in Hackdirt were corrected to allow the villagers (who are now in the UOP-exclusive villagers faction) to use them instead of just the Brethren.
- Emperor Uriel Septim could revert to a standard Imperial voice if he power attacked or yielded to the player, so new lines have been created for him using his other lines.
- Gilen Norvalo and Grey-Throat had responses for the “Seridur” and “Vampire” topics that couldn’t be heard because the quest shut down before they could be accessed; they have been duplicated to MSFIN.
- A generic question asking merchants how their business was going could only be asked to NPCs of the MerchTrader class; it can now be asked to any merchant NPC.
- An Imperial City question asking if the other person had heard about Gaston Tussaud’s murder could only be spoken prior to that actually happening; it will now only be used afterwards.
- Mages Guild members in Skingrad will no longer ask about Erthor’s whereabouts after the Skingrad recommendation is completed.
- NPCs can no longer speak about Oblivion gates opening across Tamriel before this actually occurs, and will cease once the main quest is completed.
- Felen Relas had a response to the Mages Guild topic meant for Mages Guild members that could never be heard because of incorrect conditions.
- The last CreatureResponse was missing the script to reset the quest variable.
- Dagail appears to have been intended to re-equip her father’s amulet once it was given to her, but no script to equip it was added despite a deliberate break in the conversation being scripted.
- Imperial Legion soldiers will no longer vacillate between two responses to the Gray Fox topic, one of which made no sense as it was intended for guards outside of the Imperial City.
- Varulae had a greeting and hello meant for use after completing her quest, but the quest would always shut down before they could be heard; they have been moved to MSMisc and will play from the end of “The Ghost Ship of Anvil” onward.
- Ja'fazir's NQDLeyawiin greeting does not add the JihattTopic even though he uses the word in dialogue.
- Alves Uvenim's daedric shrines topic was incorrectly adding the two topics for Blackwood Company specific subjects.
- Janus Hassildor has two additional topics during the Cure For Vampirism quest (MS40) that were never linked. Both of these should now be available when he tells you to go look for Melisande.
- Bralsa Andaren was meant to shoo the player away while she was hunting deer and her training quest had not advanced far enough.
Audio Fixes
- Olfand incorrectly called his store North Winds in his greeting.
- Boderi Farano would say that Dovyn Aren was the only other trainer in magic in the Imperial City when the master trainer of Illusion, Martina Floria, was one of her colleagues at the University.
- Orintur would incorrectly indicate that Trayvond sold the strongest Shield spell outside the Arcane University when in actuality Orintur sold powerful Alteration spells – including the strongest default Shield spell – while Trayvond only sold Novice and Apprentice-level spells.
- Claude Maric would tell the player that Malada was in the west of Cyrodiil when actually it was in the east; the line has been clipped to avoid him saying that it’s to the west.
- NPCs in Leyawiin would erroneously call Dagail a man when discussing her (Imperial male audio was correct already).
- Jorundr mentions that “once the Count makes a ruling, there's no way it's changing” but Bruma is ruled by the single, female Narina Carvain.
NPC, Creature, and AI Fixes
- Alga's random wander packages were checking that GetRandomPercent equaled 50 exactly, which made them unlikely to run.
- Newheim the Portly is supposed to eat at Counts Arms at noon every day but his harbor wander package blocks this.
- Ra'jiradh should visit the Arboretum on Tirdas and Turdas but his wander package at the Black Horse Courier office overrides this. His eat package is also partially blocked by the same wander package, resulting in strange behavior.
- Regner is supposed to eat for 2 hours at the Jerall View Inn but his chair sitting package blocks this.
- AI Pack TG11DarelothBasementMWF22x8 had to be split in two due to the crossing midnight bug. This will prevent Methredhel from running the schedule on the wrong days and messing up the remainder of her routine.
- Deetsan now trains Illusion and Hil the Tall trains Alteration to mesh with what NPC dialogue says about them.
- More NPCs have been flagged as having no low-level processing.
- Ohtimbar bizarrely had 0 for his confidence, responsibility, and aggression, which could cause him to pilfer food from the Cheydinhal Bridge Inn. He has been given the usual 50/50/5.
- Corrected two Leyawiin Guards using steel bows rather than fine steel bows as every other guard did.
- Marinus Catiotus’ Anvil trip packages were below his sleep package in his AI list, causing him to travel back and forth between Anvil and the Imperial City on certain days of the month.
- Tertius Favonius took trips to Bravil but was not a member of that town’s faction.
- Algot’s Bruma curfew package for MQ13 was too low in his package list.
- Renee Geonette will no longer stalk her husband everywhere, even on his trip to Bruma.
- Marana Rian’s trip to Bravil has been reinstated.
- Ra’jhan was missing his UOP-specific trip package.
- Tandilwe had no reason to be essential, as her script would already fail her master training quest if she was killed.
- Tertius Favonius’ visit to Bravil had no duration; it has been set to a duration of 24 hours and he has been given a new UOP-specific package to handle the trip continuing past midnight.
- It was not necessary for Wumeek to have two AI packages for visiting Weebam-Na – the original package merely needed to have an “AND” changed to an “OR”; in addition, his Leyawiin trip had no duration – it has been arbitrarily given a length of 24 hours.
- There was no reason for Mach-Na to be essential.
- As Orintur and Eilonwy now sleep in Willow Bank, Deetsan and Trayvond the Redguard no longer need to sleep in the basement.
- Vampire Healers are now called by their proper names rather than being called “Vampire Sorcerer.”
- Mahei’s package to stay near his wife will no longer overshadow all of his other AI packages.
- Margarte had a package intended for merchants that would cause her to stay stock still in her house whenever she was home; this has been removed.
- GoganGuard and MaelonaGuard now actually look like the normal Gogan and Maelona.
- The Imperial Palace guards outside the Palace will now carry silver bows as their fellows do inside.
- Imperial Palace guards no longer carry two shirts and two pairs of pants due to duplicated leveled lists.
- Dark Brotherhood Murderers will no longer abandon their entire schedule and no longer offer services if one of them is taken as a follower.
- DAAzuraVampire01 accidentally had his facegen settings changed when his accidental sex change was corrected by a previous UOP version; it has been reverted to vanilla.
- Hears-Voices-In-The-Air and Sings-Like-Thunder will now no longer have a chance of spawning in various stages of undress because they were clothed using leveled lists that had a 25% chance of producing nothing.
- Ida Vlinorman’s package to visit the Arena has been removed because it both was under her Chorrol visit AI and so could not be accessed, and because it would destroy her Chorrol trip by making her return to the Imperial City prematurely.
- Corrected various follow, ambush, and find packages that were looking for the player’s base object rather than reference.
- Dralora Athram was intended to meet with Dynari Amnis if “Misdirection” wasn’t active, but the packages’ conditions were incorrect.
- UsheejaVisitWumeekFri18x4 was set to run on Saturday.
- PistaMarillinVisitLeyawiin was missing the “must reach location” flag like other traveling NPCs’ packages.
- Various wander packages that were set to “in cell” rather than a specific location have been corrected.
- AncusAfaniusVisitCheydinhalCastle had its time parameters radically changed – the other two bards appear to have been intended to visit during dinner, but Count Indarys eats in an off-limits area, so Ancus will now visit the Count during his public court instead.
- Similarly, AlgotVisitBrumaCastle had to be edited for the same reasons.
- IreneMetrickVisitBrumaDay wasn’t taking into account that Irene visited the city for multiple days.
- Corrected various Chorrol guard AI packages; they will no longer stop their patrol to meander around the Great Oak, and one day patrol guard will no longer have a muddled patrol.
- LeyawiinCongregationSundayWorship was attempting to find Mysticism spells around the altar rather than (presumably) activating the altar for a blessing.
- LeyawiinCastleDinnerWithCountess has been set to run when and where the Countess actually has dinner, and will no longer run during DASanguine.
- Mahei will no longer try to remain near his wife if she is dead.
- FGC06Elidor/Rienna/BragWander were set to “find” rather than “wander”.
- MargarteCollectIngredients had Margarte search the countryside for ranged weaponry rather than ingredients.
- Jee-Tah will no longer appear behind Maglir in Anvil on rare occasions because FGD04JeeTahFollow was only checking if FGD04Defector was running, not started.
- TG07LarthjarApproachDoor had an invalid target check; it was supposed to be checking the player’s distance to him, so that he could approach the cell door.
- Othrelos was abandoning his Skingrad trip early because OthrelosVisitSkingradUOP2 was set to run on the 7th rather than the 8th.
- Janus Hassildor will now be marked as "Count Janus Hassildor" which is consistent with all of the other city rulers.
- aaaSleep14x6 had no time parameters set, so any NPCs using it would sleep 24/7.
- If Ocato is knocked out just before being moved to the Temple of the One, he will glitch into a ghost-like state and never recover.
- AI pack aaaDefaultExploreEditorLoc3000 was incorrectly flagged to skip fallout behavior, which is inconsistent with all other default explore packs.
Item Fixes
- ChestVendorPawnbrokerLow02 had an invalid count of arrows and bear pelts which could result in both becoming infinite (-20 and -5 instead of 20 and 5).
- Agarmir’s Debaser had the appearance and size of a shortsword but had the attack power, range, and weight of a longsword.
Mesh and Texture Fixes
- Upper floor collision on LeyawiinHouseInteriorUpper09 was incomplete allowing you to walk through the railing. (Meshes\Architecture\Leyawiin\LeyawiinHouseInteriorUpper09.NIF)
- The default icons for sigil stones had incorrect alpha channel setups. (Textures\Menus\Icons\IconSigilStone.dds, Textures\Menus50\Icons\IconSigilStone.dds, Textures\Menus80\Icons\IconSigilStone.dds)
- farmhouse01.nif and farmhouse01snow.nif - Reworked the UV on the stone walls so that the textured window frame now actually fits over the window - also made some adjustments to remove black lines/bad seams from the thatch on farmhouse01.nif.
- FarmHouseInterior01.NIF - Reworked UV on the stone wall so that the textured windows actually line up, closed up some open faces in the woodwork around the door and corrected the UV for the door posts.
- SKHouseUpperInt06.NIF - Fixed the UV for the roof beams, moved a few faces in the underside of the first and second floor to the correct Tri-shape, corrected UV there also.
- CheydinhalHouseMiddle03Interior.NIF - Corrected the forge to use the correct texture ( was previously using the same one as the fireplace), also corrected the UV for the fireplace to remove tears in the texture.
- CheydinhalHouseMiddle01.NIF, CheydinhalHouseMiddle02.NIF, CheydinhalHouseMiddle03.NIF, CheydinhalHouseMiddle04.NIF, CheydinhalHouseMiddle05.NIF, CheydinhalHouseMiddle06.NIF - Fixed lots of missaligned UV's on the stone parts of the walls, redid all the UV's for the stairs to make them tile correctly without distorting too badly, also closed up some gaps in the wooden frams and corrected a few of the worst UV errors in the woodwork.
Script Fixes
- MS08UrsanneLocheScript was intended to fail MS08 if Ursanne died, but the script had an improper if/endif block.
Placement, Layout, and Ownership Fixes
- It should no longer be possible to jump over the city walls in Bravil.
- It should no longer be possible to jump over the city walls in Bruma.
- It should no longer be possible to jump over the city walls in Cheydinhal.
- It should no longer be possible to jump over the city walls in Leyawiin.
- It should no longer be possible to jump up into the fake room in the "Old Way" dungeon and see that the room is fake.
- 0009e30e: Impossibly balanced brick.
- 0000bef3: Platform with gap next to surrounding wall.
- 0006f21e: Buried nirnroot.
- 00143ee0: Detached vines at Ondo.
- 000579ff: Floating hay pile.
- 000ac2ae: Submerged lotus flower.
- 0005697b: Hairline seam closed with adjacent wall.
- Covered up two bad transitions near 00056947 in Fort Wooden Hand.
- Plugged a passage that opened into the void in Unmarked Cave Mazeway.
- 0004d222: Moved a rock to cover an exposed hole in the back of a passageway in Unmarked Cave Mazeway.
- 00068e1d, 00068e1e, 00068e1f, 00068e20: Mushrooms floating above the floor in Arrowshaft Cavern.
- 00027321: Floating rock in Lower Arrowshaft Cavern.
- 000a88c7: Floating chest in Lower Arrowshaft Cavern.
- 000a8bd7: Floating board in Lower Arrowshaft Cavern.
- 000a88a1: Missing sky dome over ceiling hole in Lower Arrowshaft Cavern.
- 0006eb3b: Floating support beam.
- Several support end caps were missing in Squandered Mine.
- Several support end caps were missing in Deserted Mine.
- 00071e0a, 00074413, 00071e74: Floating chest.
- 00074424: Floating wood pile.
- 00069a4d: Floating rock.
- Sage Glen Hollow had 3 cave pieces severely overlapped, causing z-fighting.
- 0006fed8: Bed, and the underlying support it's on, were floating above the cave floor.
- 0005f124: Floating chair.
- 0005d619, 0005d61a: Floating boards.
- 00029917, 0004ddfa, 0004de01, 0004de3d, 0004de3b, 0004de37, 0005be30, 0005bf21, 0005378c, 000532ff, 00099a61, 0000c8fa, 00056f01, 00056e89, 00057020, 00057005, 0003b2df, 0003b2de, 0006efe2, 0006efdb, 000a890f, 000a8919, 000a88f6, 000a8b6b, 00068e16, 00068e18, 0006eb86, 0006e5e6, 00058487, 000584b4, 000584b5: Detached roots in various dungeons.
- 00070C2F, 00070C12, 00070D58, 00070DA6, 00070dc1, 00070db7, 00070d7b, 00070dbc, 00070d75, 00070dc8, 00070dd7, 00070dd3, 00070ddd, 00070d7c, 00070dce, 00070eb7, 00070ec6, 00070ee1, 00070edb, 00070ee8, 00070ec0, 00070e9e, 00070eaa, 00070ed2, 00070f12, 00070f01, 00070eb1, 00070ef3, 00070f08, 00070ef9, 00070eef, 00070ecc: Sacred Lotus flowers floating above the waterlines in the Imperial City.
- 0003532C: LeyawiinChapelPriestMarker in LeyawiinChapelOfZenithar was facing away from the altar rather than towards it, as was the case in all other chapels.
- 0002C30B UCChair04R in LeyawiinCastleCountyHall was owned by Tsavi; Tsavi owns a specific chair in the dining room and eats there already, which effectively curtailed the available number of seats for guests.
- 00005267 XMarker in BravilSilverhomeOnTheWater was floating and has been grounded.
Text and Subtitle Fixes
- Corrected Silverhome on the Water being called “Silverhome-on-the-Water” in NPC dialogue and quest and book text.
- Topic TG09accept: "Sound's lucrative. I'll do it." -> "Sounds lucrative. I'll do it."
- TG11 Stage 100 Log: "Even through they are blind" -> "Even though they are blind"
- GottlesfontPrioryTopic: "... and you're welcome to gather mushrooms nearby." -> "...and you're welcome to gather mushrooms and leaves nearby."
- ClutterBravilShop03: "When your mother-in-law comes to visit, put her up at Silverhome-on-the-Water." -> "When your mother-in-law comes to visit, put her up at Silverhome on the Water."
v3.4.5 - Minor update (2013-12-31)
- Bleak Mine had silver veins but Lord Drad's dialogue explicity calls it a gold mine in spoken dialogue.
- The door to The Old Way used for The Ultimate Heist (TG11) will now have a script change to block activation before the proper stage and the command to unlock it will be removed from the quest script as it appears the door will relock itself if the player does not get there before the cells reset.
- EnchGlassWarAxeSoulTrap was unintentionally added twice to the LL0NPCWeapon0MagicWaraxe100 leveled list.
- The 4 special frost atronachs in Frostfire Glade did not have the blood spray fix applied and lacked combat styles. (MS37CreatureFrostAtronach01Ling, MS37CreatureFrostAtronach02Guard, MS37CreatureFrostAtronach03Warden, MS37CreatureFrostAtronach04Lord)
- Jauffre did not use the bed in his room at Cloud Ruler because JauffreCloudRulerSleep was not targeting the bedroll as it should have been.
- Langley's sleep package (UOPLangleySleep0x6) did not flag him to remove his armor and weapons before getting into bed.
- The unused UOPMQ11Allies class has been removed and the documentation adjusted to reflect that the changes were actually made on the KvatchSoldier class.
- The fix for Ulrich Leland's dialogue was not handled correctly since MQ11 is checking to make sure Corruption and Conscience (MS10) has not started when adding him to the MQ13Allies Faction. Ulrich will now be taken out of this faction if MS10 is at stage 10 or higher and will not be checking to see if he's died.
- The fix for MSShadowscale does not need to be running a background process since the quest's own script doesn't terminate when Teinaava dies and it hasn't been finished yet. The fix script will only deal with making sure Scar-Tail is marked non-essential.
- Sanguine's Daedric quest (DASanguine) did not terminate with the fixed end stage provided by the UOP. This resulted in an endless processing of the final function to correct Alessia Caro's inventory for Adharji's Thieves Guild quest. It also had the unfortunate side effect of clobbering Caro's improved AI as this final function also contains an EVP statement that will repeat over and over. A variable has been inserted that will stop processing this function after the first time.
- The White Gold Tower is not visible from the entrance of the Talos Plaza District (coming from outside the city) and has been nudged slightly to the west so it will be within the normal 5x5 loading area.
- 0005d182, 0005d16c: Floating trees in Kvatch.
- 000cb2a4: Floating debris pile in Kvatch.
- 0004cb49: Column detached from the cave wall in Underpall Cave.
- 00083e47: Column detached from the cave wall in Smoke Hole Cave.
- 00083fa5: Door in Smoke Hole Cave that should have been closed instead of open by default.
- 00070568: Downscaled and shifted a havok root that was jammed in the ceiling of Plundered Mine.
- 000a8510: Removed an overlapping cave piece in Shadows Rest Cavern.
- 0005e71c, 0005e17a, 0005e17b, 0005e738: Roots floating in mid-air in Fatback Cave.
- 0005b961: Upside down root in Veyond Cave.
v3.4.4 - Minor update (2013-06-30)
- The script to block the poison apple effect that was fixed in UOP 3.4.0 would incorrectly remove the damage spell when an NPC unloaded from memory but wasn't dead yet.
- Four Ayleid wall pieces at Veyond needed to be lowered due to overlapping textures brought on by the Ayleid tileset fixes.
- When starting The Bloodworm Helm (MG15Helm) Irlav Jarol will vanish right in front of you after Traven tells you he stole the helm. Irlav will now be disabled when J'Skar gives you the information in MG14Plot.
- Captain Renault's katana hanging in Cloud Ruler Temple was mistakenly labeled as "Renote's Akaviri Katana"
- The cost of training sessions was being calculated from your modified skill level instead of your base skill level. This fix requires OBSE v20 or higher to function. (obse_training_fix.dll file)
- GoblinTribeShamanC had a base magic skill setting of 255 which should be 54 like the other goblin shamans, otherwise she can case all her spells for free.
- Erandur-Vangaril should have had his level offset value set to 1 instead of 24 when he was given the PCLevelOffset flag in a previous fix.
- SerpentsTrailOgre had stats indicating it was supposed to be an enhanced version of regular ogres but was accidentally configured to be insanely overpowered.
- SummonAtronachFlame has the AbdaedricResistWeak ability, which no other atronach has.
- SummonAtronachStorm lacks the AbAtronachShockResist ability like regular storm atronachs, and thus is not immune to shock.
- 0003056e: Bed should be owned by the Best Goods & Guarantees faction instead of Gundalas specifically, otherwise his wife can't use it.
- 0003ca48: Bed with only one access point, the second NPC can't use it.
- 0005a8f8: Bed should be owned by the MaheiFamilyFaction so both NPCs can use it.
- 0001ba2f: Bed should be owned by the GoganandMaelonaFaction so both NPCs can use it.
v3.4.3 - Minor update (2012-12-31)
- Some floating chests in the Skingrad Barracks have been grounded. (0002ED46,0002ED47,0002ED48,0002ED49,0002ED4A)
- A banner was clipping through the wall in the Skingrad Barracks. (0003E784)
- A tapestry in the Skingrad Barracks was clipping through a wall on the lower level. (0002ED7C)
- A tapestry in the Chorrol Barracks was clipping through a wall on the lower level. (00086E7A)
- Upon Agarmir's death, the player is incorrectly set to be removed from the MS29AgarmirFaction even though they were never added, which will result in the player being added due to a bug in the SetFactionRank command. Not retroactive as this is not important considering Agarmir will be dead by this point.
- An Ayleid column in Garlas Agea and the objects stacked on top were floating above the ground. (00081871,00081872,00081873)
- An Ayleid altar and the chest on top of it were floating above the ground in Hame. (0041D4C,0008508D)
- An Ayleid column in Nonungalo and the objects stacked on top were floating above the ground. (000A0DE8,000A0DE7)
- Calindil had an extra sleep package which was useless and has been removed.
- A chest in Moranda03 was sitting outside the playable area and has been dragged in where it can be accessed. (00051870)
- It should no longer be possible to jump from the Chorrol chapel to the city walls.
- It should no longer be possible to jump from Newheim the Portly's house to the city walls in Anvil.
- AI pack Dark06AtraenaWanderLobby has been adjusted to start at 2pm and last 6 hours so that Atraena's schedule will work properly.
- Summoned Xivalai (SummonXivilai) have no fatigue. This has been corrected to 300, based on normal ones being 15xLevel and summoned ones being static level 20.
- It was possible to speak to Audens Avidius and have him direct you to either Hieronymus Lex or Servatius Quintilius even if you were already investigating him and he was going to be arrested. This was due to his dialogue checking stage 90 instead of 91.
- Irlav Jarol has a second line of dialogue in the Imperial City topic that could never play because his first one lacked a proper disposition check.
- Jensine will now go to the Tiber Septim Hotel to eat on weekends since otherwise she just stays in her shop from 8pm to midnight on weekends due to her normal eat package only operating on weekdays.
- Adamus Phillida's bodyguard could still turn angry and attack you even if you killed Phillida without being detected, such as with a poisoned apple.
- Agarmir's shovel will no longer remain a quest item if the quest terminates due to having killed a participant before the mausoleum scene.
- Tierra is supposed to stay with Savlian Matius in the Kvatch Castle Great Hall but AI pack MS48TierraReturnToKvatch lacked a condition check to keep her from doing so.
- If you do quest TG06Atonement while also doing quest MG09Motives, the OnDeath block for MercatorHosidusScript was modified by the UOP so you would not get a blood price for killing Mercator. However, it checks a variable that gets changed quickly as the battle occurs.
- In Corruption and Conscience (MS10, the bug ridden mess that never dies) it is possible to still hear Garrus comment about how you spoke to Llevana even if you were already past that point in the quest. A missing stage check on the dialogue conditions has been added.
v3.4.2 - Minor update (2012-07-27)
- Manheim Maulhand had no pants. Added LowerPants01 to his inventory.
- Three dialogue lines meant to be spoken by palace guards during TG11 had the wrong class conditions on them, causing them to never be used. (18AE75, 18AE76 and 18AE77)
- A fix for Vicente Valtiere's greeting in the Dark Brotherhood for Dark05AsassinatedFIN was broken when the conditions were changed. The greeting was no longer possible to deliver.
- A collision box added to Vahtacen appears to serve no purpose and has been removed.
- Magic ability AbArenaAgronak had an incorrectly set block fortification as well as two fire damage settings that didn't work. These have been corrected.
- Changes made in UOP 3.0.0 to fix stolen item counting in Hackdirt put the townspeople into a new faction. This led to the greeting that adds the Hackdirt topic being blocked since the conditions still expected the NPCs to be in the Hackdirt Brethren faction.
- Several Ayleid ruin meshes have had work done to help plug gaps, seams, and other problems.
- Rosentia Gallenus' upstairs door will now unlock when the player accepts the Staff of the Everscamp so the scamps won't be trapped upstairs after her AI pack was corrected.
- The white horse at Anvil (CREA 0001F11B) did not have the script attached to correct the animation glitch caused when trying to mount while seated.
- SmokeHoleCave02 had a chest that was sitting outside the playable area (00083F68).
- In ToadStoolHollow02 4 spawn points were sitting above the playable area (000973CD, 000973CE, 000973CF, and 000973D2).
- The ShamanHelmet3.dds file which was corrected in a previous version has been updated to fix a corrupted alpha channel in the texture.
- AI pack AlbericLitteSleep will send him to sleep at home, with his wife, instead of at the Mages Guild where there aren't enough beds for all the NPCs. Their bed is also now flagged as owned by the family since it had no owner set.
- One of the downstairs beds in the Anvil Fighters Guild (0004F8DA) is incorrectly marked as owned by Azzan. The correct bed he should own (0004F91A) is the one his AI pack is currently targeting on the Dining Room level.
- The inn fix for the Tiber Septim Hotel rent bug was incorrectly assigned the script for Five Claws Lodge in Leyawiin.
- The inn fix for the Silverhome on the Water rent bug was incorrectly assigned the script for the Lonely Suitor.
- The Bloated Float had not received a fix script for its rent bug.
- Garrus Darelliun was delivering his greeting about news of Ulrich to every NPC in sight instead of just to the player as expected. The same was true of two other greetings about Ulrich, and 4 goodbye topics for the same quest. (Will this nightmare never end?)
- Othrelos has had one of the defunct ImpEx packages removed from his AI schedule.
- Several wander AI packages have been corrected to use a reference target rather than the "in cell" target because "in cell" wander targets cause NPCs to stand still in one spot rather than move around as they should.
- Quill Weave will be removed from high priority AI processing when "A Rat Problem" is completed.
- All of the master skill training quests will be stopped if the trainers are killed so their scripts will no longer get processed. Previously only the block traning was being stopped, the others got missed during this fix. The vanilla game would only mark then as completed, which doesn't stop the scripts.
- cheydinhalceiling01_n.dds is an invalid greyscale normal map. Ethatron has provided a corrected version.
- An iron longsword (0003794D) was sitting below the floor in the Arena Bloodworks.
- The ChorrolArena cell was missing a tower which is visible in the additions made to the ArenaMatch cell.
- A rock (000E0025) was embedded inside a tree in cell -47,-7 outside of Anvil.
- Two stone bricks (00090F37, 00090F35) in LeyawiinCastleEntrance were embedded in the ground/wall where they couldn't be reached.
- Corrected icons for the silver longsword, dagger, and shortsword have been provided by hexaae.
- Animation glitches in the Xivilai fastforward.kf, handtohandfastforward.kf, and twohandfastforward.kf files have been corrected thanks to Koniption.
- Meshes\Architecture\Tent\TentRoof01.NIF was in the wrong folder. It has been moved to Meshes\Architecture\Tents\ where it belongs, so that the fix will actually take effect instead of being ignored by the game.
- The collision meshes on the Talos bridge that were added to keep NPCs from falling through were lowered slightly to keep them from becoming stuck on the edges instead.
- The Clanfear and Daedroth skeleton fixes have been updated to retain compatibility with mods depending on them.
- The following 3 files will need to be deleted if they were installed by the UOP:
- Meshes\Creatures\Daedroth\Daedroth.NIF
- Meshes\Creatures\Clannfear\Head.NIF
- Meshes\Creatures\Clannfear\Clannfear.NIF
(If you installed with BAIN, this should anneal out automatically)
v3.4.1 - Minor update (2011-12-01)
- Removed Maran Rian's visit to Bravil, Anglamo's visit to Chanel, change to Alval Uvani's stats, change of Reach value of the chargen Goblin Staff.
- Fixed introduced bug where the player couldn't buy Benirus Manor (Anvil) from Velwyn Benirus without hearing about it from townspeople first as the Manor topic wasn't added.
- Added a check to the Ultimate Heist palace guard fix so the guards won't be missing in case the player unwisely decides to leave after using the Arrow of Extrication (which already ends the questline of course).
- After the Lifting the Vale quest, Tolgan (Bruma) will no longer dismiss the player's conversation for no apparent reason.
- The Havok collision on eight exterior fort ruin pieces RFCastleWallsBase01-08.NIF now fits the meshes properly.
- Improved the fix for the Base Ring of Alchemy, Ring of Alchemy and Grand Ring of Alchemy so that their Fortify Alchemy effect doesn't appear twice or duplicate with fixes for the actual effect
- Capitalized "door" in "Mages Guild door" in the Leyawiin guild.
v3.4.0 (2011-11-06)
UOP Changes/Fixes
- Added Bash tag C.Music, removed C.Water and updated tags in the ESP for version 2.79 and higher of Bash.
- Updated the UOP installer to Inno Setup v5.4.2.
- Removed renaming of "Silver Glass" item to "Silver Cup"; the latter may be more accurate but the former was unknowingly present in dialogue.
- Reverted unexplained replacement of an invisible light source with an (unattached) hanging lamp in Kvatch's ruined Chapel of Akatosh.
- Removed unneeded/unused dialog/LIP files MS18_ServiceRefusal_00004674_1.
- Reverted changes to the enchantment magnitude of the Battle Axe of Jinxing and War Axe of Enfeeblement, and the capacity of Claymore of Curses.
Game Mechanics / Crash Fixes
- The player will no longer be able to mount a horse while already sitting on something else, causing instant critical graphic unplayability requiring a reload, and possibly crashing Oblivion to desktop.
- (Partially) fixed crash to desktop if the Everscamps that follow the player if the Whom Gods Annoy quest is running die in an Ayleid poison gas trap (made them immune to poison; will still crash on resurrection if something else kills them in the gas. This is all that could be done without noticeably changing them or using bad solutions such as PlaceAtMe).
- Fixed stacking bug exploit whereby the player could create unlimited numbers of Black Soul Gems at necromancer altars without consuming Grand Soul Gems if player-filled ones were used (unavoidable side effect is that player-filled unconverted Grand Soul Gems in the altar will become empty, but the souls would be lost on conversion anyway)
- Corrected the engine's offset error in the player's skillset which meant that serving a jail sentence did not affect all available skills, including that the intended and documented possible increase(s) to Sneak and Security would never appear (requires OBSE: obse_jail_fix.dll)
- Fixed the pressure plates and stair switch activator in Vahtacen Lorsel (Mages Guild Vahtacen's Secret quest) not working if the player left the cell and it reset, which could break the questline (also fixed minor error of the pressure plates not animating when triggered)
- The player will no longer be able to trigger the post-Main-Quest Akatosh statue from outside the Temple of the One (Imperial City) and so receive two blessings per day (also optimized the scripting on it)
- Turned quest flag and/or enabled No Low-Level Processing flag for numerous NPCs who did not require them which will reduce the amount of AI processing that is required (if OBSE is present, a script will apply the Low-Level Processing changes to an existing save; otherwise it will take effect on a new game)
- Optimized the scripting on the altars of the Nine Divines
- Various powers, lesser powers and spells acquired from runestones have been made immune to silencing (the latter were made lesser powers to facilitate this)
- Spells from shrines, wells, stones, etc., have all been set to a zero magicka cost to avoid spell failure
- Removed an extra endif to correct the scripts DABoethiaCageOpenScript01, MG09Script, MG19ChestScript and RufioDie_Script
Quest Fixes
- After the Unexpected Voyage, Graman gro-Marad will resume his normal schedule instead of remaining in the Bloated Float never eating or sleeping for the rest of the game
- Prevented the Unfriendly Competition quest from starting if Agarmir is already dead, as otherwise it would continue normally until Thoronir's meeting with him, then be unfinishable
- Also in Unfriendly Competition, picking up Agarmir's shovel before he is dead will no longer inexplicably stall the quest until it is dropped and picked up again after he is slain
- In the quest A Brotherhood Betrayed, Carius Runellius will no longer get into a dialog loop requiring a reload if the player enters Olav's Tap and Tack wearing the Gray Cowl of Nocturnal
- Also in A Brotherhood Betrayed, Olav will no longer give the player a second copy of his key if the player already pickpocketed it
- The location of all usable fences, or the location of Amusei or Methredhel if the player is waiting for them, will now be shown when Independent Thievery quest is selected as the active quest.
- In the quest May the Best Thief Win (Thieves Guild), if the player murders Rohssan and then steals her cutlass afterwards, it will no longer cause a quest update (even if the quest is over) and be stuck in inventory as a quest item (will fix existing saves)
- After the Misdirection quest (Thieves Guild) is completed, activating the nightstand in the Archmage's Quarters in the IC Arcane University (ie if the player is the Archmage) will no longer remove the note from the Gray Fox from the player's inventory if it is present
- In the Turning a Blind Eye quest (Thieves Guild) the player will no longer be able to steal Savilla's Stone without using sneak mode or other stealth tactics and remain undetected
- In the Boots of Springheel Jak quest (Thieves Guild), corrected dialog conditions so Gemellus Axius will now indicate properly if Jakben, Earl of Imbel is not at home
- In The Ultimate Heist quest (Thieves Guild) if the player is detected in the palace, the Palace Guards will no longer fight each other to the death (especially noticed if the player became invisible), the Palace Guards will no longer arrest the player as was intended (as this will allow the player to easily keep the Boots of Springheel Jak and somewhat ridiculously also have the stolen Elder Scroll returned to them on release!) and if this occurs after successfully stealing the Elder Scroll and the player escapes the palace they will no longer be stuck in perpetual combat mode unable to sleep, wait or fast travel, even after paying off their bounty
- Also in The Ultimate Heist, Anvil residents will no longer say that Count Umbranox has returned before he actually has
- The front door's scripting in Summitmist Manor during the Whodunit? quest (Dark Brotherhood) will no longer trap followers and other NPC's that may happen to enter inside, and the player will no longer be able to leave before all the guests are dead due to an incorrect check.
- The player will no longer be able to attack the guests in the Whodunit? quest outright without being detected, due to the scripting checking an invalid event code
- In Whodunit? Matilde Petit will now properly accompany Neville and Dovesi Dran will accompany Primo Antonius around Summitmist Manor (couldn't as AI was not set up properly)
- Fixed (severe) exploit in the quest Honor Thy Mother (Dark Brotherhood) where the player could repeatedly talk to the Night Mother at the questline's finale and receive the Blade Of Woe reward each time
- The player will no longer be able to keep the Staff of the Everscamp in the Whom Gods Annoy quest by placing it into a corpse rather than dropping it
- In the Two Sides of the Coin quest, Tyrellius Logellus will no longer appear outside Bruma and confront the player at the quest's conclusion if he's already dead
- Similarly if the player escapes the jail without waiting or sleeping, a duplicate of Tyrellius will not remain in the dungeon
- Fixed the player being easily able to permanently prevent the conversation in Two Sides of the Coin between Tyrellius Logellus and Jorundr in Bruma castle jail just by standing between them or walking into Jorundr
- Ulrich Leland will no longer go to Bruma to sleep after the Great Gate quest is complete, which could interrupt Corruption and Conscience
- Closed two more possible unlimited-gold exploits in the Corruption and Conscience quest's reward
- Corrected the name of Arnora Auria's corpse in the Two Sides of the Coin quest from just "Arnora" to "Arnora Auria"
- In the Sheogorath shrine quest, if the player pickpockets the rat poison from Ri'Bassa, they will no longer be able to activate the trough with it out of order, as this would cause part of the quest and the K'Sharra prophecy to be skipped
- In the Boethia shrine quest's Tournament of Ten Bloods, the opponents will no longer yield to the player (reverting to normal NPC's with rumor dialog; the Khajiit was a highwayman who would rob the player if spoken to)
- In Block Training, when master trainer Andragil performs the sparring test with the player, she will now properly recognize if the player unequips their shield, unsheathes a weapon or hits her and terminate the test
- Starting the Molag Bal shrine quest will no longer block Olyn Seran from talking about Conjuration Training (would occur even if the player couldn't proceed with Molag Bal due to being too low-level)
- After the quest Information At A Price (Mages Guild) is completed, the vampire hunters will leave Skingrad as they and the quest journal indicate (should they survive, they'll hunt vampires in three non-quest locations, but in reality they'll probably die in the wilderness before they reach even one of them)
- In the Confront the King quest (Mages Guild) if Mannimarco misses the player when casting his paralysis spell, he will no longer then stand around waiting for the player to talk to or attack him
- Also in Confront the King, if the players kills Bolor Savel before he talks to the player/attacks, this will no longer be counted as a murder
- After the Nothing You Can Possess quest, S'razirr will now have the missing dialog option to pay him his share of the reward if the player returned the Ayleid carving to Claude Maric
- In the Secrets of the Ayleids quest, the Ayleid Crown of Nenalata and Staff of Nenalata will no longer be unquippable and/or quest items when retrieved from the King of Nenalata's corpse
- Also in the Secrets of the Ayleids quest, the King of Nenalata will no longer speak his last line if he's already dead
- After the quest The Renegade Shadowscale (Dark Brotherhood) is completed, Scar-Tail's death will no longer cause a quest update to take his heart to Teinaava
- After the quest Permanent Retirement (Dark Brotherhood) is completed, removing Adamus Phillida's severed finger from his desk and then replacing it will no longer cause a quest update
- After the Mystery at Harlun's Watch quest (Fighters Guild) is completed, Harlun's Watch residents will no longer say that they need help
- During the Infiltration quest (Fighters Guild) Ja'Fazir will no longer yield to the player, who would then be required to murder or pickpocket him to continue
- Also during the Infiltration quest, if the player attacks and knocks out the three (essential) Blackwood Company Guards before drinking the Hist Sap, this will no longer cause them to disappear completely when the player goes to Water's Edge and stall the quest
- Also during the Infiltration quest, the player will no longer be transported from Water's Edge if they are riding a horse, which would leave it stuck inside Modryn Oreyn's house
- The Water's Edge residents Marie Alouette, Eduard Retien and Jolie Retiene will be essential until the Infiltration quest, as otherwise they could be long-dead and yet their corpses would reappear and the quest would still proceed as though the player along with the Blackwood Company slaughtered them
- In the Go Fish quest, asking Aerin Merowald multiple times about his savings will no longer add multiple copies of his key to his inventory (he will only talk about it once)
- Aerin Merowald's savings chest will now contain the proper amount of gold (minimum 500); was not appearing due to an engine bug with leveled lists
- In the Order of the Virtuous Blood quest, if the player initially sides with Roland but then murders him, changes to Seridur will be properly undone (such as not wearing armor for the remainder of the game)
- Also in Order of the Virtuous Blood, if the player sides with Seridur, he will be made non-essential after the quest, as he is involved in no other quests
- While Seridur is in Memorial Cave in Order of the Virtuous Blood, he will no longer be attacked by creatures there due to missing faction membership, and he will no longer prematurely greet the player.
- If Mazoga the Orc dies before the completion of the Knights of the White Stallion quest, her corpse will no longer gain a Leyawiin shield and White Stallion Lodge key when the player does
- Fixed several errors with Black Brugo's AI in the Knights of the White Stallion quest: He will now be able to reliably retrieve the gold in Telepe (the coffer was placed too high for him to reach it easily), he will rejoin the rest of the bandits after retrieving the gold rather than randomly wandering, and he won't follow Alonzo if Alonzo is dead.
- In the Paranoia quest, fixed Glarthir's AI so that after meeting with the player behind the chapel and going home, he doesn't then go right back to the chapel again; this allowed the quest to be completed in a single four-hour in-game timeframe
- If the Paranoia quest has terminated prematurely, Glarthir will no longer continue to wait for the player behind the Skingrad chapel as if it was still running
- Dion will only confront the Paranoia quest in Skingrad regarding involvment with Glarthir has been corrected so that he will only confront the player if Glarthir has approached the player first
- A missing line of dialog from Glarthir in the Paranoia quest about Davide Surilie will now be heard
- In the quest Through A Nightmare, Darkly, if the player equips and then unequips the Dreamworld Amulet they will no longer enter the Dreamworld on next rest (it must be equipped, as the quest indicates)
- Post-quest rumors regarding the Knights of the White Stallion will now appear for Leyawiin residents; did not before due to incorrect conditions
- Added an alternate journal entry to The Forlorn Watchman to replace one that indicated that the player had read the Emma May's log even if they didn't
- Maraska will no longer remain essential if the player completes the Clavicus Vile shrine quest by refusing to give up Umbra (not involved in future quests and if the player did give up Umbra, was being made non-essential)
- If any of the three Fighters Guild members the player assists in the Fighters Guild quest The Desolate Mine die after successful quest completion, this will no longer result in rumors that the quest was failed
- Mythic Dawn sleeper agents throughout Cyrodiil will no longer give themselves away by casting their bound armor/weapon spell before the Dagon Shrine quest has completed
- Cingor will now be removed from the Fighters Guild after the Dagon Shrine quest, rather than the Mythic Dawn, and will also have the Mythic Dawn bound armor spell he was missing.
- Picking up the Mysterium Xarxes (required) in the Lake Arrius Caverns during the Dagon Shrine quest will no longer be theft that increases the player's Items Stolen count.
- If the player leaves the chapel in the Breaking the Siege of Kvatch quest before Tierra has finished speaking with Savilian Matius, this should no longer cause her to not escort the civilians to the encampment
- After the player clears the first phase and enters the chapel in the Breaking the Siege of Kvatch quest, Merandil will no longer repeatedly leave and re-enter the chapel (if he is still alive) due to an AI loop
- Two lines of dialog for Jesan Rilian in the Breaking the Siege of Kvatch quest will now appear; did not before due to incorrect conditions
- Menien Goneld (Kvatch Oblivion plane) will be disabled at the end of the Breaking the Siege of Kvatch quest due to (extremely rare) occurrences of him reappearing in Tamriel for no apparent reason
- Missing dialog and its Ormellius Goldwine topic will now appear in the Breaking the Siege of Kvatch quest
- Kirsten (Bleaker's Way) will now return to the Goodwill Inn and offer services if the Mephala shrine quest is failed
- Fixed Rythe Lythandas so that he can't be attacked in a Brush with Death while making the exit portal, as otherwise (such as if a Painted Troll hit him) the player would be left stuck in the Painted World with the quest broken
- Karinnarre (Novaroma, Bruma) will no longer erroneously turn into a merchant and offer services for the brief time during The Defense of Bruma quest that it takes Martin to walk from the chapel to the battlefield
- After the Main Quest has been completed for a sufficient amount of time, NPCs will no longer discuss events in other parts of Tamriel as if the Oblivion Crisis was still underway, and Imperial Legionnaires will no longer talk about the death of the Emperor as though it is news.
- Martin and Jauffre's horses will no longer hang around the Talos Plaza entrance after the Main Quest has been completed for the rest of the game.
- At the conclusion of the Lifting the Vale quest, the player will no longer be able to talk to Akavari Commander Mishaxhi before he disappears, as the thousand-year-old ghost would reply in a normal Imperial voice discussing current events
- A long greeting from Caminalda (Brina Cross Inn) in the Mages Guild Anvil Recommendation quest if she is spoken to before renting a room will now appear; would not before due to incorrect conditions
- A piece of Maelona's (Anvil) dialog at the beginning of the Siren's Deception quest if the player heard about the Sirens before talking to her will now appear; would not before as it was unlinked
- Amusei will no longer use his imprisoned greetings for the Thieves Guild Atonement quest before he's actually imprisoned
- Amusei will now visit the guildhall for the intended two days a week at the end of the Thieves Guild questline
- Velwyn Benirus will now use the correct greeting on first meeting the player in the quest Where Spirits Have Lease depending on whether the player had heard of him from townspeople
- Tar-Meena (Arcane University) will no longer have her now-outdated main quest dialog about Mankar Camoran, the Mysterium Xarxes and the Mythic Dawn after the Main Quest is completed
NPC Fixes
- The fix for the two Ayleid "statues" near the underground entrance to the Imperial Palace will also work if the player leaves the cell and returns
- If the player opts to pay a highwayman when robbed, gold will now properly be removed from the player
- Removed unnecessary permanent Essential status from Skingrad's West Weald innkeeper Erina Jeranus; she is involved in no quests and an AI reference indicates this was (yet another) leftover from the removed Imperial Express/Courier quest
- A much longer alternate goodbye dialog from Emperor Uriel Septim that was not set up properly will now appear
- Fights should no longer break out in Olav's Tap and Tack (Bruma) due to several NPCs who frequent there missing faction memberships causing their eating to be counted as theft
- Some Imperial Legion Foresters will no longer be missing their cuirasses
- Split 51 NPC scheduled visit packages that cross midnight for specific days of the week or month due to an engine bug that causes them to duplicate the before and after midnight portion on the previous and next days
- Orok gro-Ghoth's (Chorrol), Delmar's (IC Arcane University) and Uurwen's (Cheydinhal Mages Guild) unique greetings on first meeting the player will now be used; couldn't play due to incorrect conditions
- Stablehands at all stables will now use the correct greetings when the player buys a horse rather than referring the player to the ostler to buy one as if they hadn't already
- Antoine Branck (Bravil Bay Roan Stables) and Nardhil (Chorrol North Country Stables) greeting when the player buys a bay and chestnut horse respectively will now reset properly
- Fixed Goblin Jim (the Breton shaman of the White Skin tribe) being assigned an incorrect (non-shaman) script, so his tribe did not cease attacking on his death
- The publicans Delos Fandas (The Feed Bag, IC Market District), Luther Broad (Luther Broad's Boarding House, IC Elven Gardens), Ormil (The Bloated Float, IC Waterfront) and Wilbur (The Count's Arms, Anvil) will no longer follow the player around to keep them in line-of-sight as if they were shopkeepers
- Kantav Cheynoslin and Silana Blandia (Leyawiin Chapel of Zenithar) will also no longer follow the player around to keep them in line-of-sight as if they were shopkeepers
- Larthjar the Laggard will no longer follow the player around like a shopkeeper while begging
- First Mate Malvulis (IC Waterfront) will now follow the player properly as intended if the player is close to the Marie Elena
- Enilroth (Morvayn's Peacemakers, Anvil) now has a merchant chest so that he won't wear items sold to him or bulk the save with non-resetting inventory
- Removed leftover non-functioning AI from the unfinished Imperal Express quest from several NPCs as they were interfering with their proper AI
- Corrected Engorm (Sanguine shrine) offering merchant services though he has only 5 gold, no merchant chest and nothing to sell
- Countess Arriana Valga (Chorrol) will no longer talk about herself in the third person due to missing conditions on some Chorrol rumor dialog
- Fixed a line of Torbern's (Acrobatics Training) dialog not being available because the relevant topic was never added
- Didier Aumilie (Anvil) and Istrius Brolus (Bruma) will no longer use a goodbye that was missing its audio and lip movement (had never been recorded for Breton males; was actually a leftover from early development when there were Arenas in all towns; this was actually fixed long ago but not documented in the UOP changelog)
- Salmo the Baker's (Skingrad) visits to two inns will now work (they had been deactivated as were using an unimplemented bread delivery function that would crash to desktop; changed to standard visits)
- Nord females (player and NPC) will no longer be called "snowman" by other NPCs
- Jhared Strongblade (Cheydinhal) will no longer greet the player as a Knight of the Thorn if the player isn't
- Ten named members of the guard faction will now have unique greetings that wouldn't play as their guard greetings were blocking them: Adamus Phillida, Langley, Hieronymus Lex, Servatius Quintilius, Itius Hayn, Audens Avidius, Danus Artellian, Dion, Decentius Opsius and Gerich Senarel (also fixed Itius Hayn's still not playing as it was also being blocked by his quest's greeting)
- The Countess' Bodyguard (Leyawiin castle) will now escort her properly, and the Count's Bodyguard will escort him while outside the castle
- Anvil guard captain Langley and castle steward Dairihill's bed-sharing will now work properly (beds were all owned by the guard faction she was not a member of)
- Audens Avidius and Carmalo Truand will now patrol the IC Arena district when they are supposed to, rather than returning to their start locations
- A Leywaiin day and night patrol guard will now patrol properly (were missing the AI that starts their patrol route)
- The Imperial Watch at Claudius Arcadia's house (IC Talos Plaza) will no longer stand motionless in place (AI was set up incorrectly)
- Fixed the sleep time of the night Imperial Watch in the Waterfront, which was 12 hours off
- The acolytes in the Dagon Shrine in Lake Arrius Caverns will now wander properly and not stand motionless
- Areldil will now wander in the IC Talos Plaza and Irene Metrick in the Market District properly
- Three types of Vampire Knight will now properly be members of the Knight (rather than Warrior) class
- Carahil should no longer get stuck in the Anvil Mages Guild ceiling due to a strange AI anomaly
- Hirtel and Caenlorn will now sleep as intended in The Flowing Bowl, and S'shani and Velvyn Benirus in the Count's Arms in Anvil, Logvaar in Jerrall View, Selena Orania in the Mages Guild and Jorundr in the castle dungeon jail in Bruma, Graman gro-Maradand in the upstairs of his house in the IC temple district and Vandorallen Trebatius at the Two Sisters in Skingrad after his eviction from Rosethorn Hall (couldn't reach/use their beds due to ownership/faction errors)
- Mandil, Othrelos and Winson (IC Elven Gardens District) and two of the Dark Brotherhood Murderers in the Cheydinhal Sanctuary will now sleep in their proper locations
- Graklak gro-Buglump will explore Skingrad (couldn't as AI wasn't set up properly)
- Gilen Norvalo (IC Temple District) will now sleep (his AI indicated to sleep on the wrong floor of his house, which has no bed)
- Amusei will no longer walk to the IC Waterfront to sleep unnecessarily before the Thieves Guild questline has begun
- Augusta Calidia (IC Talos Plaza District) will now sleep in her private bed at the Tiber Septim; time was conflicting her her AI to read
- Neville (Skingrad, Summitmist Manor) will no longer sleep almost constantly due to his sleep AI lacking a start time
- The three Sintav brothers will now visit the Elven Gardens on Morndas, Middas and Fridas as he package indicates rather than all five weekdays (which was blocking them from visiting the Talos Plaza)
- Carandial (Bravil) will now eat and sleep at his camp near Anutwyll when he visits there (couldn't due to an incorrect location check).
- Ren Bruiant and Jirolan Doran will now properly converse at the steps of Chorrol chapel (couldn't as AI was an incorrect type)
- Hieronymus Lex will no longer stand motionless when he is supposed be doing one section of his Anvil patrols
- Hontitar (Chorrol) will no longer constantly miss the target during his morning archery practice behind the Fighters Guild hall
- Phintias will now close The First Edition and Urbul gro-Orkulg will now close Slash and Smash (IC Market District) at the correct time on Loredas and Sundas, and Edgar Vautrine will close Edgar's Discount Spells at the correct time on Morndas, Middas and Fredas
- Parwen (Skingrad Fighters Guild) will no longer eat dinner for 6 hours due to missing default AI
- S'rathad (IC Talos Plaza) will now eat at the Bloated Float in the IC Waterfront (his AI was set as in correct type)
- Fixed Mivryna Arano's (Cheydinhal) lunch AI being set at the exact same time as her dinner
- Chapel attendance and lockup/unlock AI for Sister Angrond and Sister Phebe Jeanard (Gottlesfont Priory) will now work properly
- Ida Vlinorman will no longer interrupt her visit to Chorrol to wander back to the Imperial City Arena to gamble and then return (yet another leftover of early development when there was an Arena in Chorrol)
- Eilonwy and Orintur (Cheydinhal) will now sleep in their own house (Willow Bank) rather than the Mages Guild, as otherwise their own house was completely unused and the Mages Guild was two beds short (they also started in Willow Bank yet then immediately left and never returned, and share a sleep package no one else has, so it appears this was an oversight)
- Fixed Urjabhi and Collatinus Vedius (IC Talos Plaza district) never sleeping as there were no beds where their AI packages were indicating
- Fixed Bejeen (Leyawiin, Weebam-Na's house) never sleeping due to impossible AI conditions and Maknok gro-Coblug (Cheydinhal Riverview) never sleeping as his AI was out of order
- S'Thasa (Border Watch Inn) will no longer wander near the barrels trying to get to one of the beds in a locked room as she was never assigned her bedroll
- Gave Tar-Meena (Arcane University) an on-self spell so that she will no longer stand around doing nothing when she is supposed to practice casting
- Anguilon (Anvil) will no longer stand in place during his visit to Anvil's pond due to his AI having a zero radius
- Shagol gro-Bumph (Aleswell) should no longer rake his fence
- Reman Broder (Skingrad vineyards) should put his hoe away when he's done working, rather than eating while still holding it
- Kalthar (Leyawiin) and Selena Orania (Bruma) will now use the correct response to the Mages Guild dialog topic depending on whether the player is a guild member
- Two Mages Guild rumors about Falcar (Cheydinhal) will now appear there, and no longer be used by Mages Guild members in Skingrad
- Some Cheydinhal NPC non-quest rumor dialog should no longer appear in other towns
- A missing topic/line of dialog from Borba gra-Uzgash (Borba's Goods and Stores, Cheydinhal) will now appear regarding daedric shrines if the player read Martin's copy of The Refugees (it was neglected to make a script for the book)
- Hlidara Mothril will now be able to follow Countess Alessia Caro into the Mahei house (Leyawiin) which she couldn't due to missing faction membership
- Countess Alessia Caro will now use the proper chair when she eats dinner in Leyawiin castle (outside of the Sanguine shrine quest)
- Shum gro-Yarug will now attend to Count Janus Hassildor in Skingrad Castle's Lord's Manor in the evenings (couldn't as his AI was not set up properly)
- The daedra Kathutet, Ranyu, Orthe, and Amkaos, the Dremora Scouts and the Dremora Sigil Keeper in the Breaking the Siege of Kvatch quest, and the Dremora Kynval in the temple attack in Light the Dragonfires will now properly drop daedra hearts upon death
- The vampiric Afflicted Brethren in Gutted Mine will no longer carry their vampire dust in inventory (where it can be pickpocketed) and two of them will no longer be missing their innate spell
- The Water's Edge residents Marie Alouette, Biene Amelion, Eduard Retien and Jolie Retiene will no longer stay in their houses constantly due to their outdoor AI being the wrong type
- Rena Bruiant and Varanus Donton will now attend daily worship regardless of the state of the Canvas the Castle quest (they are not involved in it)
- Numerous Bravil NPC's using any of 8 chapel altar packages will now activate the correct altars, including Hans Black-Nail who, while activating the altar of Arkay, won't receive the blessing from the Tiber Septim altar across the chapel.
Creature Fixes
- The lich Erandur-Vangaril will now have proper health (15x the player's level, as is standard for all liches, instead of merely 15 which made for an anticlimactic battle)
- Added missing undead faction membership to Gable the Traitor (wraith in the Emma May) as he was likely to be attacked by his allies
- NPCs and the player will now properly head-track Clannfears and Daedroths instead of looking upwards where their head would be if they were standing completely upright (especially noticed with corpses)
- Ghosts and wraiths will now be immune to paralysis as they should have been (they were not given a falling-down animation so couldn't be hit when paralyzed as only their ectoplasm "corpse" had collision)
- Ghosts' ranged frost damage spell is now immune to silence as all other ghost spells are
- Ancient Ghosts' on-touch frost damage spells will no longer be both ranged and on-touch at the same time
- Mudcrabs will now have the death sounds that they should have had
- Bay, Paint and White horses will no longer return to their original location to wander instead of wandering "in place" due to incorrect AI
Item Fixes
- The player will no longer be able to give away the receipts for all player home upgrade furniture, paintings, etc. immediately after buying them; the receipts would disappear from the merchant's inventory so couldn't be bought again, and the upgrade(s) would never be installed (would also happen if the player immediately dropped them, although the upgrades would appear if they were picked up again and kept)
- Cyrodiilic Brandy will now use the unique mesh ( Meshes\Clutter\BrandyBottle.NIF ) that was designed for it and never used probably due to an oversight, rather than appearing as a generic potion (see below in Meshes); also changed its icon to a wine bottle's to reflect the change as this is the closest match to its shape
- Dropped unlit torches will no longer acquire a flame that casts no light on cell reload (such as by fast-traveling away and back)
- Merchants will now sell Steel Battleaxes properly and Iron Warhammers will be sold at level 1 (Leveled list had Steel War Axes duplicated and Iron Warhammers incorrectly starting at level 11)
- Broadhead Gauntlets, Gauntlets of Lockbreaking (Mithril), Huntsman Gauntlets, Gauntlets of Passing (Elven), Clear Sight Gauntlets and Magnifying Gauntlets (Glass) will now be carried by NPCs; were omitted from leveled lists and there were no others with equivalent effects present
- Smuggler's Boots (Mithril), Boots of the Forest Stalker (Elven) and Boots of Soft Walking (Glass) will now be carried by NPCs; were omitted from leveled lists and there were no others with equivalent effects present
- The Vvardenfell Trader's Cuirass (Mithril), Cuirass of the Farlands Trader (Elven) and Blower's Cuirass (Glass) will now be carried by NPCs; were omitted from leveled lists and there were no others with equivalent effects present
- Elven shields and Orcish shields have been changed places in the leveled lists; light Elven were erroneously in the Heavy lists and heavy Orcish were in the Light lists
- The (Dwarven) Arrow of Savage Frost and Arrow of Silence will have the correct (Dwarven) in-game model and icon, not those of iron arrows.
- The Cursed Mace (from the Molag Bal shrine quest), and the daedric arrows Arrow of the Inferno, Arrow of Winter, Arrow of Storms, and Magebane Arrow will now ignore normal weapon resistance as all other daedric weapons do.
- Added six types of War Axes with Soul Trap effects that were missing from leveled lists so that NPCs will now carry them
- Corrected the Armor Rating value for all fur shields being only one-third what it should have been (2.00 rather than 6.00; for all other armors the shield's AR is 1.2x the value for the cuirass.) Affected shields are: Eagle Feather Shield, Fur Shield (normal and Arena varieties), Mudcrab Shield, Salamander Scale Shield and Tiger Fang Shield
- Corrected the damage for the Rusty Iron Dagger found in the tutorial dungeon from 5 (which is the damage of a proper Iron Dagger) to 3 (which matches all other Rusty Iron Daggers), its health from 60 to 35 and value from 5 to 2 (which also matches all other Rusty Iron Daggers)
- Corrected the damage for the Rusty Iron Bow from 8 to 6, its health from 90 to 56 and its value from 10 to 3 which brings it in line with all other rusty weapons; the proper Iron Bow has a damage of 8, and other rusty weapons' health is half that and value one third that of the proper (this item is only found in the tutorial dungeon)
- Corrected the damage for the Rusty Iron War Axe from 5 to 6 which brings it in line with all other rusty weapons
- Corrected the damage for the Arrow of Discord from 9 to 4 which applies the -5 penalty all other area-effect arrows have
- Corrected the weights of normal and enchanted silver claymores from 38 to 32, bringing them in line with other silver weapons in relation to other weapons (Silver Claymore, Claymore of Curses, Claymore of Depletion and Claymore of Dispel)
- Corrected the weights of normal and enchanted steel battle axes from 35 to 34, bringing them in line with other steel weapons in relation to other weapons (Steel Battle Axe, Battle Axe of Burning, Battle Axe of Diminishing, Battle Axe of Jolts, Battle Axe of Numbing and Battle Axe of Seduction)
- Corrected the weight of the Fine Steel Dagger from 3.5 to 3.6. bringing it in line with other fine steel weapons
- Corrected the weight of dwarven arrows from 0.15 to 0.1 (which matches all all other arrows including enchanted dwarven)
- Corrected the value of enchanted silver longswords from 80 to 125 as they weren't even worth as much as an unenchanted one, unlike all other weapons (Longsword of Depletion, Longsword of Dispel, Longsword of Frost {Martin's}, Longsword of Jinxing and Longsword of Sapping)
- Corrected the speed of the Akaviri Warblade from 0.9 to 1 which matches all other Akaviri weapons
- Corrected the health of the enchanted iron Daggers of Embers, Frost, Pacification, Sparks and Weariness from 360 to 70
- Fixed the following orcish armor using the chainmail mesh and/or icon on female players: Swamp Boots, Peak Climber's Boots, Storm Stomper Boots, Battlehunter Gauntlets, Warmaster Gauntlets, Gauntlets of Brutality, Savage Gauntlets, Snowblind Gauntlets, Gauntlets of Survival, Greaves of the Warmonger, Fire Ritual Greaves, Greaves of the Unstoppable, Magekiller Greaves, Battlehunter Helmet, Shaman Helmet, Darksplitter Helmet and Helmet of the Drowned (were actually fixed long ago but not documented in the UOP changelog)
- The unique Gauntlets of Gluttony will no longer look like iron gauntlets in inventory and when dropped, though they are orcish when worn (internal name indicates this as well)
- The Mountaineer's Shield will no longer inexplicably also take up the tail slot in addition to the shield slot
- Fixed Tutorial dungeon Rough Leather Greaves (name was already corrected from Leather Greaves to match the rest of the set) using the male mesh when worn by female players
- As was done already with other similar items (such as the Ring of Wortcraft) fixed the Fortify Alchemy enchantment of the Ring of Wizardry, Base Ring of Alchemy, Ring of Alchemy and Grand Ring of Alchemy so that their Fortify Alchemy effect works (NOTE: exit out of menu mode after wearing them in order for them to take effect; the Fortify Alchemy effect on the character sheet will show twice for each item and its value will be twice the true value, but this is the only way to get it to work properly)
- Corrected the magnitude of the Fortify Health enchantment of the Base Ring of Health, Cuirass of the Bear and Ironheart Cuirass from 15 to 10
- Corrected the reversed enchantment magnitudes of the Ring of Firewalking and Grand Ring of Firewalking (was actually fixed long ago but not documented in the UOP changelog)
- Corrected the reversed enchantment magnitudes of the Staff of Sundering and Greater Staff of Sundering
Texture Fixes
- Added missing alpha channel to the Goblin Shaman helmet/cape texture ( ShamanHelmet3.dds ).
- Corrected typo in Kvatch castle bedspread normal map ( to KvatchBedspread_n.dds ).
- Fixed green artifacting on daisy and tiger lily planters ( PlanterDaisySU.dds and PlanterTigerLily01SU.dds ).
NIF Mesh Fixes - Creatures
- Fixed liches being completely helpless, unable to cast spells or engage in hand-to-hand combat, if their staff was dropped or destroyed ( HandToHandEquip.KF, HandToHandIdle.KF, HandToHandStagger.KF, HandToHandUnequip.KF )
- Corrected texture distortion on the back legs of deer ( Meshes\Creatures\Deer\Skeleton.NIF )
NIF Mesh Fixes - Statics and Clutter
Updated
- Eliminated flickering on the turnable page of the book animation object used by NPC's ( GenericBook.NIF ) as it had the exact same co-ordinates and was a duplicate of the page underneath it (this was indicated to be fixed previously but wasn't for some reason)
- Closed several hollow beams in the ceiling of castle dungeon prison cell piece PrisonDrunkTank02Room.NIF ; although this was already in the UOP the wrong version may have been included as there were so many obvious errors still present that had been indicated to be fixed before
- Closed a tall, narrow seethrough gap on the sides of the Bruma castle keep ( CastleKeepBruma.NIF )
- Closed a large gap at the corner of the bar area, a seethrough beam and a small seethrough gap in the skirting by the load door in the Five Claws Lodge in Leyawiin and the Border Watch Inn ( LeyawiinHouseIntL07.NIF )
- Moved offset Havok collision allowing looking through the front wall of LeyawiinHouseLower01.NIF (also finally fixed the offset collision of the porch supports properly)
- Closed a gap in the Anvil Fighters Guild exterior introduced when optimizing it ( AnvilFightersGuild01.NIF ).
- Closed a seethrough gap at the apex and fixed incorrect ceiling texture on castle interior piece CastleIntTransistionRWay02.NIF [sic]
- Closed a gap in CastleWallRiverGate01.NIF at the top introduced when optimizing it.
- Corrected Havok collision type on upper-class shelves UpperWallShelf01-03.NIFs and optimized from 175KB to 173KB in total
- Corrected the BSX Havok flags on lower-class bench LowerClassBench01.NIF (were not needed as it is static)
- Fixed ill-fitting Havok collision at the top of SkingradCastleWall01.NIF
- Corrected the collision type on blank parchment ( Parchment01.NIF )
- Corrected the Havok collision type on three middleclass planters MiddleClassPlanter01-03.NIF and optimized from 128KB to 124KB in total
- Closed some more small gaps in the exterior LeyawiinMagesGuildHouse.NIF; also made AWLS-compatible
- Optimized and removed junk info from added Anvil Castle distant LOD meshes ANCastleComplete01_far.nif, UOPANCastleComplete01.NIF and UOPANCastleTower01.NIF from 40.5KB to 25.5KB
- Removed some extraneous data (unparented properties) from the improved missing mesh marker ( Marker_Error.NIF )
Newly Added
- Fixed double-layer land underwater in Niben Bay, distant-land tears and other graphic problems with 25 regenerated landscape LOD files ( Meshes\Landscape\LOD\60*.NIF ); future updates may be found here
- Corrected the Z-axis (up-down) offset on the newly used Cyrodiilic Brandy bottle Meshes\Clutter\BrandyBottle.NIF so that existing instances of the item don't have to be moved
- Fixed the tip of the largest stalagmite on cave piece CrmCornerInside01B.NIF (685 instances) being hollow/seethrough due to UV mapping into an alpha area. and optimized from 85KB to 75KB
- Removed an overlapping mistextured triangle on tutorial dungeon floor piece IDFloor2WayNoCol01D.NIF (also used in three other IC dungeon areas)
- Fixed the tutorial sewer exit mesh so that the background isn't visible in fog ( SewerExitGateExterior01.NIF )
- Corrected oversized Havok collision at the sides of ICAUWallHouse01.NIF preventing harvesting of nearby flora
- Corrected Havok collision type on easels ( Easel01.NIF ) and optimized from 66KB to 51KB
- Corrected Havok collision type on six canvases ( MS14Canvas01-5.NIFs, UniqueCanvas01.NIF )
- Corrected Havok collision type on seven candle meshes ( CandleFat01-3.NIFs and CandleSkinny01-04.NIFs )
- Corrected Havok collision type on three book meshes ( MessengerDiary.NIF, MysteriumXarxes.NIF and TomeOfUnlife.NIF ) and optimized from 53KB to 49KB in total
- Corrected Havok collision type on the Cheydinhal and Chorrol thrones ( CastleThroneCheydinhal.NIF and CastleThroneChorrol.NIF ), changed collision mesh type to MOPP for greater efficiency and optimized from 91KB to 82KB and 87KB to 82KB respectively
- Corrected Havok collision type on middle-class bookshelves MiddleBookShelf02.NIF and MiddleBookShelf05.NIF and optimized from 71KB to 68KB and from 95KN to 90KB respectively
- Corrected Havok collision type on middle-class lectern MiddleLectern02.NIF and optimized from 53KB to 44KB
- Corrected Havok collision type on the Mages Guild Council table ( MagesTableRound01.NIF ) and optimized from 58KB to 54KB
- Corrected Havok collision type on castle dining furniture pieces CastleDiningChairHigh01.NIF and CastleDiningTable01.NIF and optimized from 266KB to 265KB and 280KB to 254KB respectively
- Corrected Havok collision type on farm clutter items FeedingStall01.NIF, Oar01.NIF, Pickaxe01.NIF, Pitchfork01.NIF, Scythe01.NIF, Shovel01.NIF and Yarn01-02.NIFs and optimized from 244KB to 213KB in total
- Corrected Havok collision type on broken chest MiddleChestBrokenBottom03.NIF and optimized from 104KB to 96KB
- Corrected Havok collision type on three lower-class bed meshes LowerClassBed01-03.NIFs and optimized from 386KB to 329KB in total
- Corrected Havok collision type and BSX Havok flags on lower-class chair mesh LowerClassChair02.NIF
- Corrected BSX Havok flags on lower-class stool and optimized from 95KB to 81KB
- Corrected Havok collision type on middle-class desk MiddleDesk01.NIF and optimized from 106KB to 77KB
- Corrected Havok collision type on upper-class stoneware UpperBowlCeramic01.NIF, UpperPlateCeramic01 and UpperTankardCeramic01.NIF and optimized from 70KB to 65KB in total
- Corrected Havok collision type on upper-class display case UpperClassDisplayCaseBlue02.NIF and optimized from 202KB to 183KB
- Corrected Havok collision type on the fabric rack ( FabricRack01.NIF ) and optimized from 113KB to 96KB
- Corrected incorrect texture path on the Barbas (Clavicus Vile's dog) statue ( DAClavicusDogStatue.NIF ) causing it to be all-white.
NIF Mesh Fixes - Clothing, Armor and Weapons
Updated
- Improved fixes for silver dagger, shortsword and longsword scabbard texturing ( Meshes\Weapons\Silver\Dagger.NIF, Longsword.NIF and Shortsword.NIF )
Newly Added
- Restored missing ground mesh for female Belted Braies pants ( Clothes\LowerClass\08\F\Pants_gnd.NIF )
- Fixed dwarven gauntlets ( Meshes\Armor\Dwarven\M\Gauntlets.NIF ) clipping through the player's hands in first-person view.
Placement, Layout, and Ownership Fixes
- The player will no longer be able to sit on the overturned stools in the Five Claws Lodge in Leywaiin during the Fighter's Guild quest Drunk and Disorderly
- NPCs should no longer fall through the Talos Bridge (from the Imperial City to Weye)
- The boss-level chest in Lost Black Rock Chasm will now contain the proper amount of gold (minimum 1,766); was not appearing due to an engine bug with leveled lists
- The player will no longer be able to walk over the hole behind Arvena Thelas' house in Anvil (would float over it)
- Replaced the six individual steel arrows on the floor in Honditar's house (Chorrol) with a quiver of six arrows; when the player picked the individual arrows up due to an inventory stacking bug with stolen items they could be duplicated indefinitely just by selecting them.
- Replaced the altar in Cadlew Chapel with a static one; the altar is covered with severed arms and the blessing couldn't hit the player, but the message would still appear that the player was blessed, and then further blessings from normal altars wouldn't work for a day
- The chest in the tutorial dungeon containing the rusty iron armor will no longer be missing the gauntlets, and the skeleton with the rough leather gear will no longer be missing the helmet and gloves (the missing items have the tutorial script attached, but were not used anywhere in it, so they do appear to be oversights that they were missing)
- Disabled a buried wall at Dasek Moor
- Moved a duplicated-in-place Welkynd Stone in Wendelbek to a new holder
- Aligned a misplaced fort ruin piece in Pale Pass
- The two undead in the upper level of Vahtacen will no longer be able to notice and start combat with the player and/or Denel even though they are behind stone walls
- Corrected a portcullis in the Mouth of the Serpent (Pale Pass) being a static, so it couldn't be opened and the chest beyond it was unreachable
- Grounded a flying cup on a shelf in Amantius Allectus' house upstairs (IC Temple District)
- Moved a candle that was far outside the playable area at the Anvil Mages Guild
- Moved a couple of Cinnabar Polypores out of their tree in Tamriel cell -20,3
- Dungeon music will no longer play when outdoors in the vicinity of Fort Sutch
- The torches at the front doors of the Leyawiin Fighters Guild, the fireplace in The Flowing Bowl (Anvil), and the fires outside of White Stallion Lodge (Leyawiin) and at Caradil's camp near Anutwyll will now cast light
- Corrected the ownership of counts'/countesses' thrones in all castles as the player could sit on them, even right in front of the count(ess) and their guards with no repercussions
- Corrected the ownership of the beds in Uuras the Shepherd's and Tamika's houses (Skingrad), Shelley's bed in the Cheydinhal Bridge Inn basement, Corrick Northwode's bed in Harm's Folly, and S'Thasa's bedroll in the Border Watch Inn so that the player can't sleep in them (the latter was actually fixed long ago but not documented in the UOP changelog)
- On the offchance it will affect the incorrect owners' AI, corrected the ownership of the four horses in Brindle Home to its residents, rather than Cheydinhal residents (may have been copy/pasted from there)
Audio Fixes
- Corrected audio and subtitle for four lines of dialog that referred to Riverview (Cheydinhal) as "Riverside"
- Created completely missing audio for a line of dialog of M'aiq the Liar
- Created audio and a dialog entry with conditions for Mazoga the Orc quest failure if the player murdered Weebam-Na, as otherwise Count Marius Caro only had dialog blaming the player for Mazoga's death, even if she was still alive in the same room
- Added corrected audio and subtitle dialog for two lines from Tivela Lathandas (Cheydinhal) as she was referring to both male and female players as "muthsera" (Dunmer equivalent of "madam")
- Corrected audio and subtitle for Lucien Lachance calling the player "Brother" or "Sister" even before they join the Dark Brotherhood
- Corrected audio and subtitle for an instance where Modryn Oreyn refers to the Blackwood Company as the "Blackheart Company"
- Corrected audio and subtitle on a line of dialog from Athrelor (Kvatch) indicating that he's "open for business" whereas there's no other hint he was ever intended to offer merchant or other services
- Corrected audio and subtitle for three lines of Imperial and Breton IC rumor dialog that confused Irene Metrick with Ida Vlinorman (another for Redguards couldn't be fixed satisfactorily so will just not be heard)
- Corrected audio and subtitle for a Skingrad rumor about Agnete the Pickled for female Argonians and Khajiit that was slightly off from the subtitle (the male one matched).
- Corrected audio and subtitle for Corrick Northwode in the Revenge Served Cold quest saying that Exhausted Mine is southeast of Harm's Folly (it's southwest)
- Corrected audio and subtitle for Mercator Hosidus in the Mages Guild Ulterior Motives quest saying that the meeting place is north of Cursed Mine (it's south)
- Corrected audio and subtitle for a line of dialog from Boderi Farano saying that Dovyn Aren lives in the Market District (it's the Elven Gardens)
- Corrected audio and subtitle for Malene saying Aleswell is northwest of the Roxey Inn (it's directly west)
- Corrected audio and subtitle on four more lines of dialog that referred to Mandil as male
- Corrected audio and subtitle on four lines of dialog that referred to Jantus Brolus as male
- Moved a line of Ocheeva's (Dark Brotherhood) conversational dialog (audio and subtitle) as it was in the wrong branch
- Fixed audio and subtitle of a line of dialog from Alberic Litte indicating that Athragar sells a powerful "frost" spell; although he trains in alteration, he sells only powerful conjuration spells
- Fixed audio on Varnado's greeting (IC Market District) where he pronounced his name "Varnardo"
- Fixed outtake line of elven female Thieves Guild rumor in Leyawiin regarding Adharji's Heirloom if the player triggered the Blood Price
- Fixed an outtake line of male Imperial Mages Guild Arcane University conversation regarding a breakthrough
- Corrected audio on a Nord male line of dialog on joining the Fighters Guild that was different from all others and incorrect (didn't match its subtitle either)
- Corrected audio on a Nord male line of dialog referring the player to an incorrect NPC to start the Forlorn Watchman quest that was different from all others (also didn't match its subtitle either)
- Replaced a line of dialog for Tolger (Temple of the Ancestor Moth; also a Nord male) in the Thieves Guild Turning a Blind Eye quest as it was being read in a completely different voice
- Corrected audio files for boar footsteps as they were duplicated (two footfalls playing per step taken)
- Fixed minotaur footsteps being far too quiet for their size
- Corrected the falloff for dog and wolf yelps so that they can be heard in the distance properly
- Corrected the music in the upstairs of Nerastarel's (abandoned, haunted) house in Skingrad to dungeon type, which matches the ground floor
Text Fixes
- Corrected cell/map marker name "Timberscar Hollow" -> "Timberscar Cave" as it is called the latter five times in dialog and four times in journal, but the former not at all except for the place itself
- Corrected subtitle in Seed-Neeus gretting MS45_GREETING_000280C5_1: "I'm don't" -> "I don't"
- Corrected journal text in Paranoia (MS48 stages, 51, 52, 53) : removed ", as Glarthir requested" as the player can murder the three targets before Glarthir requests it, receive these stages and complete the quest
- Corrected journal text in The Wayward Knight (MS13 stage 115) : "with 200 gold" -> "in gold." (the gold reward is levelled and never exactly 200; "in gold" matches an equivalent stage of the same quest)
- Corrected the title of the note placed in the Thieves Guild Misdirection quest: "Note from Gray Fox" -> "Note from The Gray Fox"
- Corrected subtitle in Heinrich Oaken-Hull's greeting NQDAnvil_GREETING_0003E09B_1 : removed ", the Serpent's Wake," to match the audio (the Serpent's Wake is not his ship as the captain is dead so it appears that the audio was corrected but the subtitle neglected).
- Corrected subtitle in Dervera Romalen's Cheydinhal topic dialog NQDCheydinhal_CheydinhalTopic_0004E88B_1 : "shall the twain" -> "the twain shall" to match the audio.
- Corrected subtitle in Skingrad Jailor dialog TG06Atonement_TG06OpenDoor_0000C20A_1: "have to" -> "gotta" to match the audio
- Corrected subtitle in Skingrad beggar Foul Fagus dialog TG06Atonement_TG06GetIntoDungeons_0003D803_1: "dungeons" -> "dungeon" to match the audio
- Corrected subtitle in Atabha dialog Horses_GREETING_000541D1_1: "Cat Face" -> "Cat-Face"
- Corrected subtitle in Elisa Pierrane dialog ArenaDialogue_GREETING_000C456C_1: "Roderick" -> "Roderic"
- Corrected subtitle in Skingrad rumor dialog NQDSkingrad_INFOGENERAL_0003C248_1 and NQDSkingrad_SkingradNQDResponses_0003C1F5_1: "Ambrose" -> "Ambroise"
- Corrected subtitle in Brother Holger dialog TG08Blind_TG08ShowEntrance_000983AB_1: "to" -> "too"
v3.3.7 - Hotfix (2011-07-17)
- Fixed an error with the BanditBossWanderExterior package. It was only meant to have changed for Black Brugo but was used by other marauder NPCs as well.
- Grounded a floating sack and a floating barrel in the Market District Warehouse basement cell.
v3.3.6 (2011-07-08)
Mesh Fixes
- Added missing Havok collision on the Chorrol house for sale sign CitySignsChorrol.NIF
- Optimized oversized Havok collision on statues GarridanFrozen.NIF, ICDragonStatue01.NIF, StatueGodAkatosh01.NIF, StatueGodArkay01.NIF, StatueGodDibella01.NIF, StatueGodJulianos01.NIF, StatueGodKynareth01.NIF, StatueGodMara01.NIF, StatueGodSeptim01.NIF, StatueGodStendarr01.NIF, StatueImperial02-5.NIFsStatueLeyawiin01.NIF, StatueTownBruma01.NIF and StatueTownCheydinhal01.NIF reducing in size from 6.35MB to 4.87MB in total
- Corrected misaligned Havok collision at the top of BravilCastleTower01.NIF (normally inacessible) and optimized from 155KB to 134KB
Quest Fixes
- If the Paranoia quest (MS38) terminates with Glarthir's death, Skingrad residents will no longer talk about him as though he were alive.
- Fame rewards for Blood of the Daedra, Blood of the Divines, Paradise, and Origin of the Gray Prince are never applied.
- Fame reward for Imperial Corruption is never applied, however the fix cannot be reliably used for a save in which the quest is already done since Audens could be killed by someone other than the player. There is no way to detect who killed an NPC after the fact.
- The infamy award for Affairs of a Wizard is never properly applied.
- In Ahdarji's Heirloom, Amusei is removed from the Leyawiin faction twice, and added to the Skingrad faction twice. This results in a bug in which he ends up in the wrong city factions at the end of the quest.
- If the initial Thieves Guild quest is completed by stealing Rohssan's sword, the journal entries where Armand gives you the guild rules are never called because they don't exist for that quest stage.
- Fixed a bug where if the player unlocks Amusei's jail cell in Leyawiin before offering him a lockpick the quest will not proceed until the offer is made.
- Garrus Darelliun will be marked essential until Corruption and Conscience begins, as was done with the other involved NPCs already.
- The last stage of Information at a Price will no longer try to restart the Vampire Cure quest for no apparent reason (it already starts on a new game anyway)
- During "Spies" Jeral's body is not always unmarked as a quest object and the corpse will therefore never be cleaned out of the game.
- Cheydinhal's non-quest dialogue conditions were not properly restricting their use to the city's faction members.
- Volanaro (Bruma Mages Guild) will no longer lose his essential status at the end of the Bruma Recommendation quest, as otherwise if he died long enough before the A Plot Revealed quest that his corpse disappeared, it would still reappear during A Plot Revealed
- During the DB Purification quest, Telaendril's body was not clearing it's quest item flag and therefore the corpse would never be cleaned out of the game.
- The Chorrol castle key will no longer remain a quest item after the Canvas the Castle quest is completeted.
- In Ultimate Heist, if the player attacks the Blind Monks in the Imperial Palace, this will now expel the player from the Thieves Guild and end the quest as it was supposed to.
- During Ultimate Heist, even if the player was not sneaking, it was possible to steal Savila's Stone without being detected.
- Prevented the Unexpected Voyage quest from starting if either Ormil or Graman gro-Marad are dead, which would leave it unfinishable with the player stuck at sea.
- The Sanguine shrine quest will now stop properly once it has been completed.
- In the Permanent Retirement quest (Dark Brotherhood), if Adamus Phillida is attacked without using the Rose of Sithis while swimming, he will put his armor back on.
- The reward chests for both the Two Sides of the Coin and The Forlorn Watchman will now be populated with items leveled for when the player actually completes the quests, rather than for when they were started or level 1.
- In the Information Gathering quest (Fighters Guild) if the player accidentally kills Ajum-Kajin during the interrogation, this will now advance the quest as intended.
- Numerous dialogue conditions have been fixed, and several missing dialogue entries were added which already had recorded voice files.
Note: Fame and infamy fixes will be auto-corrected. Users of mods like Oblivion XP may find themselves suddenly gaining several experience point bumps. This is expected, as they are points you should have received but didn't due to the buggy way the game was trying to modify them.
NPC, Creature, and AI Fixes
- After Through A Nightmare, Darkly, Henantier never loses his quest object flag so if he's killed afterward, his body will never clear out.
- Removed the broken ImpEx AI packs from several NPCs who have broken routines because of them.
- AI pack AnvilDailyWorshipUlfgarOneEye8x4 has been changed to start at 10am so his sleep package doesn't override it.
- AI packs BravilDailyWorshipMarz16x4, BravilDailyWorshipMarz8x4, and LeyawiinDailyWorshipOnStayaSundew8x2 had conditions on them which restricted proper use.
- Isa Raman has an extra package in her schedule that can never be executed and is not needed.
- AI pack ChorrolDailyWorshipAlbericLitte6x2 was never assigned to Alberic.
- AI pack SkingradDailyWorshipGunder20x2 was never assigned to Gunder.
- Several NPCs who have the "quest item" flag never lose it upon their death or after their AI no longer needs priority processing. These flags will now been removed at the appropriate times.
- First Mate Filch seems to find himself in the Tiber Septim Hotel a lot for no real reason. His AI pack has now been swapped for one that will return him to his ship. No more spontaneous fights in the hotel now because of his super aggression.
- A script has been included that will fire once for OBSE users that will bring respawn and low level processing flag fixes into an existing save. This script will be ignored if OBSE is not installed.
- Alessia Caro's AI packs governing her trip to Chorrol have now been fixed properly.
- Quill-Weave's AI packs have been rearranged so her trip to Chorrol will work properly.
- The Gray Fox idle animations will suspend while in menu mode.
- Lerexus Callidus, Captain Montrose, and Garrus Darreliun all had respawn flags when they shouldn't have. (This change will not take effect on a save with the UOP already installed.)
- Tivela Lythandas is missing her script for death handling.
- The dead version of Irlav Jarol has the correct clothing.
- Jakben Imbel did not drop vampire dust as expected when killed.
- Vicente Valtieri will now drop vampire dust upon death and is capable of transmitting his disease during combat.
- Winson will now sleep in his proper quarters.
- Othrelos will now sleep in his proper quarters.
- Mandil will now sleep in her proper quarters.
- Areldil has been made a mid-level security trainer in accordance with existing rumor dialogue indicating he should be one.
- Malintus Ancrus will now properly offer his mid-level security training.
- Kud-Ei will now properly offer the upper level illusion training she should have been.
- Valus Odiil should have been the missing advanced level heavy armor trainer.
- Danus Artellian was not a member of the Skingrad guards despite having the uniform.
- After the conclusion of The Wayward Knight quest, Bremman Senyan will no longer continue to follow Farwil everywhere.
- The dead version of Arnora should not have had an active script being processed which could disrupt the quest flow.
- The Afflicted Brethren in the Azura shrine quest will now drop their vampire dust at death rather than carrying it as inventory. Two of them were also missing their curse spell.
- The YvaraChannitteDailyAudience AI pack will only trigger when the countess is actually present in the Bruma castle so Yvara won't follow her off to the chapel during the MQ.
- Burz gro-Khash's afternoon sparring session at the Cheydinhal Fighters Guild will now work properly (AI had been set to the wrong type)
- Bravil residents Brokil gro-Shatur, Olava the Fair, Dro'Nahrahe and Fathis Aren will now visit the Lucky Old Lady statue daily as was intended (except when the Dark Brotherhood quests Following A Lead or Honor Thy Mother are active)
- Jean-Pierre Lemonds (Bravil) will now have a bow (his class is Sharpshooter, he had arrows already, and he would go hunting with no weapon).
- In the Mages Guild quest Ulterior Motives, Mercator Hosidus will now consistently be wearing his necromancer robe when he confronts the player, and his class has been corrected to Necromancer so he will have access to the expected spells.
- Gan Luseph and Tsavi both need chapel keys to access locked areas their routines send them to, but they never got those keys.
- Improved the fix to the Guard class: restored the Marksman skill, and removed Athletics so that Light Armor skill can remain (note that the MMM check in the scripting will only take effect on a new game).
- The LeyawiinGuardCountessAudience8x10 AI pack was set to the wrong type, and was also allowing thie affected NPC to follow the countess wherever she went.
- The BravilSundayHunt AI pack was set to locate the wrong item type for its purpose.
- AI pack HorseWanderCurrent mistakenly had affected horses returning to wander near their editor locations.
- AI pack MS23GilenSleep2x8 has the NPC sleeping in the wrong part of the house.
- AI pack ICElvenGardensMWF10x7 actually had NPCs using it 5 days a week instead of the intended 3.
- AI pack TrainerICMarketDistrictMWF13x7 had no radius assigned.
- AI pack ICTalosPlazaDistrictMTWTF0x6 had no radius assigned.
- AI pack ICWaterfrontFloatedBloatMTWTF20x2 was set to the wrong type.
- AI pack MythicDawnRandomWander was set to the wrong type.
- AI pack CastaScriboniaOakCrosierEar20x2 had the wrong time set, causing a clash with another AI pack in her schedule.
- AI pack AudensRoundsArenaWestGate mistakenly had the NPC wandering at their editor location.
- AI pack MQ11UlrichLelandBrumaSleep left Ulrich sleeping in Bruma past the end of the battle quest.
- AI pack MQ12MartinPlaceStone can sometimes fail as a "use item at" package and has been changed to a travel package.
- AI pack ChorrolChatChapelSteps12x4 was set to the wrong type.
- AI pack Dark08MatildeNeville incorrectly targeted the base NPC record rather than the in-game reference.
- AI pack SkingradShumgroYarugWaitOnCount incorrectly targeted the base NPC record rather than the in-game reference.
- AI pack ChorrolChatChapelSteps20x4 was set to the wrong type.
- AI pack ChorrolChapelSundayWorship10x2 had condition checks for Canvas the Castle when it shouldn't have.
- AI pack FGWatersEdgeExteriorExplore was set to the wrong type.
- AI pack LeyawiinGuardEscortCountOutsideCastle was not provding escort properly for the count while outside.
- AI pack Dark08NelsStagger did not have proper flags set on it.
- AI pack CheydinhalMGDeetsanWanderBottomFloor12x4 was set to the wrong type.
- AI pack AmuseiSleepWaterfront6x6 was missing conditions to prevent Amusei from trying to walk all the way to the Waterfront to sleep each night if the thieves guild quests hadn't advanced far enough yet.
- AI pack ICWatchClaudiusHouseWander2 was set to the wrong type.
- AI pack LeyawiinCastleDinnerAlessia was using the wrong chair.
- AI pack SkingradWanderMarket10x4 was set to the wrong type.
- AI pack DarkFirstMateAmbush was targeting the base player object instead of the player reference.
- AI pack AugustaRead was set to the wrong time causing a clash with the sleep package.
- AI pack Dark08NevilleSleep1 was set to the wrong time.
- AI pack Dark08DovesiShadow targeted the base NPC record rather than the NPC reference.
- AI pack MS09JorundrSleepsJail was set to the wrong type.
- AI pack BuntaraBegAtTempleSouth, BuntaraBegAtTempleNorth, TG07LexAnvilCourtyard16x2, and BravilGuardEat16x2 were set to the wrong type.
- AI pack LarthjarBegAtMainGate and LarthjarBegAtPalaceGate had incorrect flags set.
- AI pack Dark19Sleep2 and Dark19Sleep3 were using the wrong room for sleeping.
- AI pack OcatoSleep0x8 had impossible conditions set.
- AI packs BravilDailyWorshipMorningUseAltarZenthar, BravilDailyWorshipMorningUseAltarMara, BravilDailyWorshipMorningUseAltarAkatosh, BrumaDailyWorshipEveningUseAltarDibella, BrumaDailyWorshipMorningUseAltarZenthar, BravilDailyWorshipMorningUseAltarArkay, BravilDailyWorshipMorningUseAltarDibella and BravilDailyWorshipMorningUseAltarStendarr were using the wrong altars.
- AI pack BrumaMGSelenaOraniaSleep1x7 was set to the wrong type.
Item Fixes
- EnchDwarvenWarhammerBurden, EnchDwarvenWaraxeDamLuck, EnchDwarvenMaceDamWillpower, CGClub, and EnchSteelMaceBurden should not be flagged to ignore weapon resistance.
- EnchIronDaggerDraFatigue, EnchIronDaggerEmber, EnchIronDaggerPacification, EnchIronDaggerShiver, and EnchIronDaggerSpark all have incorrect health values set.
- Elven Gauntlets do not hide rings as they are supposed to.
- Blades Gauntlets do not hide rings as they're supposed to.
- The waterfront tax record item found in Dareloth's house after the Thieves Guild quest should not be a quest item or have a script attached.
- Elven shields are erroneously part of the heavy shield leveled list. Orcish shields were left out.
- EnchMithrilGauntletsFortMarksman, EnchMithrilGauntletsFortSecurity, EnchElvenGauntletsFortMarksman, EnchElvenGauntletsFortSecurity, EnchGlassGauntletsFortMarksman, and EnchGlassGauntletsFortSecurity were all left out of the LL0NPCArmor0MagicLightGauntlets100 list.
- EnchMithrilBootsFortSneak, EnchElvenBootsFortSneak, and EnchGlassBootsFortSneak were left out of the LL0NPCArmor0MagicLightBoots100 list.
- EnchMithrilCuirassFortMercantile, EnchElvenCuirassFortMercantile, and EnchGlassCuirassFortMercantile were left out of the LL0NPCArmor0MagicLightCuirass100 list.
- EnchMithrilBootsFortSneak, EnchElvenBootsFortSneak, and EnchGlassBootsFortSneak were left out of the LL0NPCArmor0MagicLightBootsLvl100 list.
- EnchMithrilCuirassFortMercantile, EnchElvenCuirassFortMercantile, and EnchGlassCuirassFortMercantile were left out of the LL0NPCArmor0MagicLightCuirassLvl100 list.
- EnchMithrilGauntletsFortMarksman, EnchMithrilGauntletsFortSecurity, EnchElvenGauntletsFortMarksman, EnchElvenGauntletsFortSecurity, EnchGlassGauntletsFortMarksman, and EnchGlassGauntletsFortSecurity were all left out of the LL0NPCArmor0MagicLightGauntletsLvl100 list.
- EnchElvenGauntletsFortMarksman, EnchElvenCuirassFortMercantile, EnchElvenGauntletsFortSecurity, and EnchElvenBootsFortSneak were left out of the LL0LootArmor0MagicLight5Elven100 list.
- EnchGlassGauntletsFortMarksman, EnchGlassCuirassFortMercantile, EnchGlassGauntletsFortSecurity, and EnchGlassBootsFortSneak were left out of the LL0LootArmor0MagicLight6Glass100 list.
- EnchMithrilGauntletsFortMarksman, EnchMithrilCuirassFortMercantile, EnchMithrilGauntletsFortSecurity, and EnchMithrilBootsFortSneak were left out of the LL0LootArmor0MagicLight4Mithril100 list.
- The Poisoned Apple's script effect will be removed upon an NPC's death to prevent the effect sticking to NPCs that respawn (such as guards) as they would immediately die again repeatedly.
Placement, Layout, and Ownership Fixes
- An item duplication glitch has been fixed in a locked container inside Glarthir's house.
- Anvil guard captain Langley and castle steward Dairihill's bed-sharing will now work properly (beds were all owned by the guard faction she was not a member of)
- Added a missing bed to Gilen Norvalo's Private Quarters, and a missing bedroll to Jearl's house (Bruma) and the Chorrol Fighters Guild basement to allow NPCs to be able to sleep when they were supposed to.
Text Fixes
- Corrected overlay text for the Skingrad town signs "SkinGrad" -> "Skingrad"
- Corrected gender-bender in book "Guide to Skingrad": "the town smith openly refers to himself as 'Agnete the Pickled'" ("himself" -> "herself")
- Corrected error in book "Guide to Chorrol" which stated: "Alessia Caro has been a good husband to Count Marius of Leyawiin" ("husband" -> "wife")
- Corrected journal text in The Wayward Knight (MS13 stage 50) : "Breton" -> "Imperial" (referring to Bremman Senyan).
v3.3.5 - Minor Update (2011-03-17)
- Removed StaffofDisintegrateWeaponLesser from LL1NPCStaff2Greater100.
- Shortsword of Paralysis had an incorrect enchantment value of 800 that should have been 1600.
- Staff of Calm had an enchantment value of 1600 when it should have been 1200.
- Staff of Sundering and Greater Staff of Sundering had their enchantment values reversed.
- Fixed crash to desktop that could occur after renting a room at several inns (one of which is Jerall View in Bruma) which also will resolve room rent never resetting so the bed remained usable for the rest of the game.
- Several inns had no trigger object to reset rent variables and thus the player could rent the rooms indefinitely.
- Improved the fix for the door to the Old Way in the Ultimate Heist by restoring the original door and locking it until required.
- Fixed a few more inconsistent weapon names.
v3.3.4 - Minor Update (2011-02-03)
- Fixed several errors with Deetsan's (Cheydinhal Mages Guild) AI schedule so that she can sleep and read at the right times (AI was out of order and one package didn't terminate properly).
- The player will no longer be able to interrupt Rythe and Tivela before they complete their conversation the conclusion of A Brush With Death.
- Fixed the fix for missing Havok collision on the bearskin rug ( BearSkinRug01.NIF ) so that it's in the right place in the file (had been in the UOP since almost the beginning but wasn't mentioned in the changelog).
- Aryarie's two random wander AI packs also had a radius of zero, so she would simply stand in one place rather than moving about.
- The script assigned to Aryarie was not generally able to pick a random percentage value for her AI schedule due to checking GameHour as though it were an integer value.
- Steel battle axes are missing from VendorWeaponBlunt at level 3, steel warhammers are on the same list twice, and normal iron warhammers are incorrectly on this list at level 11.
- EnchDwarvenBattleAxeDamEndurance is missing from LL0LootWeapon0Magic4Dwarven100.
- EnchEbonyClaymoreTempest is missing from LL0LootWeapon0Magic7Ebony100.
- EnchElvenDaggerDamIntelligence, EnchElvenBattleaxeDamEndurance, and EnchElvenClaymoreImmolator are missing from LL0LootWeapon0Magic5Elven100.
- EnchSilverWaraxeDraMagicka is missing from LL0LootWeapon0Magic3Silver100.
- EnchSteelBattleAxeDraEndurance and EnchSteelDaggerDraIntelligence are missing from LL0LootWeapon0Magic2Steel100.
- EnchElvenClaymoreImmolator and EnchEbonyClaymoreTempest are missing from LL0NPCWeapon0MagicClaymore100 and LL0NPCWeapon0MagicClaymoreLvl100.
- EnchSilverWaraxeDraMagicka is missing from LL0NPCWeapon0MagicWaraxe100 and LL0NPCWeapon0MagicWaraxeLvl100.
- EnchSteelWarhammerBurden is missing from LL0NPCWeapon0MagicWarhammer100.
- EnchSteelWarhammerBurden and EnchSilverWarhammerDraMagicka are missing from LL0NPCWeapon0MagicWarhammerLvl100.
- EnchElvenClaymoreImmolator and EnchEbonyClaymoreTempest are missing from FGNPCWeapon0MagicClaymoreLvl100.
- EnchElvenClaymoreImmolator and EnchEbonyClaymoreTempest are missing from SQ02LL0NPCWeapon0MagicClaymoreLvl100.
- The wall behind Morvayn's Peacemakers in Anvil overlapped an adjacent segement, causing noticeable flickering.
- Several weapon names have been updated for naming consistency with other UOP and USIP edits.
- "Staff of the Pariah" had the wrong enchantment for it's quality level.
- The interior door in the Faregyl Inn was out of alignment, leaving large gaps visible past it. [NR]
- Several cells which have been known to exhibit missing landscape may now be resolved:
- An hourglass was deleted in cell 20,-17 to prevent it from rolling down into cell 20,-18. This is on the road from Bravil to Leyawiin, under one of the bridges.
- A fort ruin chunk added to cell 16,13 to prevent beer bottles from rolling into cell 15,13 (Fort Magia).
- Rocks positioned in front of beer bottles in cell -34,12 (Infested Mine) to prevent them from rolling into cell -35,12.
- Several small stone bricks in Chorrol deleted to prevent them from being havok tossed over a cell border in -18,22 (ChorrolWorld).
- A pile of coins and a ring near Fort Farragut has been moved away from a ledge that could allow them to fall off and roll down the hill past the cell borders.
Keep in mind that this may not solve the problem of disappearing landscape, but at least now the most likely cause has been identified.
In some cases you may need to find an isolated area and wait 4 days to get the cells to reset before the problem is fixed.
v3.3.3 - Minor Update (2010-10-31)
- Corruption and Conscience, that bastion of bugware that got called a quest, had yet another pair of holes that WERE NOT FIXED allowing for reward exploitation.
All dialogue branches in this quest have now been checked, and where necessary conditions placed to prevent post-completion exploits from being possible at all.
If the quest is still broken after this, another mod is causing the issue. Look to that mod's author to fix it in their mod.
v3.3.2 - Minor Update (2010-10-15)
- Arquen is supposed to lose her torch after the end of the DB quest, but due to a bad script command the item is never removed.
- Collision corrected on ungrdtrapdoor.nif
- Maro Rufus was wandering around bare chested after his AI packs were fixed.
- The unique items weren't removed from M'raaj-Dar's chest in the Cheydinhal sanctuary.
- Updated fixed Daedric arrow & quiver Meshes\Weapons\Daedric\Arrow.NIF as apparently the quiver could fall through the ground.
- Created a normal map for fern fiddleheads ( BWFern05_n.dds ) as it was missing.
- After the Arrow of Extrication quest, Glistel (Chorrol) will no longer remain for the rest of the game at the Oak & Crosier (and not offer training); she was only supposed to stay there while the player was meeting with the Gray Fox.
- Corrected Havok collision type on Imperial City wanted poster WantedPoster02Static.NIF.
- SignForSale01.NIF had the wrong havok material set.
- Corrected incorrect Havok material type (stone rather than cloth) on TentRoof01.NIF and optimized from 40KB to 31KB.
- SkingradCastleWall01.nif had the wrong havok material set.
- Some floating chairs and beds intersecting walls in the Skingrad Fighters Guild were corrected.
- The gate behind Aelwin Merowald's house in Weye was out of alignment with the stone wall.
- Several clutter items in The Copius Coinpurse have been fixed.
- Some of the Gray Fox wanted posters in the IC were not activateable due to being embedded too far into the walls.
- AI pack CheydinhalWanderGardens12x5 has been given a radius of 512 so Shelly doesn't just stand in one spot when using it.
- An unnecessary havok root added by the UOP was removed from Fallen Rock Cave.
- Two static torch flames in the Sancre Tor Hub added by the UOP have been changed to injected IDs for better mod compatibility.
- A useless light source added by the UOP in the Chorrol Chapel Hall has been removed. It was marked as disabled and would never be visible.
- A useless flame added to the IC Arena by the UOP has been removed. It was marked as disabled and would never be visible.
- A basement support added in the All Saints Inn Lodging area was accidentally placed where a vanilla object should have remained that did not need fixing.
- Two light sources in Chorrol Castle Private Quarters added by the UOP were removed. They were marked as disabled and would never be visible.
- An unnecessary piece added to the Imperial Palace Sewer by the UOP has been removed.
- Four unnecessary light sources added by the UOP in the Chorrol Dungeon have been removed, and the two remaining which were disabled have been enabled to take their places.
- Four unnecessary light sources added by the UOP in the Bruma Castle Lord's Manor have been removed. They were marked as disabled and would never be visible.
- An AI pack added by the UOP for Kiara in Brina Cross Inn was not assigned. It has now been assigned to the intended NPC.
- The UOP fix "quests" for Servatius Quintillus and the Renegade Shadowscale quest will now stop when they have made their changes.
- The UOP fix "quest" for the quest item status of Llathasa's Bust was stopping another fix "quest" rather than itself; the incorrectly stopped quest has been assigned a new ID to be sure its functions are carried out.
- UOPCarandialScript was not assigned to Carandial to make his horse return to the stable when he comes home from the ruins.
v3.3.1 - Minor Update (2010-09-19)
- Corrected Havok collision mesh on Leyawiin Fighters Guild dining hall piece LeyawiinFGInteriorDinning.NIF [sic] and optimized from 904KB to 840KB.
- A hole in the floor of farmhouseinterior04.nif has been corrected.
- Corrected the weight of one of the Metal Tankard clutter items (MiddleMetalTankard003) from zero to 0.5 to match the others.
- The countereffects to the Absorb Magicka effect are now correctly Damage Magicka and Drain Magicka, rather than Damage Fatigue and Drain Fatigue.
- Several portions of the Thieves Guild quest line could be triggered without the required amount of fenced stolen goods being sold.
- Some conversation topics intended only for the player are also used by NPCs to greet each other.
- The waterfront guards during the Misdirection quest will no longer ask each other if they have seen the Gray Fox, instead of just the residents.
- Enilroth will no longer use his intimidated goodbye when talking to the player from the Dark Brotherhood quest Following a Lead after the quest is completed.
- Gromm could be heard asking "Any idea what Gromm will do now that old Baenlin is dead?" which is obviously awkward.
- Some previous fixes supplied for altar spells needed further fixing to correct them being made too easy to dispel.
- The Vampire Cure quest's spell to remove the player's vampirism will no longer fail due to spell reflection/absorption or magicka resistance.
- Silver BattleAxe" changed to "Silver Battle Axe" for consistency with other weapons of the type.
- Reverted the fix to The Hist that was supposed to take Maglir out of the Fighters Guild to prevent expulsions. He was already out by that time and if setfactionrank -1 is used a second time on an NPC, they are actually added back in to the faction. In Maglir's case, this leads to a guaranteed expulsion. The original issue reported at the UESP site is wrong, and likely induced by either mods or someone having incorrectly used a console command.
- The fix for Rythe Lythandas during A Brush With Death was insufficient to guard against stage 40 failing to trigger. A new trigger zone object replaces the GameMode script elements that were not reliable.
- Two of the (mercenary) guards in Bleak Mine will no longer be guarding in their underwear due to missing pants/greaves.
- M'raaj-Dar (Cheydinhal Dark Brotherhood Sanctuary) will no longer repeately be able to resell his unique items as his only merchant container respawned; added a second merchant container to him that doesn't respawn and moved the unique items to it.
- After the Path of Dawn (Main Quest) is completed, the two quest-reserved barstools in Luther Broad's Boarding House (IC Elven Gardens) will become usable.
v3.3.0 - Minor Update (2010-08-29)
- The level 6-12 version of The Sunken One (SQ07CreatureStormAtronach02) now has the properly assigned skeleton.
- The DarkSister topic fix placed the two required voice support files in the wrong folder and has been corrected.
- Redid the fix for the fire at Vilverin casting light so that it won't duplicate with lighting mods, and now it produces smoke.
- The dock lamp north of Vilverin now casts light.
- Laythe Wavrick (Chorrol castle) will no longer lose his essential status at the end of the Canvas the Castle quest, as he is required to complete the Sins of the Father quest as well.
- Fixed the CS warnings about path grids with too many connections.
- Corrected location reference in stage 10 of the Fighters Guild quest The Wandering Scholar: "Sutch" -> "Anvil" (the town of Sutch was removed before release).
- If the player initially declines Fathis Ules' request in Sins of the Father, he will no longer give up asking.
- Several rug pieces in cell ChorrolCastlePrivateQuarters were not grounded properly.
- The bed in Ocato's chamber has been changed to be owned by the IC Palace faction so Evangeline Beanique will perform her intended sleep package.
- AI pack AhMalzFightersGuild changed to a wander pack. The travel pack type had Ah-Malz standing in place.
- The replacement columns in the IC Arena have been modified so that mods which may need to move them can do so without requiring the UOP as a dependency.
- The rock in the road in SE Anvil has been deleted, and the sidewalk pieces it was covering a hole for pushed down just enough to cover it with the street instead.
- Fathis should have slept at The Oak and Crosier between midnight and 9am while Sins of the Father is active. No bed was available though. The spare room has been marked as owned by the Chorrol city faction so he can use it.
- Bugak gro-Bol had a schedule conflict that would cut short his wander package, and also caused his meal time to last longer than intended.
- Weatherleah could be left in its ruined state for the remainder of the game if the player rushes into Redguard Valley Cave too quickly in "Sins of the Father".
- Romana Faleria had two sleep packages which conflicted with each other, and her meal package would not fire. She also has a line of dialogue which was out of order and could never be spoken. She ALSO had an AI pack to confine her in Bruma during Martin's exit to the battlefield, but that would send her back to the IC. This pack has been removed.
- If Gromm is killed after "Accidents Happen" his body will no longer vanish instantly.
- Aelwin Merowald's House is marked as being owned by the Chestnut Handy Stables faction, which could result in him being killed for trespassing.
- Corvus Umbranox cannot use the bed in the royal quarters for his sleep package due to it being owned only by Milona.
- Llensi Llaram could not offer athletics training as intended due to being set to auto-calc her stats.
- When Didier Aumilie uses the Altar of Stendarr in Anvil's chapel, the blessing will no longer fly across the chapel instead of hitting him.
- BravilVisitLuckyOldLady12x2 had impossible conditions to meet, and so would never execute for those NPCs using it. It has been set to execute when "Following A Lead" and "Honor Thy Mother" are not running.
- Fathis Aren never sleeps in his bed as he's supposed to due to packages being in the wrong order.
- Hans Black-Nail had two conflicting sleep packages.
- Henantier's AI schedule had some duplicate packages that would never execute which have been removed.
- AI BravilMGItaRienusCastMysticism needs the "must complete" flag or Ita Rienus will not peform the package for the entire specified time.
- Daenlin's Sunday hunting package is cut short due to his services package being loaded in the wrong order.
- Ranaline had AI packs with conflicting schedules.
- Kurdan gro-Dragol could not execute his sleep package due to bed ownership issues.
- Camilla Lollia will stalk the player even if "A Plot Revealed" has been completed without encountering her in Bruma.
- Selena Orania was not marked essential and if killed before "A Plot Revealed" she would sill show up as a body in the destroyed guild hall.
- Naspia Cosma had an AI pack with no useful purpose removed.
- AI Pack FGKeldSpar corrected to allow Keld of the Isles to perform his entire schedule as intended.
- Trayvond the Redguard could not do training in destruction due to his training level being set to 0.
- Uurwen's meal package would never execute due to being in the wrong order.
- If the player speaks to Prior Maborel first about assistance, he will offer to let you take his horse but the ownership status is not properly updated.
- Eugal Belette has an incorrectly configured wander package. Such packages require a target, using a generic cell causes the NPC to stand in place for the duration.
- The XMarkerHeading object used by Honditar's morning practice AI pack had no target data, causing him to shoot over the top of his intended target.
- Bothiel's wander package was not configured properly, resulting in here often remaining asleep when she should be awake.
- Gaspar Stegine's second reading package and his spell practice package were not executing properly due to a schedule conflict with his sleep package.
- Adrian Decanius had conflicting sleep packages.
- Dul gro-Shug's meal package moves him out of the King and Queen tavern, where he's intended to spend 6 hours of his day.
- Geem Jasaiin's sleep package did not have it's time and duration set.
- Winson's arena AI incorrectly had the "must complete" flag set, which caused him to remain there permanently upon his arrival.
- Gelephor was not in the Bravil Skooma Den faction and could therefore become permanently stuck in Bravil once he arrived.
- Jensine's package to go find Fathis Ules was configured incorrectly and has been fixed. A condition was also added to make sure she doesn't follow him all the way to Chorrol.
- Jensine said the goodbye line about Audens Avidius even if "Imperial Corruption" is completed.
- Jensine would continue to give her "Who told you that" line after refusing to testify.
- Maro Rufus could not execute his wander package in the Arboretum due to his default package being set too high in the order.
- Varnado could not execute his worship package at the Temple of the One due to his default package being set too high in the order.
- Varnado was a member of the Chorrol Citizens faction with no reason to be in it.
- Agarmir could not execute his package to eat at the Tiber Septim Hotel due to it being in the wrong order.
- Gemellus Axius had a conflicting wander package blocking his meal package.
- Trenus Duronius was not in the Bravil Skooma Den faction and could therefore become permanently stuck in Bravil once he arrived.
- Tsavi will stand in one spot upon entering either the Leyawiin Mages Guild or the Leyawiin Chapel Hall due to misconfigured wander packages.
- A useless package was removed from Tsavi's schedule.
- AI pack LeyawiinExploreThreeSisters20x4 was misconfigured as a travel package instead of a wander package.
- AI pack LeyawiinChapelHallExplore incorrectly had the "Continue if PC Near" flag set.
- Janus Hassildor will no longer block dialogue near the end of "Ulterior Motives" if the player speaks to him again before completing the quest.
- Maglir would continue to follow the player even if expelled from the Fighters Guild during "Den of Thieves".
- Vigge the Cautious had a schedule conflict keeping him from performing his chapel wander package.
- Marie Palielle could not execute her wander package due to it being out of order.
- Marie Palielle had a misconfigured package inside the Skingrad chapel.
- Agnete the Pickled had a scheduling conflict that blocked her wander package from executing.
- Falanu Hlaalu had a scheduling conflict preventing her from performing her daily worship routine in the chapel.
- Ambroise Canne's AI packs directing him to work in the Surilie Brothers' yard had two problems: 1) He was unable to equip the rake. 2) He was not offering training services.
- Bernadette Peneles would be seen raking the path in Tamika's yard instead of the grass due to the radius on the AI pack being too large.
- Davide Surilie's morning work package was an hour too short, causing him to always leave for home to eat lunch rather than eat in the vineyard, assuming it isn't raining.
- Else God-Hater has a room and bed marked as hers, but her AI pack did not have her using it. She would therefore sleep in whatever random bed was convenient.
- Eyja's eat package after moving to Rosethorn Hall and her market wander package were both improperly set up as find packages, causing them to fail.
- Undena Orethi had scheduling conflicts between her work package and sleep package, as well as no location being set on her noon time eat package.
- A useless travel package has also been removed from Undena Orethi's schedule.
- Sakeepa's entire herd will follow him as intended during his sheep herding package.
- The door to Hanz gro-Hubrag's house in Blankenmarch was not owned by him.
- The door to Philip Franc's house in Blankenmarch was not owned by him.
- Slight bit of furniture rearrangement in Ri'Bassa's house to allow space to turn the single bed into a double so both NPCs who live there can execute their sleep packages.
- Ferrum's meal package could not execute due to an impossible set of conditions.
- Schlera Sestius' wander package was in the wrong position, blocking both of her other packages. She also lacked a key to get into the room she should sleep in.
- Davela Hlaren's bed rental dialogue used the wrong condition check to see if the player had the money to pay.
- A rumor about how the Fighters Guild raided a family tomb could be given even if the player never actually raids the tomb in "Amelion's Debt".
- Stage 40 in "Mystery at Harlun's Watch" could trigger incorrectly in one of the log entries if only 14 of the required 15 trolls were killed, which throws off other dialogue in the quest, making it impossible to finish.
- A rumor about a cover up involving the Fallen Rock Cave contract would circulate even if the player told Modryn Oreyn the truth about what happened.
- In Forsaken Mine, if the player visits before "Trolls of Forsaken Mine" and does not return until after the cell resets, all of the bodies which should be visible will have been removed. If this has already happened in the game, this fix cannot undo that, but it will prevent it from happening if the player has not yet visited the dungeon.
- In "The Hist" it was possible to get expelled from the Fighters Guild if the player attacked Maglir before he spoke.
- Erthor will continue to follow the player if he is expelled from the Mages Guild while escorting him back to Skingrad.
- During "The Bloodworm Helm" it is possible to outdistance the entrance to Fort Teleman which will cause the stage 20 update to fail, leaving the quest marker pointing to the exit instead of the location of Irlav's body. The GetDistance check has been replaced with a trigger zone just inside the fort entry, which is more reliable. The body also would remain after the quest was completed and not be removed on cell respawn.
- During "Arrow of Extrication" quest markers for going to Bravil would still point to the beggars even if they were dead.
- Arrving outside Gweden Farm before 11pm during "The Siren's Deception" will trigger both journal entries for stage 50 due to an incorrect comparison operator being used.
- Two paintings in the Bruma player house were never enabled after purchasing the Upper Wall Hangings upgrade. The receipt for this upgrade will also reflect the proper quantity of paintings, which was wrong either way.
- When first entering the painted forest in "A Brush with Death" it could be possible for Rythe to fail to initiate his greeting to the player. This has been fixed by removing the distance check on his script so he will peform it regardless of how far away from the player he is. This could have been due to his AI pack having a radius large enough to pull him away from the entry point.
- It was possible to hire Eyja as your house servant even if you didn't have enough gold to pay the cost.
- Even if you could not afford to rent the bed at Imperial Bridge Inn, you'd still have gold deducted from you and the room would still be made available.
- On board the Sea Tub Clarabella, there is a note that is part of an unjournaled quest, written by First Mate Filtch. This note cannot be picked up if dropped.
- If the player has joined the Mages Guild and is then expelled before "The Path of Dawn", Tar-Meena will not be in the Arcane University lobby and thus unavailable to complete the quest.
- When renting a room from Shuravi, though you still must have enough gold on you to get the "Yes" option, none will actually be subtracted from your total if you accept.
- When renting a room from Andreas Draconis, you could get away with paying as little as 10 gold for her 20 gold room due to a faulty dialogue condition.
- AngaWallSwitch01SCRIPT does not contain an OnReset block, so the switch governed by it will not reset with the rest of the cell.
- A welkynd stone inside level 2 of Hame was set a ridiculous distance outside the playable area and has been moved to where it can be retreived.
- If the book "Cleansing of the Fane" is picked up and in the player's inventory before "Nothing You Can Possess" gets started, the player cannot trigger one of the quest stages by reading the book from their inventory due to the book's script having no OnEquip block to do this.
- One of the benches in Fort Nikel would trap the player inside a pillar if sat on.
- All of Ancotar's items outside at Fort Caractacus were marked as owned by Fathis Aren.
- Seridur does not have vampire dust on him when he dies.
- If the player spoke to Ralsa Norvalo after starting "Canvas the Castle" she would act as though you had come back to reconsider taking up "The Order of the Virtuous Blood" due to the dialogue condition checking the wrong quest.
- The cooking plank at Crestbridge Camp is left behind when the rest of the camp is dismantled.
- The arena betting formula that takes the player's luck into account had some glitches in it causing the bonus health to not be applied if luck was either 99 or > 100.
- The Descendent and Subjacent versions of the Shock damage/Resist shock sigil stones have now been fully corrected to fit the pattern of the other stones of the same type.
- If the legion patrol that comes to your aid during "The Battle for Castle Kvatch" manages to survive the whole battle, they will stand around in the chapel with their swords drawn forever.
- Meshes\dungeons\ayleidruins\interior\arwhallironwork01.nif had no collision for the bars on the top half.
- The normal maps for the sand used in the Arena did not match their textures.
v3.2.10 - Minor Update (2010-??-??)
- MS08AleronLocheScript has invalid syntax.
- LeyawiinGuardCityPatrolDay01 and LeyawiinGuardCityPatrolNight01 are both missing the LeyawiinGuardPatrolBeginPatrol package. Without this, these two guards will abandon their patrol routes in the city.
- Meshes provided by the Supplemental have been passed through PyFFI again to pick up on updated optimizations.
v3.2.9 - Minor Update (2010-??-??)
- The recently replaced Mara statue in Bravil is floating above the pedestal. Oops.
- TG10UOPAlreadyFoundBoots somehow got attached to "Sins of the Father" in addition to its normal spot in the Thieves' Guild quest line.
- With the same topic edit issue, the actual INFO record that was to be edited got marked as a deletion by the CS, which completely breaks the dialogue for the quest.
v3.2.8 - Minor Update (2010-??-??)
- Corrected a mismatched subtitle for Fathes Ules' dialogue describing Albert Jemane.
- Reverted the activation of the Gottshaw Inn legion patrol due to significant numbers of crash reports near Kvatch. Kvatch appears to be a highly sensitive area.
- The Zenithar statue in Bravil should be a Mara statue.
- North Marker in the Anvil Smuggler's Cave was pointed the wrong direction.
- Meshes\Clothes\Upperclass\UOPAdamusPhillidaSeveredFingerHands.NIF is missing from the main UOP 3.2.0 download and is needed for a prior fix.
- Changed how the Anvil cathedral and cloister VWD fix was handled so that it can be made more compatible with mods.
v3.2.7 - Minor Update (2010-??-??)
- LpGhostFrostDamageTarget was not immune to silence as the other ghost powers are.
- LpGhostAncientFrostDamageTouch had incorrect target+self settings when both effects should have been set for touch.
- The scripts for the individual shrines for the Divines still had the bug that was fixed for the Nine Divines altars in the chapels.
- M'aiq the Liar's AI packages have been altered to remove the "find calipers" package due to strong evidence it leads to crashes near Kvatch.
- AI pack ICWaterfrontGuardNightSleep8x8 was set to sleep at 8PM when it is clear by the other packages on the guard that it should have been 8AM.
- A dialogue condition error in MS10 (Corruption and Conscience) made it possible to repeatedly be offered the key to Ulrich's quarters.
- Another dialogue condition error in MS10 made it possible if timed right to receive the reward for turning Ulrich's evidence in repeatedly.
- Removed the script and activator name from the Clavicus Vile shrine's dog piece due to the scripts not synchronizing their data.
- Oghma Infinium quest item flag has been restored, and the player prevented from reading the book until after an artifact choice is made on what to give Martin during Blood of the Daedra.
- Fast travel was not restored properly after completing Caught in the Hunt.
- Two of the keys in Caught in the Hunt had improper scripts assigned to them which might have contributed to quest stages being triggered out of sequence.
- Corrected positioning on a blood decal that was clipping in Empty Mine.
- Several bridge pieces inside Fort Farragut were sticking out too far, allowing you to see through their undersides.
- Maeva the Buxom's bed at Whitmond Farm was not marked as owned by her.
- In the book "Modern Heretics", Volendrung is described as a sword when it is and always has been a hammer.
- The topic DarkSister was moved from "A Knife in the Dark" to the generic Dark Brotherhood dialogue topic due to it never being available despite being explicitly added to the player's topics.
- Linked HaderusGoldwineTopic up to the Kvatch siege quest, Bethesda had already recorded voice files.
- Linked the unused Kvatch responses up so Bogond in Chorrol will speak them.
- Hitting the Gray Prince outside of the Arena would still generate crowd noises.
- ElvenStatueScript fix originally provided did not properly handle leaving and returning to the cell the statues are in.
v3.2.6 - Minor Update (2010-??-??)
- The level 5-9 bonus reward for "The Assassinated Man" was missing from the Dark05RewardHeart leveled list.
- When adding the Blackwood Company's dog to the cell, I forgot to edit the dog itself to drop its aggression values to keep it from attacking the player unprovoked.
- Four dialogue conditions in "The Elven Maiden" were set wrong and could cause the game to skip the theft of the bust in Cheydinhal.
- The dead guard outside the Oblivion gate east of Leyawiin was flagged as respawn, which caused him to eventually resurrect. This is undesirable because his face is distorted and remains that way after he respawns.
- underwaterseaweed02.nif was missing a stencil property, causing it to be invisible when viewed from the wrong side.
- Fixed middletable01.nif so it does not vanish off screen when viewed at odd angles.
- Corrected a remaining flaw in the MS94 script that controls the Fort Sutch Oblivion gate.
- The door to Harborside Warehouse in Anvil was not owned by the proper faction which could sometimes get Wilhelm the Worm killed for trespassing.
- Some of the Rumare Slaughterfish spawns are not disabled properly which can lead to the "Go Fish" quest incorrectly updating stages if the player picks up the scales from the corpses. This will then cause other stages to misfire, leading to the quest not enabling new targets when it should.
- Building meshes corrected since 3.2.0 are now AWLS compatible.
v3.2.5 - Minor Update (2010-??-??)
- LowerclassPants08 had no female ground mesh (Meshes\Clothes\Lowerclass\08\F\Pants_gnd.NIF).
- leyawiincastle01.nif had the wrong type of collision defined.
- sewerroomwallmid01.nif had no collision applied.
- Clipping issue in chorrolmguildwallupper02.nif fixed by Brumbek.
- Magra gro-Naybek will now eat between 6pm and 8pm so that he is available before the shop closes for business.
- Gave Fadus Calidius some clothing so he won't be running around his guild hall naked.
- Removed the quest item flag from the Southern Books key. If pickpocketed, this will allow the player to drop it if it isn't wanted anymore.
- DABoethiaCageOpenScript01 contained an extra endif which makes the script syntactically invalid.
- MG09Script contained an extra endif, and a typo after another one that invalidated the script syntax.
- MG19ChestScript contained an extra endif which makes the script syntactically invalid.
- RufioDie_Script contained an extra endif which makes the script syntactically invalid.
- ThumperZ has provided a more streamlined version of the AltaroftheNine script.
- The easy version of an Azhklan Troll had no troll fat in its inventory like the other versions do.
- The easy version of a Kalperklan Troll had no troll fat in its inventory like the other versions do.
- The DBEnWeapBladeWoe10 enchantment had fortify magicka instead of damage magicka like all of the other versions.
- Door ownership and lock information in Leyawiin Best Goods And Guarantees was set wrong.
- LL0LootArrow3SilverAbsorbMagic75 was listed twice in LL1NPCArrowMagic100 but had only been removed once.
- Adamus Phillida should switch to the Leyawiin faction when he retires during the DB quest.
- Fixed Shepherd's Pie making a different Cure Disease potion at Master-level Alchemy than other ingredients.
- Mirabelle Monet sleeps around, as intended, rather than almost always with Thurindil.
- Timothee LaRouche sleeps earlier to avoid three-in-a-bed scenario.
- Enilroth now puts gold in barrel along with dead drop note.
- Set ownership of Varon Vamori's bedroom door so he can get out!
- Fixed Gromm telling the player they "do NOT belong in here" while outside or at Olav's.
- Jeanne Frasoric no longer wanders after going to sleep.
- Quest marker during Spies will now lead you directly to Jearl's house instead of the back way through Bruma Caverns.
- Hillod the Outlaw's schedule fixed so he will sleep.
- During Allies for Bruma, Ocato will head towards the main palace door and wander there instead of moving "out of bounds" to his quarters.
- Gundalas' schedule fixed so he will sleep.
- Path grid in Leyawiin Best Goods And Guarantees was missing a node connection to the upstairs area.
- Tweaked pathing in Mages' Guild 2nd Floor West so Agata doesn't try to walk through the bench or walls in her room.
- Fixed a problem with Wumeek where he was unable to meet up with Weebam-Na as he should have.
- Kantav Cheynoslin no longer gets up to wander the chapel after he goes to bed.
- Dion will now execute his Skingrad explore package properly.
v3.2.4 - Minor Update (2010-??-??)
- The path grid in Hackdirt Caverns was seriously messed up.
- castlesecretblack01.nif has been reverted back to the vanilla version of the mesh, which actually DOES block secret areas from showing up on the map. The UOP version of this mesh fails to do this in a fairly substantial way, which leads to cell maps showing things that shouldn't be revealed until discovered.
- Corrected a broken ROAD node link on the path from Weye to Chorrol which caused NPCs to unnecessarily use the mountain road instead.
- Corrected a broken ROAD node link east of Pell's Gate that caused NPCs to unnecessarily traverse the northern route around the Imperial Isle even when the southern one was shorter.
- Corrected yet another ROAD node link that was severed over the bridge at the SE outlet to Lake Rumare.
v3.2.3a - Hotfix Update (2010-??-??)
- Removed the resistance additions for boars and imps due to *ahem* "popular demand".
v3.2.3 - Minor Update (2010-??-??)
- A section of path grid was missing from the SE Imperial Sewer tunnel.
- The script SewerVerticalGate01SCRIPT immproperly unlinked path nodes from open sewer gates due to not checking the state of the gate prior to doing so.
- EncArrow4DwarvenFireDamageLight, Arrow4Dwarven, EncArrow4DwarvenSilence, EncArrow4DwarvenFireDamage, EncArrow4DwarvenFrostDamage, EncArrow4DwarvenShockDamage, and EncArrow4DwarvenFrostArea are all incorrectly pointing to the menu icon for iron arrows which Bethesda included but apparently never uses.
- The chest in the tutorial dungeon containing the rusty iron armor was missing a pair of rusty iron gauntlets.
- The skeleton in the tutorial dungeon with the rough leather gear was missing the helmet and gloves.
- Regular imps have been given their expected 50% resistance to magic.
- Boars in the game have been given their expected 25% resistance to magic.
- Imps in Camoran's Paradise were missing their expected magic resistance and water walking abilities.
- Blood and mana fountains in Oblivion planes should no longer fail to have their affect on you due to reflection and/or absorbtion abilities.
- Favor of Akatosh restoration will no longer fail due to reflection and/or absorbtion.
- Altar of Zenithar script was incorrectly casting the Akatosh altar spell on NPCs who activate the altar.
- Rotated obcavefloor2lava_n.dds 180 degrees to align it properly with it's regular texture file and glowmap.
- Path grid around the Knights of the Thorn house had issues with trying to pass through walls.
- LOD meshes for Boethia's statue and shrine have been optimized properly. They were full size copies of the real meshes.
- City wall sections in SW Cheydinhal have been restored that went missing somehow in the previous update.
v3.2.2 - Minor Update (2009-??-??)
- Dar-Ma's horse will move to the corral at the Chorrol stables after the Hackdirt quest involving her is over.
- Picking up the pipes in the Hist room in the Blackwood Company will no longer count as theft.
- Fixed ownership on the silver dagger in the Dagon Shrine so it won't count as theft.
- Reverted a rock edit in 21,11 that left 3 smaller ones above it floating free.
- Redid the method of substitution for the torch lights on the Skingrad Castle bridge so as not to interfere with lighting mods and cause performance issues.
v3.2.1 - Minor Update (2009-??-??)
- A bug where closing the Fort Sutch oblivion gates before completing Allies for Bruma would cause any city gates which remained open to revert to their original states with no signs that they had ever been opened. Wreckage from closed gates would also disappear. This would break the Allies for Bruma quest making it impossible to complete.
- Removed "War Axe of Sapping" from the LL0NPCWeapon0MagicWarhammerLvl100 as it is not a warhammer like all the others.
- Added AI pack SkingradGunderExplore4x2 to Gunder in Skingrad so he will perform his city exploration as intended.
- Added AI pack UOPGanredhelDogsFollow4x2 to Ganredhel's dogs so they will follow as they're supposed to when Ganredhel walks them.
- Numerous AI packs have been adjusted to use the proper types and durations where needed.
- The script for the Skingrad Mages Recommendation quest was adjusted to more properly count the number of zombies killed. Taken from TIE's reworked script.
- Position of a rock, 000ABC39, in Blackwood has been corrected to cover up the cell boundary between 30,-41 and 30,-40.
- Map marker for Red Lane Camp had no map data attached.
- Map marker for Two Decker Camp had no map data attached.
- Map marker for Leyawiin West Gate had no map data attached.
- Scripts 'streetlightscript' and 'ExteriorLightScript' have been optimized to reduce FPS hits from repeatedtly enabling/disabling light sources.
- meshes\architecture\castle\CastleWallRiverGate01.NIF was missing one of the crenels on the top and has been fixed.
- Open Cities compatibility script has been removed and replaced with a script-less solution using the "rock" method described in the Open Cities documentation.
- Fixed a couple of bugs in the ROAD record.
v3.2.0 (2008-08-28)
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 paint brush 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 (2008-08-16)
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; they are now members of the modified Kvatch Soldier class
- 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
- 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
- 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 (2008-06-16)
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
- 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
Test 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 (2008-06-03)
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 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 ~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
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'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 Doran's (Chorrol) useless GameMode script from running constantly (leftover from unfinished, unnamed quest MS17), also fixed his lack of basic AI schedule (only had the unused quest packages) so removed them and gave him the same ones as his wife Ariela Doran
- Fixed Rienna ending up with two Desolate Mine keys in the related Fighters Guild quest
- Wretched Aia and other Bravil NPC's should no longer fall in the canals from the bridge to Bravil Castle and drown
- Edla Dark-Heart (Bruma) should no longer attack the player's horse for no apparent reason
- Fixed Oghash gra-Magul's (Cheydinhal) AI so that she should no longer leave her Paint Horse parked in the IC Waterfront indefinitely
- Rimalus Bruiant (Chorrol) should no longer occasionally attack his wife (Rena) and dogs due to missing faction membership
- Viera Lerus (Bravil guard captain) will no longer endlessly wander between Bravil and Bruma after the Great Gate quest is completed
- Fixed Dorian (IC Talos Plaza) still having an endless amount of gold if repeatedly pickpocketed though this was indicated to be resolved by the 1.1.511 and later patches (no need for him to have this as he is not a shopkeeper nor are shopkeeper's gold stores set up in this way)
- Fixed Bazur gro-Gharz (Cheydinhal) having an endless amount of Steel Arrows
- Fixed Damian Magus (IC Waterfront) having an endless amount of Steel Maces and keys
- Fixed Bernadette Peneles and David Surilie (Skingrad) having an endless amount of bread loaves, hoes and rakes
- Corrected oversight of Manduin's Coffin in Fort Blueblood respawning so the player could end up with multiple copies of Manduin's Amulet (unique item required for the Leyawiin Mages Guild Recommendation quest)
- Fixed Hamlof Red-Tooth (Red Diamond Jewelry, IC Market District) missing his merchant container, causing him to wear clothing sold to him and bulking the savegame if many items were sold to him as his inventory never reset
- Fixed Etira Moslin (Moslin's Dry Goods, Hackdirt) also having no merchant container (there was one but it was neglected to assign it to her properly)
- Fixed Ormil (The Bloated Float, IC Waterfront) also having no merchant container; made the cupboard behind the bar his merchant container, locked it and assigned it to his key
- Corrected Sinderion's (Skingrad) merchant container being a non-respawning one out of the six he has, so his inventory also never reset
- Fixed Etira and Vlanhonder Moslin (Hackdirt) being able to hand out bounties like guards do though they are not guards (nor have affiliation with Imperial law, considering the Empire purposely burned down their town to keep it under control; standard bounty rules as for any village without guards will now apply as fixed the ownership of all interiors -- see below)
- Corrected conditions on many Fighter's Guild rumors that are intended to be overheard by the player but not said directly to them, or only said to the player if they are in the Guild
- Fixed the dialog conditions in the Wayward Knight quest so that Cheydinhal guards will no longer say that if the guards don't do something about the Oblivion gate they will leave town
- In the Path of Dawn quest's meeting with Raven Camoran, if the player is seated Raven will no longer chastise the player for not being seated as instructed
- In the Separated at Birth quest, asking Cheydinhal citizens about Reynald Jemane will no longer cause a quest update to see Guilbert if the player has already spoken to him bypassing this stage, and the Reynald Jemane topic will no longer persist when the quest is over
- Fixed the dialog conditions in the Chorrol rumor that starts Separated at Birth so that it doesn't appear at the same time that the townsperson knows that the brothers are reunited
- Fixed Falanu Hlaalu's dialog not updating the Seeking Your Roots quest when advising the player to seek Sinderion, as all the other alchemists do
- Mage Scholars at the IC Arcane University will no longer rudely dismiss the player's conversation if the player is the Arch-Mage
- Corrected conditions for Thamriel's dialog in the "Imperial City" topic so it appears for her instead of Elragail
- Corrected being able to invest in Karinnarre's shop (she is present at Novaroma in Bruma) even though only Suurootan there buys or sells anything; Karinnarre was buy/sell enabled but had no services package (except for one that ran when the player was least likely to shop... during the Bruma battle) or merchant container so it appears that this was a leftover
- Corrected conditions for one of Neville's dialogs in the Dark Brotherhood Whodunit quest which was checking if he was dead rather than Nels the Naughty
- Corrected conditions on one of Vicente Valtieri's (Cheydinhal Sanctuary) goodbyes so that it appears for female players
- The corpses of Toutius Sextius and Bernadette Peneles (Skingrad) will no longer persist indefinitely
- Fixed conditions on the "Visit a prisoner" dialog topic for all Imperial jailors (except Skingrad) so that the player can't pick it again while already visiting a prisoner, which would cause the jailor to run off and unlock the already-unlocked door again
- Fixed Anvil jailors sleeping in one of the jail cells instead of their own nearby beds
- Bruma guards should no longer clump in one spot in the barracks and never finish their shift change
- Corrected conditions on six Anvil guard AI eat packages (were checking if they were in the Chorrol rather than Anvil barracks)
- Fixed Dion's (Skingrad guard captain) AI so that he no longer crouches for no apparent reason when doing his inspection patrols
- Viranus Donton should no longer sleep in his armor
- Bronsila Kvinchal will now eat dinner at the Bloated Float as she was supposed to
- The named skeleton "Gran Struthe" in Fort Scinia will now carry the leveled piece of enchanted armor that it was intended to
Game Mechanics Fixes
- (Note: this fix is in a separate ESP so that it is optional) Disabled ugly vampire aging which fixes the vampire bad-face bug where after being cured of vampirism, the player's face was replaced with the default male (even for female players) face for their race. (May only take effect on a new game. Player's face will still be pale and eyes will change during vampirism, but these should be undone properly and original face restored on cure. Don't activate this if you're using another fix such as EggDropSoap's or Scanti's OBSE fixes, or an alternate vampire system mod.)
- Fixed some vampire players not being able to feed as the scripting wasn't checking for a feed event often enough when the player's vampirism had advanced; this fix is off by default and can be toggled with the UOP menu (see above in UOP changes)
- Fixed the first-person perspective camera height when the player is seated (was at the height it would be if the player was standing)
- Fixed all non-humanoid summons except for the Spider Daedra not being swim-enabled so if they were summoned over or fell into water (the player can't summon if swimming) they would stand motionless even if attacked, unable to move or attack (they don't have a separate set of swim animations so will use their standard walk animations for moving and fighting)
- Changed the Magicka fountains found in Oblivion planes so that they work as described in the book Arcana Restored (with the book and a gold nugget in inventory, the player will have the option to recharge all their magical items from the fountain, consuming the nugget)
- Fixed ownership for all interior Hackdirt cells as they were owned by the evil-flagged Hackdirt Brethren faction, which meant that no "red hand" showed on objects so they appeared unowned, yet the player would increase Items Stolen count and could get a theft bounty for taking them (Hackdirt Caverns now set to unowned, Jiv Hiriel's and Natch Pinder's Houses, Marlena Brussiner's House/Basement owned by their named owners, Moslin's Dry Goods/Basement owned by Etira Moslin, Moslin's Inn/Room/Guest Rooms and Chapel of the Brethren (public flag set to allow visiting) owned by Vlanhonder Moslin) and created a non-evil Hackdirt villagers faction for them
- Fixed Eugal Belette's house (Chorrol) also appearing to be missing ownership (was actually owned by the Mythic Dawn faction, but no one but Eugal ever goes there so this appears to be yet another leftover component of an unfinished Chorrol quest) which would lead to increase of Items Stolen count picking up objects there
- Similarly, taking Black Brugo's gold from the container in Telepe during the Knights of the White Stallion quest will no longer increase the player's Items Stolen count by 300 (which it would do even though the theft icon didn't show nor could a bounty ever be incurred)
- Corrected the ownership of Llevana Nedaren's basement (Cheydinhal) so it is owned by her as the rest of the house is, not the Orum gang
- Fixed S'rathad's house (IC Talos Plaza) and Ra'Jhan's house (IC Elven Gardens) both missing ownership for all three cells (all items were free for the taking, bed could be slept in, etc.)
- Fixed the Leyawiin Mages Guild 2nd Floor East (Library) missing ownership (all items were free for the taking if player was not a guild member)
- Fixed the IC Waterfront Lighthouse and its Private Quarters missing ownership (assigned to the Imperial Watch and Velan Andus respectively; public flag set so the player can still visit anytime, but items are owned)
- Fixed the Private Quarters of the Feed Bag (IC Market District) being a public area (though owned and locked) so the player would not be considered trespassing and could sleep in the bed
- Fixed the Private Quarters of the All Saints Inn (IC Temple District) also being a public area (although it is not locked) so the player could sleep in it, which defeated the purpose of paying for a bed
- Fixed the ownership of all beds in guards' barracks in all towns except Leyawiin as the player could sleep in them
- Fixed inconsistent ownership of several containers in the Merchant's Inn (IC Market District) room cells (many were player ownership though not in the player's rented room, and the desk in the player's room wasn't; food in the rented room remains player-owned and other items there are not)
- Restored missing fix for the exploit of using Shadowmere as a four-legged Bag Of Holding by knocking her unconscious and storing items in her; may have been accidentally removed when the fix for getting arrested/expelled from Guilds for hitting owned horses was removed from the UOP after it was officially patched (if you happen to be exploiting this exploit your items will be transferred to the player when Shadowmere is activated)
- The load door icons in three Underpall Cave cells will no longer be duplicated due to both the left and right components of the doors having icons
- Fixed the water height in one of cells in the IC Talos Plaza being too high causing a vertical break in the water at one end (also lowered all water flora to match)
Item Fixes
- Fixed the War Axe of Beguilement (glass, casts Soul Trap) and Warhammer of Sapping (silver, casts Drain Magicka) never appearing in-game as it was neglected to add them to leveling lists
- The Turn Undead and Weakness to Poison enchantments of all versions of the Shadowhunt bow (Dark Brotherhood quest reward) will now work properly (had no duration; also adjusted the enchantment cost manually for a good progression compensating for the extra charge required without overpowering them)
- The Demoralize effect of the completed Blade of Woe (all levels), the Drain Fatigue effect of Sinweaver, the Drain Willpower effect of the Staff of Nenalata and the Drain Strength effect of Sufferthorn (all levels for all these items) will now work properly (all had a zero duration)
- Changed the Human Blood "potions" found in Vicente Valtieri's quarters and the Pale Lady's lair so that if the player is a vampire, drinking one counts as feeding (Vicente and the Pale Lady can feed from them, so the player should also be able to)
- The latent Blade of Woe will no longer remain a quest item stuck in the player's inventory if the player is permanently expelled from the Dark Brotherhood
- The Honorblade of Chorrol will no longer remain a quest item after the Sins of the Father quest is completed (could be stolen from the Countess afterwards)
- Varulae's Crystal Ball will no longer remain a quest item that could stick in the player's inventory after the Ghost Ship of Anvil quest is done (although it is given to her, it could be retrieved by the player)
- The Journal of the Lord Lovidicus will no longer remain a quest object stuck in the player's inventory if the quest is terminated by Agronak gro-Malog dying before completion
- The Carved Panel will no longer remain a quest object that will stick in the player's inventory if picked up if Umbacano dies in the Secrets of the Ayleids quest before using it (unlike the others, this one will be removed from player inventory if stuck; it can't be made droppable as if it was it would fall out of the wall it's in before being found)
- Made the Dark Brotherhood Sanctuary Well Key a non-quest item; no reason for it ever to have been one as it's not like the front door ever is inaccessible nor is the well entrance required for any quests
- Corrected the ownership of the "Love Letter from Relfina" in Roland Jenseric's house in the Order of the Virtuous Blood quest and the Suspicious Note evidence recovered by the player in Corruption and Conscience so that they no longer count as stolen items
- The silver War Axes of Depletion and Sapping will no longer be missing their Absorb and Drain Magicka enchantments respectively
- Fixed the Claymore of Curses (also changed the name to this... see below) having only half the enchantment capacity it should have
- Fixed scrolls of "Absorb Skill: Hand to Hand" absorbing Destruction instead
- Fixed the magnitude of the effect of the Potion of Chameleon being the same as the Weak Potion of Chameleon
- Fixed the magnitude of the effect of the Poison of Burden being the same as the Weak Poison of Burden (also increased the magnitude of the Strong version so that the progression is proper and matches other poisons)
- Arena Raiments (Heavy & Light and both Raiments of Valor) will no longer hide the wearer's amulets, as they are open to the sternum (larger amulets may clip slightly, but no more so than on other armor that doesn't hide them)
- Corrected oversight whereby there were five skill books for every skill except Speechcraft; made the book "Children of the Sky" the fifth Speechcraft skill book as it's sufficiently rare yet not unique, was not already a skill book, and the content is so tailor-made for it that it's arguable that it was the intended fifth Speechcraft book all along
- Added missing low texture size icons for paintbrush jars ( IconPaintBrushJar.dds ) so that the wrong one is not being used if Oblivion is not set to Large texture size
- Made the Parchment items (only four instances, two each in Forts Cuptor and Istirus) so that they can be picked up (not worth anything anyways)
- Fixed Hamlof Red-Tooth's (Red Diamond Jewelry, IC Market District) key not being tied to two doors and six display cases in his shop
- Fixed one of Fjotreid's (Bruma, Hammer and Axe) merchant containers being unlocked and not tied to his key
- Fixed two bedroom doors, one intended for the player, in the Anvil Mages' Guild not being tied to the Mages' Guild Key, which could trap one of the trainer NPC's (Marc Gulitte or Felen Ralas) inside
- Fixed the Bravil Castle Dungeon door to the cell area being tied to the Bruma Castle Dungeon key
- Fixed an unpickable Old Wooden Door in the Bravil Wizard's Grotto (accessed during the Arrow of Extrication quest) not being tied to any keys (tied it to Aren's Strange Key; this door is accessible from both sides so there is no reason it was permanently locked)
- Fixed several interior doors including the bedroom in Hammer & Tongs and Toutius Sextius' house (Skingrad) not being tied to the owner's keys
- Fixed the interior door in Nord Winds (Bruma) not being tied to the owners' keys (or any others)
- Fixed Usheeja's house's upstairs door (IC Talos Plaza) not being tied to her key
- Fixed the side door of Roland Jenseric's cabin not being tied to his key as the other door is (also locked it with the same degree as the other lock, as otherwise it was of no use to have the other unlocked and locked by the quest if the side door is always open)
- Fixed the Legion Commander's Chest in the Imperial Legion Offices being tied to the office key instead of Adamus Phillida's Commander's Chest Key (which was unused)
- Added the missing Bruma Dungeon key to both jailors and Tyrellius Logellus
- Added the missing Imperial City Lighthouse Key to Velan Andus
- Added the missing J'mhad's House Key to J'mhad (also tied it to two doors in his house that were locked but had no key assigned)
- Added the missing Leyawiin Chapel Key to Primate Kantav Cheynoslin
- Added the missing Skingrad Chapel Key to Primate Valandrus Abor
- Added the missing Ra'Jhan's House Key to Ra'Jhan (IC Elven Gardens) and removed the erroneous Ra'Jahirr's Key he had
- Added the missing NW Watch Tower Key to Itius Hayn (Watch Captain) and removed the erroneous NE Watch Tower Key he had
- Added the missing Valtieri's Key to Vicente Valtieri (Cheydinhal DB Sanctuary)
- Fixed the following keys used in-game not being tied to/unlocking anything:
- (Name - Tied to door/container)
- Abandoned House Key - AbandonedHouseDoor (CheydinhalWorld 30,22)
- Akaviri Fort Key - PalePassEXRef (PalePassWorld -1,4)
- Baenlin's Key - Dark03BaenlinFrontDoor (BrumaWorld 6,36)
- Bravil Castle Key - BravilCastleGreatHall (door 4CBB6)
- Castle Bruma Key - BrumaCastleLordsManor (doors 3D97E & 3D997F), BrumaCastleServiceHall (doors 3D97C & 3D97D)
- Charcoal Cave Key - CharcoalCave03 (door 8BBC5)
- Cheydinhal Bridge Inn Key - CheydinhalBridgeInn (doors 9547B & CheydinhalBridgeRentDoor)
- Cheydinhal Castle Key - CheydinhalCastlePrivateQuarters (doors 1FDB1, 1FDB3 & 1FDB4)
- Chorrol Chapel Undercroft Key - ChorrolChapelOfStendarr (doors Dark05UndercroftDoor1 & Dark05UndercroftDoor2)
- Dro'shanji's Key - BravilDroShanjisHouse (doors 2CA3A & 85AD2)
- Estelle Renoit's Key - ChorrolRenoitsBooks (doors 23EC0 & 2B75C)
- Feed Bag Key - ICMarketDistrictTheFeedBag (doors 2C264, 49C79 & 49C7A)
- Fo'c's'le Key - AnvilTheFocslePrivateRooms (doors 90C7A, 90C7B, 90C7C & 90C7D)
- Francois Motierre's Key - ChorrolFrancoisMotierresHouse (doors 28025, 28026 and MotierreDoorRef)
- Geem Jasaiin's Key - ICElvenGardensGeemJasaiinsHouse (doors 2C1F5, 46482 & 46483)
- Graman's House Key - ICTempleDistrictGramangroMaradsHouse (doors 2C2DF, 4E15E & 4E160)
- Horn Cave Storage Key - HornCave02 (chests 5B64F & 5B710), HornCave03 (chest 5B761)
- Jenseric's House Key - ICTempleDistrictRolandJensericsHouse (doors 2C2C4, 4E1B4 & 4E1B6)
- Jirolin Doran's Key - ChorrolJirolinDoransHouse (doors 10505 & 25BC7)
- King and Queen Tavern Key - ICElvenGardensTheKingandQueenTavern (door 4821D)
- Llevana Nedaren's Key - CheydinhalLlevanaNedarensHouse (door 92524)
- Lyra Rosentia's Key - BrumaLyraRosentiasHouse (door 303BE)
- Memorial Cave Key - MemorialCave (gate 177964, chest 5493A, boss-level coffin 5493E)
- Newlands Lodge Key - CheydinhalNewlandsLodge (doors 984EA & 984EB)
- Rimalus Bruiant's Key - ChorrolRimalusBruiantsHouse (doors 231C9 & 237B2)
- Seed-Neeus' Key - ChorrolNorthernGoodsAndTrade (doors C63B0 and 8B3; the latter was incorrectly assigned to Teekeeus' Key)
- Sinderion's Key - SkingradWestWealdInnCellar (door 2EA91)
- Smoke Tomb Inner Key - SmokeHoleCave02 (door 9D8A)
- Talasma's Key - ChorrolTheOakandCrosierTavern (doors 1C64C, 1CA3F, 28E69 and OakAndCrosierRentDoor)
NIF Mesh and Texture Fixes - Clothing, Armor and Weapons
- Removed the useless alpha channel from the texture for the skirt of the female Red Velvet Outfit (Textures\Clothes\Upperclass\Pants05F.dds) which caused it to disappear in fog or when a refraction shader was applied to the player in some cases; this also reduced its size from 1.33MB to 682KB
- Fixed the Mage's Robe ( RobeMage{F}.NIFs ), Arch-Mage's Robe ( RobeMageArch{F}.NIFs ), Black Hand Robe ( RobeMCBlack{F}.NIFs ) and Necromancer's Robe ( RobeNecromancerF/M.NIFs ) using duplicates of the same 1.33MB normal map instead of sharing a common normal map, which would waste about 4MB of video memory if they were loaded simultaneously, plus corresponding increase in load times
- Also, as above, fixed the lowerclass Tan Robe ( RobeLC01F/M.NIFs) and Green Robe ( RobeLC02F/M.NIFs ) not sharing their 1.33MB normal map (note that there are other examples of this but these two sets of robes were the worst offenders; not fixing all of them as the fixed NIF's need to be not installed, or removed/overwritten, if using retexture mods), and fixed the normal map ( now UOPRobeLC_n.dds ) so that the specular highlighting on the belt buckle isn't extending onto the sleeves
- The Staff of Worms ( MG19KingOfWormsStaff.NIF ) should no longer fall through the floor when dropped, improved the smeared UV mapping on the top of the skull and optimized from 527KB to 288KB
- Corrected the held position of the Elven Longsword ( Weapons\Elven\Longsword.NIF ) so that its cross guard (including the strangely unprotective decorative spikes that would make it a rather painful thrusting sword for the wielder) isn't clipping into the player's hand
- Fixed the misaligned Havok on the head of the Daedric Warhammer ( Weapons\Daedric\Warhammer.NIF ) and optimized from 88KB to 63KB
- Corrected the nocking and quiver positions of Dwarven arrows ( Meshes\Weapons\Dwarven\Arrow.NIF) as they are longer than other arrow types; fixed the bowstring going right through the shaft beyond the flights when nocked, the quiver being worn too high, and also fixed the UV mapping on the bottom of the quiver
- Fixed three errors with the Black & Burgundy Outfit, The Deceiver's Finery, Mercantile Black Outfit and Robe Of Glib Tongues: corrected "Popeye" upper arm distortion visible when spellcasting or using a bow, the cuffs will no longer clip through the player's hands in first-person view in hand-to-hand, and one of the two normal maps is no longer missing its alpha channel causing parts of the outfit to disappear in fog ( Meshes\Clothes\Upperclass\02\M\Shirt.NIF and Textures\Clothes\Upperclass\Shirt02_N.dds )
- Corrected "Popeye" upper arm distortion visible when spellcasting or using a bow, and hand clipping in first-person view in hand-to-hand on the Blue and Red Velvet Outfits ( Meshes\Clothes\Upperclass\03\M\Shirt.NIF and Meshes\Clothes\Upperclass\05\M\Shirt.NIF; they are retextures of the same mesh) and the Green Brocade Doublet ( Meshes\Clothes\Upperclass\01\M\Shirt.NIF )
- Closed a seethrough rip under both arms of the Mithril Cuirass male ( Meshes\Armor\Mithril\M\Cuirass.NIF ) and female ( Meshes\Armor\Mithril\M\Cuirass.NIF ) visible when spellcasting or attacking, closed a split on the rear faulds of the female cuirass and fixed thigh clipping, and optimized both by eliminating unnecessary polygons in the inner faulds by enabling stenciling
- Closed a seethrough rip on the left scapula of the male Glass Cuirass ( Meshes\Armor\Glass\M\Cuirass.NIF ) visible when spellcasting or attacking (same mesh is also used for the Annealed, Blower's, Crystalline, Glass Ceremonial and Quartz Cuirasses and the Cuirass of Cleansing)
- Closed a seethrough gap between the hands and arms in first-person mode (hand-to-hand) on the Blades Cuirass ( Meshes\Armor\Blades\M\Cuirass.NIF ) and removed most of the wearer's rump clipping when in Sneak mode
- Closed a seethrough gap between the hands and arms in first-person mode (hand-to-hand) on the female Daedric Cuirass ( Meshes\Armor\Daedric\F\Cuirass.NIF ), eliminated most of the wearer's thighs clipping in Sneak mode, and eliminated hundreds of unnecessary polygons on the inside of all four components by enabling stenciling on the faulds and breastplate
- Closed a seethrough gap between the wearer's waist and torso, and eliminated a spike from the inner thigh if the wearer was in any stance but idle on the female Blackwood Greaves ( Meshes\Armor\Blackwood\F\Greaves.NIF )
- Restored the stenciling on the faulds of the Blackwood Cuirass ( Meshes\Armor\Blackwood\M\Cuirass.NIF ) so that they are not transparent from the other side (was like this in previous UOP's but forgot to add it back in after fixing the armpit gap)
- Fixed the thumbguards on the Blackwood Gauntlets ( Meshes\Armor\Blackwood\M\Gauntlets.NIF ) being transparent from one side
- Closed a seethrough rip on both arms between the fur collar and shoulder of the Emperor's Robe ( Meshes\Clothes\UpperClass\Emperor\Shirt.NIF ) seen when spellcasting, a small gap near the left scapula visible when idle, smoothed several sharps and slightly improved the upper-arm distortion (most of it is hidden by the collar; it may not be possible to eliminate because the arm cross-section is oblong rather than circular)
- Fixed the wearer's rump clipping slightly through the Elven Cuirass in Sneak mode, eliminated most of the clipping on the front pelvic area when attacking, and smoothed a spike seen when attacking that projected from one of the belts ( Meshes\Armor\Elven\M\Cuirass.NIF); mesh is also used for the Cuirasses of Anu's Blessing, Natural Assimilation, the Farlands Trader, the Ranger, and the Bladefall and Ceremonial Elven Cuirasses
- Eliminated a large spike that protruded from the armpit of the Mythic Dawn Robe ( MythicDawnRobeM.NIF ) when using a bow or changing weapons
- Closed a large gap between the shoulder and arm and fixed upper-arm distortion visible when spellcasting or using a bow on the Belted Vest ( Meshes\Clothes\Lowerclass\08\M\Shirt.NIF )
- Fixed upper-arm distortion and a small seethrough gap visible when spellcasting or using a bow on the female Dark Green Shirt ( Meshes\Clothes\Lowerclass\02\F\Shirt.NIF ), and fixed clipping on the right side visible in idle
- Closed a seethrough gap between the shoulder and back of the neck on the common Shirt With Suspenders ( Meshes\Clothes\Lowerclass\07\M\Shirt.NIF ) visible at all times (can be seen on NPC's that wear this item) and a seethrough gap between the torso and waist when the wearer was crouched as in Sneak mode (was missing pelvis bone and associated weighting)
- Fixed upper-arm distortion and semi-detaching on the rare Shirt With Suspenders ( Meshes\Clothes\MiddleClass\MCShirtSuspenders\M\Shirt.NIF ) visible when spellcasting or using a bow
- Closed two seethrough gaps at each scapula and a deep dent near one of them on the female rare Shirt With Suspenders ( Meshes\Clothes\MiddleClass\MCShirtSuspenders\F\Shirt.NIF )
- Fixed upper-arm distortion and shredded edges on the Dark Shirt ( Meshes\Clothes\MiddleClass\MCShirtSneaky\M\Shirt.NIF ) visible when spellcasting or using a bow
- Closed seethrough gaps between the Breeches ( Meshes\Clothes\Lowerclass\07\M\Pants.NIF ) and the wearer's torso when moving (mesh was missing two spine bones and their associated weighting)
- Fixed upper-arm distortion and semi-detaching on the similar Plaid Shirt male ( Meshes\Clothes\Middleclass\MCShirtHobbit\M\Shirt.NIF ) and female ( Meshes\Clothes\Middleclass\MCShirtHobbit\F\Shirt.NIF ), Patched Vest ( Meshes\Clothes\Lowerclass\10\M\Shirt.NIF ), Coarse Linen Shirt ( Meshes\Clothes\Lowerclass\04\M\Shirt.NIF ) and Stitched Green Shirt ( Meshes\Clothes\Lowerclass\13\Shirt.NIF ) visible when spellcasting or using a bow
- Fixed upper-arm distortion and semi-detaching on the female Flax Tunic ( Meshes\Clothes\Lowerclass\15\F\Shirt.NIF ) visible when spellcasting or using a bow
- Fixed upper-arm distortion on the male Brown Shirt ( Meshes\Clothes\Middleclass\01\M\Shirt.NIF ) visible when spellcasting or using a bow
- Closed a seethrough rip under both arms and smoothed shredded sharps in the area on the Quilted Doublet ( Meshes\Clothes\Middleclass\02\M\Shirt.NIF ) seen when spellcasting or using a bow
- Fixed the Tan Linens ( Meshes\Clothes\Middleclass\02\M\Pants.NIF ) causing large dents almost right through the thighs when the wearer was crouched (as in Sneak mode) and mangling the wearer's calves at the ankle, smoothed a small spike in the inner thigh, and closed a seethrough hole in the top of the feet; mesh is also used for the Fortify Magicka and Fortify Fatigue Pants
- Fixed the Blacksmith's Pants both male ( Meshes\Clothes\Lowerclass\01\M\Pants.NIF ) and female ( Meshes\Clothes\Lowerclass\01\F\Pants.NIF ) causing large dents almost right through the thighs when the wearer was crouched (as in Sneak mode)
NIF Mesh and Texture Fixes - Statics and Clutter
- Replaced the default large yellow diamond/grey exclamation point error mesh that denotes a missing mesh with one that's a little more descriptive of the problem, points directly to the origin of the affected object, and doesn't half-hide in the ground ( Marker_Error.NIF )
- Fixed several errors with ship meshes: The player and NPC's will no longer hover noticeably above the decks of the Marie Elena, Bloated Float and other ships due to misaligned Havok, extruded the wheel hub so that the wheel is no longer attached to nothing, fixed the deck trim being seethrough on the underside due to the lack of stenciling, moved two misaligned posts so that seethrough beams no longer jut through them, closed two seethrough beams near the rudder, fixed incorrect texturing and missing UV mapping on the stern railing, and fixed the UV mapping on the rudder so that the rivets are no longer distorted (BloatedFloat01.NIF, MainDeck01.NIF and PirateCabin01.NIF) and optimized from 1,073KB to 683KB, 506KB to 311KB and 220KB to 124KB respectively
- Deepened the bases of the fore and aft mast components of ship piece MainMast01.NIF so that they are not hovering or seethrough on angled bows or sterns as they were, and optimized from 1,082KB to 763KB (could not just lower instances of them as this would cause the rigging to not line up properly)
- Closed seethrough gaps between the beams and windows of the drop-in ship cabin piece ShipCabin01.NIF and optimized from 77KB to 43KB
- Fixed flickering overlap of two beams in ship interior piece SICeilingCurve02.NIF and optimized from 9KB to 7KB
- Closed two large seethrough holes over the window, fixed distorted and one-sided support beams on the table around the main mast, closed gaps between the frames and wall on the oculus windows on the interior Bloated Float ( BloatedFloatInterior01.NIF ) and optimized from 798KB to 495KB
- Improved the fixes for tops of several of the ruined Ayleid towers at Hame, Nornal and Wendir being transparent; properly closed the open polygons of the meshes ( ARTower01-03.NIF's ) so the separate item is not required (however did not remove it completely as it was used to plug other gaps elsewhere)
- Also plugged the tops of three similar Ayleid arch types ( ARArchColumn01-3.NIFs ) as they were also hollow when placed alone as they are in several places, and optimized them from 182KB to 168KB in total
- Closed seethrough gaps on the rampart undersides of castle wall components CastleWallBend01-08.NIFs and optimized from 2.36MB to 1.64MB in total
- Removed duplicated-in-place polygons causing flickering on the top of castle wall piece CastleWallEnd01.NIF and optimized from 88KB to 64KB
- Closed a seethrough gap between the doorframe and wall on castle interior entry door pieces ( StackHallEntrance01.NIF ) and optimized from 220KB to 96KB (removed many invisible polygons including the useless metalwork on the fake placeholder door that is never seen)
- Closed a seethrough gap in the stone trim and fixed one-sided wall polygons clipping through the Gothic arch of castle pieces Stack3WayBottomRightHall01.NIF and Stack3WayBottomLeftHall01.NIF and optimized each from 51KB to 27KB
- Closed seethrough gaps under the balcony's decorative Gothic arches and two polygons of bad UV mapping on each of them, a one-sided hollow beam clipping into the vault apex, two beams and a thin sliver of the wall above clipping into the lower level on castle interior balcony pieces StackBalconyCornerLeft01.NIF, StackBalconyCornerLeft02.NIF, StackBalconyCornerRight01.NIF, StackBalconyCornerRight02.NIF, StackBalconyMid01.NIF, StackBalconyMid02.NIF, StackBalconyRight01.NIF and StackBalconyRight02.NIF, and optimized from 2.50MB to 1.73MB in total
- Closed a seethrough gap in the ceiling apex, fixed flickering caused by duplicate faces and a slight clipthrough of a beam on StackStairsMid02.NIF and optimized from 102KB to 67KB
- Fixed a flickery gap in the apex and slight clipthrough of a beam on StackStairsRight02.NIF and optimized from 170KB to 116KB
- Expanded the flange of the Gothic arch in castle pieces CastleIntLWay.NIF and CastleIntTWay.NIF to close seethrough gaps where they meet other castle pieces (noticeable in Bruma Castle Great Hall) and optimized from 109KB to 70KB and 103KB to 63KB respectively
- Closed seethrough gaps between the column base and plinth on three castle columns CastleIntLargeHallColumn01-03.NIFs and optimized from 274KB to 221KB in total
- Removed extraneous one-sided polygons and closed several open beams on a castle dungeon room piece ( PrisonDrunkTank02Room.NIF ) and optimized from 269KB to 211KB
- Closed seethrough gaps between the floor and walls on castle dungeon room piece PrisonCell2WayDouble.NIF and optimized from 295KB to 245KB
- Fixed a polygon of the architrave of a castle archway ( Stack4WayBottomHall01.NIF ) clipping through the arch and optimized from 41KB to 21KB
- Fixed a large pair of one-sided rectangular polygons sticking out of castle archways StackStairsDoorFrame01.NIF and StackStairsDoorFrame02.NIF and optimized from 78KB to 52KB and 76KB to 51KB respectively
- Closed a seethrough tear in the turret and a hole in the corner caused by a missing polygon in both large Imperial City wall meshes ( ICWall01.NIF & ICWall02.NIF ) and optimized from 928KB to 746KB and 929KB to 734KB respectively
- Fixed the IC Talos Plaza street mesh ( ICTalosStreetPlaza01.NIF ) so that the bad land texture at the entry doors doesn't show through without having to edit LAND resources, and optimized from 1,082KB to 989KB
- Aligned skewed UV mapping on the doorway, fixed the all-black dome top, and lowered the bottom as much of it was slightly flying for the exterior Temple of the One (IC Temple District) and optimized from 995KB to 827KB
- Closed a seethrough gap in the corner of Trenus Duronius' IC Temple District house ( ICTempleBlock04House01.NIF ) and optimized from 730KB to 602KB
- Fixed a piece of bad UV mapping on the base of the exterior of Ulen Athram's house in the IC Talos Plaza district ( ICTalosBlock03House01.NIF ) closed some small gaps in the roof and optimized from 795KB to 558KB
- Fixed multiple errors on 18 Imperial City upperfloor room meshes ( ICTopFloor01-08, 11-14, 18-21, 25, 2.NIF's ): a hole and rogue polygon by the load door and bad UV mapping on the stonework around the stairwell and columns tops on all of them, as well on most seethrough gaps in the ceiling and walls, flickery overlapping (many useless duplicate) polygons on the column tops, and hundreds of invisible polygons embedded or outside the visible area (some had more invisible than visible) optimizing them from 11.1MB to 5.7MB in total
- Fixed UV mapping errors on the Waterfront tunnel entrance to the Imperial City ( ICEntrance01.NIF ) and optimized from 1,048KB to 788KB
- Fixed bad UV mapping around the ceiling and seethrough gaps between the half-columns and walls of ICTowerInt02.NIF and ICTowerInt03.NIF and optimized from 338KB to 294KB and 348KB to 351KB respectively
- Fixed similar bad UV mapping around the ceiling of ICTowerTop01.NIF and optimized from 306KB to 283KB
- Fixed polygons of columns poking through other columns in the Imperial Lighthouse interior ( ICTowerBottom01.NIF ) and optimized from 282KB to 254KB
- Moved some polygons of a column poking through the wall, fixed bad UV mapping around the ceiling, and removed two extraneous polygons in the stairways of the Bastion ( ICTowerInt05.NIF ) and optimized from 647KB to 548KB
- Fixed numerous errors on the four IC hotel top floor meshes ( ICHotelTop01-04.NIFs ): one-sided polygons, seethrough holes in the ceiling and between columns and the wall, wrinkles in the ceiling stonework, flickering due to overlapping columns and bad UV mapping on column tops, deleted a large number of invisible polygons on the outside or inside the walls and columns, and optimized from 2.09MB to 1.15MB, 1.61MB to 847KB, 1,623KB to 846KB and 2.02MB to 1.07MB respectively
- Fixed oversized and misaligned Havok mesh on the IC trapdoor stairway ( ICDomeStairs01.NIF; in Umbacano Manor and Jakben Imbel's house the Havok was preventing objects by the stairs from being picked up), closed several seethrough gaps between the steps and risers, fixed UV mapping on the step ends, and optimized from 207KB to 159KB
- Fixed oversized and misaligned Havok mesh on the columns of ICDTopFloor04.nif used in several Imperial city houses which was preventing some objects from being picked up (mesh was already in the UOP)
- Removed pointless alpha property from the stone lower wall texturing that was causing them to turn dark at an angle, fixed rock instead of wood texture on a ceiling beam and closed several seethrough gaps in the interior of Armand Christophe's and Modryn Oreyn's houses also used on three other places ( HouseLowerInterior02.NIF ) and removed hundreds of invisible polygons optimizing from 755KB to 346KB
- Closed several holes in the exterior of a general lowerclass house ( HouseLower03.NIF ) and removed hundreds of invisible polygons optimizing from 572KB to 308KB
- Fixed small patches of bad UV mapping on the stair tops of the Market District street mesh ( ICMarketStreet01.NIF ) and optimized from 718KB to 647KB
- Moved a one-sided beam protruding into the fireplace and closed large seethrough gaps between the roof and walls on a common farmhouse interior used in about twenty locations ( FarmHouseInterior01.NIF ) and optimized from 503KB to 362KB
- Closed a long seethrough seam in the wall of the interior of Weatherleah, the Imperial Bridge Inn and several other locations ( FarmHouseInterior03.NIF ) and optimized from 894KB to 741KB
- Closed a seethrough gap between the a beam and the second floor and another in a room wall and removed several duplicated-in-place faces causing flickering on beams in the paired meshes for the interior of the Brina Cross and Drunken Dragon Inns and five other locations ( FarmHouseInterior04.NIF & FarmHouseInterior04Top.NIF ) and optimized them from 475KB to 416KB and 511KB to 443KB respectively
- Closed seethrough gaps in the stairs, under the stonework on the harbor side and a brick of the large Anvil dock piece ( AnvilBoardwalkComplete01.NIF ), fixed several UV mapping errors on the stonework and optimized from 1,184KB to 713KB
- Fixed similar errors as above on Anvil boardwalk piece AnvilBoardwalkChunk01.NIF and optimized from 1,260KB to 763KB
- Closed the seethrough underside of AnvilBoardwalkStair02.NIF and optimized from 193KB to 119KB
- Closed a noticeable seethrough gap under one of the merlons of two Anvil wall pieces ( ANCastleWallCurve01.NIF & ANCastleWallCurve02.NIF ), smoothed two sharp wrinkles just under the crenelation and optimized from 211KB to 162KB and 213KB to 161KB respectively
- Closed the seethrough ends of a stone beam and the buttress capitals and seethrough-underside decorative supports on the Anvil castle doorway ( ANCastleDoorway01.NIF ) and optimized from 166KB to 119KB
- Removed the useless right column from Anvil courtyard peristyle end pieces ANCastleCourtPillarEnd01.NIF and ANCastleCourtPillarEnd02.NIF as they were overlapping with the other pieces' columns causing flickering (also moved one of the sets in the Anvil courtyard) and optimized them from 87KB to 47KB and 103KB to 48KB respectively
- Fixed torn and seethrough polygons on the entrance addition to the Anvil lighthouse ( AnvilLightHouseBaseEntrance.NIF ) and optimized from 84KB to 56KB
- Closed gaps under the stonework on the dock gate to Anvil ( ANCastleGate01.NIF ), seethrough stone beam ends over the door, gaps at the back between the towers and wall (can't usually be seen) and optimized from 323KB to 229KB
- Closed gaps under several vertical beams and floor/ceiling skirting, a large gap between the wall and ceiling vault at the fireplace and fixed UV mapping under the stairway in Ulfgar Fog-Eye's house in the Anvil Lighthouse ( AnvilLightHouseInterior01.NIF ) and optimized from 595KB to 427KB
- Fixed UV mapping errors and gaps between the stairway trim and the wall in the Anvil lighthouse interior ( LightHouseBase01.NIF ) and optimized from 453KB to 335KB
- Fixed two one-sided polygon protrusions in the upper interior Anvil lighthouse ( LightHouseTopRoom01.NIF ) and optimized from 373KB to 268KB
- Closed a hollow beam, and fixed a window cel poking through a beam and several UV mapping errors on the exterior Anvil lighthouse ( AnvilLightHouse01.NIF ) and optimized from 1,259KB to 1,021KB
- Removed onesided polygons and closed several seethrough beams and holes in the walls and ceiling in the Flowing Bowl in Anvil ( AnvilLCTavernInterior01.NIF ) and removed hundreds of invisible polygons optimizing from 883KB to 663KB
- Fixed flickering/darkening due to duplicate polygons on entire wall panels near the entrance, closed seethrough gaps, gaps around the doorframes and on the beam arches and a gap behind the fireplace, and fixed several UV mapping errors in the main floor of the Count's Arms in Anvil ( AnvilUC02FirstFloor01.NIF ) and optimized from 1,005KB to 525KB
- Closed seethrough gaps of nothingness in the walls and ceiling, attached three detached windowframes to the wall, fixed UV mapping under the stairwell, fixed flickering stone beam intersections and a one-sided wall polygon clipping through a stairway post in Heinrich Oaken-Hull's house in Anvil ( UC03InteriorFirstFloor.NIF ) and removed many invisible exterior polygons optimizing from 549KB to 363KB
- Closed gaps between the entryway's columns bases and their supports and between the window cels and their frames, moved a post clipping into the entryway's roof, deleted a duplicated-in-place beam causing flickering on the exterior of Quill-Weave's house in Anvil ( AnvilHouseMC04.NIF ) and optimized from 530KB to 420KB
- Fixed seethrough gaps at the ends and above the decorative supports, closed several seethrough gaps in the walls of the interior of Quill-Weave's and three others' houses in Anvil ( AnvilHouseMCInterior01.NIF ) and optimized from 1,202KB to 944KB
- Closed seethrough column tops and several gaps in the walls in the Private Quarters of the Fo'c's'le in Anvil ( AnvilLCHouse03SecondFloor.NIF ) and optimized from 1,110KB to 814KB
- Closed seethrough gaps between the panels and frame of Anvil lower-class load door AnvilLCDoor01.NIF, and removed many invisible and unnecessary polygons optimizing from 84KB to 33KB
- Fixed a really bad piece of UV mapping on the stonework near the front door, fixed bad UV mapping on the facade and closed gaps between the entry colonnade and walls of the exterior Anvil Mages' Guild ( AnvilMagesGuild01.NIF ) and optimized from 1,055KB to 779KB
- Closed a seethrough gap under the eaves of the lower roof, two gaps in columns on the facade and a seethrough gap in the wall by the front door, fixed several small UV mapping errors and two flickering overlaps on the Anvil Fighters' Guild ( AnvilFightersGuild01.NIF ) and deleted hundreds of invisible interior polygons (two building meshes had been mashed together leaving much of their internal structure) optimizing from 1,104KB to 657KB
- Fixed two pieces of bad UV mapping and flickering overlapping polygons on IC basement pieces ICBasement1Way.NIF, ICBasement2Way.NIF, ICBasement3Way.NIF, ICBasement3WayCrypt01.NIF, ICBasement4Way.NIF, ICBasementCorner01.NIF, ICBasementCornerCrypt01.NIF and ICBasementTransistion01.NIF {sic} and optimized them from 991KB to 748KB in total
- Deleted duplicated-in-place polygons causing flickering on the drain grate of a chapel undercroft piece ( CathedralCryptCorner02DR.NIF ), moved the drain so that it doesn't intersect a column and optimized from 140KB to 106KB
- Removed a disjointed polygon hovering in a doorway, moved three one-sided polygons clipping through the floor, fixed an area in the ceiling without UV mapping and closed several seethrough gaps in columns in the Abandoned House, Horse Whisperer Stables and the Harborside Warehouse in Anvil ( AnvilLCHouse01Interior.NIF ) and optimized from 863KB to 614KB
- Closed a hollow beam by the front door and another on the wall to the right, closed several seethroughs gaps in the roof under the eaves, removed two rogue triangles sticking out of the wall near the chimney on the exterior of the Anvil Abandoned House ( AnvilLCHouse01.NIF ) and optimized from 339KB to 212KB
- Closed seethrough gaps between the forge columns and the wall and another between a wall and the floor skirting board in the interior of Morvayn's Peacemaker's ( AnvilHouseMCInterior03.NIF ) and optimized from 787KB to 582KB
- Closed a seethrough protrusion of roof and open beams, fixed the bad UV mapping at the bottom of the doorframes on the exterior of the Fo'c's'le in Anvil ( AnvilLCHouse03.NIF ) and optimized from 626KB to 475KB
- Closed seethrough open beams, fixed two small patches of flickering due to overlapping polygons and bad UV mapping at the bottom of the doorframe of the exterior of Lelles' Quality Merchandise in Anvil ( AnvilLCHouse02.NIF ) and optimized from 323KB to 262KB
- Fixed completely missing Havok collision on the large square planter boxes ( CheydinhalGarden03.NIF ); the collision mesh was present but standing on edge high above the object, and optimized from 12KB to 10KB
- Closed seams in the stairway, fixed an open and seethrough piece of stone skirting, closed a large gap between an exterior doorframe and the wall and the wall clipping into it on the town guard barracks mesh ( BarracksRoom01.NIF ) and optimized from 635KB to 497KB
- Fixed flickering on beams due to duplicate polygons on the interior Cloud Ruler Temple mesh ( TestCloudRulerInt.nif ) and optimized it from 2.99MB to 2.05MB (thousands of unwelded vertices)
- Closed a seethrough gap between the stairwell and wall in the Cloud Ruler Temple West Wing ( CRTWestWingBarracks.NIF ) and optimized from 295KB to 235KB
- Extended the beam on the Jerall View Inn sign in Bruma ( SignJerallView.NIF ) and moved it outwards so that it no longer gets stuck while horizontal in the building Havok when swinging (also looks better as can be read at a distance) and optimized from 121KB to 94KB
- Fixed a flickering polygon overlap on the floor of the Bruma Mages' Guild living quarters ( BrumaMageGuildBase.NIF ) and optimized from 1,484KB to 818KB (thousands of unwelded vertices and unnecessary polygons)
- Closed several open-ended and one-sided beams and two holes in the walls and floor, fixed UV mapping in the fireplace (can't usually be seen) in the interior of Jearl's and Bradon Lirrian's houses in Bruma ( BrumaHouseLowerInterior03.NIF ) and deleted hundreds of invisible polygons (ie every beams' beveling polygons were still present though outside or hidden in other beams) optimizing from 624KB to 250KB
- Closed several open-ended and one-sided beams, holes in the roof, fixed UV mapping smearing on several beams in the interior of Ongar's house and the Wildeye Stables in Bruma ( BrumaHouseLowerInterior01.NIF ) and deleted hundreds of invisible polygons as above optimizing from 705KB to 312KB
- Closed several gaps in the walls and floor of Istrius Brolus' house in Bruma ( BrumaHouseLowerInterior02.NIF ) and deleted hundreds of invisible polygons as above optimizing from 780KB to 309KB
- Removed two unnecessary vertical beams sticking out of the walls in the bedrooms, closed seethrough gaps at the apexes of the roof, fixed a seethrough beam end poking through another beam in Baenlin's, Lyra Rosentia and Honmund's houses in Bruma ( BrumaHouseUpper01Int.NIF ) and optimized from 1,001KB to 538KB
- Closed several open-ended and one-sided beams, a hollow vertical wall support and hollow vertical ceiling beam and fixed a ceiling section poking through another one and bad UV mapping on a ceiling beam and in the fireplace (can't usually be seen) in the interior of the player's house and Nord Winds in Bruma ( BrumaHouseMiddle02Interior.NIF ) and deleted hundreds of invisible polygons optimizing from 1.26MB to 1.01MB
- Closed seethrough gaps under the windowframes and at the apexes of the roof, fixed some small UV mapping errors on the exterior of Lyra Rosentia's and two other houses in Bruma ( BrumaHouseUpper01.NIF ) and optimized from 537KB to 435KB
- Closed several seethrough gaps of nothingness in the walls and ceiling of Olav's Tap & Tack in Bruma ( BrumaHouseLowerInnInt.NIF ) and optimized from 903KB to 691KB
- Deepened the frame of common trapdoors ChorrolTrapdoor01.NIF & ChorrolTrapdoor02.NIF so that they are not seethrough when placed against a curved surface as they are in several Imperial City homes, closed a seethrough gap between the panel and frame of ChorrolTrapdoor02.NIF and optimized them from 20KB to 13KB and 23KB to 15KB respectively
- Fixed a window sticking out of its frame and the wooden windowframes having stone ends in a Chorrol Fighters Guild piece ( ChorrolFightersGuildHallInterior01.NIF ) and optimized from 70KB to 47KB
- Fixed parts of the walls turning dark at certain angles, closed a seethrough gap between a beam and the wall, fixed a forge beam clipping into the wall and a strip of bad UV mapping in the Chorrol Fighters Guild basement ( ChorrolFGInterior01Basement.NIF ) also used for the Cheydinhal guild basement, and removed many invisible polygons optimizing from 518KB to 382KB
- Fixed a bad piece of texturing on a beam (was stone instead of wood) and a one-sided wall polygon protruding through a beam on the exterior Chorrol Mages Guild ( ChorrolMageGuild01.NIF ) and optimized from 741KB to 607KB
- Closed several gaps and fixed clipping into the floor below it for the upstairs of Chorrol's Gottshaw Inn ( ChorrolHouseMiddle02InnWall.NIF ) and optimized from 169KB to 130KB
- Closed a seethrough gap between the wall over the porch and a horizontal beam and another over an eave beam, fixed a flickering beam intersection at the roof apex, fixed some bad UV mapping on beams and closed a thin seam in the roof of the exterior of Fire & Steel in Chorrol ( ChorrolHouseMiddle09.NIF ) also used for a Hackdirt house, and optimized from 523KB to 389KB
- Fixed flickering beam intersections and bad UV mapping on the chimney on the exterior of the Oak and Crosier in Chorrol ( ChorrolHouseMiddle06.NIF ) and optimized from 622KB to 524KB
- Closed two holes in the floor near the forge, fixed several seethrough one-sided beams protruding through other beams, fixed a couple of UV mapping errors on the interior of Fire and Steel in Chorrol and Moslin's Dry Goods in Hackdirt ( ChorrolHouseMiddle09Interior.NIF ) and optimized from 506KB to 395KB
- Closed several seethrough gaps in the exterior of Arborwatch ( ChorrolHouseUpper04.NIF ) Chorrol player's home and optimized from 613KB to 501KB
- Closed several seethrough gaps under the eaves, between the addition supported by columns and the main structure, and others on the exterior of ChorrolHouseUpper02.NIF and optimized from 807KB to 644KB
- Closed numerous small seams in the columns, walls and roof of the second floor of Arborwatch (ChorrolHouseUpper04Interior02.NIF - mesh is also the rooms of Moslin's Inn in Hackdirt) closed a gap at the top of the interior doorframe, and deleted hundreds of invisible exterior polygons optimizing from 1,039KB to 577KB
- Fixed similar errors to the above for the third floor of Arborwatch and Moslin's room ( ChorrolHouseUpper04Interior03.NIF ) and optimized from 813KB to 486KB
- Closed numerous seethrough gaps in the walls, floor and trim in Vilena Donton's house in Chorrol ( ChorrolHouseUpper02Interior01.NIF ) and optimized from 1.43MB to 1.09MB
- Removed a large duplicated-in-place polygon on the chimney causing flickering on the exterior of Rimalus Bruiant's house in Chorrol ( ChorrolHouseUpper01.NIF ) and optimized from 551KB to 423KB
- Closed several seethrough beams in the interior of Rimalus Bruiant's house in Chorrol ( ChorrolHouseUpper01Interior.NIF ) and optimized from 908KB to 771KB
- Fixed several flickering beam intersections, closed a seethrough gap in the roof and seethrough gaps between the cupola roofs and their beams on the exterior of Francois Motierre's house in Chorrol ( ChorrolHouseUpper03.NIF ) and optimized from 679KB to 507KB
- Fixed misaligned Havok on the wall by the closet on mesh used by three Bravil houses (including the player's home) allowing objects to fall through it, fixed UV mapping errors on the fireplace and optimized from 454KB to 335KB ( BravilHouseIntL02.NIF )
- Closed a seethrough gap in the roof and a wall, fixed bad UV mapping on two beam ends and a beam of the Bravil Skooma Den ( BravilCardinalHouse.NIF ) and optimized from 431KB to 326KB
- Closed three seethrough gaps in the walls and two open beams, and fixed a flickering beam intersection in an interior piece of the Bravil Skooma Den ( BravilHouseIntU01.NIF ) and optimized from 319KB to 236KB
- Closed two open beams and fixed a one-sided polygon of the ceiling clipping through a beam in City Swimmer's house in Bravil ( BravilHouseIntU02.NIF ) and optimized from 226KB to 187KB
- Fixed bad UV mapping and two seethrough beams on the exterior of Dro'shanji's house in Bravil ( BravilDroshanjiHouse.NIF ) and optimized from 428KB to 353KB
- Closed a large seethrough gap in the upper floor caused by a missing beam and fixed a flickering beam overlap on the exterior of Silverhome-On-The-Water in Bravil ( BravilSilverHomeOnTheWater.NIF ) and optimized from 607KB to 513KB
- Closed seethrough gaps in the walls, stairway, ceiling beams and the floor near the upstairs door, deleted several flickering overlapping polygons on the floor trim near the upstairs door on the 1st floor interior of Silverhome-On-The-Water in Bravil ( BravilSilverHomeOnTheWaterInt1stFloor.NIF ) and optimized from 677KB to 495KB
- Fixed the same flickering overlap and gap as above and closed several gaps on the exterior Bravil Fighters' Guild ( BravilFightersGuild.NIF ) and optimized from 642KB to 532KB
- Fixed small patches of bad and missing UV mapping and closed a seethrough seam in the roof apex and hole under a beam in the eaves on the exterior of The Fair Deal and The Lonely Suitor Lodge in Bravil ( BravilFairDeal.NIF ) and optimized from 529KB to 431KB
- Closed a seethrough seam in the roof apex and fixed bad UV mapping on the chimney of the exterior of the Archer's Paradox in Bravil ( BravilArcherParadox.NIF ) and optimized from 325KB to 272KB
- Fixed some bad UV mapping and incorrect texturing (stone where wood should be) on the exterior of Ungolim's house in Bravil ( BravilUgolimHouse.NIF ) {sic} and optimized from 475KB to 369KB
- Fixed see-through hole and bad UV mapping on the bottom of Bravil tower structures ( BravilTowerTop01.NIF ) and optimized from 429KB to 236KB (high number of invisible interior polygons removed)
- Sealed the hollow underside of the door on the Bravil canal gate towers so that the seethrough mesh can't be seen into ( BravilWaterGate01.NIF ) and optimized from 684KB to 535KB
- Closed over a dozen seethrough gaps in the stairway, ceiling, floor and walls and fixed several one-sided protruded polygons of the 1st floor of the Bravil Mages Guild ( BravilMagesGuildInt1stFloor.NIF ) and deleted hundreds of invisible polygons optimizing from 1,154KB to 867KB
- Closed gaps in the stairway and under the columns one of the pieces of the 2nd floor of the Bravil Mages Guild ( BravilMagesGuildInt2ndFloor01.NIF ) and optimized from 361KB to 272KB
- Closed about thirty gaps in the walls, ceiling, stairway and under the load door frame of the Bravil Mages' Guild basement ( BravilMagesGuildBasement01.NIF ) and deleted hundreds of invisible polygons optimizing from 977KB to 634KB
- Fixed a similar number of gaps in the very similar Bravil Fighters' Guild Basement ( BravilFightersGuildBasement01.NIF ) and optimized from 888KB to 605KB
- Closed seethrough gaps in the stairway and several in the walls and ceiling of the Bravil Fighters' Guild main floor ( BravilFightersGuildInt1stFloor.NIF ) and optimized from 934KB to 777KB
- Closed several gaps in beams on the exterior of A Warlock's Luck in Bravil ( BravilWarlockLuck.NIF ) and optimized from 376KB to 284KB
- Closed an open beam in the exterior of Henantier's house in Bravil ( BravilHernanstirHouse.NIF ) {sic} and optimized from 374KB to 320KB
- Fixed several seethrough gaps in the walls, floor and roof, fixed flickering beam intersections due to overlapping polygons, removed a pointed badly-UV-mapped spike in the fireplace and moved a wooden beam running right through the firebox in the interior of Novaroma in Bruma ( BrumaHouseMiddle01Int.NIF ) also used in four other Bruma houses, and removed hundreds of invisible polygons optimizing from 1.88MB to 1.57MB
- Fixed misaligned Havok collision mesh on the second floor so that the player, NPC's and objects will no longer float slightly, fixed several UV mapping errors, eliminated an overlapping face causing flickering, and optimized from 1,281KB to 887KB on the interior of the Gottshaw Inn and Jirolin Doran's house in Chorrol ( ChorrolHouseMiddle02Interior.NIF )
- Closed large seethrough gaps on the undersides of the turrets of the Castle Cheydinhal exterior ( CastleCheydinhalKeep01.NIF ), smoothed large wrinkles and skewing in the turret beams, fixed several UV mapping errors on the roof (normally invisible) and deleted thousands of hidden faces optimizing from 2.42MB to 1.54MB
- Removed a displaced floating section of railing beam on the larger Cheydinhal bridge with cupolas ( CheydinhalBridge02.NIF ) fixed a crinkled beam with one-sided polygon in the ceiling, closed numerous seethrough beams clipping through others (every one of the sixteen handrail diamonds were like this) and handrail supports that weren't tall enough, fixed bad texturing and missing UV mapping on four diagonal supports and optimized from 776KB to 647KB
- Fixed bad UV mapping and incorrect texture on the handrail ends of the smaller Cheydinhal bridge ( CheydinhalBridge01.NIF ), fixed clipping and see-through one-sided polygons on all handrail diamonds and bad texturing and missing UV mapping on four diagonal supports as above, and optimized from 366KB to 338KB
- Fixed open beams clipping through the basement and front doors, closed large gaps between the ceiling and roof, several open seethrough beams and a seam in the first floor ceiling, fixed a roof polygon clipping through a ceiling beam, fixed all of the horizontal mid-wall beams on the first floor having hollow undersides, and closed a seethrough gap between the second-floor banister and the floor on one side in the interior of Rythe's house and Willow Bank in Cheydinhal ( CheydinhalHouseUpper01Interior.NIF ) and optimized from 918KB to 781KB
- Flipped the reversed normals on the handles of one of the common Cheydinhal interior and exterior doors ( CheydinhalDoor02.NIF & CheydinhalDoorInt02.NIF ) and optimized each from 53KB to 31KB
- Closed gaps and fixed several UV mapping errors in the Oak and Crosier (Chorrol) ChorrolHouseMiddle06Interior.NIF and optimized from 2.13MB to 1.83MB
- Fixed the stairs in the Oak and Crosier basement ( TheOakAndCrossierCellar.NIF ) clipping through the wall, closed seethrough gaps between the wall and border in the stairs, between the wall and floor in two places, between the wall and doorframe, and deleted hundreds of polygons outside the visible area optimizing from 1,293KB to 809KB
- Fixed a spike in the fireplace and a wooden beam running right through the firebox, closed seethrough holes in the walls and floor, fixed a few UV mapping errors on beams on the interior of Casta Scribonia's house in Chorrol and Natch Pinder's house in Hackdirt ( ChorrolHouseMiddle07Interior.NIF ) and removed hundreds of invisible faces optimizing from 2.50MB to 1.83MB
- Closed a gap in the second floor ceiling, adjusted two nearby beams that didn't reach the ceiling and a large vertical beam not joining the wall, fixed a seethrough beam clipping through it and another large missing-face beam, flipped two inverted ceiling beams that made them appear missing, deleted several duplicate and moved overlapping polygons causing flickering, removed and moved four unnecessary roof polygons clipping into the second floor ceiling, fixed a first floor wall clipping into the second floor, closed a few other beams open at the end and one on the first floor open and seethrough lengthwise, fixed the wall UV mapping, removed hundreds of polygons outside the visible area, removed a large out-of-place dark area on the attic floor, and fixed the Havok collision on the vertical beam on the second floor in Llevana Nedaren's house in Cheydinhal ( CheydinhalHouseMiddle01InteriorA.NIF ) and optimized from 821KB to 630KB
- Fixed the same errors as above in the similar CheydinhalHouseMiddle01Interior.NIF and optimized from 809KB to 660KB
- Closed a large gap in the roof, a large one-sided eave beam, fixed several UV mapping errors on turret beams and fixed them being hollow and separated from the turret, deleted invisible interior polygons and optimized from 438KB to 375KB for the exterior Newlands Lodge (Cheydinhal) mesh ( CheydinhalHouseMiddle04.NIF )
- Fixed a gap between the floor and banister, a duplicated-in-place banister post causing flickering, two banister posts being inside-out due to reversed normals, a seethrough wall in the forge area, a gap between a beam and wall near the fireplace, two one-sided beams clipping through another beam and three more clipping in through the other floor, all the beams in the tower being hollow on the tops, in the interior of the March Rider in Cheydinhal ( CheydinhalHouseMiddle03Interior.NIF ) and optimized from 1,007KB to 844KB
- Fixed a gap between the floor and banister, three seethrough beams protruding through other beams, two intersecting diagonal braces on one side of a wall and none on the other, a one-sided stone texture protruding through the tower's doorframe, a roof beam that disappeared into the roof and another clipping through a wall beam,a one-sided polygon of the tower poking through an adjoining wall, a hollow beam in the tower, a duplicated-in-place banister post causing flickering, two banister posts being inside-out due to reversed normals, and a thin diagonal seam on every stone stair riser in Ohtimbar's house in Cheydinhal ( CheydinhalHouseMiddle05Interior.NIF ) and optimized from 909KB to 767KB
- Closed a seethrough gap between a roof beam and wall and the ceiling and wall near it, two seethrough gaps between the wall and ceiling, a long ceiling beam hollow at the top, all of the first-floor wall border being hollow and a thin diagonal seam on every stone stair riser in Magul's and Aldos Othran's houses' interiors in Cheydinhal ( CheydinhalHouseMiddle05Interior.NIF ) and optimized from 824KB to 685KB
- Fixed several UV mapping errors on beams, closed seethrough gaps in the roof trim and between beams and walls on the exterior Cheydinhal abandoned house ( CheydinhalAbandonedHouse01.NIF) and optimized from 670KB to 602KB
- Fixed a noticeable large uncapped seethrough beam end in the stairway, a large ceiling beam missing one side, several banister posts that were not attached, three wall onesided polygons clipping through beams and several other seethrough beams in the interior Cheydinhal abandoned house ( CheydinhalAbandonedHouse01.NIF ) and optimized from 821KB to 683KB
- Fixed three transparent pieces of broken stone, closed seethrough gaps under and at the base of the tunnel walls, fixed several UV bad mappings, and removed many polygons outside the visible area of the Dark Brotherhood entryway tunnel ( DarkBrotherhoodHall01.NIF ) optimizing from 274KB to 187KB
- Closed numerous seethrough gaps between beams and beams clipping through walls, fixed flickering beam tops and fixed the distortion on the skylight beams on the interior Cheydinhal Bridge Inn and Orum House ( CheydinhalHouseUpper03Interior.NIF ) and optimized from 977KB to 832KB
- Moved misaligned walls causing gaps in the walls beside the fireplace, moved/aligned the misaligned decorative keystones on the hearth, extended/closed four large seethrough ceiling beams near there and another near the top of the stairs to the second floor, moved a seethrough beam coming through the ceiling and two more through walls, fixed flipped normals/polygons on two of the banister supports and deleted a duplicated-in-place support causing flickering, closed a gap between the ceiling and stairwell, lowered three seethrough beams sticking through other beams, raised a rafter beam with a seethrough end, lowered two that were too high (one cut off halfway across the roof,) raised two that were causing flickering at their intersection, deleted a duplicate beam in the upstairs rooms, raised the displaced Havok mesh on the first floor so that the player and others don't sink slightly into it and moved a large horizontal beam at the stairwell with no Havok inwards in the interior Newlands Lodge in Cheydinhal ( CheydinhalHouseMiddle04Interior.NIF ) and optimized from 1,068KB to 906KB
- Fixed bad beams (squashed and distorted) and seethrough gaps in the stonework of the Cheydinhal Castle gate ( CastleGateCheydinhal01.NIF ) deleted many invisible interior polygons and optimized from 428KB to 318KB
- Removed a large one-sided polygon poking through the roof of Rythe Lythandas' house in Cheydinhal ( CheydinhalHouseUpper01.NIF ), fixed dozens of UV mapping errors and missing polygons on decorative beams, and optimized from 632KB to 523KB
- Fixed flickery beam tops in the interior of Riverview and the Cheydinhal Fighters' Guild ( CheydinhalHouseUpper02Interior.NIF ), closed several gaps in walls and beams, fixed every horizontal beam on the first floor being hollow underneath and optimized from 903KB to 803KB
( CheydinhalHouseUpper03Interior.NIF )
- Fixed Havok collision type on the Arena and some related components ( BloodworksCistern01.NIF, ChorrolArenaInterior01-04.NIFs, and ChorrolArenaInteriorGround01.NIF ) from skin to stone type, fixed UV mapping errors on all the ChorrolArenaInterior .NIFs, closed seethrough holes near the side gates on 03 and 04, moved and added missing Havok collision on the Arena pit ( ChorrolArenaInteriorGround01.NIF ) to prevent the player from being able to jump onto the wall or through a column to behind the Yellow Team's gate and thus have a rather unchallenging match, and optimized all of them down to half their original combined size
- Fixed bad Havok in the Arena Bloodworks ( ChorrolBloodworks01.NIF ) that put an invisible barrier in the corner behind Ysabel Andronicus and prevented a cupboard from being activated, fixed one of the columns not going all the way to the ground, and optimized from 425KB to 327KB
- Fixed the seethrough carpet at the back of the Leyawiin throne platform ( LeyawiinPlatform01.NIF )
- Fixed the Havok collision in the rafter area so that the player can't jump onto it and "fall out of the world", closed all the hollow ceiling beams and several see-through gaps in the walls in a Leyawiin house interior ( LeyawiinHouseIntL10.NIF ) also used in two Borderwatch houses and optimized from 624KB to 492KB
- Closed several seethrough gaps in the walls and ceiling and closed all the hollow ceiling beams in Leyawiin house interiors LeyawiinHouseIntL01.NIF & LeyawiinHouseIntL04.NIF, and optimized from 637KB to 498KB and 644KB to 507KB respectively
- Fixed a flickering patch on a beam caused by duplicate faces, closed numerous gaps in the walls, floors, ceilings and shelves of the Five Claws Lodge in Leyawiin and the Border Watch Inn ( LeyawiinHouseIntL07.NIF ) and optimized from 442KB to 430KB
- Closed a seethrough gap under the upper floor columns and removed duplicated-in-place polygons from around it causing flickering and closed small gaps, moved the lower landing steps of the stairway so that they no longer protrude through the wall into an adjacent room, removed a duplicated-in-place step front causing flickering, closed small seethrough gaps at the base of all of the banister posts and several other small gaps in the room and wall of the interior of Three Sisters in Leyawiin ( LeyawiinHouseInteriorUpper01.NIF ) and deleted hundreds of invisible polygons optimizing from 2.54MB to 2.00MB
- Fixed flickering beam overlaps, two onesided beams protruding through another, five seethrough gaps in walls (three including a huge one to the right of the front door and the oculus were missing wall pieces) and bad UV mapping on a dormer window on the exterior Leyawiin Mages Guild ( LeyawiinMagesGuildHouse.NIF ) and optimized from 1,019KB to 899KB
- Fixed flickering beam overlaps and closed two seethrough gaps in the walls of the exterior Blackwood Company Hall in Leyawiin ( LeyawiinBlackwoodCompany.NIF ) and optimized from 696KB to 600KB
- Closed all the hollow ceiling beams, enabled stenciling on the ceiling texture so that the room's ceiling isn't transparent from the outside, closed two holes in the roof and walls of LeyawiinHouseIntL02.NIF and optimized from 698KB to 561KB
- Closed an open beam and all the roof trim beams sticking over the edge of the roof and seethrough on LeyawiinHouseLower01.NIF and optimized it from 238KB to 182KB
- Closed a similar open beam that was duplicated-in-place causing flickering on both sides, closed seethrough gaps in the walls and roof of LeyawiinHouseLower02.NIF and optimized from 257KB to 196KB
- Closed two gaps in the roof of LeyawiinHouseLower03.NIF and optimized from 248KB to 188KB
- Closed a seethrough gap in a corner beam and two in walls in LeyawiinHouseLower07.NIF and optimized from 382KB to 305KB
- Added missing Havok to a Leyawiin house mesh (LeyawiinHouseLower04.NIF; also used for the Coast Guard station) so that the player can't jump through the overhanging porch roof, closed seethrough gaps between the walls and base trim and optimized from 216KB to 161KB
- Closed seethrough gaps in the roof walls and thin seams in the eaves of LeyawiinHouseMiddle01.NIF and optimized from 340KB to 281KB
- Fixed flickering overlapping polygons on beams, smeared UV mapping and small seethrough seams in the roof of LeyawiinHouseMiddle02.NIF and optimized from 360KB to 314KB
- Closed seethrough four gaps in the exterior walls, removed several duplicate polygons causing flickering on LeyawiinHouseMiddle03.NIF and optimized from 252KB to 224KB
- Fixed two flickering beam intersections and closed the hollow chimney top on LeyawiinHouseUpper03.NIF, and optimized from 620KB to 528KB
- Closed two seethrough holes in the walls and a thin seam in the roof and fixed several UV mapping errors on beams on LeyawiinHouseUpper01.NIF and optimized from 462KB to 401KB
- Fixed a flickering beam intersection and closed a seethrough roof end on LeyawiinHouseUpper05.NIF, and optimized from 507KB to 447KB
- Fixed several flickering duplicated-in-place beams, closed a seethrough gap in a wall and one of the roof ends being seethrough on LeyawiinHouseUpper06.NIF and optimized from 619KB to 547KB
- Closed a seethrough hole in a wall and the seethrough chimney top and fixed flickering beam overlaps of LeyawiinHouseUpper07.NIF and optimized from 509KB to 453KB
- Raised the bottom of the Leyawiin Castle secret door ( SecretDoor.NIF ) so that it doesn't go right through the stone trim base when it opens, and slightly optimized it from 5KB to 4KB
- Closed seethrough gaps in the middle and top of an animated Leyawiin interior door ( LeyawinDoorLowerInt01.NIF ) and optimized from 60KB to 45KB
- Fixed several flickering beams on the exterior Weynon Priory house ( WeynonHouse01.NIF ) closed seethrough gaps in the trim and optimized from 1,006KB to 892KB
- Fixed blurry texturing on the roof of the Weynon Priory chapel ( PrioryChapel01.NIF ) which is used in other locations as well, several UV mapping errors on the trim and optimized the mesh from 1,064KB to 892KB
- Fixed a one-sided beam poking through and flickering duplicated polygons near the altar of the interior Priory chapel also used in similar locations to the above ( PrioryChapelInterior.NIF ) and optimized from 1,072KB to 916KB
- Closed a seethrough gap and removed a flickering overlapping polygon by the front door, moved the front door buttress up so that it doesn't block the door, fixed several UV mapping errors on horizontal beams on the exterior Skingrad Fighters' Guild ( SKFightersGuild01.NIF ) and optimized from 542KB to 452KB
- Closed several gaps and open beams, fixed several UV mapping errors, and moved the displaced Havok collision on the upstairs banister and post so that it can't be walked through in Eugal Belette's house in Chorrol ( ChorrolHouseMiddle04Interior.NIF ) and optimized from 788KB to 712KB
- Closed a seethrough seam in the floor and a seethrough gap in a wall of the interior of Francois Motierre's house in Chorrol ( ChorrolHouseUpper03Interior.NIF ) and deleted hundreds of invisible polygons optimizing from 1.51MB to 1.04MB
- Deleted a flipped-normals duplicated column, closed a gap in the wall caused by misalignment and two open beams over doorways, closed gaps between the doorframes and walls, moved a rafter beam hollow at one end that didn't go down far enough and another that flickered due to close intersection with another roof beam, lowered a horizontal beam to close a slight showthrough of roof polygons, centered the UV mapping of the diamond window pattern, raised a beam over these windows that had a small gap of see-through nothingness beyond, fixed bad UV mapping on the beam over the load door, and deleted several useless polygons outside the visible area in the Skingrad Mages' Guild Living Quarters ( SKMageGuildIntT.NIF ) and optimized from 414KB to 359KB
- Fixed the same errors as above (except for those with the windows) in the Skingrad Fighters' Guild Living Quarters ( SKFightersGuildIntT.NIF ) and optimized from 347KB to 317KB
- Closed seethrough gaps around the front door, moved the front door buttress up so that it doesn't block the door, and closed several seethrough gaps in wall and columns in the Skingrad Fighters' Guild main floor ( SKFightersGuildIntB.NIF ) and optimized from 1,108KB to 833KB
- Closed seethrough gaps on the columns by the front door, fixed bad UV mapping on several beams, closed a seethrough chimney top of the exterior Skingrad Mages Guild ( SKMageGuild01.NIF ) and optimized from 621KB to 499KB
- Closed a large seethrough gap over the load door, fixed several UV mapping errors on beams, in the interior of Glarthir's house in Skingrad ( SKHouseMiddleInt02.NIF ) and optimized from 910KB to 802KB
- Fixed several areas of bad UV mapping on beams, a very dark and flickery duplicated-in-place pointed window arch in the upstairs rooms, several gaps in beams and gaps around the front door and interior door, and two open seethrough beam ends in the Surilie brothers' house and Hammer and Tongs ( SkHouseMiddleInt03.NIF ) and optimized from 1,120KB to 952KB
- Closed a seethrough gap under a wall and between the banister and stairwell, seethrough ceiling beams and a floor skirting that were not long enough, fixed bad UV mapping on several beams and a flickery beam intersection in the ceiling in Salmo the Baker and Tamika's houses in Skingrad ( SkHouseMiddleInt01.NIF ) and optimized from 1.25MB to 1.06MB
- Closed large seethrough gaps at the sides of the entryway and small gaps around the doorframe, moved the front door buttress up so that it doesn't block the door, closed a seethrough open chimney top and fixed bad UV mapping on a horizontal beam on the exterior Summitmist Manor in Skingrad ( SKHouseUpper01.NIF ) and optimized from 651KB to 536KB
- Closed seethrough gaps over the load door frame, moved the door buttress up so that it doesn't block the door in the West Weald Inn interior in Skingrad ( SKHouseUpperInt02B.NIF ) and optimized from 1.26MB to 1.06MB
- Fixed bad UV mapping on several beams in the West Weald Inn upstairs ( SKHouseUpperInt02T.NIF ) and optimized from 477KB to 417KB
- Fixed bad UV mapping under a beam and closed several open beams and gaps, moved the front door buttress up so that it doesn't block the door, and removed a duplicated-in-place window arch causing flickering on the exterior of Salmo the Baker and Tamika's houses in Skingrad ( SKHouseMiddle01.NIF ) and optimized from 460KB to 375KB
- Fixed a flickery overlapping polygon near the front door, moved the front door buttress up so that it doesn't block the door, closed the hollow chimney top and fixed several UV mapping errors on horizontal beams on the exterior of the player's home Rosethorn Manor in Skingrad ( SKHouseUpper04.NIF ) also used in other places, and optimized from 516KB to 440KB
- Fixed many of the ceiling boards in the roof overlapping causing flickering or having seethrough ends in the roof of the interior of Reman Broder's and Undena Orethi's houses in Skingrad ( SKHouseLowerInt01.NIF ) and optimized from 541KB to 423KB
- Fixed UV mapping on the chimney and closed gaps between the walls and roof of the exterior of Bernadette Peneles' house in Skingrad ( SKHouseLower03.NIF ) and optimized from 219KB to 173KB
- Closed seethrough gaps between the dormer windows and roof, fixed UV mapping on several beams and the chimney on the exterior SKHouseLower04.NIF and optimized from 291KB to 238KB
- Closed a seethrough gap under a decorative ceiling beam and two seethrough gaps in walls, fixed two flickering overlaps on columns in the interior of Nerastarel's house in Skingrad ( SKHouseUpperInt05B.NIF ) and optimized from 1,084KB to 863KB
- Fixed skewed UV mapping causing wavy planking on the walls of the upstairs of Nerastarel's house in Skingrad ( SKHouseUpperInt05B.NIF ) and optimized from 331KB to 223KB
- Closed seethrough gaps in the rear roof and fixed bad vertex colors and a sliver of the lower wall clipping into the balcony on the exterior Skingrad house SKHouseUpper02.NIF, and optimized from 767KB to 645KB
- Closed large gaps between the columns by the front door and the wall and fixed bad UV mapping on a horizontal wall beam on the exterior Skingrad house SKHouseUpper05.NIF, and optimized from 499KB to 419KB
- Fixed two pieces of bad UV mapping by the front door and closed gaps between the dormer roofs' apexes and roofs on exterior Skingrad house SKHouseUpper06.NIF, and optimized from 538KB to 454KB
- Fixed several flickering beams due to overlapping faces on Skingrad house exterior SKHouseMiddle05.NIF and optimized from 502KB to 422KB
- Moved the decorative buttress over the load door so that it doesn't block it, fixed UV mapping errors on two column bases, closed seethrough gaps between the banister base and the floor and on the base and top of two columns in the stairwell of the interior of Summitmist Manor in Skingrad ( SKHouseUpperInt01B.NIF ) and optimized from 1,118KB to 924KB
- Fixed flickery beam intersections in Ambroise Canne's and Shameer's houses in Skingrad ( SKHouseLowerInt04.NIF ) and optimized from 886KB to 631KB
- Closed seethrough end of the entry door's doorstop and gaps over the doorframe, fixed bad UV mapping on horizontal wall beams and several flickering beam intersections in the Summitmist Manor Living Quarters ( SKHouseUpperInt01T.NIF ) and optimized from 356KB to 302KB
- Fixed small UV mapping errors and two duplicated polygons over the fireplace causing flickering in Marlena Brussiner's house in Hackdirt ( ChorrolHouseMiddle03Interior.NIF ) and optimized from 693KB to 619KB
- Fixed incorrect texture and bad UV mapping on door beam ends, seethrough gaps/one-sided polygons between the floor and beams, and flickery beam intersections on a ruined guild in Kvatch ( RuinedGuild.NIF ) and optimized from 965KB to 677KB
- Fixed two pieces of bad UV mapping on a ruined Kvatch castle gate ( KvatchCastleGate03.NIF ) and optimized from 363KB to 269KB
- Closed a seethrough seam between the wall and a buttress of Kvatch curved wall piece KvatchCastleWallCurve07.NIF and optimized from 214KB to 167KB
- Closed two holes of missing polygons and bad UV mapping on the column tops of the Imperial City interior wall divider ( ICWallInt01.NIF ) and optimized from 190KB to 154KB
- Removed the face of the lowest step of BravilStairs01.NIF so that it doesn't clip through the platform it is placed on in several areas in Bravil, and optimized from 99KB to 72KB
- Fixed flickering overlapping polygons on a beam end on the Bravil dock stairs used in many other places ( BravilStairs03.NIF ) and optimized from 232KB to 179KB
- Fixed several flickering overlaps on beams ends and the stair sides of Bravil house exterior stairs BravilStairs04.NIF and optimized from 253KB to 195KB
- Fixed flickery beam intersections on basement sections 1Way.NIF, Exit2Room.NIF, LWay.NIF, UngrdCurveSmall.NIF and UngrdCurveSmallRoom.NIF, and optimized from 383KB to 346KB in total
- Moved a broken stone piece clipping through two beams of underground ruined tunnel transition UngrdTransitionFortRuin02.NIF, closed two seethrough gaps in floor beams, and deleted many polygons outside the visible area to optimize it from 111KB to 80KB
- Removed duplicated polygons, fixed UV mapping and vertex colors on a ruined fort interior wall section ( RFRmHallBalconyEndcap.NIF ) and optimized from 42KB to 35KB
- Closed large seethrough gaps of nothingness in the ceiling of fort ruin pieces RFRmCornerFigsL01.NIF and RFRmCornerFigsR01.NIF and optimized from 222KB to 176KB and 221KB to 174KB respectively
- Closed seethrough gaps in the tops of fort ruin pit pieces RFPitBaseCorner.NIF, RFPitBaseCornerDoor2x.NIF, RFPitBaseCornerDoorL.NIF and RFPitBaseCornerDoorR.NIF and optimized from 517KB to 450KB in total
- Closed seethrough gaps in the ceiling and between the columns and walls of fort ruin piece RFRmCornerL01.NIF (same as previously done for mirror-image RFRmCornerR01.NIF) and optimized from 285KB to 222KB
- Removed duplicated polygons causing flickering on ruined fort section RFRmBalconyExitTranW.NIF and optimized from 260KB to 215KB
- Closed a seethrough brick in ruined fort section RFNHalf01.NIF and optimized from 88KB to 69KB
- Closed a small seethrough gap in the doorframe of ruined fort doorway RFRmDoorway01.NIF and optimized from 257KB to 213KB
- Closed two seethrough gaps in the walls of ruined fort section RFWDeadEnd01.NIF and optimized from 195KB to 154KB
- Closed seethrough gaps in the ceiling and a stone piece not being attached to the column on all four corners of ruined fort piece RFW4Way01.NIF and optimized from 241KB to 158KB
- Adjusted the vertex coloring and UV maps to close visible seams between Sancre Tor wall sections ( RFHubTunnelA.NIF, RFHubTunnelAb.NIF & RFHubTunnelAc.NIF )
- Removed the pointless alpha property that was causing the two Sancre Tor Hub entryway braziers ( RFHubDoorArchBrazier.NIF ) to be transparent, and optimized from 15KB to 10KB
- Fixed UV mapping errors on a Bravil castle wall ( BravilCastleKeepWall01.NIF ) and optimized from 208KB to 143KB
- Added missing vertex colors to the shaft of the Kvatch well used in other places such as Hackdirt and Weatherleah ( KvatchStoneWell01.NIF ) so that the rather shallow bottom can't be seen and optimized from 161KB to 136KB
- Fixed light vertex colors allowing the shallow bottom of the Anvil well to be visible ( AnvilWell01.NIF ) and optimized from 197KB to 150KB
- Removed a dark seam line encircling the Anvil Castle well base ( ANCastleCourtCircle01.NIF ) and optimized from 51KB to 20KB
- Fixed the mounting bracket on two-candle sconces being too far inward so the candles and their iron bowls stuck through the wall, adjusted the candles so that they no longer hang over the edges (were slightly seethrough) and fixed them not lighting up the wall behind them ( WallSconceDouble01.NIF, WallSconceDouble01Fake.NIF, WallSconceDouble01Fake.NIF and Clutter\WallSconceDouble01.NIF)
- Fixed the middle-class bowl of candles ( MiddleBowlTanCandles01.NIF ) so that one candle isn't clipping through the bowl, and optimized from 50KB to 44KB
- Fixed strange refraction effect on the texturing of the beveled edges of the stone wall's posts ( StoneWallPost01.NIF ) seen when moving around them
- Updated previous fix for ICGroundFloor04.NIF; corrected more UV mapping errors and optimized the mesh
- Fixed bad vertex colors causing the tops of ruined fort iron railings to be completely black ( RFIronRailing01.NIF ) and optimized from 34KB to 20KB
- Aligned too-high Havok on the flat surface of fort ruin endcaps ( RFWEndCapFig.NIF ) so that objects placed on them don't either fall through or hover noticeably over them (as in Bravil Wizard's Grotto) and optimized from 17KB to 9.5KB
- Closed seethrough gaps between the arm supports and arms on the middleclass chair ( MiddleChair04.NIF ) and loveseat ( MiddleChair05.NIF ) and optimized the meshes from 102KB to 93KB and 166KB to 156KB respectively
- Fixed one of the legs of a lowerclass chair ( LowerClassChair01.NIF ) missing its end and optimized from 113KB to 55KB (many unwelded vertices and hidden polygons removed)
- Realigned the impossibly off-center string and nail on a lower-class painting ( LowerPainting07.NIF ) and optimized from 16KB to 12KB
- Replaced the complex Havok collision mesh on ChorrolLoadDoorMiddle01.NIF and ChorrolLoadDoorMiddle02.NIF with a simple box; possible slight FPS increase
- Resized the Havok collision box on ChorrolLoadDoorUpper04.NIF to remove the gap at the top and bottom
- Fixed flickering on the ends of LowerClassBench01.NIF, LowerClassTable01.NIF and LowerClassTable03.NIF caused by overlapping polygons and optimized them from 77KB to 41KB, 176KB to 86KB and 134KB to 68KB respectively
- Closed the seethrough feet of middle class table MiddleTable04.NIF (seethrough bottoms can be seen in the Kvatch castle where one is overturned) and slightly optimized from 116KB to 112KB
- Closed seethrough gaps on the Mages Guild counters ( MageGuildDesk01.NIF ) between the countertop and decorative border and optimized from 247KB to 228KB
- Closed three seethrough gaps in the stairwell, fixed one of the lower wall beams having stone instead of wood texture, a large one-side polygon protrusion in the ceiling of the dining area in the interior of several lowerclass inns ie Aleswell, the Roxey Inn, the Inn of Ill Omen and others ( LowerClassTavernInterior01.NIF ) deleted hundreds of invisible polygons optimizing from 966KB to 591KB
- Closed two seethrough gaps in the lowerclass bar ( LowerBar02.NIF ) and optimized from 76KB to 62KB
- Fixed flickering on the base and a thin seam between two layers of the tabletop of large upperclass table UpperTable04.NIF and optimized from 272KB to 226KB
- Aligned the misaligned Havok collision mesh on ChorrolDoorMiddleAnim03/4/6.NIF's, ChorrolDoorMiddleAnim04.NIF
- Fixed flickering at the intersection of the wrought-iron strips on several static signs ( SignBlackWaterSideStables.NIF, SignBorbasGoodsAndStores.NIF, SignCheydinhalBridgeInn.NIF, SignMachNasBooks.NIF, SignNewlandsLodge.NIF and SignTheMarchRider.NIF ) and optimized each from 109KB to 67KB (meshes are all the same except for the texture of the signboard)
- Fixed the reverse side's texturing so it uses the texture made for it and removed pointless alpha property from the Black Horse Courier broadsheet ( BroadSheet01.NIF ) and the Gray Fox posters ( WantedPoster02Static.NIF )
- Fixed flickering overlapping polygons on the sides of the pawl of the large Oblivion tower gate ratchet ( OblivionTowerSwitch01.NIF ) and optimized from 207KB to 102KB
- Fixed flickering caused by duplicate faces on one of the ceiling rings of Oblivion hall threeway CitadelHall3WayWinB01.NIF and optimized from 382KB to 294KB
- Closed gaps in the hallway arches and fixed protruding polygons over the doors of the hallway entrance to Oblivion Sigil stone chambers ( CitadelDeadraLordsChambers03.NIF ) and optimized from 309KB to 204KB
- Removed pointless alpha property from "Mother's Head" ( MomsHead.NIF ) and optimized from 193KB to 85KB
- Corrected the collision type on Garridan's Tears to clutter, so that Telekinesis will now work on them ( GarridansTears.NIF )
- Fixed texture gap in the Sapphire ( Sapphire.NIF ), fixed the Flawed Sapphire ( SapphireFlawed.NIF ) having no flaws, and fixed the incorrectly sized Havok mesh on it and the Flawless Sapphire ( SapphireFlawless.NIF ) and removed the pointless alpha property from all three
- Closed the hole in the mesh of one of the common keys ( Key02.NIF ) thus was able to remove the stencil property that was hiding it
- Removed duplicated polygons causing flickering and changed the Havok type from complex to simple boxes on a lowerclass table ( LowerClassTable05.NIF )
- Changed the Havok type from complex to simple box and/or capsule shapes on two dungeon benches and a middleclass table ( DUNBench.NIF, DUNBenchNormal.NIF and MiddleTable01.NIF )
- Fixed several errors on all six upperclass double beds ( UpperDoubleBed01-06.NIFs ): on all of them closed a large gap underneath between the mattress frame and the headboard/footboard, smoothed a wrinkle in one of the feet, and closed seethrough gaps between the pillows and headboard, on 04-06 closed a seethrough gap at the back of the headboard, and on 04 fixed incorrect texturing on the posts (the blanket's texture was being used instead of wood) and fixed a polygon of the frame clipping through the blanket; also removed many invisible polygons optimizing them from 1.76MB to 1.09MB in total
- Fixed the same errors as above on all six upperclass single beds ( UpperSingleBed01-06.NIFs ) and optimized them from 1.75MB to 1.27MB in total
- Fixed the bedboard sticking through the blankets of the Countess of Anvil's bed ( AnvilBed01.NIF ) and optimized from 387KB to 280KB
- Closed the seethrough carpet at the back of the platform the Countess of Anvil's bed sits on ( AnvilPlatform01.NIF ) and optimized from 28KB to 22KB
- Fixed the hit effect on several bed types ( LowerClassBed01-03.NIF's ) to cloth from stone and optimized them from 396KB to 261KB in total
- Fixed a polygon of the wooden frame clipping through the blankets on all middleclass beds ( MiddleDoubleBed01-04.NIFs ), closed gaps between the headboard and footboard and frame, enabled stenciling on the blankets so that they are not transparent from behind and removed invisible polygons optimizing from 444KB to 362KB in total
- Fixed flickering caused by duplicated polygons on the back of upperclass silverware shelves UpperCubboard02.NIF {sic} and optimized from 158KB to 139KB
- Fixed misaligned Havok on an upperclass chest that objects are commonly placed on ( UpperChest02.NIF ) so that they don't hover too far above it, and optimized from 125KB to 92KB
- Fixed flickering overlapping polygons on the angled lowerclass chest ( LowerClassChest02.NIF ) and optimized from 493KB to 211KB (hundreds of invisible interior polygons removed)
- Fixed UV mapping errors and seethrough gaps on the metal trim of a middleclass chest ( MiddleChest01.NIF ) and optimized from 209KB to 100KB (thousands of unwelded vertices)
- Corrected the UV mapping at the stave tops of the open barrel ( LowerClassBarrel01.NIF ) so that it doesn't look as though there is a seethrough seam running around it, and optimized from 61KB to 50KB
- Fixed flickering on the top of the lowerclass cupboard ( LowerClassCupboard01.NIF ) and optimized from 150KB to 86KB (hundreds of unwelded vertices)
- Fixed the hit effect on Umbacano's display cabinet ( UmbecanoDisplayCase01.NIF {sic} ) to wood from stone and optimized from 234KB to 179KB
- Fixed bad UV mapping on the top and back of upperclass bookshelves ( UpperWallShelf01.NIF & UpperWallShelf02.NIF ), sealed the bottoms so that they can't been seen through (they are toppled in the destroyed Bruma Mages Guild) and slightly optimized the latter from 47KB to 45KB (01 only lost 0.5KB; also optimized 03 already in the UOP from 84KB to 79KB and capped the top as it can commonly be seen into if near stairways)
- Closed a seethrough hole between the top shelf and one of its supports on one of the lowerclass shelves ( LowerClassShelves01.NIF ) and optimized from 133KB to 71KB
- Fixed flickering overlaps on the beam ends, closed seethrough gaps between the front facing and beams, and fixed the backface clipping through the top beam on the lowerclass dresser ( LowerClassDrawers01.NIF ) and optimized from 137KB to 75KB
- Closed a seethrough gap above one of the staves of MiddleBarrelTopped03.NIF and optimized from 101KB to 68KB (mesh was already in the UOP)
- Fixed bad UV mapping on the bottoms of all potion bottles ( Potion01.NIF, PotionAlteration.NIF, PotionConjuration.NIF, PotionDestruction.NIF, PotionIllusion.NIF, PotionMysticism.NIF, PotionPoison.NIF & PotionRestoration.NIF ) and optimized all from 28KB to 21KB
- Fixed flipped normals on every face of the Calipers ( Callipers01.NIF {sic} ) causing the entire mesh to be inside-out, and optimized from 18KB to 12KB
- Fixed the ends of hay bales ( HayBail01.NIF ) {sic} being transparent due to overlapping alpha channels on the beveling; removed the beveling on the ends and joined to the cylinder, and optimized from 25KB to 17KB
- Closed the seethrough bottoms of the legs of the hay archery target found everywhere in the game ( TargetHay01.NIF ) and optimized from 331KB to only 98KB (thousands of unwelded vertices mostly in the chain)
- Fixed the grain spilling from the torn sack mesh ( DunSack01.NIF ) being seethrough from the back, and optimized from 51KB to 35KB (mesh was already in the UOP)
- Fixed a bad piece of texture on the left hanging hook of one of the lowerclass tapestries ( LowerTapestry04.NIF ) and slightly optimized from 18KB to 17KB
- Fixed flickering on the turnable page of the book animation object used by NPC's ( GenericBook.NIF ) as it had the exact same co-ordinates and was a duplicate of the page underneath it, and optimized from 17KB to 14KB
- Fixed flickering at the overlap of the grate beams of the common firewood and grate ( FirewoodGrate.NIF ) and slightly optimized from 37KB to 35KB
- Closed a thin seethrough seam on the bottom of the decorative shields seen hanging in Fighters Guild halls ( ShieldBronze.NIF ), fixed the UV mapping on the sides of the shield pieces and optimized from 128KB to 109KB
- Resized the undersized Havok collision mesh on cheese pieces ( Cheese05.NIF & Cheese05Static.NIF ) and Somnalius Fronds ( IngredSomnaliusFrond.NIF )
- Fixed the collision types on Clannfear Claws ( IngredClannfearClaw.NIF ), Scales ( IngredFishScale.NIF ) and Daedra Skin ( IngredDaedraSkin.NIF ) from cloth to skin, and simplified the Havok on the latter
- Optimized the complex Havok on Harrada ( IngredHarrada.NIF ) and Spiddal Stick ( IngredSpiddalStick.NIF )
- Replaced the complex Havok on the Quill ( Quill01.NIF ) with a simple box
- Corrected the UV mapping on the leaves of Ayleid statues ( ARStatue01.NIF and ARStatueSmall01.NIF ) to remove a triangular hanging piece at the ends, aligned several of the leaves which were hanging off the stems, fixed UV mapping errors packed/MOPP'ed the Havok mesh and optimized the meshes by ~300KB and ~75KB respectively
- Corrected the UV mapping on the leaves of Ayleid ruin vines ( ARVineArch01.NIF, ARVineArch02.NIF & ARVineGrowOnTop.NIF ) to remove a triangular hanging piece at the ends, aligned several of the leaves which were hanging off the stem, and removed duplicated underside polygons by enabling stenciling
- Fixed the branches having a square cross-section which closed most of the seethrough gaps and ragged edges at the base of Vine Maple shrubs ( ShrubVineMapleSnow.SPT & ShrubVineMapleSU.SPT )
- Fixed several flowers and leaves of the Morning Glories ( FloraMorningGloryBlue01-04.NIFs and FloraMorningGloryPurple01-04.NIFs ) that were not attached to the stems
- Fixed flickering on the leaves of the Monkshood ( FloraMonksHood01.NIF ) caused by polygons being both stenciled and two-sided, and made the root no longer taper to a point so was able to remove hundreds of edits from them from the ESP
- Made the roots of Foxgloves ( FloraFoxglove01.NIF ), Columbines ( FloraColumbine01.NIF ) and Milk Thistles ( FloraMilkThistle01.NIF ) no longer taper to a point and optimized from 74KB to 61KB, 36KB to 28KB and 28KB to 25KB respectively
- Fixed the stems on the Strawberry plant ( CropStrawberry01.NIF ) so that most of them are no longer unattached to the ground so was able to remove many edits to them from the ESP, and optimized from 127KB to 79KB
- Fixed many of the leaves of the Primroses ( FloraPrimrosePink.NIF and FloraPrimrosePurple.NIF ) being noticeably detached from their stems
- Changed the stems of Bergamot ( FloraBergamot01.NIF and FloraBergamot02.NIF ) and Viper's Bugloss ( FloraViperBugloss01.NIF ) so that they no longer taper to a point; as a result was able to remove most of the cell edits for them (see above)
- Fixed one of the stems of both varieties of Ginseng ( FloraGinsengRed.NIF & FloraGinsengYellow.NIF ) being shorter than the other two so was often above ground level
- Halved the alpha rendering FPS loss that occurs when the player is very close to any of the cobweb meshes ( Cobweb01-07.NIFs ); removed the duplicate backface object and enabled stenciling, removed normals and set an emissive color to prevent them from being overly dark, so they may look slightly different but are still as close as I could make them to how they are originally
- Fixed bad UV mapping on the corners of Ayleid rubble ARWellBroken03.nif and optimized from 13KB to 11KB
- Greatly reduced the floatiness of the overlayed moss above the surface of several West Weald rock types ( RockWestWealdMoss01-05.NIFs, RockWestWealdMoss07.NIF, RockWestWealdMoss10.NIF and RockWestWealdMoss12.NIF ) and optimized from 863KB to 764KB in total (there's still some slight floatiness left, but it's much better than it was, and after spending three solid days on just these I think I'll take a break from West Weald rocks for now)
- Fixed smeared texturing caused by bad UV mapping on a Jerall Mountain rock cluster ( JMRockSmallSnow04.NIF ) and optimized the mesh (98KB to 25KB)
- Fixed seven Oblivion cave pieces ObWallRampLong02A.NIF, ObWallRampLong02B.NIF, ObWallRampLong02D.NIF and ObWallRampLong02LavaA-D.NIFs which did not fit together correctly with other cave pieces and so caused a triangular seethrough hole in the ceiling wherever they were used, and slightly optimized from 343KB to 338KB (a face optimize would change the geometry and introduce more gaps)
- Fixed cave piece CPitWall04A.NIF which did not fit together correctly with other cave pieces and so caused a triangular seethrough hole in the floor wherever it was used, and slightly optimized from 50KB to 44KB
- Fixed the following cave entrance meshes having a leading space in their filename in the BSA so if they were modded they would show as an error mesh on some OS's where leading spaces are not permitted (such as 64-bit Vista): CEntranceCHighlandSm01.NIF, CEntranceGoldCoastSm01.NIF, CEntranceGreatForestSm02.NIF, CEntranceMtnSnowLG01.NIF, CEntranceMtnSnowLG02.NIF, CEntranceMtnSnowLG03.NIF, CEntranceMtnSnowSm01.NIF, CEntranceMtnSnowSm02.NIF, CEntranceMtnSnowSm03.NIF, CEntranceRockMossSm01.NIF, CEntranceRockyBeachSm01.NIF, CEntranceWestWSm01.NIF and CEntranceWestWSm02.NIF (also since the correctly named meshes have to be included, optimized them from 925KB to 831KB in total)
- Removed unneeded extra texture reference to the normal map, fixed a small UV mapping error on the fringe ends, simplified the complex Havok collision mesh, and changed the Havok type so that projectiles don't get stuck in them for the following rugs: AnvilRugMid01.NIF, AnvilRugEnd01.NIF, BravilRugMid01.NIF, BravilRugEnd01.NIF, BrumaRugMid01.NIF, BrumaRugEnd01.NIF, CastleRugMiddleCheydinhal.NIF, CastleRugEndCheydinhal.NIF, KvatchRug02.NIF, KvatchRugLong01.NIF, KvatchRugLongEnd01.NIF, KvatchTapestry01.NIF, KvatchRug01.NIF, LeyawiinRugMid01.NIF, LeyawiinRugEnd01.NIF, CastleThroneRugSkingrad.NIF, CastleThroneEndRugSkingrad.NIF, CastleThroneRugChorrol.NIF, ChorrolGreatHallRugCenter.NIF, MS51RugClue.NIF, CastleThroneEndRugChorrol.NIF, LowerClassRug02.NIF, LowerClassRug03.NIF (packed NiTriStrips and removed pointless alpha from both LowerClass as well,) MageGuildRugCircle01.NIF, MageGuildRugRectangle01.NIF, MiddleClassRugCircle01.NIF, MiddleClassRugCircle02.NIF, MiddleClassRugOval01.NIF, UpperClassRugCircle01.NIF, UpperClassRugCircle02.NIF, UpperClassRugRectangle01.NIF, UpperClassRugRectangle02.NIF and UpperClassRugSquare01.NIF
- Fixed numerous errors with the Daedric Shrine statues: (several already present in the UOP so are updates):
- Statue Pedestals ( DaedricStatuePedestal01.NIF ): Matched texturing with the Shrine pedestals
- Azura ( DaedricShrineAzura01.NIF ): Tangent space artifacting, crown not being double-sided, face details being blurry, optimized mesh
- Boethia ( DaedricShrineBoethia01.NIF ): Tangent space artifacting, optimized mesh type (strips instead of shapes)
- Clavicus Vile/Barbas ( DaedricShrineClavicusVile01.NIF & DaedricShrineClavicusVileDog01.NIF ): Severe tangent space artifacting, optimized mesh and collision
- Hircine ( DaedricShrineHircine01.NIF & DaedricStatueHircine01.NIF ): Optimized mesh
- Hermaeus Mora ( DaedricShrineHMora01.NIF & DaedricStatueHMora01.NIF ): Tangent space artifacting, optimized mesh and mesh type (strips instead of shapes)
- Malacath ( DaedricShrineMalacath01.NIF & DaedricStatueMalacath01.NIF ): Tangent space artifacting, optimized mesh
- Mehrunes Dagon ( DaedricStatueDagon01.NIF ): Severe tangent space artifacting, optimized mesh
- Mephala ( DaedricShrineMephala01.NIF & DaedricStatueMephala01.NIF ): Tangent space artifacting, optimized mesh
- Meridia ( DaedricShrineMeridia01.NIF & DaedricStatueMeridia01.NIF ): Right foot sunken into pedestal, loincloth not double-sided, tangent space artifacting, optimized mesh and mesh type (strips instead of shapes)
- Molag Bal ( DaedricShrineMolagBal01.NIF & DaedricStatueMolaBal01.NIF ): Wrong Havok collision type, tangent space artifacting, optimized mesh, ( DaedricStatueMolaBal01-05Destroyed.NIF's ): Tangent space artifacting and optimized meshes
- Namira ( DaedricShrineNamira01.NIF & DaedricStatueNamira01.NIF ): Face details being blurry, tangent space artifacting, optimized mesh
- Nocturnal ( DaedricShrineNocturnal01Destroyed.NIF, DaedricShrineNocturnal03Destroyed.NIF & DaedricStatueNocturnal01.NIF ): Tangent space artifacting and optimized meshes, ( DaedricShrineNocturnal01.NIF & DaedricShrineNocturnal02Destroyed.NIF ): Optimized meshes
- Peryite ( DaedricShrinePeryite01.NIF & DaedricStatuePeryite01.NIF ): Tangent space artifacting, optimized mesh
- Sanguine ( DaedricShrineSanguine01.NIF & DaedricStatueSanguine01.NIF ): Useless light source that caused the Construction Set to complain, loincloth not double-sided, optimized Havok collision object, tangent space artifacts, optimized mesh
- Sheogorath ( DaedricShrineSheogorath01.NIF & DaedricStatueSheogorath01.NIF ): Tangent space artifacting, optimized mesh
- Vaermina ( DaedricShrineVaermina01.NIF & DaedricStatueVaermina01.NIF ): Seethrough gap near right ear, overlapping polygons, severe tangent space artifacting, optimized mesh
- Optimized all unskinned meshes already present in the UOP 100KB or larger and some others:
- (Name - Original Size - UOP Before - UOP After)
- AnvilFGTopFloor.NIF - 211KB - 209KB - 125KB
- AnvilHouseMC02.NIF - 449KB - 448KB - 383KB
- AnvilUpperClass02.NIF - 975KB - 963KB - 665KB
- AnvilUpperClass03.NIF - 1,113KB - 1,110KB - 816KB (also fixed the column capitals being transparent from both sides due to missing polygons, a polygon of bad UV mapping and a flickering overlap in the base stone border and a one-sided poly of wall border poking through a doorframe missed originally)
- ARStatue01.NIF - 1.233KB - 813KB - 804KB
- ARStatueSmall01.NIF - 258KB - 167KB - 162KB
- BloodworksEntrance01.NIF - 479KB - 479KB - 371KB
- BravilCastleKeepGate01.NIF - 747KB - 776KB - 627KB
- BravilFightersGuildInt2ndFloorB.NIF - 325KB - 270KB - 262KB
- BravilHouseIntL04.NIF - 368KB - 368KB - 303KB (also fixed bad UV mapping on the fireplace missed originally)
- BravilHouseIntL05.NIF - 504KB - 426KB - 397KB
- BravilHouseIntM07.nif - 338KB - 338KB - 305KB (also fixed a flickering skirting beam and a missing beam missed originally)
- BravilStairs02.NIF - 169KB - 169KB - 125KB (also fixed several small seethrough gaps and flickering missed originally)
- BravilTowerTop03.NIF - 140KB - 105KB - 100KB
- CastleIntTransistionLWay01.NIF - 217KB - 198KB - 150KB
- CastleIntTransistionRWay02.NIF - 216KB - 197KB - 151KB
- CastleKeepBruma.NIF - 558KB - 561KB - 386KB (also fixed a thin seam around the ramparts missed originally; this can't usually be seen)
- CastleWallRiverGate01.NIF - 215KB - 213KB - 169KB
- CastleTower512Ground0Way01.NIF - 107KB - 106KB - 91KB
- CastleTower512Ground1Way.NIF - 165KB - 164KB - 135KB
- CastleTowerLadder01.NIF - 189KB - 188KB - 155KB
- CathedralAkatoshIntEntRuined01.NIF - 1.26MB - 1.25MB - 1.04MB
- CheydinhalFightersGuild01.NIF - 808KB - 700KB - 612KB (also fixed gaps in the doorframe decoration and its blocking the doors and a gap between the railing and floor on the balcony missed originally)
- CheydinhalHouseMiddle01.NIF - 578KB - 583KB - 545KB (also fixed numerous UV mappings and one-sided beams missed originally)
- CheydinhalHouseMiddle02Interior.NIF - 911KB - 880KB - 778KB (also fixed a seethrough gap under the banister, a seam in the fireplace and several bad UV mappings missed originally)
- CheydinhalHouseMiddle05.NIF - 380KB - 338KB - 313KB (also fixed open roof ends, several seethrough gaps/beams and numerous UV mapping errors missed originally)
- CheydinhalHouseUpper03.NIF - 647KB - 569KB - 538KB (also fixed several open beams and UV mapping errors missed originally)
- CheydinhalMagesGuild01.NIF - 807KB - 700KB - 641KB (also fixed flickery overlapping polygons in the vertical beam to the left of the front door missed originally)
- CheydinhalHouseUpper02.NIF - 1,137KB - 957KB - 875KB (also fixed numerous gaps in beams and UV mapping errors missed originally)
- CheydinhalHouseMiddle03.NIF - 494KB - 487KB - 394KB (also fixed several bad UV mappings and seethrough gaps missed originally)
- ChorrolDoorMiddleAnim03.NIF - 279KB - 279KB - 124KB
- ChorrolHouseMiddle05Interior.NIF - 1.21MB - 1.01MB - 1.01MB (only shrunk 4KB)
- CheydinhalHouseMiddle06.NIF - 479KB - 473KB - 398KB (also fixed a seethrough gap in the roof end, seethrough beams and beam ends missed originally)
- CitadelHallDoor01AnimFixed.NIF - N/A - 111KB - 60KB
- ClubStatic.NIF - N/A - 115KB - 59KB
- CPMainHall01.NIF - 1.83MB - 1.83MB - 1.70MB
- CPStatueBase01.NIF - 221KB - 221KB - 174KB
- CRmColumn01A.NIF - 301KB - 283KB - 231KB
- DUNPlatform01.NIF - 115KB - 116KB - 92KB
- FarmHouseInterior02.NIF - 661KB - 453KB - 416KB
- HangingCorpse01.NIF - 349KB - 267KB - 214KB
- HangingCorpse02.NIF - 420KB - 420KB - 256KB
- HangingCorpse05.NIF - 352KB - 351KB - 215KB
- ICArcaneGate01.NIF - 180KB - 179KB - 135KB
- ICAUPlaza01.NIF - 1.32MB - 1.36MB - 1.10MB
- ICBasement3WayCrypt02.NIF - 176KB - 159KB - 106KB (also fixed two pieces of bad UV mapping missed originally)
- ICBasementPrisonTransition01.nif - 199KB - 199KB - 196KB
- ICBasementStairs01.NIF - 60KB - 57KB - 48KB (also fixed a two misplaced polygons on one side missed originally)
- ICDomeInt01.NIF - 243KB - 276KB - 219KB
- ICDTopFloor04.NIF - 427KB - 328KB - 246KB
- ICDTopFloor05.NIF - 444KB - 330KB - 245KB
- ICGroundFloor01.NIF - 773KB - 747KB - 520KB (also fixed UV mapping on the step ends and support tops for all ICGroundFloor NIFs)
- ICGroundFloor02.NIF - 796KB - 722KB - 517KB
- ICGroundFloor03.NIF - 805KB - 607KB - 526KB
- ICGroundFloor04.NIF - 759KB - 511KB - 449KB
- ICGroundFloor05.NIF - 788KB - 592KB - 508KB
- ICGroundFloor06.NIF - 927KB - 791KB - 616KB
- ICGroundFloor07.NIF - 1,178KB - 793KB - 792KB
- ICGroundFloor08.NIF - 933KB - 871KB - 618KB
- ICGroundFloor09.NIF - 947KB - 868KB - 634KB
- ICGroundFloor10.NIF - 896KB - 737KB - 577KB
- ICGroundFloor11.NIF - 916KB - 805KB - 599KB
- ICGroundFloor12.NIF - 895KB - 792KB - 752KB
- ICGroundFloor13.NIF - 948KB - 771KB - 620KB
- ICGroundFloor14.NIF - 975KB - 795KB - 757KB
- ICGroundFloor15.NIF - 966KB - 863KB - 621KB
- ICGroundFloor16.NIF - 943KB - 877KB - 621KB
- ICGroundFloor18.NIF - 1,053KB - 951KB - 675KB
- ICGroundFloor19.NIF - 931KB - 911KB - 674KB
- ICGroundFloor20.NIF - 1,054KB - 848KB - 674KB
- ICGroundFloor21.NIF - 787KB - 767KB - 488KB
- ICGroundFloor22.NIF - 902KB - 839KB - 563KB
- ICGroundFloor23.NIF - 1,053KB - 940KB - 675KB
- ICGroundFloor25.NIF - 1,401KB - 1,203KB - 888KB
- ICGroundFloor26.NIF - 960KB - 857KB - 617KB
- ICHotelGroundFloor01.NIF - 1.89MB - 1.64MB - 1.19MB
- ICHotelGroundFloor02.NIF - 1.64MB - 1.47MB - 1.03MB
- ICHotelGroundFloor03.NIF - 1.82MB - 1.29MB - 1.02MB (also closed a square hole in the stairwell skirting missed originally)
- ICHotelGroundFloor04.NIF - 1.89MB - 1.64MB - 1.19MB (also closed triangular gaps in the stairwells missing originally)
- ICPalaceCouncilRoom01.NIF - 528KB - 504KB - 390KB
- ICPalaceCouncilRoomEnt01.NIF - 750KB - 719KB - 585KB
- ICPalaceRoomEnt01.NIF - 263KB - 227KB - 214KB
- ICPrisonPlaza01.NIF - 872KB - 906KB - 758KB
- ICPrisonWallHouse02.NIF - 809KB - 778KB - 662KB (also fixed bad UV mapping and seethrough gaps in the steps and overhang missed originally)
- ICTopFloor10.NIF - 506KB - 281KB - 224KB (also fixed some UV mapping errors missed originally)
- Kennel01.NIF - 55KB - 55KB - 37KB
- Kennel02.NIF - 56KB - 56KB - 40KB
- Kennel03.NIF - 57KB - 57KB - 40KB
- Kennel04.NIF - 116KB - 116KB - 83KB
- KennelDoor01.NIF - 33KB - 33KB - 29KB (also fixed flickering face overlapping, two open and two bad UV mapped ends missed originally)
- KennelDoor02.NIF - 33KB - 33KB - 29KB (also fixed flickering face overlapping, two open and two bad UV mapped ends missed originally)
- KvatchDiningTable01.NIF - 479KB - 478KB - 377KB
- KvatchLadder.NIF - 278KB - 277KB - 222KB
- LeyawiinFightersGuildHouse.NIF - 941KB - 904KB - 842KB (also fixed several hollow beams and seethrough gaps in walls missed originally)
- LeyawiinFGInterior.NIF - 2.51MB - 2.47MB - 2.02MB
- LucienLachanceDead.NIF - 187KB - 187KB - 127KB
- MiddleBarrelTopped04.NIF - 101KB - 101KB - 68KB
- MiddleBarrelTopped05.NIF - 101KB - 101KB - 68KB
- MiddleBarrelTopped06.NIF - 89KB - 89KB - 59KB
- MinotaurHead01.NIF - 220KB - 220KB - 171KB
- MS21AyleidStatue01.NIF - 104KB - 104KB - 87KB
- OblivionSpiddalDead01.NIF - 194KB - 164KB - 124KB
- PrisonCellGate01.nif - 102KB - 102KB - 63KB
- PrisonHall03.NIF - 341KB - 341KB - 200KB
- RFNTurn01.NIF - 163KB - 163KB - 142KB
- RFRmCornerDoor2x.NIF - 263KB - 263KB - 221KB
- RFRmCornerR01.NIF - 284KB - 284KB - 222KB (also closed several gaps missed originally)
- RFRmWallWithColmL01.NIF - 178KB - 181KB - 153KB
- RFWWiden01.NIF - 235KB - 235KB - 202KB
- RockMossEndCap01.NIF - 91KB - 112KB - 64KB
- RottenTorso01.NIF - 204KB - 204KB - 108KB
- ShamanGoblinStaff.NIF - 436KB - 436KB - 275KB
- SkHouseUpperInt03.NIF - 697KB - 698KB - 609KB
- SKMageGuildIntB.NIF - 1.32MB - 1.15MB - 0.98MB (also closed a seethrough gap around the front door missed originally)
- SkHouseMiddle04.NIF - 709KB - 707KB - 581KB (also removed two duplicated-in-place window arches and fixed bad UV mapping missed originally)
- SpiddalCloudPlant.NIF - 240KB - 187KB - 138KB
- StatueGodsZenithar01.NIF - 288KB - 288KB - 187KB
- StatueImperial03.NIF - 413KB - 413KB - 254KB
- TestStaff01.NIF - 59KB - 59KB - 42KB
- TestStaff02.NIF - 70KB - 70KB - 48KB
- TestStaff03.NIF - 70KB - 76KB - 36KB
- TG11cHiddenStairs.NIF - 279KB - 279KB - 197KB
- UpperTable01.NIF - 194KB - 194KB - 153KB
- UpperTable02.NIF - 120KB - 120KB - 86KB
- WeynonHouseInterior.NIF - 1,137KB - 997KB - 968KB (also fixed flickering and bad UV mapping at beam apexes missed originally)
Placement and Layout (also see audits at the bottom)
- Moved the stool by the steps in the basement of Rosethorn Hall (player's Skingrad house) as the player could not stand after sitting in it and would have to reload
- Moved a barrel in the IC Elven Garden Sewer Waterworks as (very rarely) Baurus could fall from the stairs it was near and get stuck behind it in the Path of Dawn quest of the Main Quest
- Removed a section of Fingerbowl Cave - Servant Crypt (200+ objects) that was outside the playable area; it was unfinished as could not be traversed due to an impassable cliff and hole in the ceiling, and held nothing of interest
- Fixed bad pathgrids/nodes in a section of the Cheydinhal Oblivion plane (Wayward Knight quest) that had numerous nodes underground and hidden in rocks
- Fixed a tunnel section overlapping with the cave it attaches to in Unmarked Cave Mazeway; added two tunnel pieces to shift the parallel tunnel section away and adjusted objects and pathgrids appropriately
- Fixed Drarana Thelis' house (Harlun's Watch) interior (FarmHouseInterior03) not matching its exterior (was Farmhouse02); replaced the exterior and moved objects appropriately (moved the house over the load door not vice versa as its position is stored in the save)
- Corrected 101 load doors in the Imperial City being double French-type doors on the exterior, but single doors on the interior (changed the interior rather than the exterior ones as the double-doors are the correct ones for exterior access and since load doors are stored in the save it's more likely to take effect on an existing game this way)
- White Gold Tower should no longer disappear when in the Talos Plaza district
- Deleted a dozen pathgrid nodes in Crayfish Cave that were completely outside the playable area and moved up three connected to them that were underground
- Added pathgrid nodes to a tunnel section of Sandstone Cavern that was completely missing them (enemies and followers would not go into it)
- Fixed the pathgrid nodes in the IC Arcane University Chironasium stairs so that Delmar and possibly others should no longer get stuck
- Closed gaps of seethrough nothingness at the bases of three columns in Vilverin
- Closed two large gaps in the floor and stairs in Nenalata Sel Aran Arpena
- Closed a very large gap (almost large enough to walk through) between an Ayleid light fixture and its alcove and closed gaps between two Ayleid room dividers and the floor/wall in Narfinsel
- Closed a large seethrough gap in the side of the exterior Castle Skingrad and fixed the roof trim so that it no longer clips through the roof pieces
- Fixed pathing on the Skingrad castle courtyard walkway so that NPC's don't walk into the walls on it
- Closed a seethrough gap at the side and base of one of the interior Skingrad town walls
- Improved the fix for the cathedral lights by replacing the three in the Anvil Chapel of Dibella in such a way that they will not interfere with KoTN (where three of them fall down; those three still won't swing with KoTN present but will without it)
- Closed a seam in the Castle Anvil courtyard walls, fixed a small flicker of overlap (out of player reach usually) and moved a hanging banner so that the wall isn't clipping through it
- Closed a seam in the Anvil exterior town walls near the dock gate and two in the exterior walls far from the entrances
- Moved the tree clipping into Benirus Manor (player's home) and closed a seethrough gap in a wall in Anvil
- Moved the recipes on the counter in Anvil Mages' Guild so they don't fall into the counter when moved, and moved a basket embedded in a barrel in the Library
- Aligned the door into the Imperial Palace used in the Thieves Guild Ultimate Heist quest so there isn't a gap of nothingness showing
- Closed several seethrough seams and gaps in the Old Way dungeons of the Thieves Guild Ultimate Heist quest
- Closed dozens of other gaps in the ceilings of Imperial City sewer cells wherever the SewerTunnel11 mesh was used
- Moved a torn sack of grain half-embedded in a barrel, grounded several chairs and attached a lamp to its column in the Anvil Barracks
- Grounded a chest and flipped another facing the wrong way in the Fo'c's'le Private Rooms (Anvil)
- Moved two tapestries and a chair slightly embedded in the wall in Heinrich Oaken-Hull's house (Anvil)
- Closed a small seethrough gap in the bar and scaled down a painting clipping into the wall at its sides in the Count's Arms (Anvil)
- Moved a bowl embedded under a shelf in the Anvil Lighthouse Basement
- Moved a handbill out of the fire in Gogan's house in Anvil (while not out-of-place to put one there, it would never burn)
- Closed a see-through gap of nothingness at the base of the load door in Horse Whisperer Stables (Anvil)
- Moved three hanging lamps in the Cloud Ruler Temple Armory so they won't be "twitchy" with the off-center ceiling Havok collision (these lamps were Havoked by the UOP)
- Moved a ceiling beam in Barren Mine flickering badly due to overlapping with another beam and grounded a Goblin Totem staff standing on nothing
- Fixed a garlic clove in Derelict Mine that had an amount (causing a popup dialog when activated) and moved a Septims coin embedded in a stool leg and a crystal ball embedded in the table in Derelict Mine Lair
- Fixed two Fly Amanitas in the IC Temple District (5,14) being unharvestable
- Fixed a non-activating cupboard in Shagol gro-Bumph's house (Aleswell)
- Lowered Hanz gro-Hubrag's house (Blankenmarch) slightly so that he can get back into it as the porch was too high for him to walk onto it
- Moved a potstand down so that the seethrough ends are hidden (and it's not leaning on nothing), grounded its pot and a chair, moved a table embedded in a tapestry, and moved several objects that were supposed to be leaning on walls but were some distance from them in Floyd Nathan's house (Blankenmarch)
- Moved a tipped shelf leaning on nothing in Hans gro-Hubrag's house (Blankenmarch)
- Grounded two chests and a bowl, attached a sconce well off of its support, moved a head of lettuce embedded in a bowl, raised a broom slightly embedded in the floor and moved a painting slightly embedded in a beam (which conveniently covered the ends of a rack sticking through from the other side) in Philip Franc's house (Blankenmarch)
- Moved a chest that was ungrounded, embedded in a wall and facing the wrong way (all at once), moved a bed slightly embedded in the wall and grounded several chairs in the Ulfgar Family House (Bleaker's Way)
- Fixed a non-activating and slightly ungrounded chest of drawers, grounded a chest on another chest of drawers and some chairs in J'riska's house (Borderwatch)
- Closed several thin gaps in the Chorrol town walls and lowered a seethrough-underside small garden wall
- Fixed an entrance stairway to the Castle Chorrol Barracks being too far from its tower, which exposed seethrough gaps behind it and hid the real door behind the fake placeholder door, and two others that also were exposing seethrough gaps at the back
- Fixed the exterior front door to Eugal Belette's house in Chorrol having two overlapping handles because the door was placed too far back, so the fake placeholder door showed through (will only take effect on a new game)
- Grounded a flying barrel in Chorrol
- Corrected Otius Loran (Chorrol chapel) starting about at about chest height off the floor
- Grounded three flying crates and two weapon racks, moved a chest slightly embedded in the floor, attached four sconces to the wall and aligned the load door to close a gap of nothingness in the Chorrol Fighters' Guild Tower
- Moved a book stuck in the downstairs ceiling up through the floor (to where the other books are) and moved a goblet that couldn't be picked up as it was inside the building Havok in Reynald Jemane's house (Chorrol)
- Moved the fire grate and logs that were offcenter embedded in the fireplace wall, grounded a noticeably flying coffee table, and attached a sconce to its post in Northern Goods and Trade (Chorrol)
- Moved the load door to the upstairs in Vilena Donton's house's main floor (Chorrol) to close large seethrough gaps at the sides
- Moved a footlocker chest outside the playable area to a guard's bed that was missing it and a barrel and sack hidden in an inaccessible area under the stairs, moved a crate slightly embedded in a wall, flipped a chest facing the wrong way, and grounded a barrel in the Chorrol guard barracks
- Closed a seethrough gap in a hallway floor caused by a misaligned room piece, grounded a slightly flying chest, four chairs and a rug and moved a crate slightly embedded in a column in the Chorrol Castle Gate Tower
- Removed a door and doorframe (didn't lead anywhere) from the exterior Tamriel Chorrol town walls, as it was not present in the inside ChorrolWorld walls nor is there a wall door in the tower cell
- Grounded a noticeably flying rug, moved a barrel partially embedded in the wall and a bookshelf with a column partially embedded in/sticking through it in Kvatch Chapel Hall
- Moved the throne pedestal in Kvatch Castle Great Hall so that the seethrough back isn't exposed
- Closed several gaps in the Leyawiin exterior town walls
- Attached a lamp to Leyawiin Chapel's exterior that was off the wall, moved another that was embedded a little too deeply, and deleted a duplicated-in-place rock
- Moved two statues so that their seethrough-underside bases aren't exposed, moved three firelog piles so that they aren't clipping through the sides of the braziers, closed a seethrough gap in the balcony, and moved two corner pieces so that they aren't clipping through columns in Leyawiin Castle County Hall
- Moved off-center doorframe pieces and their doors and a misaligned stairway section causing two columns to be hollowed in the Leyawiin Castle Dungeon
- Closed a seethrough gap in the floor in the Leyawiin Castle Servants' Quarters
- Closed a gap under a doorframe piece in the Leyawiin Castle Lord's Manor Private Quarters
- Moved the Blackwood Company (Leyawiin) sign so it doesn't go right through the roof it's attached to if swinging
- Fixed two non-activating desks, and grounded a chest, barrel, candle, covered bowl, lectern and rug in the Leyawiin Mages Guild
- Fixed two non-activating chests of drawers, moved a chest partially embedded in a wall and the plate in the oven that would fall through the (solid stone) shelf when the bread on it was moved in the Leyawiin Castle servants' quarters
- Grounded several chairs and tables, attached two paintings to walls, and moved a pair of shoes embedded in a chest of drawers in the Leyawiin Coast Guard Station
- Fixed a non-activating dresser, attached two paintings to the wall and grounded a bench, chair, rug, two chests of drawers and a chest in Betto Plotius' house (Leyawiin)
- Moved a stool slightly embedded in a cabinet and barrel in a tapestry, grounded two carpets and a basket in Greyland
- Fixed a non-activating cupboard, closed gaps around the load door and moved a painting way off its wall in Otumeel's house (Leyawiin)
- Flipped a chest facing the wrong way, moved a book clipping into a shelf, fixed two tapestries with one side of the hangar not attached to the wall and another with the rods sticking through the opposite wall and raised a sunken crate so that the one above it is supported in Mahei's house (Leyawiin)
- Moved a silver plate embedded in the table base and a tapestry whose hanging bar stuck through the opposite wall in J'bari's house (Leyawiin)
- Grounded a noticeably flying bed with a chest clipping into it, deleted a tapestry outside the playable area (no place to hang it) and attached a sconce to the wall in Jeetum-Ze's room, Blackwood Company hall (Leyawiin)
- Moved a sack embedded in a bedpost and grounded a slightly flying carpet in the Arcane University guard quarters
- Raised a tapestry in the Chironasium (IC Arcane University) so that one support isn't attached to nothing
- Moved Porkchop's plates (IC Arena Bloodworks) so that one isn't embedded in the cage bars and the other halfway in the floor
- Fixed the collision in both Arena cells so that the player can't walk through the large double-doors (they don't open)
- Grounded several food items floating more than the Havok requires and a chair, and moved a tapestry slightly clipping the wall in the Merchants' Inn (IC Market District), and moved a bed out of a tapestry and bench slightly in a wall in the upstairs area
- Moved the unopenable merchant chest to outside the playable area (as is the case with all other merchant containers like this), rotated/scaled two tapestries clipping into the wall and grounded two noticeably flying benches in The Main Ingredient (IC Market District), and in the basement grounded two sacks, a chair and a barrel and moved a crate out of the wall and raised another slightly in the floor
- Moved a chest almost completely embedded in the wall in A Fighting Chance (IC Market District), grounded a carpet and two weapon racks, and in the basement grounded two barrels, a sack and a chest facing the wrong way
- Grounded two candles on small tables and two benches, moved several intersecting items and a basket of potatoes that fell through the floor if one was picked up in The Copious Coinpurse (IC Market District), and in the basement grounded two barrels and a chest that was facing the wrong way and moved a sack almost completely embedded in a barrel
- Moved a pair of shoes almost completely embedded in a chest, and grounded a cupboard and chest, moved a painting hidden outside the playable area, and deleted three rugs completely hidden in the floor (already enough rugs that there was no place for them and they were a different class) in the upstairs of the Mystic Emporium (IC Market District)
- Settled the books at the counter of Slash'N'Smash (IC Market District) so that they don't bounce around on first entry or fall to the ground, and in the basement grounded a candle and moved a sack almost completely embedded in the wall at the foot of the stairs
- Deleted a duplicated-in-place chest in The Best Defense basement (IC Market District)
- Moved a sack almost completely embedded in the wall at the foot of the stairs in the Office of Imperial Commerce Office basement (IC Market District)
- Grounded a table and barrel and moved a sack almost completely embedded in a barrel in the Three Brothers basement (IC Market District)
- Grounded a chest and sack, flipped a chest facing the wrong way, moved up a rug completely hidden in the floor and five sacks partially embedded in a wall and another in the stairs in the Imperial Legion basement (IC Prison District)
- Closed a seethrough gap under a bottom stair and grounded a flying bench in the Bastion (IC Prison District)
- Moved a first floor pathnode that was supposed to be on the floor out of the ceiling in Jakben Imbel's house (IC Talos Plaza) which was preventing NPC's from being able to go up the stairs to the second floor
- Closed large gaps in ragged ends of the walls in Claudius Arcadia's Private Quarters (IC Talos Plaza) caused by a badly misaligned room divider piece
- Moved a cupboard and sack out of walls in Dorian's house (IC Talos Plaza)
- Moved a silver bowl of fruit embedded in the base of a table in Ulen Athram's house (IC Talos Plaza) and grounded a dresser
- Fixed a chest facing the wrong way and grounded a noticeably flying chair in Samuel Bantien's house (IC Talos Plaza)
- Fixed a chest facing the wrong way and two barrels clipping into their stands in S'rathad's Basement (IC Talos Plaza)
- Grounded two barrels and a bookshelf (which was clipping into many of the objects on it) in Agarmir's house (IC Talos Plaza)
- Fixed a chest facing the wrong way in Ra'jiradh's house (IC Talos Plaza), grounded a bench and several cups and pitcher more floaty than Havok required, and moved a tapestry embedded in the stairs
- Moved a sack in Soris Arenim's house (IC Talos Plaza) partially embedded in a wall such that it could not be opened and another sack in the same wall, moved a barrel that had a sack slightly embedded in it and grounded a sack
- Moved a chest slightly out of the wall and a sack almost completely embedded, grounded a chest, two barrels and two sacks, and attached a tapestry to the wall in Astinia Atius' house (IC Talos Plaza)
- Fixed a mess of seethrough polygon walls and hollow stonework in the basement of the All Saints' Inn (IC Temple District) caused by a missing drop-in doorframe in the stairwell and others in the cell badly misaligned, and moved a sack in the stairwell almost completely hidden in the wall
- Grounded a carpet in Luronk gro-Glurzog's basement (ICTempleDistrict), move a painting slightly clipping into two others, and removed two receipts (House Wall Hangings and House Storage Area) from the floor as these are only intended for the player (they would show a value of 400 when hovered over but zero when picked up; one would also fall through the floor when the other was moved)
- Also removed another receipt from Marinus Catiotus' basement and two from Tertius Favonius' upstairs (IC Elven Gardens) and one from the Surilie Brothers' house (Skingrad)
- Moved a hanging ceiling lamp embedded in the floor and another one badly off-centered in Grey-Throat's house (IC Temple District), aligned the load door to close gaps around it, and grounded a slightly flying cupboard and table
- Moved up a Black Horse Courier broadsheet completely embedded in a table in Hastrel Ottus' house (IC Temple District), and grounded a sack, barrel and chest and moved an intersecting kennel in the basement
- Grounded two silver plates at ceiling height and several slightly ungrounded beds and chairs and moved a silver pitcher clipping into a bowl in the Imperial Palace guard quarters
- Grounded a barrel and desk, moved a pitcher and two jugs that were off their shelf and moved a sack almost completely embedded in the wall in the Imperial Trading Company Warehouse Basement, and fixed most of these same errors in the near-duplicated Imperial Trading Company Office Basement (IC Waterfront)
- Fixed the bed in the Imperial Trading Company Private Storage being non-activatable
- Grounded a very flying silver goblet and chest of drawers, and moved one of two intersecting barrels in Marana Rian's house (IC Temple District)
- Grounded the see-through underside dividing wall in Wumeek's house (IC Elven Gardens), two benches, a plate clipping into corn cobs, and moved a misaligned chandelier
- Moved several cups and a plate embedded in a table and dresser, grounded a dresser, cupboard, sack and crate in Cyronin Sintav's house upstairs (IC Elven Gardens)
- Closed a seethrough gap under a wall piece and realigned the door, grounded two slightly and one not-so=slightly (and embedded in a wall) flying benches and a table and candlestick, moved up a plate of candles half-embedded in the floor and deleted a duplicated tapestry outside the playable area in Roderic Pierrane's house (IC Elven Gardens)
- Moved several articles on a table in Dovyn Aren's house upstairs (IC Elven Gardens) which could not be picked up as they were inside the building Havok; also fixed two of them (a cup and pitcher) being embedded in the table
- Fixed flickering intersection between two carpets in the Anvil Castle Private Quarters
- Moved the rowboat in the rafters of Luciana Galena's house (Bravil) so that it doesn't clip right through two ceiling beams, moved a see-through underside candle and a chest clipping into a bed, attached a painting to the wall, and grounded two chairs and a sack
- Moved three tapestries slightly embedded in the wall skirting, grounded a noticeably flying chest, and moved a weapon rack and sack slightly embedded in walls in the Bravil Fighters' Guild, moved the load door in the basement to close a seethrough gap of nothingness beyond it, and grounded a candle on the 2nd floor
- Moved the banners of the exterior Bravil Fighters' Guild so that they don't intersect the beams that they hang from
- Moved up a crate intersecting another and moved the load door to the outside slightly to eliminate flickering on a bottom corner in the Bravil Mages Guild
- Aligned the front door to close a visible gap of nothingness on one side, raised a chair sunken into the floor, moved two tapestries clipping into the wall, moved/grounded a slightly intersecting barrel and grounded several chairs and tables in the Bravil Mages Guild 2nd floor
- Grounded a noticeably flying stool and raised a chest slightly embedded in the ground in the Bravil stables
- Moved a chest out of the floor and attached a chandelier to the ceiling in Dro'shanji's house (Bravil)
- Raised a chair sunken into the floor and moved a table out of the wall in Henantier's house (Bravil)
- Moved a chair intersecting a bench (sitter's legs would go right through it) and a bench intersecting the wall in Carandial's house (Bravil)
- Grounded a barrel and bench and raised a carpet completely hidden in the floor in Aleron Loche's house (Bravil)
- Grounded two adjacent barrels and a rug and attached two paintings to the walls in Varon Vamori's house (Bravil)
- Moved a seethrough underside candle and grounded a carpet in City-Swimmer's house (Bravil)
- Grounded several tables and chairs in Andragil's house (Bravil)
- Moved a tapestry to cover a one-sided beam projecting through the second floor from the first-floor piece (changing the meshes or moving them would have unintended consequences), grounded a barrel, barrel stand, small wine rack, shelf, several chairs, moved a table out of the wall and a tapestry out of the wall and floor in the Lonely Suitor Lodge (Bravil)
- Fixed the placement of the Lonely Suitor Lodge sign which was intersecting a beam and had its own beam hanging down supporting nothing
- Moved the upper floor room mesh down to close a seethrough gap between it and the lower floor, grounded two slightly ungrounded barrels and stools, a chair, three tables, a crate clipping into the wall, another crate, several sacks, a noticeably flying rug, and moved a chest of drawers clipping into a tapestry and attached a tapestry to the wall in S'krivva's house (Bravil)
- Moved a tapestry to cover a one-sided beam projecting through the second floor from the first-floor piece as above, grounded two chairs and moved a bench and tapestry slightly embedded in walls in The Fair Deal (Bravil)
- Moved the upper floor room mesh down to close a seethrough gap between it and the lower floor, moved a shelf embedded in the skirting boards and a cupboard, painting and bench slightly embedded in the wall in Dro'shanji's house (Bravil)
- Grounded two statues in alcoves and some slightly ungrounded benches and aligned the offcenter load door in Bravil Castle Great Hall
- Grounded several crates and barrels, fixed a skewed tapestry and deleted a duplicate tapestry hidden outside the playable area (no unadorned walls left to hang it on) in the Bravil Castle Dining Hall
- Deleted 9 of the 10 duplicated-in-place tan cups in a cell, grounded two chests and a bed and moved a hanging shackle chain embedded in a crate and not attached to the wall in the Bravil Castle Dungeon
- Moved a candlestick embedded in a stool and tapestry slightly embedded in the floor and grounded a flying chest in the Bravil Castle Servants' Quarters
- Fixed a non-activating large desk in the Bravil Castle Lord's Manor North Wing
- Flipped a stool facing backwards so that the sitter sat into the wall, closed a seethrough gap in a column by slightly moving a room piece, grounded a book at waist height above the floor, grounded two slightly flying bed and moved another out of the wall in Bravil Chapel Hall
- Moved a set of calipers embedded in the fireplace that couldn't be picked up and grounded a table, chest of drawers and bookshelf in Nord Winds (Bruma)
- Raised a hidden book embedded under a chest of drawers, grounded a bench, moved a chest slightly embedded in the floor skirting, barrel slightly embedded in a wall beam and a tapestry clipping into a bedpost in Bradon Lirrian's house (Bruma)
- Grounded a noticeably flying chair, a cupboard and two crates, and scaled down two tapestries intersecting the fireplace and wall beams in Novaroma (Bruma)
- Disabled a duplicate secret area trapdoor outside the playable area in J'Ghasta's house (Bruma) which was causing a duplicate and inaccessible map marker to the area to appear, and fixed flickering in the ceiling caused by slightly overlapping room pieces, grounded a flying bedroll, book and bottle in the basement
- Raised a chair sunken into a very thick carpet (sitter's feet disappeared) and grounded a chest in Olav's Tap & Tack (Bruma), and removed pathnodes from the private room so that NPC's don't get stuck in it (there is no key to its only door, only Olav is in the faction that owns it and Olav never sleeps so no one is ever supposed to be in there)
- Grounded two beds and carpets and a chair and chest in Baenlin's house (Bruma)
- Grounded a table, cupboard, desk and bed in Lyra Rosentia's house (Bruma)
- Grounded a very noticeably flying rug (about mid-shin height, hid table base) two noticeably flying chairs and a cupboard, and moved a shelf slightly embedded in the wall in Honmund's house (Bruma)
- Grounded a cupboard, table and chair in Wild Eye Stables (Bruma)
- Grounded a bed, cupboard and table in Jerall View (Bruma) and two beds, chairs and tables in the basement
- Grounded a chest, chair, bed and barrel, and moved a sack slightly in the wall in Istrius Bolus' house (Bruma) and moved a tapestry slightly in the wall in the basement
- Lowered the trapdoor and the rug partially covering it so that it doesn't clip through the legs of a chair and table in Jearl's house (Bruma), and closed several thin seethrough seams by realigning the room pieces, moved a tapestry clipping the wall and attached a sconce to its post in the basement
- Grounded a bench, table, cupboard and barrel in Ongar's house (Bruma)
- Grounded three candles and several chairs, a table and bookshelf in the Bruma Fighter's Guild, and a weapon rack and chair in the basement
- Grounded a cupboard and chest and moved a sack leaning on nothing in the Castle Bruma Barracks
- Grounded a slightly flying bed and rug in Bruma Chapel Hall
- Moved a tan covered bowl almost completely embedded in a column in the Bruma Mages Guild
- Grounded a noticeably flying table, two slightly flying rugs, two beds, a chair, barrel, two cupboards and dresser, moved two desks and three bookcases slightly intersecting the wall and a table intersecting the wall and floor in the destroyed Bruma Mages' Guild
- Grounded a table, two chairs and beds and a rug and moved a shelf slightly clipping a wall in Bruma Castle Lord's Manor, and grounded two beds and chairs and a table in the Service Hall
- Fixed a flickering line running around the wall halfway up in Bruma Castle Great Hall caused by overlapping room pieces and aligned the offcenter load door
- Flipped a door in the Gottshaw Inn (Chorrol) so that it doesn't open right through the curved beam behind it, fixed the misaligned painting over the fireplace, fixed another painting whose string stuck through the wall, attached a sconce to the wall, moved another that was clipping through the floor above and not near its light source, and grounded a noticeably flying bench, and two beds, a rug and candle
- Raised a rug with a floorboard clipping through it, fixed flickering intersections of the corners of a wall near the Captain's Cabin, and grounded a floor candlestick, rope spool and crate on the Marie Elena (IC Waterfront)
- Moved a sack slightly embedded in the wall and grounded a bed in Myvryna Arano's house (IC Waterfront)
- Attached a sconce slightly off its support, moved a sack mostly embedded in a barrel and a chest of drawers intersecting the wall, and grounded two noticeably flying chairs and the bed in Armand Christophe's house (IC Waterfront)
- Attached a sconce well off its support and a painting off the wall, and grounded a noticeably flying chair (also changed it to a left-side entry one) and the slightly ungrounded doormat in Jair's shack (IC Waterfront)
- Moved/scaled a tapestry clipping into a chest and bed, moved a bed out of the wall, grounded a chest of drawers, bench and a sack (also embedded in the wall) in Kvinchal's shack (IC Waterfront)
- Grounded a chest of drawers and bed, raised a chair sunk into the floor that hid the sitter's feet, and moved a sack slightly embedded in the wall in Methredhel's house (IC Waterfront)
- Grounded a noticeably flying chair in the Abandoned Shack (IC Waterfront)
- Grounded a barrel, chair, covered bowl, desk, dresser, stool, three candelabras, three candles, moved a misaligned chandelier, another not attached to the ceiling and five sconces (two very noticeable) and a tapestry not attached to the wall, moved a tapestry hidden outside the playable area, aligned the load door to close a gap in Jirolin Doran's house (Chorrol)
- Grounded a barrel, seven candles, four candlesticks and moved a tan plate strangely embedded in a rafter beam in Alberic Litte's house (Chorrol)
- Moved a bed sticking far enough through a wall that it could be activated in the next room and flipped a footlocker chest facing the wrong way in the Chorrol castle barracks
- Fixed one-sided polygons of the staircase sticking into the dining room of Chorrol Castle's Great Hall
- Flipped a chest facing the wrong way and fixed a non-activating desk in the Chorrol Castle Private Quarters
- Fixed the Cheydinhal player's home fireplace logs and grate having an enable parent (the sitting area) so the fire hovered on nothing until this upgrade was purchased
- Aligned the exterior door to Aldos Othran's house (Cheydinhal) so it doesn't show the fake door behind it (this will not take effect if you've already been to the area in a current game)
- Grounded two rugs and chairs, bench, table, two shelves, attached a sconce to the wall, and moved the bedroom rug clipping through the wall and a bookshelf clipping through the fireplace in Llevana Nedaren's house (Cheydinhal)
- Grounded a noticeably flying desk, bed, chair, three carpets, two candlesticks and a chest, moved a barrel rack, two tapestries, a cupboard and chest of drawers out of floorbeams, Bazur gro-Gharz's house
- Fixed a very seethrough rock in Cheydinhal beside Riverview, moved a tombstone completely hidden in the chapel wall, deleted a piece of sidewalk (hollow at each end) hidden underground, removed a duplicate-in-place boulder near the Mages Guild and move two shrubs out of rocks and tree clipping the city walls
- Moved two tapestries and a shelf clipping into the wall, grounded a barrel stand, chair, chest of drawers and two sacks, and moved a sack clipping a tapestry in Oghash gra-Magul's house (Cheydinhal)
- Moved a bookshelf, tapestry and painting slightly embedded in walls and grounded a slightly flying sack, chair, a noticeably and two slightly flying chests, two candelabras, a rug, a stool in Ohtimbar's house (Cheydinhal)
- Grounded two wineracks, a bed, rug, chest and bench, moved a corner shelf slightly clipping a beam, a tapestry clipping a cupboard, and a pitcher noticeably intersecting a candle in Aldos Othran's house (Cheydinhal)
- Grounded a very noticeable flying chair (at knee height), a table, chest, barrel, sack, moved two canvases leaning on nothing, raised a chest slightly embedded in the floor and moved a painting slightly embedded in the chimney, and a carpet slightly embedded in the banister and a bookshelf in a beam Willow Bank (Cheydinhal), and in the basement moved an intersecting barrel and two tapestries clipping into the roof and floor beams
- Moved a mug embedded in a table leg and a bottle of wine that could not be picked up as it was inside the building Havok mesh in the Cheydinhal Fighters' Guild
- Moved a crate half-embedded in the ground and grounded a chest, chair, bench and bed in Grateful Pass Stables (Skingrad)
- Moved up a set of drawers completely embedded in a chest of drawers, moved a flying blackberry at waist height over the floor, moved a book embedded in the shelf of a bookshelf, grounded several slightly floating barrels, a bed, bookshelf, two chairs, chest, and a chest of drawers in the Surilie Brothers' house (Skingrad)
- Moved a one-sided wall polygon clipping through a column and deleted a useless hidden column capital protruding into the turret, deleted useless one-sided polygons missing UV mapping protruding through columns into the stairwell, fixed two beams poking through the turret windows, closed a large seethrough gap under a turret beam, fixed bad UV mapping on a beam top, moved one end of a rotated overlapping beam in Toutius Sextius' house in Skingrad ( SKHouseUpperInt06.NIF ) and optimized from 980KB to 863KB
- Moved a tapestry not attached to the wall and clipping through a desk in Skingrad Chapel Hall
- Deleted the same book embedded in a shelf in the bookshelf as in other Skingrad interiors (in this one it was out of place as the shelf holds weapons and armor), moved the same flying blackberry at waist height over the floors in the Surilie Brothers' house (see above), grounded two chests of drawers and a cupboard in Hammer and Tongs (Skingrad)
- Moved up a set of drawers completely embedded in a chest of drawers, grounded three slightly flying candlesticks and a rug, moved a book embedded in the shelf of a bookshelf and a painting slightly embedded in a wall in Tamika's house (Skingrad)
- Fixed the desk not activating, moved up a set of drawers completely embedded in a chest of drawers, and grounded several slightly flying candlesticks and two chests in the upstairs Skingrad Fighters' Guild, and moved two hanging lamps in the basement into the rafters to stop their twitchiness
- Grounded several chairs, a rug and stool, and moved one of two intersecting barrels and an ungrounded chest out of the wall in Salmo the Baker's house (Skingrad)
- Grounded a fur shield at waist height leaning against a wall and a chest, moved two crates noticeably embedded in the wall and each other, and moved a tapestry clipping into a wall beam in Ambroise Canne's house (Skingrad)
- Grounded a flying brazier, moved the misaligned flame nodes in it and logs sticking through the brazier walls, and grounded three statues two of which were also badly centered in their alcoves in Leyawiin Castle County Hall
- Moved a silver goblet half-embedded in a chair, and two barrels half-embedded in a wall and a sconce not attached to its column in the basement in the Leyawiin Fighters' Guild
- The books on the shelf will no longer fall through it when one is picked up and moved a sack that could not be activated as it was inside the building Havok in Margarte's house (Leyawiin)
- Moved a hull piece/beam clipping through a wall in the dining area, grounded a noticeably flying chair (Ormil's) and several other chairs and tables and a rug in the Bloated Float Tavern Deck
- Grounded a noticeably flying chest over a crate and a bench, and rotated a bug slightly so one leg of a chair isn't unsupported in Biene Amelion's house (Water's Edge)
- Grounded a bench, chest and bed and moved a barrel clipping a tapestry in Eduard Retiene's house (Water's Edge)
- Grounded a noticeably flying chest, a cupboard and three beds and chairs in Marie Alouette's house (Water's Edge)
- Moved the spare grate so it isn't clipping into the fireplace base in Lord Drad's Estate
- Moved the objects floating halfway between the surface and bottom in the water in Undertow Caverns to either the surface/roof or bottom
- Moved a chest slightly embedded in a rock in Moss Rock Cavern
- Closed a thin seethrough seam in Fieldhouse Cave
- Closed a noticeable seethrough gap under the load door of Mackamentain, Tombs of the Undead
- Grounded a blood decal under the severed head in Hame, Wendesel
- Closed a large seethrough gap under a stairway in the Shrine of the Moth (part of Temple of the Ancestor Moth catacombs) caused by use of an incorrect cave piece underneath it
- Moved several floating, clipping and otherwise improperly placed banners on the exterior Cheydinhal Fighters and Mages guildhalls
- Moved a barrel and shelf slightly in the wall and grounded a chair in the Bridge Inn (Cheydinhal), and in the basement attached a sconce noticeably off its support and moved to others too deep in theirs and grounded four chairs
- Grounded three sacks and chairs, and moved a shelf, crate, dresser and tapestry slightly intersecting the skirting boards in Mach-Na's Books (Cheydinhal)
- Aligned a misaligned room door, fixed the ownership of a chest that wasn't in the player's room yet was assigned player ownership, scaled down the brewing tank slightly so that it doesn't clip into the ceiling beams and a bed so it doesn't clip into the wall, and grounded a chair, sack and four rugs in Newlands Lodge (Cheydinhal)
- Grounded a broken crate, several piles of crate pieces and two tipped chairs and moved a shelf slightly in the wall in the Cheydinhal Abandoned House, aligned the Dark Brotherhood door which was showing a gap on the right side, moved a tankard embedded in the wall and another in a shelf and grounded more broken crate pieces in the basement
- Moved a Black Horse Courier broadsheet that couldn't be picked up as it was inside the floor Havok, fixed a painting embedded in two wall beams, grounded a flying carpet and barrel (mid-shin height) and corrected the fire burning in the fireplace while there was no firewood in Rythe Lythandas' house (Cheydinhal)
- Grounded a noticeably flying chest, four slightly flying sacks, a bench and shelf, two chairs and dressers, moved a candlestick embedded in the stairs and another in the wall skirting and a carpet slightly intersecting a wall, and fixed one-sided polygons of the Nirnroot's dirt sticking through the pot in Riverview (Cheydinhal)
- Closed two gaps in the floor caused by misaligned room pieces and rotated a chest facing the wrong way in Fort Cedrian Mausoleum
- Closed another large seethrough gap of nothingness in a wall in Fort Ontus Understreets
- Closed a seethrough gap by a large wooden door in Arkved's Lost Halls
- Grounded a flying chest, moved another up that was embedded in the ground and moved one out of a stalagmite in Lost Boy Caverns
- Grounded four flying chests (including one that was also facing the wrong way) and raised a chest sunken into the ground in Fyrelight Cave
- Grounded several slightly floaty candles, a bed, chest, chest of drawers and table, and attached two floating sconces in Arnora's house (Bruma)
- Closed a gap of nothingness on the front door, grounded some slightly floaty candles and attached a sconce to the wall in Brotch Calus' house (Bruma)
- Grounded a chair and moved a sconce noticeably unattached to its support in Helvius Cecia's house (Bruma)
- Grounded several candles, a cupboard, two candlesticks, moved another embedded in a chest, and attached three sconces to the wall in Lyra Rosentia's house (Bruma)
- Grounded two noticeably hovering candlesticks, moved a crate embedded in another and attached five sconces to the wall in Marlena Brussiner's basement (Hackdirt)
- Grounded a table, several candle and a chest of drawers in Moslin's Inn (Hackdirt)
- Grounded three candlesticks and two bookshelves, attached two sconces to the wall and moved two embedded too deeply in the player's house in Bruma
- Grounded a candle standing on its wax drippings in Bruma Castle's Lord's Manor
- Grounded two noticeably flying chairs, a rug, moved up a candle embedded in a table and an upturned chair also embedded in its table in the Brina Cross Inn
- Aligned a misaligned painting off its wall in the Drunken Dragon Inn
- Grounded a chest, and moved a barrel intersecting a crate and bed intersecting the wall in White Stallion Lodge
- Raised a round table slightly embedded in the carpet, grounded a slightly flying carpet, and moved a table out of a tapestry and fire grate out embedded in the fireplace in the Gweden farmhouse, and moved/scaled three tapestries intersecting wall in the basement
- Moved a rock slightly embedded in a house and a crate slightly embedded in a fence, and moved a rock to plug a seethrough underside gate in Bravil
- Grounded a chest, chest of drawers and a rug, raised two chairs slightly embedded in the floor and a rug completely hidden in the floor, moved a crate slightly embedded in a wall and sconce embedded in a beam, and attached a tapestry to the wall in The Archer's Paradox (Bravil)
- Attached several floating sconces to the wall in the Arena Bloodworks
- Grounded four slightly flying Fly Amanitas in the Bravil Castle grounds, and three slightly see-through underside ones, moved one hidden in a tower and another growing in the middle of a well-traveled road (which was also see-through underside) and moved two rocks out of a tree
- Added the four missing columns to the spectator Arena (ChorrolArena, though it is in the IC) found in the player-combatant Arena, added missing exterior objects that can be seen from inside (White Gold Tower, city walls and towers and two trees, as was done with the player-combatant Arena) and a missing hanging lamp to the Grand Champion player-combatant Arena entry tunnel, and grounded a flying planter vase (head height), several slightly floaty chairs and tables, and attached three sconces noticeably off their walls
- Grounded a pathgrid node embedded in the ceiling of a hallway in the Corridors of Dark Salvation in the Kvatch Oblivion plane
- Moved the hallway entry to the Sigillum Sanguis in the Kvatch Oblivion plane slightly so that the Sigillum walls aren't clipping through into it
Text Fixes
- Changed the confusing name of the Mages Guild Chorrol Recommendation quests "Fingers of the Mountain" -> "Chorrol Recommendation" to match the other quests (Chorrol seems to have been developed first outside the IC judging by the number of remnants of undeveloped quests and locations there)
Corrected name of plant "St. Jahn's Wort" -> "St. John's Wort" and corresponding ingredient "St. Jahn's Wort Nectar" -> "St. John's Wort Nectar" (its internal name is "John" not "Jahn", and there is no St. Jahn either in TES lore or in reality) [UOP 3.5.8]
- Corrected both varieties of Cinnabar Polypore (red and yellow) having the same name though they are separate flora objects, ingredients and have different effects; changed to "Red Cinnabar Polypore" and "Yellow Cinnabar Polypore"
- Changed goblin names: "Bloody Hand Chef" -> "Bloody Hand Goblin Chef", "Bloody Hand Rat Farmer" -> "Bloody Hand Goblin Rat Farmer", "Sharp Tooth Chef" -> "Sharp Tooth Goblin Chef" to match all others
- Changed the name of the useless item found on the ground in random Oblivion plane #6: "Blood Potion" -> "Discarded Daedric Blood Vial" (it's a misc. item not a potion so can't be equipped ie for vampire feeding, and has no known purpose but has a unique container which makes a nice player house decoration so didn't want to remove it from the game)
- Corrected goblin name: "Three Feathers Goblin Shaman" -> "Three Feather Goblin Shaman" (matches all others in this tribe)
- Changed name of Cheydinhal Mages Guild Recommendation items: "Black Soul Gem" -> "Falcar's Black Soul Gem" to distinguish them from others
- Corrected name of Huntsman Moccasins: "Moccasin" -> "Moccasins" as they only appear in pairs (all the shoe pairs are pluralized)
- Corrected name: "Silver Glass" -> "Silver Cup" (as it's a stemless tumbler made of silver rather than glass; matches the Pewter Cup)
- Corrected name of scroll: "Summon Skeleton Archer" -> "Summon Skeleton Guardian" as this matches the enchantment and thus what it does, and there is no skeleton archer summon effect in the game
- Corrected names of clutter scrolls ClutterPotionRecipe04 and ClutterPotionRecipe05: "Shopping List" -> "Recipe"
- Corrected name of the warhammer of burden: "Akaviri Warhammer Burden" -> "Warhammer of Burden" (missing "of", it's clearly a Dwarven hammer with same icon, mesh and stats as others, and none of the other enchanted Dwarven weapons have their origin in their names)
- Corrected name of one of the enchanted silver longswords: "Claymore of Jinxing" -> "Claymore of Curses" as it uses the stronger enchantment (also corrected its capacity... see above)
- Corrected names of the Elven longswords (including the Arena and Replica variations): "Long Sword" -> "Longsword" which matches all others in the game
- Corrected name "Brush Jar" -> "Paint Brush Jar" to match the object in them
- Corrected the name of Hamlof Red-Tooth's key: "Bit and Bridle Key" -> "Red Diamond Jewelry Key"
- Added missing word in key name: "Cheydinhal Castle" -> "Cheydinhal Castle Key" to match all other keys
- Corrected duplicate key name "Guildmaster's Key" for both the Fighters' and Thieves' guildmasters' keys to "Fighters Guildmaster's Key" and "Thieves Guildmaster's Key" respectively
- Changed key name: "Chorrol Castle Private Area" -> "Chorrol Castle Private Key" to fix missing word and make similar to other key names without making name too long
- Changed key name: "Key" -> "Memorial Cave Key" to be more descriptive
- Changed key name: "Mine Key" -> "Desolate Mine Key" to be more descriptive
- Corrected typo in Irene Metrick's house key name: "Metric's" -> "Metrick's"
- Corrected typos in Jeetum-Ze's key and cell name: "Jeetum Ze's" -> "Jeetum-Ze's"
- Corrected typo in city direction sign activator: "SkinGrad" -> "Skingrad"
- Corrected typo(?) in the activator name of the gate in a random Oblivion plane: "Tordando Gate" -> "Tornado Gate"
- Corrected typo in Heinrich Oaken-Hull's heirloom: "Oaken-Hall" -> "Oaken-Hull"
- Corrected typo in faction name "Ra'jiradh's Price" -> "Ra'jiradh's Pride" (normally can't be seen by the player)
- Removed extra space in key name: "Ahdarji 's House Key" -> "Ahdarji's House Key"
- Removed extraneous possessive from the chest in the Marie Elena (IC Waterfront) "Captain's Tussaud's Booty" -> "Captain Tussaud's Booty"
- Removed trailing space from map name "Hidden Camp"
- Removed trailing space from cell name "Great Chapel of Julianos"
- Corrected cell name "Bazur Gro-Gharz's House": "Gro" -> "gro"
- Corrected cell name "Oghash Gra-Magul's House": "Gra" -> "gra"
- Corrected cell name "Dasek Moor Maleboge": "Maleboge" -> "Malebolge"
- Corrected cell name "Ri'bassa's House": "Ri'bassa" -> "Ri'Bassa"
- Corrected cell name "Silverhome on the Water" -> "Silverhome-on-the-Water" (hyphenated in all other instances in dialog, journal and a handbill)
- Corrected cell name "The Counts Arms Private Rooms": "Counts" -> "Count's"
- Corrected cell names "Serpents Wake Cargo Hold" & "Serpents Wake Mid Deck": "Serpents" -> "Serpent's"
- Corrected cell names "Rosentia Gallenus's House" & "Rosentia Gallenus's House 2nd Floor": "Gallenus's" -> "Gallenus'"
- Corrected cell name: "Cheydinhal Fighter's Guild": "Fighter's" -> "Fighters" (although it's more correct with the possessive, not having it is the standard)
- Corrected cell name: "Fighter's Guild" -> "Leyawiin Fighters Guild"
- Corrected/changed cell name "Cheydinhal Lords Private Quarters" -> "Castle Cheydinhal Lord's Private Quarters" to match other castles
- Corrected cell name of ICImperialLegionWatchTowerSGuardQuarters: "Southeast Watch Barracks" -> "South Watch Barracks"
- Changed cell name: "Anvil Castle" -> "Castle Anvil Great Hall" to match other castles
- Changed cell name: "Anvil Castle Caverns" -> "Castle Anvil Caverns" to match other castles
- Prepended "Castle Anvil" to the "Private Quarters" and "Royal Quarters" of Castle Anvil to match other castles
- Changed all "Cheydinhal Castle" cells names to "Castle Cheydinhal" to match other castles
- Changed cell name: "Bravil Chapel Undercroft" -> "Chapel Undercroft" to match all of the others
- Changed cell name: "Captain's Cabin" -> "Marie Elena Captain's Cabin" to match the other cells of this ship
- Changed cell names of several Fighters and Mages guilds so that the main area is prepended by the city name and the other areas are not, so that the names are consistent throughout Cyrodiil
- Changed cell name: "Arena" -> "Imperial City Arena" on two Arena cells (ChorrolArena & ArenaMatchCell) to match the other three Arena cells
- Changed cell name: "Jerrall View Inn" -> "Jerall View Inn Basement" for the basement rooms' cell as this matches other inns and it was a duplicate cell name to the main floor
- Changed cell name of DerelictMine03: "Derelict Mine" -> "Derelict Mine Lair" as this matches the name progression of at least one other mine and the cell name was a duplicate of DerelictMine01
- Changed cell name of two Bravil Castle cells "Lord's Manor North Wing" and "Private Quarters East Wing" prepending "Castle Bravil" to both to match other Castle Bravil cells (may have been left off due to length but there are already longer interior cell names that cause no issues)
- Fixed the following books or other readable materials' text containing one or more ellipsis characters (...) not present in the in-game fonts so was displayed as a space; replaced with three periods: Broadsheet01NakedDinner (Pranks Spoils Society Gathering!), SKLxAthletics5 (The Argonian Account, Book 1), SKLxBlade3 (Fire and Darkness), SKLxBlunt4 (King), SKLxConjuration1 (The Doors of Oblivion), SKLxIllusion2 (The Argonian Account, Book 3), SKLxLightArmor4 (The Refugees), SKLxRestoration3 (The Exodus) and SKLxSneak5 (Purloined Shadows)
- Corrected the following typos/errors in dialog text:
- (Form ID Topic From -> To)
- 25269 Dark00GeneralNPC "Ysmer's" -> "Ysmir's"
- 31526 GatherClues "assume" -> "as soon"
- 2869D HackdirtTopic "We been" -> "We've been" (audio didn't match subtitle)
- 47748 ImperialCityTopic "to be not" -> "not to be" (audio didn't match subtitle)
- 3FBE2 MQ15EldamilD1 "those bands" -> "these bands" (audio didn't match subtitle)
- 3C80F MQ15ForbiddenGrotto "those few wearing" -> "those wearing" (audio didn't match subtitle)
- 3C35C MS10 GOODBYE "Aldos's'" -> "Aldos'"
- 3C342 MS10 HELLO "flys" -> "flies"
- 1C1C7 MS14NoMoreBrush "You're truly kind" -> "You're kind" (audio didn't match subtitle)
- 2B744 MS16Choice4A "here right now" -> "here now" (Response text; was too long so end was cut off in default UI)
- 2C51A MS22 GREETING "let us" -> "let's" (audio didn't match subtitle)
- A9346 MS27 GOODBYE "days time" -> "days' time"
- 1E7FC MS29ShadyDeal "time" -> "times"
- 4B7B1 MS43 "Gallenus's" -> "Gallenus'"
- 3CF8E NQDAnvil GREETING "one. Can we rent you a bed?" -> "one." (They don't rent beds and the audio had already been corrected but the subtitle was forgotten)
- 4E8B5 NQDCheydinhal "The Guild" -> "This Guild" (audio didn't match subtitle)
- BE425 ReadyForAMatch "our gambling" -> "the gambling"
- 3C2A7 UlrichLelandTopic "the plan" -> "a plan" (audio didn't match subtitle)
- Corrected the following typos/errors in quest stage journal text:
- (Quest ID Stage From -> To)
- DANamira 10 "my self" -> "myself"
- DASheogorath 40,45 & 50 "Ri'bassa" -> "Ri'Bassa"
- Dark06Wanderer 17 "Augustus" -> "Augusta"
- Dark06Wanderer 25 "supplied Lorkmir" -> "supplied Faelian"
- MS51 10 "throne room" -> "bedchamber"
- MSShadowscale 15 "Teinaava has shared" -> "Scar-Tail has shared"
- SQ09 10 "southwest" -> "west", "getting quite old" -> "been injured"
- TG01BestThief 75 "giving Amusei and I one more chance we have" -> "giving me one more chance. I have" (Amusei does not participate; in Armand's words " Amusei is a bungler and won't get this offer." and was also missing sentence break)
- TG01BestThief 75 "The first one of us to do that will also be" -> "I will then be" (see above)
- TG06Atonement 20 "does a guy" -> "do you" (player referring to themselves, who could be female)
- TGDirections 20 "she" -> "he", "her" -> "him" (referring to Dar Jee)
- Corrected the following typos/errors in books/scrolls/handbills/notes:
- (EditorID | Display Name | From -> To)
-
- Book1CheapGuideCheydinhal | Guide to Cheydinhal | "his selection" -> "her selection", "his prices" -> "her prices" (referring to Mach-Na)
- Book2CommonThiefOfVirtue | Thief of Virtue | "husbands" -> "husband's"
- Book3ValuableTheFirmament | The Firmament | "magick" -> "magicka"
- Book4RareCharterFightersGuildFirstEdition | Fighters Guild History, 1st Ed. | "Savirien-Chovak" -> "Savirien-Chorak"
- FGD06ViranusJournal | A Bloody Journal | "Viranus" -> "Vitellus" (two instances)
- MS06LogEmmaMay | Log of the Emma May | "Tuesday" -> "Tirdas"
- MS12DiaryCopy | Akaviri Diary Translation | "Remus'" -> "Reman's", "Remus" -> "Reman"
- SKLxHeavyArmor5 | History of the Fighters Guild | "Savirien-Chovak" -> "Savirien-Chorak"
- TG01AmantiusDiary | Amantius Allectus' Diary | "others Drinkers" -> "other Drinkers"
- TG11HeistPlan | Plan for the Big Heist | "City" -> "Palace"
Audio Fixes
- Fixed missing open/close sounds for cathedral crypt doors ( CathedralCryptDoor01 ) used in 31 places
- Corrected oversight of town chapel bell sounds not being audible at all in the chapels' interiors, and also greatly optimized the scripting for the bells
- Fixed the opening and closing sounds for two types of wooden coffins found in Necromancer lairs which were using the stone coffin sounds
- Corrected the LIP (lipsynch animation) for 148 lines of dialog from all races/genders that didn't synch properly because there were polysyllabic numbers (as digits, not spelled out in words) in the dialog text that they were generated from
- Corrected audio and subtitle for 48 lines of NPC conversation dialog for all races that referred to Mach-Na (Cheydinhal) as male
- Corrected audio and subtitle for 46 lines of NPC conversation dialog for all races that referred to Deetsan (Cheydinhal) as male
- Corrected audio and subtitle for 31 lines of NPC conversation dialog for all races that referred to Nahsi (Bravil) as male
- Corrected audio and subtitle for 26 lines of NPC conversation dialog for all races that referred to Vigdis (Anvil) as male
- Corrected audio and subtitle for a further 22 lines of NPC conversation dialog for all races that referred to Falanu Hlaalu (Skingrad) as male
- Corrected audio and subtitle for 11 lines of NPC conversation dialog for all races that referred to Estelle Renoit (Chorrol) as male
- Corrected audio and subtitle for a further 11 lines of NPC conversation dialog for all races that referred to Salmo the Baker (Skingrad) as female
- Corrected audio and subtitle for 2 lines of Lorgren Benirus' monologue that referred to Carahil as male
- Corrected audio and subtitle for a line of Julienne Fanis' dialog that referred to S'drassa as female
- Corrected audio and subtitle for Hil the Tall's greeting that referred to Arkay as female
- Corrected audio for a Nord male Bruma line of conversation that referred to Right-Wind as female (all other races' lines and the subtitle were already correct)
- Fixed audio and subtitle for 9 lines of dialog for Chorrol residents if Dar-Ma died in the Shadow over Hackdirt quest that said incorrectly said that it was "Dar-Ma's daughter" (instead of either just Dar-Ma, or Seed-Neeus' daughter)
- Removed an unneeded "Kill him" (referring to the player; there was no equivalent line for a female player) from Claude Maric's confronting dialog during the Nothing You Can Possess quest
- Corrected audio and subtitle for two lines of Guilbert Jemane's dialog that indicated that Weatherleah is north of Fort Carmala (it's south, though more accurately southwest)
- Corrected audio and subtitle for a Cheydinhal Breton/Imperial line of conversation that said that Dervera Romalen is happy about the Newlands Lodge because "the Red Queen drinks there" (the quest with this non-existent NPC was never developed and its only other remnant is an empty chest and cell name in Unmarked Cave)
- Fixed an outtake line of greeting dialog for Quill-Weave after the Fighters' Guild Rats quest if the player "ratted" on her
- Fixed a line of dialog for Nord and Orc males (specifically Kurz gro-Baroth) on the "Fighters Guild" topic not matching the subtitle at all (differed from all other instances so may have been recorded when only Chorrol was the guild at which the player could join)
- Fixed the amount in Shum gro-Yarug's response if the player declines Rosethorn Hall as too expensive not matching the actual price
- Corrected audio and subtitle for a Bruma topic Nord male line of dialog that said Lyra Rosentia was a collector of Akaviri artifacts and may have a project (she isn't and has nothing to do with the Lifting the Vale quest; may have been rewritten)
- Corrected audio and subtitle for a line of Ursanne Loche's dialog for the Caught in the Hunt quest indicating to rescue Aleron "from that island" which could appear before it was possible to know he was there
- Corrected audio and subtitle for a Nord/Orc Chorrol conversation that indicated Bongond sells horses at the Grey Mare (he only sells at North Country Stables, which he never leaves)
- Fixed inconsistent audio for Elven and Redguard males and females for a wilderness conversation line about the Imperial City that said "a waterside dock area" where all other races/genders said "waterside dock areas" which matches the subtitle
- Corrected audio and subtitle for post-Imperial Corruption greeting of Luronk that indicated he had testified against watch captain Itius Hayn (instead of Audens Avidius)
- Corrected audio and subtitle for a line of Eilonwy's dialog in the "Mages Guild" topic indicating that Orintur casts Reflect spells and teaches them (he only sells spells, and only Alteration rather than Mysticism)
- Corrected Aelwin Merowald's line presenting the ring at the conclusion of the Go Fish quest where he indicated that "they" would be valuable whereas there's only one object given (subtitle was already correct)
- Corrected audio and subtitle for one of Hieronymus Lex's lines to Myvryna Arano in the Thieves Guild Elven Maiden quest so that they match (could not just change the subtitle as was at the 150 character limit)
Audits (complete checks of all objects in worldspaces for placement errors)
Completed comprehensive cell-by-cell check of 5,125 cells of exterior (Tamriel worldspace) areas. Found since the last release:
- Ayleid blocks hidden underground: 10
- Butterfly bounding boxes embedded in rocks/trees/ground: 27
- Chests/crates/barrels/sacks partially embedded in objects: 13
- Cypress Knees embedded in rocks/trees/underground/other Cypress Knees: 979
- Doors embedded underground: 2 (19,-37 & 29,-39; deleted as useless as had no target, ref. name or enable parent)
- Duplicated-in-place objects: 12
- Fallen trees embedded in walls/rocks/trees/underground: 109
- Floating/out of water clumps of Clams: 86
- Flying Alkanets: 6
- Flying misc. items: gold amulet in 36,-24 (placed), venison in 31,-6 (deleted)
- Flying Bog Beacons: 2
- Flying Carrot plants: 14
- Flying/improperly grounded benches/chairs/stools/tables/bedrolls/tents: 39
- Flying/improperly grounded crates/chests/coffins/barrels/buckets/sacks: 45
- Flying Columbines: 7
- Flying Corn stalks: 8
- Flying Cypress Knees: 28
- Flying Dominica Redworts: 4
- Flying firelogs: 3
- Flying/floating rocks: 146
- Flying Flax: 5
- Flying Foxgloves: 4
- Flying Ginseng: 3
- Flying/improperly grounded mushrooms/fungi: 358
- Flying ladders: 1
- Flying Lady's Smocks: 2
- Flying Lavender: 15
- Flying Lily of the Valley: 1
- Flying LOD houses: 4
- Flying Mandrakes: 5
- Flying Milk Thistles: 1
- Flying Monkshoods: 16 (including one up a tree)
- Flying Morning Glories: 3
- Flying masts: 1 (5,10)
- Flying Motherworts: 8
- Flying Nightshades: 2
- Flying/embedded pathgrid nodes: One in -42,-13 about ten stories above the ground, five in -13,7, one in -19,28, two in -14,5, one in -28,-1, one in -25,3, one in -25,2, one in -28,5, one in -30,0, one in -2,23, one in 39,-17, one in 33,-17, one in 37,-16, one in 32,-17, one in -9,8, one in -12,13, one in -12,31, one in -16,-1, one in 16,12, one in 27,17, three in 36,20 and two hidden in a rock removed, and three hidden in an impassible Ayleid statue base in 14,-7 removed
- Flying Primroses: 4
- Flying shrubs: 208 (including four at canopy height)
- Flying Somnalius plants: 5
- Flying St. John's Worts: 4
- Flying Strawberry bushes: 20
- Flying tents/bedrolls: 5
- Flying Tobacco plants: 1
- Flying Tomato plants: 4
- Flying trees: 16
- Flying Viper's Bugloss: 1
- Harvestable flora partly/completely embedded underground: 209
- Harvestable flora partly/completely embedded in rocks/trees/logs/walls/other flora: 3,024
- Improperly grounded Cypress Knees: 284
- Improperly grounded logs: 2
- Improperly placed/unsupported fence pieces: 27
- Improperly rooted Alkanets: 13
- Improperly rooted Arrowroot: 1
- Improperly rooted Bloodgrass: 2
- Improperly rooted Carrot plants: 9
- Improperly rooted Columbines: 20
- Improperly rooted Dominica Redwort: 3
- Improperly rooted Dragon's Tongue: 1
- Improperly rooted ferns: 2
- Improperly rooted Flax: 31
- Improperly rooted Foxgloves: 71
- Improperly rooted Lady's Smocks: 16
- Improperly rooted Lavender: 74
- Improperly rooted Milk Thistles: 246
- Improperly rooted Monkshoods: 107
- Improperly rooted Motherworts: 91
- Improperly rooted Nightshades: 48
- Improperly rooted Nirnroot: 6
- Improperly rooted Pitcher Plant: 1
- Improperly rooted Primrose: 9
- Improperly rooted Pumpkin Vine: 1
- Improperly rooted Somnalius: 2
- Improperly rooted Stinkhorns: 2
- Improperly rooted St. John's Worts: 27
- Improperly rooted vines: 2
- Improperly rooted Wheat: 1
- Improperly rooted Wormwood: 1
- Misaligned/see-through doors: 7
- Misc. objects embedded in other objects/underground: Beer bottles in 17,-6 and ember piles in 19,-31; one moved up, 1 chain, 2 log piles in 23,-27, pewter plate in 13,27, useless load door in 25,-7; deleted, 32,1; an Ayleid brick in an Ayleid block, 15,12; X-Marker, 27,-7; Ayleid cask, 36,20; beer bottle
- Oblivion gate components incorrectly enabled/disabled based on parent state or missing parent: 8
- Rips in landscape: 1 (19,-10 underwater)
- Rocks/blocks balanced on one point/impossibly balanced: 265
- Rocks completely embedded (hidden) underground: 2,216
- Rocks partially/completely embedded in walls/trees/logs/fences/stairs or completely embedded in other rocks: 7,148
- See-through rocks: 1,019 (including one boulder so open it could be walked into and the near-flying necromancer's altar base at Fort Linchal)
- See-through walls/arches/blocks/columns/stairs: 101
- See-through underside bedrolls: 2
- See-through underside candles: 9
- See-through underside Oblivion blades: 2
- See-through underside Pitcher Plants: 1
- See-through underside trees/shrubs: 1,624
- Shelf fungi improperly embedded in tree/rock: 147
- Shrubs partially/completely embedded in rocks/walls/trees/logs/fences: 6,850
- Shrubs partially/completely embedded underground: 149 (including ten in 36,-30 whose leaf cels were corrupted due to being obliquely rotated)
- Trees partially/completely embedded underground: 831
- Trees partially/completely embedded in rocks/walls/fences/other trees: 1,509
- Unharvestable flora partly/completely embedded underground: 14
- Unnaturally sharp land peaks/valleys: 52
- Unnaturally straight/sharp ground texture boundaries: 906
- Vines not stuck to walls: 10
- Walls/columns completely embedded/hidden underground: 14 (25,11, 23,12, -5,22, 17,-14, four in 24,-15 and five in 36,-11; deleted as could not be exposed without invalidating pathgrids)
- Water flora out of water/below surface: 59
- Wildlife/NPC spawn points on/embedded in large rocks or other objects or underground: 27
Progress: Total playable cells=5125, cells checked=5125, cells remaining=NONE!
v2.2.0 (2007-08-07)
- The UOP now has a menu. To access it, open the console with ` or ~ or whatever key is used in your locale, type startquest uop (not case sensitive) and press Enter, then close the console (may take five seconds to appear the first time, but instantaneous after this. You'll only get a warning dialog box if you try to open it during combat.) It will allow you to see that the UOP is active and the version number, run the Stat Restore, change the "silent/invisible" AOE spell effect to one that really is if another mod has altered it (if you were using the UOP AOE Compatibility Patch you can probably remove it,) toggle off and on the Poisoned Apple warning dialog, or remove stuck Bound items
- Integrated Mentalor's Stat Restore mod into the UOP; it can be accessed via the menu above and will fix attributes, skills, magicka, fatigue and encumbrance if they have been damaged by mods and chapels/spells/potions or dropping all items isn't fixing them
- Made the Poisoned Apple warning optional; it can be disabled and enabled via the menu (see above)
- For now, removed the fix for archers not equipping bows during sleep packages to eliminate any possibility that the UOP causes crashes or other problems (nothing confirmed so far, but with so many CTD and other problems with other mods it is best to err on the side of stability for the time being)
- Cleaned some noise out of the dialog audio for the custom race game start fix
- Updated the UOP installer to Inno Setup v5.1.13
- Fixed freezing for several seconds or occasionally crashing to desktop when the player levels up (due to bad .INI setting introduced with the v1.2x patch; the self-installing UOP will correct this setting at install time)
- Going into and out of a random Oblivion cave system at one end and then into the other end will no longer result in the player getting stuck with "This door leads nowhere." (the message will still appear as it's hardcoded but the door will work)
- Fixed the Acrobatics skill's fall damage reduction perk as it was only one-fiftieth (or less) as much as it should have been so was practically worthless
- Improved the fix for guards not carrying bows all the time to force them to equip their sword and shield again once out of combat (they may still carry bows sometimes, but leaving the area and returning in three days should cause them to carry swords once more)
- Taking items from the crates outside, or from the interior of the Maria Elena (Imperial City Waterfront), will no longer increase the player's Items Stolen count (which it would do even though the theft icon didn't show nor guards notice)
- Corrected the nearby Bloated Float ownership as well as the player could steal any number of items in plain view without repercussions (the ownership will properly change for the related quest)
- Similarly, picking up items from Lake Arrius Caverns during the Dagon Shrine quest (including the Mysterium Xarxes itself) will no longer increase the player's Items Stolen count
- UI mods that show the player's next faction rank will no longer show "DUMMY" when the player has reached the highest rank of the faction
- The disease Astral Vapors (contracted from Dread Zombies) will no longer bypass disease resistance
- Corrected the disease "BrainRot" which was draining Strength instead of Intelligence, and added the missing space to its name (there is a similarly named but unrelated disease "Brown Rot" which was also present in Morrowind that drains Strength)
- Fixed the following spells being listed as an incorrect level skill level (Novice, Apprentice, Journeyman, Expert or Master) by spell-renaming mods and Wrye Bash because their internal skill level differed from the actual: Absorb Attribute: Endurance/Intelligence/Luck/Speed/Strength/Willpower, Absorb Fatigue (the 25 pts. for 20 seconds on touch version), Absorb Skill: Alteration/Athletics/Block/Conjuration/Heavy Armor/Illusion/Marksman/Security, Bound Bow, Bound Mace, Bound War Axe, Burdening Touch, Corrode Armor, Corrode Weapon (note that both Corrodes have two versions; the ones corrected are the 20 pts. on Target versions), Cure Disease, Cure Poison, Curse of Weakness, Drain Attribute: Intelligence, Drain Skill: Light Armor, Fearful Gaze, Greater Fortify Fatigue, Ice Storm, Legendary Soul Trap, Lightning Storm, Paralyze (the 10 seconds on touch version), Rage, Revitalize, Shadow (the 15% for 15 seconds version), Silence (the 15 seconds on target version), Touch Of Fear and Voice Of Dread
- Corrected the magnitude of The Unwelcome Guest spell sold by the Dark Brotherhood; though listed as "Open Easy Lock" it could not open many locks of this level
- All Chorrol, three Leyawiin and three Skingrad day guards will no longer be missing their shields
- In the Order of the Virtuous Blood quest, killing Roland Jenseric when the quest is completed will no longer result in a quest advancement indicating the player should see Seridur (who's already dead)
- Fixed several errors with the rampart Dremora in the Battle for Castle Kvatch: they will no longer be prone to dying by jumping from the ramparts, if they should fall, their corpses will no longer contain multiple Daedra Hearts, newly respawned archers will not be missing their bows, and they will no longer stand around aimlessly if the two archers (Jesan Rilian and Merandil) are dead (they were supposed to attack the player at this point, but didn't as they couldn't see the player from their start point)
- In the Unfriendly Competition quest, corrected the distance that the player needs to be from Thoronir and Agarmir before they will start their meeting as it was too small, and it should no longer be interrupted by Mythic Dawn agents leaving the game stuck in cutscene mode
- After the Wayward Knight quest, if the player does not report back to Count Andel Indarys until after the Main Quest is complete, he will no longer react as if Farwil was murdered by the player (if he wasn't) and the player will be able to collect the reward
- Fixed four bugs in the Mages Guild Ambush quest: corrected two of the battlemage allies not having any relevant dialog if the player is discovered by the Necromancers first, the battlemages will no longer attack the Necromancers too early nor attack follower allies of the player (Knights of the Nine, Atronach familiars, Dark Brotherhood Murderers, etc.) and they will no longer persist at Silorn indefinitely when the quest is completed
- Changed the Black Soul Gems in the Cheydinhal Recommendation quest to have no soul capacity; otherwise the player could fill them via Soul Trap, consume them via recharging or enchanting (even though they are quest items) and then be unable to complete the quest
- The Dark Brotherhood Whispers of Death quest will now be moved to completed quests when done (it will still be running; it continues for the remainder of the game as it is after all other quests are completed)
- Adamus Phillida's bodyguard will no longer mysteriously come back to life after committing suicide at the end of the Dark Brotherhood Permanent Retirement quest (was set to respawn)
- Jauffre should no longer be prone to die before Baurus in the Defense of Bruma quest while the player is in the Great Gate (which is all that could be done as a bugfix, unfortunately; it's still difficult to keep both alive but each now has a similar chance of dying)
- Activating the Shrine of Clavicus Vile after the quest is finished will no longer result in a dialog that the player's level is insufficient to do the quest (can be completed at any level by getting Umbra first)
- The Reverse Invisibility scroll given by Ancotar in the Zero Visibility quest will no longer be a quest item when no longer required (there is a second copy that could be obtained and it would get stuck in the player's inventory)
- In the Till Death Do They Part (Vampirism Cure) quest, Melisande should remove the cure ingredients properly from the player's inventory
- The player will now be able to fast-travel from Fort Grief if the Caught In The Hunt quest is not running
- The Chorrol Fighters Guild Porter will now offer repair as all the others do
- Swapped the reversed AI packages for one of the day and night guards in the Imperial City Arboretum
- The Imperial Legion Forester at the Inn of Ill Omen should now hit his target when practicing archery instead of always missing to the left (this may only take effect on a new game)
- Corrected Bernadette Peneles' daily worship (Skingrad) having a duration of zero
- Gureryne Selvilo should no longer repeatedly activate the Altar of Talos (Chorrol) during his daily worship
- The inventory icon for Clogs will no longer be random graphic noise if Oblivion is set to anything but large texture size
- Closed seethrough gaps visible when attacking or spellcasting in the left armpit and on the upper left arm near the elbow on both the Steel Cuirass ( Armor\Steel\M\Cuirass.nif ) and the Blackwood Cuirass ( Armor\Blackwood\M\Curiass.nif {sic} )
- Fixed collision type on French-door prison cell doors ( PrisonCellGate01.nif ) as they were allowing projectile spells to pass through (unlike all other gate types) thus were impossible to unlock with Open spells
- Improved the fixes for CastleLight01.nif, CastleLight01Angled.nif, CathedralCryptLight02.nif and CathedralLight01.nif (previously had no Havok collision); the chains are now Havoked so will swing if struck (a small script was attached to the light object assigning the ownership to the player as they are used in owned interior cells so Z-Grabbing them would otherwise cause a bounty, and the cathedral light was renamed to UOPCathedralLight01.nif and the light reassigned to it so that it wouldn't cause problems with the ruined lights in the Anvil Chapel of Dibella during KoTN)
- Fixed four types of chandeliers having no flames on their candles, one type missing its light node object causing the engine to place the light source off-center, two other small placement errors on one and a texturing error on another, and also optimized their meshes (over 1K polygons per mesh) - Chandelier01-04(Off,Fake).nifs, 12 files in total)
- The three-candle wall sconce will now cast light to the wall behind it properly ( WallSconceTriple01.nif )
- Seven types of trees will no longer give off sparks or sound like stone when struck ( TreeCamoranParadise01/02/04.nif, TreeCottonWoodSU.nif, TreeCPSnowGum.nif, TreeSnowGumFree.nif and TreeYewForest.nif )
- Fixed bad texturing on the underside of RockWestWealdMoss04.nif and RockWestWealdBurnt04.nif caused by out-of-bounds UV mapping co-ordinates (same as was done with RockWestWeald04.nif)
- Fixed yet another UV mapping error causing smeared texturing on one of the common West Weald rocks ( RockWestWeald02.nif )
- RockWestWealdMoss01.nif will no longer sound like wood when struck or walked on
- Corrected oversized and off-center Havok collision mesh on an outdoor lamp ( IronOutdoorLampFake.nif )
- Fixed UV mapping errors causing smeared texturing on the back of the heads of two of the hanging corpses ( HangingCorpse01.nif and HangingCorpse05.nif )
- Fixed UV mapping errors causing smeared texturing on the top of one of the Silver Vein rocks ( SilverRock03.nif )
- The player and others will no longer hover slightly over the floor in three Imperial City buildings (Jensine's Good as New Merchandise, Slash and Smash and Agarmir's house) due to misplaced Havok collision mesh on ICGroundFloor01.nif
- Fixed several tears in the stairway mesh of the Bastion (IC Prison District) showing visible nothingness ( PrisonHall03.nif )
- Closed a gap of nothingness between the base of the fireplace and the floor in several Bravil houses' mesh ( BravilHouseIntL04.nif ); mesh is also used in two houses in Sundercliff (Mehrunes' Razor DLC)
- Closed a gap of nothingness in one of the roof supports, another small one near the stairwell furthest from the door, fixed several UV mapping errors and optimized the mesh (505KB to 281KB) of the top floor of seven IC houses ( ICTopFloor10.nif )
- Closed a seethrough gap at the base of the fireplace, removed a strange lump in the wall in the nook behind the fireplace, closed two unclosed slightly seethrough beams and fixed numerous UV mapping errors in a common farmhouse interior ( FarmHouseInterior02.nif )
- Closed gaps of nothingness in the ceilings of three ruined fort corner wall sections ( RFNTurn01.nif, RFRmCornerDoor2x.nif and RFRmCornerR01.nif ) and a wide doorframe section ( RFWWiden01.nif )
- Closed gap under the columns of the wide fort door section that was often see-through if not low enough to the floor ( RFWDoorArch01.nif )
- Fixed the Havok collision mesh on the Bravil entrance ( BravilEntanceGate01.nif) so that the columns can no longer be walked into, and optimized the mesh (from 1.58MB down to 470KB)
- Aligned the misplaced Havok collision on the doorframes of the interior Chorrol Fighters Guild ( ChorrolFGChorrolInterior01.nif and ChorrolFightersGuildInteriorDoorJam.nif ) and optimized the mesh (2.3MB down to 1.0MB)
- Fixed flickering caused by duplicate faces on one of the Bravil wooden tower tops ( BravilTowerTop03.nif )
- Closed a seethrough gap at the top of Oblivion tower doors ( OblivionSmallTowerDoorInsert.nif )
- Closed a gap between the roof eave and the roof, a missing wall panel near it, plugged the transparent end of the same roof piece and fixed smeared texturing caused by bad UV mapping on the exterior Leyawiin Fighter's Guild ( LeyawiinFightersGuildHouse.nif )
- Closed another gap in the roof of the exterior wallhouse in the IC Prison District ( ICPrisonWallHouse02.nif )
- Fixed UV mapping errors in the interior of Weynon Priory ( WeynonHouseInterior.nif )
- Fixed the Mehrunes' Razor dagger's (Weapons\MehrunesRazor\dagger.nif) pommel clipping through the player's hand as the grip was too short (this mesh was present in Oblivion before the Mehrunes' Razor official plug-in so is part of the UOP rather than the UOMP)
- Fixed the torn grain sacks found in dungeons ( DunSack01.nif ) as the grain mesh was misaligned from the sack mesh so could be seen through
- Checked pathgrids on or near all Tamriel worldspace roads. There should be no more pathgrid changes required in future. Found:
- Grounded a canopy-level pathgrid node in (14,18), (-4,6) three in (18,18) and three in (-24,0), a floating road node in (28,-13), two in (3,17) three in (22,31), one in (21,30), five floating nodes near the road in (17,-12), four in (19,2), one in (7,-1) and one in (12,5)
- Grounded a canopy-level pathgrid node in (-22,22) and removed many redundant node path connections
- Grounded two road nodes in (15,-7) and removed many redundant node path connections
- Grounded several pathgrid nodes in (-12,20) and removed many redundant node path connections
- Raised 11 pathgrid road nodes and several off-road nodes embedded underground, deleted 3 embedded in large boulders and corrected paths so they don't run through boulders and trees in (9,17)
- Raised 3 pathgrid road nodes embedded underground in (32,23) and removed dozens of redundant node path connections
- Raised 8 pathgrid nodes embedded underground in (36,19)
- Grounded 4 pathgrid nodes and raised 5 embedded underground in (-50,-8)
- Raised a pathgrid node in (-6,30) embedded in the Moranda entrance
- Grounded a flying barrel and shrub in an alcove of the Chorrol town walls
- Lowered another 180 Lilypads to the water's surface in the Imperial City Arboretum district, and 59 in the Temple district
- The dagger on the bandit's bed in Vilverin can now be picked up
- When Astia Inventius is painting on the Anvil docks, her brush should no longer go through the canvas
- Removed "spoiler" editions of the Black Horse Courier from the upstairs of their office (IC Market District) detailing events that may not have yet happened
- Fixed the Anvil Docks not having a map marker even though it's in a different worldspace than the rest of Anvil (matches the Imperial City Waterfront)
- Fixed the sound object for the lamp torch at the Draconis gravesite (Applewatch Farm) being audible before the lamp was even there
- Corrected the music type in the Trentius Family Mausoleum (ICPalaceMausoleum) from outdoor to dungeon
- Corrected a prison cell gate in Fort Linchal Temple of War that was locked even though it was open
- Unlocked two "needs a key" empty and unused barrels with no key assigned and made them non-persistent (appears they were intended to be merchant containers and then forgotten about) in All Things Alchemical (Skingrad)
- Moved the Morning Glories on the Skingrad Mages Guild and Hammer & Tongs signs so that the signs don't go right through them if swinging
- The player can no longer get stuck between the painting behind the bed and the wall (hung the painting on the wall) and the cupboard in the bedroom will now open in the Odiil farmhouse
- Grounded numerous chairs, a bookshelf, crates, sacks, a fork at table height but off the table, and moved a crate clipping through the wall in Barthel Gernand's house (Cropsford)
- Grounded two barrels and a bench, a slightly floating candle, firelogs and two sacks, moved a barrel and chest of drawers out of walls and removed a useless light source outside the visible area in Sakeepa's house (Aleswell)
- Aligned the door of Shagol gro-Bumph's house (Aleswell) to close a gap at the bottom
- Grounded a slightly flying candle, stool and broken crate, a noticeably flying cupboard and upside-down bed, and moved a load of bread that was way outside the playable area in the Anvil Abandoned House
- Aligned the front door to close a gap and grounded a sack in Arvena Thelas' house (Anvil)
- Moved a crate out of the wall, a barrel and holder embedded in the crate and grounded a barrel, two candleholders and a stone chest, and moved several items embedded in the shelves of a bookshelf in Benirus Manor (Anvil)
- Grounded a chest, attached two sconces to the wall and aligned another half-off it in the Anvil Smithy
- Grounded three flying chests and two sacks leaning on nothing in the Anvil Castle Dining Hall
- Grounded several barrels, four sacks and two chests, a table and a candle, attached two sconces to the wall and a lamp sticking out to far, and aligned a misaligned door with a gap in the Anvil Castle Dungeon
- Moved an off-center flame node in its brazier, two books sticking through their shelf, aligned three misaligned load doors showing visible nothingness, grounded a display case, six benches and three chairs, attached two iron lamps and two paintings to the wall, and deleted a loaf of bread outside the playable area and a bench half-embedded in rock stuffed in an alcove (no good places to move them) in the Anvil Castle Great Hall
- Attached four iron lamps to the wall, moved a book embedded in its shelf, and grounded a jewelry box, candleholder, chest, and a guard spawn point in the Anvil Castle Private Quarters
- Attached a painting and sconce to the wall, moved a sack and bowl embedded in their shelf and grounded a counter in the Anvil Castle Royal Quarters
- Grounded a crate and two barrels in Smuggler's Cove (Anvil)
- Attached many tapestries to the wall and moved one out of a desk, moved a sack clipping into a bookshelf, and grounded two beds, four candles and a plate of candles in the Anvil Chapel Hall
- Grounded a slightly flying practice pad, plate of candles, table, chest, barrel and chest of drawers, moved a sack leaning on nothing and moved a mug out of a shelf and a fork hidden inside and pitcher partially inside the table in the Anvil Fighters' Guild
- Grounded a chest, two sacks, a barrel, a chair and moved a painting not attached to the wall in Gogan's house (Anvil)
- Grounded a crate and two sacks, moved a shutter embedded in another, a spool in the wall and a sack in a crate, fixed a seethrough underside spool and attached four sconces slightly off their walls in the Anvil Dockside Warehouse
- Grounded four chairs, a bookshelf and table, aligned two doors showing nothingness beyond, moved up a hidden pitcher, planter and bowl, moved down four unusable chairs whose arms were embedded in the table and attached a chandelier to the ceiling in Heinrich Oaken-Hull's house (Anvil)
- Attached three sconces to the wall in the Anvil Lighthouse
- Fixed several crates in the Aleswell inn being embedded in each other and other objects
- Grounded two slightly floating chests and two coffins in the Amelion Family Tomb
- Grounded two oblique ceramic bowls, a slightly flying candlestick and attached a tapestry to the wall in the Arcane University's Arch-Mage's Tower Council Chambers
- Moved the Ayleid push block switch in Anutwyll Inner Chambers as it wasn't attached to the wall
- Fixed several small errors in the Chorrol Fighters Guild: closed a gap underneath the main door, moved a candlestick slightly embedded in a bookshelf, grounded a slightly floating cupboard, attached five hovering sconces to the wall, moved a lamp down whose chain clipped into the floor above, and moved two swords on racks that were always falling off
- Moved a burnt plank sticking through a stone wall in the destroyed Bruma Mages Guild
- Fixed the ownership of the door between the Castle Bravil Great Hall and the Private Quarters East Wing being assigned to the Bruma, rather than the Bravil, castle faction
- Grounded several chests and crates in Bloodmayne Cave
- Moved a duplicated-in-place clump of Wisp Stalks in Sideways Cave - Hidden Lake
- Deleted a duplicated-in-place wooden structure on top of the Bravil walls as seen from outside (near the stable bridge)
- Grounded a sack floating above the table, moved another clipping into the stairs and moved a see-through-underside candle in Agarmir's basement (IC Talos Plaza)
- Moved a flickery clipping winerack in Silverhome-On-The-Water (Bravil)
- Aligned over seventy load doors of the various forts which were showing visible gaps of nothingness at the edges
- Closed several visible gaps of nothingness between the room pieces and the hallway in one of the five Corridors of Dark Salvation sections of Oblivion towers (OblivionRDCitadel01Hall03, OblivionRDCitadel04Hall02 and OblivionRD002Hall01) and the Wayward Knight Oblivion tower (MS13OblivionHall02)
- Fixed several errors with the Bastion (IC Prison district): closed several gaps of nothingness between the prison cells and the hallway, aligned the stairway so gaps aren't showing between it and the wall, moved the cell doors so that they no longer clip through the wall when open, and fixed the hanging lamp casting light while being unlit
- Closed a gap between the alcove and floor in Sancre Tor Entry Hall (there are several pixel-wide gaps throughout Sancre Tor that won't get closed as the room pieces don't fit together perfectly)
- Closed a gap in the floor caused by a misaligned room piece in the Chorrol Castle Dungeons
- Closed seethrough gaps of nothingness caused by misaligned room pieces, moved a chandelier up that was floating roughly two metres below the ceiling, and moved a wall fixture embedded in the wall in the Bravil Castle Private Quarters East Wing
- Aligned off-center ceiling lamps embedded in the ceiling buttresses in Amantius Allectus', Gilen Norvalo's, Hagaer's, Hastrel Ottus' (also grounded a candleholder and two candles), J'mhad's, Luronk gro-Glurzog's, Marana Rian's, Pennus Mallius', Ruslan's (also grounded a candleholder), Stantus Varrid's, Surius Afranius' and Trenus Duronius' houses, The All Saints' Inn (IC Temple District), Adrian Decanius' (also grounded a candleholder, table and wine rack), Cyronin Sintav's (also grounded a candleholder), Dovyn Aren's (also grounded a candleholder), Dul gro-Shug's (also grounded two candleholders), Fathis Ules', the Guardhouse (also grounded a candleholder), Geem Jasaiin's, Herminia Cinna's (also grounded a candleholder), Ida Vlinorman's, Iniel Sintav's, Irene Metrick's, Jastia and Kastus Sintav's (also grounded a candleholder), Lorkmir's, Othrelos', Ra'Jhan's and Tertius Favonius' houses, the King and Queen Tavern (IC Elven Gardens), Imperial Legion HQ and Mess Hall (IC Prison District), Agarmir's, Angelie's, Astinia Atius', Claudius Arcadia's, Dorian's, Dynari Amnis', Helvo Atius', Jakben Imbel's, Ontus Vanin's, Ra'jiradh's, Samuel Bantien's, Sevarius Atius', Soris Arenim's, Thamriel's (also grounded a candleholder) houses, Umbacano's and Usheeja's houses, The Foaming Flask, The Tiber Septim Hotel (IC Talos Plaza), A Fighting Chance, Divine Elegance, Mystic Emporium, Office of Imperial Commerce, Rindir's Staffs, Slash 'N Smash, The Best Defense, The Feed Bag, The Gilded Carafe, The Main Ingredient (IC Market District), the IC Arcane University Chironasium, Lustratorium, Practice Rooms, Praxographical Center and Mage Quarters, the Bravil Chapel Undercroft, the Bravil, Cheydinhal, Chorrol and Leyawiin Castle Private Quarters
- Moved a wall-mounted iron torch in the Cheydinhal Chapel Undercroft that wasn't embedded in the wall properly and another in the Cheydinhal Sanctuary Quarters
- Grounded a chest and two slightly ungrounded chairs in Marinus Catiotus' basement (IC Elven Gardens)
- Grounded a lectern in the upstairs of the IC Arcane University Chironasium
- Attached a chandelier to the ceiling (support was about a meter below it) and moved two off-center ceiling lamps in Umbacano's upstairs (IC Talos Plaza)
- Attached a chandelier to the ceiling in the Leyawiin Castles' Private Quarters
- Grounded a chest and two barrels in Abandoned Mine
- Closed some small floor and wall piece gaps in Fort Homestead
- Closed another gap in the exterior Bravil town walls
- Closed a gap in one of the curving low stone walls in Bravil
- The Vilverin campfire will now illuminate the area
- Changed the names of the Elven Ceremonial Cuirass, Helmet and Shield so that their names don't show only "Elven Ceremonial" in the inventory screen
- Corrected name of dead Spiddal Sticks: "Spiddal Stick" -> "Dead Spiddal Stick" (they are harvestable though dead, but won't gas the player as the living ones do)
- Corrected plant name "Blood Grass" -> "Bloodgrass" which matches the harvested ingredient
- Changed the game setting sInvalidPickpocket: "You cannot place items in a container while pickpocketing." -> "You can only place items of zero weight while pickpocketing." as it was confusing
- Corrected typos in game settings sNoEatQuestItem: "can not" -> "cannot", sCanNotEquipQuestArrows: "can not" -> "cannot", sDropEquippedItemWarning: "equiped" -> "equipped" and sSaveGameOutOfDiskSpace: "sufficent" -> "sufficient"
- Corrected error in Book4RareGloriesAndLaments | Glories and Laments "nor the were they" -> "nor were they"
- Corrected undeveloped town's name remaining in Fighter's Guild quest journal (FGC10Swamp stage 100) "Sutch" -> "Anvil"
- Corrected typos in dialog 4764E (ImperialCityTopic) "orrery" -> "Orrery", 34E12 (MG00Join) "Mages'" -> "Mages", BC9E (MS29) "eh?" -> "hm?", BC9E (MS29) "eh?" -> "huh?", 3D491 (MS04) "in the evening" -> "o'clock", 35F4E (VahtecenTopic) "there" -> "that there", 38ED7 (ArenaAgronakChoice4) "regiment" -> "regimen", 98142 (MS48SalvianWhatHappened) "into the Chapel" -> "to the Chapel", 71D4F (Dark00General) "What, is that a" -> "What is that... a", 1D24C (RolandJensericTopic) "passed" -> "past", 1D23F (MS23) "the vampire" -> "a vampire", 7C0A7 (Dark00GeneralNPC) "is upsetting" -> "is very upsetting", 26E9C (MQ11BrumaAllies) "you closed" -> "you've closed", 18D302 (SkingradTopic) "easy" -> "easily", 3FBE0 (MQ15EldamilC2) "a cellar" -> "the cellar"
- Corrected great chapel (city cathedrals) cells' displayed names so that they are "Great Chapel of..." as some were "Chapel of..." and some "The Great Chapel of..."
- Corrected typo in Thieves' Guild rank 4: "Cat burglar" -> "Cat Burglar"
- Corrected map name "Shrine of Sanguine" -> "Sanguine's Shrine" to match all other Daedric shrine names
- Removed trailing space from map name "Wind Range Camp"
- Corrected audio for two Nord and Imperial Dark Brotherhood rumors where the Black Horse Courier was being called the "Dark Horse Courier" (the subtitle had already been corrected)
- Corrected audio and subtitle for Dul gro-Shug indicating he trains Security, whereas he actually trains Light Armor
- Corrected audio outtake in male Breton Thieves' Guild rumor about Countess Umbranox hiring a new captain
- Corrected audio outtake in male Redguard generic rumor about Spriggans
- Fixed a line of Telaendril's dialog (Sanctuary topic) not matching the subtitle (could not just change the text as it was beyond the 150 char. limit)
- Fixed J'skar's voice and lipsynch not playing if he is talked to while he is escaping the Bruma Mages Guild
- Audited all 439 occupied cells of all OblivionRD001-007 (random countryside gate), DABoethiaRealm, DAPeryiteRealm, MQ10BrumaOblivionGate, MS13CheydinhalOblivionWorld and OblivionMQKVatch worldspaces. Found:
- Blood decals embedded in objects: 2 (moved)
- Blood decals embedded underground: 2 (1 moved up, 1 deleted as there was already one above-ground)
- Blood decals not attached to walls/ground: 4
- Bridge slabs embedded underground: 2 (deleted as useless)
- Corpse Clips not attached to rope: 4
- Doors embedded underground: 2 (deleted as useless; had no ref. name or target)
- Duplicated-in-place blades: 1 (deleted)
- Duplicated-in-place claw gates: 1 (deleted)
- Duplicated-in-place harvestable flora: 2 (moved)
- Duplicated-in-place rocks/walls: 18 (deleted)
- Enemy spawn points flying or embedded in rocks/undergound: 18
- Enemy spawn points on large rocks: 10
- Fleshy Pod loot sacks/claws completely embedded underground: 1
- Flying Bloodgrass: 7
- Flying Fleshy Pods: 1
- Flying rocks: 14
- Flying Spiddal Sticks: 1
- Flying/embedded X-Markers: 2
- Hanging corpses not attached to anything: 3
- Harvestable flora partly/completely embedded in walls/fences/rocks/structures: 64 (moved)
- Harvestable flora partly/completely embedded underground: 53 (moved up)
- Heads-on-pikes hidden in columns: 1
- Improperly rooted Bloodgrass: 85
- Improperly rooted Harrada: 16
- Improperly rooted Spiddal Sticks: 15
- Misaligned doors: 3 (Note that they may remain misaligned on a current save if the worldspace has already been visited)
- Misc. objects embedded underground: 2 (Silver War Axe in OblivionMQKVatch and Steel Mace in MS13CheydinhalOblivionWorld; moved to appropriate locations)
- Rocks balanced on one point/impossibly balanced: 4
- Rocks completely embedded (hidden) underground: 356 (288 deleted as they added nothing to the area as were the same color or were too large for pathing, 68 moved)
- Rocks partially/completely embedded in walls/fences/structures or completely embedded in other rocks: 61 (33 deleted, 28 moved)
- See-through rocks: 85
- See-through underside columns/Oblivion turrets/blades/walls: 114
- See-through wall components: 60
- Unnaturally straight/sharp ground texture boundaries: 2
- Wall components completely embedded underground: 259 (deleted as useless as they were transparent on one side and/or beneath existing walls)
- Audited all 152 occupied cells of CamoranParadise. Found:
- Enemy spawn points on large rocks: 1
- Flying shrubs: 1
- Flying Lavender: 2
- Flying Nightshades: 2
- Flying Viper's Bugloss: 26
- Flying/floating rocks: 22
- Flying/improperly grounded mushrooms/fungi: 24
- Harvestable flora partially/completely embedded in rocks/trees/logs/walls/other flora: 49
- Harvestable flora partially/completely embedded underground: 21
- Improperly grounded Cypress Knees: 15
- Improperly rooted Lavender: 50
- Improperly rooted Mana Blooms: 2
- Improperly rooted Monkshoods: 1
- Improperly rooted Nightshades: 35
- Improperly rooted Viper's Bugloss: 143
- Rocks completely embedded (hidden) underground: 105 (82 deleted as they added nothing to the area as were the same color or were too large for pathing, 23
moved)
- Rocks partially/completely embedded in trees/walls/fences/structures or completely embedded in other rocks: 119 (moved)
- See-through rocks: 115
- See-through underside trees/large shrubs: 24
- Shrubs partially/completely embedded in rocks/walls/trees/logs/fences: 41
- Trees partially/completely embedded in rocks/walls/fences/other trees: 63
- Unnaturally straight/sharp ground texture boundaries: 4
- Audited all 20 occupied cells of MS37World (Frostfire Glade.) Found:
- Fallen trees embedded in walls/rocks/trees: 6
- Flying shrubs: 1
- Flying trees: 7
- See-through rocks: 5
- See-through underside trees/large shrubs: 23
- Shrubs partially/completely embedded in rocks/walls/trees/logs/fences: 77
- Shrubs partially/completely embedded underground: 3
- Trees partially/completely embedded in rocks/walls/fences/other trees: 32
- Trees partially/completely embedded underground: 2
- Rocks balanced on one point/impossibly balanced: 1
- Rocks completely embedded (hidden) underground: 13
- Rocks partially/completely embedded in walls/trees/logs/fences/stairs or completely embedded in other rocks: 55
- Continuing comprehensive cell-by-cell check for leftovers in exterior (Tamriel worldspace) areas. Found so far since the last release:
- Ayleid blocks hidden underground: 2
- Blood decals embedded in objects: 1
- Clumps of Clams out of water: 1
- Cypress Knees embedded in rocks: 11
- Doors completely embedded in walls: 1 (24,-3; deleted as useless)
- Duplicated-in-place runestones: 1 (-50,-9; deleted)
- Fallen trees embedded in walls/rocks/trees: 16
- Fallen trees embedded underground: 1
- Floating clumps of Clams: 6
- Flying Alkanets: 4
- Flying Ayleid blocks: 1
- Flying Bergamot: 13
- Flying Columbines: 1
- Flying crates/coffins/barrels/sacks: 2
- Flying ferns: 1
- Flying flax: 1
- Flying Foxgloves: 2
- Flying/improperly grounded mushrooms/fungi: 43
- Flying Lavender: 5
- Flying Monkshoods: 1
- Flying Nightshades: 3
- Flying Primroses: 1
- Flying/floating rocks: 44
- Flying shrubs: 45
- Flying Strawberry bushes: 12
- Flying stools/chairs/benches: 7
- Flying trees: 4
- Harvestable flora partly/completely embedded in rocks/trees/logs/walls/other flora: 384
- Harvestable flora partially/completely embedded underground: 37
- Improperly grounded Cypress Knees: 28
- Improperly placed/unsupported fence pieces: 1
- Improperly rooted Alkanets: 5
- Improperly rooted Bergamot: 101
- Improperly rooted Columbines: 3
- Improperly rooted Flax: 2
- Improperly rooted Foxgloves: 4
- Improperly rooted Ginseng: 5
- Improperly rooted Lavender: 8
- Improperly rooted Milk Thistles: 24
- Improperly rooted Monkshoods: 14
- Improperly rooted Motherworts: 5
- Improperly rooted Nightshades: 4
- Improperly rooted Viper's Bugloss: 137
- Lilypads noticeably above/below water's surface: 378
- Other water flora out of water/below surface: 39
- Rocks balanced on one point/impossibly balanced: 46
- Rocks completely embedded (hidden) underground: 313
- Rocks partially/completely embedded in walls/trees/logs/fences/stairs or completely embedded in other rocks: 593
- Sacks embedded underground: 1
- See-through walls/arches/blocks/columns/stairs: 7 (-6,7, -6,23, -23,12, 14,0, 24,-3 and 2 in 30,-11)
- See-through rocks: 232
- See-through underside trees/large shrubs: 322
- Shelf fungi improperly embedded in tree/rock: 16
- Shrubs partially/completely embedded in rocks/walls/trees/logs/fences: 1,605
- Shrubs partially/completely embedded underground: 12
- Trees partially/completely embedded in rocks/walls/fences/other trees: 233
- Trees partially/completely embedded underground: 29
- Unnaturally straight/sharp ground texture boundaries: 70
- Vines not stuck to walls: 2
- Walls embedded completely underground: 2 (24,-3 and 36,-12); deleted as it could not be exposed without invalidating pathgrids
- Wildlife/NPC spawn points on large rocks or other objects: 1
v2.1.2 (2007-06-04)
- Fixed player Marksman skill occasionally changing due to engine bug with AOE checks (guard Marksman leveling is now done via a hardcoded list so guards added by mods will not advance in Marksman).
- Changed the silent/invisible effect type used by the utility AOE "spells" to one not changed by other mods.
v2.1.0 (2007-05-31)
- Updated the UOP installer to Inno Setup v5.1.12
- Fixed tangent space on the horses' mesh causing two sharp points in their hindquarters.
- Fixed tangent space on Spider Daedra mesh which was causing sharp edges and discoloration.
- Fixed various UV mapping errors on an Skingrad building interior (SKMageGuildIntB.NIF).
- Fixed bad texturing on the underside of RockWestWeald04.nif caused by out-of-bounds UV mapping co-ordinates.
- Corrected a sharp normal and a UV mapping error on 2 barrels (MiddleBarrelOpen01.NIF, MiddleBarrelOpen02.NIF).
- Fixed bad normals on a window for an Anvil house (AnvilHouseMC02.NIF).
- Fixed bad normals on a few windows and removed some duplicate mesh parts causing ugly breaks for an Anvil House (anvilhousemc02.nif).
- Fixed a quite noticeable dark blue vertex color on a dungeon cave section (RFHubTunnelA.NIF).
- Fixed ugly sharp edges on Sheogorath's statue (DaedricStatueSheogorath01.NIF).
- Removed the invalid light source from the Zenithar statue (StatueGodsZenithar01.NIF) that was causing the Construction Set to complain.
- Removed pointless alpha property from the quill (Quill01.NIF).
- Radishes will no longer appear dull and black in interiors.
- Fixed 39 normal maps for various objects that weren't displaying properly.
- Fixed problem with Oblivion avalanche traps going off on cell load that was introduced by the 1.2.0214 official patch (possibly due to Havok precalculation).
- A floor candleholder (CandleStickFloor01DarkFake) found in Eugal Belette's basement in Chorrol and several fort ruins will no longer show as an error mesh (large yellow diamond with exclamation point); this was due to an incorrect mesh filename/path and was brought out by the 1.2.0214 official patch (previously the game would find the correctly named mesh elsewhere); also fixed lack of Havok collision mesh on it.
- Fixed AI bug with NPC's with bows where if they went into combat while sleeping or preparing to sleep, they would not equip arrows so were helpless (this will fix NPC's added by mods if they are members of stock classes of which some members carry bows, but not if they carry bows added by mods).
- Guards in all cities will no longer wear a bow and quiver by default (unless they used it in their last combat); this was also caused by the 1.2.0214 official patch.
- Fixed lack of Light Armor as a major skill for all city guards; though all except those in the Imperial City wear Light Armor, they were not leveling up in it so were very weak on defense at higher player levels.
- Added GetPlayerInSEWorld checks to all quests changes by the UOP; this should prevent Cyrodiil rumor topics from coming up in Shivering Isles areas.
- Mankar Camoran should no longer (very rarely) get stuck in Cloud Ruler Temple at the start of the Miscarcand/Great Welkynd Stone subquest of the Main Quest; this will also fix existing saves.
- Chancellor Ocato should no longer fight with Baurus and Jauffre in the Temple of the One at the conclusion of the Main Quest.
- New dialog has been added so that the player will now be able to start the game with a custom birthsign, without getting stuck just after the birthsign choice dialog with the Emperor in the tutorial dungeon.
- Fixed several bugs with the Corruption and Conscience (Cheydinhal) quest: Removed unlimited gold exploit by repeatedly talking to Garrus Darelliun at quest end, fixed two incorrect dialogs, and when Aldos Othran fights the guard outside his house Ulrich Leland won't attack his own guard if nearby and die causing a quest popup that the player did it and breaking the quest.
- The player will no longer be trapped in the Arcane University campus if expelled from the Mages Guild while there.
- In the Mages Guild Leyawiin Recommendation quest, the player will no longer be able to pickpocket Kalthar's key without talking to him, which will break the quest.
- The Renegade Shadowscale mini-quest (Dark Brotherhood) will no longer persist indefinitely as unfinishable if Teinaava dies before conclusion, and the corpse of the Argonian Agent will no longer persist indefinitely when the quest is over.
- The Darkness Eternal quest (Vicente Valtieri, Dark Brotherhood) will no longer remain incomplete if the player is already a vampire (this will only take effect on a new game).
- The Arena questline will now be moved to Completed quests when it is done.
- The player will no longer be trespassing in Drakelowe Farm during the The Vampire Cure/Till Death Us Do Part quest during the times access is required to meet with Melisande.
- In the Fighter's Guild Hist quest, killing the Blackwood Company members Geel, Ja'Fazir and Jeetum-Ze will no longer count as murders.
- Updated the fix making Pitcher Plants unharvestable as it appears to have not worked since the most recent official patch.
- The Fortify Alchemy enchantment effect of the Apron of the Master Artisan, Cowl of the Druid, Mantle of the Woodsman and Ring of Wortcraft items will now work properly (NOTE: exit out of menu mode after wearing them in order for them to take effect; the Fortify Alchemy effect on the character sheet will show twice for each item and its value will be twice the true value, but this is the only way to get it to work properly).
- The Cursed Mace (Molag Bal shrine quest) will now be an undroppable quest item until it is required to drop it.
- The barrel and chests in Pale Pass leading to and containing the Circlet of Omnipotence will no longer respawn as this is a unique item.
- Raised/enlarged several suspension bridge stays (two definite in -6,34 and six possible others elsewhere) that were too low to permit crossing on horseback (checked all occurrences so all of them should be high enough now)
- Corrected the music played in the interior cells AleswellInn, AleswellSakeepasHouse, AleswellShagolgroBumphsHouse, AnvilArvenaThelasBasement, AnvilArvenaThelasHouse, CheydinhalFightersGuild, FaregylInterior, GottleFontHouse, GottleFontPrioryMonastery, GottshawInnTavern, Greyland, HarmFolly, ICElvenGardensAdrianDecaniusHouseBasement, LordRugdumphServants, OdiilFarm, PellGateIrrokitheWidesHouse, PellGateShafayesHouse, PellGateTheSleepingMare, TempleOfTheAncestorMothFarm and TempleOfTheAncestorMothMonastery to Public type, and AnvilCastleSmugglersCave, BravilWizardsGrotto, BravilWizardsLair, DAPeryiteSmallTower01, HackdirtMarlenaBrussinersBasement, ICPalaceMausoleum and TempleOfTheAncestorMothCrypt to Dungeon type.
- Restita Statlilia and Brielus Gawey at Chestnut Handy Stables (Imperial City) will no longer follow if the player fast-travels from this location.
- In the Heavy Armor training quest, Malene will now properly remove the four glasses presented as a gift from the player's inventory.
- Shameer (Skingrad) should no longer steal other NPC's food and be attacked by guards (instead of eating un-owned grapes in the vineyard he works in).
- Enlarged the Fort Grief rotating gate switch (Caught In The Hunt quest) as many players miss it and there is no indication that it's there.
- Corrected the condition for the Open Cities compatibility fix so that duplicates of the Anvil cathedral/cloister and Benirus Manor should no longer appear with Open Cities present.
- Carandial should no longer park his horse in the middle of the rope bridge to Bravil's gates.
- Arkved should no longer stand up (while sleeping) if the player leaves ArkvedsTower07, goes through at least three other cells, then returns.
- Deleted a duplicated, underground, outside the playable area Imperial Watch in the Talos Plaza district (6,15).
- Corrected one of the Elven Gardens Imperial Watch having arrows but no bow.
- The player will no longer be able to jump through missing Havok collision in the upper floor of the Lonely Suitor Lodge (Bravil) and "fall out of the world".
- The player will no longer be able to walk into a gap behind the Surilie Brothers' house (Skingrad) and get stuck there.
- The tops of several of the ruined Ayleid towers at Hame, Nornal and Wendir will no longer be transparent.
- Removed a transparent crossbeam attached to nothing and plugged a transparent hole in a ruined arch at Ceyatatar.
- Aligned misaligned columns at Atatar, Sardavar Leed and Varondo that were causing the exposed sections of the tops to be transparent.
- Reoriented the floor of the ruined Ayleid tower fixing flickering and gaps at the exterior of Fanacasecul (same as was done at Silorn).
- Closed two gaps in the Kvatch town walls and three in the Chorrol town walls (exterior).
- Fixed twitchy hanging lamps in the basements of the Chorrol and Skingrad Fighters Guilds, one outside Francois Motierre's house in Chorrol, in the Anvil guard barracks, in Bruma Castle Service Hall, two in Chorrol castle's towers and two in the Anvil Lighthouse.
- Orcish Cuirasses should no longer fall through the ground when dropped.
- Lord Lovidicus and the Pale Lady will now have Vampire Dust on their corpses when slain.
- The three wine bottles near the Fort Grief docks can now be picked up.
- Fixed a missing mine support crossbeam near the entrance, moved two clumps of Wisp Stalks growing underwater and several others that were improperly grounded or embedded in rocks in Fyrelight Cave.
- One of the two coins in Vilverin Sel Sancremathi will no longer fall through the Ayleid Cask it is placed on when the other is picked up.
- The replica Dwarven Shield will no long be standing upright halfway through its display case (meaning it would slip through onto the floor) in the Skingrad Fighters Guild.
- Grounded three floating candles and moved a stone block embedded in a table and chair in Eugal Belette's basement (Chorrol).
- Removed a duplicated-in-place wall light fixture, grounded a couple of candles and attached two tapestries to the wall in Bruma Chapel Hall.
- Grounded floating pathgrid nodes on the roadway in Tamriel cells -6,18 and 5,18 which were causing NPC's to lose their way.
- Fixed pathgrid in Tamriel cell 24,11 in and around the ruined fort (nodes were in and paths going through walls, trees and impassible rocks).
- Flattened the ground at the city gates of Bravil, Cheydinhal, Leyawiin (both) and Skingrad; the gates would be impossible to open as they were (only flattened the exterior as a proper fortified gate would only open outwards).
- Fixed a see-through-underside tower in the interior Cheydinhal town walls and grounded a flying Elderberry shrub (near the path to the castle).
- Fixed the distinctive ringing tone not stopping when one of the two Nirnroots in Tamriel cell -26,2 was picked.
- Removed duplicated-in-place objects at Echo Mine exterior (-27,9): five wine and five ale bottles, a rock, a barrel, broken barrel, broken barrel pile and two broken crates.
- Removed duplicated-in-place objects at Broken Promises Cave exterior (-24,18): four beer and one wine bottles and three piles of fire logs.
- Grounded three chests and a Cairn Bolete, raised a chest embedded underground and fixed a flickery area caused by overlapping meshes in Broken Promises Cave.
- Moved two Cairn Boletes embedded in the wall in Silvertooth Cave and grounded two in Fallen Rock Cave.
- Grounded two chests and moved a barrel that was out of the accessible area in Nonwyll Cavern.
- Grounded two chests in Serpent's Trail.
- Moved two candles embedded behind a bookshelf in the Bruma Mages Guild, and grounded (the same?) two flying candles in the destroyed Bruma Mages Guild.
- Corrected the name of the ladder out of the Night Mother's Crypt so it no longer shows as "Ladder to Bravil to Bravil", and the Leyawiin "Mages Guild door" ("door" -> "Door").
- Further corrected typo cell name "Llevana Nedaren's House Basement" -> "Llevana Nedaren's Basement".
- Grounded four chests and a broken crate in Desolate Mine.
- Corrected double space in name of clothing item "Olive Vest".
- Corrected typo in cell name "Lords Rugdumph's Estate" -> "Lord Rugdumph's Estate".
- Corrected double spaces in cell names "Trenus Duronius' Private Quarters", "Surius Afranius' Private Quarters", "Umbacano's Attic", "Northwest Watch Tower", "Usheeja's Private Quarters" and "Dynari Amnis' Basement".
- Corrected double space in MS40 (Vampire Cure) quest stage 30 "a cure" -> "a cure".
- Corrected dialog in Imperial post-MQ rumors AF060 (MQ00) "the victory" -> "the great victory", Gray Fox dialog 24DA5 (topic TG11Heist) "you problems" -> "your problems", Jauffre dialog 26EA7 (Greeting) "Countess's" -> "Countess'", Martin dialog 26D6E (MQ09ArmorTopic) "Talos's" -> "Talos'", Martin dialog 37825 (MQ15MartinC) "destiny. No" -> "destiny... and no", Garrus Darelliun dialog 362AE (UlrichLelandTopic) "that money" -> "the money", Tivela Lythandas dialog 1B947 (MS14ChoiceHeard) "That's a" -> "That's just a" and Kathutet dialog 3E8F4 (MQ15) "is one" -> "is but one".
- Imperial Battlemages at Arcane University will no longer call the player the "newest addition" if the player is the Arch-Mage.
- Audited all 67 occupied PalePassWorld worldspace area cells (except for 3,3 due to local map marker engine bug.) Found:
- Doors completely embedded underground: 3 (-1,3 0,4 and 24,11; deleted as they were useless)
- Flying/improperly grounded mushrooms/fungi: 3
- Flying rocks: 3
- Flying shrubs: 5
- Flying trees: 2
- Gaps in walls: 1
- Harvestable flora partly/completely embedded in rocks/trees/logs/walls/other flora: 409
- Harvestable flora partly/completely embedded underground: 12
- Improperly rooted Milk Thistles: 13
- Improperly rooted Motherworts: 3
- Rocks balanced on one point/impossibly balanced: 1
- Rocks completely embedded (hidden) underground: 49
- Rocks partially/completely embedded in walls/trees/logs/fences/stairs or completely embedded in other rocks: 121
- See-through rocks: 11
- See-through underside trees/large shrubs: 73
- See-through underside columns: 2
- Shelf fungi improperly embedded in tree: 35
- Shrubs partially/completely embedded in rocks/walls/trees/logs/fences: 49
- Trees partially/completely embedded in rocks/walls/fences/other trees: 34
- Trees partially/completely embedded underground: 2
- Unnaturally straight/sharp ground texture boundaries: 3
- Walls completely embedded underground: 5 (0,1 and 4 in 0,3; deleted as they could not be exposed without invalidating pathgrids)
- Continuing comprehensive cell-by-cell check for leftovers in exterior (Tamriel worldspace) areas. Found so far since the last release:
- Ayleid blocks hidden underground: 8
- Buckets sunken in ground (ground texture clipping through): 3
- Butterfly bounding boxes embedded in rocks/ground: 20
- Clumps of Clams out of water: 1
- Cypress Knees embedded in rocks: 8
- Doors completely embedded underground: 1 (24,11; deleted as it was useless)
- Fallen trees embedded in walls/rocks/trees: 33
- Flickery blood decals (semi-embedded): 1
- Floating clumps of Clams: 3
- Flying/improperly grounded mushrooms/fungi: 15
- Flying Alkanets: 3
- Flying Aloe Vera plants: 4
- Flying Arrowroot plants: 1
- Flying Ayleid blocks: 1
- Flying Bergamot: 2
- Flying Blackberry bushes: 1
- Flying braziers/firelogs: 3
- Flying Carrot plants: 13
- Flying Corn stalks: 29
- Flying crates/coffins/barrels/sacks: 9
- Flying Fennel: 1
- Flying Flax: 1
- Flying Foxgloves: 1
- Flying/improperly grounded mushrooms/fungi: 30
- Flying Lavender: 2
- Flying Leek plants: 4
- Flying Mandrakes: 7
- Flying Nightshades: 1
- Flying Potato plants: 4
- Flying rocks: 44 (6 of these were at canopy height)
- Flying shrubs: 49
- Flying Somnalius plants: 2
- Flying stools/chairs/benches: 16
- Flying Strawberry bushes: 27
- Flying trees: 3
- Flying Viper's Bugloss: 4
- Flying X-Markers: 1
- Harvestable flora partly/completely embedded in rocks/trees/logs/walls/other flora: 742
- Harvestable flora partly/completely embedded underground: 38
- Improperly grounded Cypress Knees: 14
- Improperly placed/unsupported fence pieces: 29
- Improperly rooted Alkanets: 14
- Improperly rooted Aloe Vera: 4
- Improperly rooted Arrowroot: 2
- Improperly rooted Bergamot: 114
- Improperly rooted Columbines: 22
- Improperly rooted Fennel: 2
- Improperly rooted Flax: 3
- Improperly rooted Foxgloves: 2
- Improperly rooted Ginseng: 32
- Improperly rooted Goldenrod: 1
- Improperly rooted Lady's Mantle: 2
- Improperly rooted Lady's Smock: 2
- Improperly rooted Lavender: 8
- Improperly rooted Mandrakes: 3
- Improperly rooted Milk Thistles: 24
- Improperly rooted Monkshoods: 9
- Improperly rooted Motherworts: 17
- Improperly rooted Nightshades: 8
- Improperly rooted Nirnroots: 3
- Improperly rooted Tobacco: 3
- Improperly rooted Viper's Bugloss: 164
- Improperly rooted Wormwood: 3
- Lilypads noticeably above/below water's surface: 162
- Misc. objects embedded underground: 4 (-2,22) moved up, 1 (-27,6) Ayleid chest; moved up, 1 (-29,11) tent with no bedroll in a hillside; deleted as useless
- Oblivion gate components incorrectly enabled/disabled based on parent state or missing parent: 4
- Other water flora out of water/below surface: 31
- Plates embedded underground: 1
- Rocks balanced on one point/impossibly balanced: 58
- Rocks completely embedded (hidden) underground: 474
- Rocks partially/completely embedded in walls/trees/logs/fences/stairs or completely embedded in other rocks: 1,390
- See-through rocks: 594
- See-through underside trees/large shrubs: 861
- See-through underside walls/columns/posts: 9
- Shelf fungi improperly embedded in tree: 4
- Shrubs partially/completely embedded in rocks/walls/trees/logs/fences: 2,271
- Shrubs partially/completely embedded underground: 19
- Trees partially/completely embedded in rocks/walls/fences/other trees: 536
- Trees partially/completely embedded underground: 81
- Unnaturally straight/sharp ground texture boundaries: 48
- Vines not stuck to walls: 1
- Walls embedded completely in other walls: 1 (-47,-11; deleted as it was a useless component)
- Walls embedded completely underground: 5 (3 in 24,11, one in -44,-9, and 18,-13 a subterranean component of a visible wall; deleted as they could not be exposed without invalidating pathgrids)
- Walls with gaps: 3 (24,11, -28,0 and -3,15)
- Wildlife/NPC spawn points on large rocks or other objects: 4
v2.0.0 (2007-03-25)
- Fixed a misaligned hanging light and raised 3 Black Horse Courier Broadsheets that were imbedded in the floor unable to be read/picked up at the Black Horse Courier (ICMarketDistrictBlackHorseCourier).
- Optimized the Skeleton Key (DASkeletonKey) script so their is no longer a GameMode block constantly running.
- Updated installer to Inno Setup v5.1.11.
- Removed the fix for the bug with the player hitting their own horse (getting kicked out of all guilds and arrested with a bounty of 1) as it was properly fixed in the official patch v1.2.0214; this is the only overlap with the official patch.
- Fixed several bugs with the Skull of Corruption: the "Corrupted Clone" will now vanish if killed via scripting (was using GetAV Health to determine if it was dead or not but kill does not alter health so the body would persist until the spell timer ran out), the player can now no longer drop the staff while its effect is still active and keep the "Corrupted Clone" indefinitely, and optimized the scripting
- Using the Wabbajack and the Sanguine Rose will no longer increase the size of your gamesaves.
- Fixed a typo in the ArchiveInvalidation instructions and the auto ArchiveInvalidation in the installer, should be "shoes01" not "shoes".
- The following: Handwritten Note (MG11SoulGemNote), Ramblings of Audens Avidius (MS26AudensNote), Notes: Captain Montrose (Dark04BodyNotes), Earana's Notes (MG05FingersScroll) Crumpled Piece of Paper (CrumpledPaperReadableBlank01), Crumpled Piece of Paper (CrumpledPaperReadableBlank02) and Crumpled Piece of Paper (CrumpledPaperReadableBlank03) will now appear as scrolls when read instead of books
- Ohtesse will now offer her services in The Great Chapel of Arkay. Previously she would only offer them in the Chapel Hall where the player would have to break in and trespass.
- Stopped the quest MG09Test, a leftover quest for testing Ulterior Motives (MG09Motives); it did nothing and had a GameMode script running constantly
- Improved the warning scripting for the player accidentally eating a poisoned apple so that subsequent apples aren't lost nor is there as slight health impact
- The Cowl of the Druid will no longer turn into a robe when dropped.
- Replaced all the upside-down chairs on the ceiling in Arkved's Tower with static ones so the player can no longer jump, sit on them and be stuck there
- Fixed Falcar's drawers so they no longer count as stealing when you have to take the Black Soul Gems from them for the Bravil Recommendation quest
- Fixed the stone door in Unmarked Cave Black Queen's Hall stopping the player from getting to the end of the cave (if you already visited this area you'll need to start a new game for the door to actually work, but you're not missing anything important in this cave)
- Lucien Lachance's body (LucienLachanceDead.NIF), Zombie leg and torso (RottenLeg01.NIF and RottenTorso01.NIF) now has the correct hit effect
- Nether Liches now emit the proper lich blood and not red blood when struck.
- Spriggans no longer emit blood sprays and decals, but instead wood splinters when struck, as they were supposed to.
- Fixed the hit effect on the Flame Atronach (steel now) and the hit effect on the Storm Atronach (stone now).
- Fixed the hit effect of the big oak tree in Chorrol (TreeEnglishOakUnique01Collision.NIF).
- Fixed another folder typo for one of UOP's fixes; should be Thief not Theif.
- Fixed various problems with many Cheydinhal buildings (CheydinhalFightersGuild01.NIF, CheydinhalHouseMiddle01.NIF, CheydinhalHouseMiddle06.NIF, CheydinhalHouseUpper02.NIF , CheydinhalHouseUpper03.NIF, CheydinhalMagesGuild01.NIF, CheydinhalHouseMiddle05.NIF, CheydinhalHouseMiddle03.NIF) such as inverted normals, incorrect textures, seams, overlapping vertices causing distortion, missing meshes, holes, and incorrect vertex colors
- Fixed the Kvatch chapel interior so the sky isn't completely white any more (CathedralAkatoshIntentRuined01.NIF).
- Fixed the holding position of staffs (TestStaff.NIF); left hand wasn't holding the bottom of the staff.
- Fixed the UV mapping of the flowers of the flower bouquet (FlowerBouquet01.NIF), improved its alpha and also fixed the flower that was stretched away from its stem
- Fixed the UV mapping on the flowers of the upperclass and middleclass planters (UpperClassPlanter01.NIF to 06, MiddleClassPlanter01.NIF to 03), also improved the alpha on them
- Fixed mesh overlapping causing distortion on a castle section (CastleIntCornerExit1C.NIF).
- Fixed a seam on the top of all StoneWall NIF's that disappeared depending on the view angle.
- Sealed the holes in FarmHouseConstruction03.NIF (could see into the mesh).
- Fixed the texture on the Cairn Bolete cap (it was using the Wisp Stalk texture) also fixed the UV mapping error on the underside of the cap.
- Fix UV mapping errors on the underside of the Summer Bolete Cap, Clouded Funnel Cap, Emetic Russula Cap, Fly Amanita Cap and Wisp Stalk Caps.
- Fixed UV mapping error around the doorway on the top floor of the Anvil Fighters Guild (AnvilFGTopFloor.NIF).
- Fixed UV mapping errors on 4 types of barrels (MiddleBarrelTopped03.NIF, MiddleBarrelTopped04.NIF, MiddleBarrelTopped05.NIF, MiddleBarrelTopped06.NIF)
- Fixed the missing alpha for IconBook3.dds, used on the books "Tome of Unlife" and "The Last King of the Ayleids".
- Smoothed normals on the sidewalk steps (SidewalkSteps02.NIF) and the Wabbajack (Staff.NIF) to remove the rather noticeable sharp edges.
- Fixed the pure white nails on the roasted rat.
- Grounded 11 Nightshade plants and moved a Viper's Bugloss that was clipping into a mushrooms in Camoran's Paradise (Paradise03).
- Removed 2 sidewalk sections, a wall section and a sidewalk ender that were completely hidden under ground; also moved a brick up a little so it wouldn't fall through the ground in Cheydinhal
- Fixed a watermelon embedded in the ground as Aleswell (AleswellExterior 2,24).
- Grounded a floating wall at Fort Caractacus.
- Aligned two doors in the Cheydinhal Mages Guild Basement that were badly clipping into the doorway.
- Reoriented a chest in the Bravil Mages Guild basement that was facing the wrong way.
- Grounded 2 floating tables plus all the floating chairs around them and the floating items on the tables in the The Tiber Septim Hotel Study at the Imperial City Plaza District (ICTalosPlazaTheTiberSeptimHotelTop)
- Fixed a floating cup and knife in Claudius Arcadia's House (ICTalosPlazaClaudiusArcadiasHouse).
- Fixed a Paint Palette and Paint Brush that were imbedded in a table at Claudius Arcadia's Private Quarters (ICTalosPlazaClaudiusArcadiasHouseUpstairs)
- Fixed 2 floating knives on a table in Ontus Vanin's House (ICTalosPlazaOntusVaninsHouse).
- Fixed a floating knife on a table in S'rathad's House (ICTalosPlazaSrathadsHouse).
- Fixed a Paint Palette and Paint Brush that were imbedded in a table and grounded a floating canvas at S'rathad's Private Quarters (ICTalosPlazaSrathadsHouseUpstairs)
- Fixed a mass of floating items on a table and 3 sacks that were imbedded in the ground/wall in Usheeja's House (ICTalosPlazaUsheejasHouse).
- Fixed a mass of sunken Radishes and 1 water melon, also removed a completely concealed broken gate section at the Odiil Farm (OdiilFarm02 -12 20)
- Fixed 3 floating rocks in the wilderness (1,16).
- Fixed 2 gaps in a walls in the wilderness (-3,15) and one in (-3,17).
- Grounded a floating Monkshood and moved 3 that were nearly totally concealed in rocks in the wilderness (-7, 18).
- Raised 8 Viper Bugloss and 1 mushroom that were nearly completely concealed underground, also grounded a cluster of floating rocks (-14, 23).
- Fixed a mass of grass that was clipping through parts of the Ayleid ruins outside Silorn (SilornExterior).
- Stilled a twitchy root in Crayfish Cave.
- The undead Blades in Sancre Tor (Blood of the Divines subquest of the Main Quest) will no longer greet the player in the default voice for their races
- Fixed bug in the Allies for Bruma quest (caused by doing the Vampire Cure/Till Death Do Us Part quest first) in Skingrad Castle where Hal-Liurz would not bring Count Janus Hassildor (there is at least one more remaining bug where she fails to bring the Count for a future release)
- If the player explores the Temple of the Ancestor Moth prematurely, this will no longer start the Turning a Blind Eye quest and cause The Stranger to go missing in the Taking Care of Lex quest (this bug may likely have been the root cause for other large errors in the Thieves Guild questline, such as getting S'krivva's's quests before Armand's had concluded, etc.)
- Talking to Bravil beggars about S'krivva's before the Thieves Guild Taking Care of Lex quest will no longer start the quest prematurely.
- If the Skeleton Key is given to Martin in the Blood of the Daedra subquest of the Main Quest, the player's Security skill will update properly (losing the +40 bonus, will fix existing bugged games too)
- Quest conflict between the Thieves Guild Lost Histories/Atonement quest and the Paranoia quest will no longer cause Captain Dion to suddenly appear and talk about Glarthir as the player is escaping with Amusei, then arrest the player
- Made the four master trainers (Alawen/Marksman, Bralsa Andaren/Destruction, Tooth-in-the-Sea/Alteration and Torbern/Acrobatics) found in the wilderness essential/unkillable until they agree to train the player (at least two of them would more often than not die even before the training quest was started)
- Fixed Dro'Nahrah's (Bravil) daily attendance AI being set to Bruma instead of Bravil castle, which caused her to die in the wilderness.
- The soldiers in the Attack on Fort Sutch mini-quest will no longer persist after the Main Quest is completed.
- Bralsa Andaren (Master Destruction trainer) will now remove the 20 bear pelts the player collects to receive training as was intended.
- If the player meets Ralsa Norvalo in her house to start the Order of the Virtuous Blood quest, she should no longer lock the player inside (forcing the player to sneak and pick the lock to leave or be arrested)
- Corrected the Fire and Steel (Chorrol) front door not being tied to the owner Rasheda's key.
- The Ceramic Pitcher now has its own inventory icons, instead of the icons of the completely different Silver Pitcher.
- Dasek Moor (ruined fort) will now have the correct map icon, not that of a mine.
- The Russet Felt Shirt of Blade Turning will now look proper on female players without their legs clipping through it.
- Scrolls of "Absorb Willpower" will now cast that, not "Absorb Strength".
- The corpses of Slythe Seringi (The Sunken One miniquest, Sandstone Cavern) and Andre Labouche (Dive Rock) will now remain until found by the player
- Kiara (Brina Cross Inn) will no longer stand in the same spot permanently (had no AI).
- Picking up the Fur Helmet of Agnar the Unwavering (Horror of Dive Rock quest) will no longer give the same warning as when looting the armor/weapons of Arena opponents
- The body of Agnar the Unwavering (Dive Rock) will no longer disappear before the player encounters it.
- Fixed Tamika's (Skingrad) pants not being removable from her inventory.
- The adjacent doors between the Corridors of Dark Salvation and the Chaos Stronghold (Wayward Knight quest Oblivion plane) and between the Dead Halls and Claw Monolith (random Oblivion planes) are no longer reversed (this will only take effect in a new game if the player has been to these locations)
- Corrected the misaligned front door of the Fo'c's'le (Anvil) which was allowing the false door to be seen through the top and showing interior texture at the bottom
- Dungeon music will no longer play in the cellar of the Oak and Crosier in Chorrol (appears to be due an undeveloped quest at this location).
- Corrected name of ingredient "Tiger Lily Nectar" " "Lily Nectar" as the same ingredient is found in Lily of the Valley plants.
- Corrected name of weapon "Retribution of Cowardness" " "Retribution of Cowardice".
- Corrected names of weapons "Battle Axe of Putrification", "Mace of Putrification", "War Axe of Putrification" and "Warhammer of Putrification" ("Putrification" " "Putrefaction")
- Corrected typo in names of "Shield of Vengence" and "Shield of Nature's Vengence" ("Vengence" " "Vengeance").
- Corrected typo in names of "Akavari Sunderblade" and "Akavari Warblade" ("Akavari" " ""Akaviri").
- Corrected typo in name of "Battleaxe of Hatred" " "Battle Axe of Hatred" (matches 40 other types of battle axe).
- Corrected typo in name of "Dalvilu Cermonial Dagger" " "Dalvilu Ceremonial Dagger".
- Corrected typo in name of quest note "Divining the Elder Scolls" " "Divining the Elder Scrolls".
- Corrected spelling of cuirass "Saviour's Hide" " "Savior's Hide" (matches FormID, journal entry and Morrowind spelling).
- Corrected typo in "Aredil's House Key" " ""Areldil's House Key".
- Corrected name of "Lirrians' Key" " "Erline Lirrian's Key".
- Corrected typo in "Flanau Hlaalu's Key" " "Falanu Hlaalu's Key".
- Corrected typo in "Fyre Light Cave Key" " "Fyrelight Cave Key".
- Corrected typo in "Ninedava Gate Key" " "Ninendava Gate Key".
- Corrected typo in "The Bloodwork's Sewer Key" " "The Bloodworks Sewer Key".
- Corrected typo in cell name "Arrowshaft Cavern Subtarrane" " "Arrowshaft Cavern Subterrane".
- Corrected typo in cell name "Bradon Lirrians Basement" " "Bradon Lirrian's Basement".
- Corrected typo in cell name "Desolations End" " "Desolation's End".
- Corrected typo in cell name "Llevana Nedarens House Basement" " "Llevana Nedaren's House Basement".
- Corrected typo in cell name "Irroki the Wide's House" " "Irroke the Wide's House".
- Corrected typo in cell name "Reapers Sprawl" " "Reaper's Sprawl".
- Corrected spelling of cell names "Gottlefont Priory" and "Gottlefont House" ("Gottlefont" " "Gottlesfont"; matches 6 occurrences in dialog and books)
- Corrected spelling of cell names "Magrum gra-Orum's House" and "Magrum gra-Orum's Basement" ("Magrum gra-Orum" " "Magub gro-Orum").
- Corrected spelling of cell names "Ra'jhan's House", "Ra'jhan's Private Quarters" and "Ra'jhan's Basement", and also "Ra'jhan's House Key" ("Ra'jhan's" " "Ra'Jhan's")
- Corrected name of "Bralin's Key" " "Rythe and Tivela's House Key" (carried by Rythe and Tivela Lythandas of Cheydinhal; it's their front door key and there is no Bralin or other reference to this name anywhere else)
- Corrected name of "Murgakh gro-Ushag's Key" " "Malintus and Glistel's House Key" (as with "Bralin's Key" it's the key for Malintus and Glistel's Chorrol home, and there is no such NPC as Murgakh gro-Ushag nor other reference anywhere)
- Corrected name of "Barash House Key" " "Myvryna and Uzul's House Key" (as above, it's their front door key and there is no Barash reference anywhere else)
- Corrected name of "Wariel's Key" to "Fort Wariel Key" (matches other fort keys, and original name made it appear to be an NPC key).
- Corrected typo in name of "Mraaj-Dar's Chest" and "Mraaj-Dar's Key" ("Mraaj-Dar's" " "M'raaj-Dar's").
- Corrected typo in creature spell name "Venemous Vapors" " "Venomous Vapors" (two occurrences).
- Corrected typo in creature spell name "Caitliff Resist Magic" " "Caitiff Resist Magic".
- Corrected name of NPC "Severius Atius" " "Sevarius Atius" (also corrected his key) to match his internal name, dialog and house names.
- Corrected name of NPC "Dro'Nahrahe" " "Dro'Nahrah" to match her internal name and dialog.
- Corrected name of NPC "Mucianus Allias" " "Mucianus Alias" to match internal naming and dialog.
- Corrected names of NPC "Homraz gra Morgrump" " "Homraz gra-Morgrump" and "Bogrum Gro-Galash" " "Bogrum gro-Galash" to match naming convention for all other Orcs
- Corrected typo in name of creature "Redguard Valley Ogre Chieftan" ("Chieftan" " "Chieftain").
- Corrected typo in ArenaYellowDoorScript dialog when trying to open Yellow Team's door: "cannnot" " "cannot".
- Corrected typo in DASanguineStatueScript when making offering: "Cyrodiilic" " "Cyrodilic".
- Corrected typo in Mage class description: "Prefering" " "Preferring".
- Lowered 180 Lilypads to the water's surface in the Imperial City Elven Gardens district.
- Moved 10 Fly Amanitas and 3 Sacred Lotus in Imperial City cells ICTalosPlazaDistrict03, 5 & 06, ICElvenGardensDistrict02 & 03 and ICArena06 that could not previously be harvested as they were inside buildings' Havok collision meshes
- Raised the land slightly under the Skingrad town wall (near Grateful Pass stable) so that one of the buttresses can no longer be seen under
- Moved three boulders to close three gaps under the buttresses of the Bravil town walls.
- Grounded three chairs, a bed and a chest in Myvryna Arano's House (Waterfront District).
- Moved a coffin & lid with a stalagmite growing through them and a Cairn Bolete in the middle of the tunnel in Fingerbowl Cave.
- Removed a duplicated-in-place hollow redwood log in wilderness cell (-6,11).
- The audio for Breton and Imperial females for the two general dialogs "I saw a wraith once. It threw a curse on me I'll never forget." and "I ran across a ghost once. Seemed to suck the energy right out of me." will no longer be swapped/vice-versa
- Corrected audio and subtitle for Mog gro-Mogakh referring to guard captain Dion of Skingrad as a female.
- Corrected audio and subtitle for Hil the Tall (Cheydinhal chapel) indicating he trains Alteration, whereas he trains Illusion.
Corrected the following typos/errors in dialog text:
(Form ID Topic From " To)
00020062 MQ07BurdA "vistor" " "visitor" (topic)
000982BB TG07WhereSkrivva "Skrivva" " "S'Krivva" (topic)
0002AD75 HaderusGoldwineTopic "Haderus Goldwine" " "Ormellius Goldwine" (topic)
0004D82A HorseBuyBravil "Antione" " "Antoine"
000A6584 MS27UmbacanoC2 "hold hold" " "hold"
001778E2 AdamusPhillidaTopic "vists" " "visits"
0003570F advancementFG "responsibilty" " "responsibility"
00022E63 MS37JulienneAmazing "commemerate" " "commemorate"
0003E0AE AnvilTopic "Morvay's" " "Morvayn's"
00054021 avmafrenagaia "mafre" " "Mafre"
0003AB48 bed "accomodations" " "accommodations"
000983AC TG08BlindMonks "blindess" " "blindness"
00048915 BravilTopic "Ayelid" " "Ayleid"
0003C9AB BrumaTopic "desposits" " "deposits"
00035645 TG03ElvenBust "Methredel" " "Methredhel"
00024FEC ChorrolTopic "Ancus" " "Ancrus"
0000C083 contract "from from" " "from"
0000C0A6 contract "poision" " "poison" (two occurrences)
000253E1 contract "Vicenti" " "Vicente"
0006145D contract "Mraaj" " "M'raaj"
0006145E contract "Sumerset" " "Summerset"
00025017 CurrentEventsResponses "moreso" " "more so"
0002873B DarMaTopic "daugher" " "daughter"
00045F86 Dark04DrethConvo "Sumerset" " "Summerset"
00086724 Dark19StatueTalk3 "Sumerset" " "Summerset"
00086732 Dark19StatueTalk3 "Illiac" " "Iliac"
0002870B DovesiDranTopic "bufoon" " "buffoon"
00018230 DraconianMadstoneTopic "retreive" " "retrieve"
000335A6 FawilTopic "tought" " "taught"
00022E60 GarridansTears "Headquaters" " "Headquarters"
000038C9 GatherClues "unusal" " "unusual"
0003E8FB MQ15KathutetC5 "kynsman" " "kinsman"
00028D67 GlarthirTopic "obscenties" " "obscenities"
0001E0E9 GOODBYE "forebearance" " "forbearance"
0003B1D8 GREETING "competiton" " "competition"
0003D62B GREETING "competiton" " "competition"
0000A2B8 GREETING "low lifes" " "low-lifes"
0002FD72 GREETING "Cheydhinhal" " "Cheydinhal"
00009C7C GREETING "fullfill" " "fulfill"
000153B3 GREETING "mesage" " "message"
000B1215 GREETING "Ri'bassa" " "Ri'Bassa"
0003358C GREETING "Musn't" " "Mustn't"
0009811E GREETING "Hai-Liurz" " "Hal-Liurz"
0004D840 GREETING "execellent" " "excellent"
0004E884 GREETING "Selvan" " "Selvani" (also corrected audio)
0004767A GREETING "Ra'Jiradh" " "Ra'jiradh"
0004767C GREETING "Ra'Jiradh" " "Ra'jiradh"
0004767E GREETING "Ra'Jiradh" " "Ra'jiradh"
000476A4 GREETING "Ra'jhan" " "Ra'Jhan" (two occurrences)
00062BEC GREETING "mightest" " "mightiest"
000475B3 GREETING "Leywiin" " "Leyawiin"
000479CA GREETING "Ri'zakar" " "Ri'Zakar"
000982D7 HELLO "cemetary" " "cemetery"
0018AE76 HELLO "Libray" " "Library"
0005421B HELLO "You'r" " "Your"
00015310 TG10GiveBoots "hearby" " "hereby"
001778D0 MS48IlendA2 "Menian" " "Menien" (two occurrences)
000092B7 TG03HowToHelp "Hieronymous" " "Hieronymus"
0004D844 HorseTooMuchChorrol "Cyrodill" " "Cyrodiil"
00022E8C TG11RejectCowl "eveyone" " "everyone"
0001FDBC MS08AleronHunt "decending" " "descending"
00020076 MQ07SpiesResponse "plannning" " "planning"
00026D51 MQ08ArtifactI "Skeleton's" " "Skeleton"
0001CE9A DANamiraChoice1 "loathesome" " "loathsome"
0004F215 HouseBuyBruma "transfered" " "transferred"
0001CF1B TGPayBloodPrice "hearby" " "hereby"
0001CF1E TGPayBloodPrice "reassinged" " "reassigned"
000BB9B5 BedYes "accomodations" " "accommodations"
000B984E BedYes "accomodate" " "accommodate"
00189D08 SQ03Continue "eveything" " "everything"
0018B5B5 Idle "do do" " "to do"
0004767D ImperialCityTopic "Ra'Jiradh" " "Ra'jiradh"
000476A5 ImperialCityTopic "Ra'jhan" " "Ra'Jhan" (two occurrences)
000AEF8D IngredientCollection "accomodated" " "accommodated"
00035DF3 Dark08FinChoice1A "occassions" " "occasions"
00003998 JanusHassildorTopic "Hal-Luirz" " "Hal-Liurz."
000479DE LeyawiinTopic "Khajitt" " "Khajiit"
000479DE LeyawiinTopic "Khajjit" " "Khajiit"
000479DF LeyawiinTopic "Khajjit" " "Khajiit"
0000BE7D LordRugdumphTOPIC "embarassing" " "embarrassing"
00005677 LucienLachanceTopic "ecstacy" " "ecstasy"
000352B6 MagesStaff "Elette" " "Eletta"
00062BD5 MagesGuildTopic "you''ve" " "you've"
0008C226 MQ15MankarRant "Peryrite's" " "Peryite's"
00082C8C MS48StartCombatShouts "Menian" " "Menien"
00082C8D MS48StartCombatShouts "Menian" " "Menien"
00024E6C MythicDawnTopic "curiousity" " "curiosity"
000319D6 MS46NewSettlement "daugher" " "daughter"
0001B947 MS14ChoiceHeard "speciality" " "specialty"
0002FD9C PurificationTopic "millenia" " "millennia"
00049950 Question "Guilded" " "Gilded"
00049955 Question "Guilded" " "Gilded"
0002B1E7 ReadyForAMatch "commited" " "committed"
00032EBF INFOGENERAL "Lensi Llharam" " "Llensi Llaram"
00032EBF INFOGENERAL "forget" " "forgot" (audio didn't match text)
000624AD INFOGENERAL "irresistably" " "irresistibly"
0003AAA0 INFOGENERAL "inkeeper" " "innkeeper"
0003C21D INFOGENERAL "Ah-Mahlz" " "Ah-Malz"
0003C247 INFOGENERAL "Falus" " "Fadus"
0004996F INFOGENERAL "Vinivia" " "Vinicia" (also corrected audio)
00046587 INFOGENERAL "Gilgondrin" " "Gilgondorin"
00046594 INFOGENERAL "Gilgondrin" " "Gilgondorin"
0003DFB8 INFOGENERAL "Bugok" " "Bugak"
0003C1E7 INFOGENERAL "Ralas" " "Relas"
0003C1EA INFOGENERAL "Feren" " "Felen"
0003C1F2 INFOGENERAL "March" " "Marc" (also corrected audio)
000241DC INFOGENERAL "Cyrodill" " "Cyrodiil"
00035593 ScarTailTopic "inseperable" " "inseparable"
0001E0B2 SeridurTopic "stangers" " "strangers"
0004F8C2 MS43StaffTalk "Alvis" " "Alves"
0004E945 MS39Yes "Nirnoot" " "Nirnroot"
0002E5CE MS27QuestStart "whatsover" " "whatsoever"
00035CA3 MS26FileCharges "publically" " "publicly"
0005143D TG01Armand4 "the the" " "the"
0001C14D TG01ThievesTest "recuits" " "recruits"
00026B15 UmbraTOPIC "Irroki" " "Irroke"
00038A8E SkingradTopicMog01 "Dione" " "Dion"
00026AC5 WeebumNaTOPIC "Weebum-Na" " "Weebam-Na"
00014824 TG09AmuseiDeliverMsg "Ancus" " "Ancrus"
0001FB61 TG11AmuseiDeliverMsg "Othrelo's" " "Othrelos'"
00034E9D TG03WhereArmand "Cheyhindal" " "Cheydinhal"
000835F8 MG12TravenWhoInformant "Allias" " "Alias"
00098199 FGD07Choice3 "Ri'Zikar" " "Ri'Zakar"
00031C84 MS13KnightsWhy "ocassional" " "occasional"
000275CA Dark07FinChoice1A "commiting" " "committing"
0000A233 TG05Yes "seige" " "siege"
00038AFB BradonLirrianTopic "ashame" " "a shame"
000488D1 GREETING "marital" " "martial"
0006A877 MageTalk5 "You're work" " "Your work"
00036601 MouthofthePanther "its foggy" " "it's foggy" (removed unneeded comma to get around 150 char. limit)
00022E83 TG11TalkToMillona07 "it's curse" " "its curse"
0007BA9E TG11TalkToMillona15 "it's new" " "its new"
0008C221 MQ15MankarRant "How little you understand!" " "How little you understand! You cannot stop Lord Dagon." (audio didn't match text)
Corrected the following typos/errors in quest stage journal text:
(Quest ID Stage From " To)
DAMolagBal 60 "Petiliusis" " "Petilius is"
DAMolagBal 60 "Petilus" " "Petilius"
Dark06Wanderer 16 "unsecure" " "insecure"
Dark06Wanderer 17 "unsecure" " "insecure"
Dark06Wanderer 25 "supllied" " "supplied"
Dark07Medicine 15 "posioned" " "posioned"
Dark07Medicine 20 "Rodericks'" " "Roderick's"
FGC05Stone 30 "Ayeleid" " "Ayleid"
FGD02DandD 75 "brough" " "brought"
FGD05Oreyn 40 "Ayeleid" " "Ayleid"
FGD08Infiltration 10 "inflitrate" " "infiltrate"
MG00Join 20 "Teekeus" " "Teekeeus"
MG03Illusion 10 "Varmori" " "Vamori"
MG05A 15 "Teeekeeus" " "Teekeeus"
MG05A 150 "Teeekeeus" " "Teekeeus"
MG08MagesStaff 20 "Elette" " "Eletta"
MG09Motives 100 "delievered" " "delivered"
MG09Motives 20 "Hosidius" " "Hosidus"
MG09Motives 20 "liason" " "liaison"
MG09Motives 30 "Hosidius" " "Hosidus"
MG09Motives 40 "Hosidius" " "Hosidus"
MG10Vahtacen 20 "Ayelid" " "Ayleid"
MG10Vahtacen 60 "Ayelid" " "Ayleid"
MG14Plot 30 "Selenia" " "Selena"
MQ05 40 "prioprietor" " "proprietor"
MQ08 10 "identifed" " "identified"
MS04 10 "Reguard" " "Redguard"
MS04 40 "temping" " "tempting"
MS05 72 "Dreamword" " "Dreamworld" (four instances)
MS05 74 "Dreamword" " "Dreamworld" (four instances)
MS11 110 "Gelebounre's" " "Gelebourne's"
MS11 120 "Phylacetary" " "Phylactery"
MS12 15 "Akiviri" " "Akaviri"
MS13 200 "occured" " "occurred"
MS13 60 "Dumner" " "Dunmer"
MS16B 50 "Chieftan" " "Chieftain"
MS16B 80 "Chieftan" " "Chieftain"
MS17 60 "Jirloin" " "Jirolin"
MS23 80 "Selidur" " "Seridur"
MS26 50 "gro-Grurzog" " "gro-Glurzog"
MS26 50 "publically" " "publicly"
MS37 40 "Phinitas" " "Phintias"
MS40 80 "Hai-Liurz" " "Hal-Liurz"
MS45 20 "Vlandhonder" " "Vlanhonder"
MS91 65 "Windshifter" " "Wind-Shifter"
MSShadowscale 30 "Cheydinhaal" " "Cheydinhal"
TG01BestThief 5 "distict" " "district"
TG03Elven 10 "Cheyhindal" " "Cheydinhal"
TG03Elven 40 "Hieronymous" " "Hieronymus"
TG05Misdirection 10 "lockdown" " "lock down"
TG05Misdirection 10 "seige" " "siege"
TG06Atonement 8 "Suitors" " "Suitor" ("Lonely Suitor Lodge")
TG06Atonement 8 "Thievs" " "Thieves"
TG07Lex 10 "choosen" " "chosen"
TG08Blind 5 "Apparenlty" " "Apparently"
TG08Blind 5 "undergound" " "underground"
TG09BloodPrice 91 "ot MasterThief" " "to Master Thief"
TG09BloodPrice 91 "recinded" " "rescinded"
TG10Boots 10 "Ganrendel's" " "Ganredhel's"
TG10Boots 30 "geneology" " "genealogy" (two instances)
TG11Heist 10 "Othrelo's" " "Othrelos'"
TG11Heist 55 "the the Arrow Extrication" " "the Arrow of Extrication"
Corrected the following typos/errors in books/scrolls/handbills/notes:
(EditorID | Display Name | From " To)
AgnarJournal | Agnar's Journal | "childrens'" " "children's", "flaxon" " "flaxen", "sorcerer" " "sorceror"
Book1CheapBiographyofBarenziahvI | Biography of Barenziah, v 1 | "appropriately-and" " "appropriately -- and"
Book1CheapBiographyofBarenziahvII | Biography of Barenziah, v 2 | "origin-heiress" " "origin: heiress", "Khajiit" " "Khajiiti"
Book1CheapBiographyofBarenziahvIII | Biography of Barenziah, v 3 | "that that" " "that the", "friendship-and" " "friendship -- and", "circumstances-supposedly" " "circumstances; supposedly", "Champion-she" " "Champion -- she", "fool-save perhaps Barenziah's -- and" " "fool, save perhaps Barenziah's, and", "could not" " "cannot"
Book1CheapBriefHistoryoftheEmpirev1 | Brief History of the Empire, v 1 | "Summurset" " "Summerset" [two instances], "defence" " "defense"
Book1CheapBriefHistoryoftheEmpirev2 | Brief History of the Empire, v 2 | "behaviour" " "behavior", "Summurset" " "Summerset", "Potema. The" " "Potema, the", "unlikely-for" " "unlikely -- for", "that previous" " "that the previous", "conspiracy minded" " "conspiracy-minded"
Book1CheapBriefHistoryoftheEmpirev4 | Brief History of the Empire, v 4 | "well-practised" " "well-practiced", "endeavours-but" " "endeavors -- but"
Book1CheapCharterMagesGuild | Mages Guild Charter | "commiting" " "committing"
Book1CheapGuideAnvil | Guide to Anvil | "Regretably" " "Regrettably", "Quillweave" " "Quill-Weave", "ramshackled" " "ramshackle", "well- ordered" " "well-ordered"
Book1CheapGuideChorrol | Guide to Chorrol | "gra-Bagrol" " "gra-Bargol", "concotions" " "concoctions", "acccomplished" " "accomplished", "nevers" " "never", "well- traveled" " "well-traveled"
Book1CheapGuideLeyawiin | Guide to Leyawiin | "Niven" " "Niben", "Annuad" " "Anuad", "Khajitt" " "Khajiit", "Black Comapany" " "Blackwood Company"
Book1CheapGuideSkingrad | Guide to Skingrad | "hardwork" " "hard work", "drunkeness" " "drunkenness", "HighTown" " "Hightown", "residence are" " "residences are"
Book1CheapReportDisasterIonith | Report: Disaster at Ionith | "defences" " "defenses", "succesfully" " "successfully", "obtains" " "obtained"
Book2CommonBeggarPrince | Beggar Prince | "stalking" " "stalked", "it's citizens" " "its citizens"
Book2CommonBookofDaedra | The Book of Daedra | "mortals souls" " "mortals' souls"
Book2CommonDarkestDarkness | Darkest Darkness | "Mehrunes Razor" " "Mehrunes' Razor"
Book2CommonFrontierConquest | Frontier, Conquest | "proto-Cyrodilians" " "proto-Cyrodiils"
Book2CommonFundamentsofAlchemy | Fundaments of Alchemy | "properites" " "properties", "great Alchemist" " "great Alchemist" [removed double space]
Book2CommonGalerionTheMystic | Galerion The Mystic | "nonexistant" " "nonexistent", "Summurset" " "Summerset", "Galarion" " "Galerion", "small scale" " "small-scale", "Trechtus's" " "Trechtus'"
Book2CommonManualArmor | Manual of Armo | "orchish" " "orcish", "from iron" " "of iron", "constant" " "constantly"
Book2CommonManualArms01 | Manual of Arms | "hammmer" | "hammer", "desirablility" | "desirability", ",however" | ", however"
Book2CommonManualMixedUnitTactics | Mixed Unit Tactics | "Khajiti"" "Khajiiti" [two instances]
Book2CommonManualSpellcraft | Manual of Spellcraft | "fledging" " "fledgling", "ArchMagister" " "Archmagister"
Book2CommonMorrowindImperialProvince | On Morrowind | "Sumerset" " "Summerset"
Book2CommonOverviewofGodsandWorship | Gods and Worship | "Practioners" " "Practitioners", "gods" " "Gods" [three instances], "This my" " "This is my", Book2CommonRealBarenziahV1 | The Real Barenziah, v 1 | "of daily" " "in daily", "Symmachu" " "Symmachus", "neighbor" " "neighboring", "aston" " "astonishment", "occa" " "occasions", "dis" " "disguised", "protec" " "protection", "particula" " "particular", "sol" " "soldiers", "threat" " "threatened", "nevertheles" " "nevertheless", "alot" " "a lot", "Mournhold-a" " "Mournhold -- a", "attend-and" " "attend -- and", "oath-that" " "oath -- that", "presentable-or" " "presentable -- or", "eyes-before" " "eyes -- before", "reasoned-correctly" " "reasoned -- correctly", "out-that" " "out -- that", "realized-but" " "realized -- but", "Silgrod" " "Silgrad" [two instances]
Book2CommonRealBarenziahV3 | The Real Barenziah, v 3 | "Mourn" " "Mournhold", "Sym" " "Symmachus", "genera" " "general", "preference" " "preference", "contrib" " "contributing", "emp" " "emptiness", "are like" " "are likely"
Book2CommonRealBarenziahV4 | The Real Barenziah, v 4 | "vis" " "visits", "forgot" " "forgotten", "hand" " "handsome", "any" " "anything", "forgotte" " "forgotten", "mar" " "marriage", "weath" " "weathered", "pro" " "produced", "free" " "freedom", "con" " "conversation", "cham-ber" " "chamber", "control" " "controls", "pretence" " "pretense", "aban" " "abandoned", "admantium" " "adamantium", "mas" " "massive", "hold" " "holding", " existenc" " " existence", "suf" " "suffered", "tele" " "teleport", "would I" " "I would"
Book2CommonRealBarenziahV5 | The Real Barenziah, v 5 | "carven" " "carved", "parlour" " "parlor", "Summurset" " "Summerset", "suddenly he" " "suddenly it", "till when" " "until when", "pretence" " "pretense" [two instances]
Book2CommonRuinsofKemelZe | Ruins of Kemel-Ze | "carven" " "carved", "golden kind" " "golden king", "Vvardenfel" " "Vvardenfell" [two instances]
Book2CommonShortLifeUrielSeptim | A Life of Uriel Septim VII | "Publically" " "Publicly", "ruly" " "unruly", "Anabolis's" " "Antabolis'"
Book2CommonThiefOfVirtue | Thief of Virtue | "a tremble" " "a-tremble", "husbands" " "husband's", "doest" " "dost"
Book2CommonThievesGuildMythOrMenace | Myth or Menace? | "attempted solve" " "attempted to solve", "thieved" " "thieves", "Nevarine" " "Nerevarine", "it's members" " "its members", "short lived" " "short-lived"
Book3Valuable2920v11a | 2920, Sun's Dusk (v11) | "shudders" " "shutters"
Book3Valuable2920v12a | 2920, Evening Star (v12) | "plantlife" " "plant life", "sweeping" " "swept", "behind one" " "into one"
Book3Valuable2920v3a | 2920, First Seed (v3) | "that Akavir" " "that Akaviri", "the Akavir" " "the Akaviri", "Bodrums" " "Bodrum", "conservatorium" " "conservatorium."
Book3ValuableArgonianAccountBook2 | The Argonian Account, Book 2 | "grinded" " "ground", "long forgotten" " "long-forgotten"
Book3ValuableArgonianAccountBook4 | The Argonian Account, Book 4 | "assimiliated" " "assimilated", "uncorrupt" " "incorrupt"
Book3ValuableAzuraandtheBox | Azura and the Box | "finally truth" " "final truth"
Book3ValuableDwemerHistory | Dwemer History and Culture | "examing" " "examining", "unlikeable" " "unlikable"
Book3ValuableFeyfolke | Feyfolken I | "SUNDAS'S" " "SUNDAS'", "Summurset" " ""Summerset" [two instances]
Book3ValuableFeyfolkenIII | Feyfolken III | "primative" " "primitive", "Thaubad" " "Thaurbad"
Book3ValuableHistoryOfLockPicking | History of Lock Picking | "wealthly" " "wealthy", "reliablity" " "reliability", "lockmaker's" " "locksmith's", "lofting" " "lifting"
Book3ValuableMadnessofPelagius | The Madness of Pelagius | "Betony" " "Bretony", "king's" " "king", "Suns Dawn" " "Sun's Dawn" [two instances]
Book3ValuableMagicFromTheSky | Magic from the Sky | "meteroic" " "meteoric", "reseroirs" " "reservoirs", "Ayelid" " "Ayleid", "Ayleids Wells", "Ayleid Wells"
Book3ValuablePallav2a | Palla, volume 2 | "Summurset" " "Summerset", "great grandfather" " "great-grandfather", "great grandfather's" " "great-grandfather's"
Book3ValuablePrincessTalaraV5 | Mystery of Talara, v 5 | "supercedes" " "supersedes", "Princess's" " "Princess'" [two instances]
Book3ValuableProvincesofTamriel | Provinces of Tamriel | "northeastmost" " "northeasternmost", "Vvardenfel" " "Vvardenfell"
Book3ValuableTamrielicLore | Tamrielic Lore | "Dark Elven goddess" " "Daedra", "and the goddess" " "and the Daedra", "It is she" " "It is he", "Ring of the Khajiit" " "Ring of Khajiit", "Mehrunes Razor" " "Mehrunes' Razor", "Mehrune's Razor" " "Mehrunes' Razor", "lhas" " "has", "it's wielder" " "its wielder", "wearers" " "wearer's", "Eidelon" " "Eleidon", "sought after" " "sought-after", "to be resist" " "to resist"
Book3ValuableTheFirmament | The Firmament | "Heartfire" " "Hearthfire", "season" " "Season" [five instances]
Book3ValuableVarietiesofDaedra | Varieties of Daedra | "and and" " "and", "obsequeous" " "obsequious", "Kymarcher's" " "Kynmarcher's", "Kymarcher" " "Kynmarcher", "temperment" " "temperament"
Book3ValuableWolfQueenV8 | The Wolf Queen, v 8 | "month long" " "month-long", "Katarish" " "Katariah", "coronated" " "coroneted", "hundred shops" " "hundred ships"
Book4RareArcanaRestored | Arcana Restored | "havest" " "hast", "wickednesses" " "wickedness", "you" " "thee", "your" " thine", "yourself" " "thyself" [two instances]
Book4RareBrothersofDarkness | The Brothers of Darkness | "Alimahera's" " "Arlimahera's", "coven-occasionally" " "coven -- occasionally", "be-there" " "be -- there", "Tong-the" " "Tong -- the"
Book4RareCharterFightersGuildFirstEdition | Fighters Guild History, 1st Ed. | "strategem" " "stratagem", "pauldon and a grieve" " "pauldron and a greave", "Versidae" " "Versidue" [six instances]
Book4RareCleansingoftheFane | Cleansing of the Fane | "succour" " "succor"
Book4RareFiveSongsofKingWulfharth | Five Songs of King Wulfharth | "Kogoran" " "Kogoruhn"
Book4RareFragmentOnArtaeum | Fragment: On Artaeum | "Sumurset" " "Summerset", "counsellors" " "counselors", "Tamrielan" " "Tamrielic", "Summurset" " "Summerset" [three instances]
Book4RareGloriesAndLaments | Glories and Laments | "tumulus" " "tumultus", "deeping" " "deepening", "Ayelid" " "Ayleid", "owar" " "of war", "those would" " "those who would", "columns and" " "columns and" [removed double space]
Book4RareHangingGardens | Hanging Gardens | "Aldmeris is" " "Aldmeris are"
Book4RareLastKingOfAyleids | The Last King of the Ayleids | "Maruhk" " "Marukh", " " " " " [removed double spaces; 24 instances]
Book4RareOldWays | The Old Ways | "counselled" " "counseled", "counsellors" " "counselors" [two instances]
Book4RareOriginoftheMagesGuild | Origin of the Mages Guild | "counsellors" " "counselors", "Tamrielan" " "Tamrielic", "Summurset" " "Summerset" [three instances]
Book4RarePostingoftheHunt | The Posting of the Hunt | "describe explains" " "describe"
Book4RareRedBookofRiddles | The Red Book of Riddles | "diverse" " "divers"
Book4RareSancreTor | Remanada | "estrangment" " "estrangement", "ancienttimes" " "ancient times"
Book4RareWildElves | The Wild Elves "Gwilym" " "Gwylim" [two instances]
Broadsheet01BlackwoodCompany | A New Guild for Fighters? | "indiscriminant" " "indiscriminate", "person" " "persons"
Broadsheet01CheydinhalHeirSaved | Cheydinhal Heir Saved! | "offer his aid" " "offer aid" [refers to the player, who may be female]
Broadsheet01NakedDinner | Pranks Spoils Society Gathering! | "he was" " "the prankster was", 'his own" " "their own", "he realized he" " "they realized they" [all changes refer to the player, who may be female]
Broadsheet01NightMotherRituals | Night Mother Rituals! | "witnesseses" " "witnesses", "merchant's" " "merchants", "wellfare" " "welfare"
Broadsheet01PainterSafe | Greatest Painter Safe! | "great living" " "greatest living"
Broadsheet01PalePass | Pale Pass Discovery! "Jeral" " "Jerall" [two instances]
Broadsheet01VampireNest | Vampire Nest in the City! | "have one" " "have been one"
ClutterAnvilShop05 | Handbill | "Fo'c'c'le" " "Fo'c's'le"
ClutterBravilShop05 | Handbill | "Wizard's" " "Wizards"
ClutterBrumaShop02 | Handbill | "horse" " "horse's"
ClutterBrumaShop03 | Handbill | "noisesome" " "noisome"
ClutterBusiness01 | Letter | "acceptible" " "acceptable"
ClutterBusiness02 | Letter | "to long" " "too long"
ClutterChapelBravilMara | Handbill | "spriit" " "spirit"
ClutterChorrolShop01 | Handbill | "areas" " "area's"
ClutterICShop03 | Handbill | "a widest" " "the widest"
ClutterInstructions04 | Note | "privvy" " "privy"
Dark04BodyNotes | Notes: Captain Montrose | "We're not dealing" " "We're dealing"
Dark10SpecialCeledaenJournal | The Path of Transcendence | "sit in" " "sat in"
Dark17Diary | Traitor's Diary | "punge" " "plunge"
DarkLachanceOrders0 | Dead Drop Orders #3 | "J 'Ghasta" " "J'Ghasta" [six instances]
DarkLachanceOrders1 | Dead Drop Orders #4 | "J 'Ghasta" " "J'Ghasta"
DarkLachanceOrders2 | Dead Drop Orders #5 | "and and" " "and"
DarkLachanceOrders3 | Dead Drop Orders #6 | "forgone" " "foregone"
DarkLachanceOrders4 | Dead Drop Orders #7 | "J 'Ghasta" " "J'Ghasta"
FGD01BrenusAstisJournal | Brenus Astis' Journal | "Cyrodiilic" " ""Cyrodilic"
FGD06ViranusJournal | A Bloody Journal | "forgone" " "foregone"
HouseChorrolDiningAddonsAreaReceipt | House Dining Upgrade | "addons" " "add-ons"
HouseChorrolServantsQuartersReceipt | House Servants Quarters | "servants" " "servants'" [also corrected title]
HouseSkingradServantsQuartersReceipt | House Servants Quarters | "servants" " "servants'" [also corrected title]
LostBoyCaverns002 | Crumpled piece of paper | "crumpled" " "Crumpled" [title]
MG06ManualSpellcraft | Manual of Spellcraft | "fledging" " "fledgling"
MG11NecromancersMoon | Necromancer's Moon | "enternally" " "eternally"
MG11Note | Hastily Scrawled Note | "Istirius" " "Istirus"
MQ02CrumpledPinerLetter01 | Crumpled Piece of Paper | "Goods" " "Good"
MQ05CommentariesV3 | "noviates" " "novitiates", "Mysteriuum" " "Mysterium"
MQ05CommentariesV4 | Mythic Dawn Commentaries 4 | "dreughs" " "dreugh", "NRN" " "NIRN"
MS26AudensNote | Ramblings of Audens Avidius | "his" " "their" [refers to the player, who may be female]
MS29MacabreManifest | Macabre Manifest | "Staute" " "Statue"
MS37Knightfall | Knightfall | "Jerals" " "Jeralls"
MS38GlarthirsNotes01 | Glarthir's Notes | "Mondas" " "Morndas"
MS38GlarthirsNotes02 | Glarthir's Notes | "Maruhkati" " "Marukhati"
MS39NirnrootMissive | Nirnroot Missive | "Chivius's" " "Chivius'" [four instances]
MS47AncotarsJournal | Ancotar's Journal | "Empedocles's" " "Empedocles'", "Rains" " "Rain's" [two instances]
MSFinOldNote | Crumpled Note | "Heartfire" " "Hearthfire"
SKLxAcrobatics1 | Thief | "wildy" " "wild", "place," " "place;", "been" " "being"
SKLxAcrobatics2 | A Dance in Fire, v1 | "[[font" " "[font", "St Alessia" " "St. Alessia", "was." " "was:", "scribes" " "scribes'", "Khajiti" " "Khajiiti", "countryside. Past" " "countryside, past"
SKLxAcrobatics3 | A Dance in Fire, v4 | "Atrius's" " "Atrius'", "Reglius's" " "Reglius'" [two instances]
SKLxAcrobatics5 | Mystery of Talara, v 1 | "tale end" " "tail end", "it way" " "its way", "caused.[BR]" " "caused.[BR][BR]", "ago."[BR]" " "ago."[BR][BR]"
SKLxAlchemy1 | A Game at Dinner | "Forward" " "Foreword", "Summurset" " "Summerset", "counsellorship" " "counselorship", "unholiness's" " "unholiness'", "suppliers" " "supplier"
SKLxAlchemy4 | De Rerum Dirennis | "are stuff" " "are the stuff", "lesser known" " "lesser-known", "great great grandfather" " "great-great-grandfather", "Will O The Wisp" " "Will-O-The-Wisp" [two instances], "Summurset" " "Summerset" [three instances]
SKLxAlchemy5 | Calcinator Treatise | "noticable" " "noticeable"
SKLxAlteration1 | Daughter of the Niben | "archetectural" " "architectural", "reconizable" " "recognizable", "Empress's" " "Empress'"
SKLxArmorer1 | The Armorer's Challenge | "Empress's" " "Empress'"
SKLxArmorer2 | Last Scabbard of Akrash | "had had" " "had", "particular as" " "particularly as"
SKLxArmorer3 | Light Armor Repair | "armor," " "armor:", "windows panes" " "windowpanes" "allign" " "align"
SKLxArmorer4 | Cherim's Heart of Anequina | "in command" " "on command", "principle" " "principal", "Khajiti" " "Khajiiti" [five instances]
SKLxAthletics1 | The Ransom of Zarek | "by carriage" " "my carriage", "him time" " "him less time"
SKLxAthletics2 | A Dance in Fire, v3 | "Jurus's" " "Jurus'", "Summurset" " "Summerset", "Breath" " "Breathe", "he were" " "he was"
SKLxAthletics3 | The Red Kitchen Reader | "that that" " "that"
SKLxAthletics4 | Beggar | "Futhermore" " 'Furthermore", "taxcollector" " "tax collector", "that that" " "that", "the Lahpyrcopa" " "then Lahpyrcopa", "particular unusual" " "particularly unusual"
SKLxBlade1 | Words and Philosophy | "than their" " "that their", "interview, responding" " "interview responding", "proven.")." " "proven.")", "him.")." " "him.")", "Summurset" " "Summerset" [two instances]
SKLxBlade2 | 2920, Morning Star (v1) | "Giovesse" " "Giovese", "an Akavir" " "an Akaviri"
SKLxBlade3 | Fire and Darkness | "inpractical" " "impractical", "Versidae-Shae" " "Versidue-Shaie" , "murder-for- profit" " "murder-for-profit"
SKLxBlade4 | Song Of Hrormir | "Evensnow" " "Eversnow", "mayst" " "mayest", "Wherest" " "Wherefore"
SKLxBlade5 | Battle of Sancre Tor | "resulting" " "resulted"
SKLxBlock1 | Death Blow of Abernanit | "villiany's" " "villainy's", "cruellest" " "cruelest", "the the" " "the", "absord" " "absorb", "fever glassed" " "fever-glassed"
SKLxBlock3 | A Dance in Fire, v2 | "labyrinthian" " "labyrinthine", "Jurus's" " "Jurus'", "millennia's" " "millennium's", "minutes time" " "minutes' time", "sharing" " "shared"
SKLxBlock4 | Warrior | "existance" " "existence", "filligree" " "filigree"
SKLxBlock5 | The Warp in the West | "unsecure" " "insecure", "wherebouts" " "whereabouts", "Phyrgias" " "Phrygias", "Phygias" " "Phrygias"
SKLxBlunt3 | Night Falls on Sentinel | "Betony" " "Bretony", "being question" " "being questioned", "surprise. Even" " "surprise, even", "a that" " "o' that"
SKLxBlunt4 | King | "commited" " "committed", "occurance" " "occurrence", "an simple" " "a simple", "its entire" " "his entire"
SKLxBlunt5 | Mace Etiquette | "it's path" " "its path"
SKLxConjuration1 | The Doors of Oblivion | "Nevevarine" " "Nerevarine", "eage[font face=1]r" " "eager"
SKLxConjuration2 | Liminal Bridges | "infinitessimal" " "infinitesimal", "morpolith" " "morpholith", "morpoliths" " "morpholiths", "circumpenetra- tion" " "circumpenetration" [two instances]
SKLxConjuration3 | 2920, Hearth Fire (v9) | "ever day" " "every day", "side the" " "side of the", "its their" " "it's their"
SKLxConjuration4 | "hows" " "how", "Summurset" " "Summerset"
SKLxDestruction1 | The Horrors of Castle Xyr | "don't know no" " "know no", "garb stands" " "garb, stands", "No thank" " "No, thank", "master Sedura" " "master, Sedura", "Xyr is" " "Xyr, is", "coulda been" " "would be", "We got" " "We have", "fades I'm" " "fades, I'm", "fortitude to" " "fortitude against", "ever day" " "every day", "ashlander" " "Ashlander" [three instances], "been round" " "been 'round", "crystalized" " "crystallized", "expotentially" " "exponentially", "similiar" " "similar", "ANANA/IACHILLA" " "ANARA/IACHILLA" [two instances], "Anana/Iachilla" " "Anara/Iachilla", "torchs" " "torches", "mage" " "mage.", "Horrors" " "Horror" [title]
SKLxDestruction2 | Response to Bero's Speech | "heresay" " "hearsay", "megalomaniac" " "megalomaniacal", "spell matters" " "spell matter", "Destruction, is" " "Destruction is"
SKLxDestruction3 | A Hypothetical Treachery | "labyrinthian" " "labyrinthine"
SKLxHandtoHand1 | Immortal Blood | "commiting" " "committing", "Sumurset" " "Summerset"
SKLxHandtoHand2 | The Wolf Queen, v 2 | "whose" " "whom", "Vhokken idea" " "Vhokken's idea", "it's isn't" " "it isn't"
SKLxHandtoHand4 | Way of the Exposed Palm | "pugiliists" " "pugilists, "equiplibrium" " "equilibrium", "concentrateded" " "concentrated"
SKLxHandtoHand5 | Master Zoaraym's Tale | "Omathan" " "Omothan"
SKLxHeavyArmor2 | 2920, MidYear (v6) | "a two weeks" " "a two week", "clan" " "clad", "idea opportunity" " "ideal opportunity", "wonderous" " "wondrous", "Juilek. "Is" " "Juilek, "is", "word that" " "word of"
SKLxHeavyArmor3 | Chimarvamidium | "Barif has" " "Barif had", "it's meaning" " "its meaning", "collection, which" " "collection which"
SKLxHeavyArmor4 | How Orsinium Passed to Orcs | "emisary" " "emissary", "Your try" " "You try", "Berylth" " "Berylith" [four instances]
SKLxHeavyArmor5 | History of the Fighters Guild | "strategem" " "stratagem", "pauldon and a grieve" " "paulrdon and a greave", "Versidae" " "Versidue" [six instances]
SKLxIllusion1 | The Wolf Queen, v 3 | "choses" " "chooses", "will dead" " "will be dead", "few months" " "few months'"
SKLxIllusion2 | The Argonian Account, Book 3 | "viscuous" " "viscous", "sympathesized" " "sympathized"
SKLxIllusion3 | Incident in Necrom | "combatter" " "combattant", "questors" " "questers"
SKLxIllusion4 | Palla, volume 1 | "Tendixus's" " "Tendixus'", "poured" " "pored", "be young" " "be a young"
SKLxIllusion5 | Mystery of Talara, v 4 | "learned her" " "learned from her", "Emperor the late king your brother" " "Emperor that the late king, your brother,"
SKLxLightArmor1 | The Rear Guard | "a apple" " "an apple"
SKLxLightArmor2 | Ice and Chitin | "was would" " "would", "warlords'" " "warchiefs'"
SKLxLightArmor3 | Lord Jornibret's Last Dance | "It 'twas" " "'Twas"
SKLxLightArmor4 | The Refugees | "brined" " "briny", "Dishelved" " "Disheveled", "grieves" " "greaves", "Kaltos's" " "Kaltos'", "phastasm" " "phantasm", "from the Doomed" " "for the Doomed"
SKLxLightArmor5 | Rislav The Righteous | "Sungard" " "Sunguard", "version of king" " "version of the king"
SKLxMarksman1 | The Gold Ribbon of Merit | "bolts" " "arrows", "bolt" " "arrow"
SKLxMarksman2 | A Dance in Fire, v5 | "Summurset" " "Summerset", "bolt" " "arrow", "Smoken" " "Smoke and"
SKLxMarksman5 | The Black Arrow, v 2 | "at it" " "as it"
SKLxMercantile1 | The Buying Game | "Summurset" " "Summerset", "all, you" " "all; you", "open- mindedness" " "open-mindedness", "shop. Even" " "shop, even"
SKLxMercantile2 | The Wolf Queen, v 4 | "Antiochus's" " "Antiochus'", "great great great great great granduncle" " "great-great-great-great-great-granduncle", "stain" " "strain", "splitting" " "spitting", "Artaeum. The" " "Artaeum, the"
SKLxMercantile4 | A Dance in Fire, v6 | "Summurset" " "Summerset", "addendums" " "addenda", "Valenwood war" " "Valenwood's war", "Summurset" " "Summerset", "Jurus's" " "Jurus'"
SKLxMercantile5 | A Dance in Fire, v 7 | "I'm said" " "I said", "Summurset" " "Summerset"
SKLxMysticism2 | 2920, Sun's Dawn (v2) | "Summurset" " "Summerset" [two instances], "waves" " "waved", "hold worthless" " "holds worthless"
SKLxMysticism4 | Before the Ages of Man | "understaoo" " "understood", "Dysnasty" " "Dynasty", "indepenent" " "independent", "Vvardenfel" " "Vvardenfell", "Cyrodill" " "Cyrodiil", "the their" " "their", "settleed" " "settled", "sorceror" " "sorcerer", "settled in" " "settled in" [removed double space]
SKLxMysticism5 | Souls, Black and White | "necromatic" " "necromnatic", "has demonstrated" " "have demonstrated"
SKLxRestoration1 | Withershins | "everything" " "every time", "censors" " "censers", "wellworn" " "well-worn", "headress" " "headdress", "sachel" " "satchel"
SKLxRestoration2 | Notes on Racial Phylogeny | "only their" " "only in their", "but their" " "but in their", "troglophile" " "limnophilic"
SKLxRestoration4 | 2920, Rain's Hand (v4) | Rain's Hand: "Summurset" " "Summerset" [three instances], "censors" " "censers", "Akavir" " "Akaviri" [two instances]
SKLxRestoration5 | Mystery of Talara, v 2 | "was long" " "was a long", "a ways" " "a way", "Lets" " "Let's"
SKLxSecurity2 | The Wolf Queen, v 1 | "Magnus's" " "Magnus'", "Tamrilean" " "Tamrielic", "Cyrodiilic" " "Cyrodilic"
SKLxSecurity3 | Proper Lock Design | "villianous" " "villainous", "it's" " "its"
SKLxSecurity4 | Advances in Lock Picking | "spings" " "springs"
SKLxSecurity5 | Surfeit of Thieves | "that that there" " "that they", "St Eadnua" " "St. Eadnua", "in time" " "to time"
SKLxSneak1 | The Wolf Queen, v 6 | "the war may not permit it" " "thought the war may not have permitted it"
SKLxSneak2 | 2920, Last Seed (v8) | "Gilderdale" " "Gilverdale"
SKLxSneak3 | Sacred Witness | "priveleged" " "privileged"
SKLxSneak4 | Legend of Krately House | "MINESTES" " "MINISTES" [six instances], "Minestes" " "Ministes" [two instances], "superstitians" " "superstitions", "SILANUS" " "SILENUS", "supersitionalist" " "superstitionalist", "piece" " "pieces"
SKLxSneak5 | Purloined Shadows | "survival" " "survive", "their head" " "their heads"
SKLxSpeechcraft1 | Biography of the Wolf Queen | "midst the" " "midst of the", "month long" " "month-long"
SKLxSpeechcraft2 | The Wolf Queen, v 5 | "Yokunda" " "Yokuda", "days" " "days'"
SKLxSpeechcraft3 | 2920, Second Seed (v5) | "neivous" " "nervous"
SKLxSpeechcraft4 | The Wolf Queen, v 7 | "bath" " "bathe", "He had been" " "He has been"
TG01AmantiusDiary | Amantius Allectus' Diary | "exhorbitant" " "exorbitant", "is still" " "is as still"
TG02TaxRecord | Waterfront Tax Records | "Kastay" " 'Kastav"
TG04ElderScrollsHistory | Divining the Elder Scrolls | "Scolls" " "Scrolls"
TG05HrormirsNotes | Fragment: Song of Hrormir | "Wherest" " "Wherefore"
TG07ForgedListCandidates | Forged List of Candidates | "unqualifed" " "unqualified"
TG07SealedForgedList | Sealed Forged Candidate List | "unqualifed" " "unqualified"
TG08BlindPriests | Pension of the Ancestor Moth | "nuture" " "nurture" [two instances], "geneology" " "genealogy", "wonderous" " "wondrous", "priviledge" " "privilege", "demenses" " "demesnes", "geneologies" " "genealogies", "longer," " "longer"
TG08InvestigateGrayCowl | Instructions: the Gray Cowl | "weild" " "wield"
TG10JakbenFamilyHistory | Imbel Genealogy | "Vardenfell" " "Vvardenfell" [two instances]
TG11HeistPlan | Plan for the Big Heist | "to to" " "to"
TG11TaxRecord | Waterfront Tax Records | "Kastay" " 'Kastav"
VilverinJournal | Dirty Scroll | "khajiit" " "Khajiit"
VilverinLetter | Undelivered Letter | "cemetary" " "cemetery"
Continuing comprehensive cell-by-cell check for leftovers in exterior (Tamriel worldspace) areas. Found so far since the last release:
Ayleid blocks embedded underground: 4
Banners not attached to walls: 2
Broken columns embedded underground/in rocks/other columns: 5
Broken crates embedded underground: 1
Butterfly bounding boxes partially embedded underground: 3
Clumps of Clams out of water: 4
Clumps of Clams completely embedded (hidden) in rocks: 1
Cobwebs embedded (hidden) in rocks: 1
Corpse clips not attached to hanging rope/rope not attached: 2
Cypress Knees embedded in rocks: 6
Fallen trees embedded in walls/rocks/trees: 14
Floating clumps of Clams: 46
Floating skulls: 1
Flying Aloe Vera plants: 4
Flying Arrowroots: 2
Flying Ayleid blocks: 1
Flying Bergamot: 3
Flying Blackberry bushes: 1
Flying Carrot plants: 5
Flying barrels: 6
Flying buckets: 4
Flying crates: 1
Flying firelogs: 2
Flying ivy (not attached to wall): 2
Flying Lavender: 1
Flying/improperly grounded mushrooms/fungi: 32
Flying Mandrakes: 21
Flying Monkshoods: 2
Flying Motherworts: 3
Flying rocks: 41
Flying rope spools:
Flying shrubs: 71
Flying signs (not attached to post): 11
Flying St. Jahn's Wort: 1
Flying stools/chairs/benches: 7
Flying Strawberry bushes: 10
Flying Tiger Lilies: 1
Flying trees: 7
Flying Viper's Bugloss: 2
Harvestable flora partly/completely embedded in rocks/trees/logs/walls/other flora: 303
Harvestable flora partly/completely embedded underground: 22
Improperly grounded candles: 2
Improperly grounded barrels/crates/carts: 15
Improperly grounded bedrolls: 3
Improperly grounded Cypress Knees: 16
Improperly grounded obelisks: 1
Improperly placed/unsupported fence pieces: 31
Improperly rooted Alkanets: 8
Improperly rooted Aloe Vera plants: 2
Improperly rooted Arrowroot: 5
Improperly rooted Bergamot: 89
Improperly rooted Columbines: 1
Improperly rooted Fennel: 2
Improperly rooted Flax: 2
Improperly rooted Foxgloves: 5
Improperly rooted Ginseng: 3
Improperly rooted Lavender: 3
Improperly rooted Mandrakes: 2
Improperly rooted Monkshoods: 5
Improperly rooted Motherworts: 18
Improperly rooted Nightshades: 4
Improperly rooted Nirnroots: 1
Improperly rooted Viper's Bugloss: 319
Lilypads noticably above/below water's surface: 155
Oblivion gate components incorrectly enabled/disabled based on parent state or missing parent: 2
Rocks balanced on one point/impossibly balanced: 53
Rocks completely embedded (hidden) underground: 277
Rocks partially/completely embedded in walls/trees/logs/fences/stairs or completely embedded in other rocks: 1,032
Sacred Lotus below water's surface: 22
See-through deck components: 2
See-through rocks: 413
See-through underside trees/large shrubs: 179
See-through underside columns/posts/wall components: 7
Shrubs partially/completely embedded in rocks/walls/trees/logs/fences: 1,542
Shrubs partially/completely embedded underground: 13
Skulls partially embedded in rocks: 1
Trees partially/completely embedded in rocks/walls/fences/other trees: 191
Trees partially/completely embedded underground: 82
Unnaturally straight/sharp ground texture boundaries: 48
Water Hyacinths out of water/below surface: 7
Wildlife/NPC spawn points embedded underground: 3 (-3,26, -55,-9 and -57,0)
Wildlife/NPC spawn points on large rocks or other objects: 2 (on cell load they are rendered before the rock and can thus drop into it and be trapped)
Yarn(?) completely hidden underground: 1
Progress: Total playable cells=5,284, cells checked=1,407, cells remaining=3,877
v1.7.1 (2007-02-08)
- Fixed the Imperial Dragon Helmet, the Havok was accidentally removed from it in v1.7.0 which made it so you couldn't pick it up anymore.
- Fixed a typo in the folder name that caused an advertised fix to not be fixed (Textures\Menus\Icons\Cloths should of been Textures\Menus\Icons\Clothes).
- Now that the Unofficial Official Mod Patch is out the "Compatibility Patch - DLCHorseArmor.esp" has been removed from the installer and manual versions.
- Fixed a typo in the ArchiveInvalidation instructions and the auto ArchiveInvalidation in the installer, should be "shoes01" not "shoes".
- Fixed an outtake line for "All your charging needs... for a very small charge."
v1.7.0 (2007-02-01)
- Updated UOP installer to v5.1.9 of Inno Setup.
- Fixed uGridsToLoad option in the installer not working.
- Fixed misnamed NIF added in v1.6.0; should have been TentInterior01NoGround.nif NOT TentInterior01NoBottom.nif.
- Fixed the Havok collision on the brazier (Brazier01.NIF) which allowed items to fall through it.
- Removed a section of duplicated Havok mesh from CPMainHall01.NIF (slight performance increase in the areas where this is used).
- Fixed oversized/undersized Havok mesh on 4 paintings (MG09Portrait01.NIF, MS51Painting02.NIF, MS51Painting03.NIF, MS51Portrait01.NIF).
- Fixed the big hole in the inside back of the Blade helmet (BHelmet.NIF) worn by the skeletons.
- Enabled stenciling and added Havok collision to 2 mine lamps (MLamp01.NIF and MLamp01OFF.NIF).
- Fixed ugly pixellated edges of 2 rubble piles (RFRubbleHallsPile01.NIF and RFRubbleHallsPile02.NIF).
- Fixed misaligned Havok mesh on a door (RFPitBASEDoorCrnrANIM.NIF).
- Removed the useless light source from the WeynonDoor01.NIF (does nothing and causes the Construction Set to complain).
- Fixed the Jade Amulet (JadeAmulet.NIF) as it had a gem in it when it shouldn't have.
- Corrected the oversized/misaligned Havok mesh on 8 types of mushrooms (MshmBlueEntoloma01.NIF, MshmGreenStainCup01.NIF, MshmDryadSaddlePolypore01.NIF, MshmElfEup01.NIF, MshmEmeticRussula01.NIF, MshmTinderPolypore01.NIF , MshmStinkhorn01.NIF, MshmSummerBolete01.NIF).
- Corrected the oversized Havok mesh on 9 types of plants (FloraGoldenRod01.NIF, FloraMonksHood01.NIF, FloraWaterHyacinth02.NIF, FloraWaterHyacinth01.NIF, FloraGinsengRed.NIF, FloraGinsengYellow.NIF, FloraDragonTongue.nif, FloraPrimrosePurple.NIF, FloraPrimrosePink.NIF).
- Fixed 2 misaligned doors in the "Oblivion Citadel Door Fix.esp" (they had different names because of the references so they were missed in the realignment).
- Removed the complex Havok mesh from 11 mushrooms (CMushroomSingle01.NIF, CMushroomSingle02.NIF, CMushroomSingle03.NIF, CMushroomSingle04.NIF, CMushrooms01.NIF, CMushrooms02.NIF, CGloShroom01.NIF, CGloShroom02.NIF, CGloShroom03.NIF , CGloShroom04.NIF, CGloShroom05.NIF) and replaced it with a simple cube since it will act exactly the same way, except there will be a slight FPS increase in the areas where the mushrooms are used.
- Fixed undersized Havok mesh on the Frostfire Glade door (MS37FrostfireDoor.NIF).
- The NecroClawTrap01.NIF now has the correct hit effect of stone and not of wood.
- Smoothed jaggy edges on SewerTrashPile 02 to 04 and ARRubblePile 01 to 05.
- Enabled stenciling on the Blackwood gauntlets (including ground version) and Dwarven gauntlets to fix visible un-textured areas.
- Fixed the missing gate sections from around the 3 destroyed Oblivion gates from quest MQ13 (the Havok mesh was already there but the meshes were hidden); they now look like all the other destroyed Oblivion gates around the land (OblivionGate_Forming.NIF).
- Enabled stenciling on Heavy Blue Arena Raiment (M&F), Light Yellow Arena Raiment (M&F), Blackwood Cuirass (M), Champion Raiment (M&F), Light Champion Raiment (M&F), Elven Cuirass (M&F), Thief Cuirass (M) and Dwarven Cuirass (F).
- Fixed the dropped version of the Daedric Bracers (DaedricBracers_gnd.NIF), the NIF actually included 4 other dropped versions of Daedric items but were hidden unlike their Havok which was still active and caused some strangeness.
- Fixed texturing errors on the Minotaur Lord.
- Fixed the moth's texture (MiscMoth01.dds), it lacked the needed alpha which resulted in it having big black chunks around the edges.
- Added Havok meshes to RockMossWall01.NIF, RockMossWall02.NIF, RockMossWall03.NIF, RockMossWall04.NIF, RockMossEndCap01.NIF, RockMossEndCap02 .NIF, RockMossLedge01.NIF, and RockMossLedge02.NIF (even through only Ledge02 and Wall01 are used in-game might as well do the others).
- Removed the complex Havok mesh from the Oghma Infinium and replaced it with a much more simple and performance-friendly one.
- Fixed missing texturing on the flowers of both versions of the Motherwort plants.
- Fixed the Grey Mare sign so it will no longer emit blood when struck.
- Fixed bad texturing on CastleWallRiverGate01.NIF.
- Equipped version of Blackwood Gauntlets now have gloves and not hands; Blackwood armor is just a retexture of steel armor and has gloves on them, plus the dropped version of the Blackwood Gauntlets have gloves.
- Fixed UV mapping errors (messed up the texture in certain areas) on Imperial Dragon Gauntlets, dropped Imperial Palace Gauntlets, dropped Imperial Dragon Gauntlets, dropped Imperial Legion Gauntlets and dropped Imperial Dragon Helmet.
- Fixed Alpha transparency on mounted Minotaur head, Nightshade plant, Foxglove plant, Arrowroot, Bergamot, Aloe Vera and 4 types of Morning Glory leaves.
- Fixed Alpha transparency on cprailing01.dds texture (had bars through it).
- Fixed inverted normal maps on some leaves and flowers of all 8 versions of Morning Glory, 3 versions of Morning Glory leaves and Grapes on the Grapevine.
- Ontus Vanin should no longer attack the player or other NPC's for no apparent reason.
- Disabled spell reflection/absorption on the spells (all beneficial) from Nine Divines' shrines/altars and Ayleid wells.
- Nine dialogs for recharging services and four the persuasion mini-game (boast dislike) for all races that were not appearing due to missing random flags will now appear in-game (also corrected an out-take line of recharging service dialog for Imperial males).
- Grounded a circular rug, barrel, dresser, night-table (very noticeable) and several slightly flying chairs, moved a barrel lost in nothingness into the interior and two paintings not attached to the wall, and aligned the miss-centered chandelier hanging rod in Silverhome-on-the-Water in Bravil.
- Moved a sack and two bottles in wilderness cell (-14,1) that couldn't be picked up due to oversized Havok on rocks they were placed on.
- Grounded a slightly flying chest, chest of drawers, desk, two tables and cupboard (which was also partially embedded in a wall,) raised a rug embedded in the floor, attached two tapestries to the wall, moved two goblets embedded in their table and re-aligned five misaligned ceiling light fixtures in Seridur's House (Imperial City Temple district).
- Grounded a flying sack, two slightly flying barrels on stands, a chest and re-aligned a misaligned ceiling light fixture in Jakben Imbel's basement (Imperial City Talos Plaza).
- Corrected audio and subtitles for two lines of dialog for Imperials and Argonians/Khajiit that referred to Mandil as male.
- Fixed a mesh overlap causing distortion on a step going to the 3rd floor in the Leyawiin Fighter's Guild (LeyawiinFGInterior.NIF).
- Sealed hole in the roof of the Imperial City prison wall house (ICPrisonWallHouse02.NIF).
- The White Gold Tower can now seen when you fast travel to the Imperial City Talos District.
- The White Gold Tower can now be seen from the Arcane University.
- Fixed the Essence Drain spells (other than the lowest-level one) from the Bloodworm Helm not being added when it was worn due to script errors, and they can no longer be kept permanently
- Fixed overlapping mesh sections in CheydinhalHouseMiddle02Interior.NIF.
- Fixed a bug where you could not purchase the book Knightfall for the quest Tears of the Savior from Phintias at the First Edition in the Imperial City if you visited him prior to the quest.
- Ground floating rubble and removed 3 completely concealed rocks in the Wilderness (15,18).
- Fixed candle plate clipping through chair in a tent at Kvatch (KvatchTent02).
- The Stone of St. Alessia will no longer be a quest item once you hand it over.
- Engorm is no longer a merchant as he was never meant to be (he had no chest, items or gold all other merchants have).
- The Weynon Priory door (WeynonDoor01) now has a heavy closing sound to match the heavy opening sound it already had.
- Raised a grape bucket that was clipping into the ground at the Surilie Vineyards (SkingradSurlieVinards).
- Fixed the music in the Blood Well (DAPeryiteSmallTower01), now has dungeon music and not public.
- The Faregyl Inn is now known as "Faregyl Inn" not "Faregyl's Interior" when you're inside the inn.
- Grounded a floating Somnalius Plant and removed a completely concealed mushroom in the Wilderness (-16,15).
- Fixed a typo, "Uderfrykte Matron" is now known as "Udyrfrykte Matron" also changed all occurrences of Uderfrykte in the game to Udyrfrykte.
- You will no longer receive increases to your stolen item count when taking Dar-Ma's Diary or any other items from the drawers at the Moslin's Guest Rooms.
- The Udyrfrykte Matron will no longer lose its special visual effects.
- Fixed bench in the Coast Guard Station (LeyawiinCoastGuardStation) so you don't walk through the wall when you go to sit down/get up.
- Torches will no longer leave behind permanent (until you load/reload) fire burning sound when dropped.
- Oghma Infinium is no longer a quest item, no reason for it to of ever been one.
- Removed 2 duplicate rocks near an Oblivion gate (OBRandNB01).
- You will no longer receive a murder count increase for killing Falcar when he attacks you as per the quest.
- Fixed a rare bug that would cause the game to crash after Hieronymus Lex finished searching for Llathasa's Bust in the cupboard.
- The Worm Anchorite will now say the correct dialogue when performing the ritual.
- Sealed a big hole in a mine support beam mesh (MCornerOut01.NIF).
- Fixed a beam sticking out through the ceiling, a beam not capped off and fixed distortion caused by overlapping beams in Pillaged Mine (PillagedMine).
- The giant club, crystal ball and hour glass in the Imperial City Palace Basement can no longer be moved around.
- Castle Anvil will no longer vanish while inside Anvil.
- Fixed the terrain so it no longer pokes through into the water pools in the Imperial City (Arena, Elven Gardens, Temple and Talos Plaza).
- Fixed a UV mapping error on the distant version of Castle Anvil (ANCastleComplete01_far.NIF).
- Fixed a bug with the Corruption and Conscience quest that stopped it from removing the permanent guard outside Aldos Othran house and returning the guard's factions back to normal.
- Bremman and Farwil now have keys to Riverview so they no longer wait outside Riverview permanently.
- Fixed the jaggy Imp wings.
- Fixed overlapping vertices on a Cheydinhal house (CheydinhalHouseUpper02.NIF) that where causing distortion.
- Fixed LOD in the Anvil Castle Courtyard so their is no more bluish mist (same thing seen in the Imperial City Temple District screenshot).
- Fixed inverted normals on the Sacred Lotus stem and Lily Pad stem.
- Fixed oversized and misaligned Havok on Sacred Lotus Seeds (IngredLotusSeed.NIF).
- Fix an overlapping ice sheet at Pale Pass that was causing distortion.
- Improved the fix for Roland Jenseric accepting Bloodcrust Vampire Dust, it no longer requires extra audio files to work now.
- Improved the fix for the Molag Bal bug where you all lose your abilities (racial, vampire etc). Removed the player resurrection part of the script which caused the total loss of all abilities if you died while doing the quest but this also means it is now possible for Molag Bal to fail saving you before you die (well Molag Bal did say "probably" save you after all), as a result the quest delay time on the quest was decreased so it has a better chance of saving you, also cleared out some old left over scripting from the quest and optimized it.
- Improved the fix for the "Through A Nightmare, Darkly" and "Bravil Recommendation" quests if you already had both quest running prior to using the Unofficial Oblivion Patch.
- Fixed Havok on KvatchLadder.NIF so it's easier to activate from underneath.
- Fixed ladder in Mages Guild Well, shrunk it and moved it up so you couldn't see inside of the mesh.
- Remove fixes for the disappearing bodies of Vidkun and Eduard Denile because of the duplicate bodies it was causing when upgrading UOP sometimes, also not really the place for legacy fixes now.
- Fixed overlapping vertices on the Skingrad wall (SkingradCastleWall01.NIF) causing distortion.
- Fixed Diram Serethi's AI so he no longer follows the player around the inn.
- Fixed the lack of object collision after using the exit portal from Boethia's Tournament of Ten Bloods, water will still appear red but only until it is loaded again.
- Moved a wall section and door to close a huge gap in Castle Leyawiin Servants' Quarters (LeyawiinCastleServantsQuarters).
- Improved Countess Alessia Caro fix to avoid duplicates of her appearing.
- Fixed miss-aligned windows on an Bravil building interior (BravilHouseIntL05.nif).
- Fixed incorrect texture around a window in a Bravil building interior (BravilFightersGuildInt2ndFloorB.nif).
- Continuing comprehensive cell-by-cell check for leftovers in exterior (Tamriel worldspace) areas. Found so far:
- Floating clumps of Clams: 9
- Flying firelogs: 1
- Floating jewelry: 1
- Flying/improperly grounded mushrooms/fungi: 17
- Flying Pumpkin plants: 1
- Flying Strawberry Bushes: 1
- Flying Tomato plants: 1
- Flying Watermelon plants: 1
- Flying Viper's Bugloss: 1
- Flying shrubs: 13
- Flying signs (not attached to post): 1
- Harvestable flora partly/completely embedded in rocks/trees/logs/walls/other flora: 99
- Harvestable flora partly/completely embedded underground: 20
- Improperly grounded stall: 1
- Improperly rooted Columbine: 2
- Improperly rooted Lady's Mantle: 2
- Improperly rooted Lavender: 1
- Improperly rooted Milk Thistles: 15
- Improperly rooted Monkshood: 5
- Improperly rooted Viper's Bugloss: 170
- Missing fenceposts/unsupported fence: 1
- See-through underside trees/large shrubs: 81
- Rocks completely embedded (hidden) underground: 125
- Rocks balanced on one point/impossibly balanced: 10
- Rocks partially/completely embedded in walls/logs/fences or completely embedded in other rocks: 113
- Rocks embedded in trees: 29
- See-through rocks: 176
- See-through stone walls: 1
- Flying rocks: 10
- Flying statues: 1
- Shrubs partially/completely embedded in rocks/walls/logs/fences: 211
- Shrubs partially embedded in trees: 85
- Shrubs partially/completely embedded underground: 5
- Fallen trees embedded in walls/rocks/trees: 2
- Fallen trees completely embedded (hidden) underground: 1
- Improperly grounded Cypress Knees: 27
- Cypress Knees embedded in rocks: 8
- Trees partially/completely embedded in rocks/walls/other trees: 30
- Trees partially/completely embedded underground: 4
Progress: Total playable cells=5,195, cells checked=731, cells remaining=4,464
v1.6.1 (2006-12-11)
- Removed all modifications to the Tamriel wilderness cell 3,3 (00006044) because modifying ANYTHING at all in this cell causes the local map marker bug.
v1.6.0 (2006-12-10)
- Fixed the inverted texturing of the strawberries on the strawberry bush.
- Enabled stenciling on the Mehrunes Dagon statue (DaedricStatueDagon01.NIF) and the Ogre.
- All the items in Satha Dalvilu's house will now all belong to her and not free for the taking anymore.
- Fixed 2 misaligned door in the Lords Manor (BrumaCastleLordsManor) which allowed you to see inside of the room when they where closed.
- Corrected the hit sound/visual effects on CastleTower512Ground0Way01.NIF, CastleTower512Ground1Way.NIF and CastleTower512Mid04.NIF.
- Pitcher plants have no ingredient to harvest so instead of creating new ingredient for it which some people might dislike we've made it un
- harvestable (just a pretty bit of scenery now).
- Fixed oversized collision on CastleTowerLadder01.NIF and CastleTowerDoor01.NIF
- Corrected the typo in the name of the "Document of Puerile Banter".
- Added full collision to the door "impDunDoor02.NIF", it lacked collision around the sides and top allowing items to potentially fall into the void.
- Fixed bad Havok settings on the Hoe and Rake (incorrect sound effect, Havok type which allowed you to push NPC's around with it and telekinesis didn't work on it also increased Havok size to fit the Hoe).
- Removed 6 completely concealed rocks and ground 1 rock from around Varondo (VarondoExterior).
- Grounded 3 floating rocks and removed a concealed rock from outside Green Mead Cave (GreenmeadCaveExterior).
- Apron of the Master Artisan (UniqueClothingShirtArtisan) will now have the correct icon for female characters.
- Nistor's Boots (UniqueClothingBootsAthlete) will now have the correct icon for female characters.
- Fixed Havok not working properly on 10 broken sections of tombstones and 2 obelisk broken sections.
- The bodies of the Imperial, Orc, Nord hunters along with Ra'jhera the Keeneye will no longer be persist when Caught in the Hunt quest is completed.
- The Shadowbanish Wine chests will no longer respawn providing an unlimited supply of the wine, this was done because by game lore there was only a limited amount of the wine created yet it's unlimited.
- The fires in the braziers outside the Market District on the bridge will now cast light.
- Removed a strange bit of ground from around the pole in the middle of the tent interior (TentInterior01.NIF).
- Fixed grass inside the tent at Rock Milk Cave (removed the grass mesh from the bottom of TentInterior01.NIF and removed the now pointless Havok collision on the ground; also gave it a new name: TentInterior01NoGround.nif).
- Fixed Ayleid lattice on CPMainHall01.NIF, ARGasTrapGrate01.NIF and CPScreen01.NIF.
- Fixed oversized Havok on CastleTowerDoor01.NIF, CastleDoor01.NIF, CastleDoor02.NIF.
- Moved 2 Kvatch Tapestries (KvatchTapestry01) that were completely concealed behind walls, and attached a floating tapestry back to the wall in the Kvatch Great Hall (KvatchCastleRooms).
- Adjusted rubble pile in Ceyatatar Gorihame (Ceyatatar03) to remove flickering caused by overlapping with another rubble pile, also remove a duplicate Welkynd Stone on a pedestal.
- Grounded a floating Monkshood and 2 Bergamot in the Wilderness (29,-4).
- Removed 2 duplicate doors from Kingscrest Withered Forest (KingscrestCavern04).
- Moved a Bergamot that was embedded in a rock also grounded a floating tree (-36,-1).
- Fixed the Modern Heretics book not working if it was read from your inventory.
- Moved a bandit spawn point off the top of a rock due to spawn points spawning before rocks are loaded in, thus the bandit was trapped inside of the rock (Wilderness 29,0).
- The player will no longer be able to sit on the 2 upturned chairs from the Fighters Guild quest "Drunk and Disorderly" (looks rather strange when you do).
- Grounded a floating broken tombstone part in the Leyawiin graveyard (LeyawiinExterior24).
- The Cheydinhal Guard involved in the "Corruption and Conscience" quest will no longer be essential after he has served his purpose.
- Grounded 4 floating Fly Amanita (raised 2 deeply in the ground) and 2 Foxglove in the Bravil castle courtyard (BravilCastle03).
- Removed a redundant wall section from the Bravil castle court yard also fully joined a wall section that wasn't (BravilCastle01).
- Fixed 4 seams in BravilCastleKeepGate01.NIF and 5 seams in BravilCastleKeepWall01.NIF.
- Removed the unseeable Imperial Palace base from the districts around the Imperial Palace; possible framerate increase (was advertised as done in v1.5.0 but was not actually done).
- Added missing distant LOD to the Arcane University.
- Added missing glow maps to the blue, light blue and green Welkynd Stones.
- Added missing normal maps to the light blue, green and red Welkynd Stones (blue already had one).
- Removed black bar through the normal map of the blue Welkynd Stone.
- Aligned misaligned Havok collision object on HangingCorpse02.NIF, CathedralStenIntFloor05.NIF and CastleTowerDoor01Anim.NIF.
- Removed alpha property from Leeks (CropLeek.NIF) and 10 Ayleid vines (texture wasn't setup for alpha so it's just a waste of resources.
- Fixed alpha on the menu icons of Quill, Brush Jar, Planter (MiddleClassPlanter) and 2 types of folded cloth (FoldedCloth02 & FoldedCloth03); improper alpha was noticeable with a custom UI with a different background color.
- Re-added the refraction effect back to the Sigil Stone that was accidentally removed.
- Fixed sound played when opening an Oblivion door (CitadelHallDoor01Anim.NIF); the sound was played quite a distance away from the actual door (As a result all instances of this door in-game have had to be repositioned, so it has been made separate from the UOP).
- Fixed alpha on the vines of ARStatue01.NIF, ARStatueSmall01.NIF, ARVineArch01.NIF, ARVineGrowontop.NIF, TreeDeadLeaves01.NIF and TreeDeadLeaves02.NIF.
- Wabbajack will no longer "kill" Mehrunes Dagon (as was intended, but the scripting to prevent this didn't work).
- Corrected Havok collision object for the ground of the Imperial City Arena; NPC's and objects were sinking into it.
- Corrected alpha and stenciling on Kvatch tapestries.
- Corrected stenciling on one of the statues in the Arena district.
- Fixed reversed texturing on Pumpkin plants (bottom pumpkin's texture was being used on the top one and vice versa).
- Eliminated graphical clipping of the flame cap on the equippable torch (Torch02.NIF).
- Absorb Maximal Magicka scrolls will now use the correctly leveled enchantment (not that of Absorb Major Magicka).
- The level 5-9 version of the Mage's Staff of Dispel will now have the correct enchantment charge magnitude (960 rather than 560).
- Corrected the Speed and Reach values for all Elven War Axes.
- The Dire Enervation (Journeyman Drain Fatigue) spell will now have the correct duration, and the Flame Shield (Journeyman Fire Shield) the correct duration and magnitude, which makes them a Journeyman (not Expert and Master) level spells as they were supposed to be.
- Several versions of the Spelldrinker Amulet will now have the correct worn and ground meshes (not the Necromancer's Amulet or Amulet of Kings)
- Superior Dispel scrolls will now have the correct name (not "Superior Self").
- Corrected weights of Dremora Field, Broadhead and Barbed Arrows (all weights were 10x what they should be given their damage in comparison with other arrows).
- Corrected weight, reach, health and damage values for the Mace of Decay, as they appeared to have been copied from the Warhammer of Decay.
- Corrected the magnitude of the Fortify Armorer enchantment of Base Ring of the Armorer and Gauntlets of the Forge, the Fortify Athletics enchantment of the Boots of the Taskmaster and Grand Ring of Athletics, and the Fortify Security enchantment of the Gauntlets of Passing.
- Corrected typos in name of weapon "Thieve's Dagger", activator "Shine of Malacath" and armors "Cuirass of the Cameleon" and "Helmet of Spell Resistence".
- Arena opponents in heavy armor will now carry Orcish (heavy) instead of Elven (light) shields for levels 10-14.
- Fixed the Ring of the Viper Eye (Lifting the Vale quest reward) so that it is made a non-quest item if it has not yet been obtained (it should never have been a quest item at all).
- Llathasa's bust (Thieves Guild Elven Maiden quest) and Lithnilian's Research Notes (No Stone Unturned quest) will no longer remain quest items when their quests are complete.
- Possibly fixed the problem with Armand Christophe getting stuck and never showing up at the Garden of Dareloth after the Elven Maiden quest (added a simple can't-hurt-might-help EvaluatePackage to the right area, but eight times asking for a save to test it on failed to produce results so unable to test it).
- In the Fighter's Guild "More Unfinished Business" quest, Aryarie will now give the correct reward ring (the stats. are the same) and it will now be removed from her inventory.
- An unbroken player-safe cabinet container in Benirus Manor now will be part of the restored, not the haunted, manor so may be used by the player, also corrected a duplicated-in-place pair of gold-trimmed shoes and grounded a flying dresser and the objects on it.
- Corrected texture on male Green Velvet Shoes (also removed a double space from their display name); fix had not been included as indicated in previous UOP's but it will be there now.
- Goblin Shaman Staffs should no longer fall through the ground when dropped.
- Made added Anvil exterior-view buildings (cathedral, cloister and Benirus Manor) compatible with future releases of Open Cities Complete; the unneeded buildings will not appear if Open Cities Complete is present.
- The inscription on the gravestone of Melus Petilius' wife (Molag Bal Shrine quest) will no longer face away from the side where he kneels.
- Grounded the slightly flying For Sale sign in front of Arborwatch and a slightly flying shrub, and raised the land slightly under an ungrounded wall and lowered another wall in Chorrol.
- Grounded many slightly floating trash piles in the Imperial Sewer Southeast and Beneath the Bloodworks areas.
- Closed a gap between the wall and tower and moved the land up so that the wall buttresses weren't floating over the water at Cheydinhal's East Gate.
- Raised the land slightly under the necromancers' altar at Dark Fissure Cave so it isn't partly off the ground.
- Raised the land slightly under a bridge post in wilderness (8,2) so it is embedded in the riverbed.
- Raised the land slightly under an Ayleid wall at Miscarcand that was partially off the ground.
- Removed a duplicated brazier and flame, blood decal, dead zombie, stone tomb base, three skulls on sticks, a hanging corpse and clip, and moved the remaining clip to the rope it was supporting at the exterior of Echo Cave.
- Removed a duplicated cauldron of skulls and three skulls on sticks at the exterior of Exhausted Mine.
- Grounded two flying stone blocks, also moved a hanging corpse and its clip to be centered properly in Peryite's Oblivion plane.
- Removed a seemingly unintentional and forgotten flame node about forty metres in the air (not tied to anything or near anything burning either) and grounded a slightly flying spike wall and several half-off the ground at the exterior of Kvatch.
- Grounded a see-through underside interior garden wall, moved three shrubs out of an exterior wall and a rock out of the ground in Chorrol
- Grounded a see-through rock and a slightly flying chest in Plundered Mine Abandoned Works.
- Grounded a slightly flying chest in Fort Alessia Assembly Hall.
- Grounded a slightly flying stool in Moss Rock Cavern.
- Raised the statue pair so that the base of one wasn't clipping into the water tunnel below, aligned the door to the inner area properly in its frame (was showing a gap of nothingness,) raised two barrels sunk into the ground, moved a chest and two broken barrels clipping into stone, and grounded a slightly flying candle and broken crate at Fort Entius.
- Realigned a door sticking out of its frame and grounded several slightly flying candelabras and a candle in Chorrol Castle Private Quarters.
- Started a comprehensive cell-by-cell check for leftovers in exterior (Tamriel worldspace) areas.
Found and fixed so far:
- NPC's embedded underground: 1 (Boldon, Kvatch encampment)
- Enemies embedded underground: 3 (Goblins in 12,35)
- Flying baskets: 1
- Flying/improperly grounded buckets: 15
- Flying candles: 1
- Flying chests: 3
- Flying coffins: 2
- Flying crates: 8
- Flying cupboards: 1
- Flying barrels: 17
- Flying hay bales: 1
- Flying stools/chairs/benches: 7
- Flying tables/lecterns: 4
- Flying bedrolls: 1
- Flying statues: 1
- See-through underside tents: 1
- Missing fenceposts/unsupported fence: 1
- Crates embedded in rocks: 1
- Tent pegs embedded (hidden) in the ground: 4
- Fire pit frames embedded in the ground: 2
- Plates embedded in the ground: 1
- Skeletons sunken into stone: 1
- Gaps in stone walls: 1
- See-through underside walls: 2
- Vineyard cart with wheels embedded in rock roadway: 1
- Vineyard cart with wheels not touching the ground (and a bucket): 2
- Harvestable flora partly/completely embedded in rocks/trees/logs/walls/other flora: 589
- Harvestable flora partly/completely embedded underground: 105
- Non-harvestable/dead flora partly/completely embedded underground: 3
- Flying/floating rocks: 96
- Rocks embedded in trees: 94
- Rocks completely embedded (hidden) underground: 600
- Rocks partially/completely embedded in walls/logs/fences or completely embedded in other rocks: 577
- See-through rocks: 284
- Rocks balanced on one point/impossibly balanced: 99
- Floating/flying Ayleid blocks: 5
- See-through Ayleid blocks: 2
- Ayleid blocks embedded underground: 1
- Flying trees: 10
- Fallen trees embedded in walls/rocks/trees: 10
- See-through underside trees/large shrubs: 389
- Trees partially/completely embedded in rocks/walls/other trees: 111
- Trees partially/completely embedded underground: 19
- Improperly grounded Cypress Knees: 30
- Flying/improperly grounded mushrooms/fungi: 143
- Flying shelf fungi (not attached to tree): 3
- Flying Nightshades: 1
- Flying Viper's Bugloss: 18
- Improperly rooted Viper's Bugloss: 390
- Flying Alkanets: 5
- Improperly rooted Alkanets: 10
- Improperly rooted Aloe Vera: 1
- Improperly rooted Carrot plants: 10
- Improperly rooted Columbine: 10
- Improperly rooted Flax: 1
- Improperly rooted Monkshoods: 49
- Improperly rooted Lavender: 6
- Improperly rooted Lady's Smock: 1
- Improperly rooted Milk Thistles: 72
- Improperly rooted Motherworts: 32
- Improperly rooted Nightshades: 6
- Improperly rooted Radish plants: 4
- Improperly rooted St. John's Wort: 9
- Flying Arrowroots: 2
- Flying Bergamot: 12
- Improperly rooted Bergamot: 236
- Flying Corn Stalks: 2
- Flying Dragon's Tongue: 1
- Flying Flax: 3
- Flying Grape Vines: 6
- Flying Lady's Smock: 3
- Flying Lavender: 2
- Flying Lettuce plants: 10
- Flying Milk Thistles: 5
- Flying Monkshood: 8
- Flying Motherworts: 5
- Flying Primrose: 6
- Flying Radish plants: 6
- Flying Somnalius: 1
- Flying St. John's Wort: 1
- Flying Strawberry Bushes: 5
- Flying Tiger Lilies: 1
- Flying Tomato plants: 3
- Flying Wheat sheaves: 4
- Floating underwater Lady's Smock: 1
- Flying shrubs: 141
- Shrubs partially/completely embedded in rocks/walls/logs/fences: 881
- Shrubs partially/completely embedded underground: 29
- Shrubs partially embedded in trees: 171
- Floating clumps of Clams: 29
- Clumps of Clams out of water: 3
- Clumps of Clams embedded underground: 1
- Lilypads noticeably above/below water's surface: 415
- Sunken underwater Sacred Lotus: 12
- Sunken underwater Water Hyacinth: 40
- Backwards-flowing waterfall components: 1
v1.5.1 (2006-10-15)
- Fixed a problem with the installer so the ArchiveInvalidation now works also made it optional just in case your are using the archive invalidation from Oblivion Mod Manager.
- The Bloodworks wall (BloodworksEntrance01.NIF) collision was advertised as fixed in v1.5.0 but the fixed file was accidentally removed.
v1.5.0 (2006-10-07)
- Added missing Havok to the edges of the Arcane University gate (ICArcaneGate01.NIF).
- Added Havok to thick rugs to prevent items from disappearing into them.
- Grounded 4 floating worship benches in Corridors of Dark Salvation (OblivionRDCitadel05Hall01).
- Moved a hanging light down in the Arena Bloodworks to stop it from "jittering" if it was moved/bumped.
- Fixed a type for the Dryad's Saddle Polypore plant, was "Saddel".
- Flawed ruby, emerald and diamond will now use the already created flawed icon and not the flawless icon also flawless topaz will now use the flawless icon and not the flawed one.
- Removed 2 duplicate barrels near the pirate ship at the Imperial City Waterfront District.
- Fixed a floating gray fox wanted poster in the Imperial City Temple District, 2 in the Imperial City Waterfront District, 1 in The King and Queen Tavern, 1 in the Guildmaster's Quarters and 2 in the Imperial City Talos Plaza District.
- Moved a gray fox wanted poster out of a wall in the Imperial City Elven Gardens District and 2 in the Imperial City Market District.
- Removed or moved a lot of the placed DrawerTopClutterMiddle01 due to them being totally inaccessible.
- The Flame Atronach now has an "aware" sound like all other Atronachs and the summoned Flame Atronach.
- Xivilai now have the aware sound of a Xivilai and not a zombie.
- ICDoor04 and MS29AgarmirDoor02 now have a closing sound.
- Changed the door sounds of ICUmbacanoFrontInteriorDoor to that of a light door to match it to the sounds of the entry door to Umbacano's Manor.
- The Umbacano Manor guards will no longer follow the player outside then a second later walk back in also removed useless scripting from ICUmbacanoExitDoorScript that was suppose to stop them from following the player outside but didn't.
- Fixed overlapping mesh causing corruption near the door of SkHouseMiddle04.NIF.
- Fixed missing mesh on AnvilUpperClass03.NIF allowing you to view inside of the building.
- The Light Raiment of Valor now has 1000 health (rather than 100) which aligns it with the stats of the Heavy Raiment of Valor and Arena Light/Heavy Raiments (so this was probably a typo of a missing zero).
- Corrected several bugs with dropped Sigil Stones: they will no longer disappear if the player leaves the cell they were dropped in, their sound effect will no longer stay where they were first dropped, corrected their un-optimized collision object, and they can now be picked up again without using Telekinesis.
- Some Silver Pitchers will no longer produce a blood spray when struck with a weapon, and Telekinesis will now work on them.
- Also fixed Havok type on Daedric Arrows so Telekinesis will work on them.
- Oblivion loading screens will no longer appear for Frostfire Glade and The Painted World, and will now appear for Boethiah's and Peryite's realms and Camoran's Paradise.
- Fixed numerous texturing errors on large one-piece Imperial City building interiors (flickering patches, areas that became darker when approached, double-texturing and others).
- Added missing distant LOD in the Imperial City Temple District (White Gold Tower couldn't be seen from here) and Skingrad.
- Removed the unseen base of the LOD Imperial Palace (which also had a large Havok mesh) for possible frame rate increase in the Imperial City.
- Corrected bad LOD texturing (started too close to the player and produced a second layer above the actual ground) underwater near Bawnwatch Camp (cell 21, -10) and reoriented a large see-through rock underwater in the same cell.
- Corrected collision for the roof of Bruma Castle's keep.
- Added missing collision to one of the sections of ruined forts used throughout the game.
- Corrected/reduced the oversized alpha transparency region on blood decals.
- Summoned and enemy Storm Atronachs will no longer produce a bloodspray or blood decals when struck (as quest Storm and all other Atronachs don't).
- The writing and image on one side of the Black Horse Courier broadsheet will no longer be backwards.
- Aligned miss-aligned collision on Lazare Milvan's house (Skingrad) so the player and NPC's should no longer float over the floor.
- The collision object on Umbacano's display case will now allow it to be opened and will prevent it from being walked through.
- Added missing collision object to broken column in Ayleid ruins which could be walked through as if it wasn't there (one example is where Umbra is found).
- Added missing collision to a section of the Arena Bloodworks wall (BloodworksEntrance01.NIF) near the entry door which was allowing the player to walk through it and jump "onto" the transparent ceiling.
- Corrected undersized collision object on the four-plank bedroll supports found in tents and dungeons.
- Eliminated huge frame rate hit in vineyards caused by alpha (blending transparency) fringes on Grape Vines, and less noticeable ones from Rice and Wheat.
- Also corrected alpha transparency edges on Corn, Flax (all three types), Tobacco, Tomato Plants, Lavender (and its ingredient) Grape, Rice and Ginkgo Leaf's ingredients, Land Dreugh claw hair, Xivilai hair, Sheep fleece and Scamp Skins.
- Fixed texturing on Alkanet flowers, Sacred Lotus, Viper's Bugloss and Milk Thistle so they will no longer become transparent if the player is underneath them, and also on the ingredients from Alkanet, Viper's Bugloss, and Daedra Venin.
- Fixed texturing on cobwebs and "hanging crud" (had two textures one for each side rather than one that "stenciled" through to the other side; possible frame rate increase).
- Also fixed "stenciling" (double-sided texturing) on Minotaur fur, Spriggan hair/leaves/flowers/vines, Rat's whiskers, Ogre's fur tufts, the Dark Guardian's cuirass and Zombie hair, three types of statues (Hircine's, Malacath's, Nocturnal's and a broken Nocturnal statue), ten types of lamps, and four types of torches.
- Corrected visible texturing join line in the center of middle-class tables.
- Telekinesis will now work on Black Soul Gems.
- The Welkynd Stones in a bronze brazier in Silorn Sedorseli should no longer fall through the brazier when one is picked up.
- Fixed a floating tapestry in Red Diamond Jewelry at the Imperial City Market District (ICMarketDistrictRedDiamondJewelry).
- Grounded a floating table (and all items on it) and a chair in Sevarius Atius' House Private Quarters (ICTalosPlazaSevariusAtiusHouseUpstairs) and removed the word "House" from the cell name to match it to the naming convention used everywhere else.
- Grounded 2 floating sacks, a barrel, a chest, a cupboard, a table (and all items on it), 2 chairs and a candle stick, also corrected a misaligned tapestry and removed a second space from the cell name in Matthias Draconis' Private Quarters (ICTalosPlazaMatthiasDraconisHouseUpstairs).
- Grounded a floating candle plate, a bed, 2 chairs, a chest, and a wine shelf (and all wine in it) in Areldil's Private Quarters (ICTalosPlazaAreldilsHouseUpstairs).
- Grounded 3 floating chairs, a bed, a table, a chest, a rug (and all items on it) and a cupboard in Areldil's House (ICTalosPlazaAreldilsHouse).
- Grounded a floating wall section (and door), 2 benches and a sack in Dorian's House (ICTalosPlazaDoriansHouse).
- Grounded a floating chest, a wall section (and door), 2 shelves (and all items on them) and 2 drawers, also raised 2 sunken sacks in Dorian's Private Quarters (ICTalosPlazaDoriansHouseUpstairs).
- Grounded a floating chest and sack in Dorian's Basement (ICTalosPlazaDoriansHouseBasement).
- Grounded 3 floating barrels, a rug, a chest, a bench, a book shelf and a chair, also moved a grain sack out of a wall in Claudius Arcadia's House (ICTalosPlazaClaudiusArcadiasHouse).
- Grounded a floating wine rack (all wine as well), a candle stick, a wall section (and door), 3 crates (and a sack on top of one), 2 barrels, a canvas and a basket, and also raised two sunken sacks in Claudius Arcadia's Private Quarters (ICTalosPlazaClaudiusArcadiasHouseUpstairs).
- Grounded a floating chest (and moved it so it wasn't clipping into a wall), a rug and a chair, and also aligned 3 hanging lantern in Areldil's Basement (ICTalosPlazaAreldilsHouseBasement).
- Grounded a floating sack and a chest in Claudius Arcadia's Basement, also moved a sack out of a wall and the floor (ICTalosPlazaClaudiusArcadiasHouseBasement).
- Grounded 2 floating barrels, also raised two sunken grain sacks in Dynari Amnis' House (ICTalosPlazaDynariAmnisHouse).
- Grounded a floating barrel in Dynari Amnis' Basement (ICTalosPlazaDynariAmnisHouseBasement).
- Raised and moved a sack out of a wall in Helvo Atius' Basement (ICTalosPlazaHelvoAtiusHouseBasement).
- Grounded a floating chest in Helvo Atius' Private Quarters (ICTalosPlazaHelvoAtiusHouseUpstairs).
- Raised a sunken rug along with the table (and items on it) in Jakben Imbel's Private Quarters (ICTalosPlazaJakbenImbelHouseTop).
- Grounded a floating chest and barrel, also moved a sack nearly completely embedded in a barrel and one in a wall in Matthias Draconis' Basement (ICTalosPlazaMatthiasDraconisHouseBasement).
- Grounded 2 barrels and a chest in Ontus Vanin's Basement (ICTalosPlazaOntusVaninsHouseBasement).
- Removed a cupboard, sack, plate and a teapot which were completely concealed (couldn't be moved anywhere, superfluous).
- Raised a sunken sack in Ra'jiradh's Private Quarters (ICTalosPlazaRajiradhsHouseUpstairs).
- Grounded a floating chest and barrel, and also moved and raised a sack out of a wall in Sevarius Atius' Basement (ICTalosPlazaSevariusAtiusHouseBasement).
- Raised and moved a sack out of a wall in Soris Arenim's Basement (ICTalosPlazaSorisArenimsBasement).
- Grounded a floating rug in S'rathad's Basement (ICTalosPlazaSrathadsHouseBasement).
- Grounded 3 floating tables (and items on them) and a candlestick in The Foaming Flask (ICTalosPlazaTheFoamingFlask).
- Grounded 5 floating sacks, 2 barrels and a wall section (and door as well) in The Foaming Flask (ICTalosPlazaTheFoamingFlaskUpstairs).
- Grounded a floating cupboard in Algot's House (ICTempleDistrictAlgotsHouse).
- Grounded a floating chest of drawers, a chest, table and bench in Algot's Private Quarters (ICTempleDistrictAlgotsHouseUpstairs).
- Grounded a floating sack in Algot's Basement (ICTempleDistrictAlgotsBasement).
- Grounded a floating grain sack in Gilen Norvalo's Basement (ICTempleDistrictGilenNorvalosBasement).
- Grounded a floating grain sack, cupboard and 2 chairs in Gilen Norvalo's House (ICTempleDistrictGilenNorvalosHouse).
- Grounded a floating wall section (and door), a chair and a chest in Irene Metrics' Private Quarters (ICElvenGardensIreneMetricsHouseUpstairs).
- Grounded a floating wall section (and door) in Ra'Jhan's Private Quarters (ICElvenGardensRajhansHouseUpstairs).
- Grounded a floating wall section in A Fighting Chance Private Quarters (ICMarketDistrictAFightingChanceUpstairs).
- Grounded a floating wall section and also removed a superfluous cupboard outside the visible cell area in Rindir's Private Quarters (ICMarketDistrictRindirsStaffsUpstairs).
- Removed a duplicate Stinkhorn in Imperial Substructure (ImperialDungeon04).
- Fix for Mannimarco being invulnerable during the battle with him is much improved.
- If the player finds the Bloodworm Helm in Fort Teleman after the Mages Guild quest "A Plot Revealed" but before talking to Hannibal Traven, this will no longer make the Bloodworm Helm quest (and thus the remainder of the Mages Guild quest line) unfinishable; on load of an affected save game the quest can be finished.
- In the Caught in the Hunt quest, the game should no longer occasionally freeze in cut scene mode when the player exits Fort Grief after killing the hunters (this was indicated to be fixed in the official 1.1.511 patch but there are still reports of it with it installed).
- In the quest "Through a Nightmare, Darkly" Lucien Lachance will no longer appear in Henantier's Dreamworld, interrupting Henantier's conversation and making the quest unfinishable (and trapping the player there).
- The Bloodworm Helm and Necromancer's Amulet removed by Arch-Mage Traven will now be retrievable later by the player (several good reasons: he indicates they will be hidden in the tower, they are both leveled items, and their quest item status was being removed at quest end, so they appear to have been intended for player use and their eventual return was overlooked; as well they can be used by the player indefinitely before returning them to complete the quest, and if they were mere "quest items" would not have been useful at all); they will also appear on a save with the quest completed.
- Killing Agronak gro-Malog/The Gray Prince in the Arena after completing the "Origins of the Gray Prince" quest will no longer result in a Murder stat. increase (and a visit from the Dark Brotherhood if this is the player's first murder).
- In the Unfriendly Competition quest, if the player attacks Agarmir and/or his ally in the crypt at quest conclusion, this will no longer result in a bounty and guards entering the crypt to arrest the player.
- In the Mages Guild Necromancer's Amulet quest, if the player kills the allies of Caranya while in Sneak mode or otherwise undetected, this will no longer result in Murder stat. increases, and they will also no longer put on their Necromancer robes if they're dead.
- The Dark Guardian should no longer leave the Cheydinhal Dark Brotherhood sanctuary as was unable to get back in, and if killed outside would respawn outside for the remainder of the game (as well, its attempts to go back in through the well have been occasionally reported to crash the game).
- Signy Home-Wrecker (Sirens' Deception quest) should no longer prematurely attack the player in the Flowing Bowl just for unsheathing a weapon.
- The "Note from Gray Fox" (Thieves Guild Misdirection quest) will now become droppable when the quest is completed (it would be stuck if the player retrieved it later from the Arch-Mage's nightstand).
- In the Thieves Guild Arrow of Extrication quest, beggars will now provide information on Fathis Aren correctly based on player disposition and/or previous bribes.
- Shrouded Armor (which includes gauntlets) will now hide the player's rings.
- The wine bottle at the summit of Gnoll Mountain can now be picked up.
- Closed a large gap between a column and wall in Fort Ontus Understreets (at the exit gate where Caranya is found).
- White Gold Tower (Imperial Palace), the Arena District walls, the guard towers and two trees will now be visible from inside the Imperial City Arena.
- The torches/braziers on the Skingrad Castle, Talos and Arcane University bridges will now cast light onto the area.
- One of the cells in Pothole Caverns will no longer show erroneous "red hand" trespass ownership.
- Closed a small seam in the Skingrad town walls.
- Fixed the swinging mace trap in Rockmilk Cave (one mace would swing wildly when activated due to collision with nearby root).
- The chest under the bridge south of Miscarcand will now be able to be activated/opened (also grounded three flying shrubs and two mushrooms, reoriented a see-through rock and moved an Alkanet sticking through the bridge underside in the same area).
- Grounded the slightly flying Arch-Mage's Nightstand, the bookshelf and all its contents, the circular rug and a stool in the same room (Imperial City Arcane University).
- Grounded a slightly flying chest (the same one used in the first Thieves Guild quest) and fixed a flickering cloth on the floor in Rohssan's quarters in the upstairs of A Fighting Chance (Imperial City Market District).
- Added a missing barrel to the (unsupported) barrel stand, grounded a barrel on its stand, two bowls and their cheese slices in Arvena Thelas' basement, and two candlesticks and a table in her house (Anvil).
- Grounded a slightly flying destroyed statue of Nocturnal to its base in Fort Teleman Order of the Black Rose.
- Grounded a slightly flying crate, barrel, five sets of broken crate pieces, and two planks in Rockmilk Cave.
- Raised the hillside ground to meet a wall section closing a large see-through underside gap, reoriented a see-through underside boulder, raised a boulder on a hillside to eliminate right-angle ground texture clipping through it, and grounded two flying rocks, two very slightly flying Mandrakes, two slightly flying Inkberry shrubs and four see-through underside trees at Varondo.
- Grounded a large half-flying Ayleid archway, an ungrounded broken arch column and a clump of Cypress Knees, reoriented a see-through boulder, and moved another clump of Cypress Knees, a Foxglove and two Green Stain Cups out of rocks at Wendelbek.
- Lowered a ruined partially buried Ayleid wall section at Elenglynn as the bottom half was transparent on one side, grounded four flying Viper's Bugloss, two slightly flying Clouded Funnel Caps, a slightly flying Azalea and three see-through underside trees, and moved two embedded Steel-Blue Entolomas, three Viper's Bugloss, six Fly Amanitas, a Clouded Funnel Cap and Monkshood out of stone blocks and rocks, an Azaleas out of a tree and two Fly Amanitas out of the ground.
- Reoriented the floor of one of the ruined Ayleid towers (where the chest is) fixing flickering and gaps at the exterior of Silorn.
- Reoriented a large see-through underside rock (by A Warlock's Luck), and grounded two very slightly above-ground Fly Amanitas and an improperly rooted Foxglove in Bravil.
- Moved a rock going through a fence beam at Skingrad Stables.
- Grounded a slightly flying chest in Bernadette Peneles' (Skingrad) attic, and another near Arcane University.
- Grounded a slightly flying chair, bench and bed in Lord Rugdumph's Estate.
- Raised a pewter mug embedded in a credenza in Blackwood Company Hall.
- Grounded a slightly flying chest in Pillaged Mine Limestone Works.
- Grounded some slightly flying rubble piles in Fort Teleman.
- Grounded a flying vineyard barrel cart stopper at Harlun's Watch.
- Grounded the slightly flying lectern at Nocturnal's Shrine.
- Grounded the slightly flying Eye of Nocturnal in Tidewater Cave.
- Grounded a see-through underside tree, and a slightly flying barrel, chest and shrub and moved a Mandrake and a shrub out of rocks near Gottshaw Inn.
- Grounded two slightly flying large stone blocks at Anga (one lying horizontally, one leaning against the entry door) and four small rocks balanced on one point.
- Grounded a flying rock, a Funnel Cap embedded in a rock above ground, three clumps of Cypress Knees and two see-through underside trees, and moved four Clouded Funnel Caps and several rocks out of rocks and the ground, a Mugo Pine embedded in a tree and a tree embedded in a hillside at Redwater Slough/Fort Redwater.
- Moved two Somnalius so their fronds no longer protrude through the side of a tent and grounded a slightly flying Mugo Pine at Marsh-Punk Camp.
- Grounded a flying tree on the eastern side of the huge bridge across the Upper Niben.
- Grounded three floating underwater rocks, an improperly rooted Nirnroot and several Lavenders, an Azalea embedded in the ground and a see-through underside tree, and moved a Redwort and Bergamot out of rocks at Bawn.
- Raised a mostly embedded stone block with ground polygons clipping across the top of it; also grounded two flying Amanitas and raised an embedded Green Stain Cup, and grounded five flying rocks, seven see-through underside trees, several improperly rooted Bergamots, and moved two shrubs and several mushrooms out of rocks near Lindai.
- Grounded nineteen see-through underside trees, thirteen flying assorted shrubs, two flying mushrooms, numerous improperly rooted Bergamot and moved some mushrooms out of rocks near Glademist Cave.
- Moved three Foxgloves, three Monkshoods, six Summer Boletes and a two Green Stain Cups out of rocks near Lost Boy Cavern.
- Grounded two slightly flying Elderberry bushes just outside the Imperial City Prison.
- Grounded three flying Boxwood and two Inkberry shrubs near Skingrad Castle Bridge.
- Grounded a slightly flying rock and four others balanced on point, reoriented a see-through rock, and raised three embedded underground near Cheydinhal's east gate.
- Grounded a cluster of six slightly flying Nightshades, three see-through underside Cypresses, a rock balanced on one point, and corrected a patch of flickering ground-clipping water between a tiny Cypress islet and the mainland in Mankar Camoran's Paradise.
- Grounded a huge see-through underside boulder north of Brina Cross Inn.
- Grounded a flying Mandrake between Fort Sutch and Brittlerock Cave.
- Lowered another 24 Lily pads to the water's surface, raised a Lavender embedded in the ground and three underwater Hyacinth blossoms, moved several shrubs out of rocks, and grounded a see-through underside tree and flying mushroom near Fort Roebeck.
- Grounded two flying Clouded Funnel Cap, moved two others half-embedded in rocks, moved a large mossy rock embedded in an equally large Oblivion rock (near the gate) and grounded a slightly flying Somnalius near Fort Teleman.
- Grounded a flying Green Stain Cup and a see-through underside tree, and moved three Foxgloves, a Maple Shrub and a Monkshood out of rocks near Fort Entius.
- Lowered 59 Lily pads to the water's surface, grounded a clump of Cypress Knees and a group of Clams, a slightly flying Clouded Funnel Cap and two Boxwood shrubs just outside Leyawiin.
- Grounded a see-through underside tree half-hanging out of a rock at chest height, another see-through underside tree and several slightly flying shrubs, and moved several mushrooms out of rocks near Fort Facian.
- Re-oriented a see-through rock, grounded a slightly flying Fly Amanita and two see-through underside trees, and moved three Monkshoods, a Lavender, a Boxwood and two Azaleas, and several rocks out of rocks near Fort Empire.
- Grounded a see-through underside tree and some slightly ungrounded clams, moved a Monkshood out of a rock near Pell's Gate.
- Moved an Emetic Russula out of a log, a Nightshade out of a rock and grounded a flying Viper's Bugloss and a see-through underside tree at Nenyond Twyll.
- Grounded two flying rocks, a flying Motherwort, twenty-three see-through underside trees, numerous improperly rooted Bergamot, re-oriented a seethrough rock, and moved a mushroom out of a tree and two Monkshoods out of rocks near Fort Coldcorn.
- Grounded three flying Monkshoods and two Viper's Bugloss and numerous improperly rooted ones, two shrubs, four see-through underside trees, moved/grounded a few slightly flying and embedded mushrooms, moved a Monkshood out of a rock and raised three buried Somnalius plants hidden in the ground near Weynon Priory.
- Grounded a flying Monkshood and two flying small rocks, reoriented a see-through rock and grounded a slightly see-through underside wall ruin near Ulkanen.
- Grounded a slightly flying Euonymus shrub near Skingrad, and a slightly flying Daphne shrub right outside Fort Farragut's secret entrance.
- Grounded a flying tree SE of Lord Drad's Estate above a large boulder (and a Mugo Pine shrub just a couple of pixels off the ground).
- Raised a tree deeply embedded in a large boulder, grounded three see-through underside trees, reoriented a see-through underside ruined fort wall section and grounded a flying shrub near Fort Flecia.
- Raised a tree deeply embedded in a large boulder west of Crowhaven.
- Grounded a very flying tree (several metres off the ground), a flying rock and another balanced on one point, four flying Monkshoods, two slightly flying shrubs, six see-through underside trees including one balanced between a boulder and the ground, two improperly rooted Bergamots and two Lavenders, reoriented a large see-through underside rock, grounded a boulder impossibly stuck to the side of another boulder and moved two Azaleas and four Lavenders (one above-ground) out of trees and a Bergamot and a Monkshood out of a rock at Crestbridge Camp.
- Grounded two flying Azaleas and a half-flying rotting log, lowered a tree clipping through the ground and five see-through underside trees, raised some rocks hidden in the ground and moved two Monkshoods out of rocks and a Lavender out of a tree at Bramblepoint Cave.
- Grounded a flying rock and a flying Primrose, two see-through underside trees, some slightly ungrounded Fly Amanitas and Summer Boletes, and moved a Monkshood, an Azalea and a Fly Amanita out of rocks and two Monkshoods out of a tree near the Imperial Bridge Inn.
- Grounded a very flying Boxwood shrub stuck in a tree, four flying rocks, three flying Summer Boletes, several slightly flying Fly Amanitas, a see-through underside tree, two slightly flying Foxgloves, reoriented two large see-through underwater rocks, lowered a tree clipping through the side of a boulder, raised another embedded in a hillside and three rocks embedded in the ground, and moved a Monkshood and two shrubs out of rocks near Black Dog Camp.
- Grounded a flying Strawberry Bush and some improperly rooted Columbine and Viper's Bugloss south of Collarbone Camp.
- Grounded two flying shrubs near Nornalhorst and raised two embedded in the ground.
- Grounded a moderately flying tree and Boxwood shrub east of Lipsand Tarn.
- Grounded two see-through underside trees and moved six Mugo Pine shrubs out of rocks near Ninendava.
- Moved two Lavenders out of trees and grounded eight see-through underside trees near Nornal.
- Grounded a slightly see-through underside Ayleid archway, three flying Green Stain Cups, twenty-one see-through underside trees, some improperly rooted Viper's Bugloss and moved four shrubs and two Bergamots out of rocks and walls near Moranda.
- Grounded a slightly flying Inkberry shrub and three Mandrakes, and seven improperly rooted Bergamots at Niryastare.
- Grounded a slightly flying Elderberry, raised a "decorative" dismembered arm out of the structure near the entrance and grounded some improperly rooted Viper's Bugloss and Columbine at Silorn.
- Grounded a half-flying chunk of stone (one point touching the ground,) grounded a large see-through underside boulder, raised several rocks hidden in a boulder and underground, moved a Boxwood shrub out of a rock and an Azalea shrub out of a tree, and grounded a very flying English Holly shrub, a slightly flying bush and two Clouded Funnel Caps, and an improperly grounded Nightshade and Foxglove at Belda.
- Grounded three slightly flying Mandrakes, a Boxwood shrub, and a flying Bergamot at Beldaburo.
- Grounded 48 more slightly flying or improperly rooted Bergamots in the wilderness (-7, 27) and moved one out of a rock.
- Grounded a flying Steel-Blue Entoloma and 34 improperly rooted Bergamots in the wilderness (-7, 28).
- Moved a Boxwood shrub out of a rock and grounded two see-through underside trees west of Fort Empire.
- Grounded nine see-through underside trees, two slightly flying Somnalius, several improperly rooted Viper's Bugloss, and raised a burnt log partially embedded in rock near Hackdirt.
- Moved three Monkshoods out of rocks near Hame.
- Grounded a flying rock, a rock balanced on one point, five slightly flying Fly Amanitas, twelve see-through underside trees, an improperly rooted Monkshood and many improperly rooted Viper's Bugloss, moved several rocks, two Monkshoods and six Fly Amanitas out of rocks and two Steel-Blue Entolomas out of trees near Weatherleah.
- Grounded a see-through underside tree and numerous improperly rooted Bergamots near Vahtacen.
- Moved a shrub out of a wall, four out of rocks, and grounded two others at Fort Caractacus.
- Moved a Monkshood, several mushrooms and two shrubs out of rocks, grounded a see-through underside tree near Fort Ash.
- Grounded three see-through underside trees, a flying Steel-Blue Entoloma and Clouded Funnel Cap, several improperly rooted Viper's Bugloss, and moved several Fly Amanitas out of rocks at Fort Carmala.
- Grounded a see-through underside tree, several improperly rooted Columbines and moved three (and a rock) out of a wall at Fort Black Boot.
- Grounded a see-through underside tree, a slightly flying Azalea and several improperly rooted Bergamots near Swampy Cave.
- Grounded a flying Lavender, a see-through underside tree, a rock balanced on one point and several improperly rooted Bergamots at Carbo's Camp.
- Grounded seventeen slightly flying and one quite flying shrubs, six see-through underside trees, a slightly flying Mandrake, raised a Nirnroot down a little too far in the ground, moved two trees out of a fallen log and moved two Fennels, two Mandrake a Ginseng and a shrub out of rocks near Infested Mine.
- Moved two Motherworts out of rocks and grounded two very slightly flying Azaleas near Echo Mine.
- Grounded two floating clusters of Cypress Knees near Shattered Scales Cave.
- Grounded three see-through underside Cypresses, several slightly flying Cypress Knees and moved many mushrooms out of trees and rocks near Onyx Caverns.
- Moved a Motherwort out of a rock and grounded a see-through underside tree and two very slightly flying shrubs near Valley View Camp.
- Moved a Motherwort out of a rock and several rocks out of the ground and other rocks at Talwinque.
- Grounded a Dogwood tree supported by two rocks, two slightly flying Euonymus shrubs and an Aloe Vera, several improperly rooted Bergamot, Milk Thistles and St. Jahn's Wort, reoriented a see-through rock and moved a Forsythia out of a rock near Belletor's Folly.
- Grounded a moderately flying tree at Fort Dirich.
- Grounded eleven rocks balanced on one point, a see-through underside tree, two slightly flying Azaleas (and raised an embedded one), moved a Mandrake out of a rock and grounded many improperly rooted Bergamots near Bravil.
- Grounded two slightly flying shrubs and several rocks around a tree near Anvil.
- Grounded several slightly flying chests in Hrota Cave, and raised an empty barrel with slight ground clipping through it.
- Grounded/reoriented five slightly flying chests in the three Exhausted Mine cells.
- Grounded two flying rocks, two balanced on one point, and a slightly flying Boxwood shrub at Squandered Mine.
- Raised several rocks hidden in other rocks or underground and grounded a see-through underside tree at Swampy Cave.
- Grounded four flying shrubs, moved several more out of rocks and grounded a see-through underside tree near Sandstone Cavern.
- Grounded two see-through underside Cypress trees and three Cypress Knees at Fort Doublecross.
- Reoriented/grounded a see-through underside rock behind the Apprentice Doomstone, two at Sidri-Ashak Runestone, three north of Infested Mine, one at Lipsand Tarn, one east of Fort Empire, one at Fort Caractacus, one north of Barren Cave.
- Lowered 72 Lily pads to the water's surface north of Anvil, 142 in the Imperial City Market District, 189 in the Arena District, and 120 in the Talos Plaza District.
- Grounded 17 flying or improperly grounded mushrooms, a slightly flying Maple Shrub, 8 improperly rooted Milk Thistles, and raised 5 Clouded Funnel Caps and a rock hidden in the ground near the Temple of the Ancestor Moths.
- Grounded a Monkshood and moved two out of rocks near the Old Bridge.
- Reoriented/grounded a see-through underside rock and moved an Inkberry shrub out of a boulder near the Faregyl Inn.
- Grounded a rock stuck to the side of one of the surrounding pillars at Jone Doomstone.
- Reoriented a large see-through rock right beside the path to the Imperial Bridge Inn, and raised a few buried underground.
- Reoriented a very large see-through boulder, grounded a flying Mugo Pine shrub, three flying Fly Amanitas, three flying Monkshoods, a slightly flying Mugo Pine, several slightly flying mushrooms, a flying Tiger Lily and four see-through underside trees, and moved three Viper's Bugloss and several mushrooms out of rocks and trees, and several rocks embedded in the ground near Chorrol.
- Grounded a flying barrel, another beside it touching the ground only slightly, a flying Fennel and a slightly flying Euonymus shrub and clump of Cypress Knees at Borderwatch.
- Grounded a flying Maple Vine, two flying Wormwoods, one moderately and three very slightly flying English Hollies, several improperly rooted Milk Thistles, a flying Clouded Funnel Cap, and moved several others out of rocks and the ground at Boreal Stone Cave.
- Grounded two flying Boxwood shrubs in Weye.
- Raised several embedded Steel-Blue Entolomas and grounded a slightly flying one, grounded twelve see-through underside trees and numerous improperly rooted Viper's Bugloss and a slightly flying Motherwort, and moved two Fly Amanitas out of a tree and two Azaleas and a Motherwort out of rocks near Wendir.
- Grounded two flying rocks, five slightly flying Inkberry shrubs, nine see-through underside trees and moved four Motherworts and a Boxwood shrub out of rocks at Brotch Camp.
- Grounded seventeen slightly flying shrubs, two see-through underside trees, re-oriented/grounded seven see-through underside rocks and moved three shrubs and two Mandrakes out of rocks near Fort Ontus.
- Grounded two clumps of slightly flying rocks, grounded thirty-eight improperly rooted Bergamots, moved two Green Stain Cups out of a bush, and moved two Steel-Blue Entolomas out of a rock and two that were intersecting in the wilderness (-7,26).
- Moved two Mandrakes and two Bergamots out of rocks and grounded two shrubs in the wilderness (13, -13).
- Grounded four very and six slightly flying Steel-Blue Entolomas, moved one out of a rock, grounded ten slightly flying Bergamots, grounded four flying small rocks and two see-through underside trees, moved a bush out of a rock, and reoriented a see-through underside rock in the wilderness (-7,27).
- Grounded a very flying Steel-Blue Entoloma near Serpent Hollow Cave.
- Moved several embedded mushrooms out of other objects and grounded two improperly rooted Viper's Bugloss at Odiil Farm.
- Grounded two flying rocks (and raised one deep underground) and two flying Foxgloves at Peryite's Shrine.
- Grounded a rock balanced on one point, and reoriented/grounded a very large floating and see-through underside underwater rock, and two slightly floating groups of clams near Fort Roebuck.
- Grounded a slightly flying rock and raised several embedded deep underground, at Fort Ash, Fort Redwater and Blankenmarch.
- Grounded two extremely flying rocks at the top of the walls, a slightly flying Mugo Pine, a see-through underside tree and an improperly rooted Viper's Bugloss at Fort Hastrel.
- Grounded a flying Somnalius, raised 24 Bergamots, five Lavenders, three Azalea shrubs and several rocks hidden underground, and moved an Arrowroot and Mandrake out of rocks and a Mugo Pine shrub out of a log at Fort Irony.
- Grounded eleven clumps of Cypress Knees, two slightly flying Azaleas and three see-through underside Cypresses near Blankenmarch.
- Grounded nine clumps of Cypress Knees, a slightly flying rock, and four slightly flying shrubs and moved one out of a rock near Veyond.
- Raised several embedded Alkanets, a shrub and a tree partially embedded in the ground at Fort Istirus.
- Grounded a flying Daphne shrub near the Drunken Dragon Inn.
- Grounded a flying boulder, a Boxwood shrub and a very slightly hovering barrel and moved another shrub out of the wall at the Knights of the Thorn Lodge.
- Grounded two Euonymus shrubs stuck in tree branches near Shinbone Cave.
- Grounded a moderately flying chest and moved three mushrooms out of rocks at Fort Nomore.
- Grounded two flying Boxwood shrubs and a flying Maple shrub at Ondo.
- Grounded a flying tree, two see-through underside trees and two slightly flying English Hollies, moved a deeply embedded tree out of a rock and two Elderberry shrubs out of a wall, and raised a loot sack, two Elderberry shrubs and two rocks hidden in the ground at Fort Nikel.
- Moved three mushrooms and a Monkshood out of trees and rocks, grounded six see-through underside Redwoods, a Daphne shrub and several improperly rooted Viper's Bugloss near Fort Wooden Hand.
- Grounded eighteen see-through underside trees west and one just south of Chorrol, one south of Bodean Camp, one at the Drunken Dragon Inn, six near or at Fort Rayles, one north of Fort Farragut, five near Glademist Cave, eight near Sage Glen Hollow, one near Deserted Mine, one near Drakelowe, four at or near Harlun's Watch, four near Sancre Tor, five near Cloud Top, one at Ulkanen, one at Skingrad High Pasture, one near Skingrad, one near Vindasel, one near Harm's Folly and one at Pothole Caverns.
- Grounded a see-through underside tree, three Alkanets, three Viper's Bugloss (and moved one out of a rock) at Fat Rat Camp.
- Raised several trees and rocks embedded in the ground, moved a bush and raised a tree embedded in a rock, and grounded seven flying rocks, a flying Azalea, two slightly flying Boxwoods and a see-through underside tree near Harm's Folly.
- Grounded six flying shrubs, moved two more out of rocks, and grounded two flying Alkanets at Derelict Mine.
- Grounded a flying rock and another balanced on one point and grounded a flying Hydrangea at Atatar.
- Grounded two flying shrubs, several improperly rooted Nightshades (and moved two out of rocks), and several improperly rooted Flax and Alkanets, and two see-through underside rocks near Fyrelight Cave.
- Moved four embedded shrubs out of trees and rocks and grounded two see-through underside threes near Beast's Mane.
- Grounded two flying rocks near Leafrot Cave, and one at Black Dog Camp.
- Grounded two slightly flying bushes and two rocks outside Morahame.
- Grounded two slightly flying bushes south of Kvatch and one south of the Elven Gardens district.
- Moved two Inkberry shrubs out of rocks, attached two floating Cinnabar Polypores to their tree, grounded two incorrectly rooted Columbines and a slightly flying Azalea, and moved a Nightshade out of a rock near Kvatch.
- Grounded fourteen flying rocks near Bleaker Way, and raised eight that were hidden inside other rocks.
- Moved/grounded several Bergamot and two Steel-Blue Entolomas hidden in rocks near Quickwater Cave.
- Moved two Monkshoods embedded in rocks at Vindasel.
- Grounded a see-through underside tree, reoriented/grounded a see-through underside rock, and raised several rocks hidden in other rocks near Fingerbowl Cave.
- Moved a Motherwort out of a tree east of Azura's Shrine, a tree out of an Ayleid well wall and another out of a rock halfway up the trunk south of Azura's shrine (and grounded several improperly rooted Milk Thistles) and two Clouded Funnel Caps out of a rock near Walker Camp.
- Corrected audio and subtitle for Nord and Orc rumor dialog that referred to Dagail as male.
- Corrected audio and subtitle for Elven rumor dialog that referred to Falanu Hlaalu as male, and another that referred to Salmo the Baker as female.
v1.4.0 (2006-09-04)
- Removed 4 fixed NIF's from the Unofficial Oblivion Patch due to performance impacts caused by them, if you are using the Installer Version use the uninstaller to remove them as for the Manual Version do a file search on your Oblivion for the following files and delete them: ICWall01.NIF, ICWall02.NIF, ICTalosWallHouse01.NIF and ICAUWallHouse01.NIF.
- The manual-install version of the Unofficial Patch will be a 7-Zip/.7z file from now on; it is getting too large to use outmoded, inefficient ZIP compression. 7-Zip is available from http://www.7-zip.org and it is completely free of charge. WinRAR, PowerArchiver, and other popular archiving programs, but of course not WinZip, can also unpack this format.
- Using "tweaks" to disable specular highlighting (such as setting bDoSpecularPass=0 in Oblivion.ini) should no longer crash the game to desktop, so the "Specular Fix" mod that breaks several activators should no longer be required.
- Corrected jaggy and flickering on the entrance door to Two Sisters (Leyawiin).
- Fixed distortion on icons for some male lower-class clothing items for some players.
- Corrected sound effect for fifteen door types when struck with a weapon.
- Removed mipmaps from all versions of the Cowl of the Gray Fox icon (Helmet.dds) to stop distortion of the icon if your textures are set lower than largest
- Corrected sound effect for three wall shelf types, and also fixed their slightly oversized collision object.
- Oversized collision object on three types of table will no longer cause collisions with objects passing under them (most noticeable in Arkved's tower where arrows intended to go between the oversized table legs would get stuck in the nothingness).
- The Telekinesis effect will no longer fail to work on multiple types of keys (Key02.NIF), letters (Parchment01.NIF), broad sheets (BroadSheet01.NIF), and Flawed Topazes.
- Corrected collision type for Gray Fox wanted posters so it doesn't appear Telekinesis will pick them up (it won't).
- Corrected the undersized, misaligned collision object for all types of Cutlasses.
- Re-aligned misaligned collision object for Wolf Pelts.
- Corrected oversized collision object on both types of Sapphires.
- Added missing collision object to a common type of rock (CHRock165.NIF) so the player and other things will no longer fall through it.
- Corrected the collision object on four other types of rocks as they did not match the shape of the rock.
- Corrected hi-poly collision object on Pearls; replaced mesh of nearly a thousand vertices with a simple sphere for a noticeable FPS increase if there are many Pearls onscreen.
- Corrected the collision object on lockpicks, and they will now use the proper sound/hit effects.
- Tweaked 29 types of plants to remove (or greatly reduce) the very ugly alpha-clipping on the edges.
- Texturing on five types of rugs will no longer discolor their tassels.
- Corrected jagginess/pixilation on four types of rugs found in Kvatch.
- Corrected bad joining mesh in one of the cave tunnel pieces between a stalagmite and a stalactite and their bases.
- Fixed visible seams between low retaining walls in the Imperial City Prison District and the ground.
- Corrected the hair on the Mother's Head item as it was the same untextured pixellated blackness that Zombie hair was.
- Corrected texturing on Bear Pelts (the texture was on the inside so had no depth).
- Corrected a miss-aligned wall section and door in Roderic Pierrane's Private Quarters (ICElvenGardensRodericPierranesUpstairs) which caused a rather huge gap.
- Grounded 2 floating rocks outside Fanacas (FanacasExterior 31,28).
- A chest in the Black Wood Company will no longer belong to the Black Bow or for that matter anyone else as no other objects have ownership in that area.
- Fixed another very sunken Motherwort and a slightly sunken Motherwort near the Isolated House (OBGateRandW007).
- The water is now visible at the base of a waterfall in the wilderness (-1,-2).
- Corrected the water flow direction of the waterfall in the wilderness (-2,-3).
- Moved a elderberry bush out of a rock also moved a nightshade plant out of the water in the wilderness (-1,-1).
- Enabled stenciling (draws on both sides) on the leaves of the living and dead Spiddal plants, leaves shouldn't just "vanish" because you're looking at it from a different angle.
- Corrected texture for silver short sword and dagger so their holster's appear as it should of been.
- Dorian should sleep in his own bed upstairs now.
- Grounded a floating tree in the wilderness (-22,19).
- Grounded 3 floating trees in the wilderness (-26,20).
- Grounded a floating tree in the wilderness (-26,21).
- Grounded 10 floating trees in the wilderness (-26,23).
- Grounded 3 floating trees in the wilderness (-27,25).
- Grounded a floating tree in the wilderness (-17,26).
- Moved a tree out of a rock near an oblivion gate (ObGateRandVM003 5,40).
- Grounded a tree in the wilderness (-3,31).
- Fixed 5 see-through rocks in the wilderness (8,42).
- Fixed 2 see-through rocks in the wilderness (7,42).
- Grounded floating shrub in the wilderness (25,34).
- Grounded 2 slightly floating shrubs in the wilderness (38,28).
- Moved tree out of a rock in the wilderness (48,2).
- Grounded a floating tree in the wilderness (43,5).
- Moved 2 trees that where embedded in a rock in the wilderness (43,11).
- Fixed a see-through rock in the wilderness (-21,37).
- Grounded 3 floating trees and a see-through rock in the wilderness (-19,38).
- Grounded 3 floating trees in the wilderness (-18,38).
- Grounded 3 floating trees in the wilderness (-18,39).
- Grounded 6 floating trees in the wilderness (-22,38).
- Grounded a floating tree in the wilderness (11,-9).
- Moved a monkshood that was embedded in a rock in the wilderness (10,-7).
- Moved a nightshade that was embedded in a rock in the wilderness (1,-7).
- Moved a bush that was embedded in a rock in the wilderness (0,8).
- Grounded a floating tree in the wilderness (0,-8).
- Created a better fix for the wraith death animation bug.
- The bodies of wraiths, wraith lords, and ghosts will no longer act as "speed bumps" and sometimes block access to areas.
- Adjusted a little section of terrain in Bruma to stop seeing up inside a wall section (BrumaExterior07 5,34).
- Removed an ugly square ground texturing from Bravil.
- Fixed yet another quest breaking bug involving Springheel Jak's diary.
- In the Vampirism Cure quest, Hal-Liurz should no longer fail to bring Count Janus Hassildor nor become stuck in the Chamber of the Lost due to broken one-day timer dependent on the time of day (which can also break other quests that rely on her such as Allies for Bruma).
- In the Thieves Guild Taking Care Of Lex quest, The Stranger should no longer indefinitely say that the documents are not ready due to broken one-day timer dependent on the time of day.
- In the Thieves Guild Turning a Blind Eye quest, the Ancestor Moths topic will no longer be available from beggars when it is not needed anymore; choosing the quest topic after completion could set the quest backwards, preventing Amusei from showing up to start the next quest, thus breaking the remaining quest line.
- In the Thieves Guild Ultimate Heist Quest, activating the Glass of Time before getting the quest items from the Gray Fox will no longer break the quest.
- In the Paradise sub-quest of the Main Quest, Kathutet's body will no longer disappear; if the player did not retrieve the Bands of the Chosen before this happened it would trap the player in Paradise and break the remainder of the Main Quest.
- As well, repairing the Bands of the Chosen to over 100% (if the player has 75 or higher skill in Armorer) will no longer allow them to be removed.
- In the Blood of the Divines sub-quest of the Main Quest, the undead Blades will no longer follow the player outside of Sancre Tor; if they were killed outside, their ghosts were unable to get back in, which would break the remainder of the Main Quest.
- The Molag Bal Shrine quest will no longer cause the player to lose racial, birth sign and vampiric attributes and powers. On load of an affected savegame, missing attributes and powers will be restored.
- Further corrected/improved the Go Fish quest; Rumare Slaughterfish # 7 was not initially disabled which threw off the compass marker and the quest.
- Raminus Polus will now recognize Bloodcrust Vampire Dust when the player is trying to regain Mages Guild entry after suspension (Note: if the quest is already running when you install UOP v1.4, if Raminus doesn't recognize when you have all of the ingredients, just wait 5 seconds and talk to him again).
- The enchanted chest in the Arch-Mage's quarters will now duplicate the ingredients: Cheese Wheel, Cinnabar Polypore Red Cap, Foxglove Nectar, Green Stain Shelf Cap, Orange, Potato, Root Pulp, Shepherd's Pie, and Taproot. There was no good reason why they were left out as they are neither otherworldly, nor unique in their properties, nor quest items, as other omitted ingredients are.
- Candice Corgine of the Sleeping Mare (Pell's Gate) will now rent rooms and have barter gold as she was supposed to.
- The player will now receive a warning/confirmation dialog upon eating a Poisoned Apple, as the similarity of controls (click vs. Shift-click) made it too easy to accidentally eat one when trying to drop it (the apple will return on exiting menu mode, but if the player continues to eat apples on purpose without exiting the inventory screen they will be lost).
- The four members of the Black Hand (Dark Brotherhood, Following A Lead quest) will no longer call the player a thief if items in Applewatch farm are picked up.
- The guard at Bravil's North Gate on the west side of the door should no longer constantly walk into the wall behind him; his inability to reach his target point was also preventing him from doing his patrols.
- Improved the fix for Countess Alessia Caro so that she is susceptible to Stark Reality (Sanguine Shrine quest) if she has been resurrected, and removed unused if blocks and unnecessary checks from the Stark Reality spell script as it was very slow (If the quest is currently running and Alessia Caro is already at the dinner party, and the spell isn't working on her, she may have been resurrected by the UOP; just come back in a back in a day and it will work).
- Corrected exploit of killing Raven Camoran repeatedly in Paradise and obtaining his leveled ring every time (this was clearly an oversight as it and other items are removed from him when he is first moved to Paradise; there was no equivalent for Ruma Camoran and her leveled staff so this was left alone).
- Removed several unused variables from Delmar's scripting for the Mage's Staff.
- The body of Agarmir will no longer persist indefinitely after the Unfriendly Competition quest is completed, nor the bodies of Aenvir, Dranas Lerano and Storn The Burly when the Spies (Fighters Guild) quest is completed, nor the body of Matthias Draconis when the Next of Kin (Dark Brotherhood) quest is completed.
- The four residents of the Bravil Skooma Den should no longer all try to sleep in the same bed while others go unused.
- Corrected reversed leveled enchantments for the level 15-20 and 20+ versions of Valdemar's Shield.
- The Chapel of Dibella (Anvil) and ruined Chapel of Akatosh (Kvatch) will no longer be missing when viewed from outside their respective towns' walls.
- As well, added other distinctive buildings to Anvil's outside view that were missing.
- The base of statues in the Imperial City and other towns will no longer disappear before their statue when the player is distant, making it appear the statue is floating.
- The player's rings will no longer show through Inquisitor's Gauntlets and Gauntlets of the Sentinel.
- The player's amulets will no longer show through the Dondoran's Juggernaut and Birthright of Astalon cuirasses.
- Magebane Greaves will no longer hide the player's rings.
- Boots of the Unburdened will no longer hide the player's amulets.
- One of the two spiked-ball traps in Fort Blueblood should now activate properly.
- A stalagmite and two stalactites in Sinkhole Cave should no longer disappear at certain angles due to alpha-channel conflict with two cobwebs.
- Improved fix for Belletor's Folly Cavern by correcting pathing grids.
- A non-activating chest of drawers in the Leyawiin Coast Guard Station should now activate properly.
- Corrected misaligned doors to the upstairs of the Merchant's Inn (Imperial City Market District) and Luther Broad's Boarding House (Talos Plaza District) allowing visible nothingness beyond them (also fixed another door in Luther Broad's that was badly centered).
- Corrected three off-centered doors in Ontus Vanin's house (Imperial City Talos Plaza).
- Raised a rectangular rug in Leyawiin Castle Private quarters that had its tassels sunk into the floor (see above; may have been done to hide the discolored tassels) causing flickering, and reoriented another whose tassels were sticking through the wall.
- Removed grey alpha-channel clipping line around the shrine at Sancre Tor Tomb.
- Closed three disjointed underwater seams between outdoor cells near Arcane University.
- Grounded two extremely flying Azaleas, seven slightly flying see-through-underside trees, one flying Mandrake, and one flying rock, and corrected a see-through rock around Bawn.
- Reoriented three very large, very see-through boulders (also moved a bush out of the way for one) and grounded a see-through-underside tree near Vaermina's Shrine.
- Reoriented a see-through rock and grounded three slightly floating Bergamot plants near Arkved's Tower.
- Reoriented two see-through-underside rocks and grounded three see-through-underside trees near Nornal.
- Reoriented a see-through underside rock near Memorial Cave.
- Grounded two slightly flying chests in Lost Boy's Yawning Halls, and a flying (and backwards) chest in Fatback Cave.
- Grounded a slightly floating Azalea (and moved it out of a rock) and a slightly floating Maple tree near the Imperial Prison sewer exit.
- Grounded a see-through-underside tree near Timberscar Hollow, three near Newt Cave, and two near Fanacasecul.
- Reoriented/grounded a see-through rock just north of Anvil.
- Grounded a very flying tree and several see-through underside trees, and moved several deeply embedded trees out of rocks in The Painted World (Brush With Death quest).
- Lowered 110 Lily pads to the water's surface in a pond near Fort Roebuck.
- Grounded three slightly flying Foxgloves and a mushroom outside Bravil Castle.
- Grounded a see-through underside Cypress tree and two clumps of Cypress Knees, grounded four slightly flying rocks, and moved two mushrooms and about twenty rocks out of the ground near Blankenmarch.
- Attached two floating Red Cinnabar Polypores to their tree near Mortal Camp.
- Grounded Cypress trees and Knees near Fort Blueblood and Fort Doublecross.
- Grounded three clusters of slightly flying Cypress Knees near Amelion Tomb.
- Grounded two slightly flying rocks (and reoriented on that was see-through) and a slightly flying tree near Fort Variela.
- Grounded two moderately flying rocks near Veyond Cave, and two near Newt Cave.
- Grounded three slightly flying rocks, moved two from deep underground, and moved a Monkshood out of a rock near Sancre Tor.
- Grounded a moderately flying rock, and raised several rocks and two trees buried underground near Chorrol.
- Grounded/moved a flying Somnalius over a ledge and two slightly flying others, an extremely flying Clouded Funnel Cap, and raised an Azalea embedded in the ground at Elenglynn.
- Grounded five flying rocks around Bogwater.
- Grounded a flying rock and slightly flying Daphne shrub between Forsaken Mine and Cropsford.
- Raised about ten rocks buried deep underground and reoriented two see-through underside underwater rocks near Crestbridge Camp.
- Raised five Mugo Pine shrubs and three rocks that were underground near Toadstool Hollow.
- Grounded a flying Motherwort outside Cursed Mine.
- Grounded and reoriented three flying and see-through-underside rocks and a flying bush outside Skingrad's stables.
- Grounded a clump of five flying Green Stain Cups near Nocturnal Shrine.
- Moved a Clouded Funnel Cap out of a rock near Capstone Cave.
- Moved a Milk Thistle out of a rock near Applewatch and grounded a see-through-underside tree.
- Moved a Lavender out of a rock near Bravil.
- Grounded a couple of rocks balanced on one point near Haynote Cave.
- Moved a Nightshade out of a rock near Bloodmayne Cave.
- Grounded a slightly flying Daphne shrub between Barren mine and Fort Irony, and a small rock balanced on one point.
- Grounded three slightly flying Milk Thistles, raised two that were deep underground, and grounded a slightly flying tree outside Ninendava.
- The player should no longer be notified of the addition of the non-existent "Do you need couriers?" dialog topic (this topic links to nothing, never appears in dialog with anyone and appears to have been put there for a quest that was never developed).
- Corrected audio and subtitle of Mages Guild conversation about Kud-Ei that indicated she runs the Bruma Mages Guild instead of Bravil.
- Corrected audio and subtitle of two lines of NPC conversation that referred to Rohssan (Imperial City Market District, A Fighting Chance) as male.
- Corrected audio and subtitle of introduction line of dialog from Elragail that referred to Thamriel as male.
v1.3.0 (2006-08-15)
- Fixed a little terrain error caused by fixing the gap under the arena main gate.
- The Glass Ceremonial Gauntlets will now appear properly on female characters.
- Created a new normal map for the Escutcheon of Chorrol as the existing one wasn't working and was of poor quality too, so now it matches the ebony shield.
- Fixed Wraith death animation bug (Wraith and Wraith Lord) where they didn't collapse down into a pile of rags when they died sometimes.
- Fixed the collision on dead Wraith (Wraith Lord as well) and Ghosts, the wraith only had a little cube of collision around player height before which created a little impassable wall (definitely possible to block yourself in with dead wraith).
- Fixed the collision of 3 bookshelves (UpperWallShelf01.NIF, UpperWallShelf02.NIF & UpperWallShelf03.NIF), in certain places books/other items could fall through (properly was the cause of the "exploding book shelf" too).
- Fixed the missing stain glass texture on the ceiling of the Imperial Palace Library, Bethesda had the texture name wrong so that's why it never appeared.
- The "Olroy Cheese" will no longer fall out of the cooking pot.
- Corrected the door sounds of the wooden doors in the Imperial Palace (ICPalaceIntLoadDoor01 and ICPalaceAnimDoor01) as they weren't using the right sounds.
- Fixed a sunken Motherwort and 2 slightly floating barrels near the Isolated House (OBGateRandWW007).
- Grounded a floating tree in the wilderness (24,7).
- Repositioned a rock that you could see inside of in the wilderness (24,6).
- Fixed a badly miss-aligned door in the private quarters north wing of castle Bravil.
- Fixed terrain clipping through the ground near the an entrance door in the Talos Plaza District in the Imperial City (ICTalosPlazaDistrict06).
- Fixed the player's statue in Bruma so now it won't be possible for it to drop dead, vanish or face become messed up (if you are already afflicted with any of these bugs it won't be fixed).
- Grounded a pile of floating mushrooms in the Imperial City Arboretum District.
- Grounded a floating tree in the wilderness (43,9).
- Grounded 3 floating rocks in the wilderness (31,14).
- Grounded 3 floating rocks in the wilderness (11,6).
- Grounded 8 floating rocks and 2 floating Lavenders' in the wilderness (20,6).
- Grounded a floating mat along with all the other object floating with it in Aleron Loche's house at Bravil.
- Grounded 2 floating bushes & 1 rock also move 2 rocks and 1 bush out of the ground which where too far under in the wilderness (-21,24).
- Grounded a floating way shrine alter in the wilderness (-32,14).
- Grounded a floating rock at Fort Aurus (FortAurusExterior).
- Grounded 2 floating rock in the wilderness (25,3).
- Ground a pile of floating mushrooms and moved 2 out of a rock near Peryite's Shrine (PeryiteShrineExterior).
- The Paranoia quest will no longer start back up again if you decided to kill Glarthir then the 3 people he wanted you to go after.
- Arnora Auria's body will no longer persist.
- Removed the "tail" from the ground mesh version of the Brusef Amelion's Helmet as the equipped version didn't have one neither did the inventory icons.
- The Ayleid Cask containing the Ayleid Crown of Lindai will no longer respawn allowing you to get multiple copies of the crown.
- Quite a few silver weapons will now actually ignore normal weapon resistance like silver weapons should.
- Fixed the fix for the Boethiah Shrine quest (Tournament of Ten Bloods) for Argonian players as the exit portal was failing to open; also corrected duplicate voiceovers so it should be perfect now.
- In the Thieves Guild Ultimate Heist quest, the Imperial Library monks should no longer go into combat when the player sits in the Reading Chair, locking the controls (Note: many instances of problems with this quest are due to the fact that when the player sits in the chair Sneak mode ends, and the engine won't allow the player to stand up in combat mode. Go into Sneak as soon as seated to avoid detection, and stand up in Sneak before getting the scroll to allow escape if detected picking it up.).
- Corrected oversight of the door to the Old Way (Thieves Guild Ultimate Heist quest) not being initially disabled, which meant the player didn't have to activate the Glass Of Time as indicated; bypassing this stage and going directly to the sewers could get the quest out of order, and if the door was found before getting quests from the Gray Fox it would break the entire remainder of the questline.
- At the conclusion of the Confront the King (Mages Guild) quest, Mannimarco should not remain invulnerable in the battle with him nor stand around after the conversation and refuse to start fighting.
- In the quest to join the Mages Guild, the player will now be able to receive a recommendation from Chorrol as indicated if the quest item Fingers of the Mountain was initially given to Earana but then properly returned to Teekeeus, and won't receive a recommendation if the item wasn't returned at all.
- Corrected several quest arrows for the preceding Mages Guild quest and others.
- In the Caught in the Hunt quest, retrieving the key from Kurdan gro-Dragol's corpse before getting the popup to do so will no longer make the quest unfinishable. On load of a savegame in this state, the quest will be advanced to the proper stage.
- In the Dark Brotherhood Permanent Retirement quest, killing Adamus Phillida with the Rose of Sithis will no longer result in a bounty if the player is undetected.
- Also in the same quest, the Rose of Sithis should no longer fail to work if Adamus Phillida is not wearing his armor.
- The Mora's Soul Trap spell (Hermaeus Mora Shrine Quest) will no longer fail if cast more than once on the same NPC, breaking the quest. On load of an affected savegame the spell will be reset allowing the quest to be completed.
- Corrected Countess Alessia Caro being set to non-essential after the Thieves Guild Ahdarji's Heirloom quest; she would occasionally die on the way from Leyawiin to Chorrol and back and this would break the Sanguine Shrine quest. She will now be made unessential once both quests are completed, and essential if both are not; if she is dead in a current game without both quests complete she will reappear in Leyawiin or Chorrol depending on the day of the month.
- Delphine Jend of the Bravil Mages Guild will no longer carry a dummy item in her inventory called "<Missing name>" which if picked up can become undroppable, or even crash the game to desktop.
- Vicente Valtieri (Dark Brotherhood, Cheydinhal) will now only have the topic to cure vampirism if the player already has it, and selecting this topic will properly advance the vampirism cure quest.
- The bodies of Black Brugo, Alonzo and Roxy Aric (Black Bow Bandits), Baurus, Burd and Jauffre (Main quest), and Arnora Auria (Two Sides of the Coin quest) will no longer persist indefinitely when their quests are complete.
- Garridan's Tears should no longer fall through the ground or rock they sit on when the first one is picked up, thus breaking the quest to retrieve them.
- The Gray Cowl of Nocturnal should no longer fall through the floor when dropped.
- Cingor (Leyawiin) will no longer be a Mythic Dawn member, as killing him in self-defense would kick the player out of the Fighters Guild.
- Corrected flickering texture in Bravil Castle Private Quarters bedroom caused by a rug hidden in the floor.
- The rockfall/cave-in trap in Fort Farragut should now always activate properly.
- A slightly floating chest in the upstairs of Seridur's House (Imperial City Temple District) has been grounded.
- Five slightly flying see-through-underside Cypress trees, and two Cypress Knees in Blackwood Forest have been grounded, and a mushroom moved out of a rock.
- A clump of four slightly flying rocks and a tree near Fort Sutch has been grounded.
- A very flying rock near Lord Drad's estate has been grounded.
- A flying Mandrake near Niryastare has been grounded, and one in the wilderness (-31, 13) moved out of a rock.
- Two see-through-underside trees and a rock have been grounded near the Vaermina Shrine.
- A see-through-underside tree near Kindred Cave has been grounded.
- Aligned interior door in S'rathad's House (Imperial City Talos Plaza) that was allowing visible nothingness beyond it.
- The High Fane Key can now be removed from the player's inventory when its quest is completed.
- Added another 137 LIP (facial lip-synch animation) files to fix out-of-synch voicing for beggars in the Thieves Guild questline.
- Corrected a missing line of spoken dialog for Armand Christophe regarding rejoining the Thieves Guild after being expelled.
v1.2.1 (2006-08-02)
- Fixed the collision again on the 2 buildings we fixed it for since they where partially blocking doors.
- The "Public Notice" will definitely not fall off the door this time.
v1.2.0 (2006-08-01)
- Cleaned up the ESP.
- Batch files improved again, added uninstall batch file.
- Fixed the Weatherward Circlet level list so you don't receive the level 15 version at level 10.
- Moved a Stinkhorn out of a wall at the Arcane University (8,11), moved a few mushrooms so they weren't clipping into each other and also grounded a few floating mushrooms and benches.
- Moved a few lily pads in the wilderness (-20,3) so they are on the surface of the water now.
- Moved 2 Foxglove's outside Malada (MaladaExterior02 45,-1) out of the ground also fixed a floating tree.
- Moved the land up so you can't see under the pillars at Fort Naso (FortNasoexterior 38,1) anymore.
- Turned on Auto-Calculate spell cost for Finger of the Mountain. The higher level spell versions costed huge amounts of magicka to cast and with the other reward spells I've seen they actually have a lower cast cost then Auto-Calculate so why are these spell so high?
- Fixed a floating rock in the wilderness (-8,4).
- Moved 2 Columbine and a Red Flax up out of the ground near an Oblivion gate (OBGateRandWW007 -1,-4) also grounded a floating Columbine.
- Grounded a floating Lady's Smock and several floating rocks in the wilderness (-1,-5).
- Removed all the duplicated objects (about 35) from around the entrance to Dzonot cave (DzonotCaveExterior 2,13), should get a FPS boost in the area too now.
- Raised the land near the steps outside Fort Entius (FortEntiusExterior 38,1) so you can't see under it anymore.
- Moved a bush near the Jode Doomstone (-38,-11) out of a rock.
- Move a Foxglove out of a rock in the wilderness (35,-15).
- Fixed the trap in Infested Mine Spent Galleries (InfestedMine03), one of the spike balls wasn't swinging down.
- Fixed flicker near the beginning or Arkved's Rending Halls (ArkvedsTower06), caused by objects overlapping.
- Fixed the "Gray Fox & Countess" bug.
- Removed a duplicate wall section in Kingscrest Withered Forest (KingscrestCavern04) which caused some ugly flickering.
- Fixed terrain in the Imperial Market District so you can't see under the steps, fixed a bit of terrain clipping through in one of the ponds and lowered the terrain near the edge of the ponds.
- Fixed all of the joining seams on Bruma's outside wall (I hope).
- Created a compatibility patch for the official horse armor plugin released by Bethesda so now you can enjoy fixed armored horses.
- Pressure plate door activators in the Anga and Fanacas Ayleid ruins will now work properly.
- The unique Monkeypants greaves item now has the correct icon for female characters also it will no longer appear as a pair of gauntlets when dropped.
- Corrected exploit of using Shadowmere as a four-legged bag of holding by knocking her unconscious; just hop onto Shadowmere like usual and if you did have items stored on her they'll be transferred to yourself.
- The unique Gauntlets of the Drunkard will now appear correctly for female characters.
- Fixed the Dremora Markynaz Robe so Dremora wearing it will no longer appear with invisible hands and feet.
- The Arena door now aligns properly with the ground.
- Placement of mushrooms and a rock at Dragonclaw Rock have been corrected.
- Ground texture polygons no longer protrude above the cobblestone of the Imperial City Market District.
- Missing collision/activation object mesh has been added to the hanging swords and dragon lamps at Cloud Ruler Temple.
- Motherwort plants will no longer flicker/exhibit graphical tearing.
- Fixed oversized collision object for three structures in the Imperial City (2 walls and an Arcane University building) which prevented harvesting plants near them.
- The note on Claudius Arcadia's front door will no longer fall off when activated by the player.
- Goldbrand will no longer appear to be held in the incorrect place as the Ebony Blade was.
- Corrected pixellated jaggy Ayleid wrought-iron door texture on the Ultimate Heist (Thieves Guild) Keyhole Pillar to match the fix for the square Ayleid doors.
- When the player is joining the Thieves Guild, Amusei should no longer fail to show up in the Garden of Dareloth (Imperial City Waterfront) and instead be hiding in the Leyawiin castle dungeon, thus breaking the quest line (caused by picking the furthest cell's lock in the Leyawiin dungeon before joining the Thieves Guild).
- In the Thieves Guild Lost Histories/Atonement quest, Amusei will not disappear through cell transitions when being rescued from Castle Skingrad's dungeon.
- Also in the same quest, corrected selected Skingrad town guards but not castle guards avoiding the escaping player and Amusei; close proximity to the only two escape routes made it nearly impossible to complete the quest without a large bounty.
- If the player finds the Great Welkynd Stone in Miscarcand before being given the quest by Martin, this will no longer cause him to go to battle in the Defense of Bruma sub-quest of the Main Quest equipped with only his priest's robe and iron dagger, which greatly increases the chance of him dying (also his name did not change to "Martin Septim").
- Killing Azani Blackheart without Modryn Oreyn present will no longer break the associated Fighter's Guild quest.
- At the conclusion of the quest When The Vow Breaks, Maeva the Buxom will now recognize multiple Rockshatter maces (leftover from bug fixed by the 1.1.511 patch) in the player's inventory and will remove all of them (there was only ever supposed to be one); also if the quest has already been completed any remaining Rockshatter's will become non-quest items thus will have normal weight and may be sold.
- Fixed Eduard Denile's body missing from Swampy Cave (Fighters Guild Mystery At Harlun's Watch quest) for pre-patch savegames; on load, Eduard's body will reappear in Swampy Cave so that the quest can be completed.
- In the Ultimate Heist (Thieves Guild) quest, backtracking through the dungeons without entering the palace after successfully using the Arrow of Extrication will no longer unpickably lock the palace door, breaking the quest.
- Fixed Vidkun's body missing from the Cheydinhal Mages Guild Well (Recommendation Quest) for pre-patch savegames; on load, Vidkun's body will reappear in the well so that the quest can be completed.
- The Boots of Springheel Jak will now only advance their quest (causing the Gray Fox to appear) if the quest is actually running, as they can be obtained from Jakben Earl of Imbel outside the quest without using the console; as well new dialog has been added so that they can be given to the Gray Fox at the time that the quest is given if the player already has them, and they will now be removable from player inventory when the quest is completed.
- In the Thieves Guild Ahdarji's Heirloom quest, Hlidara Mothril (countess' handmaiden) will be set to essential/un-killable, and if she is already dead on load she will reappear in Leyawiin or Chorrol depending on the day of the month, as she would occasionally die on the journey between the two locations; she will also become non-essential at quest end.
- Also in the Ahdarji's Heirloom quest, dialog topics regarding the ring will not improperly advance so be available without the player being given any information as to what it is.
- In the Sanguine Shrine (Stark Reality) quest, Countess Alessia Caro should not go on her monthly visit to Chorrol if the quest is running.
- In the Imperial Corruption quest, Ruslan and Luronk gro-Glurzog should now meet with Watch Captain Itius Hayn to testify when they are supposed to, rather than hanging around their houses or other Imperial City areas.
- For existing pre-1.1.511 patch savegames with one or more copies of Ahdarji's Ring stuck in player inventory, on load they will become non-quest items so can be gotten rid of.
- Corrected broken timers in scripting for vampirism and also removed unnecessary variables, which fixes the following bugs: the player will become a vampire when resting a minimum of three days after contracting Porphyric Hemophilia (which is what was supposed to happen, not immediately after contracting the disease) feeding and then immediately resting or waiting for less than 24 hours will no longer cause the player to change state from 25% to 50% (a minimum of 24 hours is supposed to happen between state changes) and the higher-level states of vampirism (75% and 100%) will be accessible (whereas before they were dependent on the time of day of resting due to the broken timers.) On load of save of a player with Porphyric Hemophilia who has not yet rested, the broken day counter will be reset to zero allowing three days before vampirism occurs.
- In the Till Death Do Us Part (vampirism cure) quest, Melisande should no longer remain indefinitely in her basement preparing the cure due to broken timer dependent on the time of day and day of the month that the ingredients were presented.
- In The Dark Brotherhood quest "A Watery Grave", the player will no longer be able to hide in the open packing crate while on horseback, trapping the horse in the Marie Elena's cargo hold.
- Corrected Ultimate Heist (Thieves Guild) quest Ayleid Guardians' deaths being counted as murders if the player was far away or invisible.
- As well, if the player leaves and returns to the area the Ayleid Guardians' corpses are in after defeating them, they will no longer stand up as if "alive".
- The lich King of Miscarcand and his Zombie Guardians should no longer pursue the player outside of Miscarcand, causing problems resting and fast-traveling, and appearing when the player is released from jail.
- Imperial Legion Foresters should no longer fight with town guards.
- Southern Books (Leyawiin) will no longer be a "red-door" trespass area while it is open for business, and will be properly locked up at night by Bugak Gro-Bol.
- Locked door (requires key) in Unmarked Cave will now be unlocked, opening up three large explorable areas; there is no quest associated with this location, so no reason for the door to be locked, and there is no key that would open it (note that the player may need a high acrobatics skill to jump across the water in one section to access all of this cave).
- Also corrected a twitchy tree root in Unmarked Cave just beyond the locked door.
- Trevaia (Anvil Chapel of Dibella) will now offer restoration spells for sale as she was supposed to while in the chapel nave as other priests do (she was also set to sell potions, but had no potions to sell, so this has been removed).
- Four merchants (Calindil of the Mystic Emporium and Edgar Vautrine of Edgar's Discount Spells in the Imperial City Market District, Ernest Manis of the Foaming Flask in the Imperial City Talos Plaza, and Ungarion of A Warlock's Luck in Bravil) will now have their previously missing option to invest in their shop for an Expert in Mercantile player.
- S'drassa (Leyawiin mages guild) will no longer have an "Invest 500 gold in this shop" option for an Expert in Mercantile player, as he doesn't buy or sell anything.
- The reversed leveling of the Amulet of Interrogation reward from the Information Gathering (Fighters Guild) quest has been corrected.
- The following quest items can now be removed from the player's inventory when their quests are completed: Akaviri Orders, Lindai's Royal Tomb Key and Rumare Slaughterfish Scales.
- Clannfear Claws should no longer fall through the floor when dropped.
- Corrected duplicated wall at Fanacas Ayleid well causing flickering textures and other graphic anomalies.
- Hovering push block in Lindai Ayleid ruin is now affixed to the wall.
- Circular stairway column at Atatar entrance should no longer show a see-through gap at its base.
- Claudius Arcadia's front door (Imperial City Talos Plaza District) should no longer be difficult to open due to incorrect placement.
- Three slightly flying trees at Chorrol's north gate have been grounded.
- A flying fallen tree trunk near Pillaged Mine has been grounded.
- A slightly flying tree at Gottshaw Inn has been grounded.
- Six slightly flying and/or see-through rocks at Shadeleaf Copse have been grounded and properly oriented.
- The large see-through boulder near Kindred Cave has been corrected (and a couple of mushrooms moved out of the way).
- A flying rock in the Kvatch Oblivion plane has been grounded.
- Flying cypress knees in the wilderness near the Imperial Bridge tavern have been grounded.
- A slightly flying see-through underside tree in Mankar Camoran's "Paradise" has been grounded.
- Corrected Blood Grass embedded in a rock in the Cheydinhal Oblivion plane.
- Maro Rufus (The Best Defense, Imperial City Market District) will no longer be slightly embedded in the floor on first entry.
- Duplicated sarcophagus in the Trentius Family Mausoleum (Imperial City Palace District) has been corrected.
- Corrected problem with note in Rosethorn Manor (Skingrad player's house) where if it wasn't taken on first read, it could never be read or taken again.
- When player buys and furnishes the available Chorrol house (Arborwatch) there won't be a pewter plate on a chair, the stool in front of a desk will be called "Stool" not "Chair" (this will also affect three other instances of this stool throughout the game) and one silver glass is now properly part of the sitting area so it won't be hovering in midair if only the study area is purchased.
- Shamada, Ra'Jahirr and Julitta Plotius (Leyawiin) will no longer each futilely try to open a locked cupboard in Best Goods & Guarantees for two hours a day.
- Corrected LIP (facial animation) for over a hundred lines of beggar dialog relating to the Thieves Guild quest line.
- A missing line of spoken persuasion (bribery) dialog for Imperials and Redguards will now no longer appear for those races.
- Gilgondorin (Silverhome-On-The-Water, Bravil) will no longer mention that the player should talk to Dro'shanji as he's seen strange creatures around his house (quest was never developed beyond this hint, being replaced with the unrelated Through A Nightmare, Darkly).
- Khajiit will no longer use the greeting "To greet you? Or eat you?" to other Khajiit (including the player) nor Argonians the greetings "The prey approaches." or "Fresh game." to other Argonians.
- Corrected audio and subtitle for City-Swimmer (Argonian in Bravil) referring to herself as a "he" twice in her introduction dialog.
v1.1.0 (2006-07-10)
- Improved the SetupUOP batch file.
- The fix for hitting your horse has been vastly simplified.
- Oblivion mines should now go off as they were supposed to if the player is level 25 or higher.
- All Orcish cuirasses and glass gauntlets, will now appear proper for female characters.
- Texturing on Imperial Watch gauntlets is now better.
- The Weaponbane Cuirass will no longer use the tail slot when equipped.
- Elven shields are no longer leveled as heavy armor (they're light).
- Quest conflict between An Unexpected Voyage and The Elven Maiden quests will no longer crash the game to desktop (fix updated to prevent one quest from never starting).
- About forty slightly floating objects in various areas of the Imperial City have been grounded, and a couple of un-harvestable plants repositioned so they can be harvested.
- The Imperial City Waterfront Lighthouse trapdoor now aligns properly with its ladder.
- The player can no longer go through a wall in Dorian's house (Imperial City, Talos Plaza) and "fall out of the world".
- The lower level of some exterior plank staircases in Bravil should no longer flicker due to bad mesh.
- Square wrought-iron lacework Ayleid doors will look much less pixellated / jagged at close range.
- Prior Maborel's body will no longer persist outside of Weynon Priory.
- Fixed the fix for seven enchanted axes being marked as blade instead of blunt; their enchantments had disappeared.
- The Tournament of Ten Bloods (Boethiah Shrine Quest) will now work properly for custom races; the player will battle all ten playable races of Tamriel, and some new Boethiah dialog has been created for this (watch out for the Argonian; she will appear in the start area after opening the player's cage).
- The Spectral Sailors in the Ghost Ship of Anvil quest should now stay in the Serpent's Wake, not follow the player to the Anvil docks, attack the residents (which causes Isolde to cast her Mythic Dawn armor,) wander into taverns, and persist until the player returns.
- Missing leveling for the Redwave cutlass reward from the Ghost Ship of Anvil quest has been added; it should now be a useful weapon if a high-level character completes the quest.
- Agarmir (Unfriendly Competition quest) is now flagged as essential (as the other NPC's in this quest already were) until the stage where this is no longer required; if the player disposed of him prematurely, there were strange consequences.
- The reversed leveling of the Mind and Body Ring reward from the Mystery at Harlun's Watch (Fighters Guild) quest has been corrected.
- Updated the Bloodcrust vampire hunters fix so that it also works if the player initially lied to them.
- Ayleid Statues should no longer occasionally fall through the floor when dropped.
- Mages' staffs should also no longer occasionally fall through the floor when dropped (Note that this was listed as a v1.0 included fix, but it is in v1.1 instead because more testing need doing).
- In the Mages Guild Ulterior Motives quest, Mercator Hosidus should no longer fail to recognize when the player has returned more than one day later due to the time of day.
- The upper level of Belletor's Folly Caverns (where there are chests and enemies) will now be accessible.
- The exit doors from the Leyawiin chapel are no longer reversed (leaving by the south door places the player at the north door and vice versa).
- Two flying columns and a slightly flying rock at Sithian Doomstone have been grounded.
- The flying tree south of Infested Mine has also been grounded.
- A missing line of spoken dialog from S'razirr has been created.
- A missing line of spoken dialog (Redguard male, Thieves Guild rumors) has been created.
- Bravil residents (including Henantier himself!) will no longer talk about Henantier being missing after the quest Through a Nightmare, Darkly is completed.
- Bravil residents will also not talk about seeing the Forlorn Watchman ghost after the associated quest is completed and the ghost is gone.
- New dialog has been added so that the player will now be able to start the game with a custom race, without getting stuck in the starting jail cell.
- Competitor Imperial City publicans should no longer tout the quality of a night's rest at the Tiber Septim Hotel or King & Queen Tavern.
v1.0.0 First Release. (2006-07-02)
- Equipping the better bows in the game (ie Glass and Daedric) will no longer crash the game to desktop for a small percentage of players.
- Quest conflict between An Unexpected Voyage and The Elven Maiden quests will no longer crash the game to desktop.
- The player should no longer become stuck in The Painted World at the quest conclusion of A Brush With Death due to Rythe never opening the portal.
- Removed mipmaps from all versions of the master trainer icon (icon_master_trainer.dds) to stop distortion of the icon if your textures are set lower than largest.
- Similarly, Velwyn Benirus should no longer fail to open the Benirus Manor portal in Anvil at the conclusion of Where Spirits Have Lease.
- If the player accidentally (or purposefully) hits their horse and is seen by a citizen or guard, they will no longer be kicked out of one or more guilds and arrested.
- The Rumare Slaughterfish in the Go Fish quest will now spawn properly, thus the quest will be much smoother and faster.
- In the Information at a Price quest, telling Eridor about Bloodcrust Cave will no longer prevent the player showing proof that the vampires are dead to make the hunters leave Skingrad.
- Roland Jenseric (Order of the Virtuous Blood) will now recognize and reward the player for Bloodcrust vampire dust.
- The Thieves Guild Arrow of Extrication quest's associated Blood Price can now be paid to Armand Christophe's as indicated.
- The quest conflict between Through A Nightmare, Darkly and the Bravil Recommendation will no longer occur; one quest will not start until the other is completed.
- Ysabel Andronicus should no longer fail to recognize when the player has defeated Agronak Gro-Malog to become Grand Champion.
- Faustina Cartia will now attack the player as she was supposed to at the conclusion of the Sirens' Deception quest.
- Ganredhel's house in Cheydinhal should no longer be locked from the inside after the meeting with the Gray Fox at the conclusion of the Boots of Springheel Jak quest.
- Several errors with Fathis Ules' (Thieves Guild fence) behavior have been corrected.
- Staying at the Brina Cross Inn less than two days beforehand will no longer stall the Anvil Mages Guild Recommendation quest.
- The player's battlemage allies in the Anvil Mages Guild Recommendation quest will no longer go into combat first and thus be attacked by Imperial Guards.
- Hatred's Heart and Hatred's Soul are now properly flagged as magical/non-normal weapons (also corrected their names)
- The Mage's Staff of Telekinesis and Mankar Camoran's Staff now use the correctly leveled enchantments.
- Bound items can no longer be kept indefinitely by the player.
- Casting Bound Helmet while wearing the Cowl of Nocturnal will no longer permanently affix the changes to Fame, Infamy and Bounty to the player.
- Artificially increasing Mercantile skill (ie through a spell) to 75 or over will no longer allow the player to invest in shops.
- Skjorta at the Nord Winds in Bruma will now sell the unique Councilor's Hood item as she was supposed to.
- Edgar Vautrine at Edgar's Discount Spells in the Imperial City Market District will now sell the unique Veil of the Seer item, and an assortment of scrolls and other items, as he was supposed to.
- Hamlof Red-Tooth at Red Diamond Jewelry in the Imperial City Market District will now sell the unique Spectre Ring as he was supposed to.
- Shum gro-Yarug (Skingrad Count's butler) is now flagged as essential so won't die falling off the bridge, and if he's already dead in an existing game he'll reappear in Castle Skingrad County Hall.
- The surviving NPC's from Desolate Mine (Fighters Guild quest) and Bleak Mine (Malacath Shrine quest) will no longer reappear whenever the player is released from jail.
- Seven types of interior light fixtures and one type of rock now contain proper collision data that was missing (objects would pass through them).
- The exterior facade of six caverns will no longer become translucent if custom textures are used.
- The Bruma town wall sections now join properly without visible seams.
- Arch-Mage Quarters drawers will no longer respawn with junk and eat the player's items.
- Bound Cuirass and Greaves are now Light Armor to match the Boots, Gauntlets, Helmet and Shield.
- The magical effects of the Mace of Molag Bal now last ten seconds instead of zero.
- Seven types of axes are now properly categorized as blunt (not blade) weapons, as the rest of the axes in the game are.
- The reach value (length) for seven types of two-handed swords has been corrected.
- The reversed Greater and Grand Enchantments on Amulets of Reflection and Absorption, and Rings of Freedom, Nihilism, the North, Firewalking, and Retribution have been corrected.
- The Ring Of Steelskin is now enchanted with Resist Normal Weapons as it was supposed to be, not Resist Paralysis.
- The glow effect when teleporting through the Arcane University portal and other magical portals will no longer remain permanently affixed to the player, and will be removed if already stuck.
- The Path of Spirit choice from the Oghma Infinium Hermaeus Mora quest reward now works properly.
- Hauls-Ropes-Faster in Anvil will now offer advanced Athletics training as he was supposed to.
- Denel's chest in the Vahtacen's Secret quest now contains the missing frost damage scroll.
- Paint brushes no longer hover in place when dropped, fixed the collision data on all 7 types of paint brushes. [Meshes\Clutter\ArtSupplies\PaintBrush06.NIF, Meshes\Clutter\ArtSupplies\MS14PaintBrush.NIF, Meshes\Clutter\ArtSupplies\PaintBrush01.NIF, Meshes\Clutter\ArtSupplies\PaintBrush02.NIF, Meshes\Clutter\ArtSupplies\PaintBrush03.NIF, Meshes\Clutter\ArtSupplies\PaintBrush04.NIF, Meshes\Clutter\ArtSupplies\PaintBrush05.NIF]
- Paint brush jars' collision object has been repaired so they no longer swing back and forth. [Meshes\Clutter\ArtSupplies\PaintBrushJar01.NIF]
- The texture of Imperial Watch Gauntlets is now properly aligned (Note that these items are not available to the player).
- The player's arms are no longer invisible in first-person view when wearing Mythic Dawn armor also set them to use their already made inventory icons (These items are also not available to the player without mods).
- Mage Fighter Greaves, the Cuirass of Battle and the Jewel of the Rumare can now be picked up again when dropped.
- Three beds (LowerClassBed01.NIF, LowerClassBed02.NIF, LowerClassBed03.NIF) now have correct collision data so can't be walked through.
- The broken dining-room table in the Great Hall of Kvatch castle now also has correct collision data so can't be walked through.
- The Ebony Blade will now appear to be held by the player at the right location, not on the guard (more accurately, tsuba) also corrected improved it's collision data from the re-alignment.
- Lion Pelts are no longer invisible when dropped. [Meshes\Clutter\LionHide.NIF]
- The passageway side of the secret door in Anvil Castle has a more noticeable activator.
- The following quest items can now be removed from the player's inventory when their quests are completed: Arrow of Extrication, Colossal Black Soulgem, Ring of Vipereye, Cowl of Nocturnal Notes, Waterfront Tax Records, Handwritten Note, Ultimate Heist Plan, Echo Cave key, Falcar's Key, and the Imbel Family Crypt Key.
- The Diary of Springheel Jak will now properly advance its quest.
- Scrolls of Drain Skill: Light Armor are fixed.
- Sigil Stone effect leveling progressions are now correct.
- Added missing collision data to a fort ruin wall section so player can no longer walk through a column and "fall out of the world".
- "See-through" rubble outside of Fort Teleman has now been placed properly.
- The player's residence in Bravil will no longer have a "red-icon" door indicating trespass.
- The upper floor balcony door of the player's residence in Skingrad will also not have a "red-icon" door indicating trespass.
- The fireplace in the player's Bruma residence will be lit as in other player homes.
- Missing logs in the fireplace in Jearl's house in Bruma have been added.
- The grey nothingness in the ceiling and floor of one of the Elven Gardens sewers has been filled in, an incorrect floor module replaced, and gaps of nothingness in the walls filled in.
- The Bravil Skooma Den is now unlocked, so the residents (who don't have keys) aren't constantly trying to open the door.
- Two misaligned fixture pieces in Vilverin Wendesel have been corrected.
- Fixed twitchy tree roots in Fallen Rock Cave.
- The Belda flying tree has been grounded.
- The Imperial Reserve and Dark Fissure Cave flying rocks have also been grounded.
- A slightly flying mushroom outside Doomed Cave has been grounded, and its neighbor half-in a rock moved.
- Garrus Darelliun will no longer give unlimited copies of Ulrich Leland's key.
- Several greetings by being made random (as they should have been) will no longer stop other random greetings from occurring.
- Imperial City townspeople will no longer say that Amantius Allectus was murdered during the first Thieves Guild quest if he wasn't.
- Imperial City townspeople will no longer continue to say that Hieronymus Lex wants a bounty put on the Gray Fox after he's been reassigned to Anvil.
- Imperial City beggars will no longer have the "Finding Jakben..." topic after he's found and the quest completed.
- Only the residents of Cheydinhal (instead of everywhere else) will have rumors about the tomb there after the third Thieves Guild quest.
- Tyrellius Logellus' body no longer will persist when the Two Sides of the Coin quest is completed, nor Kurdan gro-Dragol's after the Caught in the Hunt quest, nor Jearl's after the Spies quest, nor Glarthir's after the Paranoia quest.
- Fixed 'outtake' version of female elven "I heard that thieves broke into the Arcane University, the Imperial Legion Compound, and the Temple, all on the same night!".
- Fixed Tolgan's line about the Countess' hours of holding court being out of synch with the subtitle and what she actually does.
- Gundalas at Best Goods and Guarantees in Leyawiin will now sell the items he was supposed to.
- Talking to the Gray Fox about Springheel Jak's diary will no longer break the quest.