Author Topic: Oblivion 1.2 update released  (Read 9698 times)

Offline idolminds

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Oblivion 1.2 update released
« on: Friday, March 23, 2007, 12:28:33 PM »
Fileshack or download at your favorite file site.

Quote
Bug Fixes

Improved LOD visual quality for landscape.

Optimizations to file loading system.

Taking items from dead owned creatures is no longer a crime.

Fixed issue where lock/unlocked states on doors would occasionally be stored incorrectly in a save game.

NPCs no longer pop into view after player cancels out from the Wait menu.

Fixed memory leak with sitting in a chair multiple times.

The reflection from the environment map in windows now displays properly.

Fixed an issue where player is still in combat even though the creature is no longer present.

Player can no longer fast travel when paralyzed.

Fixed infinite dialogue loop when arrested by guards who have high disposition to you.

Fixed issue where guards would not properly report crime if they were pickpocketed.

Summoned creatures properly fade away when they are created from a leveled list.

Fixed issue where stolen items would lose their stolen status if the player character was female.

Fixed crash that would occur with NPCs loading in with arrows.

Pickup sound effects no longer play during the loading screen.

If you attack a creature owned by you, crime is no longer reported.

Fixed issue with LOD not loading in properly when entering/exiting worldspaces.

Fixed infinite soul gems exploit by dropping and picking up stacked soul gems.

Fixed a crash with summoning a creature and immediately exiting the cell.

Fixed a crash with stealing an object, exiting and immediately
re-entering an interior.

Fixed issue where an NPC would occasionally not perform the proper idle animation.

Fixed an occasional crash when a creature loses detection on the player.

Fixed an occasional crash with NPCs who were not loaded going into combat.

Quest Fixes

In Light the Dragonfires, fixed issue where improper journal would appear if you closed an Oblivion gate.

In Till Death do They Part, fixed an issue where Melisande would not properly give you Cure Vampirism potion.

Offline Xessive

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Re: Oblivion 1.2 update released
« Reply #1 on: Friday, March 23, 2007, 02:04:58 PM »
Awesome. Awesome to the MAX.

Offline MysterD

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Re: Oblivion 1.2 update released
« Reply #2 on: Friday, March 23, 2007, 02:06:42 PM »
Great!

Offline Quemaqua

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Re: Oblivion 1.2 update released
« Reply #3 on: Friday, March 23, 2007, 06:31:28 PM »
Wha?  For some reason I thought they were done patching it.  Most community complaints seem to have gotten like no response at all lately.  Sweet!

Unfortunately, the two greatest bugs, namely the animation-fucking bug and the items-disappearing-from-chests bug still haven't been addressed.  This is troublesome, as they both only affect players with obscene amounts of game time... but those are the damn people you should be supporting.  I haven't had a single install with enough time yet to get them, apparently, but it's completely ruining the game for a lot of people.  They need to get that shit fixed.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline MysterD

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Re: Oblivion 1.2 update released -- Toolkit UPDATED also to Version 1.2
« Reply #4 on: Wednesday, March 28, 2007, 03:22:46 PM »
Oblivion's TES Toolkit got updated to Version 1.2, as well...

New function added -- you can now combine plugin files, if you like!


Quote
Update 1.2 Notes

New Features
Spell checking functionality

Bug Fixes

The Construction Set now increments the version on plugins so that old Oblivion executables will not load a plugin saved with the new Construction Set. The Oblivion executable must be 1.2 or higher to match the new Construction Set executable. Simply install the latest Oblivion patch to get the latest executable.

Under File, there is an new option to Combine Loaded Plugins. When this is selected, the user is asked for a filename. Once a valid file is selected, all loaded data that came from a plugin is resaved as a part of the new file. In order to do this, any new objects are given new IDs on entry into the new file. This means that if you have plugin A.esp and B.esp and C.esp loaded and save your game, and then merge those plugins into ABC.esp, you may have problems trying to load your save with ABC.esp.

Fixed a crash with DeleteAllCells option in the Heightmap Editor.

Fixed bug in Region Editor preventing cutting and pasting in object list.

Export functionality: Adding bExportPluginOnly=1 to General section in constructionset.ini lets you export only the data that is saved in the loaded plugin.

Fixed a bug where references generated by the Region Editor were incorrectly flagged as being owned by the user and not the region.

Offline MysterD

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Re: Oblivion 1.2 update released -- Update: Tookit updated AGAIN w/ a HotFix
« Reply #5 on: Saturday, April 21, 2007, 05:52:52 AM »
Oblivion's Toolkit gets updated again

Quote

Update 1.2.404 Notes

Bug Fixes

Fixed error with preview window not displaying art properly.

 

Update 1.2 Notes

New Features
Spell checking functionality

Bug Fixes

The Construction Set now increments the version on plugins so that old Oblivion executables will not load a plugin saved with the new Construction Set. The Oblivion executable must be 1.2 or higher to match the new Construction Set executable. Simply install the latest Oblivion patch to get the latest executable.

Under File, there is an new option to Combine Loaded Plugins. When this is selected, the user is asked for a filename. Once a valid file is selected, all loaded data that came from a plugin is resaved as a part of the new file. In order to do this, any new objects are given new IDs on entry into the new file. This means that if you have plugin A.esp and B.esp and C.esp loaded and save your game, and then merge those plugins into ABC.esp, you may have problems trying to load your save with ABC.esp.

Fixed a crash with DeleteAllCells option in the Heightmap Editor.

Fixed bug in Region Editor preventing cutting and pasting in object list.

Export functionality: Adding bExportPluginOnly=1 to General section in constructionset.ini lets you export only the data that is saved in the loaded plugin.

Fixed a bug where references generated by the Region Editor were incorrectly flagged as being owned by the user and not the region.

Offline Pugnate

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Re: Oblivion 1.2 update released
« Reply #6 on: Saturday, April 21, 2007, 08:53:58 AM »
Wha?  For some reason I thought they were done patching it.  Most community complaints seem to have gotten like no response at all lately.  Sweet!

Unfortunately, the two greatest bugs, namely the animation-fucking bug and the items-disappearing-from-chests bug still haven't been addressed.  This is troublesome, as they both only affect players with obscene amounts of game time... but those are the damn people you should be supporting.  I haven't had a single install with enough time yet to get them, apparently, but it's completely ruining the game for a lot of people.  They need to get that shit fixed.

Don't you remember D posting about a patch that brings the visuals to the PS3 level?

Quote
If you attack a creature owned by you, crime is no longer reported.

I now have a legal way to hurt animals in Oblivion. Muhahahah... muha..muha...MUHAHAHA!

edit:

Just gave the patch a shot. Had some install issues so I had to reinstall the game for the patch, which wasn't fun. The distant textures have gone a transformation. No more soupy trees.
« Last Edit: Saturday, April 21, 2007, 09:37:28 AM by Pugnate »

Offline Cobra951

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Re: Oblivion 1.2 update released
« Reply #7 on: Saturday, April 21, 2007, 01:19:40 PM »
Need that fix for the inexcusable terminal bug which the SI expansion reportedly makes happen much sooner.  Until then, everything else is fairly meaningless, since I'm afraid to play the game.

Offline Pugnate

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Re: Oblivion 1.2 update released
« Reply #8 on: Saturday, April 21, 2007, 01:39:46 PM »
I am the brave type, or maybe the addicted type. This is the second time I had to start the game because I forgot to back up the saves last time, and it isn't fun. Now I am pretty much where I was before, so if it happens I will be gutted.

Offline MysterD

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Re: Oblivion 1.2 update released
« Reply #9 on: Saturday, April 21, 2007, 02:45:53 PM »
Need that fix for the inexcusable terminal bug which the SI expansion reportedly makes happen much sooner.  Until then, everything else is fairly meaningless, since I'm afraid to play the game.

I am waiting for the final patch for Oblivion -- they already pumped out TWO Beta patches that address the issue.

In the meantime, NWN2 w/ patch 1.05 got my time, now...

Offline Pugnate

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Re: Oblivion 1.2 update released
« Reply #10 on: Monday, April 23, 2007, 03:46:03 PM »
If you are interested in how the distance textures look after the patch:



Offline Quemaqua

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Re: Oblivion 1.2 update released
« Reply #11 on: Monday, April 23, 2007, 05:27:04 PM »
They look... basically like the replacement textures I downloaded 30 minutes after installing the game.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline Xessive

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Re: Oblivion 1.2 update released
« Reply #12 on: Monday, April 23, 2007, 08:56:03 PM »
Oh, I think these look a bit better! The normal maps on the patches ones are much better!

Offline Pugnate

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Re: Oblivion 1.2 update released
« Reply #13 on: Monday, April 23, 2007, 11:59:57 PM »
It is just the distant trees they look less soupy. I should have taken the screenies without the mods.

Offline Xessive

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Re: Oblivion 1.2 update released
« Reply #14 on: Tuesday, April 24, 2007, 01:13:52 AM »
Whatever they did, they did a sexy job of it!

Offline Pugnate

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Re: Oblivion 1.2 update released
« Reply #15 on: Tuesday, April 24, 2007, 01:52:26 AM »
Well here are the screenies after the update without the mods:




As you can see the water looks less natural, and far too dark.

Offline Xessive

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Re: Oblivion 1.2 update released
« Reply #16 on: Tuesday, April 24, 2007, 04:43:22 AM »
Yeah, their water has always been murky and dull though.. I like the Natural Environments plugin. Thankfully they fixed the Shivering Isles bug, so it runs perfectly fine now.

Offline Pugnate

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Re: Oblivion 1.2 update released
« Reply #17 on: Tuesday, April 24, 2007, 05:22:47 AM »
Are you talking about the save file bug or anything else?

Offline Cobra951

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Re: Oblivion 1.2 update released
« Reply #18 on: Tuesday, April 24, 2007, 08:25:59 AM »
Quote
The FormID number should begin with FF -- that's the modindex, it means the object belongs to the savegame. The following 6 (hex) digits are the objectindex. Ordinarily, this number increases whenever Oblivion needs to create a new "in world" object -- e.g., because you shoot an arrow, drop some item, or a creature is spawned. However, due to scripts causing a NPC pathing loop, 6 of these are used per frame. When the number hits FFF,FFF, it tries to roll over, but instead the whole number (modindex+objectindex) rolls over, resulting in newly created objects with modindex "00" (instead of FF).
  http://www.uesp.net/wiki/Oblivion:Xbox_360#Xbox_360_Fixes

Looks like I was right.  They didn't test the boundaries of their resources properly.  This is something only programmers involved in the project can do, not kiddie playtesters.  Shame on Bethesda.

Offline Xessive

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Re: Oblivion 1.2 update released
« Reply #19 on: Tuesday, April 24, 2007, 09:06:57 AM »
Are you talking about the save file bug or anything else?
Oh no, the bug I'm talking about is specific to the Natural Environments plugin. It didn't work with SI initially because of something related to the shaders. The creator of NE updated it so it works in SI. That is all.

Offline Quemaqua

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Re: Oblivion 1.2 update released
« Reply #20 on: Tuesday, April 24, 2007, 10:10:32 PM »
Just for the record, Natural Environments fucking sucks.  A few of its parts are good, though, so you can pick and choose.  I like that aspect.  On the whole, though, the thing is just nothing but a bag of problems.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline Pugnate

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Re: Oblivion 1.2 update released
« Reply #21 on: Wednesday, April 25, 2007, 12:19:54 AM »
What do you prefer as an alternative? I never seemed to have had any conflicts, but am open to try other stuff. :)

Offline Quemaqua

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Re: Oblivion 1.2 update released
« Reply #22 on: Wednesday, April 25, 2007, 06:36:22 AM »
I don't use an alternative.  I just use a few parts of it that are simple and actually work the way they're supposed to.  Actually, I think at this point I've dropped all of them but Natural Vegetation, and even that one isn't perfect.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline Xessive

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Re: Oblivion 1.2 update released
« Reply #23 on: Wednesday, April 25, 2007, 07:16:15 AM »
I don't know I really appreciate the natural Environments pack as a whole. It definitely improves the water. I really like the birds and bugs.. Gives a bit of atmosphere to the game world. I like that it prevents the weather effects from making snappy changes.

The only thing I don't like much is that it gives a bit of a yellow tint.. I like the bluish look of default Oblivion.

The one I'm hoping gets improved is Alive Waters. It adds a variety of fish and underwater vegetation.. I think it adds a few wrecks too.

In general I like cosmetic environmental mods.

Offline Quemaqua

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Re: Oblivion 1.2 update released
« Reply #24 on: Wednesday, April 25, 2007, 07:41:28 AM »
I do too, I just hate NE.  I disagree with you on all counts.  Last I checked, the birds and bugs were totally broken and didn't work properly.  I love the idea behind them, they just don't work well.  The weather events also b0rked when I installed the thing, and most of his added weather is totally ridiculous and just seems out of place.  A lot of people complain about bugs with that one, too.

But yes, I have Alive Waters, and that's a pretty good one.  Understated but noticeable.  The main problem is that it adds too much seaweed so you see it sticking up above water that would normally be fresh, like little streams and stuff.  Despite this, I still use it.  It's a pretty good mod, and the fish are very convincing.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline Xessive

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Re: Oblivion 1.2 update released
« Reply #25 on: Wednesday, April 25, 2007, 09:08:14 AM »
I didn't experience any problems with NE at all, until I installed SI. But then they seem to have fixed most of the issues I've experienced.

The birds I really liked.. They're low poly, so if you see them up close they look craptacular.. In Oblivion (not SI) they're always really high and far away, adding a pretty good effect. Like in Anvil and Bruma I see gulls flying overhead.. When I installed SI, that was when I saw the first bird-related bug.. A swallow was floating by at waist level, and thatw as when I realized how low poly they are. Besides that I like the insects.. The butterflies are kinda cool when they flutter by, and the occasional fly or dragonfly is not too bad. The plugin obviously needs some tweaking and a few fixes, but as it is, I feel it really adds to Oblivion.

Alive Water is great. It also needs a bit more work on some of the seaweed and stuff, but the fish are pretty amazing. The one thing that bugged me a little though was that they can be pretty hard to kill hehe. Nonetheless the creator did an amazing job.

Offline Pugnate

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Re: Oblivion 1.2 update released
« Reply #26 on: Wednesday, April 25, 2007, 09:20:34 AM »
I have to say, I love the NE mod. The only issue I have is with the timing of the weather. You could be inside a town and it will be a thunderstorm, and the moment you step outside it is bright day. The changes in weather are far too rapid.

Offline Quemaqua

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Re: Oblivion 1.2 update released
« Reply #27 on: Wednesday, April 25, 2007, 09:28:15 PM »
Exactly, Pug.  It totally breaks immersion.  And yeah X, I loved the birds as well, but had some issues with them here and there.  The bugs were completely broken.  They would get into certain areas and then not leave, just continually spawn more.  So every time I went back to the Imperial City there were always bugs in the exact same spots, and always in ever-increasing numbers.  Also note that the butterflies are part of stock Oblivion and aren't part of the mod.  Unless he added some of his own since I last tried it.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline Xessive

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Re: Oblivion 1.2 update released
« Reply #28 on: Wednesday, April 25, 2007, 10:10:42 PM »
Exactly, Pug.  It totally breaks immersion.  And yeah X, I loved the birds as well, but had some issues with them here and there.  The bugs were completely broken.  They would get into certain areas and then not leave, just continually spawn more.  So every time I went back to the Imperial City there were always bugs in the exact same spots, and always in ever-increasing numbers.  Also note that the butterflies are part of stock Oblivion and aren't part of the mod.  Unless he added some of his own since I last tried it.
haha that would make a pretty good infestation mod idea :P "Locusts are swarming the cities! We need a hero!" then involve zombies :P

I'm gonna keep looking around for good plugins.

Offline MysterD

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Re: Oblivion 1.2 update released
« Reply #29 on: Thursday, April 26, 2007, 01:32:51 PM »
So, ummm -- when is the final patch (non-beta) for Shivering Isles coming to kill that nasty "FormID" bug?

Offline Pugnate

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Re: Oblivion 1.2 update released
« Reply #30 on: Thursday, April 26, 2007, 01:36:20 PM »
We know and we won't tell you because we are assholes.

Offline MysterD

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Re: Oblivion 1.2 update released
« Reply #31 on: Thursday, April 26, 2007, 01:42:17 PM »
We know and we won't tell you because we are assholes.

I dunno if ya' heard rumors or if BethSoft announced when it might be coming or something, like what sometimes occurs...

Offline MysterD

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Re: Oblivion 1.2 update released
« Reply #32 on: Monday, April 30, 2007, 02:26:28 PM »
Patch 1.2.0416 released for SHIVERING ISLES

Quote
Please Note: You will need to uninstall and reinstall Oblivion if you installed any of the Shivering Isles beta patches.

...

5. Update 1.2.0416 Notes

Bug Fixes

Fixed a crash caused by bad form IDs

Fixes an issue where the game would try to use a form IDs that was either restricted or not available yet.

Fixed an issue where form IDs were not being marked as free properly, causing objects to disappear in game.

Offline Cobra951

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Re: Oblivion 1.2 update released
« Reply #33 on: Monday, April 30, 2007, 04:46:57 PM »
Awesome, D.  Thanks.  I see no mention of the fix for the 360 version yet.  No buzz about it on the game's forum at Xbox.com either.  Hopefully soon.

Offline MysterD

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Re: Oblivion 1.2 update released
« Reply #34 on: Monday, April 30, 2007, 06:17:40 PM »
Awesome, D.  Thanks.  I see no mention of the fix for the 360 version yet.  No buzz about it on the game's forum at Xbox.com either.  Hopefully soon.

Shivering Isles patch is out for both the PC
And X360 on XB Live


Quote
4.30.07 - SHIVERING ISLES & OBLIVION UPDATED PC PATCHES
We have released updated patches for all language versions of Shivering Isles. Download the patches here. An Xbox 360 update for Shivering Isles is now available for download from Xbox Live. We have also released an updated patch for Oblivion for the English US version only. Read the full patch notes here and download the patch here.
Check XBox Live -- ElderScrolls.com says it's up

Offline Cobra951

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Re: Oblivion 1.2 update released
« Reply #35 on: Tuesday, May 01, 2007, 08:57:12 AM »
Whee!  Great news.  Will do ASAP.  Thanks!   :)

Offline Xessive

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Re: Oblivion 1.2 update released
« Reply #36 on: Thursday, August 23, 2007, 04:55:02 AM »
Project Serpent: Reign of Venom

Quote
* Elements from all four games in the series: Heretic, Hexen, Hexen II, and Heretic II
    * A world that's approximately 4x bigger than Oblivion's, with 68,096 cells.
    * Six races on the side of good [playable]
    * Five races on the side of darkness [not playable]
    * At least fourteen monsters changed to fit into the setting (such as the Weredragon and Maulotaur)
    * Completely different armor sets each with their own special properties
    * Classic weapons such as the sword Quietus, the staff Bloodscourge, the Phoenix Rod, and the Hellstaff
    * Powerful items such as the feared Porkalator, the Chaos Device, the Seal of the Ovinomancer, and the Dark Servant
    * Tomes of Power
    * Eight Classes: Assassin, Cleric, Crusader, Fighter, Heretic, Mage, Necromancer, and Paladin
    * Each class has special powers and abilities
    * A dark world with an even darker storyline
    * Custom-made music fitting with the Heretic/Hexen theme
    * Fast Travel only to key points within a Hub
    * Four main guilds to join: The Arcanum, Assassin's Guild, The Church, and The Legion
    * A few secret guilds that you may be able to join...
    * New enchant/recharge system
    * Retextures of many objects

Interesting mod.. I would have expected it more readily for Dark Messiah!

Offline Quemaqua

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Re: Oblivion 1.2 update released
« Reply #37 on: Thursday, August 23, 2007, 12:08:43 PM »
Sounds too ambitious for its own good to me.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline Xessive

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Re: Oblivion 1.2 update released
« Reply #38 on: Friday, August 24, 2007, 12:44:14 AM »
Sounds too ambitious for its own good to me.
Yeah, that's kinda how I feel about it, but I'm curious if they're gonna pull it off.