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[分享] Unofficial Oblivion Patch v3.2.3a Hotfix (2009.11.10 更新)

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发表于 2009-11-16 03:07 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
今天无意中发现Unofficial Oblivion Patch有更新了,而且这里还没有,所以发上了
Unofficial Oblivion Patch v3.2.3a Hotfix
http://www.tesnexus.com/downloads/file.php?id=27710
纳米盘下载

安装时直接在Unofficial Oblivion Patch v3.2.0以上覆盖即可
英文水平有限,就不献丑了[em24]

UOP Changes for 3.2.3a
----------------------

* Removed the resistance additions for boards and imps due to *ahem* "popular demand".

UOP Changes for 3.2.3
---------------------

* 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.
* Imps in Camoran's Paradise were missing their expected magic resistance and water walking abilities.
* Boars in the game have been given their expected 25% resistance to magic.
* 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.
* Various powers and lesser powers have been made immune to silencing.
* Spells acquired from runestones have been made lesser powers and immune to silencing.
* Spells from shrines, wells, stones, etc, have all been set to manual cost of 0 to avoid potential failures.
* 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.
* Phaedra's patch to fix the green artifacts on flower planters is included.
* 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.

UOP Changes for 3.2.2
---------------------

* War Axe of Enfeeblement and Battle Axe of Jinxing apparently had their enchantment fixes reverted for some reason, and they have been un-reverted.
* Horses left over outside Talos Plaza after the main quest will be moved to more logical places.
* 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.
* Substituted the outdoor fire at the bandit camp outside Vilverin in such a way that it will not double up the lighting with lighting mods, causing performance issues.
* Redid the method of substitution for the torch lights on the Skingrad Castle bridge as well, so as not to interfere with lighting mods and cause performance issues.
* Proper fix for silver shortswords, daggers, and longswords provided by hexaae.
* Fixed a hole in the side of the Anvil Fighters Guild mesh. Thanks to hexaae and Pacificmorrowind.

UOP Changes for 3.2.1
---------------------

* Removed C.Water tag from Bash tags list.
* 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.
* meshesarchitecturecastleCastleWallRiverGate01.NIF was missing one of the crenels on the top and has been fixed.
* 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.
* 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.
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