
Unofficial Oblivion Patch List of Fixes
Last updated: 2008 - Aug. - 28
v3.2.0 Fourteenth Release (2008 - Aug. - 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 paintbrush 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 Thirteenth Release (2008 - Aug. - 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; made a new class UOPMQ11Allies for them duplicating the Warrior class and replacing Armorer with Light Armor (made a new class rather than using the Kvatch Soldier class that now has the right skills in case other mods use class checks on that one for other purposes)
- 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
- Fixed Gan Luseph having a Bruma Chapel rather than Bruma Castle key
- 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
- Closed a seethrough gap of nothingness over the load door of the Faregyl 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 Updates to Twelfth Release (2008 - June - 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
- Removed UOP pathgrid fixes to Tamriel cells -22,22 and -23,22 which are also changed by the Battlehorn Castle DLC, to prevent any chance that they interfere (as it's well-known that the engine occasionally doesn't layer outdoor cells' resources properly)
- 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
Text 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 Twelfth (Final?) Release. (2008 - June - 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 for a small number of people (~0.3%) 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 changes to Agarmir (Unfriendly Competition quest) and the Molag Bal Cursed Mace; although they worked fine uninstalling the UOP before quest completion could cause problems
- 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 for some people
- Removed all changes from Tamriel cell AnvilMainEntrance (-47,-7) as any change to this cell will cause Oblivion to crash on exit from the main menu; seems to be a bug with Oblivion.esm
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 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 seethrough 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 896KB
- 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 - 841KB (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 Septim 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)
- Changed the game stat. "Houses Owned" » "Houses Bought" as it doesn't increase through awarded or DLC-added houses, only through buying one of the houses for sale in towns
- 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)
- 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: "Jerall 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=5,125, cells checked=5,125, cells remaining=NONE!
v2.2.0 Eleventh Release. (2007 - Aug. - 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
Progress: Total playable cells=5,125, cells checked=2,418, cells remaining=2,707
Graphical map of audited cells
(thanks to Wormheart for this)
v2.1.2 Updates to Tenth Release. (2007 - Jun. - 04)
- Fixed player's Marksman skill occasionally being changed by the UOP 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 (known/popular) mods
v2.1.0 Tenth Release. (2007 - May - 30)
- 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 a 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 update:
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 Ninth Release. (2007 - Mar. - 25)
- Updated the UOP 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 for theft with a bounty of one gold) as it was properly fixed in the official patch v1.2.0214; this was 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
- Optimized the Skeleton Key scripting so it is no longer a GameMode script running constantly
- 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 quests before Armand's had concluded, etc.)
- Talking to Bravil beggars about S'krivva before the Thieves Guild Taking Care of Lex quest will no longer start the quest prematurely
- If 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)
- At the conclusion of The Hist quest, killing Maglir before he attacks will no longer count as a murder and kick the player out of the Fighters Guild. nor will killing Ri'Zakar if he doesn't attack count as a murder
- 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
- 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 Cheydinhal 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 a misaligned hanging light and raised 3 Black Horse Courier Broadsheets that were imbedded in the floor unable to be read or picked up at the Black Horse Courier (ICMarketDistrictBlackHorseCourier)
- 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
- 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
- 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 to 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, 05 & 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", "Symmachus" » "Symmachus", "neighboring" » "neighboring", "astonishment" » "astonishment", "occasions" » "occasions", "disguised" » "disguised", "protection" » "protection", "particular" » "particular", "soldiers" » "soldiers", "threatened" » "threatened", "nevertheless" » "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 | "Mournhold" » "Mournhold", "Symmachus" » "Symmachus", "general" » "general", "prefer-ence" » "preference", "contributing" » "contributing", "emptiness" » "emptiness", "are like" » "are likely"
Book2CommonRealBarenziahV4 | The Real Barenziah, v 4 | "visits" » "visits", "forgotten" » "forgotten", "handsome" » "handsome", "anything" » "anything", "forgotten" » "forgotten", "marriage" » "marriage", "weathered" » "weathered", "produced" » "produced", "freedom" » "freedom", "conversation" » "conversation", "cham-ber" » "chamber", "controls" » "controls", "pretence" » "pretense", "abandoned" » "abandoned", "admantium" » "adamantium", "massive" » "massive", "holding" » "holding", " existence" » " existence", "suffered" » "suffered", "teleport" » "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 update:
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 noticeably 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
v1.7.1 Updates to Eighth Release. (2007 - Feb. - 08)
- Fixed Havok mesh being removed from the Imperial Dragon Helmet in v1.7.0 which made it so it couldn't be picked up
- Fixed a folder name typo
- Now that the Unofficial Official Mod Patch is out the "Compatibility Patch - DLCHorseArmor.esp" has been removed
- Fixed a typo in the ArchiveInvalidation instructions and the auto ArchiveInvalidation in the installer (should be "shoes01" not "shoes")
v1.7.0 Eighth Release. (2007 - Feb. - 02)
- Fixed a rare bug that would cause the game to crash after Hieronymus Lex finished searching for Llathasa's Bust in the cupboard
- 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 the player loses abilities (racial, vampiric, etc.) Removed the player resurrection part of the script which caused the loss of all abilities if the player died while doing the quest, but this also means it is now slightly possible for Molag Bal to fail saving the player (Molag Bal did say "probably" save after all); as a result the quest delay time on the quest was decreased so it has a better chance of saving the player, also cleared out some old leftover 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 the inside of the mesh can't be seen
- Removed legacy fixes for the disappearing bodies of Vidkun and Eduard Denile because of the duplicate bodies it was causing when upgrading UOP sometimes, and they are no longer required
- 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 misaligned windows on an Bravil building interior (BravilHouseIntL05.nif)
- Fixed incorrect texture around a window in a Bravil building interior (BravilFightersGuildInt2ndFloorB.nif)
- 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 be seen after fast traveling to the Imperial City Talos District and 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 the book Knightfall for the quest Tears of the Savior could not be purchased from Phintias at the First Edition in the Imperial City if he was visited prior to the quest
- Grounded 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 it is handed over
- Engorm is no longer a merchant as he was never meant to be (he had no chest, items or gold as 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 (SkingradSurilieVinards)
- Fixed the music in the Blood Well (DAPeryiteSmallTower01); it now has dungeon music and not public
- The Faregyl Inn is now known as "Faregyl Inn" not "Faregyl's Interior" when the player is 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" and also changed all occurrences of "Uderfrykte" in the game to "Udyrfrykte"
- The Udyrfrykte Matron will no longer lose its special visual effects
- 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
- Fixed bench in the Coast Guard Station (LeyawiinCoastGuardStation) so the player doesn't walk through the wall when sitting/standing
- Torches will no longer leave behind a permanent (until you load/reload) fire burning sound when dropped
- The Oghma Infinium is no longer a quest item; no reason for it to ever have been one
- Removed 2 duplicate rocks near an Oblivion gate (OBRandNB01)
- The player will no longer receive a murder count increase for killing Falcar when he attacks as part of the quest
- 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 districts)
- 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's 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 were causing distortion
- Fixed LOD in the Anvil Castle Courtyard so there 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)
- Fixed an overlapping ice sheet at Pale Pass that was causing distortion
- 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 untextured 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 beneficials) from Nine Divines' shrines/altars and Ayleid wells
- Nine dialogs for recharging services and four the persuasion minigame (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 mis-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
- Continuing comprehensive cell-by-cell check for leftovers in exterior (Tamriel worldspace) areas. Found since last update:
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
v1.6.1 Seventh Release. (2006 - Dec. - 11)
- 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 be free for the taking anymore
- Fixed 2 misaligned doors in the Lord's Manor (BrumaCastleLordsManor) which were allowing seeing inside of the room when they were 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 (as we can't determine what it was supposed to be) we've made it un-harvestable (just a pretty bit of scenery now)
- Fixed oversized collision on CastleTowerLadder01.NIF and CastleTowerDoor01.NIF
- 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 collision settings on the Hoe and Rake (incorrect sound effect, Havok type which allowed the player to push NPC's around with it and Telekinesis didn't work on it; also increased Havok mesh 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 collision not working properly on 10 types of broken sections of tombstones and 2 obelisk broken sections
- The bodies of the Imperial, Orc and Nord hunters along with Ra'jhera the Keeneye will no longer be persist when Caught in the Hunt quest is completed; also the body of Telaendril
- 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 was 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: TentInterior01NoBottom.nif)
- Fixed the Ayleid lattice on CPMainHall01.NIF, ARGasTrapGrate01.NIF and CPScreen01.NIF
- Fixed oversized Havok mesh 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
- 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)
- Eliminated pixellation (blockiness) on five types of snow texture
- 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" armors "Cuirass of the Cameleon" and "Helmet of Spell Resistence" and scroll "Document of Purile Banter"
- Arena opponents in heavy armor will now carry Orcish (heavy) instead of Elven (light) shields for levels 10-14
- Fixed the Ring of the Vipereye (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 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
v1.51 Sixth Release. (2006 - Oct. - 15)
- 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 questline) unfinishable; on load of an affected savegame the quest can be finished
- In the Caught in the Hunt quest, the game should no longer occasionally freeze in cutscene 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
- Added missing collision to the edges of the Arcane University gate (ICArcaneGate01.NIF)
- Added missing collision to several types of 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 typo for the Dryad's Saddle Polypore plant, was "Saddel"
- Flawed ruby, emerald and diamond will now use the already created (but unused) flawed icon and not the flawless icon; also flawless topaz will now use the flawless icon and not the flawed one
- Removed 2 duplicated 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 chests of drawers (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
- Two doors (ICDoor04 and MS29AgarmirDoor02) now have a previously missing closing sound
- Changed the interior door sounds of Umbacano's house (ICUmbacanoFrontInteriorDoor) to that of a light door to match the sound of the entry door to Umbacano's Manor
- The Umbacano Manor guards will no longer follow the player outside then immediately walk back in; also removed useless scripting from ICUmbacanoExitDoorScript that was supposed to stop them from following the player outside but didn't
- 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 unoptimized collision object, and they can now be picked up again without using Telekinesis
- Some Silver Pitchers will no longer produce a bloodspray 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 framerate 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 seethrough 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 mis-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 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 framerate 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), 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 framerate 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)
- 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 Lilypads 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 Lilypads 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 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 seethrough 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 seethrough 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 Lilypads 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 Fifth Release. (2006 - Sep. - 04)
- 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. Click here to download 7-Zip; it is completely free of charge. WinRAR, PowerArchiver, and other popular archiving programs, but of course not WinZip, can also unpack this format
- Removed some fixes for now for Imperial City building collision objects as some players were experiencing decreased framerate while in the Imperial City. These files will be removed upon installing UOP v1.4. In the interim, you can go into the main Oblivion folder, then into Data -> Meshes -> Architecture -> Imperial City, and delete the following files: ICWall01.NIF, ICWall02.NIF, ICTalosWallHouse01.NIF and ICAUWallHouse01.NIF
- 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
- Improved the fix for Wraith death animation failing if they were killed by reflection of their own spells
- Improved fix for incorrect collision object on Wraiths no longer preventing their remains from being walked over or activated; also added Ghosts to this
- Fixed another possible quest-breaker with the Diary of Springheel Jak
- Corrected glitchy line and flickering on the entrance door to Two Sisters (Leyawiin)
- Aligned a misaligned wall section and door in Roderic Pierrane's Private Quarters closing a large gap
- 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
- 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 twenty-three types of keys, 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 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
- Also corrected hi-poly collision object on Lockpicks, and they will now use the proper sound effects
- Retextured sixteen types of plants to remove alpha-clipping edges
- Texturing on five types of rugs will no longer discolor their tassels
- Corrected jagginess/pixellation 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 gaps 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's normal map was on the inside so had no depth)
- Corrected jagged pixellation on the Ayleid latticework of the player's arrival area and a statue base (same object) in Camoran's Paradise
- Corrected texturing on silver dagger and shortsword scabbards
- Fixed a see-through underside piece on Bruma's north wall
- Removed an unsightly square of texture protruding through the ground behind the houses near Bravil's north entrance
- Spiddal leaves on living and dead plants will no longer disappear depending on the angle the player views them
- Removed erroneous ownership on a chest in Blackwood Company Hall
- 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 questline
- 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, birthsign 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
- In the Chorrol Mages Guild recommendation quest, the body containing the Fingers of the Mountain tome will no longer be present if the player hasn't talked to Teekeeus as indicated; getting it before this would get the quest out of order (and the player hadn't been told where the quest location even was)
- Improved the fixes to the Imperial Corruption quest; Ruslan and Luronk were not being given enough time to find Itius Hayn, as well as some other problems such as dialog progression
- 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 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 residents of the Bravil Skooma Den should no longer try to sleep in the same bed while one or more go unused, and Dorian (Imperial City Talos Plaza) should now sleep in his own bed upstairs
- 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 bases 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)
- Corrected a Gray Fox wanted poster being embedded in a stone banister near the Imperial City Temple District doors
- 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 seethrough underside rock near Memorial Cave, another NW of Lipsand Tarn, and three NW of Dragonclaw Rock
- 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, and two more Maples west of Azura's Shrine and east of Fanacas
- Grounded a see-through-underside tree near Timberscar Hollow, three near Newt Cave, two near Fanacasecul, two NW of Broken Promises Cave, two west of Pillaged Mine, three north of Lipsand Tarn, and one north of Collapsed Mine
- Reoriented/grounded a see-through rock just north of Anvil, five in wilderness (8,42), two in wilderness (7,42), and one in wilderness (-21,37)
- 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)
- Corrected water not being visible at the base of a wilderness (-1,-2) waterfall, and another (-2,-3) flowing backwards
- Grounded a flying tree north of Chorrol, one in wilderness (-22,19), three in wilderness (-26,20), one in wilderness (-26,21), ten in wilderness (-26,23), three in wilderness (-27,25), one in wilderness (-17,26), one in wilderness (-3,31), one in wilderness (43,5), three in wilderness (-18,38), three in wilderness (-18,39), six in wilderness (-22,38), one in wilderness (11,-9) and one in wilderness (0,-8)
- Moved a tree out of a rock near an Oblivion gate (ObGateRandVM003 5,40)
- Grounded two flying rocks north of Fanacas
- Moved an Elderberry bush out of a rock and a Nightshade out of the water in the wilderness (-1,-1)
- Grounded a floating shrub in the wilderness (25,34) and two in the wilderness (38,28)
- Moved tree out of a rock in the wilderness (48,2) and two in the wilderness (43,11)
- Moved a bush that was embedded in a rock in the wilderness (0,8)
- Moved a tree embedded in a boulder NE of Cloud Ruler Temple, another partially embedded in a boulder north of Hame, and another through a boulder halfway up NE of Malada
- Lowered 110 Lilypads to the water's surface in a pond near Fort Roebuck
- Grounded three slightly flying Foxgloves and a mushroom outside Bravil Castle
- Grounded a seethrough 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 a see-through underside Cypress near Borderwatch (off the accessible map but still visible from it)
- Grounded three clusters of slightly flying Cypress Knees near Amelion Tomb
- Grounded two slightly flying rocks (and reoriented on that was seethrough) 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, and raised two sunken ones near the Isolated House
- 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
- Grounded a flying tree and moved a Monkshood and a Nightshade out of a rock near Bloodmayne Cave
- Grounded a seethrough underside tree and moved a Nightshade out of a rock near Fort Black Boot
- 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 seems 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 Fourth Release. (2006 - Aug. - 15)
- Wraiths will no longer freeze in place if they are killed by reflection of one of their own spells
- The player's statue in Bruma should no longer die, disappear, change gender or change facial appearance depending on conditions affecting the player when it was created
- Nineteen types of silver weapons will now bypass normal weapon resistances (so they can damage ghosts) as they were supposed to
- Corrected the chest containing the Ayleid Crown of Lindai being respawning, so the player could obtain multiple copies of this unique item
- Fixed collision for several bookshelves so that they no longer allow books or other objects to fall through them
- After the Paranoia quest is completed and Glarthir is dead, killing one of his targets (Bernadette Peneles, Toutius Sextius or Davide Surilie) will no longer cause an unfinishable quest/journal update indicating to meet him behind the Chapel
- Fixed my 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 Ultima