
Unofficial Shivering Isles Patch List of Fixes
Last updated: 2007 - Dec. - 25
v1.2.0 Third Release. (2007 - Dec. - 25)
USIP Changes
- Fixed accidental USIP removal of the load door into Relan's house (Fellmoor)
- Fixed the fixed SE06ExRuinWalkWall01.NIF (Cylarne brazier structure) as I'd accidentally deleted a polygon which left a nice triangular hole in the left column base
NPC/Quest/Scripting Fixes
- Fixed Una Armina not paying a reward for the Ring of Disrobing in the Museum of Oddities quest as she does for all the others (set the reward to the halfway point between the lowest and highest that she pays for the other oddities)
- Improved the fix for Mirili Ulven killing the creatures brought to her rather than paralyzing them
- The paralyzed Elytra should no longer flail around when it's supposed to be paralyzed
- Fixed Mirili Ulven's front door being locked when the player is supposed to go in her house for the reward
- Fixed the holding pen gates (Taxonomy of Obsession quest) not being tied to Mirili Ulven's key, and she'll now close and lock them when the player brings her a creature
- Killing Atrabhi in The Great Divide quest should no longer result in the player getting a murder bounty if undetected
- Fixed the Replete Shambles having twenty times as much fatigue as normal, which probably doesn't cause any problems as undead don't suffer fatigue loss
Item Fixes
- Corrected the Tarnished Order Sword of the Knights of Order (the lowest-quality one) bypassing normal weapon resistance though the better ones (except for the best one) don't
NIF Mesh and Texture Fixes - Statics and Clutter (note: there should be no loss of visual quality for all mesh optimizations)
- Corrected oversights of the "Deformed Swamp Tentacle", "Hound's Tooth Key", "Sheogorath-Shaped Amber" and "Two-Headed Septim" items for the Museum of Oddities quest using the same meshes as the normal ones though by their names they should appear different; created new sufficiently deformed USIPSEDDeformedSwampTentacleIngred.nif, key-like USIPHoundsToothKey.nif, vaguely Sheogorath-shaped USIPSheogorathShapedAmberHunk.nif and two-headed USIPTwoHeadedSeptim.nif for them respectively; also changed the static museum meshes to match
- Fixed the texture apply mode for the normal Amber hunk ( AmberHunk01.NIF ) causing washing out of the colours on the specular highlighting and optimized the mesh from 17KB to 8KB (every face was double-sided though it is not hollow)
- Closed some small gaps between the walls and base of SE06ExWallTower.NIF that I'd missed originally; the flame could be seen through them if the player went around to the back of Cylarne
- Closed another seethrough gap in the roof of DementiaHouseLower02.NIF and two in the end of the stair dividers of DemStreet02.NIF that I'd missed originally
- Closed a large hole in the ceiling by the door, another caused by missing column pieces, and a couple of smaller gaps in Ma'zaddha's house upstairs (Crucible), fixed a flickery corner caused by overlapping faces and optimized the mesh ( DementiaHouseLower01InteriorTop.NIF ) from 248KB to 211KB
- Fixed about twenty gaps in the floor, walls and ceiling of Things Found in Crucible ( DementiaHouse03Interior.nif ), closed two open columns and raised a column that didn't reach the ceiling, and optimized the mesh from 620KB to 515KB
- Removed duplicated faces causing flickering on another step of Sheogorath's Palace exterior ( PalaceWallUStairs02.NIF; had already done the 01 mesh ) and optimized the mesh from 847KB to 580KB
- Fixed bad UV mapping on the corner of PalaceEWallCorner01.NIF and optimized the mesh from 1.22MB to 622KB (over seven thousand unwelded vertices)
- Closed some small gaps between the roof and walls on Sheogorath's palace entrance ( PalaceEntrance01.NIF ) and optimized the mesh from 1.19MB to 608KB (several thousand unwelded vertices again)
- Closed small seethrough seams in the roof supports of PalaceWallCorner01.NIF and PalaceWallCorner02.NIF and optimized the meshes from 1.13MB to 580KB and 1.15MB to 622KB respectively (as most palace exterior meshes have been optimized to about half their sizes you may notice shorter load times and/or better FPS in this area)
- Fixed UV mapping and missing end caps on several beams, aligned a tilted window beam, closed several small holes in the roof and walls and moved a couple of walls clipping through other walls and beams in the interior of Nanette Don's house (Passwall) used in five other places in the Isles ( HouseDementia02Interior.NIF ) and optimized the mesh from 1.10MB to 658KB
- Removed duplicated faces causing flickering on the steps of Brithaur's house ( DementiaHouseLower03Interior.NIF ) closed numerous gaps in columns and walls and optimized the mesh from 379KB to 317KB
- Fixed bad UV mapping and closed several gaps in the ceiling of Earil's Mysteries ( DementiaHouse06Interior.NIF ) and optimized the mesh from 275KB to 223KB
- Fixed bad UV mapping on a step end and two beams, a corner of wall with texture missing, several seethrough holes in the walls for the Museum of Oddities ( DementiaHouse07Interior.NIF ) and optimized the mesh from 990KB to 687KB
- Fixed warped wainscotting texturing, two pieces of bad UV mapping in the beams, a flickery patch in the baseboard near the steps caused by overlapping faces and closed several holes in the walls and beams including missing polygons in Caldana Monirus' house upstairs (Crucible) and optimized the mesh ( DementiaHouse02InteriorTop.NIF ) from 764KB to 528KB
- Fixed several bad UV mappings on the exterior of Earil's Mysteries (Crucible) and optimized the mesh ( DementiaHouse06.NIF ) from 679KB to 511KB
- Fixed bad UV mapping on the base of SETable01.NIF (circular) and optimized the mesh from 355KB to 207KB
- Fixed a really bad polygon of UV mapping on SETable02.NIF (rectangular) and SETable03.NIF (square) and optimized the meshes from 254KB to 166KB and 126KB to 96KB respectively
- Fixed a similar bad polygon of UV mapping on SEDisplayPedastal01.NIF {sic} and optimized the mesh from 45KB to 31KB
- Removed overlapping faces causing flickering on the interior of the glass table-top display cases ( SEDisplayPedastal01GlassDome.NIF ) {sic} and optimized the mesh from 82KB to 57KB
- Fixed bad UV mapping on the legs of both types of beds found in the Isles ( SEBed01.NIF & SEBed02.NIF ), closed a seethrough hole between the headboard and pillows, fixed the blankets clipping through the back of the (solid stone) legs and optimized the meshes from 220KB to 133KB
- Fixed similar bad UV mappings on the loveseat ( SELoveseat01.NIF ) and optimized the mesh from 179KB to 126KB
- Fixed several small pieces of bad UV mapping, missing texture on the underside, and the left back support clipping through the seat base on the standard chair found throughout the Isles ( SEChair01.NIF ) and optimized the mesh from 168KB to 116KB
- Fixed small UV mapping errors around the base of the small Sheogorath bust found throughout the Isles ( SESmallSheogorathBust.NIF ) and optimized the mesh from 90KB to 68KB
- Optimized oversized bone pile ( SEBonePile01.NIF ) found in the Fringe; had several thousand unwelded vertices and optimized from 819KB to 310KB
Placement and Layout
- Fixed another small gap in the Crucible town walls
- Moved a rock at the back of Sickly Bernice's (Crucible) to hide a one-sided polygon and flickery intersection protruding through the steps
- Aligned three slightly misaligned exterior house doors in Crucible, Hale and Deepwallow (will only take effect if these locations have not been visited already)
- Closed a seethrough gap under a doorframe in Xiditte, Catacombs
- Fixed a flickery intersection between two rubble piles in Knotbone Ruins
- Moved a crate in Caldana Monirus house (Crucible) clipping into the baseboard
- Moved a tapestry in Cutter's Weapons upstairs clipping into the wall
- Moved a tree in (-10,6) clipping into a giant root and covered a sharp land texture in (-4,1) missed in the audit
Audio Fixes
- Added "excessive ambient fix" enable parents to the Aichan Prison, Blackroot Lair and Fain as they had an excess of ambient sound objects
Text Fixes
- Changed the name of the harvestable flora that produces the Blind Watcher's Eye ingredient: "Watcher's Eye" » "Blind Watcher's Eye" so it can be identified (as is already the case with the Mute Screaming Maw)
- Changed the name of the Two-Headed Septim: "Coin" » "Septim" (which matches the static one)
- Fixed typo in Grommok's Journal (SE03GrommoksJournal) "3E341" » "3E431" (two instances)
v1.1.0 Second Release. (2007 - Dec. - 19)
USIP Changes
- Updated the USIP installer to Inno Setup v5.2.2
-
- The USIP now has a menu. To access it, open the console with ` or ~ or whatever key is used in your locale, type startquest usip (not case sensitive) and press Enter, then close the console (may take five seconds to appear the first time, but instantaneous after this.) It will allow you to see that the USIP is active and the version number and toggle two of the fixes below on or off
- Corrected v1.0 fix for the Howling Halls Apostles' "no greeting" bug as it was preventing them from being looted for the quest's optional path's Apostle Dagger items
- Corrected v1.0 fix for Mirili Ulven's Taxonomy of Obsession quest dialog as it was causing the Mirili's Bestiary topic to never appear if the player gave her all of the items on her list at once, which broke the quest
NPC/Quest/Scripting Fixes
- Fixed the script check for the Vitharn's Mausoleum brazier in the Ghosts of Vitharn quest which was allowing the player to burn Desideratus' doll without having it or even knowing what it was, which caused the final Fanatic to never appear at quest end and thus broke the quest
- Ahjazda should no longer fall off the walkway to Things Found (Crucible) and die, breaking The Coming Storm quest
- Fixed the Through the Fringe of Madness quest stalling with the Gatekeeper and adventurers standing around doing nothing if the player left the Isles before this stage and leveled up
- In the Coming Storm quest, fixed the confusing torches around the Diligence Crux urn holding the Amulet of Disintegration; they were missing their enable parents so were always lit which made it appear that something was wrong or confused the player about lighting the braziers
- Fixed all Grummites with bows carrying iron bows instead of their own Grummite bows (which were completely unused)
- The player will no longer receive an assault bounty for fighting Syl in the Roots of Madness quest, nor an assault bounty and/or murder stat. increase in the Ritual of Dementia quest
- Having a bounty and talking to any guards during The End of Order quest will no longer get the player ejected from the Palace and unable to get back in to finish the battle or force them to fight their allies; cleared any bounty at quest beginning as it is already being cleared at the end anyway
- Fixed the Dark Seducer Escort reward from the main quest missing the dismiss option in her dialog as the Golden Saint has
- Fixed dialog bug where dismissing one of the two Escorts, or even just talking to an idle one and declining an escort, would dismiss both of them
- Fixed both Escorts not fast-traveling to follow the player; it appears that all companion fast-travel was disabled in the Shivering Isles as normal companions will not fast-travel if PlayerInSEWorld is set to 1. As this fix uses game-mode scripting to keep the Escorts close to the player (thus they may pop into view in third-person mode if they get too far behind) it is off by default and can be toggled on or off with the menu (see above)
- Corrected oversight of areas of the Palace being trespass zones after completion of the Main Quest; fixed NPC behavior and cell/item ownership so that the player will not get attacked or arrested anywhere in the Palace (note that owned beds will remain so, also did not open the Greenmote Silo if the player replaced Syl nor the Xirethard entrance if the player replaced Thadon as these are secret areas which the player would not know existed without having done the quests)
- Fixed Jyggalag's sword not appearing on its pedestal behind Sheogorath's Throne after The End of Order quest unless the player left and re-entered the cell, or at all for some players; replaced with an activator and static mesh USIPSE13JyggalagClaymoreStatic.nif which will give the player the correctly leveled sword when activated
- Pinnacle Rock (if the player replaced Thadon) and Brellach (if the player replaced Syl) will no longer respawn Knights and Priests of Order and be strewn with dead Seducer or Saint bodies after the main quest is completed
- Corrected oversight of conflict between the Prince of Madness (post-Main Quest) and Great Divide quests where if any resident of Split died in random attacks the player would get a quest advancement that they did it and could not finish the quest; Split will no longer come up as a random attack area if the Great Divide quest is not completed
- Fixed being able to choose the "Defend the Realm" topic right away after being told by Haskill all was peaceful and find there was an attack; will now take thirty seconds (real time) for another 50% chance of a random attack to appear after most recent selection of the topic
- Corrected oversight at the start of the Symbols of Office quest of the player being able to talk to Sheogorath during his transformation, including after his disappearance (he would repeat his previous monologue)
- Fixed the player not obtaining Shadowrend from their clone in the Symbols of Office quest if the player had bound weapon spells; they were not being removed from the clone so it could cast them and thus unequip Shadowrend into its inaccessible inventory
- Also fixed the clone not having enough torches removed from its inventory so it would sometimes equip a torch while fighting the player
- In The Lady of Paranoia quest, fixed Ma'zaddha's evidence cupboard being already unlocked even though Ma'zaddha carries a quest-required key for it, and added a note to the journal that this cupboard is safe storage, as there is no documented safe storage container in the Shivering Isles (ie no buyable or awarded homes) until several stages later in the main quest
- In the Taxonomy of Obsession quest, Mirili Ulven should no longer kill the creatures that the player brings for her instead of paralyzing them and rewarding the player
- Other Highcross residents (Bruscus Dannus and Runs-in-Circles) should no longer attack commanded Scalons that the player is bringing for Mirili Ulven
- The player will no longer get a quest termination update from the Taxonomy of Obsession quest if Mirili Ulven dies after the quest is completed
- Ma'zaddha's corpse will no longer persist indefinitely in his house after the Lady of Paranoia quest is complete
- Corrected Anya Herrick's response to the Conspiracy topic of the Lady of Paranoia quest reverting to knowing nothing about a conspiracy after she has already admitted to it
- The Final Resting quest will no longer permanently stall if Hirrus Clutumnus' request is initially refused
- Fixed Hirrus Clutumnus' terrified cowering starting immediately after the player agrees to help him
- Added a safe storage note to the Final Resting journal entry on quest completion (see above) as both containers in Hirrus' house are safe
- Hirrus Clutumnus' corpse will no longer persist indefinitely
- Corrected oversight of the Ghosts of Suicide Hill dying if pushed off of the cliff by the player (was clearly erroneous as if activated when dead the message that they could not be talked to still appeared)
- The corpse of the fake Syl will no longer persist in the Duchess' Quarters after the Ritual of Dementia quest (it would disappear normally on cell reset, but this was unlikely to occur if the player was using the cell as a home)
- Kithlan and Anya Herrick should no longer be attacked by Dark Seducer Royal Guards after the Ritual of Dementia quest due to helping the player fight them when they were hostile
- In the Ritual of Dementia quest, corrected Arctus' (priest of Dementia) responding hostilely to being asked about Kithlan and Anya Herrick as if the player is an "agent of Dementia" when he is fully aware of what's happening
- Thadon's meal and wine will no longer give a message that the player has no Greenmote if they are found before the quest has even started, and corrected the message for Thadon's wine already being drugged saying "food" instead of "wine"
- Gundlar will no longer continue to deliver Thadon's food and wine (with functioning quest activators) after Thadon has defected in the Ritual of Dementia quest
- Corrected oversights of the cell names "Duke's Quarters" remaining unchanged after the Ritual of Mania quest for a female player, and "Duchess' Quarters" after the Ritual of Dementia quest for a male player
- Fixed the ownership of both Syl's and Thadon's thrones so that Syl's can't be sat on by the player before the Ritual of Dementia quest is completed, and Thadon's can be after the Ritual of Mania
- Fixed the ownership of the Greenmote Silo so that the player is no longer trespassing in it once they have completed the Ritual of Mania quest and become the Duke/Duchess of Mania
- The male Golden Saint and Dark Seducer reinforcements in the Helpless Army quest (only appear if the females die) should no longer follow the player after the quest is completed, even into Cyrodiil
- After the Helpless Army quest, Dylora will no longer immediately leave the Wellspring area and wander back to her prison chamber for no apparent reason
- Staada (Helpless Army quest Golden Saint commander) will no longer tell the player to inform Sheogorath of victory if spoken to after the main quest is completed
- Changed the trophy chime activator in Sheogorath's Palace for the Helpless Army quest so that it rings like the chimes in Brellach and Pinnacle Rock
- Fixed Sheogorath missing his cane, but still using the unique animations as if he had it, occasionally in the Sacellum and always at the start of the Symbols of Office quest
- Corrected four NPC's (Dulphumph gro-Urgash, Dumag gro-Bonk, Erver Devani and Una Armina) using the wrong skeleton mesh (SkeletonBeast.NIF instead of Skeleton.NIF); did not cause any known problems but may as well fix it so that future clothing/armor replacer mods don't cause them to grow a tail
- Changed Fimmion to have no Rumors topic as it was in the default elven voice which is quite different from his
- Golden Saints will no longer call other Golden Saints or Dark Seducers "mortals" when dismissing their conversation
- Dead Vitharn Ghost Fanatics will no longer give a message that they do not respond if the player tries to loot them (they disappear in less than a second anyways)
- Fixed the secret walls in Ebrocca, Sepechra failing to open if the player revisited the cell after it reset
- Ebrocca, Masse will no longer autosave every time the player passes through it if they've gone through two other cells in the interim, unless it has respawned and thus there is a reason for it
Item Fixes
- The player will now receive the correctly leveled version of the Talisman of Abetment at the conclusion of the Baiting the Mousetrap quest, and the correctly leveled version of the Ring of Happiness at the conclusion of the Final Resting quest
- The Keys to Dementia & Mania and Relmyna's Tears will no longer remain quest items stuck in the player's inventory when the Through the Fringe of Madness quest is completed
- Desideratus' Doll will no longer remain a quest item stuck in the player's inventory when the Ghosts of Vitharn quest is completed
- Removed an erroneous alpha line from the top of Grummite Shield icons ( GrummiteShield.dds )
- Fixed all twelve types of Amber and Madness Gauntlets not hiding the wearer's rings
- Fixed all twelve types of Amber and Madness Cuirasses not hiding the wearer's amulet
- Fixed the Order Priest's Robe and the Apostle Robes not hiding the wearer's rings
- Fixed the Patchwork Shirt not hiding the wearer's amulet
NIF Mesh and Texture Fixes - Armor, Clothing and Weapons
- Closed a seethrough hole in both armpits of the female Golden Saint armor (in the wearer's skin) seen when using a bow or spellcasting and fixed distortion on the right brassiere strap ( Meshes\Armor\GoldenSaint\F\armor.nif )
NIF Mesh and Texture Fixes - Statics and Clutter (note: there should be no loss of visual quality for all mesh optimizations)
- Corrected the cathedral lamps in the Sacellum Arden-Sul (New Sheoth) chains sticking through the stonework they are hung from up to the ceiling; replaced with new mesh USIPCathedralLight01.nif properly Havoked with fewer links, attached a script to prevent Z-grabbing bounty (as was done in the UOP) and also added a mounting bracket
- Corrected oversight of the "Deformed Swamp Tentacle" harvestable flora for the Museum of Oddities quest using the same mesh as the normal Swamp Tentacle; added new sufficiently deformed mesh USIPSEDDeformedSwampTentacle.NIF
- Fixed large FPS hit in Sheogorath's throne room caused by the Tree of Madness ( PalaceMadnessTree01.NIF ); mesh had almost twenty thousand unwelded vertices and optimized from 1.96MB to 662KB (one-third the size)
- Fixed moderate FPS hit in the Sacellum Arden-Sul caused by SESacellum ArdenSulTowerInterior.NIF; mesh had almost eleven thousand unwelded vertices and optimized from 1.68MB to 1.19MB
- Fixed missing Havok collision on one of the House of Dementia Private Garden meshes ( PalaceGardenCorner04.NIF ) so that the player can no longer go through the wall and "fall out of the world"; also optimized the mesh from 816KB to 365KB (very high number of unwelded vertices)
- Closed a hole in the roof of Sheogorath's palace ( PalaceEBack01.nif ) caused by a missing buttress half-arch, removed about a hundred duplicate faces near ground level causing flickering and optimized the mesh from 1.38MB to 681KB (very high number of unwelded vertices again)
- Removed duplicated faces causing flickering on a step of Sheogorath's Palace exterior ( PalaceWallUStairs01.NIF ) and optimized the mesh from 990KB to 567KB (over seven thousand unwelded vertices)
- Removed duplicated faces causing flickering on another piece's step of Sheogorath's Palace exterior ( PalaceSWallStairs02.NIF ) and optimized the mesh from 151KB to 121KB
- Fixed root cave piece RootGateHallSection01.NIF not fitting together properly with other pieces which left seethrough triangular gaps in the ceiling wherever it was present, and optimized the mesh from 518KB to 387KB
- Closed a seethrough triangular gap in another root cave piece ( RootHallRamp02.NIF ) and optimized the mesh from 160KB to 138KB
- Removed duplicate faces causing flickering on the top of the Crystal Chests found throughout the Isles ( OrderedChest.NIF ) and optimized the mesh from 194KB to 78KB
- Fixed a few polygons of bad UV mapping and some sharp vertex color breaks on the Shivering Isles gate island in Niben Bay ( SEIsland.nif ) and optimized the mesh from 1.15MB to 0.99MB (mesh was already present in the USIP)
- Fixed the bedrooms' floor in the Choosy Beggar (Bliss) being too high, which caused player/NPC's/objects to sink into it and hid the carpets, closed two gaps on a vertical beam by the downstairs door and optimized the mesh from 1.59MB to 1.21MB ( LCManiaHouseInt09.NIF )
- Closed a seethrough gap between the lower roof and wall, and fixed UV mapping on the broken stone underside and on several beams' beveled edges on the exterior mesh of Shelden's house (Passwall) and several other places throughout the Isles, and optimized the mesh from 865KB to 494KB ( HouseDementia01.NIF )
- Closed three hollow stairway beams on the exterior of Ma'zaddha's house (Crucible) and optimized the mesh ( DementiaHouseLower01.NIF ) from 942KB to 751KB
- Deleted duplicated faces causing flickering on a stairway column, closed a seethrough hole in the column's base and a gap between it and the wall in Ma'zaddha's house ( DementiaHouseLower01Interior.NIF ) and optimized the mesh from 352KB to 277KB
- Closed seethrough gaps in the upper eaves and beams on the exterior of Hirrus Clutumnus' house (Crucible) and optimized the mesh ( DementiaHouseLower02.NIF ) from 365KB to 284KB
- Minimized a visible seam on the exterior of Nanette Don's house (Passwall) and four other locations throughout the Isles, deleted many interior invisible polygons, fixed a UV mapping error on a bottom corner and on the edges of a window ledge, fixed a window frame not attached properly with the window cel poking through the edges and optimized the mesh from 1.23MB to 753KB ( HouseDementia02.NIF )
- Fixed two of the windowframes and awnings not being attached to the wall, closed seethrough gaps between the roof layers, a one-sided wall polygon, a hollow beam sticking through the roof and a hollow vertical beam that wasn't long enough, fixed six of the small diagonal support beams not being long enough, fixed bad UV mapping and incorrect texture under one of the roof eaves, and removed hundreds of invisible interior polygons and optimized the mesh from 1.17MB to 702KB for the exterior of Shelden's house (Passwall) also used in nine other houses in the Isles ( HouseDementia03.NIF )
- Fixed really bad UV mapping on a ceiling panel and bad UV mapping on several skirting beams, and closed a gap between a shutter and its frame and a window and its frame, aligned another window that was clipping through its frame and optimized the mesh from 970KB to 503KB of the interior of Shelden's house (Passwall) also used in nine other houses in the Isles ( HouseDementia01Interior.NIF )
- Removed an isolated floating triangle and polygons outside the visible area, closed a gap in an upstairs beam, moved one-sided wall polygons clipping through a doorframe and the rear wall clipping through the stairway post, fixed bad UV mapping on several skirting boards and ceiling beams, raised several sunken skirting boards in the far room, smoothed three wrinkles in walls, enabled stenciling on the diagonal ceiling panels so that they are no longer transparent from the upper hallway, fixed the Havok collision on the top of the stairs so that the player can no longer jump into the rafters going through one-sided walls and seeing open beams, and optimized the mesh from 1.31MB to 750KB for The Wastrel's Purse (Passwall), Horkvir Bear-Arms' house (Split) and Bruscus Dannus' house (Highcross) ( HouseDementia03Interior.NIF )
- Fixed really bad UV mapping on a ceiling panel and bad UV mapping on several skirting beams, removed some polygons outside the visible area, and optimized the mesh from 929KB to 419KB for the interior Jayred's house (Passwall) also used in five other houses in the Isles ( HouseDementia04Interior.NIF )
- Fixed bad UV mapping on four beams caused by missing end caps, closed a seethrough gap in the underside and another in a window overhang caused by a missing polygon on the exterior of Jayred's house (Passwall) also used in six other houses throughout the isles ( HouseDementia04.NIF ) and optimized the mesh from 750KB to 425KB
- Closed a seethrough gap of nothingness in the ceiling of Rendil Drarara's house ( LCManiaHouseInt08.NIF ) and moved a beam clipping through a wall on the first floor, removed a strange piece of stone wall border sticking out of the floor in front of the doorway, and optimized the mesh from 580KB to 352KB
- Corrected really bad UV mapping on a ceiling beam of Sickly Bernice's Taphouse Guest Rooms (Crucible), closed gaps between several wall half-pillars and the floor, and optimized the mesh ( DementiaHouseInn01InteriorTop.NIF ) from 1.08MB to 647KB
- Closed a very noticeable hollow beam at the foot of the stairs in Tove the Unrestful's house (Bliss) and optimized the mesh from 772KB to 558KB ( LCManiaHouseInt07.NIF )
- Corrected bad UV mapping on the doorframe of the exterior of Common Treasures (Bliss) and optimized the mesh ( ManiHouseGenStore.NIF ) from 387KB to 272KB
- Enabled stenciling on the Sheogorath statue found in ruins among other places so that the loincloth isn't transparent where it borders the back, fixed the crotch area clipping through the loincloth, and optimized the mesh ( SheoStatue.nif ) from 220KB to 142KB
- Fixed bad UV mapping on the frames of the doorway arches of the Gates of Madness ( GatesOfMadness.nif ) and optimized the mesh from 384KB to 329KB
- Fixed smeared texturing caused by UV mapping errors on the tops of CityWall45Turn.NIF and CityWallGate01.NIF (also optimized the latter from 330KB to 253KB)
- Closed seethrough open gaps at the top of CityWallTower01.NIF and optimized the mesh from 70KB to 56KB
- Enabled stenciling on one of the Aster Blooms ( SEMAsterBloom04.NIF ) so that the upraised petals aren't transparent on the underside; also optimized from 23KB to 18KB by removing 112 duplicate vertices (this mesh was already in the USIP)
- Fixed a gray line around the fringes of SEManiaRugSquare01.NIF
- Fixed UV mapping causing smeared and warped rock texturing at the base of some Crucible houses' exteriors ( DementiaHouse04.NIF ) and optimized the mesh from 621KB to 423KB
- Fixed a UV mapping error on the enclosed roof of Sickly Bernice's Taphouse exterior (Crucible), closed a seethrough gap between the columned structure at the roof pinnacle and the roof, fixed smeared UV mapping on the bottom of it, flipped normals on several of the wrought-iron fence grilles as their brightness was not consistent, closed a seethrough gap between a support column and the roof, and optimized the mesh ( DementiaHouseInn01.NIF ) from 1.52MB to 1.14MB
- Optimized DementiaHouse07.NIF already in the USIP from 783KB to 630KB
- Corrected strange texture perspective effect on RockDementiaOverHang01-03.NIFs caused by incorrect apply mode and slightly optimized them (two of these NIFs were already in the USIP)
- Corrected strange texture perspective effect on ManiaRV2820.NIF caused by incorrect apply mode, fixed two triangles of bad UV mapping and optimized the mesh from 82KB to 79KB
- Corrected UV mapping causing sharp texture breaks on RockDementiaSm04.NIF and RockDementiaCluster01.NIF, and optimized the meshes from 25KB to 13KB and 21KB to 18KB respectively
- Fixed a triangle of bad UV mapping on RockDementiaMed05.NIF and slightly optimized the mesh
- Fixed strange transparent texturing in the frieze of small temples found in ruins ( ExRuinArchway01.NIF ); was then able to remove pointless alpha property, closed a gap between the frieze and interior ceiling and optimized the mesh from 464KB to 358KB
- Closed two holes in ruin walkway pieces ( EXRuinWalkWall01.NIF ) caused by missing polygons and optimized the mesh from 498KB to 397KB, also fixed the same errors in similar meshes ExRuinWalkWallStairs01.NIF and optimized from 556KB to 406KB, and SE06ExRuinWalkWall01.NIF used as the flame of Cylarne brazier, plus fixed a one-sided polygon, several UV mapping errors and another gap in it and deleted some hidden polygons, optimizing from 694KB to 464KB
- Closed a seethrough gap at the corner of the frieze, removed an unnecessary triangle of bad UV mapping on ruin entrances ( ExRuinEntrance01.NIF ), fixed the Havok mesh at the sides being too small so they were seethrough if the player got close, and optimized the mesh from 355KB to 273KB
- Closed a seethrough gap on the underside of a cornice and several thin gaps between the walls, fixed bad UV mapping on all eight corner undersides, and optimized the mesh from 516KB to 428KB for the ruin towers ( EXWallTower01.NIF ); this mesh was already present in the USIP
- Fixed the same errors as above on ExPassWallTower01.NIF (based on same mesh) and optimized from 996KB to 825KB, and SE06ExWallTower.NIF (Cylarne flame brazier) and optimized from 728KB to 659KB
- Closed seethrough gaps in the base stonework of eight ruin wall pieces ( ExRuinTallWall01.NIF, ExRuinTallWallCorner01.NIF, ExRuinTallWallEndCapLeft01.NIF, ExRuinTallWallEndCapRight01.NIF, ExRuinTallWallT01.NIF, ExRuinTallWallTransLeft01.NIF, ExRuinTallWallTransRight01.NIF and ExRuinTallWallTWall01.NIF) and optimized all meshes (from 889KB to 775KB in total)
- Fixed a triangle of bad UV mapping under Sickly Bernice's sign on a Crucible street mesh ( DemStreet02.NIF ) closed several small seethrough gaps in the wide stairways between the divider and steps, and optimized the mesh from 249KB to 208KB
Placement and Layout (also see audits at the bottom)
- Replaced a respawning food cupboard in the Duke's Quarters with a non-respawning one so that the player's items don't disappear (all other containers there and all containers in the Duchess' Quarters are non-respawning)
- Raised the braziers in the Palace grounds ( SENSPalace02) beside the peristyle walkway so that NPC's (ie Golden Saint and Dark Seducer guards) don't walk over them, fall in and get stuck
- Closed a see-through rock, moved a tree partially embedded in the head gateway and moved a cluster of Blister Pod mushrooms and two Alocasias completely embedded in rocks on the Shivering Isles gateway island in Niben Bay (21,-9)
- Grounded a see-through underside root spike and moved a seethrough brick wall foundation in Vitharn Sump
- Replaced the wall-mounted bedrolls with static meshes (non-activatable) so that the player doesn't get a confusing message that the beds are owned, moved two pedestals so that they appear to be part of the wall instead of embedded in it and added pathgrid nodes so NPC's don't walk into a hallway wall in Vitharn Keep
- Grounded the slightly flying brazier and moved a scale weight intersecting the scale pan in Vitharn's Mausoleum
- Grounded two flying statues in Vitharn Bailey
- Aligned a misaligned statue clipping through its pedestal in Cylarne
- Removed a duplicated-in-place ceiling panel in Cylarne, Altar of Despair causing flickering
- Grounded several Grummite Egg Mounds and a stump in Knotty Bramble, Hatchery
- Moved an intersecting rubble pile causing flickering in Xaselm
- Removed a duplicated-in-place column cap causing flickering, slightly moved two pedestals to eliminate flickering at the intersection, moved an urn partially embedded in a wall, and fixed one of the bridge braziers not being at the same level as the others in Xaselm, Experiment Chambers
- Moved a spiked root trap so that the spikes aren't sticking into the adjoining room and fixed a flickery polygon of overlap in the same area in Xaselm, Sanctum of Vivisection
- Fixed a chest in Jayred's house (Passwall) facing the wrong way and clipping into a Shambles skull, and another Shambles skull upstairs clipping through the floorboards below
- Grounded a barrel and slightly ungrounded easel, and scaled down three barrels clipping into their stands in Shelden's house (Passwall)
- Lowered an overly thick rug in The Wastrel's Purse guest room (Passwall) clipping into a chest
- Grounded a noticeably flying table (and everything on it) and it benches and moved a crate clipping into a tapestry in Beelei's house (Deepwallow)
- Moved a raised platform and another's end cap to close a hollow beam and two one-sided polygons in Blackroot Lair, Inner Encampment
- Grounded two candles a chest and sack, moved the front door to close a gap of nothingness beyond, and a carpet that was intersecting with another carpet in Jastira Nanus' house (Bliss)
- Grounded a statue hovering noticeably above its pedestal and moved a tapestry whose hangar protruded through the adjoining wall in Sickly Bernice's Taphouse Guest Rooms (Crucible)
- Moved a statue and pedestal slightly clipping into a wall and a painting clipping into another painting in Common Treasures (Bliss)
- Aligned the badly misaligned walkway door to All Things Found (Crucible)
- Removed a second duplicated-in-place sewage slope in Crucible that was causing weird coloring
- The player will no longer be able to jump to the top of the interior Crucible walls from the steps to the palace or the roof structure of Cutter's weapons and "fall out of the world"
- Grounded two slightly flying piles of dirt in Crucible and moved a rock clipping into a vertical wooden beam
- Grounded a slightly flying urn in the Duchess' Quarters (House of Dementia)
- Moved a misplaced corner piece showing one-sidedness and gaps into place in Brellach, Hall of Reverence
- Grounded eight flying rugs in Pinnacle Rock, Font of Rebirth
- Grounded all brazier white flame nodes in all five Pinnacle Rock cells (78 in total) which were noticeably above the braziers such that the square polygonal "ember" base of the flame node could be seen from underneath
- Grounded a similar number of flame nodes in the three cells of Cylarne
- Grounded a statue to its pedestal in Pinnacle Rock, Hall of Reverence
- Grounded three flame nodes to their braziers in Knifepoint Hollow
- Grounded a statue to its pedestal and a flame node to its brazier in Knifepoint Hollow, Chantry
- Grounded four noticeably flying benches, closed a seethrough gap between a paneled ceiling and wall, moved a door panel poking through its archway and added a border to close a gap above it in Howling Halls, Narthex
- Grounded a pedestal and flying bowl, and slightly moved two columns and two railing components to eliminate flickering intersection in Howling Halls, Congregation Chambers
- Aligned a misaligned staircase to close a gap, lowered the flame nodes on the braziers on it so the flat part of the flame isn't hovering, moved a bookshelf and its items partially embedded in a wall, removed a nearby pathgrid node embedded in a wall, slightly raised the rear wall of the bedroom to eliminate flickering at the intersection in Howling Halls, Antechamber
- Closed a small hole in the floor in a corner in Ebrocca, Masse
- Fixed two transparent doorframe tops in Xiditte, Catacombs caused by missing pieces
- Slightly raised Horkvir Bear-Arm's house (Split) to eliminate flickering where the doorframe clipped into the ground
- Closed a seethrough gap in the Crucible town walls
- Moved one of the giant Mushroom tree roots breaking through the interior Crucible walls so that its seethrough end isn't exposed
- Slightly moved/scaled the Worm's Head mushrooms in the Sacellum Arden-Sul so that they aren't clipping into other objects
- Moved a painting in the Choosy Beggar (Crucible) so that the wall isn't clipping through it
- Corrected the missing ownership on the three silver goblets in the Halcyon Conservatory (left the wine bottles alone), moved two mushroom trees, a shrub and a Flame Stalk slightly embedded in rocks, and grounded a seethrough rock, a slightly flying Flame Stalk and three flying mushrooms
- Corrected the ownership of the Madness Armor list in Cutter's Weapons and the Amber Armor list in The Missing Pauldron so that they don't show a "red hand" (they can't be picked up anyway)
Audio Fixes
- Fixed excessive ambient sound objects in Bliss, Crucible and many of the larger dungeons causing dropped voice and effect audio, distortion or other audio problems, or even crashes or lockups on load of interior cells, for players with older soundcards; this fix is off by default and can be toggled on or off with the menu (see above)
- Corrected the sounds for loot-bearing Hollowed Stumps in Grummite lairs as were set to the stone door sound, and the open and closing sounds were the same
- Fixed the Golden Saint and Dark Seducer Warriors' greetings not playing if spoken to during the Helpless Army quest
- Fixed Shelden's (Passwall) greeting dialog not playing if spoken to before going to where the Gatekeeper is
- Corrected audio and subtitle for one of Thaedil's (the Bliss juggler) lines; audio said "three plates" but subtitle was "twelve balls" neither of which were correct
- Corrected audio and subtitle for Arctus promising the player the "Ring of Intrigue" if they light the torch for Dementia, whereas it's the "Raiment of Intrigue" (also reworded somewhat to get around 150 char. limit)
Text Fixes
- Corrected seven of the nine subtitles for Relmyna Verenim's dialog with the Gatekeeper in the Through the Fringe of Madness quest being completely wrong (one of the lines of audio had been split which pushed the rest down, and the subtitles were never updated to match)
- 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 Court of Madness faction
- Fixed spelling in messageboxes regarding Felldew withdrawal: "withdrawl" » "withdrawal" (four instances)
- Corrected typo in Ma'zaddha tombstone activator: "Mazaddha" » "Ma'zaddha"
- Fixed NPC name "Vitharn Reveler" » "Vitharn Ghost Reveler" to match the others
- Fixed the name of Sheogorath's Throne: "Chair" » "Throne" to match the others
- Corrected the following typos/errors in weapon/ammo/clothing names:
(ID From » To)
- SE08DarkSeducerWaraxe, SE08GoldenSaintWaraxe, SEDarkSeducer3Waraxe & SEGoldenSaint1Waraxe: "Waraxe" » "War Axe"
- SE11CiirtaRobe01: "Robe" » "Robes" (all others of this type are pluralized)
- SE30MadnessArrow2: "Arrows" » "Arrow" (no other arrows are pluralized)
- SEEnchElvenLongSwordLightning & SEWeapElvenLongSwordDurable: "Long Sword" » "Longsword"
- SEWeapElvenWarAxeDurable: "DurableElven" » "Durable Elven"
- SEWeapSilverBattleAxeDurable: "BattleAxe" » "Battle Axe"
- Corrected the following typos/errors in dialog text:
(Form ID Topic From » To)
- 19847 SE03AChamber "its" » "it's", "adventurer" » "adventurer's"
- 6A7F2 SE03FinXedilian "endevour" » "endeavor"
- 1330B SE04 "accomodation" » "accommodation"
- 80D79 SE05PostTortureGreet "wouldn't" » "couldn't" (audio didn't match subtitle)
- 18F96 SE06 "strategem" » "stratagem"
- 18DBA SE06GSWardenGreet2 "forebearance" » "forbearance"
- 206AD SE07A "Dutchess" » "Duchess"
- 206B6 SE07A "decieve" » "deceive"
- 6A896 SE07BThadon "Oh, this" » "Ha ha... this" (audio didn't match subtitle)
- 13651 SE07RitualNoD "become ruler" » "become the ruler" (audio didn't match subtitle)
- 82468 SE07SheoIntro2 "Doesn't" » "It doesn't" (audio didn't match subtitle)
- 1AE3B SE09 "learned to" » "learned how to" (audio didn't match subtitle)
- 81D7D SE09 "learned to" » "learned how to" (audio didn't match subtitle)
- 17CA3 SE10 "You have saved" » "You saved" (audio didn't match subtitle)
- 16B38 SE10 "here" » "there" (audio didn't match subtitle)
- 14B64 S1E11HaskillChoice3 "for you to be the new Madgod." » "to raise you to sit upon the Throne of Madness." (audio didn't match subtitle)
- 13341 SE32 "welkynd" » "Welkynd"
- 8EFD2 SE32Arrows "Athel" » "Althel"
- 12D20 SE32HlovalsMagicka "supose" » "suppose"
- 78FD8 SE32SiegeVitharn "his" » "His" (referring to Sheogorath)
- 7AC6E SE35 ". Whither "» ", wither"
- 78662 SE35Brithaur "speciality" » "specialty"
- 61C44 SE36Choice2HelpYes "perform" » "perform."
- 81E86 SE38Oddity5 "unsual" » "unusual"
- 8242A SE38TalkItem10 "addtion" » "addition"
- 81EB6 SE38TalkItemA "pygmys" » "pygmies"
- 73230 SE42Calipers "to not fall" » "not to fall" (audio didn't match subtitle)
- 8FA7B SE46 "exhausing" » "exhausting"
- 8DC11 SEConversations "she" » "he", "her" » "his" (referring to the male Tove the Unrestful; audio had been corrected by editing but subtitle was missed)
- 8E829 SECreatureResponses "ipanate" » "ipanate."
- 19AD0 SEFlameofAgnonTopic "his" » "His" (referring to Sheogorath)
- 43011 SENQDMania "visitng" » "visiting" (also removed a comma to get around 150-char. limit)
- 41097 SENQDMania "Encylopedia" » "Encyclopedia"
- 441F7 SENQDMania "prefecting" » "perfecting"
- 5EEDE SENQDMania "Souless" » "Soulless"
- 78C69 SESheogorathTopic "his" » "His" (referring to Sheogorath)
- Corrected the following typos/errors in quest stage journal text:
(Quest ID Stage From » To)
- SE05 65 "Mazaddha's" » "Ma'zaddha's"
- SE06 10, 40 & 60 "Depair" » "Despair"
- SE07 8 "Sheogorath become" » "Sheogorath to become"
- SE07A 22 "Duke" » "Duchess" (referring to Syl)
- SE07B 25 "prepare" » "prepares"
- SE08 25 "Grekendo" » "Grakendo"
- SE08 40 "Aureg" » "Aurig"
- SE13 9 & 50 "Jyggylag" » "Jyggalag"
- SE32 40 "obessing" » "obsessing"
- SE32 120 "welkynd" » "Welkynd"
- SE37 200 "beastiary" » "bestiary"
- SE39 10 "Ranaar-Jo" » "Ranarr-Jo"
- SE40 30 "to to" » "to" (two instances)
- Corrected the following typos/errors in books/scrolls/handbills/notes:
(EditorID | Display Name | From » To)
- SE37MiriliList | Mirili's List | "Pod Pit" » "Water Root Pod Pit", "Digestive Slime" » "Letifer Orca Digestive Slime", "Shambles Marrow" » "Bone Marrow (from Shambles)" (did not match actual ingredient names)
- SEBookGuidetoNewSheoth | Guide to New Sheoth | "Alocacia" » "Alocasia", "Arelith" » "Areleth"
- SEBookSixteenAccordsofMadnessV12 | 16 Accords of Madness, v. XII | "Orismer" » "Orsimer" (two instances)
- XPEbroccaBook07 | Letter Draft | "this one" » "this one" (doubled space)
Audits (complete checks of all objects in worldspaces for placement errors)
- Audited all 46 occupied cells of The Fringe. Found:
- Flickery object intersections: 2
- Flying/floating rocks: 3
- Flying/floating shrubs: 1
- Flying barrels/crates: 2
- Flying bones: 1
- Harvestable flora partly/completely embedded in rocks/trees/logs/walls/other flora: 1
- Objects outside the playable area: 14 (rocks; deleted: three were also seethrough and five underground)
- Misaligned doors: 1 (Jayred's house)
- Misc. objects embedded underground: 4 (bones and a duplicate Gatekeeper skeleton; deleted as useless)
- Rocks partially/completely embedded in walls/trees/logs/fences/stairs or completely embedded in other rocks: 8
- Rocks/blocks completely embedded (hidden) underground: 15
- See-through underside Grummite Egg Mounds/Sacs: 1
- See-through rocks: 28
- See-through walls: 1
- See-through underside trees/shrubs: 3
- Shrubs partially/completely embedded in rocks/walls/trees/logs/fences: 11
- Trees (including Mushroom Trees) partially/completely embedded in rocks/walls/fences/other trees: 13
- Unnaturally straight/sharp ground texture boundaries: 2
- Walls completely embedded (hidden) underground: 1
- Audited all 36 occupied cells of The Ordered Fringe. Found:
- Flying braziers: 5
- Flying plates: 1 (at roof height; deleted as out-of-place forgotten clutter)
- Flying statues: 4
- Flying urns: 2
- Misaligned doors: 2
- Misc. objects embedded underground: 4 (three bones and a rubble pile)
- Objects outside the playable area: 3 (rocks; deleted, one was also underground)
- Rocks/blocks completely embedded (hidden) underground: 10
- See-through ground: 1
- See-through rocks: 8
- See-through walls: 7
- See-through underside Obelisk crystals: 9
- See-through underside root spikes: 1
- Completed comprehensive cell-by-cell check for misplaced objects in 1,890 exterior (SEWorld worldspace) areas. Found:
- Broken columns impossibly balanced: 4
- Candles/chests/coffins/barrels/bedrolls embedded in objects/ground: 12
- Duplicated-in-place objects: 15
- Firefly/moth bounding boxes partially/completely embedded underground: 20
- Floating Water Root Pods: 1
- Flying Alocasia plants: 1
- Flying Aster Blooms (not attached to wall): 7
- Flying/improperly grounded barrels/chests: 3
- Flying bedrolls: 6
- Flying benches/chairs/stools/tables: 8
- Flying Cheese Wheels: 1
- Flying/floating Grummite Egg Mounds: 2
- Flying/floating rocks: 529 (including a boulder stuck in a tree in 11,-5 and a rock over head height in 7,-6)
- Flying/improperly grounded boards/log piles: 6
- Flying Fungus Stalks: 24
- Flying Kelp: 6
- Flying mugs: 1
- Flying Obelisk Crystals: 1
- Flying root spikes: 3
- Flying rugs: 5
- Flying/floating shrubs: 137
- Flying trees (including Mushroom Trees): 72
- Flying crates/chests/barrels/buckets/sacks: 5
- Flying light anchors: 1 (was practically in orbit)
- Flying lamps (not attached to wall): 1
- Flying/embedded pathgrid nodes: 7 (two in 0,-6 and five in 3,-9; also removed connections going through rocks)
- Flying/improperly grounded mushrooms: 45
- Flying skulls: 1
- Flying vines (not attached to wall): 3
- Giant roots partly/completely embedded in rocks/trees/logs/walls: 1
- Harvestable flora partly/completely embedded in rocks/trees/logs/walls/other flora: 286
- Harvestable flora partly/completely embedded underground: 26
- Improperly attached Hanging Tar: 4
- Improperly attached Swamp Tentacle: 1
- Improperly placed collision boxes: 3 (were not preventing player from getting to and seeing in palace LOD mesh)
- Misaligned/seethrough doors/gates: 3
- Misaligned lamps/flames: 1
- Obelisk crystals completely embedded underground or embedded in other objects: 4
- Rocks completely embedded (hidden) underground: 1,421
- Rocks partially/completely embedded in walls/trees/logs/fences/stairs or completely embedded in other rocks: 1,503
- Roots/root spikes partially/completely embedded in rocks/walls/trees/logs/fences/stairs: 3
- See-through giant roots/root spikes: 5
- See-through rocks: 2,410
- See-through/embedded vines: 6
- See-through underside Fungus Stalks: 30
- See-through underside Glow Pods: 2
- See-through underside Grummite Egg Mounds/Sacs: 22
- See-through underside Kelp: 3
- See-through underside Letifer Orca Planta: 8
- See-through underside Putrid Gigantea: 13
- See-through underside Rot Scale: 1
- See-through underside trees/shrubs (including Mushroom Trees): 1,244
- See-through walls/arches/blocks/columns/Obelisk crystals/stairs/tombstones: 56
- Shrubs partially/completely embedded in rocks/walls/trees/logs/fences: 1,244
- Shrubs partially/completely embedded underground: 12
- Stone posts completely embedded in other objects: 2 (one deleted)
- Totem Poles embedded in objects: 1
- Trees (including Mushroom Trees) partially/completely embedded in rocks/walls/fences/other trees: 626
- Trees (including Mushroom Trees) partially/completely embedded underground: 39
- Unharvestable Aster Blooms (inside Havok mesh): 7
- Unnaturally sharp land peaks/valleys: 39
- Unnaturally straight/sharp ground texture boundaries: 99
- Water flora (Root Pods) unanchored/on land: 9
- Wildlife/NPC spawn points on/embedded in large rocks or other objects or underground: 23
v1.0.0 First Release. (2007 - May - 4)
- Fixed incorrect Havok settings on various Mania rocks.
- Fixed a bug in Mirili Ulven's script, it was causing an AI overload resulting in her not finding and talking the player when the player enters her house after getting a creature for her.
- Fixed a bug in one of Mirili Ulven's AI packages causing her to become stuck in her house
- Fixed Mirili Ulven not actually rewarding the player with anything when they gave her all the plants even through she said she would; you'll now receive a random amount of gold (like for getting a creature)
- Grounded a slightly floating cluster of Worm's Head mushrooms and a sharp edge on a ground texture at Highcross (SEHighcrossExterior01)
- Fixed an un-harvestable Aster Bloom in the wilderness (9,6)
- Fixed the Duchess' dress, Thadon's robes and Haskill's clothes so the arms are now visible in first-person view when you wear them
- Fixed being able to give Mirili Ulven more than one of each sample; Mirili's Research option will no longer appear after you've given her all the plants
- The quest "The Antipodean Hammer" will no longer remain active and uncompleted in the quest log
- Fixed Amulet of Disintegration, Calming Pants and Ring of Desiccation so they will no longer be quest items after the "The Coming Storm" quest is completed
- Fixed the special effect disappearing on the Elytra for the "Addiction" quest
- Fixed the special Elytra in the "Addiction" quest possibly disappearing and breaking the quest
- Fixed bad vertex colors causing sharp break in the colors on the Mania building interior (LCManiaHouseInt07Top.NIF)
- Fixed missing texture on 2 Dementia building interiors causing them to appear all black (DementiaHouseInn01Interior.NIF, DementiaHouseInn01InteriorTop.NIF)
- The "Mace of Storms" is now known as the "Mace of Soul Storms" to fall in line with all the other soul weapons
- Sheogorath's Protection will no longer resurrect the player as doing so results in the loss of all abilities (racial abilities, vampire abilities etc.)
- Fixed the ordered Fringe so you can to fast travel to it; also you'll be able to fast travel out of the ordered Fringe to New Sheoth, Bliss, Crucible and Gates of Madness (once out map markers become available again)
- Fixed the oversized collision on top of a tower (EXWallTower01.NIF)
- Fixed floating bed in Earil's house (SENSEarilsMysteriesUpstairs)
- Fixed the scripts causing the reference ID bug (FBomb)
- Fixed new bows in Shivering Isles causing crashes/reboots (as all the better Oblivion bows did) when equipped due to Reach value of zero
-The chest (SE34DungGrummiteChestRuin01) you get Pyke's Medallion from will no longer respawn so you can't get multiple copies of it anymore
- Smoothed out sharp edges on Grummite Egg Mound (SEDGrummiteEggMound.NIF) and Grummite Egg Sac (SEDGrummiteEggSac01.NIF and SEDGrummiteEggSac02.NIF)
- Removed stencilling from Letifer Orca Digestive Slime (DDigestiveSlime.NIF) to fix ugly texture distortion
- Fixed Havok type and hit effects on Swamp Tentacle (SEDSwampTentacleIngred.NIF)
- Fixed alpha property causing ugly jaggy edges around Madness Ore Deposit (MadnessRockV3.NIF) and some blocks and rubble (RRubblePile2SecretWall.NIF, RRubblePileA01.NIF, RRubblePileB01.NIF, RRubblePileRamp01.NIF)
- Removed the pointless alpha property from the Shivering Isle island (SEIsland.NIF) that could lead to texture replacers making it become transparent; also updated the tangent space on the head which fixed all the sharp edges making it look a lot better up close
- Fixed alpha blending on Alocasia (MAlocasia01.NIF, MAlocasia02.NIF and MAlocasia03.NIF) and Red Kelp (MKelp01.NIF and MKelp02.NIF)
- Updated tangent space on the Dementia head gate (CityBorderDoorDementia.NIF), RootEndDementDoor01.NIF , RootHallDementDoor01.NIF, and the Mania head gate (ManiWallsSouth.NIF) to remove all the sharp edges
- Fixed the alpha property on the vines of 2 Mania wall parts (ManiWallEast01.NIF and ManiPillars.NIF)
- Removed pointless alpha property from some rocks and 2 tree root doorways that could cause them to become transparent when texture replacers are used (RockDementiaOverHang02.NIF, RockDementiaOverHang03.NIF, ManiaLg3990.NIF, ManiaLg3675.NIF, ManiaLg3190.NIF, REntranceDementia01.NIF, and REntranceMania01.NIF)
- Fixed clipping on the female versions (all 3) of the finery and also added stencilling on the fringes
- Fixed the inverted normal on the back of the male versions (all 3) of the finery causing a hole; also added stencilling to the collar
- Fixed the Madness cuirass so you no longer have a gap in the back of the neck
- Fixed Havok hit effect on the Grummite Totem Pole (TotemPole.NIF)
- Enabled stencilling on Grummite clothing (GrummiteClothingSet02.NIF)
- Fixed incorrect texture used on a root stair (RootPitStairs01.NIF)
- Fixed the missing texture on the juggling balls (SEJugglersBalls.NIF) which caused them to appear purple
- Fixed missing texture on the quill (SEQuillUser.NIF) you see people write with
- Fixed Havok hit effect on the smithy posters (SmithyPoster01.NIF, SmithyPoster02.NIF)
- Fixed Havok hit effect on roots (RuinsRoots01.NIF, RuinsRoots02.NIF, RuinsRoots03.NIF, RuinsRoots04.NIF, RuinsRoots05.NIF, RuinsRoots06.NIF, RuinsRootGroupA01.NIF, RuinsHallNxStraitB01roots.NIF )
- Lucien Lachance will no longer enter the Shivering Isles and seek the player for the Dark Brotherhood quests, which can't be started while in the Shivering Isles
- Dawnfang/Duskfang will no longer duplicate and will actually equip itself once you dismount your horse if the change time happens then; also reduced message spam caused by it
- No longer possible to get multiple sets of Calming Pants from Fimmion which broke the quest, and if you have already received more then 1 set of Calming Pants then they will all be removed bar one
- Removed a duplicate sewage slope in Crucible (SENSCrucibleLower) that was causing weird coloring
- Fixed typo in the plant "Watcher's eye" (SEPodwet02), now known as "Watcher's Eye"
- Fixed typo in "Shegorath's Regalia" (SEShegorathsRegalia), now known as "Sheogorath's Regalia"
- Correct the music in Bliss, Crucible, the Palace District, Mania Garden and Dementia Garden, now set to public (town) and not default (wilderness)
- Fixed the map so you can now see the map markers while in the Mania and Dementia Gardens (still can't fast travel from here though)
- Fixed the Dark Seducers' dialogue so that they now refer to male characters who become the Duke of Dementia as male and not female (the gender checks were set to check the Dark Seducers themselves and not the player as it should have been)
- Fixed the broken quest Symbols of Office (the script for the Standing Stone wasn't compiled (SE11bStandingStoneScript))
- Fixed Mels Maryon so he actually starts the Azura shrine quest as he should have (the original Oblivion result script was accidentally removed by Bethesda in the Shivering Isles ESM)
- Fixed Zealots, Heretics, Apostles and the victims in the Xaselm so you can no longer talk to them and receive "NO GREETING"
- Grounded 2 partially floating rocks at Hardscrabble Camp (SEHardscrabbleCamp) also removed 12 completely concealed rocks under the ground and in other rocks
- Amber Materials List (SE30AmberList) and Madness Ore Materials List (SE30MadnessListStatic) are no longer quest items, also corrected their Havok so they can be dropped
- Fixed the Gray Cowl of Nocturnal (TGGrayFoxCowl) so it is no longer possible to permanently gain the stats of the cowl
- Fixed Syl's double body, if the Staff of Worms was used on it then the quest would advance forward when the double died (Bethesda just duplicated the NPC and forgot to remove the script from the fake one)
- Corrected the name of the secret ladder (SE07EscapeLadder) in the Dementia Gardens; now known as "Ladder" not "Wooden Door"
- Fixed getting trapped in the Dementia Garden if you happen to enter it from the secret entrance (secret passageway will open up now if you come from underneath)
- Added an instant open animation to the Bust of Sheogorath (PalaceAlcoveBlock01.NIF) so if you come back later after you've opened it you don't see it re-opening itself again
- Set Big Head's responsibility to 50 so he doesn't go around stealing forks anymore (he will still take forks but only if they are un-owned) which would get him slaughtered by the guards/NPC's before the player could even get his quest or finish it
- Corrected typo in the names of 4 doors (SENSTheMissingPauldronSEManiaLCdoor01, SEDementiaSettlementDoor01, SEDementiaDoorInteriorAnim01, SEManiaLCdoor01), now known as "Wooden Door" not "Wooden door"
- Fixed a bug in a script (SE07ADarkSeducerEliteQuartersGuard01Script) that caused the 2 Dark Seducer Royal Guards in the Dementia Garden not to patrol properly (one wouldn't move at all and the other would walk back and forth not completing the full patrol loop)
- All oddity items in the museum are now static and cannot be moved around and lost
- Fixed the missing alpha property on Sheogorath's beard (beard.nif); as a result had to fix the already existing alpha (his tongue would disappear) in the beard's texture (beard.dds); Sheogorath's beard now blends well and looks a lot nicer
- No longer possible to loot Jyggalag (he doesn't have anything anyway)
- No longer possible to pick up a second copy of Cindanwe's book if you happened to finish the quest and kill her (any duplicate books you have will be removed if you've finished the quest)
- Fixed 3 Dark Seducer Royal Guards who were wearing normal helmets, (SE07ADarkSeducerEliteChambersGuard01, SE07ADarkSeducerEliteChambersGuard02, SE07ADarkSeducerEliteQuartersGuard01) they already had the elite helmet in their inventory except their was a levelled list of the standard helmet in their as well so they worn it instead
- Fixed the holding position on the Amber longsword
- Fixed the Dark Mace icon; the full size version of the icon was missing and depending on your screen resolution you'd see no icon for it
- Removed superfluous alpha properties from the male and female Dark Seducer armor and the dropped versions
- Fixed Una Armina not recognizing the 3 initial items in the museum upon first time
- Fixed bad UV mapping on the Dementia house (DementaiHouse07.NIF)
- Fixed incorrect texture being used on the under part of the Screaming Maw plant (PodDim02.NIF)
- Grounded 2 partially floating trees and 7 rock in the wilderness (-2,-11), also removed 2 completely concealed rocks, partially embedded flora
- Removed 7 completely concealed rocks, grounded a floating coffin (and the bones in it) and repositioned a coffin to conform to gravity better outside Ebrocca (11,15)
- Removed 2 completely concealed rocks, grounded 2 partially floating trees, and corrected 5 rocks with no bottoms laying on their side allowing you to see into them in the wilderness (15,5)
- Grounded floating bush, removed 3 completely concealed rock in the wilderness (9,-3)
- Removed 2 completely concealed rock in the wilderness (12,13)
- Grounded a floating bush, 2 floating rocks and removed a completely concealed rock in the wilderness (12,-3)
- Fixed missing texture on Thadon's dinner tray (SE07ThadonsDinnerTray.NIF).