求求极限的例题解答谢谢

英语题目求高人解答谢谢!_百度知道
英语题目求高人解答谢谢!
D.women&#39.a new oneB.Thanks
B.is opening10.who the man isC.Thanks of
C.Neither did I.I missed the football match last night, please______.
________ your help.A.The news that they failed their driving test discouraged him.the man who is15. A.can
C.missed.another oneD.A.Thanks to2.Is she
the door. It’s just four o’t matter
C.He has________ for two years.lost.A.women&#39.________.isn’t open
C.doesn’t open
D.That shop sells ________ shoes and clothes.still8.closes
11.A.It doesn&#39. It’s too early?
-No?A.a new pair5.Susan’s parents have bought a large house with a swimming pool.can’t7.try them on4, missed
C.A, are6;s B? Is it the milkman.new ones
C.A. I will have to buy________, we finished the work on time.womens&#39.closing
D.left home.close
C.The shop
this morning!
D, isC; D. Two years ________a long time.didn’t they
C.womans&#39.A;3.A.What a pity.must
B, lost 9.to play with them basketball anyway
D.must.lost.If you like the trousers.already
D. A. It _____ be him.My glasses are broken.to play basketball with them anywayC.try it onB.-Why were you late for the meeting this morning.anyway to play basketball with them
C, butthey haven’t got everything ready _______.try on it
C.try on them D.missed, so I _____ the first bus, areB.isn’t opening
B.Thanks for
D, who _____ it be, lost
B.been away from home, isD.So I did
B.-________A.will.been away from home.who is the man
B. It ______ be very expensive.did they
B?A? -I _____ my way.mustn’t
D.They’re not very good but we like ________.The meeting will be
D? A.the man is who
B.-There is somebody at the door.may, won’t
B.may, mustn’t
D.Do you know _________ , may not12.didn’t it13.with them to play basketball anyway141.left home.ever
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大家还关注求高手解答几个问题 谢谢_上古卷轴吧_百度贴吧
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求高手解答几个问题 谢谢
1.XP升级MOD是否好用?升级会比原版快吗?有什么区别2.Deadly Reflex 5 这个动作MOD 好用吗?会不会冲突比较大?3.非官方修正补丁 有什么作用?影响汉化吗?4.大家常用的气候MOD是哪个?
小言喜欢用淡彩表达,有...
周一美女●甜甜的学艺术...
当年我做信贷的时候也像...
女生送青蛙玩具给男生,...
桃花尽日随流水,洞在清...
“吓死宝宝”版块,用语音...
我滴妈啊,满街的超短裙...
东京奥运会的LOGO究竟有...
人气CP啪啪啪,客官们真...
黑木耳和白富美有本质的...
机油头像:今夏我忘不了...
第一次被陌生男人叫了上...
1.更接近泡菜游戏……2.好。大。3.只干,别多想4.没有常用一说
MOD你感觉比较好的有哪个?动作MOD会和全美有冲突吗?
修正补丁不装没什么大碍吧?装了也是英文 看不懂啊
你不装没人求你
我只是想知道 修正了哪些问题
回复:6楼如果我完全回答你,大概得发二十多个帖子。你有耐心看我就发
审核你妹自己看 ————好久没有遇见迟钝属性了……
。。。。完全不懂。。。
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_: "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_: "if the Council" ?"if Council" to match the audio Corrected subtitle in Sinderion dialog MS39_Nirnroot_: "the recipe" ?"a recipe" to match the audio Corected subtitle in Ontus Vanin dialog NQDImperialCity_GREETING__1: "with Mages Guild" ?"with the Mages Guild" to match the audio Corected subtitle in Seridur greeting MS23_GREETING_: "those" ?"these" to match the audio Corected subtitle in Namira shrine speech DANamira_DANamiraSpeech_: "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_: "huh?" ?"eh?" to match the audio
Corrected subtitle in Azzan dialog FGC05Stone_contract_: "from the Bruma Chapel" ?"from Bruma Chapel" to match the audio Corrected subtitle in Adrienne Berene greeting MG01Destruct_GREETING_: "have good" ?"have a good" to match the audio Corrected minor possessive in Amminus Gregori dialog MS13_FawilTopic_: "Indarys's" ?"Indarys'" Corrected minor contraction in Olav dialog MS11_RaynilDralasTopic_: "cause" ?"'cause" Corrected subtitle in Snak gra-Bura response NQDImperialCity_SnakGraBuraResponse_ 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_ 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_ 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 C 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 al 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' 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 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 GameM 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.NIF 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 Wrait 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)
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' 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 mi 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 th 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 th 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
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 bein 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 als 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 A 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
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- 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 b 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' 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- 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.
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 N 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 conne 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 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 res 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' 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
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 NIFO the new one shapifies strip blocks if the average strip length is less than 10 and el 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 -.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 st 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 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/ 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
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 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
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 mesh unfortunately grew by 16KB but it's still less than half the original size
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