Oblivion Mod:Unofficial Oblivion Patch/Layout2
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Note: Anything outside the dungeons that could be placed on the "cell audit" list (like sunken/embedded flora) was moved there, as it properly belongs there. Anything inside dungeons is listed here.
Contents
Ayleid Ruins[edit]
- Grounded a blood decal under the severed head in Hame, Wendesel
- Flipped an Ayleid lattice gate to open the opposite way so that it doesn't embed in the ground, grounded a flying sarcophagus and moved an Ayleid light fixture that was out of its wall niche and offcenter in Bawn Loria, and eliminated a flickering overlap on a raised area and grounded seven Welkynd Stone pedestals in Bawn Latta
- Flipped a chest facing the wrong way in Atatar Haelia Anga
- Grounded a bowl standing on edge and several candles on a crate and moved an Ayleid Reliquary embedded in a wall in Belda, and another embedded in a wall in Belda Lor, and fixed a flickery overlap on the Belda exterior's roof
- Moved two very misaligned Ayleid light fixtures embedded in walls in Ceyatatar and a misligned screen wall that was seethrough-underside on one side, and lowered an arch in Ceyatatar Gorigarlas so its hollow base isn't exposed
- Fixed pathgrid connections running through two impassable pillars in Nornal and disconnected nodes near the entrance, grounded two flying bedrolls, two benches and a chest and moved an Ayleid fixture embedded too deeply in the wall in Nornal Ageasel, and fixed the pathgrids as there were nodes inside and connections running through two walls and flipped a chest facing the wrong way in Nornal Varlasel
- Grounded a stool and chest and aligned an unbalanced crate in Hame
- Closed a seethrough gap caused by a misaligned Ayleid outer ring at Hame's exterior, raised several sunken candelabras, grounded a rubble pile, crate and chest and raised an Ayelid coffer sunken into its stone shelf in Hame, attached two Ayelid light fixtures to their walls and grounded a rubble pile, two sacks and a barrel in Hame Wendesel, and slightly raised the Hame Dungeon Key sunken into a book in Hame Silasel
- Closed a large seethrough gap at the end of a misaligned Ayleid screen, moved a chest embedded in the floor and a pillar in Hrotanda Vale, and flipped an Ayleid gate which was embedding itself in a stairway when opened, attached two flying light fixtures to their walls, moved another ground fixture that was not in its wall overhang and closed another large seethrough gap from a misaligned screen wall section in Hrotanda Vale Sanctum
- Added two mounting blocks to Welkynd Stone cage chain supports so that they aren't attached to nothing in Lindai Inner Tombs
- Slightly raised two Welkynd Stone pedestals so that alpha-fringe shadow isn't flickering where it meets the column it sits on and moved a Welkynd pedestal that was out of its alcove so the stone would fall behind it and be impossible to retrieve in Nagastani
- Flipped an Ayleid gate that was embedding itself in a stairway when opened in Niryastare and grounded a seethrough-underside rubble pile in Niryastare Silaseli
- Lowed two misaligned Ayleid gates that were intersecting their doorframe when opened in Piukanda, closed a large seethrough gap by a misaligned screen wall section in Piukanda Edesel, and fixed a large flickering overlap on the base of the raised platform in Piukanda Ceyede
- Lowered an Ayleid arch outside Sedor that was hollow at the base, in the interior moved thirteen mounted and ground Ayleid light fixtures embedded in their walls or some distance from it causing seethrough gaps
- Closed a large seethrough gap at the end of an Ayleid screen wall and moved a barrel slightly embedded in the floor and another barrel in Varondo, and moved a plank embedded in a barrel in Varondo Varasel
- Slightly raised a Welkynd Stone pedestal so that alpha-fringe shadow isn't flickering where it meets the column it sits on in Vilverin Canosel, and raised a Sacred Lotus Seeds that would fall through the table when the player was near and a Septim embedded in the floor in Vilverin Sancremathi
- Closed a large seethrough vertical gap on the Ayleid ring of Welke's exterior caused by several pieces being misaligned
- Closed a rather large gap between the Ayleid ring and a stairway wall at Wendelbek's exterior
- Closed a seethrough-underside wall (also was flickering where it met the ground at one point) at the Wendir exterior
- Grounded and moved thirty flying Ayleid sarcophagi with overlapping fringe alpha causing flickering, grounded two flying altars and four square-column structures in Wenyandawik
Caves[edit]
- Deleted a dozen pathgrid nodes in Crayfish Cave that were completely outside the playable area and moved up three connected to them that were underground
- Closed a thin seethrough seam in Fieldhouse Cave
- Removed a section of Fingerbowl Cave - Servant Crypt (200+ objects) that was outside the playable area; it was unfinished as could not be traversed due to an impassable cliff and hole in the ceiling, and held nothing of interest
- Grounded four flying chests (including one that was also facing the wrong way) and raised a chest sunken into the ground in Fyrelight Cave
- Grounded several slightly flying chests in Hrota Cave, and raised an empty barrel with slight ground clipping through it.
- Grounded a flying chest, moved another up that was embedded in the ground and moved one out of a stalagmite in Lost Boy Caverns
- Grounded two slightly flying chests in Lost Boy's Yawning Halls, and a flying (and backwards) chest in Fatback Cave.
- Closed a noticeable seethrough gap under the load door of Mackamentain, Tombs of the Undead
- Moved a chest slightly embedded in a rock in Moss Rock Cavern
- Grounded a slightly flying chest in Pillaged Mine Limestone Works.
- One of the cells in Pothole Caverns will no longer show erroneous "red hand" trespass ownership.
- Fixed the swinging mace trap in Rockmilk Cave (one mace would swing wildly when activated due to collision with nearby root).
- Grounded a slightly flying crate, barrel, five sets of broken crate pieces, and two planks in Rockmilk Cave.
- Added pathgrid nodes to a tunnel section of Sandstone Cavern that was completely missing them (enemies and followers would not go into it)
- Grounded the slightly flying Eye of Nocturnal in Tidewater Cave.
- Moved the objects floating halfway between the surface and bottom in the water in Undertow Caverns to either the surface/roof or bottom
- Fixed a tunnel section overlapping with the cave it attaches to in Unmarked Cave Mazeway; added two tunnel pieces to shift the parallel tunnel section away and adjusted objects and pathgrids appropriately
- 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
- 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
- Moved a door so that in doesn't embed into the stone walls when opened and raised a barrel clipping into the ground in Broken Promises Cave
- Grounded a chest in Breakneck Cave, and two sets of Wisp Stalks, a seethrough-underside cooking pot support, a broken crate and a noticeably flying plank in Lower Breakneck Cave
- Added an end cap to the tunnel with the load door and moved a rock at a dead end so gaps of nothingness can't be seen beyond them in Capstone Cave, and raised a pot that would fall through the ground and a barrel embedded in the ground in Capstone Great Cavern
- Moved a chest embedded in rock in Charcoal Cave
- Lowered the feeding trough so that the corn in it isn't inaccessibly trapped inside the Havok collision mesh and closed a seethrough gap of nothingness at the end of a dead-end hall in Cracked Wood Cave
- Moved two doors so that they don't embed in the wall when opened, raised a sunken barrel and a chest embedded in a rock in Crayfish Cave
- Moved/aligned dozens of coffins and their lids embedded in the ground, each other and other objects in all three cells of Dark Fissure
- Grounded five barrels and a stool in Dzonot Cave and Dzonot Main Cavern
- Disabled/moved several very large duplicated-in-place rocks at the exterior of Echo Cave
- Replaced two plates with candles in them with a static bowl-with-candles object (the plates could be removed leaving the candles floating), grounded the seethrough-underside pot support posts, moved a barrel embedded in the cave wall, moved/grounded a crate that was touching ground at only one corner and two similarly unbalanced chests and grounded a noticeably flying stool in Glademist Cave
- Closed a very seethrough rock, grounded six clumps of Wisp Stalks (several very noticeably flying) and moved two that were outside the visible area, moved a plank leaning on nothing and raised three Septims embedded in a table in Fatback Cave, and grounded a flying rock (and enough that a plank isn't sticking through it), a flying and an unsupported chest and two clumps of Wisp Stalks in Fatback Great Chamber
- Fixed a cave-in and a mace trap in Fingerbowl Cave not working as they weren't set up properly, moved numerous coffins embedded in each other, the ground and objects, raised several objects hidden under a bookshelf and three barrels embedded in the ground
- Moved two pieces of clothing that would fall through the floor in Goblin Jim's Cave, lowered a burnt wooden wall that the player could fall behind and become stuck needing a console command or a reload to get out of, fixed a swinging log trap not triggering as it wasn't set up properly and added a sky texture static to a gap between two rocks with a light beam shining thrugh it (as otherwise the light was coming from nothingness) in Goblin Jim's Whiteskin City, moved a crate embedded in a barrel and another in a wall, raised a bone that would fall through the ground and lowered the hut to minimize clipping with the roof in Goblin Jim's Pantry
- Moved a skull and plank far out of the playable area, raised a bone that would fall through the ground when the player was near and a barrel embedded in the ground in Grayrock Cave, and moved a barrel embedded in the wall and three sets of bones almost completely or completely embedded in rocks in Grayrock Shambles
- Raised a Wisp Stalks hidden under the ground and a Cairn Bolete embedded in the wall, grounded a Wisp Stalks and closed a seethrough rock in Greemead Cave Inky Grottos, closed a very seethrough rock and grounded two chests in Greenmead Soggy Hollow, and moved a chest embedded in the wall and closed a seethrough rock in Greenmead Cave
- Raised a hanging corpse in Howling Cave that had its head embedded in the floor
- Grounded two seethrough-underside bedrolls in Hrota Cave
- Moved two coffins and lids embedded in each other or the ground, fixed two rocks with stalagmites going through them and raised a sunken barrel in Memorial Cave
- The Ogre Teeth on a bed in Moss Rock Cavern can now be picked up (were inside the bed's Havok); also fixed several coffin lids embedded in coffins there
- Moved a barrel intersecting the ground and a crate, a chest intersecting the floor and grounded a broken crate in Onyx Caverns, and moved a barrel intersecting a stalagmite, another embedded in the ground, a chest embedded in the ground and grounded a flying barrel in Onyx Canyon Bridge
- Closed/grounded several seethrough and flying rocks and grounded two clumps of Wisp Stalks in Quickwater Cave
- Added a missing sky texture piece and light beams to a hole in the roof of Red Ruby Hollows that was missing them so just showed nothingness
- Grounded a seethrough-underside Caire Bolete and reoriented two unbalanced chests in Robber's Glen Cave
- Grounded three seethrough-underside rocks and moved a sack intersecting another sack and a plank leaning on nothing in Serpent Hollow Cave
- Grounded a very seethrough rock in Shadow's Rest Cavern, and a broken barrel and crate in Shadow's Rest Rocky Run
- Grounded five chests (two very noticeable), a very noticeably flying stool, three broken barrels and crates and moved a rock covering a dead end to close gaps of nothingness in Shinbone Galleries
- Fixed a swinging mace trap in Shinbone Cave not working as it wasn't set up properly, closed two seethough gaps of nothingness at the ends of dead-end hallways and raised two barrels sunken into the ground
- Raised an inaccessible gold piece hidden under a chest in Sideways Cave, and closed a seethrough gap of nothingness in an Ayelid wall section in Sideways Cave - Lost Abagarlas
- Grounded a rock, two clumps of Wisp Stalks, two chests and a Cairn Bolete in Silvertooth Cave
- Moved three barrels partially embedded in stone, moved two carrots that would fall through the ground when the player was near in Sinkhole Cave, and moved a skull and bone that would fall through the ground in Sinkhole Great Hall
- Raised a brazier pillar slightly so that the alpha-fringe shadow isn't flickering, flipped two doors so that they don't embed themselves in the stone wall when opened and moved a barrel embedded in the wall in Smoke Hole Brass Tomb
- Moved a coffin almost completely embedded in a stone wall in Underpall Cave, raised two platforms so that the base doesn't clip through the steps in Underpall Keep
- Grounded a chest supported only at one corner by a rock in Veyond Sea of Darkness and a floating oblique chest with only a corner of it underwater in Veyond Great Sump
- Closed a seethrough gap of nothingness beyond a dead end tunnel in Wind Cave
- Fixed the well bucket rope being visibly attached to nothing and moved a duplicated-in-place Stinkhorn in the tutorial dungeon
Forts[edit]
- Closed two gaps in the floor caused by misaligned room pieces and rotated a chest facing the wrong way in Fort Cedrian Mausoleum
- Closed two large wall gaps in Fort Ontus Understreets.
- Grounded a slightly flying destroyed statue of Nocturnal to its base in Fort Teleman Order of the Black Rose.
- Moved the land up so you can't see under the pillars at Fort Naso (FortNasoexterior 38,1) anymore.
- Replaced several instances in ruined forts' crypt and basin alcoves of alcove piece RFHubArchTransNarrow which was ill-fitting, leaving seethrough gaps on the walls and bad flickering overlaps in the ceiling; replaced with slightly larger piece RFHallNHalf01 which fits seamlessly and adjusted nearby objects appropriately
- Flipped the dead goblin in Fort Ash's exterior so its head isn't halfway sunken into the stone floor
- Grounded a noticeably flying chest in Fort Carmala
- Fixed the rope of a well bucket in Fort Cuptor Battlemains being severed halfway up and going through the wall of the well (an inverted bucket/rope had been placed above it as the rope wasn't long enough but it fell down in-game) and moved two Parchments on a table so that they don't fall through it
- Moved/scaled some tipped statues in Fort Gold-Throat that were embedded in walls
- Grounded a flying bone (waist height over the floor) in Fort Flecia
- Flipped a chest facing the wrong way in Fort Redwater
- Moved a bone in Fort Redman that would fall through the floor if the player was near
- Moved a barrel with debris embedded in it and a crate embedded in a stone wall at Fort Doublecross' exterior
- Moved apples and bread in a bucket so that they don't fall through the walls of the bucket when one is picked up, raised a chest sunken into a stone ledge, grounded/flipped a flying chest facing the wrong way and raised a bone hidden in a platform in Fort Aurus
- Closed a seethrough gap between a brazier support wall and column in Fort Empire
- Closed a seethrough gap in the floor and gaps around the nearby load door in Fort Horuun Legate Assembly
- Moved a brazier embedded in a wall, and moved several bones and an iron shield so that they don't fall through the floor if one is picked up in Fort Cedrian
- Raised a bone hidden (far) beneath the floor in Fort Irony
- Replaced a bucket of apples and bread loaves with a basket (the apples couldn't be picked up as were inside the bucket Havok and the loaves would fall through the bucket walls) and raised a barrel with the floor clipping into the base in Fort Entius
- Moved the clothing (Red Silk Robes, Red Silk Hood, Gold Trimmed Shoes) in Fort Grief's bailey so that they don't fall through the ground when the player is near
- Moved a rock in Fort Rayles' exterior that was protruding one-sided polygons through the fort wall
- Closed a seethrough crack and moved two rocks embedded in the Fort Roebeck exterior walls
- Moved two rocks embedded in the Fort Dirich exterior walls
- Plugged two gaps around a boulder that the player could fall into and get stuck at Fort Aurus' exterior, and moved a small rock embedded in the fort exterior wall
- Closed a seethrough-underside wall in the exterior of Fort Chalman
- Closed a large seethrough gap between a stairway and the upper floor in Fort Black Boot
- Moved up a tan jug embedded in the floor in Fort Wooden Hand
- Moved a barrel clipping into the floor and a wall in Fort Scinia
- Disabled/moved two unnecessary roof components that overlapped others causing bad flickering, scaled up a gate which was too small for its frame and grounded a noticeably ungrounded candle (was standing on its wax drippings) in Fort Sejanus, and closed three large gaps of nothingness in the ceiling of sarcophagus niches caused by misaligned wall sections in Fort Sejanus Catacombs
- Moved up a knife and fork embedded under the floor in Fort Urasek, moved a dead Marauder so half his head isn't embedded in the floor, moved a candle on a skull (the skull could be picked up leaving the candle floating) and moved a crate embedded in a wall in Fort Urasek Company Billets
- Moved a barrel embedded in a stone block in Fort Caractacus
- Lowered two instances of RFDchestLargeEmpty01 in Forts Homestead and Roebeck so that their alpha-fringe shadows don't cause the ground to disappear depending on the viewing angle (also checked all 24 other instances of them to ensure they were fine)
- Raised a brazier pillar in Fort Roebeck Winter Station slightly so that the alpha-fringe shadow isn't flickering, and moved two bones in Fort Roebeck embedded in the floor
- Moved a barrel in Fort Sutch (beside the Medicine Cabinet) embedded in the wall
- Fixed a large flickering overlap between two hall sections in Fort Linchal
- Very slightly raised two balcony endcaps in Fort Wariel to eliminate flickering at corner intersections
Mines[edit]
- Moved/scaled/added mine support objects as required to close several seethrough ceiling beams, moved a set of supports to eliminate a large flickering overlap and flipped a gate so that it doesn't embed in the wall when open in Desolate Mine
- Moved a hanging lamp in Doomed Mine and another in Exhausted Mine Spent Works so that opening nearby doors won't cause them to fly around madly
- Moved a helmet in Empty Mine that had been placed on a skull, but due to Havok would slide right through the skull when the player approached
- Raised a burning bookshelf in Exhausted Mine Bottom Section embedded in rock and a skeleton
- Moved a barrel in Haunted Mine deeply embedded in a support beam
- Moved a rock blocking a dead end passage in Plundered Mine so that the nothingness at the end of the uncapped passage isn't visible
- Moved a ceiling beam in Barren Mine flickering badly due to overlapping with another beam and grounded a Goblin Totem staff standing on nothing
- Fixed a garlic clove in Derelict Mine that had an amount (causing a popup dialog when activated) and moved a Septim coin embedded in a stool leg and a crystal ball embedded in the table in Derelict Mine Lair
- Grounded/reoriented five slightly flying chests in the three Exhausted Mine cells.
- Disabled/moved more duplicated-in-place objects (braziers, a skeleton, etc.) at the exterior entrances to Derelict Mine and Exhausted Mine
- Disabled/moved a duplicated-in-place hanging lamp at Doomed Mine's entrance
Oblivion Planes[edit]
- Closed a large seethrough gap in a cave tunnel in The Sightless Grotto in Peryite's realm
- Grounded a pathgrid node embedded in the ceiling of a hallway in the Corridors of Dark Salvation in the Kvatch Oblivion plane
- Moved the hallway entry to the Sigillum Sanguis in the Kvatch Oblivion plane slightly so that the Sigillum walls aren't clipping through into it
- Corrected a patch of flickering ground-clipping water between a tiny Cypress islet and the mainland in Mankar Camoran's Paradise.
- Fixed bad pathgrids/nodes in a section of the Cheydinhal Oblivion plane (Wayward Knight quest) that had numerous nodes underground and hidden in rocks
- Fixed followers/enemies falling to their deaths or disappearing when the player crossed any of the six bridges between the towers of Oblivion random world # 2 as they were missing pathgrids and a subspace, and fixed a seethrough-underside tower ground-level doorframe
- Fixed followers/enemies running into the lava and dying rather than following the player across two bridges to an island in Oblivion random world #5 as the bridges and island had no pathing whatsoever
- Fixed pathgrids in Oblivion random world #1 and #6 towers "Blood Well" that would cause followers to fall to their deaths (the former was missing pathing completely on the spiral ramp and top, and on the latter preferred nodes were under the floor in lava, and about two-thirds of the spiral ramp had no pathing)
- Added missing pathgrid nodes in Oblivion random world #2 tower cell "Corridors of Dark Salvation" near the load door as their being missing was causing followers to disappear when the player went through it
- Fixed followers and enemies getting stuck in the sunken citadel tower roof of Oblivion random world # 1 as the edge of the roof was too high to walk over; added two stair blocks appropriate to the pathing
- Eliminated a large flickering overlap on one of the bridges to the citadel tower and moved a ground blade to cover a large flickering polygon where the ground met the lava in Oblivion Random World #1
- Added missing Oblivion Gate enable parent to a levelled Daedric beast that could be found before the gate opened or the main quest was even started, disabled/moved a duplicated-in-place burnt tree missing its Oblivion Gate enable parent so could be seen embedded in the "real" tree and moved a flame mode embedded in a ground blade (the base of the flame could be seen sticking out through the blade) into the burnt tree in Tamriel cell -44,-5