[RELzWIPz] Unofficial Skyrim Patch - Thread #31

Post » Sun Apr 14, 2013 10:37 am

Unofficial Skyrim Patch

Version: 1.3.1
By the Unofficial Patch Project Team

http://afkmods.iguanadons.net/index.php?/files/file/659-unofficial-skyrim-patch/
http://skyrim.nexusmods.com/mods/19
http://steamcommunity.com/sharedfiles/filedetails/?id=87144366
http://tesalliance.org/forums/index.php?/files/file/1303-unofficial-skyrim-patch/
http://www.darkcreations.org/forums/files/file/289-unofficial-skyrim-patch/


Requires Skyrim version 1.9.29.0.8 or greater.

http://afkmods.iguanadons.net/index.php?/forum/345-unofficial-skyrim-patches/

This mod is an effort to fix the vast amount of bugs currently existing in Skyrim. If you're experiencing a bug with Skyrim, please report the bug to us in as much detail as possible on http://afkmods.iguanadons.net/index.php?/tracdown/categories/12-unofficial-skyrim-patch/. Please use search to ensure that you aren't submitting something that is already there. There are conglomerate entries for object placement (if it doesn't affect gameplay), text errors, and inappropriate dialog (again, that doesn't affect quests or other gameplay) so please use those entries if that's what you're reporting. Please also confirm that the bug you are reporting happens with no mods other than the unofficial patches installed. A lot of Skyrim bugs are actually the result of other mods doing things they're not supposed to. Thank you and we hope you have a better Skyrim experience!

(Note that all fixes are retroactive unless otherwise noted)

http://afkmods.iguanadons.net/index.php?/topic/3580-frequently-asked-questions-bugs/
http://afkmods.iguanadons.net/index.php?/topic/3581-frequently-asked-questions-about-the-project/
http://afkmods.iguanadons.net/index.php?/topic/3636-mods-made-obsolete-by-unofficial-patches/

Previous Threads: http://www.gamesas.com/index.php?showtopic=1358353, http://www.gamesas.com/index.php?showtopic=1359350, http://www.gamesas.com/index.php?showtopic=1362032, http://www.gamesas.com/index.php?showtopic=1364672, http://www.gamesas.com/index.php?showtopic=1366865, http://www.gamesas.com/index.php?showtopic=1376513, http://www.gamesas.com/index.php?showtopic=1383605, http://www.gamesas.com/index.php?showtopic=1387617, http://www.gamesas.com/index.php?showtopic=1396806, http://www.gamesas.com/index.php?showtopic=1401060, http://www.gamesas.com/index.php?showtopic=1404641, http://www.gamesas.com/index.php?showtopic=1408369, http://www.gamesas.com/index.php?showtopic=1411328, http://www.gamesas.com/index.php?showtopic=1413944, http://www.gamesas.com/index.php?showtopic=1416394, http://www.gamesas.com/index.php?showtopic=1420181, http://www.gamesas.com/index.php?showtopic=1423833, http://www.gamesas.com/index.php?showtopic=1429096, http://www.gamesas.com/index.php?showtopic=1432087, http://www.gamesas.com/index.php?showtopic=1433407, http://www.gamesas.com/index.php?showtopic=1435968, http://www.gamesas.com/index.php?showtopic=1436913, http://www.gamesas.com/index.php?showtopic=1438579, http://www.gamesas.com/index.php?showtopic=1439653, http://www.gamesas.com/index.php?showtopic=1440785, http://www.gamesas.com/index.php?showtopic=1442963, http://www.gamesas.com/index.php?showtopic=1446254, http://www.gamesas.com/index.php?showtopic=1448502, http://www.gamesas.com/index.php?showtopic=1450753

Credits:
AndalayBay - For hosting the USKP Beta and providing it a forum, as well as help with transferring control of the bug tracker information to Bugzilla.
Arthmoor - For stepping in to take over the unofficial patch projects and coordinating the various community reports and submissions into the final products.
BlueDanieru - For the Ancient Knowledge fix
Brumbek - For the fixed Thalmor Embassy building and entranceway
MadCat221 - For the fixed female Blades, Ebony, Iron (and Banded) Steel (and Plate) Cuirasses
Martigen, ThrottleKitty and Amgepo - For the fixed permanent remains and stacking Nirnroot glows
Phitt - For the fixed male Ebony Cuirass
PrinceShroob - For numerous fixes to quests, NPCs, items and more
DayDreamer - For help with porting the bug tracker over to Dark Creations and for help with fixing bugs
Jackstarr - For the audio fix correcting "Morang Tong" -&--#62; "Morag Tong"
alt3rn1ty - For the replacement archery target textures.

Version: 1.3.1

USKP Fixes
  • The added sleep package for Saerlund was sitting too low in the order. It's been moved up one slot so he can use it now. (Bug #12109)
  • All changes to the Gildergreen have been reverted since the LOD attempts all failed.
  • Several fixes have been reverted out due to Official Patch 1.9. Look for the strikeouts throughout the changelog.
  • Fixes supplied by Patch 1.9 that still require applicable USKP fixes on top of them have been merged together.
  • When the meat pie fix was added, the item you get from Sorex during the festival wasn't updated. (Bug #11902) [NR]
  • A regression caused by the carriage system weight fixes in 1.3.0 that caused the pvssyr dialogue to fail has been corrected. (Bug #12223)
  • The Marks of Dibella in Caught Red Handed (FreeformRiften11) that were addresses in USKP 1.2.6 were being given to the wrong NPCs upon accepting the corrected version of the quest. (Bug #12388)
Game Mechanics Fixes
  • AI pack FalkreathDeadMansDrinkSandbox19x6 has the wrong start time and duration set, which causes NPCs using this to sandbox inside the inn all day instead of their normal schedules. (Bug #12111)
  • AI packs StonehillsTeebaEiSandboxMine6x12 and StonehillsJesperSandboxMine6x12 had impossibly small sandbox radii of 50. They have been raised to 2048 to allow the NPCs to use them to mine properly. (Bug #10581)
  • AI pack StonehillsTeebaEiSandboxOutside21x4 targets Teeba Ei's editor location inside the mine, which isn't outside where it belongs.
  • Belethor and Ysolda could become unable to sell goods in the shop due to some invisible faction data that was conflicting with their services faction data. WhiterunBelethorsGoodsFaction and WhiterunBanneredMareFaction were both referencing the shop and its chest when they shouldn't be. This data has been removed via TES5Edit since it is not visible in the CK. The workaround introduced in USKP 1.3.0 has been removed as it is no longer necessary. (Bug #9794)
  • dunIronbindBarrowBeemJaOutfit gives Beem-Ja a circlet which can cause him to unequip his robes and then proceed into the dungeon naked. The leveled circlet of destruction has been replaced with a leveled ring of destruction so that he will keep his robes on. (Bug #10305)
  • Homecooked Meal's effect (MarriageFoodAbility) doesn't always work because it was not flagged to ignore spell absorption or resistance. (Bug #9664)
  • AI Pack WCollegeSavosSleep1x6 doesn't have a large enough radius for Savos Aren to be able to sleep when it's time. (Bug #12140)
  • The spell effects applied by the College of Winterhold quest to cleanse the magic pools are bugged, resulting in the applied spells effectively becoming permanent. (MGR2DrainMagickaSpell, MGR2DrainMagickaEffect) (Bug #364)
  • AI pack WhiterunDanicaSleep24x8 had no start time or duration set, resulting in her always sleeping after the previous package fix was applied. (Bug #12205)
  • The AI packs used by Thorald and the other prisoners in Northwatch Keep will no longer use corpse event behavior. (Bug #12011)
  • Decapitations with the devastating blow perk should not be taking place with blunt weapons. It should now only happen with battle axes and greatswords, as would be expected. (Bug #91)
  • Enchantment MQ203WeaponDragonDamage3 had an incorrect magnitude that was out of line with the progression of the other 4 in the series. (Bug #10178)
  • The Patch 1.9 fix for Ancient Knowledge is still wrong. The perk was providing the bonus to all armor EXCEPT Dwemer, which is directly opposite of what the description of it says. It was also multiplying "Tempering Health" by 1.15 rather than raising Smithing skill use by 15% as described. Since Bethesda generated a new perk entry for it, our fix now acts on their provided entry instead of one we created to fix this.
  • Investing in the Fletcher's shop in Solitude was useless because his merchant chest did not have the proper leveled list item to enable the perk.
  • The following locations had incorrect parent locations, which could then result in improper handling for radiant quest assignments:
    • IronbindBarrowLocation -> WinterholdHoldLocation
    • ShrineofAzuraLocation -> WinterholdHoldLocation
    • WinterholdCollegeMiddenLocation -> WinterholdCollegeLocation
    • SolitudeStablesLocation -> KatlasFarmLocation
    • SolitudeLighthouseLocation -> SolitudeLighthouseExteriorLocation
    • SolitudeLighthouseExteriorLocation -> HaafingarHoldLocation
    • GjukarsMonumentLocation -> WhiterunHoldLocation
    (Bug #12423)
  • Eastmarch Hold and Haafingar Hold lacked the LocTypeHoldMajor keyword like the other 3 major holds have. (Bug #12419)
  • The Jarl's longhouse in Winterhold lacked the LocTypeCastle keyword that all of the other Jarls' castles and/or longhouses have. (Bug #12418)
  • The barracks in Dawnstar lacked the LocTypeBarracks keyword. (Bug #12404)
  • LostProspectMineLocation and NorthwindMineLocation lacked the LocTypeMine keyword. (Bug #12403)
Actor Fixes
  • DB10LvlPenitusOculatusMissile_CarryFirewood is based on a series of nested templates that ultimately originated with an actor flagged to respawn and would therefore respawn outside the Dark Brotherhood Sanctuary after To Kill an Empire (DB09).
  • Mathies ends up stuck in the inn in Falkreath most of the time due to a defect in his AI schedule. FalkreathMathiesInn18x6 had not been set with a start time or duration. (Bug #12112)
  • Asgeir Snow-Shod had an out of order AI pack which caused him to become stuck inside the Black-Briar Meadery for most of the day, skipping his sleep and eat packages. (Bug #12110)
  • Galmar Stone-Fist could not execute his sleep package due to it being below his consultation package that has no duration, and because it wanted him to sleep near his editor location downstairs which has no beds. He has been given the bed upstairs that was already marked for the field commander's position. (Bug #12108)
  • Gloth has no key to the Pelagius Farmhouse and thus cannot exit the building to perform his AI schedule until the player unlocks the door for him. (Bug #12093)
  • The mage ghosts in Halldir's Cairn were using the wrong voice type. They should be using MaleUniqueGhost (or the female equivalent) but were instead using generic Nord voices due to bad template inheritance. (Bug #12074)
  • Potent versions of the elemental thralls you get with the Elemental Potency perk were not correctly labeled as potent thralls. (Bug #9809)
  • Urag gro-Shub has a sleep package that was never assigned. The package has been added and directed to the unused room in the Hall of Countenance. (Bug #12140)
  • Mallus Maccius was not sleeping after Dampened Spirits (TG03) due to his AI packages being in the wrong order. (Bug #10690)
  • Heimskr's AI schedule is partially blocked by his Bannered Mare package not having the time and duration set. His sandbox home package is also blocked by his sleep packages.
  • The radius on Ancano's sleep package at the College of Winterhold was not large enough to allow him to reach the bed marker.
  • Tolfdir's sandbox package had a radius too large to keep him in his room, and he would end up using furniture in other peoples' rooms.
  • Phinis Gestor had an unused sandbox package in his AI schedule.
  • Geirlund (MS09Geirlund) did not have his leveled actor flag set and was too easily killed in the quest to rescue Thorald. (Bug #12220)
  • Jarl Korir sandboxes in Brunwulf Free-Winter's house after being deposed as Jarl of Winterhold instead of going to the Palace of Kings like all the others.
  • Elgrim's AI schedule had his sleep and lunch times set 12 hours off from what they should have been.
  • Cave bears were not set to the correct race. They should be RaceBlackBear instead of RaceBrownBear. (Bug #12433)
  • EncBandit01TemplateMissile and EncBandit01TemplateMagic were erroneously set to have a morality of "No Crime" which prevented any bandits using these templates from committing crimes normally.
  • Commander Caius had two packages with conflicting schedules for patrolling in Dragonsreach and the city itself. These have been separated so they don't overlap anymore. (Bug #12374)
  • Severio Pelagia was incorrectly set to sandbox in Belethor's shop instead of the Drunken Huntsman as his AI package name implies.
Item Fixes
  • Key to Lami's Hut is incorrectly labeled. It should be Key to Thaumaturgist's Hut. (Bug #12136)
  • DBArmorHelmetWorn had no armor-addons for Argonians and Khajiit to fix facial and ear clipping. (Bug #12084)
  • Armor add-on FineBoots02AA should not occupy the calf slot since it creates numerous clipping errors when worn with some shoes. (Bug #12067)
  • A color variant for the apprentice mage boots that matches the color of the apprentice robes has been enabled in the game. It was already present in the CK but never deployed. The same has been done for the expert and master variations which were also not deployed. (Bug #12184)
  • Leveled list LItemSpellVendorStaffsAll75 is incorrectly set to a Chance None value of 75 instead of 25. Strangely, this bug was fixed in the Dragonborn DLC, but never included in Update.esm where it belongs. (Bug #12202)
  • Scrolls of Conjure Frost Atronach were not in any of the leveled lists. They have been added to LItemScroll50Skill which fits the progression of the flame and storm versions. (Bug #12148)
  • The Drainblood Battleaxe and Drainspell Bow do not hold an enchantment charge properly due to an incorrect setting on each weapons' enchantments. (Bug #12046)
  • According to in-game load screens, greatswords should swing faster than battle axes. Their settings were incorrect though since they were all set to exactly the same speed. Except the Draugr greatwords, which had the correct value. All other greatsword templates have been corrected to match. (Bug #9617)
  • Imperial bows and swords lack recipes to forge them. In light of Patch 1.9 adding other Imperial gear, this oversight has been corrected. (Bug #12041)
  • Leveled list LItemEnchRingAll is missing entries for LItemEnchRingAlchemy and LItemEnchRingEnchanting.
  • The generic Orcish Greatsword was incorrectly valued at 75 gold instead of 150.
  • All enchanted versions of Dwemer bows were incorrectly valued at 95 gold instead of 270 gold like the mundane version. (Bug #12438)
  • All enchanted versions of Elven bows were incorrectly valued at 165 gold instead of 470 gold like the mundane version. (Bug #12438)
  • All enchanted versions of Glass bows were incorrectly valued at 287 gold instead of 820 gold like the mundane version. (Bug #12438)
  • All enchanted versions of Ebony bows were incorrectly valued at 504 gold instead of 1440 gold like the mundane version. (Bug #12438)
  • All enchanted versions of Daedric bows were incorrectly valued at 875 gold instead of 2500 gold like the mundane version. (Bug #12438)
Quest Fixes
  • Two Penitus Oculatus Agents outside Castle Dour are never disabled after To Kill an Empire (DB09). (Bug #12121)
  • Skald's last line in his scene with Brina and Horik talks about General Tullius as though he's still alive. This last line will now be skipped if Tullius is dead. (Bug #12002)
  • Stig Salt-Plank and his pirate friends are never disabled during Rise in the East (MS10). (Bug #11985)
  • During First Lessons (MG10) Mirabelle can end up talking to herself if the scene between her and Ancano is interrupted. AI package MG01MirabelleSceneHoldPosition was not flagged to detect the scene interruption. (Bug #10330)
  • Orgnar will still tell the player to ask Delphine about renting rooms even after Blade in the Dark (MQ106) is past the point where she turns the inn over to him. (Bug #9958)
  • A Good Death (WE24) does not properly unload and remove the Old Orc if the player kills him, or if the player ignores him and leaves the area. (Bug #10655)
  • The unique bandit "Rigel Strong-Arm" respawns in Pinewatch because dunPinewatchQST is never shut down once it starts, even if she's dead. Note that even if you have killed her once before, you will need to do so again because the quest had duplicate stage numbers and was not able to mark itself as ready to close down. (Bug #6671)
  • The unique Silver Hand "Krev the Skinner" respawns in Gallows Rock due to the alias in "The Silver Hand" (C03) not clearing once he's dead and the quest shuts down. (Bug #6671) [NR]
  • The quest to rescue Derkeethus from Darkwater Pass (DarkwaterCrossingDerkeethusRescueQuest) could not be initiated by speaking to the miners at Darkwater Crossing due to broken dialogue conditions. (Bug #10616)
  • The stage 10 journal entry for DarkwaterCrossingDerkeethusRescueQuest mentioned being kidnapped by Falmer, but Sondas never says anything about this when talking to the player. It has been amended to reflect the actual dialogue.
  • The AI package controlling when Derkeethus forcegreets to complete the rescue might not trigger due to not making sure he was out of Darkwater Pass first. (Bug #12066)
  • Selling the Elder Scroll to Urag is supposed to enable a display case version of it once you've left the college. This event was broken due to a bad event node flag and has been corrected. (Bug #12182)
  • Managing to speak to Jarl Igmund before triggering Faleen's forced greeting would still result in Faleen running the forced greeting as though you'd never spoken to the Jarl. (Bug #69)
  • Affairs of Hagravens (dunBlindCliffQST) will now terminate itself upon completing it inside the dungeon. It will also no longer restart itself incorrectly if you skip ahead and kill Petra before letting Melka out of the cage. (Bug #294)
  • In Rescue From Fort Kastav (or For Neugard) (CWMission04) the prisoners you are sent to rescue will ignore your order if you tell them to wait. This was due to the script that handles them equipping their gear overriding the follow state variable that controls whether they're waiting or following. (Bug #1096)
  • The Wolf Queen Awakened (MS06) has been converted into a Change Location event to allow it to execute even if the player has reached level 81 and would then have been unable to make it start. (Bug #254)
  • Eisa Blackthorn would not usually get accosted by the bandits at Frostmere Crypt because the location data required to start the quest was too narrowly defined. (Bug #1108)
  • Workaround: Patch 1.7 broke the functionality of the "Say Once" dialogue flag. This has allowed the Thieves Guild special jobs to be turned in more than once because Delvin's dialogue is set up to flag each one this way. Additional conditions have been added to the 4 dialogue options to prevent them from showing up a second time. (Bug #8995)
  • Due to an unused alias AI package in DialogueWhiterun, the housecarl for the city (Irileth or Olfina Grey-Mane) will remain rooted to a static position next to the throne all the time. This unused package has been removed, along with fixing the order of the guard packages further down. (Bug #1095/Bug #12207)
  • It should no longer be possible to get the objective to speak to Nelacar in The Black Star (DA01) after you've already spoken to him and started the quest. (Bug #10671)
  • The quest in Angarvunde can be disrupted by pickpocketing the key from Medresi Dran. The key will now be initialized somewhere other than on her person so it can't be pickpocketed. (Bug #11924) [NR]
  • During Elder Knowledge (MQ205) the objectives can become jumbled in the journal due to one of the optional objectives being mistakenly marked to "OR" with a previous entry. (Bug #11975)
  • Items for Thieves Guild fishing quests were not being properly removed from the player at the end of each quest. (Bug #12114)
  • Fishing job quests could select Varnius Junius as a mark in Solitude even though he lives in Dragon Bridge since his editor location is in the Blue Palace. He has now been added to the no pickpocket faction to exempt him from this. (Bug #12177)
  • Proventus Avenicci could not sell upgraded to Breezehome from the Dragonsreach porch due to bad location conditions on the dialogue records controlling the upgrades. (Bug #12237)
  • Due to a schedule conflict in the Housecarl alias for DialogueMorthal, the housecarl for the city will not visit the inn as expected and will instead be following the Jarl around. (Bug #12213)
  • When talking to Maul, he'll tell you that his brother, Dirge, works for the Thieves Guild. This was supposed to let you tell Dirge you'd met Maul but the property on the dialogue record that sets the variable for this was never set. [NR]
  • After completing the Restoration Ritual Spell (MGRitual04) Colette is supposed to start selling the Guardian Circle spell book. This was not working due to a quest script property being set to the wrong global variable.
  • The Imperial Luck perk was erroneously being activated for all races when Before the Storm (MQ102) initialized. [NR - No solid means of guaranteeing Imperial players aren't currently werewolves]
  • Getting turned into a vampire was not curing the player of Ataxia or any of the trap induced versions of all of the diseases. (Bug #12352)
  • It was not possible to invest in Revyn Sadri's shop due to the dialogue checking for Belethor's investment variable instead.
Script Fixes
  • TrapDweThresher.psc had a potential for creating an infinite loop due to the script not checking properly for the object's 3D being loaded. (Bug #12098)
  • CritterSpawn.psc was missing an expected boolean return in the SpawnCritter() function. This may have been leading to significant save bloat and appears to have been the major cause of errors in the logs for the various critter generators.
  • PlayerVampireQuestScript does not correctly handle the player being in combat when their vampirism stage should change, causing it to get bumped for another 12 game hours and mess up some of the feed tracking. (Bug #1089)
  • critterBird function landAtPerch() and flyToPerch() were improperly specifying boolean returns when these functions return no values at all. (Bug #12247)
  • dunBluePalaceArenaSCRIPT was missing a return in getHealthPerc() (Bug #12248)
NIF Mesh and Texture Fixes
  • The terrible low quality water at blacksmith forges has been improved. It can't be animated, but this water looks much better than the vanilla version. The mesh has also been greatly optimized with several other defects fixed as well. (furniture\blacksmithforgemarker.nif) (Bug #59)
  • UV errors have been corrected on the Skyforge, as well as several other defects removed and the mesh greatly optimized. (furniture\blacksmithingskyforgemarker.nif) (Bug #12117)
  • Alduin's load screen is missing proper alpha channel support in the mesh. (loadscreenart\loadscreenalduinwall.nif) (Bug #11970)
  • Several meshes with invalid material settings for sound have been fixed:
    • magestatue.nif - Had no valid material set
    • whvalunstrad11.nif - Was set to Metal instead of Dirt, and Invalid instead of Stone
    • whvalunstrad13.nif - Was set to Metal instead of Dirt, and Invalid instead of Stone
    • whvalunstrad14.nif - Was set to Metal instead of Dirt, and Invalid instead of Stone
    • whvalunstrad15.nif - Was set to Metal instead of Dirt, and Invalid instead of Stone
    • whframewood.nif - Was set to Stone instead of Wood
    • whdoorfrontgate.nif - Had no valid material set
    • whgrayquarterdoor01.nif - Had no valid material set
    • whintmetalarchdoor.nif - Had no valid material set
    • whmetalarchdoor.nif - Had no valid material set
    • whcastledoorentrance.nif - Had no valid material set
    • wharenadoor.nif - Had no valid material set
    (Bug #12060)
  • The Whiterun drawbridge (Architecture\Whiterun\WRCityWalls\wrwallgatedrawbridge01.nif) has a spurious BSLOD block in the file which causes a visual distortion when viewed up close. (Bug #11890)
  • The blacksmith's forge in Whiterun (Furniture\blacksmithforgemarkerwr.nif) has some corrupt black triangles, and the forging blanks show up as all black. (Bug #12118)
  • Female merchant clothing did not correctly contain a calf partition and thus would clip with a number of other outfits when it shouldn't have. (clothes\merchantclothes\torsof_0.nif, clothes\merchantclothes\torsof_1.nif) (Bug #12099)
  • 157 meshes which have been designated as having LOD and also have static decals applied have been fixed to address issues with the static decals "popping in" at absurdly short distances after the cells have already loaded into memory. (Bug #12094)
  • Havok material was not set on some Nordic ruin pieces, resulting in no sound made when interacting with them. (norhavokdebris01.nif, norrubblepiece01.nif, norrubblepiece02.nif, norrubblepiece03.nif, norrubblepiece04.nif, norrubblepiece05.nif) (Bug #12052)
  • Several meshes were lacking double sided texture settings, mostly on animals, but on some plants too, which would cause them to appear with less fur than their textures were created to display. (Bug #12047)
  • The female fine boots are back for yet another fix to yet another problem with them which stemmed from there being a bunch of stuff not configured right in armor-addons and other things. (Bug #11949)
  • The Windhelm Stone Quarter mega-mesh has several problems with gaps, UV errors, and ugly tiling. (Architecture\Windhelm\whstonequarter.nif) (Bug #11893)
  • The male version of ClothesFarmClothesVariant02 (clothes\farmclothes02\m\1stpersontorso_0.nif, clothes\farmclothes02\m\1stpersontorso_1.nif) had large gaps between the hands and wrists in 1st person. (Bug #12071)
  • Viola Giorano's house has several mesh defects in it that have been corrected. (architecture\windhelm\WHViolaGiorano.nif) (Bug #11892)
  • Bad UV mapping on the guard tower scaffold in Whiterun. (architecture\whiterun\wrscaffold\wrscafguardtower02.nif) (Bug #11888)
  • Small hole in the roof on the Whiterun windmill towers. (architecture\whiterun\wrbuildings\wrfarmhousewindmill.nif) (Bug #11887)
  • The meshes for the bags of spriggan parts (clutter\hagraven\hagravenhangingball01.nif, clutter\hagraven\hagravenhangingball02.nif) was not using double sided texturing and also had several visible rips due to bad alpha settings. (Bug #12123)
  • The invisibility spell ball does not animate in the player's hand like it should due to a missing animation graph setting. (magic\invisfxhand01.nif) (Bug #7649)
  • Static draugr meshes in Nordic ruins have bad UV mapping. (clutter\ruins\ruinsdeaddraugr01.nif, clutter\ruins\ruinsdeaddraugr02.nif, clutter\ruins\ruinsdeaddraugr03.nif, clutter\ruins\ruinsdeaddraugr04.nif, clutter\ruins\ruinsdeaddraugr05.nif, clutter\ruins\ruinsdeaddraugr06.nif) (Bug #12132)
  • Archmage and journeyman male robes clip with the matching pair of boots. (clothes\archmage\m\archmagerobesm_0.nif, clothes\archmage\m\archmagerobesm_1.nif, clothes\magejourneyman\magejourneymanrobes_0.nif, clothes\magejourneyman\magejourneymanrobes_1.nif) (Bug #12119)
  • Female glass armor is missing alpha properties. (armor\glass\f\cuirass_0.nif, armor\glass\f\cuirass_1.nif) (Bug #11885)
  • Frozen cave balcony meshes have a texture seam due to bad tiling. (Dungeons\Caves\Ice\FrozenBalcony\CaveIFBalconyCurve01.nif) (Bug #12217)
  • Only one side of NobleBedDouble02 was usable due to a bad furniture entry flag. (furniture\noble\noblebeddouble02.nif) (Bug #12194)
  • Several meshes in the broken shack tileset have invalid havok materials instead of wood as they should. (architecture\shackkit\shackbrokewood01.nif, architecture\shackkit\shackbrokewood02.nif, architecture\shackkit\shackbrokewood03.nif, architecture\shackkit\shackbrokewood04.nif, architecture\shackkit\shackbrokewood05.nif, architecture\shackkit\shackbrokewood06.nif, architecture\shackkit\shackbrokewood07.nif, architecture\shackkit\shackbrokewood08.nif, architecture\shackkit\shackbrokewood09.nif, architecture\shackkit\shackbrokewood10.nif, architecture\shackkit\shackbrokewood11.nif) (Bug #12179)
  • The mesh used for torn paper notes had bad alpha settings, sometimes resulting in seeing half of it blurred against the background scenery. (Bug #12021)
  • The Horn of Jurgan Windcaller, if returned to Ustengrav, would be hoverng well above its placement on the tomb due to an animation block on the mesh that wasn't supposed to be there. (Bug #12134)
  • Interior doors in Solitude have bad UV mapping. (Architecture\Solitude\Doors\SHouseIntDoor01.nif) (Bug #12216)
  • Bad UV mapping on burned wood at the Western Watchtower. (dungeons\Imperial\Exterior\ImpExtRubble02.nif, dungeons\Imperial\Exterior\ImpExtRubble03.nif, dungeons\Imperial\Exterior\ImpExtRubble04.nif, dungeons\Imperial\Exterior\ImpExtRubble05.nif) (Bug #12005)
  • Numerous bones and some planter meshes all had incorrect havok material types. (Bug #12244)
  • The destroyed version of the Solitude well and one of the Solitude castle meshes had exposed undersides. (Architecture\Solitude\SWellDestroyed.nif, Architecture\Solitude\swellcastle01.nif) (Bug #12135)
  • The stone walkway in front of Dragonsreach has a bad UV seam visible. (Architecture\WhiteRun\WRTerrain\WRTerCloud01.nif) (Bug #12129)
Placement/Layout/Ownership and other World Object Fixes
Spoiler

  • "The Chill" (Winterhold's Jail) has no map marker despite being far enough from the city to justify having one. (Bug #12436)
  • 0009d048: A bed in Deadmans Drink has been marked as owned by Valdr so his sleep package at the inn will be allowed to function. (Bug #12113)
  • The arrangement of beds in House of Clan Cruel-Sea was not correct for the number of advlts (3) and children (1) living there. One child bed has been converted to an advlt bed, and Grimvar's bed is now marked as owned by him so the advlts don't force him out of it at night. (Bug #12102)
  • 000c4a9c: Bed marked as owned by CWFieldCOFaction so Legate Adventus Caesennius will be able to run his sleep AI. (Bug #10515)
  • 00056f40: Bed marked as owned by Captain Aldis so he will be able to run his sleep AI. (Bug #10515)
  • 000cc817: Unowned bed in WinterholdCollegeHallofAttainment that should be owned by Arniel Gane. (Bug #12140)
  • 000dddfb: Flickering support beams due to the placement of an incorrect interior piece in Lund's Hut. (Bug #12187)
  • 00068bc4: An official game patch assigned this reference to a script. If the USKP were later installed, the fix that was done to correct its position would not take effect. This will now be done via the retroactive scripts for existing games. (Bug #12075)
  • 0005dd0a, 0005d48e: Brazier fires sticking through their bases. (Bug #11879)
  • 000F63C3: Shelf clipping with the wall in White Hall. All items on this shelf have also been dragged forward so they won't clip the shelf in its new position. (Bug #11907)
  • 000D8A1E: Juniper tree clipping through its pot in Proudspire Manor. (Bug #12175)
  • 00088694, 00088693: Floating moss plants. (Bug #12133)
  • 000F8217: Downscaled a rubble pile in Helgen that was clipping a wall. (Bug #11903)
  • The 3 jail doors and frames in FortSungard03 were grossly oversized, causing them to clip through the fort structures when opened. (Bug #12036)
  • 0007515f, 00075164: Shadowmarks in Whiterun that were badly positioned. (Bug #11910)
  • Missing floor area in Alftand added to cover the space. (Bug #11880)
  • New rock placed between 00050113 and 00060728 to close up a large gap. (Bug #10561)
  • 0008285e, 0008285f, 00082860: Ceiling tiles on the Dragonsreach porch that were clipping through walls. (Bug #10541)
  • 000e8efa: East Empire map falls off the shelf due to havok displacement. (Bug #12231)
  • Grounded several floating cabbages at Loreius Farm. (Bug #10086)
  • 71EFD: Trees stuck in the top of another tree
  • B910E, B912C, B910B, 49455, 51E83, AF9D7, 48D9D: Flying Trees
  • 547BF: Floating Floor Sconce with flying Fire (547D8)
  • B81A8: Bed in Helgen with ownership set to a Riverwood Faction
  • 596B8: Sunken Workbench
  • 596BB: Flying Sharpening Wheel
  • B32D0: Flying Hay Bale
  • 77F1B: Flying Hagraven Pole
  • 10A9E9, 10A9E7, 10A9E5, 16403, 16401: Plates that fall through table, and also moved the beef on top of them (10A9E8, 10A9E6, 10A9E4, 16404, 21A2A)
  • 10A9F0, 10A9EE, 16409, 1640A: Bread that often falls through table
  • 213AD, 213AF, 213B1: Salmon clipping through plates, making a mess when havok settles
  • 213B5: Knife hidden in table
  • B32D3, B32D1, B32D2: Flying Barrels
  • B32D4: Chest intersecting Barrels
  • B3B5F: Barrel intersecting another Barrel
  • B33AD, B2990: Flying Tables, also moved items on top of them (B33B3, B33B5, B33B2, B33B4, B33B6, B33B7)
  • 2EBA0: Book stuck in shelf
  • E2591: Floating Candle Stick
  • C6638, C6639, C663B, C663C: Banners clipping into walls
  • C6632, C6631, C662E, C6630, C662F: Banners facing the wrong way
  • 285AD, 285AF, 285AE, 3F189, 3F188: Floating Falmer Fences
  • FFF06: Flying Icicles
  • E567F, E568A, E5694, E5695, E5696: Sunken Casks, taps at floor level which would make them unusable
  • E557F: Coin Purse half hidden in chest
  • E55CA, E55CB, E55CC, E55CD, E55D0, E55D1, E55E0, E55E3, E5662, E566E, E566F: Floating Candle Horns
  • 98AF4: Wreath half hidden in wall
  • 86437, 86436: Sunken Lanterns intersecting Urns
  • 95A5D, C1CF4, D642A, D185A, D1849, D1856, D1853, D184B, 68C2C, 86435, 8643A, 8643C, 8643E, 8643F, 86441, 86442, 86443, 86445, 96868, 968D0, D632F: Sunken Lanterns
  • 541DC, 541DD, D1859, D185C, 95ABC: Flying Lanterns
  • D185D, D184A: Floating Candles
  • CB9DD: Wine Bottle half stuck in a chair
  • DEC9D: Book intersecting shelf, often falls halfway through
  • CB93F: Sunken Chair
  • E5579, E557A: Flying Baskets
  • F6B1D: Hollow Rock
  • FB87C: Chandelier that hangs so low you collide with it when walking under it
  • 98AF4, 74606, B61CD, 891D1, F1BA8, F1BA9, D1230: Flying Shrubs
  • 4131C, 4131D, FBAA9, FBAE0, C09D2, C09D3, A6EDC, 86131: Flying Thickets
  • CE22D: Flying Flora
  • 2B521, 2B51F, 2B51D: Floating Sconces
  • 2B520, BA544: Floating Fire
  • E5E71: Floating Rug
  • E5F18: Baked Potatoes that often fall through table when havok settles
  • 10500A: Floating Chair intersecting table
  • 10500B: Floating Chair
  • 105092, C360E: Sunken Candle Sticks
  • C361D, C360D, C35E6, D642B, D1847: Floating Candle Sticks
  • E5F28: Plate the tend to fall through table when havok settles, also had to move the bread on top of it, E5F29
  • 979E4: Sack intersecting boat
  • C608E: Crate intersecting ship railing
  • C6057: Flying Barrel
  • C604A: Flying Crate
  • 2FCD9, C6624: Misaligned wall sections, gaps into the void
  • 3D637: Chair too close to Table and with marker under the table, replaced with more suitable marker version
  • 3D631: Floating Bed
  • 3D5A7, A4A89: Floating Benches
  • A483A, A42BE: Floating Lanterns
  • 6A111: Replaced Bench with static version since it's angle makes it impossible to sit on (it's leaned against a wall)
  • 3D86A + 3D65C: Bench with markers under table, removed bench and replaced table with table + bench combination
  • 3D688 + 3D661: Bench with markers under table, removed bench and replaced table with table + bench combination
  • 3D5EB + 3D5E3: Bench with markers under table, removed bench and replaced table with table + bench combination
  • 1E493, A4839, 1E06B, 1E06C, 1E06D, EA77D, 3D687 + 3D65A: Bench with markers under table, removed bench and replaced table with table + bench combination and grounded it, and moved items on top of it (A51A0, A519F, A519A, A519E, A5174, A519D, A525E, A51A1)
  • 3D636: Replaced Bed with one with more suitable markers
  • D65E5: Replaced Chair with one with a marker covered by the navmesh, instead of colliding with a pile of firewood
  • D81E0: Crate intersecting another Crate
  • D81DE: Floating Crate
  • D81E3: Sack intersecting Crate
  • 1018E7: Floating Fire
  • 1018E4: Cooking Spit intersecting Cooking Pot
  • 5CAEA: Bellows stuck in shelf
  • 94091: Flying Goat Pole
  • FCF20, FCF1E: Sunken Chairs, hiding persons feet
  • FD79C: Moon sugar intersecting Bar
  • D6567: Sunken Cart
  • 5AF5B: Floating Chest
  • 9DC15, 35169: Floating Barrels
  • E7538, E7539, E753A: Floating Sit Cross Legged Markers
  • 9E183, 9E174: Bench with markers inside a table. Removed Bench and replaced Table with a Table with Bench combo
  • 9D519, 9D51C, 9E107, 9E157, 9E158, 9D4F8, 9D502, 9DC93, 9E159, 9E15A: Cuttlery intersecting surface, often falls through when havok settles
  • 107751, 107752, 10774F, 107750, 107772, 107773: Eggs intersecting Tables, often falls through when havok settles
  • 77CD6, 77CD5, 10CE83, 10CE84, 10CE85, 10CE86, 10CE58, 10CE57, 77CD7, 10CE81: Skulls intersecting shelves
  • F72DD: Flying Shrubs
  • A5255: Floating Lantern
  • 71B9A, EBBBE, 10C6F1, C3D87, 10C6F3, C3D88, 10C6F2, 10C6F4: Sunken Lanterns
  • BD29D: Tree intersecting Rock
  • BD29F, BD298, BD287, B88CB: Flying Trees
  • 71DFF: Misaligned Jail Wall
  • A586B: Floating Thicket
  • F11D1: Lantern intersecting chair
  • 1092D7: Levitating Cross Legged Marker
  • CDE9F: Floating Lean Marker
  • 20C11: Dwemer Sconce not properly aligned to wall
  • 8B842: Dwemer Sconce far from wall
  • 503EA, 8AD9F, 8A275: Floating Lanterns
  • 88C99: Lantern almost completely hidden in a wall
  • 8A278: Lantern stuck inside a Dwemer Sconce
  • 88CE7, 88CE8, 88CCD, 88CCF, 88CBC, 88CFC, 88CB6, 88CA2, 8AD80, D6545, D6544, D6546: Sunken Lanterns
  • 503EC: Floating Chair
  • 3B2A6, 9844C, BF972: Flying Trees
  • D700A: Flying Table (Also moved items on top of it)
  • A162F: Bow half hidden in crate
  • 924CD, B8FBE: Hollow Rocks
  • 6C94C: Ceiling section in the Bard's College rotated the wrong way, resulting in one-sided seethrough holes
  • DD362, D6DAE: Book intersecting Table, falls through when havok settles
  • DD36C: Flying Cupboard, also had to move objects on top of it (DD36D, DD36A, DD36B)
  • D6D43: Shelf too far from wall
  • DD372: Flying Sack
  • DD394: Crate intersecting bed
  • DD395, C3D4F: Sunken Skulls
  • E3FB1: Sunken Bear Trap
  • 35F12: Draugr Corpse not aligned with floor
  • 103415: Chest intersecting wall
  • 16285, CC313, CC311, B6529, B652A: Floating Candle Horns
  • 46315: Badly placed Icicles
  • C2A6B, C2A6C: Giant Mortars that are floating or intersecting
  • EFD30, EFD2F, EFD2E, EFD2C, EFD20, EFD1F, EFD1D, EFD13, EFD12, EFD10, EFD0F, EFD32, EFD31: Floating Coffins
  • BFC2A: Barrel intersecting another Barrel
  • 3178E: Book floating beneath a table
  • C0DE6: Barrel intersecting Crate
  • C0DB2: Floating Candle Horn
  • 51A49: Sunken Candle Stick
  • C0DEB, C0DEE, C0DED, C0DEF: Pile of Flying Crates, intersecting other crates (Also had to move 105FED, 105FD6 on top of them)
  • E887F, D9050: Dwemer Wall Sconces too far from walls
  • 7C07B, 7C07C: Misaligned building sections, causing seethrough gaps
  • C3BFD: Book stuck in the underside of an End Table
  • C115E: Badly balanced/floating Crate
  • C0DE4: Flying Crate
  • A0ED0: Rock with exposed hollow underside
  • B0648: Floating Ferns
  • 108DD9: Sunken Book
  • 5A7D1: Trough intersecting pole
  • B5422, B5421: Flying Flora
  • D3B15, BA06A, AE42B, C3AB8, AEFDF, AEFDD, 88DDF, 88DC2, 88DC9: Flying Trees
  • D6009: Flying Skull
  • B0792, 51667, A03F1: Flying Shrubs
  • CB3AF: Floating Lean Marker
  • 420FC, CB9D1, CB9D0, CB9D5, CB9D2, CB9D3, CB9D4, E1EA5, 69169, F5758: Sunken Lanterns
  • FEBD0: Flying Lantern
  • FEBDD: Flying Lantern intersecting rock
  • B3189: Floating Cart
  • 3AA02: Floating Shrine
  • B3188: Flying Sack
  • B318B: Flying Barrel
  • B318C, FF710: Flying Mead Barrel
  • FF701: Mead Barrel intersecting shelf
  • 478BF: Floating Candle Stick
  • 478B7, 5751C, 57685, 57684, A9C58, A9C57, A9C5A, A9C59, B658C, B658B, 185E1: Beds with one marker in a wall, replaced with L or R version
  • FF613, FF6ED: Skull intersecting shelf
  • 478B9: Table intersecting Bed marker
  • 526A7: Book intersecting Table
  • 688F0: Rolled Rug half hidden in Shelf
  • 39A03, 798AF: Floating Table
  • 526C5: Floating Table (also moved 6890F, 6890E, 68910 on top of it)
  • 526C6: Floating Chair with unsuitable markers, replaced with R version
  • 39A01: Floating Chair
  • 39A02: Sunken Chair
  • AD310, AD2F2, AD2F1: Wall Mounted Antlers too far from wall or poorly aligned
  • 47828: Flying Chair, too close to table
  • AE6E2: Flying Chair with front marker inside a Table, replaced with proper LR version
  • A904C, A904B, A8C11: Chairs too close to Table
  • FF6E6: Crate intersecting wall
  • FF6EB, FF6EA: Flying Crates
  • 759AE: Sunken Candelabra
  • 759AD: Sconce too far from wall
  • 8DE52: Flying Rock with exposed hollow underside
Text Fixes
  • Text for the perk description of Green Thumb has been changed to reflect that it works on more than just plants. (Bug #192)
  • EnchArmorGlassCuirassDestruction04: "Glass Armorof Eminent Destruction" -> "Glass Armor of Eminent Destruction" (Bug #11915)
  • Several enchantment and effect descriptions have been corrected to more accurately reflect what they do. (Bug #12048)
The complete changelog is http://www.iguanadons.net/Unofficial%20Skyrim%20Patch%20Version%20History.html.
User avatar
RObert loVes MOmmy
 
Posts: 3432
Joined: Fri Dec 08, 2006 10:12 am

Post » Sun Apr 14, 2013 5:05 pm

Unofficial Skyrim Patch

BETA Version Available

Version: 1.3.2
By the Unofficial Patch Project Team

http://afkmods.iguanadons.net/index.php?/files/file/585-unofficial-skyrim-patch-beta/

Requires Skyrim version 1.9.29.0.8 or greater.

http://afkmods.iguanadons.net/index.php?/forum/345-unofficial-skyrim-patches/

USKP Fixes
  • Heimskr had been accidentally swapped to prisoner robes due to a missing condition in the event that sends him to prison when the Imperials win Whiterun. (Bug #12116)
  • The USKP added load screen for silver weapons affecting werewolves has been updated to use the slightly more generic term "lycanthropes" since Dragonborn introduces werebears. (Bug #12492)
  • landscape/dirtcliffs/dirtcliffscornerout01.nif was edited for UV fixes but ended up with the wrong texture on it after the fixes were done. (Bug #12494)
Game Mechanics Fixes
  • The Elemental Fury shout was not working correctly with bows or with dual wielded weapons, and was not applying the speed multiplier correctly for any weapons. (Bug #9249, Bug #9250)
  • The leveled spell entries LSpellWEBattlemageFireLeftHand and LSpellWEBattlemageFireRightHand have the level settings for Fireball and Firebolt backward. (Bug #12203)
  • Angarvunde could not be marked as cleared because the dungeon lacked a flagged boss actor. A draugr boss has been placed near the word wall and flagged so the dungeon will now clear. (Bug #12432)
  • AI pack DefaultHoldPositionCurrentLoc256 was incorrectly set to a radius of 128. (Bug #12499)
  • AI pack KarthwastenSauranachMineSandbox8x12Package had no start time or duration set. (Bug #12486)
  • AI pack DragonBridgeLumberCamp6x12 incorrectly started at 8am instead of 6am. (Bug #12486)
  • AI pack KynesgroveRoggeEatDinner19x3 incorrectly started at 9am instead of 7pm which caused a scheduling conflict for Rogge in Kynsegrove. (Bug #12486)
  • AI pack WindhelmNilsWorkInn14x8 should be starting at 16 instead of 14 to avoid a scheduling conflict. (Bug #12482)
  • AI pack WindhelmGrimvarSleep22x10 did not have its start time and duration set correctly. (Bug #12482)
  • AI pack SolitudePalaceLobbySandbox8x12 incorrectly started at 12 instead of 8. (Bug #12480)
  • AI pack AbeloneEatPackage6x1 was erroneously set to start at 12 when there is already a 12x1 package. (Bug #12478)
  • AI pack MarkarthAicantarEat20x2Package had no start time or duration, causing it to block the remainder of Aicantar's schedule. (Bug #12478)
  • Skeletons and Dragon Priests were fighting each other when they mixed because the Dragon Priest faction didn't have SkeletonFaction listed as a friend. (Bug #12519)
  • The sound from the Elemental Fury shout could become permanently stuck on if the currently equipped weapons failed to accept the enchantment. (Bug #12514, Bug #5058)
  • Witbane acquired from traps was not set to the correct magnitude to produce the effect of 50% slower magicka regeneration. (Bug #12533)
  • The blizzard spell's damage value was being augmented by the caster's spell resistance when this should not have been happening. (Bug #10532)
  • Lightning Storm erroneously had the script to generate ash piles attached to its associated magic effect (ShockDamageMassConcAimed) which would result in generating one pile per kill regardless of whether you had the disintegration perk or not. With the perk, two piles would be spawned. (Bug #9651)
  • All spells which used the Damage Stamina effect (EnchStaminaDamageFFContact) were enhanced by the Augmented Flames perk due to the effect erroneously having the MagicDamageFire keyword attached. (Bug #12439)
  • An errant script was attached to the effect used by the Make Ethereal shout (VoiceMakeEthereal) which caused Papyrus errors to be thrown because it had no properties set. (Bug #12186)
  • The Block Runner and Shield Charge perks were still usable while sneaking due to the lack of a proper check to see if the player is in sneak mode. (Bug #167)
  • The navmesh inside the Thalmor HQ in Solitude was not fully complete. (Bug #12259)
  • Fired iron arrows (ArrowIronProjectile) were flagged as "supersonic" which caused them to make out of place sounds when flying past the player. (Bug #12635)
  • Followers could not join you at Iron Bind Overlook due to the lack of a navmesh connection to the door on the upper level of the dungeon.
  • Lack of preferred pathing outside of Thaumaturgist's Hut in Morthal caused NPCs to take the long way around the building every time instead of the ground level path.
  • Followers could not join you in jumping from the shortcut path to leave Nchuand Zel after completing Lost Expedition due to the lack of a navmesh jump connector.
  • Several merchants were missing the bonus gold from the Master Trader perk despite the perk specifically stating ALL merchants in the world should have it.
  • Wuuthrad was not inflicting its bonus damage on orcs despite them being Elves who should be affected by it. Perk C06BladeOfYsgramorPerk did not have orc or orc vampires set.
  • AI Pack MorthalAslfurSleep0x7 Was set to use the editor location for sleeping, which would cause Pactur to return to Stonehills each night to sleep instead of staying in Morthal as expected when he becomes Sorli's steward.
Actor Fixes
  • Possible fix for Kodlak ending up naked on the floor of Jorrvaskr at the end of Blood's Honor (C04). Added his equipment directly to his inventory. (Bug #12157)
  • Bjartur has two lines of idle dialogue to use in the Solitude Jail, but because of an error in setting up the conditions, they would never play. Since her only dialogue is unfitting after the Stormcloaks take Solitude, she will be disabled after the city is taken. (Bug #12501)
  • Angrenor Once-Honored could not perform his complete AI schedule due to his eat package being blocked by his general sandbox package and because his patrol package had no start time or duration set. (Bug #12482)
  • Nurelion could not perform his full AI schedule due to his breakfast and dinner packages having no start times or durations. (Bug #12482)
  • Gularzob could not perform his full AI schedule due to his patrol package blocking due to incorrect time settings. (Bug #12480)
  • General Tullius never slept due to his castle command package having a bad duration setting. (Bug #12475)
  • The guards at Sarethi Farm were not linked to their XMarkers and thus would not patrol the area. (Bug #12465)
  • The guards at Snow-Shod Farm had no patrol route data set up and would thus be standing totally idle all the time. (Bug #12465)
  • None of the housecarls were able to sandbox throughout the whole house they're assigned to protect. New packages to allow them to do this "in cell" instead of with a defined radius have been generated for them. (Bug #12366)
  • With Patch 1.9, dunCragslaneLvlBanditGuard was intended to get flagged to respawn. In the process of doing so, his activation name was lost AND his combat style was erroneously set to Dremora instead of 1H warrior. (Bug #12481)
  • Red Eagle, Warlord Gathrik, and Yngol could all spawn as dragon priests at higher levels. The backstories behind these characters makes this extremely unlikely to have been the case. Plus, in the case of Warlord Gathrik, spawning him as a dragon priest will break the quest at Ironbind Barrow. (Bug #12470)
  • Drifa uses Pawned Prawn greetings even when she's not manning the store after Bersi dies. (Bug #12027)
  • The 3 Galdur sons in Reachwater Rock spawn above the ground and then "step" down due to bad linked reference settings. (Bug #12576)
  • Elgrim's Elixirs never locked up at night because the NPCs there both had sleep packages that weren't set to lock the doors, likely due to Elgrim's AI package bugs which were fixed. (Bug #12579)
  • Legate Rikke will now assume her more relaxed post-war schedule. Packages CWMapTableSandboxSolitude and CWRikkeSandboxFactionHQ were not conditioned to stop running when Ulfric was dead.
  • General Tullius will now assume his more relaxed post-war schedule. CWMapTableSandboxSolitude was not set to stop running when Ulfric was dead.
  • Galmar will now assume his slightly more relaxed post-war schedule. CWGalmarSandboxFactionHQ was not set to stop running when General Tullius was dead.
Item Fixes
  • The following scrolls were missing the VendorItemScroll keyword: MassParalysisScroll, BaneOfTheUndeadScroll, CandlelightScroll, ConjureFamiliarScroll, CourageScroll, ConjureFlameAtronachScroll, CalmScroll, FastHealingScroll, EbonyFleshScroll, BanishDaedraScroll, ConjureFrostAtronachScroll, ConjureStormAtronachScroll, CommandDaedraScroll, DreadZombieScroll, ExpelDaedraScroll, DeadThrallScroll, ChainLightningScroll, BlizzardScroll, HarmonyScroll, CallToArmsScroll, CircleOfProtectionScroll, GuardianCircleScroll, DragonhideScroll (Bug #12267)
  • Weapon speed on the Ebony Blade was missed when the adjustments were made to the other two handed swords. (Bug #12497)
  • Some miscellaneous clutter objects have been given names so they can be picked up. (Bug #12535)
  • Nord Hero Arrows were set with too high a damage value. Other Nord Hero items are in line with Elven stats, so these arrows now do the same damage as Elven arrows. (Bug #12523)
  • Imperial swords should be marked as WeapMaterialImperial instead of WeapMaterialSteel. (Bug #12522)
  • Leveled list LItemWeapon1HIronAndSteelOnly mistakenly contained a light source instead of the expected iron & steel war axes that should have been there. (Bug #12495)
  • Leveled list LItemWeaponBattleAxe is missing the orcish battleaxes. (Bug #12489)
  • Frostbite Venom and Lotus Extract lacked the VendorItemPoison keyword and could not be sold to apothecary merchants. (Bug #12556)
  • Interior load doors for Windhelm's Palace incorrectly generated wood sound instead of metal sound. (Bug #10354)
  • LItemEnchNecklaceResistMagic should not have been configured to randomize its results against all levels due to being used as a reward for Brelyna's Practice. (Bug #12595)
  • The worn shrouded gloves found in the Dawnstar Sanctuary (DBArmorGlovesWornPlayable) did not have the double backstab enchantment attached as they should have.
Quest Fixes
  • During Hail Sithis (DB11) the game was trying to trigger the scene quest for the Katariah soldiers after the Emperor's assassination, which resulted in errors being logged.
  • Previous fixes for Derkeethus and his quest exposed another bug. He had no alias package to keep him parked in Darkwater Pass before the player went there to rescue him. (Bug #12477)
  • The Revelers random quest (WERJ06) should properly terminate now when the NPCs load out of memory after the player leaves. (Bug #12338) [NR]
  • During Arniel's Endeavor (MGRArniel02) the Staff of Tandil is never taken from the player and given to Enthir. (Bug #12256)
  • In A Return To Your Roots (NN01) the counter that keeps track of Crimson Nirnroots can't stay sync'd up if multiple roots are added to or dropped from inventory. (Bug #12212)
  • Urag would repeat the lengthy introduction to Shalidor's Insights (MGR21) every time it started because the tracker variable reset every time. (Bug #12189)
  • Out of Balance (MGR02) is intended to be a repeatable radiant quest but the script to restart it was not set up properly. It will now trigger itself the same way MGR01 does. (Bug #12181)
  • The unique bandit Hajvarr Iron-Hand and his henchmen should no longer respawn in White River Watch once Hajvarr Iron-Hand is dead. dunWhiteRiverWatchQST was not being terminated properly. (Bug #12158)
  • During a civil war city battle, a quest takes citizens off the street (CWCitizensFlee). This quest was capable of filling citizen aliases with city Jarls. If it did so, then the Jarl of that city would instantly vanish back to their editor location once the finale scene for that city had completed. Note that if CWCitizensFlee is currently active the fix will not take effect. (Bug #12156)
  • After the Imperials take Windhelm, Captain Lonely-Gale is supposed to take over as steward but never did because Jorleif is never exiled. This has now been fixed. (Bug #12106)
  • Thieves Guild fishing and bedlam jobs could pick from cities other than the 5 the guild is concerned with (such as Raven Rock) which then breaks the quests progressions because they're not set up to check anywhere but Skyrim's major hold capitols. (Bug #12197)
  • Heimskr's tent should not be enabled if the Imperials have jailed him in Whiterun after the battle. (Bug #12130)
  • Courier deliveries will now identify what they are delivering to you instead of a meaningless "Items added" message. (Bug #12512)
  • If Drifa is killed prior to the end of A Chance Arrangement (TG00) it will prevent Taking Care of Business (TG01) from starting since her alias is not optional and she was never marked as essential. This is commonly called the Brynjolf "hmm" bug. (Bug #12209)
  • The fix for Bug #288 missed the narrow condition of fixing Farkas' outfit property changes if C01 wasn't started yet. (Bug #12211)
  • Maramal's scene in the Bee and Barb where he chastises the patrons for their sinful ways would not start under some conditions due to the aliases needing to be marked to allow reservations. (Bug #12139)
  • Sinding could be chosen as a target for Rescue Mission (CR08) because he was not added to the exclusion faction for that quest. (Bug #6510)
  • In Ill Met By Moonlight (DA05) the version of Sinding in the Falkreath Jail is never disabled after reaching Bloated Man's Grotto. (Bug #6510)
  • Ill Met By Moonlight (DA05) never stops once the quest is complete.
  • Due to incorrect conditions, the steward in Windhelm could prematurely tell you there are no more improvements to make to Hjerim even if the killer's mess is still present.
  • In Blood on the Ice (MS11 - By the Nine Divines! Make it stop!) it was possible for the house to be purchased before the investigation was complete, which then led to the possibility that the basic decorations would get reenabled if you had chosen to buy the bedroom decorations before the quest was over. (Bug #12078)
  • The mage paraphernalia and Stormcloak corpses that are initially found at Fort Amol were not being disabled once the fort was cleared. (Bug #12159)
  • During Animal Extermination, the AI pack used to keep the victim outside their home (CR01VictimsMillAboutOutsidePackage) should stop functioning once the beast is killed. The quest should also not be allowed to pick NPCs who have gone on to become Jarl in their city. (Bug #8813)
  • It was possible for the courier to fail to appear after completing Innocence Lost (DB01) due to the Dark Brotherhood tracking quest losing its update registration. (Bug #12230)
  • Followers and/or animal companions will become stuck inside Kilkreath Ruins after completing Break of Dawn (DA09). (Bug #408)
  • When talking to Meridia at the end of Break of Dawn (DA09) the player could begin falling to the ground and die before the timer could run out. This may have been due to the stage 500 fragment disabling the platform before the function that actually runs the fall had started. (Bug #259)
  • Infiltration (dunTrevasWatchQST) does not mark its objectives as completed as the quest progresses. (Bug #12199) [NR]
  • Red Eagle's Sword quest (dunRebelsCairnQST) could be restarted simply by revisiting either Rebel's Cairn or Red Eagle Redoubt, and it would be reset to stage 0 REGARDLESS of where in the quest you are, or whether you'd finished it already or not. With no way to know if the currently running quest is legitimate or a restart, this cannot be fixed retroactively. We can only prevent it from triggering any further restarts. (Bug #12059) [NR]
  • The Lost Expedition (dunNchuandZelQst) does not stop running once completed.
  • In Discerning the Transmundane (DA04), Septimus sometimes fails to turn into an ash pile upon reading the book. This appears to have been due to an improperly used RegisterForAnimationEvent that was referencing him as an Object instead of an Actor. (Bug #397)
  • Jaree-Ra continues to suggest seeing him when the player is bored even after Lights Out (MS07) has been accepted. (Bug #12622)
  • A bad dialogue condition on the "How do I join the Imperial Legion" topic prevented the guards in Solitude from speaking the lines. (Bug #12633)
  • If the player managed to speak to Brynjolf before encountering Maul, the objective to speak to Brynjolf would become stuck in the journal permanently.
  • If the player picks up Rayda's necklace prematurely during The Straw That Broke (FreeformIvarstead02) the quest would not advance after speaking to either Narfi or Wilhelm about Rayda.
  • In Spread the Love (FreeformRiften05) From-Deepest-Fathoms is prompted as though she were male.
  • In the random encounter with a Namira cultist (WEJS11), Sigar will always address you as though you completed The Taste of Dead (DA11) in favor of the cannibals.
  • If Revyn Sadri is killed in Windhlem and Avan Atheron takes over, Aval did not come to the shop to run it due to the PawnshopOwner alias in DialogueWindhelm having no packages. The alias will now use Revyn's packages.
  • During Recipe For Disaster (DB08) it was possible to exploit a dialogue bug when talking to Anton that would result in infinite speech bonuses for intimidation.
  • While on The Raid (FreeformRiften20) you would be flagged as trespassing in the Riften Warehouse even though the Jarl gave you the key.
  • Completing the civil war on the Stormcloak side does not close out any dangling objectives in the CWObj quest.
  • Several dialogue greetings that no longer make sense once the civil war is over have been conditioned to stop playing once it is.
NIF Mesh and Texture Fixes
  • The Whiterun pool mesh next to the Talos shrine was casting an incomplete shadow. (Architecture\WhiteRun\WRTerrain\WRPondStairs01.nif) (Bug #12506)
  • Imperial long and medium banners were causing z-fighting and also had the ropes only visible on one side. (architecture\solitude\clutter\sbannerlong01.nif, architecture\solitude\clutter\sbannerlmid01.nif) (Bug #12215, Bug #12400)
  • Interior non-load doors for Windhelm's Palace generated no sounds when being opened. (architecture\windhelm\doors\whintmetalarchdoor.nif) (Bug #10354)
  • Honeycomb ingredients have an unnaturally bright glow. (critters\bee\beehoneycomb.nif) (Bug #12447)
  • Several draugr bodies used as containers were spraying blood when struck with weapons despite obviously being incapable of bleeding. (clutter\bodies\draugrbodylaying01.nif, clutter\ruins\ruinsdeaddraugrsit.nif, clutter\ruins\ruinsdeaddraugr01.nif, clutter\ruins\ruinsdeaddraugr02.nif, clutter\ruins\ruinsdeaddraugr03.nif, clutter\ruins\ruinsdeaddraugr04.nif, clutter\ruins\ruinsdeaddraugr05.nif, clutter\ruins\ruinsdeaddraugr06.nif) (Bug #12586)
  • The main support columns on the Dragonsreach porch don't quite reach the ground, resulting in a seethrough gap. (architecture\whiterun\WRInteriors\WRCastle\wrintdragonroomrib01.nif) (Bug #12532)
  • A hairline gap existed for one of the Solitude stairway pieces even when aligned properly. (architecture\solitude\interiors\slgfstasol01.nif) (Bug #12468)
Script Fixes
  • More noisy scripts have had their debug messages turned off.
  • The TurnToAsh() function in ReanimateAshPile was erroneously set to return bool when the function has no return values. (Bug #12246)
  • MQ104 Stage 65 fragment is erroneously trying to complete Objective 10 when no such objective exists.
  • TraqexplosiveGas does not perform NONE checks on the trapGasWeapon and flExplodesGasTrapOnHit properties, resulting in numerous Papyrus errors.
  • DB10 Stage 10 fragment attempts to enable a reference that was enabled by a parent marker in Stage 1, resulting in a Papyrus error.
  • DB10 Stage 60 fragment attempted to enable an object reference using a call to an actor reference instead, resulting in a Papyrus error.
  • RemovableTorchSconce01SCRIPT had incomplete logic to deal with placing a torch, leaving the cell, and returning later to have the light source enable. It also had no handling for situations where the torch should have been deleted instead of merely disabled, which could lead to minor save game bloating. (Bug #12070)
  • dunNchuandZelBookComplete had severely flawed logic that would result in duplicating the books when they were activated and then picked up by the player. It needed to be rewritten using an OnContainerChanged event in order to resolve the problem. (Bug #8398)
Text Fixes
  • Fired Nord Hero Arrows were being marked as "ArrowNordHeroProjectile" instead of "Nord Hero Arrow".
  • Spell RaceArgonianWaterbreathing: "breath" -> "breathe"
  • Book2ReligiousAncestorsandtheDunmer: "necessary" -> "necessarily" (grammar mistake)
  • The load screen for the Lady Stone implies its effect lasts "for a while" when it isn't. "for a while" has been removed from the description. (Bug #12464)
  • Text for Absorb Magicka (000aa156) is mistakenly labeled as Drain Magicka. (Bug #12430)
  • Topic WERoad09Offer: "No Thanks" -> "No, thanks."
  • dunNchuandZelQst stage 100 log: "more then capable" -> "more than capable"
  • RecipeResistFire1 incorrectly lists frost salts instead of fire salts as an ingredient. (Bug #12596)
  • RecipeResistFrost2 incorrectly lists fire salts and a gourd as ingredients. This should be frost salts for certain, and we've arbitrarily chosen silverside perch for the other. (Bug #12596)
  • EnchRobesRestorationBase: "Magica" -> "Magicka"
  • RaceArgonianResistDisease: Missing accenting on the number.
  • SPEL RaceDarkElf (000AA021), SPEL RaceRedguard (000AA023), SPEL RaceWoodElf (000AA025): Incorrect formatting on the accent for the number.
  • Cell RobbersCove01: "Robbers' Cove" -> "Robber's Cove"
Placement/Layout/Ownership and other World Object Fixes
  • In a section of Karthspire not far from the Akaviri puzzle pillars, there are two large gaps between the floor and rock walls. These gaps are just large enough for NPCs to get wedged into with no way to get back out. A pair of wooden planks have been placed to cover the holes so this won't happen. The navmesh in this part of the dungeon was also badly constructed and has been fixed. (Bug #12188)
  • Grave Concoctions in Falkreath was not flagged with keywords to mark it as a dwelling or a store despite it being both. (Bug #12551)
  • Movarth's Lair could not be marked as cleared because the two vampire boss references were not marked with the proper location type keyword. (Bug #12526)
  • Solitude Blacksmith was not correctly flagged as a store or dwelling, and was also missing the TGBusiness keyword for Thieves Guild radiant quests even though it has all the required parts placed. (Bug #12450)
  • 5e39a: Removed the edit to this reference because the mountain piece was dropped to Z 0.0 for no apparent reason. (Bug #12544)
  • ac9b6: Moved the Golden Claw back from the edge of the counter to avoid NPCs knocking it down. (Bug #12472) [NR]
  • 000b5e64: Rocks placed to cover a large gap between here and the cliff face. (Bug #12437)
  • WinterholdFozenHearth, WinterholdRamirshouse, and WinterholdJarlsLonghouse were all set to WeatherCoast when they should be using WeatherWinterhold. (Bug #12429)
  • RiftenBollisHouse erroneously has "show sky" checked when it shouldn't, like all the other Riften houses. (Bug #12429)
  • FalkreathLodsHouse, FalkreathJarlsLonghouse, FalkreathHouseofArkay, FalkreathGrayPineGoods, FalkreathGraveConcoctions, FalkreathDengeirsHall, FalkreathDeadmansDrink, FalkreathBarracksJail, and FalkreathBarracks should all be using WeatherFalkreath instead of WeatherPineForest. (Bug #12429)
  • DawnstarBarracks should be using WeatherCoast instead of WeatherSnow. (Bug #12429)
  • WinterholdCollegeHallofAttainment is erroneously set to "show sky" when it shouldn't be.
  • 000c2988: Copy of Red Eagle's Rite partially sunken into a pillar.
  • 000e27ca, 000dee1c: Floating jugs.
  • 0005bf51: Floating sword.
  • 0006e9e2: Floating stockade pole.
  • 000BFF16: Sword stuck under collision.
  • 000F3C59: Lantern clipping a shelf.
  • 0005979B: Floating axe.
  • 000EE131: Urn clipping a wall.
  • 00089898: Floating column.
  • 000885DA: Rocks with exposed underside.
  • 000A722E: Floating hay mound.
  • 000585A4: Gap in two wall pieces.
  • 0003917B: Gap between two floor pieces.
  • 0003D22C: Gap between dirt and floor pieces.
  • 0007F575: Floating dust piles.
  • 0004894B: Gap between rock pieces.
  • 000F9340: Floating hay stack.
  • 000ADAA4: Duplicated door frame removed.
  • 000E2767: Weapon rack end cap rotated the wrong direction.
  • 00076452: Gaps on either side of this mesh.
  • 000c23f4: Floating rock pile.
  • 0004a569: Terrain piece with exposed back side.
  • 0007C601: Floating shrub.
  • 000CB134, 000CB135: Sunken barrels.
  • 00068855: Exposed road tile being used to cover a larger exposed road tile.
  • 000dfc69: Potatoes clipping a bowl.
  • There was no jump down connection for the navmesh in Orotheim to allow followers to use the shortcut to the exit.
  • There was no jump down connection for the navmesh in Swindler's Den to allow followers to use the shortcut to the exit.
  • There was no jump down connection for the navmesh in High Gate Ruins to allow followers to use the shortcut to the exit.
  • 000b1845: Floating slaughterfish eggs.
  • 000b184b: Floating barnacles.
  • The Thalmor Embassy had no north marker.
  • A scene trigger in Volskygge was placed too far from where the scene plays, resulting in the dialogue rarely being heard.
  • The White Phial (location) does not have a fire burning in Nurelion's fireplace, so he sits there staring at nothing.
  • 000c028d: Froki's Bow is set to respawn when it shouldn't. It is a unique item.
  • 0010fde7: Eorlund Grey-Mane's merchant chest was accessible by way of a terrain glitch.

The complete changelog is http://www.iguanadons.net/Unofficial%20Skyrim%20Patch%20Version%20History.html.
User avatar
vicki kitterman
 
Posts: 3494
Joined: Mon Aug 07, 2006 11:58 am

Post » Sun Apr 14, 2013 3:09 pm

Impressive fix list on the Beta release, Arthmoor. My compliments!
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Melissa De Thomasis
 
Posts: 3412
Joined: Tue Feb 27, 2007 6:52 pm


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