[RELz] Unofficial Skyrim Legendary Edition Patch [USLEEP] #1

Post » Mon Oct 05, 2015 7:27 pm

Unofficial Skyrim Legendary Edition Patch


BETA Version Available


Version: 3.0.0
By the Unofficial Patch Project Team

http://afkmods.iguanadons.net/index.php?/files/file/1615-unofficial-skyrim-legendary-edition-patch-beta/

Requires Skyrim version 1.9.32.0.8 or greater.
Requires Official Dawnguard DLC.
Requires Official Hearthfire DLC.
Requires Official Dragonborn DLC.

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

Game Mechanics Fixes
  • A damaged Story Manager node with an unresolved reference for Hearthfire was repaired by copying the Skyrim.esm record.
  • Resolved DLC conflict in KillingMoveSneakBackA00 caused by a dirty edit in Dragonborn.esm. (Bug #17922)
  • Resolved DLC conflict in KillMoveFrontSideRoot00 caused by a dirty edit in Dragonborn.esm. (Bug #17921)
  • Resolved DLC conflict in KillingMoveSneakBackA caused by modifications in Dragonborn.esm. (Bug #17920)

Actor Fixes
  • Badnir and Gunding are not marked as unique actors despite being named, never respawning, and the other residents of Whistling Mine being marked that way. (Bug #19485)

Item Fixes
  • The BasicFork01 and BasicKnife01 objects needed activation names, weights, and values to match the weaponized versions since they look the same, can be picked up by the player, and cannot be dropped without use of the console. If you have been picking these up all over the place, expect the possibility that you may now be weighed down and have to drop some. The VendorItemClutter keyword was also missing and has been added. (Bug #19481)

Magic, Perk & Skill Fixes
  • Resolved DLC conflict in the Warmaster perk between Dawnguard and Dragonborn. (Bug #17875)
  • Resolved DLC conflicts in the Hack and Slash perks between Dawnguard and Dragonborn. (Bug #17874)
  • Resolved DLC conflicts in the Limb Splitter perks between Dawnguard and Dragonborn. (Bug #17873)
  • Resolved DLC conflicts in the Twin Souls perk between Dawnguard and the Unofficial Dragonborn Patch. (Bug #17872)

Quest Fixes
  • Resolved DLC conflict in Discerning the Transmundane (DA04) caused by a dirty edit in Dragonborn.esm. (Bug #18682)
  • Resolved DLC conflict in Letter From a Friend (WICastMagic04) between Dawnguard and Dragonborn. (Bug #17876)


The complete changelog is http://afkmods.iguanadons.net/Unofficial%20Skyrim%20Legendary%20Edition%20Patch%20Version%20History.html.

Changelogs for the previous patches:

  • http://afkmods.iguanadons.net/Unofficial%20Skyrim%20Patch%20Version%20History.html
  • http://afkmods.iguanadons.net/Unofficial%20Dawnguard%20Patch%20Version%20History.html
  • http://afkmods.iguanadons.net/Unofficial%20Hearthfire%20Patch%20Version%20History.html
  • http://afkmods.iguanadons.net/Unofficial%20Dragonborn%20Patch%20Version%20History.html

User avatar
FoReVeR_Me_N
 
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Joined: Wed Sep 05, 2007 8:25 pm

Post » Tue Oct 06, 2015 1:31 am

[Normally reserved for future beta announcements]

Yep, the long awaited beta run is here! Those of you who have been following along already won't be surprised by this, but now it's official. We've entered the public beta phase for USLEEP. Please keep in mind this is NOT something you should use on any save you intend to keep, as has always been the case with a patch beta.

We expect this stage of things to last at least a full month. Please confine testing to making sure the merge performs flawlessly. You may need to update some mods which depend on the USKP to properly function alongside USLEEP. I have made copies of http://afkmods.iguanadons.net/index.php?/files/file/1618-cutting-room-floor-legendary-edition/ and http://afkmods.iguanadons.net/index.php?/files/file/1617-bring-out-your-dead-legendary-edition/ available that will cover this for those of you who use them.

Mod authors and translators, now is the time to begin planning. While we can't guarantee this will be the final form for the official 3.0.0 release, the goal is to try and do just that. So any changes that may be needed along the way should be minor.

We're getting closer. Unification Day is coming!

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Quick draw II
 
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Joined: Thu Nov 08, 2007 4:11 pm

Post » Mon Oct 05, 2015 3:19 pm

Hi Arthmoor

I have two questions:

1- The individual patches will be abandoned or you will keep updating them

2- Is it safe to delete the individual patches and use USLEEP mid-game even when the final version get released

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Beth Belcher
 
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Joined: Tue Jun 13, 2006 1:39 pm

Post » Tue Oct 06, 2015 2:54 am

The individual patches are frozen as of now. They will not receive further updates unless a critical error comes up, which frankly we don't anticipate happening since such a thing would have been reported by now.

Upgrade instructions are in the readme.

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Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Mon Oct 05, 2015 4:53 pm

Cool! I can start getting my new modlist together. Now for some of those skyproc patchers to get updated as well....

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CxvIII
 
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Joined: Wed Sep 06, 2006 10:35 pm

Post » Mon Oct 05, 2015 3:47 pm

A pity that the issue I found didn't get fixed (unless I got a slightly corrupted DL).

Either USKP or UHFP removes the starting dialogue from Svari (Child in Solitude that gives the quest Return to Grace).

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Farrah Lee
 
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Post » Tue Oct 06, 2015 12:39 am

If we have mods that use USKP, UDGP, UDBP, or UHFP as masters, will those mods still work if we upgrade to USLEEP or do we need to wait until those mods are updated before we can update?

Also, is there a way to tell in TESVEdit or WyreBash which mods are relying on the unofficial patches as masters?

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Emmie Cate
 
Posts: 3372
Joined: Sun Mar 11, 2007 12:01 am

Post » Mon Oct 05, 2015 5:01 pm

Using Wrye Bash is probably the easiest way to see what masters are used by each mod. On the Mods tab click on Skyrim.esm then just press the down-arrow key repeatedly while watching the Masters panel on the right side of the screen.

It will be best to wait until the mods you use are updated but there will probably be some mods that don't get updated. As far as I can tell from my testing so far, you can switch existing mods to use USLEEP instead of USKP (using either Wrye Bash or TES5Edit to simply change the name of the master), but fixing dependencies for the DLC patches requires TES5Edit and manual editing.

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oliver klosoff
 
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Joined: Sun Nov 25, 2007 1:02 am

Post » Tue Oct 06, 2015 12:32 am

It should be more or less possible to switch a file to use USLEEP as a master without much trouble, but only if it's using JUST the USKP as a master. If it's using more than that, manual editing and a lot of careful checking would be needed.

The very soon to be updated Wrye Bash 306 has a function to list dependencies when right clicking on a file in the mods tab. That will be the easiest way to spot anything that needs to be dealt with. Yes, USLEEP is one reason I asked for that feature to get added :P

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Charlie Ramsden
 
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Post » Mon Oct 05, 2015 6:00 pm

Awesome, thanks guys! :smile:

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Gracie Dugdale
 
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Joined: Wed Jun 14, 2006 11:02 pm

Post » Mon Oct 05, 2015 10:47 pm

Currently in wrye bash 305, disabling the uskp will also disable any mod that depends on it. Works just as well when looking for dependencies.
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Allison Sizemore
 
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