[WIP] Unofficial Skyrim Patch - Thread # 1

Post » Fri May 25, 2012 6:32 am

This is awkward. Can you be done with a decent version by say, end of April? I say this because I'm pretty close to finishing my Skyrim run the first time through and would like to move on to the (hopefully) final version of the Witcher 2 in April and finish that before coming back for my second run through. Just wouldn't be the same without my first version of the Unofficial (insert Bethesda game name here) patch from Kivan!

Just asking though. :wink:

Seriously though - thanks for this!
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CHANONE
 
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Post » Thu May 24, 2012 11:38 pm

I just posted a quick and dirty fix for the unbound dremora not going away during the conjuration ritual spell. Not sure if it's even on the to do list, but I figured I'd throw it in just in case.

Any of the people working on the project that know scripting probably could have figured it out and come up with a more elegant solution, rather than my trial and error testing, but eh it works and I did it mostly for myself anyways.

The quest name is MGRitual03.

Under Quest Stages look at stage 60. The line Alias_DremoraAlias.GetReference().Disable() is what causes the dremora to despawn on his own (before you resummon him for the last time).

Insert that code into the very beginning of stage 70, and he pops out of existence right as the last part is completed. No flashy disappearing lights though, as I said it was quick and dirty. But better than him staying around potentially breaking quests.

If you do use it, don't credit me or anything. I just make little things like this for myself, and figure I might as well upload them if nobody already else has.
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i grind hard
 
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Post » Fri May 25, 2012 6:58 am

Three cheers for KIvan! Thanks for all your work!
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Max Van Morrison
 
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Post » Thu May 24, 2012 10:59 pm

Quests are done; here's the file: http://www.4shared.com/archive/QUUlD-Kw/quest_corrections.html

I might go through the books next, cause I'm bored. :)
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Reven Lord
 
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Post » Fri May 25, 2012 3:24 am

Keep up the good work Kivan. You making a great game better. I like the work you done with Oblivion.

In the two rooms in the Hall of Rumination in Blackreach there are some missing textures http://i140.photobucket.com/albums/r11/Gerza71/TESV2012-02-1614-12-04-92.jpg and http://i140.photobucket.com/albums/r11/Gerza71/TESV2012-02-1614-10-32-24.jpg. I have the high texture DLC that Beth release last week I don't know it came from that or it aways been there.

Edit. Those beams I think, they don't match up with others.
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Nana Samboy
 
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Post » Fri May 25, 2012 5:37 am

Keep up the good work Kivan. You making a great game better. I like the work you done with Oblivion.

In the two rooms in the Hall of Rumination in Blackreach there are some missing textures http://i140.photobucket.com/albums/r11/Gerza71/TESV2012-02-1614-12-04-92.jpg and http://i140.photobucket.com/albums/r11/Gerza71/TESV2012-02-1614-10-32-24.jpg. I have the high texture DLC that Beth release last week I don't know it came from that or it aways been there.

Edit. Those beams I think, they don't match up with others.

Yeah if you watch the Creation Kit tutorials you would know that this is just a case of the wrong wall piece use in that space. I would think that would be an easy fix.
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Hayley O'Gara
 
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Post » Thu May 24, 2012 6:36 pm

Edit: if anyone wants to help I could use a save of Hard Answers restarting when entering Calcelmo's museum or lab. Please RAR or 7Z it and https://unofficialskyrimpatch.16bugs.com/projects/7078/bugs/211853.

I have a save past this incidence. I remember using console commands to end the quest after it popped up a second time, however Enthir's starting gold was reset to 500 base :
Spoiler
from the 4000 he was at due to, Returning the Thieves guild to Glory "quest chain", which I had previously completed before the Hard Answer quest started up again.

That same save however has the bug which prevents the quest Blood on the Ice from being started by any method at all. Bethesda's latest patch still did not fix this problem for that said save. If you would be interested in viewing this save let me know. There are several other bugs that have occured including:
Spoiler
Skjor respawning in Jorvaasker long after he was slain during the Silver Hand/Companions questline.

Send me a PM if you are interested, Kivan. Thanks for all you have done for this community. Your patches did wonders for Oblivion, and I sir would be more than happy if I could assist you in any way.

Thanks!
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Reanan-Marie Olsen
 
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Post » Fri May 25, 2012 5:09 am

{snip}
Thanks muchly. :) I'd have given up years ago if not for these encouragements that the work is appreciated. It isn't easy sometimes...

All three of those would be excellent. The Skjor one I'd love to track down exactly when it happens. The Blood on the Ice one you can upload https://unofficialskyrimpatch.16bugs.com/projects/7078/bugs/208297 and of course please 7Z (preferred) RAR or ZIP it.
Please let me know if the same save is for more than that one as well, but would prefer if it was just before the Hard Answers restart if possible.

Yeah if you watch the Creation Kit tutorials you would know that this is just a case of the wrong wall piece use in that space. I would think that would be an easy fix.

It would be if there is a "right piece" but I've encountered the same ceiling error in a Dwemer ruin (Avanchnzel?) and there doesn't appear to be. The room has to be rearranged significantly.

Keep up the good work Kivan. You making a great game better. I like the work you done with Oblivion.

Thanks. :) And noted the problem with the ceiling.


Quests are done; here's the file: http://www.4shared.c...orrections.html

I might go through the books next, cause I'm bored. :)

Downloaded and thanks. :) *Please* check against the list of what was already done in the first thread if you do as we probably got 90% of them already. I'll have a look at the list this evening.

I wanted to answer more but am a bit busy (aren't I always?) I'll try to get some more in later today.
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Antony Holdsworth
 
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Post » Fri May 25, 2012 1:35 am

NPCs will no longer drop weapons or shields as separate objects, as these are never cleaned up which greatly adds to save bloating and litters the gameworld (the items will still appear to be dropped, but will access the corpse's inventory to be taken and be cleaned up with the corpse if left)
Which setting is this? :)
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Quick Draw
 
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Post » Fri May 25, 2012 6:10 am

Edit: Sorted
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Jodie Bardgett
 
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Post » Thu May 24, 2012 10:55 pm

Textures from USP will be DDSopt'ed? Ethatron's tool is amazing :biggrin:
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Mark Hepworth
 
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Post » Thu May 24, 2012 7:39 pm

Textures from USP will be DDSopt'ed? Ethatron's tool is amazing :biggrin:
Unofficial oblivion patch used pyffi-optimized fixed meshes, so we can hope. However, I don't think USP will fix any textures unless there was a really glaring error in one of them. I don't remember any such 'texture errors' in the vanilla textures (there are some in the HD texture DLC though). USP is mainly about fixing the quest progression and game breaking bugs at this time. I think mesh and/or texture fixes are lower priority than that and will probably come a long time (if ever) after the main issues are fixed.
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Lauren Graves
 
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Post » Fri May 25, 2012 7:49 am

Yeah, there were relatively few texture fixes needed in Oblivion. Most of those were normal map issues.

Meshes aren't as high on the agenda right now unless there's nasty UV mapping issues visible. Of course, anyone willing to contribute fixed meshes is welcome to offer them.
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Aaron Clark
 
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Post » Fri May 25, 2012 1:53 am

*sigh* Skyrim, why so buggy @_@.

Great work as always Kivan, you do amazing things man.
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Mackenzie
 
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Post » Fri May 25, 2012 6:01 am

Kivan, could you take a look at DarkwaterCrossingDerkeethusRescueQuest? It's buggy, but for the life of me, I can't figure out why.

Two issues with it:

1. Derkeethus will not reliably follow the player out. That seems odd, since there are triggers that should force DerkeethusShouldForceGreet = 1, and that would make Derkeethus thank the player and go home. But instead, he won't follow the player out. Possibly, it's because if the player leaves first it runs DerkeethusShouldForceGreet = 1 (which should make Derkeethus thank the player), but the objective doesn't update upon that triggering?

2. Quest doesn't stop, leaving Derk to run back to Darkwater Crossing. The "go home" package should stop the quest if it's ended or changed, but it doesn't work. I though it was because of using GetOwningQuest, but "Waking Nightmare" uses that with no issue.
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Rachell Katherine
 
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Post » Thu May 24, 2012 7:20 pm

Kivan, could you take a look at DarkwaterCrossingDerkeethusRescueQuest? It's buggy, but for the life of me, I can't figure out why.

Two issues with it:

1. Derkeethus will not reliably follow the player out. That seems odd, since there are triggers that should force DerkeethusShouldForceGreet = 1, and that would make Derkeethus thank the player and go home. But instead, he won't follow the player out. Possibly, it's because if the player leaves first it runs DerkeethusShouldForceGreet = 1 (which should make Derkeethus thank the player), but the objective doesn't update upon that triggering?

2. Quest doesn't stop, leaving Derk to run back to Darkwater Crossing. The "go home" package should stop the quest if it's ended or changed, but it doesn't work. I though it was because of using GetOwningQuest, but "Waking Nightmare" uses that with no issue.
I reported that on the bug site a while back, though with less detail.
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amhain
 
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Post » Fri May 25, 2012 3:57 am

Ok. Found it. I scoured over this crap for the last 2 hours trying to figure out why it wasn't working. The two trigger objects on the outside of Darkwater Pass don't have the script attached. That's it. No script, no trigger. No trigger, no call to the LeftCavern() function that triggers the variable change to get Derkeethus to forcegreet.

BTW, Riveon, your bug was in relation to the quest not showing up and talked about Stage 20. I've had this quest appear on both characters, but both of them got stuck AFTER meeting him because he wouldn't trigger his final AI sequence.

EDIT: Er, ok. Nope. Stupid alias system. There's an alias to the two trigger refs (why this was done is anyone's guess) and the alias definitions do have the needed script attached. So... uh...

EDIT 2: Could be rather simple. AI pack DerkeethusFollowPlayerPackage is only set to follow the player while within DarkwaterWorld. I think that condition needs to come off because it prevents Derkeethus from following on the surface, and there could be a split second before the trigger box fires where he gets stuck trying to comply with the package. Exacerbated by the fact that the trigger boxes both self delete once they're hit.
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Jeff Tingler
 
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Post » Thu May 24, 2012 10:14 pm

Residents may only talk about Derkeethus' going missing and give no quest or objectives. Locating his prison in Darkwater Pass should bring you to quest stage 20

Stage 10: One of the fisherman from Darkwater Crossing has gone missing, allegedly kidnapped by a group of Falmer nearby.
(Objective is assigned): Find Derkeethus.
Isn't the stage 10 not showing up still a glitch that needs to be fixed?
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Sunnii Bebiieh
 
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Post » Thu May 24, 2012 7:49 pm

There is no dialogue that would make sense to set stage ten; although, there's no quest arrow, and maybe Sondas' line about Derkeethus could set it? But no one mentions Darkwater Pass.

Looking at everything, it appears that a lot of content was cut from Darkwater Crossing -- there's mention of two people who don't exist, for example.

My assumption is that, originally, Sondas would have been the barkeep at the local inn (which explains his outfit and class, and the ID of two dialogue scenes that mention an inn) and would ask you to find his missing friend. There's also the possibility that the "Meirien" mentioned was changed to be an Argonian later and given a different name, though he's described as a farmer, not a fisherman.

Oh, and in DarkwaterWorld, there's key linked to an urn; supposed to let you loot it and unlock the gate (...which doesn't make sense; why is Derkeethus in a cell if the key is right next to him?). I know that I was oblivious to it, but I'll see if I have the key in my current save. If not, it needs to be added.

Also, Niranye carries a key called "Darkwater Pit Key"; made me think of all sorts of conspiracy theories until I realized that her safe key is just mis-named.

Potentially isolated the problem (?): Derkeethus has to be outside of DarkwaterWorld to say his exit line and finish the quest, but if the player leaves without him, he switches to a force greet package and therefore can't leave? Maybe re-ordering the packages?

And, aha! The "run home" package doesn't trigger its script because the owner quest isn't set in the package data.

UPDATE: Okay, thanks to my little brother, I tested two changes to the Derk rescue quest; move the forcegreet package below the follow package in the quest alias tab and set the run home package to be owned by DarkwaterCrossingDerkeethusRescue, and the quest works as intended, and Derk doesn't get stuck running home and his essential tag is properly removed. By sheer coincidence, helping Derk bumped up the count for helping the people of Eastmarch. My brother returned to Jarl Free-Winter... where the Jarl didn't actually have the title of "Jarl," even if he is in the proper alias. The bodies of the palace's previous occupants never bothered my brother, though -- he has Galmar and Ulfric stuffed into the niches on either side of the throne.
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FABIAN RUIZ
 
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Post » Thu May 24, 2012 10:24 pm

Hi Kivan. I made a fix for the Ancient Knowledge bug and just added a link to the ticket to the file on nexusmods. Is that the thing to do or should I add a zipped file to the ticket? Should I post it in this thread?
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Bek Rideout
 
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Post » Thu May 24, 2012 5:58 pm

I'd like to make a small request:

When you sleep in your bed at the mage's college, you only recieve a Rested bonus. Aren't I correct in thinking this should be a Well Rested bonus? I'd like to see that fixed in this patch.

Keep up the awesome work, Kivan and everyone else involved in this project.
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Nick Jase Mason
 
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Post » Thu May 24, 2012 8:45 pm

Interesting finding -- Lydia is NOT intended to be marriageable by default. There's scripting adding her to the PotentialMarriageFaction once you purchase Breezehome, but the properties aren't set up correctly, so it never occurs.

Oh, also on marriage -- if the player is set to marry an Argonian, and the quest fails, they lack the dialogue to reconcile. Not sure if it's recorded -- I don't have anything that can play the voice files.
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CArlos BArrera
 
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Post » Thu May 24, 2012 6:53 pm

Argonians carry all the same marriage files as any other marryable race. Maybe the dialogue isn't set up correctly.
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Ludivine Dupuy
 
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Post » Fri May 25, 2012 2:31 am

I've found the source of the bug that occurs if you bring back Gildergreen's sapling during "The Blessings of Nature."

This is the script attached to the cleanup quest.

; Debug.Trace("T03: Resolving T03 post-quest tree.")if	 (T03.GetStageDone(100))	; repair;	 Debug.Trace("T03: Repairing tree.")	TempleTreeDead.Disable()	TempleTreeAlive.Enable()elseif (T03.GetStageDone(105))	; sapling;	 Debug.Trace("T03: Replacing tree.")	BigTreeClutter.Disable()	SaplingAndClutter.Enable()endifSetStage(100)

As you will probably notice, for the Stage 105 event (sapling) the dead Gildergreen is never called to be disabled, only the clutter objects surrounding the tree.

The fix is simple: insert the needed line into that part of the script:

; Debug.Trace("T03: Resolving T03 post-quest tree.")
if (T03.GetStageDone(100))
; repair
; Debug.Trace("T03: Repairing tree.")
TempleTreeDead.Disable()
TempleTreeAlive.Enable()
elseif (T03.GetStageDone(105))
; sapling
; Debug.Trace("T03: Replacing tree.")
TempleTreeDead.disable()
BigTreeClutter.Disable()
SaplingAndClutter.Enable()
endif

SetStage(100)

I have tested this and have confirmed for myself this works. Let me know if you would like to review it. :smile:
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Alexx Peace
 
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Post » Fri May 25, 2012 7:21 am

Good work TK.
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Alexxxxxx
 
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