[WIP] Unofficial Skyrim Patch - Thread # 1

Post » Thu May 24, 2012 9:05 pm

If we find, say, floating items outdoors (I've seen a few already), what's the console command to get the cell name? TDT doesn't seem to work anymore...
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Prisca Lacour
 
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Post » Thu May 24, 2012 4:53 pm

Just updated the first post. I've had to split it in two as it went over 100K. I spent all weekend on it and I have *finally* caught up with the placement. I figured out a few things (and found some bugs of course) with the CK while I was at it so it was worthwhile. And I need all those edits there to test th4e stability when I start on the quest bugs!

Some of the reasons that progress is slow:
  • Under the weather. Unfortunately being a contractor I don't get paid time off for that; I have to work for a living. So I need to nap on the weekends. I've still put in 14 hours a day on this.
  • Oblivion's TESCS took 30 seconds from launch to having the ESM and ESP open and ready to edit. The CK takes eight times as long. First there's 1.5 minutes of thrashing for no apparent reason, and nothing suggested fixes that (so I moved it to a secondary volume.) Then I get to select the two ESMs and the USKP ESP. A further >two minutes later, with the obligatory confirmation of a few of literally hundreds of errors in the ESMs, I can finally navigate.
  • The CK crashes or locks up often. Sometimes it's in as little as 10-20 mins. When it does, see above. :tongue:
  • With TESCS, I was never, not once, not able to launch Oblivion for testing with it open and everything loaded. With the CK, half the time when I launch Skyrim either it will just silently crash and disappear on launch before the splash screen, or I'll get a Failed to Initialize Renderer or something. If I need to test something and terminate the CK, well, see above again. :tongue:

    Other things that grind my gears:
  • We used to be able to move static refs. in Oblivion with setpos {x/y/z} {#}; I could test object placement in-game before modding it into TESCS. Try to do that now and Skyrim tells you "Cannot be moved" I don't get why this would be added.
  • We used to have dozens of testing functions in Oblivion to display engine internals and stats, like memory and texture use, player cell name/position, the pathgrids and many other things. These have all been compiled out starting with Fallout. The only thing Skyrim will tell you is the ref. ID # when you click on something. Unlike Oblivion it won't even tell you the name of the ref. so half the time it's the wrong one, some fog shader or something, not what you wanted.
All in all, we've got 90% of the bugs from Oblivion's TESCS, plus a large host of new ones, plus lots of crashes, plus it's huge and unwieldy and slow.

I know it may seem like my priorities are completely out the window fixing the floaties but there's a method to my madness: knowing how flighty, unstable and fragile this whole setup is, I want to get all the Tamriel (and other) edits in at once so I can do stability testing. Putting them all in last and then releasing would be a mistake..

So bear with me. I'll probably be at this for a couple of years. By the end of it, as we did with Oblivion, we'll have practially fixed everything to the limit of the CK and the engine.


If we find, say, floating items outdoors (I've seen a few already), what's the console command to get the cell name? TDT doesn't seem to work anymore...

All I need is the ref. ID #. You can post it https://unofficialskyrimpatch.16bugs.com/projects/7078/bugs/215537 and indicate what's wrong (and how to find if, say, it's large). Check the list to make sure it hasn't been fixed already.


My apologies but I don't have time to reply to anyone else as I have to get up for work in less than 6 hours. :tongue: I'll reply when I'm there. Night!
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El Goose
 
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Post » Fri May 25, 2012 5:47 am

Good to hear from you Kivan. I for one would like to see a monthly or bi-monthly release schedule. No more "I have to fix these quests before i release them" stuff, just work as you can and release monthly or bi-monthly. All of the work does no one any good if its released in a year. Release NOW and fix gradually.

BTW your right about the CK crashing frequently happens to me as well.
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Lexy Corpsey
 
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Post » Thu May 24, 2012 9:01 pm

really appreciate what you are doing!
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Monika Fiolek
 
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Post » Fri May 25, 2012 4:49 am

You are fixing a lot of things I wish to be corrected (mostly the little things such as cosmetics). You are doing a lot and I thank you for working on this.
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Crystal Clear
 
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Post » Fri May 25, 2012 7:16 am

Oblivion's TESCS took 30 seconds from launch to having the ESM and ESP open and ready to edit. The CK takes eight times as long. First there's 1.5 minutes of thrashing for no apparent reason, and nothing suggested fixes that (so I moved it to a secondary volume.) Then I get to select the two ESMs and the USKP ESP. A further >two minutes later, with the obligatory confirmation of a few of literally hundreds of errors in the ESMs, I can finally navigate.

You, sir, need an SSD (or even just a ram drive). I don't suppose you have a paypal donation account?

Feel better man.
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K J S
 
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Post » Fri May 25, 2012 2:53 am

@ Kivan. Wow man, you certainly are one dedicated modder! Don't feel like you need to put in crazy hours on this, it is in the end just a mod! :P

It's certainly much appreciated that you do do that though. I refuse to play oblivion without the UOP now.
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Add Meeh
 
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Post » Fri May 25, 2012 7:56 am

Some of the reasons that progress is slow:
  • Under the weather. Unfortunately being a contractor I don't get paid time off for that; I have to work for a living. So I need to nap on the weekends. I've still put in 14 hours a day on this.
  • Oblivion's TESCS took 30 seconds from launch to having the ESM and ESP open and ready to edit. The CK takes eight times as long. First there's 1.5 minutes of thrashing for no apparent reason, and nothing suggested fixes that (so I moved it to a secondary volume.) Then I get to select the two ESMs and the USKP ESP. A further >two minutes later, with the obligatory confirmation of a few of literally hundreds of errors in the ESMs, I can finally navigate.
  • The CK crashes or locks up often. Sometimes it's in as little as 10-20 mins. When it does, see above. :tongue:
  • With TESCS, I was never, not once, not able to launch Oblivion for testing with it open and everything loaded. With the CK, half the time when I launch Skyrim either it will just silently crash and disappear on launch before the splash screen, or I'll get a Failed to Initialize Renderer or something. If I need to test something and terminate the CK, well, see above again. :tongue:

    Other things that grind my gears:
  • We used to be able to move static refs. in Oblivion with setpos {x/y/z} {#}; I could test object placement in-game before modding it into TESCS. Try to do that now and Skyrim tells you "Cannot be moved" I don't get why this would be added.
  • We used to have dozens of testing functions in Oblivion to display engine internals and stats, like memory and texture use, player cell name/position, the pathgrids and many other things. These have all been compiled out starting with Fallout. The only thing Skyrim will tell you is the ref. ID # when you click on something. Unlike Oblivion it won't even tell you the name of the ref. so half the time it's the wrong one, some fog shader or something, not what you wanted.
All in all, we've got 90% of the bugs from Oblivion's TESCS, plus a large host of new ones, plus lots of crashes, plus it's huge and unwieldy and slow.
Yeesh. And they were all crowing about how the new CS is so great and better than Oblivion's and everything... :meh:

All I need is the ref. ID #. You can post it https://unofficialskyrimpatch.16bugs.com/projects/7078/bugs/215537 and indicate what's wrong (and how to find if, say, it's large). Check the list to make sure it hasn't been fixed already.
Coolio. I'll post screenshots as well - that'll make it a lot easier to find. :smile:

Oh, if you want, I can compile everything into a HTML readme file for you... save you some time on the clerical work. :)
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Ludivine Poussineau
 
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Post » Fri May 25, 2012 2:56 am

Kivan, I'm surprised to hear about your long load times and poor performance with the CK. Not sure what your specs look like, but it loads up in <30 seconds for me, with another 15 or 20 to load the .esms. Something is very wrong there. I also haven't had any problems launching the game while the CK is open.
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NIloufar Emporio
 
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Post » Thu May 24, 2012 11:55 pm

A big 'thank you' to Kivan and anyone else working on this project.
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Chloe Mayo
 
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Post » Thu May 24, 2012 4:14 pm

Now that I have finished my play through where I said - 'I will ignore placement errors and just enjoy'. On my new chars I'm not being so generous. Added a list of floaters/open statics on the bug tracker as tru021 to the placement part 4 bug list. Did manage to remove around 40 from my list as others had already added them.

Well done for tackling another patch project - you must be insane :blink: (in a good way).

If it comes to cell audit time - do I hide or volunteer again :biggrin:. In the meantime I'll keep updating the bug tracker as I find the oddities.
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Marina Leigh
 
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Post » Fri May 25, 2012 7:48 am

I am closing this for a while to sort it out. I will be reopening it shortly so don't complain to me, you might interrupt the cup of tea I will be drinking and that will make me grumpy. OK?

I have deleted some posts, this is for discussing the USP and not for personal attacks and complaints - you have those then take them to PM, we don't want them on the forum.
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Phillip Brunyee
 
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Post » Thu May 24, 2012 4:25 pm

Brelyinas practice spell doesn't work if you have a form of spell absorption casted upon your character such as Dragonskin or the atronach stone.
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An Lor
 
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Post » Thu May 24, 2012 5:09 pm

Anyway, deleted posts or not, my offer stands.
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Anthony Santillan
 
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Post » Thu May 24, 2012 8:06 pm

Great job guys. Cannot wait till this is done! ETA by any chance? No rush though, no rush.
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Veronica Flores
 
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Post » Fri May 25, 2012 5:41 am

Rohugh, where is my post? -.- Its normal post...
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Soku Nyorah
 
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Post » Thu May 24, 2012 8:13 pm

Idk if this would be considered a bug but could fireplaces and campfires be made to deal fire damage? On a per second basis. Just seems a little ridiculous to stand on a fire and not get burned.
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Cagla Cali
 
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Post » Fri May 25, 2012 5:39 am

Okay, I'm not putting this in with my post above that I've been adding to because it's really serious: the fact that vampires are a different race not only screws up any dialogue checks, but also prevents completion of "Recipe for Disaster", and likely any other situation where there are responses filtered for individual races.
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Haley Merkley
 
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Post » Thu May 24, 2012 7:46 pm

CK works great for me, too - I had it open for ~3 hours last night with no problems.

I'm currently going through the quests looking for typos/grammatical errors; I'm currently at 4 pages in Word, and I've only gotten through Civil War, Daedra, and dungeons. When I'm done, I'll zip it up and upload it; let me know if you can't read Word docs (Office 2007), and I'll change the format.
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Crystal Birch
 
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Post » Thu May 24, 2012 8:40 pm

I'd like this quest bug confirmed: I can't start the Restoration Master Spell Quest, even with Restoration at 100.
Taking a look at it in the CK (MGRitual04) shows that it is different from the other master spell quests, as it doesn't require you to be a member of the mage guild and is not a "Start Game Enabled" event. Could this be a real bug and nobody noticed because nobody uses Restoration magic, or is it just me?
I assume you are correct. Welcome to the life of a white mage.
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alyssa ALYSSA
 
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Post » Thu May 24, 2012 9:32 pm

Kivan,

May I request/suggest you release what's completed at this time (v1.0)...

I suggest this for 2 reasons;
1. Testing. Get it out and let people go over what you've gotten done to date to make sure things are fixed/don't cause new issues.
2. If everything is solid (testing wise), then there may be a chance (no matter how small) that Beth may take the USP and use it for one of their official ones.

I think the UOP's came so late that Beth didn't/couldn't(/wouldn't) use them for official patches... Since Beth has taken some mod ideas from previous games and incorporated them into Skyrim....

That and if they don't have to do all the work of 'fixing things' and 'testing things', since we the community are already 'fixing & testing' their software for them... *grumble* (I'll stop here, don't want to get into a full on rant. :x)

As someone else in this thread suggested, maybe do a release every 3 months? Set a hard deadline for a 'stop bug fixing and get it out the door' regular schedule... I think that is a good idea honestly imo. :)
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Grace Francis
 
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Post » Thu May 24, 2012 5:44 pm

You sir are god.
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Ladymorphine
 
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Post » Fri May 25, 2012 2:07 am

The patch/mod/fix however we will call this later is then only for the english version of skyrim? I know that the old unofficial oblivion patch had some problems with a different version (german here). Because if you fix a trigger or something like that, then its fine for everybody, but if you start changing and overriding strings thats not gonna work with other languages, because we have then some new strings that shouldnt be there. That was one example, its a little bit more complicated, I saw that because on the german oblivion the unofficial patch was terrible.

The solution was that people started to customize the unofficial patch for different languages. Here we will have the same thing? Maybe and idea for a "non english" unoffical patch: a version without changes in string/languagespecific things. That would be cool.
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neil slattery
 
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Post » Thu May 24, 2012 9:26 pm

Has anyone mentioned the bug regarding the Gildergreen in Whiterun and "the blessings of nature quest"? At end of the quest if you return with a sapling and plant a new tree the old one doesn't disappear, meaning you have two trees, one stuck in the other. If this has been mentioned, I apologise, and I couldn't see it in the original bug list.

Edit: Yes, they have. I suppose this should act as a reminder for anyone who has a bug to report; If you actually read the first paragraph (unlike me), the bug tracker is right there in the second sentence.

Additionally, thanks for working on this stuff, I've always been a huge fan of the unofficial patches.
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jesse villaneda
 
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Post » Fri May 25, 2012 1:29 am

I've been pointed back here by a friend.. To the OP:

I've discovered some eyelash problems..
I've made a hopefully temporary fix to that.

Now that the ck is out I see no way to alter the races, I also see no way to re-generate the head meshes.

Perhaps with your help we can sort this eye problem..

Here:

http://www.fliggerty.com/phpBB3/viewtopic.php?f=101&t=4867

also here

http://www.fliggerty.com/phpBB3/viewtopic.php?f=102&t=4905

And permission to use what I have done in your mod.
But I was really hoping we could re-generate the heads so that I would not have to remove their eyelashes.. I also moved the uv map of the eyeball.. It was off..

Thank you.
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Amy Gibson
 
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