[RELzWIPz] Unofficial Skyrim Patch - Thread #24

Post » Wed Jan 23, 2013 4:06 am

Unofficial Skyrim Patch

Version: 1.2.6
By the Unofficial Patch Project Team

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 1.8.151.0.7 or greater.

http://www.darkcreations.org/forums/forum/169-unofficial-skyrim-patch/

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://bugzilla.darkcreations.org/describecomponents.cgi?product=Unofficial%20Skyrim%20Patch%20%28USKP%29. 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)

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.

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

Frequently Asked Questions - BUGS

What constitutes a bug?

A bug is defined for our purposes as a defect in the game that can be factually proven to be broken. This can be anything from a quest that won't advance a stage when it should, to a typo in a book, and pretty much everything in between. Some judgment is used for issues that are more cosmetic than functional, such as the lack of heat blurs on smelters and forges. The game will obviously function just fine without those, but they constitute unrealistic visual presentation.

How do I report a bug?

Gather as many details as possible. Where did it occur? What did you expect to happen instead? What form IDs (if any) are involved? Are there any specific circumstances that can help narrow things down, like time of day, whether you're a vampire or not, what part of which quest you're on, etc.

Be prepared to justify the report and be as detailed as possible. Details, details, details! You need to be able to provide as many as possible.

Post your report on our Bugzilla tracker. Posts to forum threads are too easily lost. Posts to Nexus are going to get hopelessly buried. In fact, posting to any forum at all is just as likely to get ignored due to the high turnover rates. The forums are appropriate for discussing details, not for filing initial reports.

"It's broke, fix it." ---&--#62; This is BAD! Always bad, because, well, WHAT is broken?!?
"This armor has bad stats." ---&--#62; This is also BAD!
"I found a floating tree 5 miles from Windhelm." ---&--#62; BAD!
"There's a house in Solitude with ugly columns." ---&--#62; BAD!
"Fix the Gelebor bug." ---&--#62; BAD! (What bug?!?)

"It's broke. Stage 15 did not get set as expected when I turned in the Macguffin. Instead I ended up at stage 12 and some idiot told me to kill a zombie instead of a bear." ---&--#62; Better.
"This armor should have 15 points of protection. The game is only showing me 10." ---&--#62; Better.
"In the tundra southeast of Windhelm, I found a floating tree. It's form ID is [form ID]. Here's a screenshot." ---&--#62; Better.
"The alchemy store in Solitude has front support columns that are too short. Here's a screenshot." ---&--#62; Better.
"Gelebor won't walk over and activate the wayshrine after he called to me and we talked about his brother. Here's a save to show you." ---&--#62; Better.

What kind of evidence is accepted as proof?

Your bug report must first and foremost be reproducible on a vanilla setup using no mods other than the unofficial patches. If this is not the case, no amount of proof is going to sway the decision to fix something. A lot of people have simply stated "it's on the internet" or "the wiki has it listed". This is *NOT* sufficient proof, even if you provide a link directly to a report on a wiki that describes it in detail. All bugs handled by the Unofficial Patch Projects are independently verified before being fixed. There are too many reports in too many unreliable places of "that bug" that are caused by external factors.

Acceptable proof, in no particular order:
  • A mod which actually fixes the problem and can be downloaded from a trusted source. No shady off the wall file sharing sites. They tend to be havens for piracy and viruses.
  • A saved game with as few mods as possible that will immediately or very shortly exhibit the problem.
  • For quests: Logs from quest stages that detail the current state of things, vs what you think they should be at a given moment. The Conskrybe utility is invaluable for this purpose.
  • For scripts: Output from the Papyrus logs is best as they will generally detail what precisely is wrong if a script is not working as it should be.
  • For weapons & armors: A clear example of what you're reporting. What stats are wrong? Is it a typo? A bad sound setting? An armor model that's pointing to the wrong thing?
  • For meshes, a detailed description of what the precise problem is. Overlapping polygons? Bad UV mapping? Holes? Warped posts or doors? Collision that isn't working? Whenever possible, provide the path to the actual model file if you can. Otherwise, get a form ID from the object or something immediately nearby. Provide a screenshot as well because it isn't always obvious when looking at these things in the CK.
  • For anything else, provide as many details as possible, screenshots where applicable, and a healthy dose of patience [img]http://www.darkcreations.org/forums/public/style_emoticons/default/smile.png[/img]
Make sure any evidence being supplied is done with a save that has no mods other than the unofficial patches installed. All too often we find that there is nothing wrong because the vanilla game has no defect to fix. Check first. It's very easy for mods to not only undo official fixes, but also too undo or alter things that the unofficial patches have already addressed.

What kinds of issues can be fixed by the Unofficial Patch Projects?

We can fix the following things:

Actors: Anything that can be edited in the CK. Traits tab, stats tab, AI tab, etc. This also includes issues with facegen textures.

Audio: We have limited ability to splice in segments of audio which are proven to be incorrect. Whether an audio issue can be fixed or not is handled on a case by case basis.

Crashes: We have extremely limited ability to do anything with this. If something that the CK can edit will resolve a CTD, then we will do so. Otherwise don't hold out much hope.

Havok: This generally covers issues with animation and some cases of collision. The ability to fix these types of issues relies on the state of external utilities such as Nifskope. Often times, even with appropriate tools, someone with the experience to know how to use them is required. Issues in this area may take a long time to get fixed.

Interface: As a general rule, the Unofficial Patch Projects will not address interface issues due to the high probability of generating conflicts with both the official game updates and with other UI mods. We strongly advise you to take advantage of SkyUI to resolve most of the issues with the PC UI. That said, if a strong enough case can be made that the unofficial patches should address the issue, knowledge of Flash and Scaleform will be required to fix the problem.

Items: This covers all manner of objects the player can pick up and possess: Weapons, armors, ore, plants, cups, plates, ingredients, etc. This covers the BASE objects. That is, the records the game uses to generate the actual items you see in the world. The CK can fix nearly all issues associated with items.

Locations: Generally covers things like cells, navmeshes, landscape, interior data, and other forms of world data. The CK can fix nearly all issues associated with locations.

Magic: Anything to do with magic, shouts, powers, spells, or their underlying effects. The CK is generally able to fix most issues involving magic.

Meshes: The actual 3D models that make up everything you see in the game, from buildings to rocks, birds, and trees. Knowledge of external programs such as 3DS Max, Blender, and Nifskope are required to work with mesh files. The CK has no functionality to address these issues beyond assignment of texture sets.

Perks and Skills: Any issue which involves a perk or a skill you can access via the levelup menu. Issues ranging from faulty descriptions to perk formulas and advancement problems. Certain things, such as actor values and the layouts of the perk trees, in the UI are not editable via the CK. Attempting to edit an Actor Value will crash the CK.

Placed References: Problems with the actual objects placed within the game world: floating trees, rocks, misaligned walkways, buildings turned on their sides, etc. The CK can fix all issues relating to placed references.

Quests: Anything that shows up in your journal as a task to perform is considered a quest. All dialogue in the game is also a quest within the underlying structures. Any issues with aliases, stage progression, dialogue scenes, journal entries, and objectives will be found here. The CK can fix all issues relating to quests.

Scripts: The actual source code and/or compiled files which drive all scripted events. These are all external files stored outside of the plugin files. While the CK is capable of editing them internally, it's generally best to do so using a text editor such as Notepad++. Knowledge of the Papyrus language is required to fix issues in scripts.

Text: Minor text issues such as typos, misspelled words, or other trivial issues. All such problems can be fixed via the CK.

Textures: Everything you see in the game has a texture. They are what provide the details, on top of the meshes, to render the complete presentation. Textures are stored in .dds files. Knowledge of a graphical editing tool that can handle this format is required (Photoshop, Paint.NET, Gimp, etc). The CK has no functions for editing textures at all.

What kinds of issues CANNOT be fixed by the Unofficial Patch Projects?

Anything which is a fault in the executable code for the game engine is something the project cannot address.

A few examples:
  • NPCs not having enough time to complete their dialogue.
  • NPCs interrupting themselves because the player bumped into them or got too close.
  • The orientation of the player swimming in 3rd person.
  • The issue that causes Khajiit tails to wave even when dead.
  • Objects making the wrong noises when picked up (provided they have the correct sound setting in the CK).
  • The way the player clips and sometimes becomes invisible when riding horses in confined spaces.
  • The way mounting a horse in the water will cause it to move as though you're on land.
  • Giants sending people flying several cells through the air.
  • Unowned items being marked stolen when your followers pick them up.
  • Corpses that fall through the ground, spring up from underground, or fall from the sky on you.
  • Being entirely helpless while swimming.
  • The way items sometimes just blip out when you're staring right at them.
  • Mouse lag in the menu to load a game.
  • Glitches with transformation into a werewolf or a vampire lord.
  • That ugly ass outline around fire effects that showed up after Patch 1.6.
There's more, if you're in doubt, just ask.

I gave you all the details you asked for, supplied proof, and even gave you 3 of my saves. Why hasn't the bug been fixed yet?

Some bugs are easy to fix. A dagger that should do 5 points of damage that only does 4 is a 10 second number edit.

Some bugs are very difficult to fix. Don't understand why "the Gelebor bug" isn't fixed yet? That's because none of us knows what the problem is, even if you supply saves that clearly illustrate that the problem exists. So these bugs take much longer to work through. Consequently, they are also much more satisfying to see fixed.

There is a lot of variation in difficulty for things in between: Quests take time to pick apart. Scenes take time to parse. AI packs sometimes break for mysterious reasons. Certain quests may simply be riddled with bugs, like our old pal Blood on the Ice. Meshes need time for someone to import them, work on them, and export them back.

Posting comments to Nexus every 2 days about how X is still broken and why haven't we fixed it won't get it fixed any faster. All that does is irritate us, and waste your time.

Some bugs we may not be able fix yet, but are things we think could be fixed once tools advance further to allow it. Wondering why it took so long to fix something so "simple" as missing heat blurs on forges and smelters? Nifskope wasn't up to the task until recently. It couldn't copy the block containing that effect.

I have a fix, or found a fix I'd like to contribute. How do I do that?

If you found a fix that isn't yours, provide us a link. The mod in question absolutely MUST have clear permissions listed saying that the assets within the file can be used freely. If this information is not readily visible, we will not pursue it further. Though it may seem otherwise, we have little time to chase these sorts of things down.

If you authored a fix yourself, report it to the bug tracker. Archive the fix (zip, rar, 7z, etc) and attach it to the bug report. If you have posted it to Nexus or another mod hosting site, you can instead provide us the link to that and we'll download it there. Make sure you specify that you are giving permission for us to use the fix. Be aware that if you provide us a fix, and that fix is implemented in a public release, we are under no obligation to later remove that fix. If you want your fix removed, make sure you ask us to do so BEFORE the beta cycle for the upcoming release it will be implemented in. If you have a certain way you'd like to be credited for a fix, let us know that too, so we can make sure the readme is correct.

We take the issue of permissions very seriously and documentation of everything is kept, and will be provided as needed, when asked by any of the sites the unofficial patches are hosted with. Having to remove something because it has inadequate proof of permission wastes our time, and hurts the users as well, when a fix has to be backed out because of it.

If you provide us a fix under false pretenses (ie: it's not yours, but you lied and said it was) the fix will be removed and we will no longer accept further submissions from you. Your privileges on the bug tracker will likely also be revoked permanently.

What if I find a bug in the unofficial patch?

Bugs in the unofficial patches should be reported the same way as any other bug, using the above methods. We are only human, mistakes will happen, but we need the details or nothing can be done about it.

Frequently Asked Questions - About the Project

What happens if Bethesda releases a patch for something you already fixed?

Should this happen, then the next available release of the affected unofficial patch will remove the changes we've made - assuming the issue is completely fixed by Bethesda's patch. In cases where they are not completely fixed, we will remove only those portions of our changes that are confirmed to be fixed.

Has the mod been cleaned?

Yes. All of the unofficial patch mods have been cleaned using the latest available version of TES5Edit. You do not need to clean them yourselves.

Do I need to do a clean save when upgrading?

No! When upgrading one of the unofficial patches, you simply need to copy the new files in and overwrite the old ones. NEVER follow advice given by someone to do a "clean save". In Skyrim, there is no such thing. Performing one can lead to corrupting your save, and nobody really wants that.

Is it safe to install the unofficial patch on an existing save?

Yes. All of the unofficial patches come with scripts designed to go over the state of things we've fixed and make sure your save is up to date with those. You can install them at any point during your game, whether you've completed the entire main quest or you just left Helgen for the first time.

Some issues may not be possible to fix retroactively. Those which can't are listed in the version history with an [NR] tag. Only starting a new game will resolve those issues.

Will the mod be released as an ESM file?

No, at this time, there is no particular reason to expect that any of the unofficial patches will be released as an ESM file. If this should change in the future, we will let you know.

DO NOT use an unofficial patch mod that someone else provides you as an ESM. The only two such examples known are both constructed improperly and will corrupt your saves. They were also released without our approval, on shady file sharing sites.

What is this useless .bsl file for?

The .bsl file included with the package is not entirely useless. If you use the archive.exe file shipped by Bethesda to open the .bsa, the .bsl file is necessary to decode it. Without it, all you'll get is garbage.

Have you included the source code to the modified Papyrus scripts?

Yes. All of the modified and added script source code is included in the .bsa. You'll need to unpack the file in order to be able to view them.

What if I want to use something the unofficial patches have provided? Can I do that?

Yes. You are allowed to use any assets contained in the mod: Scripts, meshes, textures, text, etc. You do not need to obtain permission beforehand. In fact, it is strongly encouraged that you check regularly with the unofficial patch and see if you have edited anything with your own mods that might cancel out a fix. If you find that you have, you may feel free to copy whatever is needed in order to retain the fixes.

In fact, with the nature of Papyrus, it is almost critical that you check to see if a script you intend to change has been upated by the project. Papyrus conflicts can result in CTDs, bloated saves, and performance degradation.

If you feel it necessary, you may also use the unofficial patch as a master to your own mod in order to be sure you're not overwriting a fix. It is up to you to inform your users of this, if you wish to use our file as a master for your own.

The only thing we will not permit is distributing a modified version of the whole package.

The unofficial patch changed something that conflicts with my mod. Can you fix this?

No, unfortunately not. The unofficial patches are only answerable to Bethesda's updates and to the bugs in the vanilla game. We are not responsible for any problems fixing a bug may cause in your mod, no matter how popular it may be. It would be best to incorporate the fix into your work so as to avoid the issue to begin with.

There can be certain exceptions made in some scenarios, but they will be handled on a case by case basis. If you feel you have grounds for such an exception, make your case on the official Bethesda forum. Do yourself a favor and don't waste your time trying to rally support by getting a bunch of Nexus users to comment about it. Such tactics will be ignored.

Does text edited by the patch show up in English in non-English games?

Yes, it does, unfortunately. At the moment the only viable way to fix this is for translators to manually update the text in the ESP file and issue a translated package in their preferred language. It's a tedious process, but at present the only one available that doesn't risk corrupting the file.

As the state of translation tools progresses, it may become possible in the near future to issue the ESP file in localized format with external string files that can be translated into other languages more easily, thus allowing for the possibility that the mod could be distributed in one location with multiple translation files available.

I opened the mod in the Creation Kit and saw errors. Shouldn't you fix this?

As of version 1.2.6 of the USKP, there are some records which are being injected into the Skyrim.esm namespace. The process of this is somewhat technical and requires some knowledge of the internals to work with. You will see something like this reported in your EditorWarnings.txt file:

MASTERFILE: ===========================================================FORMS: File 'Unofficial Skyrim Patch.esp' contains a form with a master file ID but no match in the master file: (00900000)FORMS: File 'Unofficial Skyrim Patch.esp' contains a form with a master file ID but no match in the master file: (00900001)FORMS: File 'Unofficial Skyrim Patch.esp' contains a form with a master file ID but no match in the master file: (00900002)

This is intentional. These records, and any future ones like it which may come to exist, are provided for compatibility purposes with mods which may need to make edits to highly visible sources of conflicts.

Other errors that may get generated are simply due to bugs in the CK itself and should be nothing to worry about. If in doubt, ask.

Version: 1.2.6

USKP Fixes
  • The USKPRiftenSaerlundSleep0x8 package created for Saerlund was never applied to his NPC record. (Bugzilla #8447)
  • Retroactive fixes for two Companions radiant quests (CR05 & CR08) which were capable of choosing dead targets have been removed from their original retro-scripts and relocated to the new retro-script for 1.2.6 to be processed properly after discovering that most Companions radiant quests are in a running state as soon as chargen is complete. (Bugzilla #8501)
  • Reverted the changes to ForswornBootsAA and ForswornGauntletsAA since the armor records for the Old Gods pieces that were the cause of this already have the corrected settings.
  • Reverted the fix from 1.2.5 that repositioned the cooking pot in Proudspire Manor since it's the same one Hearthfire deletes, which in turn conflicts with the replacement that was done in the UHFP to avoid the risk of a CTD there.
Game Mechanics Fixes
  • Hillgrund's Tomb was incorrectly set as being part of The Pale when it should be in Eastmarch. (Bugzilla #8362)
  • The guardhouse on the east side of Whiterun had incorrect music, incorrect lighting settings, and was marked with an incorrect location setting. (Bugzilla #8325)
  • AI packages for sawmill workers do not function properly, resulting in the NPCs using them getting stuck where their previous packages ended. (Bugzilla #8485, #851)
  • When exiting Bleak Falls Barrow through the shortcut out the back, there is no navmesh on the side of the mountain. Followers will therefore not appear with you and may become lost.
  • The fast travel arrival point in Dragon Bridge has been moved to be closer to where the player's horse would end up. This is consistent with how other locations with horse markers are handled. (Bugzilla #8538)
  • The Scaled Horn Armor (ArmorScaledCuirassB) was missing a crafting recipe despite other scaled varieties of armor having them. (Bugzilla #8587)
  • The haggling perks deliver inconsistent results. Specifically, Haggling00 only gives 9% on buying when it should be 10%. Haggling20 buy price only gives 13% when it should be 15%. Haggling 40 only gives 17% on buy prices when it should be 20%. Haggling60 only gives 20% on buy prices when it should be 25%. Haggling80 only gives 23% on buying when it should be 30%. All of the selling bonuses on these perks are correct, the buy prices were using incorrect decimal values to produce the expected bonuses. (Bugzilla #8551)
  • Golden Glow Estate will now be owned by the faction Aringoth and the mercenaries belong to in order to prevent the player from being able to simply take everything there without consequence. (Bugzilla #173)
  • AI pack MQ103RiverwoodGuard2HoldPosition was sending two guards to meet Irileth in the wrong location, making the scene it belongs to perform awkwardly and sometimes causing the two guards to fail being dispatched to Riverwood. (Bugzilla #916)
  • The Throw Voice shout was still capable of triggering guards to challenge you about using shouts in cities even though its nature should make that impossible. ThrowVoiceShout has been removed from formlist WICastDragonBornShouts. (Bugzilla #5227)
  • A faulty road encounter trigger in Falkreath Hold (0010477A) has been corrected. It was missing the RoadStart keyword property necessary for the script to work.
  • Redbelly Mine, in Shore's Stone, is referred to in dialogue, quests, and in printed game guides for sale IRL as being an iron mine. It is erroneously populated with ebony ore veins and loose ebony ore chunks outside. All of this is being changed to iron in order to reflect the fact that it should be an iron mine. The dessicated bodies are also being removed as dialogue explicitly says there have been no deaths, and indeed nobody has been harmed yet by the spiders. The unspecified spider sacs will remain. The mine will also have modified visuals in an attempt to portray the described "red mist". In order to avoid causing an undue shortage of ebony in the game because of this, Northwind Mine (nearby to the northwest, and is currently an iron mine) will now produce ebony instead. Blame Bethesda for letting this get past QA. (Bugzilla #1118)
  • The fast travel marker for Northwind Mine was partially buried in rock, off of the navmesh, which could strand either the player or their followers leaving them unable to move.
  • Several navmesh vertices in cell -42,1 (MarkarthExterior01) were buried underground making it difficult for NPCs to get around.
  • The enchantment effect on the Ebony Blade (DA08EbonyBladeTraditionalEnchantment) for absorbing increased health with more kills was missing a progression step between 6 and 10 kills. (Bugzilla #8807)
  • The CarryAndDropItem AI package template has an error in it that will cause many NPCs using it to fail to execute any packages derived from it. This is due to the travel portion of the template being listed last instead of first. (Bugzilla #1121)
NPC/Creature Fixes
  • Adelaisa has packages and factions labeled for being a Candlehearth Hall patron but spends her time at the New Gnisis Cornerclub instead. Fixed AI package targets to bring her back to Candlehearth as intended. (Bugzilla #8349)
  • Niranye has AI packs to spend time in the New Gnisis Cornerclub but does not have the proper faction to be able to use the furniture. (Bugzilla #8349)
  • Arivanya has AI packs to spend time at both Candlehearth Hall and the New Gnisis Cornerclub but was never added to the cornerclub faction. (Bugzilla #8349)
  • Ghorbash and Oglub have a recorded scene, but could never meet to play it due to Oglub being stuck in the mine 24/7. Oglub will now dine in the longhouse at the same time as Ghorbash. (Bugzilla #8284)
  • Adrianne Avenicci was delivering her shop greetings and goodbyes even when not on duty at the shop or around the forge. These have now been flagged to only run when her forge sandbox package is active. (Bugzilla #8354)
  • Bendt has a key to Evette San's house even though he has no reason to ever go there. (Bugzilla #8512) [NR]
  • Further tweaks to Viarmo's AI schedule at the Bards College so that he won't be standing around the lobby doing nothing if the player delays or chooses not to do the quest to retrieve the Edda. (Bugzilla #8466)
  • Removed the AI pack from Giraud that makes him wait in the lobby for the return of the Edda since he isn't required for this quest to function and it interferes with his ability to run his classroom scenes. (Bugzilla #8466)
  • Tonilla has been taken out of the JobMiscFaction in order to resolve the issue with her selecting the "What do you have for sale" dialogue option. (Bugzilla #178)
  • Keeper Carcette and other generic Vigilants of Stendarr will no longer be found carrying Daedric weapons since doing so goes against everything they say and do in the game regarding Daedric objects. (Bugzilla #8820)
  • Ahtar's AI schedule in Solitude was broken due to the eat package checking for Roggvir's execution still being active and because his jail marker (00074df5) was half buried in a shelf and thus not sitting on the navmesh where it belongs. As a result, he'd be stuck inside his house unable to exit once the execution was over and he went home for the first time. (Bugzilla #1456)
Quest Fixes
  • "A Night to Remember" (DA14) cannot start if Ysolda or Ennis are dead. They were not essential NPCs prior to official patch 1.5, but Bethesda did not resurrect them if they had already died. (Bugzilla #8286)
  • It was not possible to complement Illdi on her flute playing if Inge Six-Fingers was still alive due to a bad condition check on her dialogue. This bad condition check would also block the proper response once Inge was dead, instead running the response as though she were still alive. (Buzgilla #8463)
  • The rumor quest used to tell the player they should see Viarmo at the Bards College (MS05Rumor) is never stopped once the final objective is completed.
  • The Companions quest "Dragon Seekers" (CR14) could never be offered because it was listed under a story node requiring Skjor to be alive, but he is dead by the time Glory of the Dead is complete. Glory of the Dead being complete is a requirement for this quest to be offered.
  • Several NPC aliases in "Tending the Flames" (MS05KingOlafsFestival) are not marked to allow reserved, which greatly cuts down on the number of actors who will attend.
  • One of the Oculatus agents from Hail Sithis! (DB11) on a ship at the Solitude docks is not disabled when the quest ends. (Bugzilla #8553)
  • Two of the master spell ritual quests (Illusion, Destruction - MGRitual02, MGRitual01) have conditions set on their initial dialogue branches that should not be there because they block access to the quests unless the skill level is already at or above 100. This is inconsistent with the remaining ritual quests. (Bugzilla #8605)
  • "Dravynea's Frost Salts" (FreeformKynesgroveA) could be repeated, resulting in an exploit which could net you free alteration training without limit. (Bugzilla #6508)
  • "Harsh Master" (FreeformShipsWindhelm) could be repeated, which makes no sense since you're specifically told it's just one pirate gang. (Bugzilla #6508)
  • The quest to retrieve the Helm of Winterhold (Favor158) could be repeated, but for obvious reasons this should only run once. There are not multiple helms. (Bugzilla #6508, #198)
  • "Salty Sea-Dogs" (FreeformShipsDawnstar) could be repeated, but there is only supposed to be the one Fine-Cut Void Salts to bring back. (Bugzilla #6508)
  • Asking Ungrien about Maven Black-Briar and using the speech option to persuade or bribe should no longer be repeatable allowing for an unlimited exploit for speech skill. (Bugzilla #111)
  • The encounter with the Frightened Woman (dunMistwatchPrisonerWERJ01) never removes her from the game after speaking to the player. This will now happen when she unloads from memory and will then terminate the quest she belongs to.
  • The Frightened Woman in the above was also marked as a protected alias at some point in a past USKP version to avoid her being killed by random spawns before the player could meet her. (Bugzilla #316)
  • "To Kill an Empire" (DB09) could not progress if the player used a custom race mod. DB09GiannaPlayerRespondTopic will now drop through to DB09GiannaBusinessTopic (the response where the player tells her enough talking) if the player is not one of the 10 vanilla races or their vampire equivalents. As a by-product of this, the player can also choose this response if they wish to simply avoid listening to her race specific dialogue. (Bugzilla #903)
  • "Caught Red Handed" (FreeformRiften11) can be triggered silently if the player has pickpocketed one of the Marks of Dibella prior to speaking with Svana. Since this quest is start-game-enabled, separate fixes are required to correct all of this:
    • If the player has yet to collect all of the marks, any remaining objectives will now be displayed and the quest will need to be completed as though it were actively taken.
    • If the quest has not yet been accepted, the marks will be removed from their NPCs and placed in a chest where they can't be pickpocketed yet.
    • Starting a new game, the marks will begin in said chest, and will only be transferred to the NPCs once the quest is accepted.
    (Bugzilla #913)
  • Animal Extermination (CR02) is enabled at game start and its target can be killed, thus making the quest impossible to complete after joining the Companions. It was also possible for the quest to choose a dead target upon being recycled. (Bugzilla #8501)
  • Bards College scenes where Giraud grills his students (DialogueSolitudeBardScene1) to make sure they're doing their homework would not play correctly due to the event checks looking for Inge and Pantea instead. (Bugzilla #8465)
  • Delphine and Esbern will now be removed from their starting crime factions into CrimeFactionReach once "A Cornered Rat" (MQ202) is complete and the player has arrived at Sky Haven Temple. (Bugzilla #1116)
  • During "Blood on the Ice" (MS11 - you cursed bug ridden mess) it is possible to speak to Calixto and cause him to permanently close off his shop, making it difficult or impossible to be able to talk to him about the amulet. The following fixes address this mess:
    • Dialogue entries 000e14cc, 000e14f0, and 0003502a have been modified to only run from inside the shop (they're part of his tour package).
    • AI pack CalixtoRunsHisShop10x7 has been modified so he will unlock the door. Thus the player doesn't need to risk being caught picking his lock to get in.
    • DialogueWindhelmCalixtoTourYes has been set to only be available while inside the shop.
    (Bugzilla #6051)
  • When joining the Stormcloaks, Galmar repeats the last line in his scene with Ulfric discussing Whiterun. This was due to the conditions on the scene phases all checking for &--#60;= instead of simply &--#60; on the scene phase variable. (Bugzilla #6054)
  • When watching the Jagged Crown scenes for either side of the war, Galmar/Rikke will repeat their last line of the scene after it is complete. This was due to the conditions on the scene phases all checking for &--#60;= instead of simply &--#60; on the scene phase variable.
NIF Mesh and Texture Fixes
  • The boot meshes for the female Fine Boots were too short, resulting in gaps visible when worn.
  • Daedric boots, female daedric gauntlets, and the daedric shield ( daedricboots_o.nif, daedricboots_1.nif, daedricboots_of.nif, daedricboots_1f.nif, daedricglovesf_0.nif, daedricglovesf_1.nif, daedricshield.nif ) were all missing the proper red glow effect they should have had. (Bugzilla #8426)
  • The following Windhelm meshes were not emitting sound when walked on, either in whole or in part: whgqground.nif, whcenter.nif, whvalunstrad2.nif, whvalunstrad5.nif, whvalunstrad8.nif, whvalunstrad16.nif, whvalunstrad35.nif (Collision had erroneous type SKY_HAV_MAT_UNKNOWN_1440721808 set on affected portions which should have been SKY_HAV_MAT_STONE) (Bugzilla #345)
  • The common Solitude door (shousedoor01.nif) was not correctly displaying itself when in a shadowed area. (Bugzilla #8755)
  • Rings would not display on characters wielding a Dwarven War Axe. 1stpersondwarvenhandaxe.nif has been corrected to fix this. (Bugzilla #8663)
  • Architecture\Windhelm\WHlanddead7.nif had 3 headstones which were floating above ground where this mesh is used in Windhelm. (Bugzilla #8160)
  • The following Solitude interior meshes were emitting wood sounds on stairways instead of stone: slgfstasol01.nif, slgfstasol02.nif. slgfstasol03.nif, slgfstasol04.nif (Collision had erroneous type SKY_HAV_MAT_STAIRS_WOOD when they should be SKY_HAV_MAT_STAIRS_STONE) (Bugzilla #6337)
  • The Solitude mausoleum (Architecture\Solitude\SMuseleum.nif) had visible gaps and openings in the overhang above the door. (Bugzilla #8233)
  • At the Solitude apothecary (Architecture\Solitude\SHMd_Apothecary.nif), stonework on the support pillars does not extend to ground far enough. (Bugzilla #8153)
  • Styrr's house in Solitude (Architecture\Solitude\SStyrrsHouseDestroyed.nif) had a column on the destroyed version which did not reach all the way to the ground. (Bugzilla #6507)
  • Blacksmith forges lacked a heat blur effect. Snarfed a blur effect block from effects\fxfirewithembers01.nif and grafted it on to Furniture\blacksmithforgemarker.nif and Furniture\blacksmithforgemarkerwr.nif. (Bugzilla #52)
  • Smelters lacked a heat blur effect. Snarfed a blur effect block from effects\fxfirewithembers01.nif and grafted it on to Furniture\smeltermarker.nif. (Bugzilla #67)
  • Deer hides had an ugly black texture for the rope that ties the bundles together. (Bugzilla #897)
  • The Staff of Jyrik Gauldurson, and any other staff based on the generic Weapons\Staff01\Staff01.nif mesh, did not cast or receive shadows due to errant alpha map settings. (Bugzilla #249)
  • The Dwarven Cuirass (Armor\dwarven\dwarvenarmorf_0.nif and Armor\dwarven\dwarvenarmorf_1.nif) had a gap between the wrist and the forearm. (Bugzilla #74)
  • Bad UV mapping on one of the large tundra landscape pieces (Landscape\Tundra\TundraStreamEnd01.nif). (Bugzilla #258)
  • The large mesh used as base terrain for part of Whiterun (Architecture\Whiterun\WRTerrain\wrgreymanebase.nif) had several spots of bad UV mapping on it. (Bugzilla #900)
  • The market stands in Solitude (Architecture\Solitude\Clutter\SMarketStallTop.nif and Architecture\Solitude\Clutter\smarketstall01.nif) will sometimes vanish when viewed at certain angles due to bad alpha mapping properties. (Bugzila #6497)
Item Fixes
  • The Dark Brotherhood shrowded cowls that use armor add-on DBArmorHelmetKhaAA have had Dark Elves added to the list in order to prevent their ears clipping out the top of the helmets. (Bugzilla #854)
  • The Gauldur Amulet will no longer clip into the chests of above average sized players. (changed Armor\AmuletsandRings\AncientNord\brokenamuletassembled_0.nif to Armor\AmuletsandRings\AncientNord\ancientnordamulet_0.nif and Armor\AmuletsandRings\AncientNord\brokenamuletassembledf_0.to Armor\AmuletsandRings\AncientNord\ancientnordamuletf_0.nif) (Bugzilla #918)
  • Elven Battleaxes were erroneously configured to use the 1 handed weapon draw and sheathe sounds instead of the sounds for 2 handed axes. (Bugzilla #8758)
  • Ebony daggers were erroneously configured to use the draw and sheathing sounds for standard sized 1 handed weapons instead of small 1 handed weapons. (Bugzilla #8788)
  • The following weapons have missing or incorrect settings for critical damage. Critical damage should be half of the weapon's damage value, rounded down for odd values.
    • C06BladeOfYsgramor: 0 -&--#62; 12
    • DA06Volendrung: 0 -&--#62; 12
    • GlassWarhammer: 0 -&--#62; 12
    • dunLiarsRetreatLonghammer (The Long Hammer): 0 -&--#62; 10
    • dunPinewoodGroveWoodsmansFriend (The Woodsman's Friend): 0 -&--#62; 8
    • ExecutionerAxe (Headsman's Axe): 0 -&--#62; 8
    • GlassMace: 0 -&--#62; 7
    • DA08EbonyBlade: 0 -&--#62; 5
    • GlassDagger: 0 -&--#62; 4
    • MGRKeening: 0 -&--#62; 4
    • SkyforgeSteelDagger: 0 -&--#62; 4
    • DragonPriestDagger: 0 -&--#62; 3
    • T03Nettlebane: 0 -&--#62; 3
    • dunHaltedStreamPoachersAxe (Poacher's Axe): 0 -&--#62; 2
    • FFRiften13ArkayDagger (Alessandra's Dagger): 0 -&--#62; 2
    • SkyforgeSteelBattleaxe: 9 -&--#62; 10
    • SkyforgeSteelGreatsword: 9 -&--#62; 10
    • SkyforgeSteelWarAxe: 7 -&--#62; 6
    • NordHeroBattleAxe: 8 -&--#62; 10
    • NordHeroGreatsword: 8 -&--#62; 10
    • NordHeroBow: 4 -&--#62; 5
    • NordHeroSword: 4 -&--#62; 5
    • SteelBattleaxe: 8 -&--#62; 9
    • BoundWeaponBattleaxe: 9 -&--#62; 8
    • IronBattleaxe: 7 -&--#62; 8
    • GlassWarAxe: 8 -&--#62; 6
    • DwarvenWarAxe: 6 -&--#62; 5
    • ForswornAxe: 6 -&--#62; 5
    • DraugrBattleAxe: 8 -&--#62; 9
    • DraugrWarAxe: 6 -&--#62; 4
    • DraugrWarAxeHoned: 7 -&--#62; 6
    • FalmerWarAxe: 7 -&--#62; 5
    • FalmerWarAxeHoned: 8 -&--#62; 6
    • DA07MehrunesRazor: 6 -&--#62; 5
    • dunClearspringTarnBowOfHunt (Bow of the Hunt): 3 -&--#62; 5
    • TG07Chillrend001: 4 -&--#62; 5
    • TG07Chillrend002: 4 -&--#62; 5
    • TG07Chillrend003: 5 -&--#62; 6
    • TG07Chillrend005: 6 -&--#62; 7
    (Bugzilla #8594)
Script Fixes
  • It was possible to pay for training from a follower and then immediately take that money back from them, training for free, which is an exploit if the NPC is not your spouse. (Bugzilla #61)
  • Stage 50 of Before the Storm (MQ102) has a fragment which attempts to stop a scene in Riverwood but fails to check whether it's running first before trying.
  • Stage 164 of the attack on Helgen (MQ101DragonAttack) attempts to have an Imperial mage start combat before he's been enabled.
  • Some more scripts with unnecessary debug traces have had them commented out.
  • FXCameraAttachScript.psc throws errors when its CameraAttachFX property is set to none because it does not validate that the property exists first.
  • MQ106BurialMoundScript.psc had a location check and comparison with the player that may not have been producing expected returns, resulting in the script failing to properly update a dragon mound.
  • The script fragment in stage 0 of MS11Kicker still had debug statements being sent.
  • WEPrisonerAliasScript.psc did not validate its Captor properties and was throwing errors in Papyrus and aborting the function before proper completion.
Audio Fixes
  • Refinements have been made to Mirmulnir's added voice files and a new one recorded that was overlooked in the previous patch. (Bugzilla #8539)
  • In "Pilgrimage" (FreeformRiften13) Alessandra delivers a line regarding Anders being in Windhelm when he's really in Whiterun. Both the subtitle and audio have been fixed to correct this. (FreeformRi_FFRiften13Aless_00043DF3_2, Bugzilla #8698)
Text Fixes
  • Item 00100e0c: "Ring of the Major Knight" -&--#62; "Ring of the Knight". The ring is the second in a series, and the 02 names don't have descriptive qualifiers. (Bugzilla #8415)
  • Item 0008698e: "Pleated Shoes" -&--#62; "Pleated Boots". The model is actually a set of boots, not shoes. (Bugzilla #4531)
  • Item 000e40de: "Party Boots" -&--#62; "Party Shoes". The model is actually a pair of shoes, not boots. (Bugzilla #4531)
  • Item 000cee82: "Fine Boots" -&--#62; "Fine Shoes". The model is actually a pair of shoes, not boots. (Bugzilla #4531)
  • Item 000B1460: "Mythic Dawn Boots" -&--#62; "Mythic Dawn Shoes". The model is actually a pair of shoes, not boots. (Bugzilla #4531)
Placement/Layout/Ownership and other World Object Fixes
Spoiler
  • The cooking pot and associated apparatus in Haelga's Bunkhouse was allowing for the animation to clip outside of the wall before opening the menu. (Bugzilla #3856)
  • All 3 stages of the Gildergreen (dead, sapling, alive) will now have LOD visible which was missing. (Bugzilla #912)
  • 0009ccf0: Marise's bed was marked as being owned by Madesi. (Bugzilla #8732)
  • 0007F889, 0007F88A, 0007F88B, 00072CCD, 00072CCF: Gold coins stuck below the surface collision.
  • 000F561A: Piece of leather stuck behind the rock face collision.
  • 000FDDC0: Dwarven gyro stuck behind the wall collision.
  • 000ABBB9, 000628F9: Coinpurse stuck behind the wall collision.
  • 0010F275: Dwarven cog embedded in a wall.
  • 0010F40A, 0010F40B, 00010F40, 0010F40D: Falmer ears stuck behind bad wall collision.
  • 0010F408: Ruined book stuck behind bad wall collision.
  • 00067d0d: Rock with exposed underside. (Bugzilla #8255)
  • 000FE4B9: Sunken Blacksmith Sharpening Wheel
  • 000CF3F0: Floating Blacksmith Sharpening Wheel
  • 000DE654, 000DE653, 000DE652: Flying Barrels
  • 000DA150, 000D5BE3: Barrel intersecting another Barrel
  • 000C927E, 0009F5B6: Floating Barrels
  • 00050BE9: Barrel intersecting railing
  • 00094DDA, 000CCD2A, 000CCD0A: Flying Barrel (Also moved 0010C29C on top of one of them)
  • 000CDBC7: Barrel intersecting Wash Basin
  • 000CDB42, 000EF3C0: Barrel intersecting wall
  • 00050E40: Flying Bench
  • 000951AF: Book intersecting Table
  • 0009F7D2, 0009F428, 0009F429, 0009F700, 0009F42A, 0005BF92, 0005BF91, 0005BFBA, 00038B92, 00038B91, 00038B93, 0009F415, 0009F76E, 0009FAD7, 0009F7D6, 000EF478, 000CF466, 000CA8D2, 000D9409, 000D9408: Floating Chairs
  • 00055665, 0008836D, 000C9038, 000C9039: Sunken Chairs
  • 00037C93: Flying Bar Stool
  • 000C8FD8: Flying Crate (Also moved the items on top of it, 000C8FDD, 000C8FD9)
  • 000DE63E, 000DE63C, 000CE00F, 000CE010, 000DA309, 000DA30B, 000E2C84, 000DC5F7, 000C928F: Floating Crates
  • 000D5AFF, 000D5AFE: Floating Crate and Shrub
  • 000C6207, 000DA308: Crate intersecting another Crate
  • 000D6D7C: Crate intersecting Bed
  • 00063683, 000A6C0D: Chest intersecting wall
  • 001015B9: Flying Table (Also moved the Alchemy Workbench on top of it, 001015B8)
  • 0005903F: Floating Mead Barrel
  • 000C4274: Mead Barrel with exposed hollow underside, intersecting wall
  • 000C7089, 0005C11B, 0005C129, 00066622: Mead Barrels with exposed hollow undersides
  • 00058E81: Thistle hidden inside a Counter
  • 000E54A1, 000E54AC, 000E54B7, 000E54B6, 000E54B8, 0009DD01, 000E0AD3, 000E0AD2, 000E0AD1, 000E09B5, 000E0ADA, 000E018D, 000E018C, 000E018B, 000E0197, 000E005C: Large Casks sunken into the floor, 000the taps are at floor level so they wouldn't be useable
  • 000CCF8F: Floating Cask
  • 0001B798, 000E013F, 000E0A8E, 000E53C4: Wreath half hidden in wall
  • 000C537A: Floating Rug intersecting Bar (can be seen on the other side)
  • 000688B5: Flying Tree
  • 000F1283: Flying Shrub
  • 0007A54F: Cave Lamp intersecting Rock (Also had to move the fire, 0007A550)
  • 000ECFEE: Sunken Bird Nest
  • 00044A1C, 0010C299: Hay Scatter with z-fighting
  • 0003FFF2: Hollow Rock
  • 000EC248: Misaligned wall section, 000seethrough gaps into the void (Also had to move a candle, 000EC250)
  • 000DBC77: Shelf seen through the wall
  • 000DBCF0: Wall Mounted Wolf pushed so far into the wall only the nose is visible
  • 000DA2B1: Wall Mounted Antlers too far from wall
  • 000DA2B2: Wall Mounted Pelt too far from wall
  • 000DA0E9: Flying Pottery Base
  • 00086483: Flying End Table (Also moved the items on top of it, 00086482, 00086481)
  • 000DA117: Floating End Table
  • 0009FB13: Flying Hay Bale
  • 0010E322: Floating Enchanting Workbench
  • 0010B23E, 000F3C59, 0009694C, 0005C27D, 000E1EA9, 000C9202, 000DD1EF, 000E0F90, 000C706B, 000D2CEE, 000F5AA6, 0006674B, 000F5AC2: Floating Lanterns
  • 000F3C5A, 000F3C5B, 000F3C57, 000C61E8, 000C61E9, 000DA2C1, 000DA3C0, 0005C667, 000CA863, 000E1EAD, 000DE170, 0008E77E, 000DD1FA, 000DCF25, 0008AC64: Sunken Lanterns
  • 000EF479, 00060446, 00060445, 000603F0, 000B3685, 000B366C, 000A1B8A, 000B3687, 000A1B89, 000A3A6B, 000A3A6C, 000B48DF, 000B48E0, 000E5482, 000E53FE, 000E5401, 000E53EA, 000E53EB, 000E5490, 000E5491, 000E53E9, 000E53E8, 000E53EC, 000E53ED, 000E53EF, 000E53EE, 000DDD07, 000CDB65, 000D2CE4, 000D2CE3, 0006010A, 00060109, 0009DCE4, 0009DCE3, 00060107, 00060108, 00060102, 00060101, 00060103, 00060104, 000600DC, 000539DF, 000E067C, 000E067F, 000CF5B5, 0001D744, 0009FA88, 0009FAB9, 0009FAD6, 0009F407, 0009F4D5, 0009F6F9, 0009F6F8, 0009F6FD, 000E0A67, 000E0A68, 000E09C6, 000E09C5, 000E0A69, 000E0A6A, 000E0A66, 000E0A65, 000E0A63, 000E0A64, 000E0A54, 000E09D5 E011B, 000E011A, 000E0119, 000E0118, 000E0117, 000E0116, 000E0115, 000E0114, 000E0105, 000E0103, 000E0102, 000E007C, 000E006D, 000E006C, 000E0A51, 000DD1F0, 0005BFBF, 0005BFC0, 0005BFC1, 00038BBE, 0005BFE7, 0005C066, 0005B5C7, 00038B56, 000CCF60, 00016334, 000DD731, 000DD960, 000DD6EA: Floating Candle Horns
  • 000DA113, 000E259D, 000E25A6, 000DA2E5, 000DA2E3, 000E6150, 000E60E7, 000E60D6, 000DE172, 000C711D, 000C7102, 000DDD19, 000C70BE, 000C70D7, 000DDD1B, 000C70D6, 000DDD1A, 0008AD2E, 0008AD2F: Floating Candle Sticks
  • 000CBB64, 000CBBA5, 000CBBA6, 000CBC54, 000CBF21, 000CBF22, 000CBF20, 000CBEA7, 000CBF1F, 000CBF1E, 000CBF1D, 000DE112, 000CF5F6, 000CF5E0, 000E0F80, 000E0F81, 000DE182, 000D9566, 000DE183, 000DCF8C, 000D955E, 000DDCFD, 000E0DE8, 000DE18A, 000DE189, 000DC7E0, 000DC7FE, 000DE185, 000DC7FD, 000DC7FC, 000DE186: Flying Candle Sticks
  • 000D5BC5, 000DC09D, 000D5BD7: Floating Candles
  • 00101BD0, 00101BCF: Candle intersecting wall
  • 000DFEF3: Candle intersecting Chest
  • 000D5BE0: Flying Candelabra
  • 000DA143, 000CCF22: Mead Barrel intersecting another Mead Barrel
  • 000DA144, 000DC093, 000DE600: Mead Barrel with exposed hollow underside
  • 000CCF25: Mead Barrel intersecting shelf
  • 000C929C, 000625B6, 000E64BF, 000DD290, 0006366B, 0006366C, 0006366A, 00063669, 000DD2DB, 000DD2DA, 000DD2D8, 000DD2D9, 000A020D: Wall Sconces too far from walls
  • 000636CA, 000DD318: Wall Sconce too far from wall (moved it to another wall where it isn't a fire hazard)
  • 000DD43E, 000DD439, 000DD43B, 000DD438: Flying Sconces (Centered two of them in their alcoves to match the placement of the other two)
  • 000DD43D, 000DD43F, 000DD437, 000DD43C: Floating Fires
  • 000DD425: Deer Skull half hidden in wall
  • 000636E2: Bed intersecting wall. Replaced it with a R-version since the left marker was inside the wall.
  • 00060465: Flying Bed with one marker in the wall, 000replaced it with a R version of the bed.
  • 000603E9, 000603E8, 000603E7, 000603E6, 000603E5, 0003B49C, 000603E4, 0006045B, 0006045C, 00052689, 0005268A, 0005267B, 0005267C, 000E0078, 0006045F, 0006045E, 000E004C, 000E09A8, 000E09D1, 0007A65A, 0007A668, 0007A676,7A68A, 0007A6B6, 0004368F, 00043691, 00043694: R+L Beds with one marker inside the wall, 000replaced with the correct R or L version of the bed.
  • 000D6D9D: Floating Table
  • 000DE656: Floating Hay Mound
  • 000F934D: Flying Skull
  • 00086440, 00086444, 00109F6A, 000C61E6, 000c61E5: Lantern intersecting Table
  • 000163EA: Wallmounted Mudcrap not aligned with wall
  • 000DB59B, 000C537B, 000E2C99, 000E2C98: Flying Rolled Rugs
  • 000C6237, 000C6239: Floating Rug
  • 000DA33E, 000DA340, 000DA33F: Rolled Rugs leaning against thin air and/or floating
  • 000D5BA3: Bread hidden inside Shelf
  • 000CCF91, 000CCF90: Floating Hay Scatter
  • 00066625: Knapsack intersecting Shelf
  • 000DA33C: Floating Knapsack
  • 0007733D, 000DA335, 000DA336: Chests facing the wrong way
  • 0006DC86, 0006DC92, 0006DC94, 0006DC96: Floating Ledgers
  • 000DEC6F, 00016BE9, 000DA1CC, 000CCD38, 000CF5C4, 000CF5C7, 000CDD59, 000C7173, 00066624: Floating Sacks
  • 000CA92F, 000DA594, 000CDBC4, 000C42BC, 000C42B9, 000D6D9E, 000B9DE9, 000E2C94: Flying Sacks
  • 000C60FF, 000DA333: Unrealisticly balanced/rigid Sacks
  • 000DA3BA: Replaced standing Sack with one with flat bottom
  • 000E1FCE: Dwemer Wall Sconce too far from wall
  • E5EA3, E5EA2, E5EA1, E5E55: Floating Crates
  • 68DA8: Lantern intersecting Floor
  • F73A4: Floating Linen Sheet
  • F73A3: Lantern intersecting Linen Sheet
  • E5E69: Crate intersecting
  • F73B5: Raised Cauldron Stand so it isn't visible through the ceiling on the floor below
  • C6CC4, C6CC6, C6CC5: Flying Crates
  • C66DB, C66DD: Flying Shelves
  • F5D5D, DEC8E: Flying Sack
  • A6E57, A6E58, A6E55, A6E52: City Banners and Banner Posts too far from the wall
  • C34D8, C34D9: City Banner and Banner Post pushed too far into the wall, the hollow rods are exposed on the other side of the wall
  • F81AF, 5CB00: Floating Blacksmith Sharpening Wheel
  • F33A2, F33A8, F33A5: Floating Trees
  • 106CCF, DB4F6, DB582, 10079D, DBCBD, DDE11: Floating Mead Barrels
  • DB214, DB21A: Nest Mound hidden under the floor
  • DB21A, DB218, DB217: Nest Scatter hidden under the floor
  • E0DF1: Lantern intersecting Barrel
  • E1BDA: Lantern intersecting Shelf
  • DB13D: Tankard hidden under the floor
  • E0F96, DF341, 1CC36, E5A5D, E5A5C, E5A58, E5A59, E5A56, E5A57, E5A50, E5A5B, E59B0, E59AF, E5A49, E59C0, 279EC, 279F3, 27F96, 27F99, 279A7, 27989, 27A3F, 27DC6, 27A2A, DE283, E34C0, E33E3, E341B, 82177, 823C9, 9D2FA, 81E27, E52A2, 9E55A, 9E433, 9E432, 9ECA8, 9ECA9, 9E431, 9E430, 9E434, 9E435, 9E437, 9E436, 32741, DB501, DB590, 163D9, 163B2, DE920, C6CC7, E02B6, E01AB, E0347, E037E, E0348, E056C, E05F9, E05EB, E05EA, E0693, E0692, E0694, E0695, E0691, E0690, E068E, E068F, 2B23E, 2B23B, 2B237: Floating Candle Horns
  • 163BE: Sunken Candle Horn
  • 36234: Floating Candle, exposed hollow underside
  • 9EF53, 9EF52, 9EF51, 9EF50: Kettles and Pots intersecting Fire Pit
  • E34D7, 820C4, 81EAA, 821EE, 826DD, 8323C, 8270A, E52A3, 2AFF0, 2BA04, 9D525: Floating Chairs
  • 2B6A2, 82ADB: Floating Barrels
  • 81EA5: Sack intersecting floor, seen through the ceiling below
  • 185FC: Badly balanced Lantern
  • F5744, DEC6D: Floating Lanterns
  • A0D51: Flying Shelf (Also had to move F8779, F8778, F877A, F8777 on top of it)
  • E06B9, 9E1A3, 2787B, E5A93: Wreath half hidden in wall
  • DB52F: Candle Horn intersecting Shelf
  • 9CF55: Floating Chest
  • DB59A: Shelf intersecting Wall
  • DB532: Barrel intersecting Basket and Vegetables
  • DB507: Rolled Rug intersecting Shelf
  • D4A25, D4A80, D4A7F: Chairs intersecting Tables
  • 1093D5: Candle intersecting Wall
  • 576E3, D488E, 576E6, 6C319, 6C31B, 6C2F2, 6C327: Wall Sconces too far from Wall
  • D4894: Floating Chopping Block
  • 9CF54: Chest facing the wrong way
  • D8514: Basket intersecting Wall
  • D8651, A0D2B: Floating Chair
  • D8654, D8653, DBCC2, DBCC1, D84B3: Rolled Rugs leaning against thin air
  • DB220: Floating Nest Mound
  • DB114: Floating Table
  • D8667: Floating Crate
  • D86DC: Mead Barrel intersecting Shelf
  • D84D4: Floating Sack (also replaced it with a flat sack since the non-flat version looks unrealistic laying down)
  • 5D7AD: Misaligned Wall Section, seethrough gaps into the void
  • D84D0, DE2F6: Badly balanced Sacks
  • 57AA9: Chest intersecting Wall
  • 5D70C: Misaligned Wall
  • D8514: Basket intersecting Wall
  • DAE58: Flying Sack
  • DAC52: Flying Hanging Animals Ring
  • 626C0, 626C1, 626C2, 62731, 62492, 6372D, 6372C, 6372B: Flying Wall Sconce
  • 64FC7: Wall Sconce intersecting Wall
  • 626C3: Badly angled Wall Sconce
  • D4CF0, D4E8E: Floating Benches
  • D4DAB: Flying Jug
  • 64C5C: Candelabra intersecting Wall
  • D5DE5: Flying Sack
  • 63734: Basket hidden inside Hay Bale
  • D7199: Floating Hay Mound
  • D710A: Floating Hay Bale
  • D7195: Flying Axe
  • D7192, D7197, D7196, D7193: Flying Firewood Piles
  • D7194: Floating Hay Scatter
  • 6372A, 63729, 63728, 63727: Flying Barrels
  • D7089: Floating Rug
  • D7080: Floating Sack
  • D701F: Skull intersecting Crate
  • 10FA93: Candle Horn intersecting Wall
  • D71C0: Ingot intersecting Wall
  • DE37C: Wall Mounted Wolf too far from Wall
  • 9DA03: Chest intersecting Bed
  • DE2A4: Basket intersecting Floor
  • DE299: Flying Rolled Rug
  • DE973: Flying Shelf (Also had to move the shelf content: DEACB, DEACC, DEABA, DE962, 1007BE, 1007BD, 1007BC)
  • 10078E, 100790: Mead Barrels badly intersecting Shelf
  • DE925: Flying Cupboard (Also had to move cupboard content: 1007B0, 1007B1, 1007B2, 1007B3, DEAC3, DEAC4, DEAC5, DEAC6)
  • 6C2CB: Floating Barrel
  • 8AB3E, 8AB3D: Flying Benches (Also had to move object on top of the bench, 8C9A2, F83BB)
  • D9D3A, D9BC7, D9D39: Floating Sacks
  • D9BA0: Flying Rolled Rug
  • D9D3A: Sack half hidden in Wall
  • D9B98: Moved Rolled Rug to make room for Sack
  • D9B80, D9C8F: Skulls intersecting Shelves
  • D9C9B: Flying Bench
  • D9D26: Floating Candle
  • D9D7A: Door misaligned with Door Frame
  • 9DA0D, 4DC52: Chests facing the wrong way
  • E050E, E01F1, E01F0, E01AA, EE07D, E049B, E056B, 750F2, E0237: Floating Chairs
  • E027D: Floating Table
  • EE067: Barrel intersecting Wooden Beam
  • EE0A0: Crate intersecting Wooden Beam and Barrel
  • EE08A: Flying Barrel intersecting Wooden Beam (Also had to move EE098, 10859B on top of it)
  • DA09E: Flying Wardrobe
  • F641E: Mead Barrel intersecting Barrel
  • DA1C6, 751EC: Flying Candelabra
  • DBCDA: Flying Candle Horn
  • DBCD9: Floating Hay Mound
  • 36213: Floating Candle
  • 219EC, 219E4: Wall Sconce intersecting Wall
  • 10AA03, 10AA01: Flying Crates
  • 10AA04: Crate badly intersecting another Crate (Also had to move the Skull, 10AA05, on top of the Crate)
  • 10A9CE: End Table intersecting Wall
  • 10AA09, FEEF8: Flying Lantern
  • 3D08C: Flying Table (Also had to move 1082A2, EC167, E9914, E9913, E9912, E9916, E9915 on top of it)
  • 10A9C5: Flying Shelf
  • C66D1: Flying End Table (Also had to move C66C1, C66C0 on top of it)
  • C66CB, C66CC: Flying Planter and Plant
  • C66CD: Flying Drawers (Also had to move C66CE, C66CA, C66C5, C66C8, C66FD, C66FE on top of it)
  • C66E8: Flying Drawers (Also had to move 109F38, C6C47, 109F3B, C66F1, C66EF, C66EE, C66F0, C66ED on top of it)
  • 3615A, CE76B: Candle intersecting wall
  • CDFA5: Badly balanced Barrel
  • C57B3: Floating Crate
  • CDFB1: Floating Mead Barrel, exposed hollow underside
  • CE766, CE76D: Flying Hay Scatter
  • CE763, CE764, CE765: Flying Crates
  • 275BC, 27FD1, E0709, E0708, E05DA, E070A, E0714: Large Casks sunken into the floor, the taps are at floor level so they wouldn't be useable
The complete changelog is http://www.iguanadons.net/Unofficial%20Skyrim%20Patch%20Version%20History.html.
User avatar
Robert Garcia
 
Posts: 3323
Joined: Thu Oct 11, 2007 5:26 pm

Post » Wed Jan 23, 2013 5:11 am

Unofficial Skyrim Patch

BETA Version Available

Version: 1.2.7
By the Unofficial Patch Project Team

http://www.darkcreations.org/forums/files/file/491-unofficial-skyrim-patch/

Requires Skyrim version 1.8.151.0.7 or greater.

http://www.darkcreations.org/forums/forum/169-unofficial-skyrim-patch/

USKP Fixes
  • Changed the dead body container used by the USKP to clean up corpses that have no assigned grave so they will use the vanilla container designated for this purpose and thus propagating this fix to other mods that change the same NPCs will be possible without requiring the USKP as a master.
  • A new version tracking system is in use now to ensure that retroactive scripts are run in sequence in case future retro-scripts need to rely on anything done in a previous one.
  • The changes to Flame, Frost and Shock Cloaks/Runes originally added by USKP 1.0 have been reverted since the vanilla implementations of these was actually correct.
  • The previous fixes for the Caravans quest ended up causing the caravans to stall at their last location unless a new game was started. This has now been corrected. (Bugzilla #9351)
Game Mechanics Fixes
  • Locked containers that are not animated will not open when picked, requiring a second activation to open them. In the vanilla game, the only 3 container base objects affected are TreasFalmerChestEMPTY, TreasFalmerChest, and TreasFalmerChestBoss. The two meshes used by these 3 objects also needed a dummy animation added on (falmercontainer.nif, falmercontainer02.nif). (Bugzilla #9714)
  • Leveled list SubCharBandit02Melee2HBerserk was mistakenly populated with Bandit01 NPCs instead of Bandit02 NPCs. (Bugzilla #9330)
  • Leveled list SubCharBandit01Missile incorrectly contained an entry for EncBandit01Melee1HRedguardM that should have been EncBandit01MissileRedguardM. (Bugzilla #9276)
  • AI pack WhiterunDanicaSleep24x8 has been changed to a sleep in cell package due to the original condition having too small of a radius. (Bugzilla #9201)
  • AI pack RiftenDrifaSleep0x6 had too small of a radius on it which would cause Drifa to fail to sleep. (Bugzilla #9201)
  • AI pack EmbrySleep0x7 had too small of a radius on it which would cause Embry to fail to sleep. (Bugzilla #9201)
  • AI packs SolitudeSawmillWork0x16 and SolitudeSawmillWork8x16 were both set to the wrong kind of sandbox package, resulting in the sawmill operators just standing around doing nothing. (Bugzilla #9152)
  • AI pack DA11FINVerulusForcegreetPackage will no longer cause Verelus to repeatedly forcegreet the player if DA11 ends prematurely with Eola's death.
  • The fixes for the Matching Set perk also needed to be reflected in the PerkMatchingSet spell that actually makes the perk's effects take place.
  • Enchantment TGNightingaleArmorBoots03 was erroneously set to a magnitude of 35, which instead of making you quieter it made you extremely noisy. The correct value for the progression when compared to the other two enchantment levels should be 0.75. (Bugzilla #9006)
  • The tempering recipe for the Mask of Clavicus Vile was using steel instead of ebony as expected.
  • If Yamarz is kept pacified, Cursed Tribe (DA06) will still complete but won't acknowledge he is still alive. Magic effect InfluenceAggDownFFAimedArea has been modified to make Yamarz immune to Pacify and other spells which use this effect. (Bugzilla #266)
NPC/Creature Fixes
  • TES5Edit revealed that an extra script for Louis Letrush that was added by Patch 1.8 had been canceled out. This has been corrected.
  • Odfel does not carry his unique pickaxe named Rocksplinter even though it exists in the game. (Bugzilla #9649)
  • Heratar (DA05Hunter13_04Melee_Heratar) has a female voice type assigned but is actually male. (Bugzilla #9592)
  • Gerdur does not unlock the house when she comes home as would be expected. AI packs GerdurReturnHome16xHalf, GerdurReturnHome15xHalf, GerdurEatHome12x1, GerdurReturnHome11xHalf, GerdurReturnHome10xHalf, GerdurReturnHome9xHalf, and GerdurEatHome19x1 have all been flagged to unlock the doors upon arrival. (Bugzilla #9211)
  • Kharag gro-Shurkul never sleeps due to his sleep package being blocked entirely by his work package at the sawmill.
  • Thongvor Silver-Blood will now visit Moth gro-Bagol instead of his sister Ghorza, and only if Moth is not dead.
  • Thongvor Silver-Blood is now considered to be friends with Moth gro-Bagol rather than his sister Ghorza. This and the preceding change were made because all of the recorded dialogue is between Thongvar and Moth.
  • Thongvor Silver-Blood will no longer spend his entire time slumped against a wall in Markarth's keep. He will be there from seven in the morning until five in the afternoon, and will otherwise spend his time with the rest of his family in the Treasury (unless he's Jarl, of course). (Bugzilla #9119)
  • If Elisif cries out in terror while fleeing combat, it will no longer cause all the Blue Palace's guards to become permanently hostile if Boethiah's Calling (DA02) is running. This was related to a section of cut content that no longer applies.
  • Giraud offers the player a topic to ask if this is the Bards College even when they are not actually inside the building. (Bugzilla #9093)
  • The two Thalmor soldiers in Understone Keep (MarkarthImperialThalmor) have been modified so their base data does not inherit the respawn flag from their root template. This should allow for them to remain dead when killed after the Stormcloaks take Markarth. If they are alive, they will be killed again and disabled as they should have been. (Bugzilla #8999)
  • Sorex Vinius had a line of dialogue set to be used inside the Winking Skeever that was inaccessible due to a bad condition. (Bugzilla #8935)
Item Fixes
  • Several books and notes were incorrectly flagged as the wrong type which results in an incorrect inventory icon being used. These have been corrected via TES5Edit since the CK controls for this no longer exist. (Bugzilla #9747)
  • General Tullius' Armor (GeneralTulliusArmor) has an entirely wrong set of keywords. (Bugzilla #9657)
  • Rocksplinter (SSDRocksplinterPickaxe) did not have the appropriate damage statistics to match it with a normal pickaxe.
  • The Home Decorating Guide for Windhelm talks about a guest room which is not an available purchase option. (Bugzilla #9200)
  • Savior's Hide was marked as Ebony material when it should be Daedric.
  • Ebony Mail was marked as Ebony material when it should be Daedric.
  • The Psiijic hood, Hooded Monk Robes, Hooded Mage Robes, and Hooded Thalmor Robes will all appear properly on Khajiit players now.
  • The Adept Hood and Apprentice Hood will now appear properly on orcs as was fixed for the Novice Hood.
  • Dead salmon have no activation text and are also a potential source of save bloating. (Bugzilla #9884)
  • The spawned hawk containers that are used for dead hawks are not properly cleaned up during cell resets because they have no delete script. (Bugzilla #9882)
  • The key to Potema's dungeon (dunPotemaSewerKey) has weight and value when no other key in the game does. (Bugzilla #9837)
  • Iron shields were incorrectly set to use impact sounds for light armor and were incorrectly flagged as light shield material.
  • Imperial shields were incorrectly set to use impact sounds for light armor and were incorrectly flagged as light shield material.
  • Elven shields were incorrectly set to use impact sounds for heavy armor and were incorrectly flagged as heavy shield material.
  • Glass shields were incorrectly set to use impact sounds for heavy armor and were incorrectly flagged as heavy shield material.
  • Dragonscale shields were incorrectly set to use impact sounds for heavy armor and were incorrectly flagged as heavy shield material.
  • Orcish shields were incorrectly flagged as light shield material.
  • Ancient Nord Armor, Boots, Helmet, and Gauntlets were incorrectly flagged as Daedric material when they should be steel.
  • The Saarthal Amulet (MG02Amulet) was missing the ClothingNecklace keyword.
  • The Mystic Tuning Gloves (MGR02Gloves) were missing the ClothingHands keyword.
  • The Ring of Hircine (DA05HircinesRing) was missing the ClothingRing keyword.
  • The Ring of Namira (DA11RingofNamira) was missing the ClothingRing keyword.
  • The Gauldur Amulet Fragments and the completed Gauldur Amulet were all missing the ClothingNecklace keyword. The completed amulet also had zero weight despite the components each weighing 0.5 units.
  • Spellbreaker (DA13Spellbreaker) was not flagged as being made of Daedric material.
  • Ogmund's Amulet of Talos (MarkarthFreeformTalosAmulet) was missing the ClothingNecklace keyword.
  • Nightweaver's Band was missing the ClothingRing keyword.
  • Imperial shields were incorrectly set to use impact sounds for light armor and were incorrectly flagged as light shield material.
  • The Jeweled Amulet (DBJeweledAmulet) was missing the ClothingNecklace keyword.
  • Fur Armor, Boots, Bracers, and Helmet were all missing the ArmorMaterialHide keyword.
  • Fjotli's Silver Locket (TGTQ04Locket) was missing the ClothingNecklace keyword.
  • The Silver Amethyst Ring was missing the JewelryExpensive keyword.
  • The Silver Garnet Ring was missing the JewelryExpensive keyword.
  • Andurs' Amulet of Arkay (WhiterunArkayAmulet) was missing the ClothingNecklace keyword.
  • The Amulet of Articulation (TGAmuletofArticulation01) was missing the ClothingNecklace and ArmorJewelry keywords.
  • The Shield of Solitude was incorrectly set to use impact sounds for light armor and incorrectly flagged as light shield material.
  • Amulets of Akatosh, Dibella, Julianos, Kynareth, Stendarr, Talos, Arkay, Zenithar, and Mara were missing the ClothingNecklace keyword.
  • Amulet of the Elder Council was missing the ClothingNecklace keyword.
  • Ancient Nord Amulet was missing the ClothingNecklace keyword.
  • Shrouded Robes, Hood, and Hand Wraps were all incorrectly flagged with armor keywords when they are clothing items.
  • The Strange Amulet (MS11InnocuousAmulet) was missing the ClothingNecklace keyword.
  • Forsworn Armor, Boots, Headdress, and Gauntlets were all incorrectly tagged as clothing when they should be hide armors.
  • Armor, Boots, Helmet, and Gauntlets of the Old Gods were all incorrectly tagged as clothing when they should be hide armors.
  • Savos Aren's Amulet was missing the ClothingNecklace keyword.
  • Kyne's Token was missing the ClothingNecklace keyword.
  • Correction to the Daedric shield so that it does not glow when not being used, to remain consistent with the other pieces of Daedric armor. (Bugzilla #9992)
  • ImperialCuirassLightAA and ImperialCuirassMediumAA both had an incorrect weapon adjust value (0.1 instead of 0.3) which caused weapons to be positioned badly on the backs. (Bugzilla #915)
NIF Mesh and Texture Fixes
  • The female Archmage Robes (Clothes\Archmage\F\ArchmageRobesF_1(0).nif), the female Novice/Apprentice robes (Clothes\MageApprentice\MageApprenticeRobesF_1(0).nif), and the female Expert/Master robes (Clothes\MageJourneyman\MageJourneymanRobesF_1(0).nif) have the calves partition too high/Body partition too low, making the knee are disappear when worn with certain boots. (Bugzilla #9510)
  • Blue Palace bannister railing (Architecture\Solitude\Interiors\SLGCStaSpiral01.nif) has a seethrough underside. (Bugzilla #9262)
  • The end of the stone railing next to Solitudes forge is hollow. (Architecture\Solitude\SBlackSmith.nif) (Bugzilla #9261)
  • Seethrough hole in Architecture\WhiteRun\WRInteriors\WRDungeon\WRDunIntArchDoorwayTrans01.nif. (Bugzilla #9260)
  • Bad UV mapping on the Whiterun city gate. (Architecture\WhiteRun\WRDoorMainGate01.nif) (Bugzilla #9259)
  • Bad UV mapping on dungeons\Imperial\jail\Impjailpole01.nif. (Bugzilla #9226)
  • Bad UV mapping on Architecture\WhiteRun\WRBuildings\WRHouseShack02.nif. (Bugzilla #9065)
  • Belethor's shop has a small hole in the mesh above the back door (Architecture\WhiteRun\WRBuildings\WRHouseStores01.nif) (Bugzilla #9064)
  • The stairway in back of Proudspire Manor has a small seethrough hole. (Architecture\Solitude\SHouseForSale.nif) (Bugzilla #9062)
  • A thin pixel width line of the texture is visible at the bottom edge of the Whiterun city banners. (Architecture\WhiteRun\WRClutter\CityBannerWhiterun01InsideTall.nif) (Bugzilla #9061)
  • UV errors on Architecture\Windhelm\WHclancruelsea.nif and Architecture\Windhelm\WHclancruelseaDestroyed.nif. (Bugzilla #9052)
  • UV errors on Whiterun Stables (WRHouseStables01.nif). (Bugzilla #9050)
  • The Solitude Bards College interior mesh has multiple seethrough holes. (Architecture\Solitude\Interiors\SMdAStaSol03.nif) (Bugzilla #9048)
  • A portion of the city gate tower in Solitude had a hole visible. (Architecture\Solitude\SCastleWall01.nif) (Bugzilla #9047)
  • The female farm clothing #2 ground model had bad UV mapping for the neck area, resulting in a black texture. (meshes/clothes/farmclothes02/f/dressgnd.nif) (Bugzilla #8851)
  • There is an invisible barrier on the outside support walls for the Winking Skeever building mesh due to bad collision extending too far from the visible area. (Architecture\Solitude\SThe Winking Skeever.nif) (Bugzilla #8247)
  • One of the ceiling parts in Dragonsreach has a large gap between the wall and the slope. (Architecture\WhiteRun\WRInteriors\WRCastle\WRIntCastleRoofBaseCorInLTrans01.nif) (Bugzilla #8158)
  • A wall at the Windhelm docks has several UV errors. (architecture/windhelm/whouterwall3.nif) (Bugzilla #8152)
  • The missing heat blur effect has been added to the Skyforge. (furniture\blacksmithingskyforgemarker.nif) (Bugzilla #9761)
  • Mountain flowers have white speckled edges on them due to alpha settings being wrong. (plants\mountainflower01blue.nif, plants\mountainflower01purple.nif, plants\mountainflower01red.nif, animobjects\animobjectbaskethandled.nif) (Bugzilla #9713)
  • ClothesFarmHat03 is not properly removed from the neck when an NPC is decapitated. (clothes\farmclothes03\farmerhatf.nif, clothes\farmclothes03\farmerhatm.nif) (Bugzilla #9689)
  • The upper class end table mesh has wood blocking where the open drawers should be. (clutter\upperclass\upperendtable02.nif) (Bugzilla #9067)
  • Jazbay Graqe plants do not have a "harvested" mode. (plants\florajazbay01.nif) (Bugzilla #8589)
  • Carrots do not cast or receive shadows. (clutter\ingredients\carrot01.nif) (Bugzilla #9891)
  • UV mapping errors fixed on the blacksmith forge meshes. (blacksmithforgemarker.nif and blacksmithforgemarkerwr.nif)
  • UV mapping errors fixed on several Nordic hall pieces. (dungeons\nordic\catacombs\bghalls\norcathallbg1way01.nif, dungeons\nordic\catacombs\bghalls\norcathallbg1way02.nif, dungeons\nordic\catacombs\bghalls\norcathallbg1wayendcap01.nif, dungeons\nordic\catacombs\bghalls\norcathallbg1wayramp256.nif, dungeons\nordic\catacombs\bghalls\norcathallbg2way01.nif, dungeons\nordic\catacombs\bghalls\norcathallbg3way01.nif, dungeons\nordic\catacombs\bghalls\norcathallbg3way02.nif)
  • The upper class single and double beds have poor collision allowing objects placed on them to sink in. (Clutter\Upperclass\UpperBedDouble01.nif, Clutter\Upperclass\UpperBedSingle01.nif) (Bugzilla #1119)
  • Two of the doorway partitions in Breezehome were missing a collision triangle, allowing items to pass through the wall. (Architecture\Whiterun\WRInteriors\wrintloftwallroofdoor01a.nif) (Bugzilla #335)
  • Bad collision on the double doors in the Blue Palace. (Architecture\Solitude\Doors\SDoubleDoorInt01.nif) (Bugzilla #4360)
  • The various insect critter spawns will no longer prevent Dovahkiin from being able to walk past them. (critters\bee\bee.nif, critters\dragonfly\critterdragonfly01.nif, critters\dragonfly\critterdragonfly02.nif, critters\firefly\firefly.nif, critters\moths\crittermothblue.nif, critters\moths\crittermothgreen.nif, critters\moths\crittermothmonarch.nif) (Bugzilla #142)
  • Bad UV mapping on the Candlehearth Inn. (Architecture\Windhelm\whcandlehearthinn.nif) (Bugzilla #9964)
  • Several gaps in the mesh that Warmaidens sits in were fixed. (Architecture\WhiteRun\WRTerrain\WRBlackSmithBase.nif) (Bugzilla #8166)
  • Shrines have no collision audio and arrows pass right through them. (meshes\clutter\shrines\shrineakatosh.nif, meshes\clutter\shrines\shrinearkay.nif, meshes\clutter\shrines\shrinebase.nif, meshes\clutter\shrines\shrinedibella.nif, meshes\clutter\shrines\shrinejulianos.nif, meshes\clutter\shrines\shrinekynareth.nif, meshes\clutter\shrines\shrinemara.nif, meshes\clutter\shrines\shrinestendarr.nif, meshes\clutter\shrines\shrinetalos.nif, meshes\clutter\shrines\shrinezenithar.nif) (Bugzilla #9946)
  • Shrines have no collision audio and arrows pass right through them. (meshes\clutter\shrines\shrineakatosh.nif, meshes\clutter\shrines\shrinearkay.nif, meshes\clutter\shrines\shrinebase.nif, meshes\clutter\shrines\shrinedibella.nif, meshes\clutter\shrines\shrinejulianos.nif, meshes\clutter\shrines\shrinekynareth.nif, meshes\clutter\shrines\shrinemara.nif, meshes\clutter\shrines\shrinestendarr.nif, meshes\clutter\shrines\shrinetalos.nif, meshes\clutter\shrines\shrinezenithar.nif) (Bugzilla #9946)
  • Several visible holes in the Solitude city gate structure have been corrected. (Architecture\Solitude\SCWgate.nif) (Bugzilla #9078)
  • Some flying stones and bad UV mapping have been corrected on the Windhelm Stables. (Architecture\Windhelm\WHstables.nif) (Bugzilla #9838)
  • A gap between the market area and the stairs to the temple district in Whiterun has been corrected. (Architecture\WhiteRun\WRTerrain\WRCommonHousePlatform01.nif) (Bugzilla #10083)
  • The two stairways in the Whiterun Hall of the Dead (and other places using this piece) made wooden sounds on the stone steps due to an incorrect havok flag. (Dungeons\Nordic\Catacombs\BgHalls\NorCatHallBg1wayStairs256.nif) (Bugzilla #10085)
  • A wall in the Whiterun Hall of the Dead has z-fighting issues due to an overlapping panel. (Architecture\WhiteRun\WRInteriors\WRDungeon\WRDunIntCorDoubleHigh01.nif) (Bugzilla #10081)
  • Merchants clothing had missing knees and some bad clipping with other outfits. (clothes\merchantclothes\outfitm_0.nif, clothes\merchantclothes\outfitm_1.nif) (Bugzilla #9272)
  • Nordic steel gauntlets have improper light shading properties, as well as several other defects. (meshes\armor\steel\[a whole lot of files]) (Bugzilla #9144)
  • The severely pixilated dragons' wings have been corrected. Raised from a ridiculously low resolution to 1024x2048. (Actors\Dragon\translucentwings.dds, Actors\Dragon\translucentwings_boss.dds, Actors\Dragon\translucentwings_earth.dds, Actors\Dragon\translucentwings_ohdaviing.dds, Actors\Dragon\translucentwings_snow.dds) (Bugzilla #8588)
  • Hollow underside on a door piece used in Nordic ruins. (Dungeons\Nordic\Doors\Animated\MediumDoor\RuinsMediumDoor01.nif) (Bugzilla #9760)
  • Male and female Elven armor has bad rigging, resulting in distortions and stretched appearance. (armor\elven\f\cuirass_0.nif, armor\elven\f\cuirass_1.nif, armor\elven\f\cuirasslight_0.nif armor\elven\f\cuirasslight_1.nif, armor\elven\m\cuirass_0.nif, armor\elven\m\cuirass_1.nif, armor\elven\m\cuirasslight_0.nif, armor\elven\m\cuirasslight_1.nif) (Bugzilla #10084)
  • The scabbard fixes for the Blades sword, Dwarven sword, and Nightingale blade have been updated. (weapons\akaviri\bladessword.nif, weapons\dwarven\dwarvensword.nif, weapons\nightingale\nightingalesword.nif) (Bugzilla #10172)
  • Missing scabbards for the Dwarven mace, Dragon Priest Dagger, and Iron mace have been added. (weapons\dwarven\dwarvenmace.nif, weapons\iron\1stpersonironmace.nif, weapons\dragonpriest\dragonpriestdagger3rd.nif) (Bugzilla #10172)
  • Sanguine Rose had alpha blending turned on which produced pixilation around the edges. (weapons\sanguinerose\sanguinerose.nif) (Bugzilla #10168)
Audio Fixes
  • Bolli delivers a line during Caught Red Handed (FreeformRiften11) about his wife, Drifa. His wife is really Nivenor though. (Bugzilla #9138, FreeformRi_FFRiften11Suito_00041E40_1.fuz)
  • A rumor in Whiterun mentioning avoiding Brittleshin Pass "to the southeast" is wrong. Brittleshin Pass is southwest of Whiterun. (Bugzilla #837, dialoguewhiterun__000da63d_1.fuz)
Script Fixes
  • WICourier.psc is throwing errors due to some locations being listed as NONE values. The script has been modified to allow NONE locations for the courier to process and allow whatever mission he's on to continue operating.
  • GenericLocCrimeFactionObjRef.psc would fail because it had been set up to use a location alias, but those can't be checked without an associated quest. The script has been rewritten to check the location directly from the actor that is calling it. This should result in any actors using it now being assigned to the proper crime faction in the hold they spawn from.
  • FXfakeCritterScript.psc does not reset its doOnce variable when the scripted object resets itself. (Bugzilla #9882)
Placement/Layout/Ownership and other World Object Fixes
Spoiler
  • 000B1694: Gunjar's body never disables itself after Helgen is taken over by bandits. (Bugzilla #10031)
  • The Windhelm Blacksmith's house only had one bed, but two people live there so one of them would always be unable to sleep. A second bed has been added. Ownership of each bed is now per NPC so they pick the same one each time. The navmesh has also been adjusted to accommodate this. (Bugzilla #9023)
  • The COC marker (000BB3D4) at Nilheim erroneously had a script attached that is intended to extend an actor. A COC marker is obviously not an actor so the script has been removed. [NR]
  • The triggers at each of the Standing Stone sites can be reused once the cells respawn, resulting in rediscovering the stone and incrementing the achievement even if it hasn't been properly completed. These triggers have now been marked as non-respawning: 000F964C, 000F964D, 000F964E, 000F964F, 000F9650, 000F9651, 000F9652, 000F9653, 000F9654, 000F9655, 000F9656. (Bugzilla #9684)
  • 000E8239: The trigger box that runs the secret exit from the Riften jail was respawning when it shouldn't have been. (Bugzilla #10167)
  • 000E6721: Road piece slightly tilted above the other road pieces.
  • 000F62DA: Hammer stuck inside of a wall collision.
  • 00045D7D: Misplaced stone platform in BlackreachSewer01 removed. (Bugzilla #9589)
  • 000E4EFA, 0003EE33: Switched the disabled status on these two beams, then made the second one always on since it creates visual anomalies when purchasing the alchemy lab for Breezehome.
  • 0003EE35: beam moved up to close a gap.
  • 0003EE72: bread grounded, havok disabled.
  • 000CB42A and 000CB42B: wall parts moved down to close a gap.
  • 000CB4A5: double door moved down to fit the doorway.
  • 000CA124 and 000CA125: wall parts moved down to close a gap.
  • 000CB4A6: the double door has been centered in its doorway in order to close a gap on one side and slightly moved down to close a gap caused by moving 000CA124 and 000CA125.
  • 0003EE6D: basket grounded, havok disabled.
  • 000CB486: basket grounded and repositioned, havok disabled.
  • 000CB487: basket grounded, havok disabled.
  • 000CB48E: basket grounded and havok disabled.
  • 000CB4E0: bread grounded, havok disabled.
  • 000CB4E5: bread moved near the plate and grounded (didn't want to stay in). Havok disabled : strange centre of gravity (mesh may be wrong).
  • 000CB4E4: cake grounded, havok disabled.
  • 000CB48C: firewood pile slightly moved (had a collision with a column from children bedroom in Hearthfire DLC).
  • 000CB4DC and 000CB4DD : these raw rabbit legs where properly positioned in their plate and havok disabled to prevent one of them to "jump" by itself.
  • 000F5794: Lantern buried in the ground raised to hang from the appropriate beam. Light source 00065259 has been moved over to match up with it. (Bugzilla #9568)
  • D6A8D, D6A8E: Clothes stuck in wall
  • D5E23: Floating Candle
  • D6A93: Skull intersecting shelf
  • FD919: Chest intersecting rope
  • 9695B: Barrel intersecting rope
  • 9695A: Badly balanced Barrel
  • 84B46: Flying Shrub
  • 82876, 82881, 8287E, 8287B: Floating Braziers (Also moved the fires, 82875, 82880, 8287D, 8287A)
  • 87866, 87864: Misaligned Wall Sections, seethrough gaps into the void. Better now but probably not perfect.
  • 2E4DA, 2E4D9: Floating Shrubs
  • FF9D1, FF9D2: Floating Candle Sticks
  • 37320, 37321, 3731F: Seethrough gap between the top of the stairs and the ground at the top
  • D4C97: Wallmounted slaughter fish nearly completely hidden in a wall
  • D4EF7, D4EF6: Crates intersecting other Crates
  • DA1E4, DA1E3, DA1E2: Apples intersecting Shelf
  • D4C3B: Flying Chest
  • D4F14: Flying ice wraith teeth
  • D4CB8: Flying Bench intersecting wall (can be seen on the other side of the wall)
  • D4D3D: Floating Table
  • D4D3C: Flying Sack
  • D4D49: Chair badly intersecting wall
  • 9AF6A, 9AF6B: Flying snow drifts, still not perfect
  • 9E16B, E5C70, 2B9C4, 38B9F, E08EE, 9F436: Wreaths too far from wall
  • 9E177, E5C61, 2B9D0, 36BFE, E08E2, 9F41E - Removed these in place "duplicate" walls
  • 10EB9F: Flying werewolf head spike
  • 5966A: Pressure Plate intersecting floor
  • F4747: Wooden Plate that tend to sink into the stone its placed on
  • F475C, F4759, F475D, F4758, F475B, F4756, F4757, F475E, F475A: Pile of floating Crates
  • F4752, F4753 - Floating Lanterns
  • A3647, A3644: Floating Crates
  • F5298: Removed this in place duplicate bowl
  • 167FE: Seethrough gaps into the void on both sides of this door since its scale is less than 1.0
  • D1867: Candle intersecting wall
  • 8DD47, 8DCE4: Flying Tree
  • 8B754: Hollow snow drift
  • D00A4: Battleaxe intersecting shelf
  • E275C: Flying herb rack
  • BB0E1, BB0E3: Very noticeably flying dwemer sconces
  • BB16C: Hitch Post that needs to be lowered a bit
  • EB305: Incence Burner stuck in a wall, still looks a bit odd but it's better at least
  • 77D00, 77D01: Skulls intersecting shelf, once havok settles they often get stuck half over, half under the shelf
  • 77D7D, 77D7C: Floating Candle Stick
  • C7EBE, E4059: Large Hollow Rocks
  • B1164, B1167: Flying centurion ports
  • A6700: Book intersecting rock
  • EE401: Flying Sack
  • DD4B9, C8560: Books that often sinks into the surface they are placed on (why are the bounding boxes so incorrect on books in the CK?)
  • 6CD04: Chair intersecting planter
  • CCFF7: Plate intersecting table, often get stuck in odd angles when havoks settles (Also moved CCFFA, CCFF9, CCFF8 on top of it)
  • 402E1: Removed this bridge section, it's unneeded and cause flickering since it's occupying the same space as another piece
  • F72FB, F72FE, F7300, F7301: Flying Shrubs
  • C6E45: Floating Alchemy Workbench
  • B967A: Floating Bar Stool
  • A8AD6, A8AD7, A8AD8, A8AD9: Floating Barrels
  • C9308: Barrel half hidden in wall
  • 9A010, CB52B, EC158, 9D206, 9D1B1, E82EA, DA3D2, DA3D0, D641E, 7CE7C: Bed with one marker inside the wall, replaced it with a R or L version
  • E2871, E2870, 10FCA5, 10FCA6, 10FCA3, 10FC90, D4C2F: Floating Benches
  • C8FF7, D7568, D217E: Floating Candles
  • D585D: Candles intersecting Shelf
  • E5E78, E5E72, 10FC97, D132A, D2199, D4842, D6434, D4845, CD43C, CD43B, D2522, D2523, D2524, D4843, D4844, D23DD, C111C, C111B, C0E67, C0E50, D4858, C0E89, D4856, D6437, D6436, D6438, D6439, D4857, D4858, D4830, D4872, D4873, D4874, D4875, D483E, D483F, D4840, D4841, C71DF, C71DB, C71DA, C71D9, C71D8, C71D7, C71E4, C71E3, C71E2, C71F4, C71F7, FFAA2, 9B2BE, CB5BF, CB605, CB606, CB604, CB727, CB81D, CB717, CB718, CB7D3, E4C3C, CB728, CB81E, E4C2F, E4C2B, E4C2C, E4C29, E4C25, E4B2E, E4B00, E4B01, E4B02, E4C1B, E4B08, E4B09, E426C, E426B, E426D, E2A7E, E2AA7, E2A91, DEE33, DEE34, E27EC, E27EB, E27A5, DEE31, DEE32: Floating Candle Sticks
  • 29DBE, E5C8C, E5CC9, E5CCA, E5CCB, 8C473, 8C49B, BEB6F, 5C00A, 5A437, 5ABDF, 5C00C, C115C, C0C6D, 78018, DD51A, F6856: Floating Candle Horns
    E5C5F, E5CE6, C8F05, C8F04, 3F064, 3F065, 3F063, 38B35, 5AD52, 38B20, 5B0CD, 5BFB9, D626E: Floating Chairs
  • DCB5F: Flying Chair
  • CB6B8, CB6B9, CB6FA, 914F8: Sunken Chairs
  • C93AE, 7CBAA, 7CBAD: Chair with marker in bad place, replaced with other marker configuration
  • A93FA: Chair intersecting wall skirting
  • DCBE6: Chair intersecting Barrel
  • C931B: Bucket intersecting wall
  • C8F16, 16DB7, 7574F, CD42B, CEF16, 9CF47: Floating Chests
  • 5A3B6: Chest intersecting wall
  • 9CF58: Chest intersecting Floor
  • 47038: Chest intersecting Dresser
  • 9CF44, C0E43, C955D: Chests facing the wrong way
  • DD53E: Flying Crate
  • D475C, DCCD0: Floating Crates
  • E8130, C9327, C93F8, DD546, DD547: Crates intersecting wall
  • 61783, C8EC3: Floating Display Shelves
  • DCC2F: Floating Divider
  • DD53F, DD534: Floating Hay Mound
  • C94BC: Sunken Cart
  • E7D8A, E7D7C, A035A, E08DF: Invisible Chair Markers with markers in bad places, replaced with more suitable versions
  • C934A: Knapsack intersecting Crate
  • C9506: Knapsack leaning against thin air
  • CC2DB, 403DF, C8F81, D46EE, CB57F, 3FDD8, D255E, C115D: Floating Lanterns
  • D6206, D621C, F3CCC, F3CCD, C94F0, C94C3, C94C4, C94C5, D26E8, D26C8, D26E7, D26CD, D26CF, D26CE, D26D0, D6390, D6391, C94C6, C94C7, C3C2A, A822C, C9351, C9350, C9480, 10E051, 10E050, C0E88, D643A, C3BF8, C93DF, D6435, C93DE, C947E, C93DD, C93DC, C93E0, C93DB, C93E2, C93E1, C9485: Sunken Lanterns
  • 2E113: Sunken Lean Marker, NPCs feet hidden in ground and hands clipping into the table
  • D46EC: Floating Mead Barrel with exposed hollow underside
  • CD3B0, CD3B2, CD3B4: Floating Mead Barrels
  • DD504: Mead Barrel intersecting another Mead Barrel
  • E8157: Mead Barrel intersecting wall
  • C8F76, C8F73, C8F74, C8F75, CA083, C83F1, C83EA: Floating Rolled Rugs
  • C933E: Rolled Rug intersecting wall
  • CB7B2, D58A4: Floating Rug
  • CB7B1: Rug intersecting floor, cutting it in two
  • CB613: Rug intersecting floor, hiding some of the tassels
  • D216E, BEE58, BF873, BF6E7, D2429, DD535, 8E37D, BC5AE, BC275, 8E34B, 8E34C, B566F, C933D, CB83B, C8F7A, D58E1, D58E2, D4766, D4767, D4779, D4769, D4768, C83E9: Floating Sacks
  • C944F, C9696, C965F, C0CD2, BEE4F: Unrealisticly balanced or too rigid Sack
  • CB83A, A8C42, A8C45: Sunken Sacks that can be seen through the ceiling
  • E8172: Sack seen through the underside of a Table
  • E8147, E814F: Sacks intersecting Dresser
  • D5864: Floating Sack, replaced with non-flat version since the surface it's placed on isn't flat
  • E8146: Sack intersecting Crate
  • D12C8: Flying Shelf
  • 71856: Floating Shrine
  • CB7AA: Silver Plate stuck inside an End Table, moved it to a Cupboard
  • A8AF0: Flying Table (Also had to move items on top of it, D5884, D5885, D5886, D5887, D5848, D5849, D584A, D5896, D5893, D5892, D5895, 1077CA, 1077C9, D588D, D588E, D588F, D5894, D5890, D5891, D5843, 1077C8, D4885, A8AF3)
  • 824C8: This CommonTable has a separate bench in front of it instead of using a CommonTableOneBench. This places the bench markers inside the table which causes a mess whenever it's used. Replaced Table with a CommonTableOneBench and disabled the old bench (82663)
  • DD4D9: Floating Torture Rack
  • D58A7: Wall Basket too far from wall
  • C83F8: Wall Mounted Potato
  • B96C0, 7AD71, C7217, C9616: Wall Mounted Antlers too far from wall
  • 75DB6, 75D43, 75D44: Wall Mounted Elks too far from wall
  • 79520, 794D8, 794DA, 794D6: Wall Sconces intersecting wall
  • 794DC, 794DD, 794D7, 795BB: Wall Sconces too far from or not aligned with wall
  • 5C93F, CB50E, 756EC, CB50D, C961E: Wall Shelves too far from wall (Also moved some items on top of them, CB587, CB588, CB585, CB586, C961D)
  • 101617: Floating Alchemy Workbench
  • 4472C: Bar Stool intersecting rock
  • 380B0, 38139, 37F36, 37F35, 73B2D, 9D1b1, 9D206, 5C4C4: Bed with one marker in a wall, replaced with R or L version of the bed
  • 9A399, 9A39A, 9A39D, 9A39E, 9A39F, 9A394, 9A395, 9A391, 9A392: Barrels intersecting other Barrels (Also moved F474A and F4749 on top of them)
  • D9D4A: Bed intersecting wall
  • CC287: Floating Bench
  • 94F70, B3947: Floating Blacksmith Sharpening Wheels
  • FF89D: Book that often gets stuck in table when havok settles
  • 57C5C, 57C59: Sunken Candle Horns
  • CC10E, 825F7, 825F8, E5375, D83BA, D83B9, D83B8, D83B7, 3B27B, EFE0E, EFE0D, EFE0C, EFE0B, 63CC7, 63CC8, 63CC9, 3A3F4, 3A3EF, 3A3F1: Floating Candle Sticks
  • 3B27C: Candle Stick stuck under a staircase, moved it to a nearby shelf
  • CC0AC, 6FD77, 6FD78, 6FD79, 3A3F1, 3A3D6, 3A3F0, 3A3F3, 3A3F4, 3A3F2, 3A3D7: Sunken Candle Sticks
  • CC148: Sunken Chair, person intersecting rug and table
  • 525E1, ECD84, ECD85: Floating Chairs
  • D46ED: Floating Chest
  • CC0FA: Chest intersecting bed
  • 7F479, 7F47B, E72CF, 721D9, 91515, 88C74, 88C76, 88C75, BE4ED, BFDFC, BE5A5: Dwemer Wall Sconces too far from wall
  • 7C04F, 7C037, 42A21: Floating Egg Sacks
  • B06CA: Floating Ferns
  • 9BD9F, 8EB3C, 88C9E, 88C9C, 88C98, 88C97, F0D65: Sunken Lanterns
  • D46EE, FC432: Floating Lanterns
  • D46EC: Floating Mead Barrel, exposed hollow underside
  • 59B62: Mead Barrel intersecting table
  • CBFCB, CC051: Floating Planters
  • 9BD4A: Sconce intersecting wall
  • 9BD4B, 72B58, 73B52, 7162D, 69113, 71635, 71636, 71637, C5437, C5436: Sconce too far from wall
  • E2FBD, 9E35C, 9E35B, 19479, 19484, C53BD, C53BC: Sconces intersecting walls
  • 72859: Flying Shelf (Also moved 369F0, 369F1, 369F2, 369F4, 369F5 on top of it)
  • E46C4: Shelf too far from wall, also had to move E46C5 on top of it)
  • 769F8, 769F7, 97AE3, 5FECC, 5FECD, B0557, AC1CC, AF118, AF119, AF116, AF11B, AF11A, C21C7, 8DBB8: Flying Shrubs
  • C3652, C3651, C3648, C3658, C3646, C3647, C3645, C3641: Top half of this Skeleton was in one bed (and rotated the wrong way, with the head in the foot end), the lower half and hands were in another. This makes no sense since its cause of death was suicide by poison. Moved all pieces to the same bed, and rotated it around so its head is on the pillow.
  • 8DEB7: Skull intersecting table
  • A45A7: Floating Snow Drift
  • 89626, E7181, 48DBE, 48DBF, 48DA4, B278B, B25E8, B2691, 4CE79, 76925: Floating Trees
  • 3A5DA: Floating Urn
  • 8B484: Wall Mounted Antlers intersecting wall
  • 8322F: Wreath too far from wall
  • 716A8: Floating Arch Support
  • C8F39, C8EED: Barrels intersecting Wall (Also had to move C915D, C91AC, C91BF, C91C0, C915C, C9063)
  • A4A88, 3D5A0, 3D5A4: Badly balanced Bench
  • 3D5A7, 9B8CF: Flying Benches
  • 8014C, 2D445, 2D461: Sunken Benches
  • 1AC1B: Floating Campfire
  • 9D442, 801A9: Floating Candle Sticks
  • 1DB5D, 45DE4, 2D467: Badly balanced Candelabra
  • 9D776, 1DB00, 202CC, 202CA, B5B97: Flying Chair
  • 3D639: Rotated and grounded the tipped over Chair to make the hollow legs less noticeable
  • A4C80: Chair intersecting Shelf, also rotated it slightly to make the hollow legs less noticeable
  • A52A0: Chair intersecting Table
  • A4E16: Chair too close to Table
  • A4E29: Crate intersecting another Crate
  • B588F: Coffin leaning against thin air
  • A4E34: End Table facing the wrong way
  • C5017: Flying Flora
  • A4153: Floating Hay Mound
  • 9CA1F, 36FA3: Floating Idle Markers causing NPCs to slightly levitate
  • A4DFE, A4E1D: Badly balanced Lanterns
  • C864E: Mead Barrel intersecting Crate
  • 8B20D: Basket intersecting Shelf
  • 8A9BC: Flying Rock
  • 8C195: Floating Rocks, hollow underside exposed
  • F33F6: In-place duplicate Rubble
  • F8299: Flying Rubble
  • 40980, 35366, 35367, 596C3, C59E2, FB425: Flying Shrubs
  • A55DA, A55D8: Sconces too far from walls
  • 76149: Skull stuck in Table
  • 5F32D, 5E230, 5EE85, A9913, A9A3F, A9944, A9911, 1743F, 4EE27, 4B838: Flying Trees
  • A90B2: Soaring Tree
  • 609D3: Misaligned wall section with seethrough gaps and ugly clipping
  • Thanks to Gruftlord, the previous placement fixes for the wheat stalks has been refined for more precise placement. (Bugzilla #9022)

Text Fixes
  • Quest MGRArniel03, Objective 16: "warpred" -&--#62; "warped"
  • The 3 abilities recieved from meditating on a word of power (GreybeardsAbFeim, GreybeardsAbFus, GreybeardsAbYol) do not have the brackets to highlight the numerical value. (Bugzilla #9665)
  • The Resist Magic (AbResistMagic) effect has no descritpion but is used on a few things. New description added: "Increases Magic Resistance by %." (Bugzilla #9656)
  • Loading screen RacialPowersBreton incorrectly describes "Breton Blood" as being 50% magic resistence. It is actually 25%. (Bugzilla #9654)
  • Book1CheapNineHolds: "the seat of High King" -&--#62; "the seat of the High King" (Bugzilla #9256)
  • WIAddItem07Note: "Letter from Calcemo" -&--#62; "Letter from Calcelmo" (Bugzilla #9749)
The complete changelog is http://www.iguanadons.net/Unofficial%20Skyrim%20Patch%20Version%20History.html.
User avatar
SiLa
 
Posts: 3447
Joined: Tue Jun 13, 2006 7:52 am

Post » Wed Jan 23, 2013 2:30 pm

USKPChangeLocation03 should not stop since it contains the alias responsible for giving Heimskr his jail packages (or add the packages to his actor base).

You can create a duplicate of WhiterunHeimskrPreachScenePackage (except conditioned to only run if the Imperials have Whiterun and the siege is over, and with the location set to the prayer idle marker in the dungeons)and add it to the package data in the preaching scene in quest DialogueWhiterunHeimskrPreachScene. Just make sure it's above the normal preaching package (or condition the old preaching package so that it will not run).

You will also need to change the "doOnce" property on the preaching scene trigger in the dungeons to false (it defaults to true; otherwise, he will only preach once).

This seemed to work fine when I tested it, save that Heimskr wasn't "testifying", possibly because he doesn't own the idle marker.

So that it's seen.
User avatar
pinar
 
Posts: 3453
Joined: Thu Apr 19, 2007 1:35 pm

Post » Wed Jan 23, 2013 4:24 am

USKPChangeLocation03 should not stop since it contains the alias responsible for giving Heimskr his jail packages (or add the packages to his actor base).

You can create a duplicate of WhiterunHeimskrPreachScenePackage (except conditioned to only run if the Imperials have Whiterun and the siege is over, and with the location set to the prayer idle marker in the dungeons)and add it to the package data in the preaching scene in quest DialogeuWhiterunHeimskrPreachScene. Just make sure it's above the normal preaching package (or condition the old preaching package so that it will not run).

You will also need to change the "doOnce" property on the preaching scene trigger in the dungeons to false (it defaults to true; otherwise, he will only preach once).

This seemed to work fine when I tested it, save that Heimskr wasn't "testifying", possibly because he doesn't own the idle marker.
Always with the complications :P

Odd how this wasn't even noticed until now. I guess more people go Stormcloak that we realize?
User avatar
Victor Oropeza
 
Posts: 3362
Joined: Sun Aug 12, 2007 4:23 pm

Post » Wed Jan 23, 2013 3:55 am

Maybe. But perhaps the possibility of putting Heimskr away without killing him will make people reconsider their allegiances. :P

Oh, yes, one thing worth mentioning -- once the "doOnce" property is changed, it will only work on a new game. That's not the usual papyrus complications -- the trigger is deleted if "doOnce" isn't false. So no retro.
User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Wed Jan 23, 2013 6:20 am

Replying to posts from the last thread;

I also agree with making Savior's Hide scaled armor. It matches the composition nicely. And since it's enchanted, it requires Arcane Blacksmith, which sets the level just right.
This gets +1 from me as well. It has both metallic and hide parts which has the best synergy with scaled / advanced armors. From a gameplay and balance perspective it also works, since advanced armors are more or less a light equivalent to the heavy ebony armors in the skill tree for smithing. That means the Savior's Hide's material keywords are just being flipped into the correct armor line; light armor.


For crafting, yes, but not for tempering. All daedric weapons and armor can be improved with just an ebony ingot. The distinction for requiring Ebony Smithing or Daedric Smithing comes down to what sounds right (or what is consistent with in-game lore/dialog) and what smithing skill you think should be required.
I guess artifacts that are downright Daedric in their appearance and radiance should require Daedric smithing to temper as well. I.e. things like the Skull of Corruption and the Sanguine Rose. Next are volatile and unpredictable artifacts like Wabbajack, which probably should also require Daedric smithing, to simulate the demand for a high level of awareness of the nature of the enchantments and how they may backfire on the smith when handling the artifact. However, none of those are temperable by design, since they are staves... I guess the only Daedric artifacts that are a candidate for tempering and which would actually require Daedric knowledge are the Dawnbreaker, the Ebony Blade and the Mace of Molag Bal.

The Dawnbreaker would require it because of the active orb of light set into the sword's hilt, which fits it into the first category of being an artifact with a very outward Daedric appearance. The Ebony Blade would require it because the ingame book 'Admonition against Ebony' proves the blade does not respond to regular heat; meaning one can extrapolate that some actual Daedric knowledge is needed to temper it correctly. The Mace of Molag Bal would require it because of its vampiric aspects, i.e. the smith knowing how to handle the artifact without having his/her own soul drained.


  • The Shield of Solitude was incorrectly set to use impact sounds for light armor and incorrectly flagged as light shield material.
Imho the impact sounds and material were correct. The Shield of Solitude should be classified and behave as a light shield. It is a simple painted wooden shield...
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Tasha Clifford
 
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