[RELz] Unofficial Skyrim Patch - Thread #37

Post » Mon Oct 07, 2013 6:38 am

Unofficial Skyrim Patch


Version: 1.3.3
By the Unofficial Patch Project Team

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


Requires Skyrim version 1.9.32.0.8 or greater.

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

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

(Note that all fixes are retroactive unless otherwise noted)

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

I've seen something called the Skyrim Misc Patches Collection (aka USKP_Addon)? What is this? Do I need it? Is it safe? Why was BOSS issuing warnings about it?

The mod known as the Skyrim Misc Patches Collection (aka USKP_Addon) is not an approved extension and does not have the support of the Unofficial Patch Project. It's author has decided to make some deeply subjective design changes to the game and has chosen to market in such a way as to make it seem as though our project approves of its existence. We do not. This mod is not only full of subjective game design changes but also contains poorly implemented replacements for several fixes we've already made that in turn generate conflicts in the game and can even lead to save game corruption.

We have on several occasions attempted to contact the author, who has contributed fixes directly into the patches before and has ALSO provided Italian translations. He refused to address the issue, in fact refused to acknowledge our concerns at all and has continued to operate as though nothing is wrong.

You are strongly advised NOT to use this mod as it will be damaging to your game. We will NOT provide support to anyone who is using it in their games due to the script conflicts which cause properties to become undone and inflict irreversible damage to the main quest.

We will rescind this warning if and ONLY if these issues are resolved. http://afkmods.iguanadons.net/index.php?/topic/3719-the-skyrim-misc-patches-collection-aka-uskp-addon/

Previous Threads: http://www.gamesas.com/index.php?showtopic=1358353, http://www.gamesas.com/index.php?showtopic=1359350, http://www.gamesas.com/index.php?showtopic=1362032, http://www.gamesas.com/index.php?showtopic=1364672, http://www.gamesas.com/index.php?showtopic=1366865, http://www.gamesas.com/index.php?showtopic=1376513, http://www.gamesas.com/index.php?showtopic=1383605, http://www.gamesas.com/index.php?showtopic=1387617, http://www.gamesas.com/index.php?showtopic=1396806, http://www.gamesas.com/index.php?showtopic=1401060, http://www.gamesas.com/index.php?showtopic=1404641, http://www.gamesas.com/index.php?showtopic=1408369, http://www.gamesas.com/index.php?showtopic=1411328, http://www.gamesas.com/index.php?showtopic=1413944, http://www.gamesas.com/index.php?showtopic=1416394, http://www.gamesas.com/index.php?showtopic=1420181, http://www.gamesas.com/index.php?showtopic=1423833, http://www.gamesas.com/index.php?showtopic=1429096, http://www.gamesas.com/index.php?showtopic=1432087, http://www.gamesas.com/index.php?showtopic=1433407, http://www.gamesas.com/index.php?showtopic=1435968, http://www.gamesas.com/index.php?showtopic=1436913, http://www.gamesas.com/index.php?showtopic=1438579, http://www.gamesas.com/index.php?showtopic=1439653, http://www.gamesas.com/index.php?showtopic=1440785, http://www.gamesas.com/index.php?showtopic=1442963, http://www.gamesas.com/index.php?showtopic=1446254, http://www.gamesas.com/index.php?showtopic=1448502, http://www.gamesas.com/index.php?showtopic=1450753, http://www.gamesas.com/index.php?showtopic=1455269, http://www.gamesas.com/index.php?showtopic=1458969, http://www.gamesas.com/index.php?showtopic=1464315, http://www.gamesas.com/index.php?showtopic=1467323, http://www.gamesas.com/index.php?showtopic=1469608, http://www.gamesas.com/index.php?showtopic=1472909

Credits:
AndalayBay - For having provided hosting for the project at Dark Creations, including use of the Bugzilla tracker, prior to acquiring our own on AFK Mods.
Arthmoor - For stepping in to take over the unofficial patch projects and coordinating the various community reports and submissions into the final products.
BlueDanieru - For the Ancient Knowledge fix
Brumbek - For the fixed Thalmor Embassy building and entranceway
MadCat221 - For the fixed female Blades, Ebony, Iron (and Banded) Steel (and Plate) Cuirasses
Martigen, ThrottleKitty and Amgepo - For the fixed permanent remains and stacking Nirnroot glows
Phitt - For the fixed male Ebony Cuirass
PrinceShroob - For numerous fixes to quests, NPCs, items and more
DayDreamer - For help with porting the bug tracker over to Dark Creations and for help with fixing bugs
Jackstarr - For the audio fix correcting "Morang Tong" -&--#62; "Morag Tong"
alt3rn1ty - For the replacement archery target textures.

Version: 1.3.3

USKP Fixes
  • If the player kills Astrid to resolve the Dark Brotherhood quest, the captives get disabled when they should remain. DBDestroy handles cleaning them up in another stage. (Bug #12883) [NR]
  • The following meshes were removed due to the double sided fixes causing lighting problems instead: actors\giant folder, actors\mammoth folder, clutter\deadmammoth folder, meshes\loadscreenart\loadscreengiant01.nif, meshes\loadscreenart\loadscreenmammoth.nif (Bug #12844)
  • The trapdoor added to fix the mismatched doors in The Midden was floating and has been corrected. (Bug #12961)
  • The male Elven armor fix from Bug #10084 has been removed as it is CAUSING clipping rather than fixing it. The female files will remain as they are still necessary. (Bug #12964)
  • Two undocumented mesh fixes from USKP 1.0 have been removed from the package as it is unclear why they needed to be here and they were causing the pots to flip over upside down. (meshes\clutter\ruins\RuinsPot01.NIF, meshes\clutter\ruins\RuinsPot02.NIF) (Bug #13022)
  • The previous fix to break the level dependency on The Wolf Queen Awakened (MS06) has been updated to institute a reasonable delay between the end of the starter quest (MS06Start) and the beginning of the actual quest. The minimum level requirement will still be in place, this only restores the time delay Bethesda appeared to be trying to institute for this.

Game Mechanics Fixes
  • DefaultPredatorPackageList specifies its package stack in the wrong order, resulting in all creatures who use this stack never accessing their predator "hunt and patrol" package. (Bug #12935)
  • DefaultMasterPackageListAllowWander specifies its package stack in the wrong order, blocking any NPCs who would otherwise use the version with a weapon drawn from being able to do so. (Bug #12935)
  • AI package SolitudeRaimentsShopping11x2 was erroneously pointing to a fog effect instead of the proper browse idle markers. (Bug #12915)
  • Solitude Bits & Pieces and Angeline's Aromatics lacked browsing markers for the customer AI packages to use. (Bug #12915)
  • The Shalidor's Insight perk rewards are both incorrectly affecting low level alteration spells for one condition when that condition should have been set to affect master level illusion spells. (MGR21IllusionCost, MGR21IllusionDur) (Bug #12713)
  • WhiterunOlfinaInnWork16x10 did not have conditions on it to prevent Olfina from using it after becoming housecarl. (Bug #13032)
  • SolitudeSailorSkeeverEat16x8 should have been set to use the Winking Skeever as a sandbox target instead of editor location. This now allows 3 crew members from the Red Wave to come to the inn, making them available for brawl targets, and enabling several lines of unique dialogue that have been otherwise unavailable. (Bug #13026)
  • EnchFortifyArticulation had the wrong associated value set. Should be Speech instead of SpeechcraftMod. (Bug #9652)
  • EnchArmorArticulation01 to EnchArmorArticulation07 had the wrong progression of enchantment values which did not match the descriptions. Old progression: 10/12/15/17/20/22/25. Proper progression: 5/10/15/20/25/30/35. (Bug #9652)
  • Soul Trap animations would not play for bound weapons after obtaining the Soul Stealer perk (PerkSoulStealerFFContact) due to the perk not having the effect script attached. (Bug #901)
  • Weapon/shield racks and display cases have received a major overhaul to fix numerous bugs:
    • Eliminated all issues with cross-activation of racks by large weapons placed on adjacent racks, which led to all sorts of glitches (racks becoming inoperative although empty, activators getting enabled although the racks were filled and making it impossible to retrieve the weapons placed on them, etc.). Cross-activation was notoriously an issue on with crossbows and large battleaxes on wooden racks, and with pretty much every item on the red wall-mounted three-in-one racks ("CoA racks"); shield plaques staying inactive when the shield was grabbed from an otherwise fully occupied rack was a common issue.
    • Fixed an issue with pre-placed shields and weapons, which were moved back to their starting position upon reload whenever they were placed somewhere else (not even necessarily on a rack) in the same cell. This was because the starting item is never unlinked from the rack it was placed on and because the scripts never checked whether the starting items had been grabbed but repeated to handle (and place) them on every cell attach.
    • Fixed an issue where the activator would stay enabled when the trigger was disabled. It will now properly disable itself when its linked trigger is disabled (this happens e.g. to most of the racks in military camps).
    • Caught all mistakenly enable-parented activators and fixed them (54 in total)
    • Fixed also an issue where some of these racks were linked to a wrong enable parent (bug #13189)
    • Items that should not be put on any racks are now handled by a form list. This makes it a lot easier to add or remove items in the future, as it will not require to modify the scripts again. (Bug #148)
    • Added full support for crossbows.
    • Added collision flags to all new item placement nodes that were missing them.
    • Adjusted placement of the Falmer staff on wooden racks (rotated it slightly out of plane) since there was clipping when another Falmer staff was mounted on an adjacent rack.
    • Modified the position of other staves on wooden racks, since some of them were ending up much higher on the rack than planned originally.
    • Fixed clipping issue with the Falmer stavess on both plaques (left and right) of the CoA racks, which required modifications to another two trigger meshes.
    • Fixed placement of the forsworn staves on the red wall-mounted single-weapon plaques, but had to exclude them from being placed in the large display cases (temporarily at least, until I have found out why they ignore the rotation values I set on their pivot and always end up in the same wrong position).
    • Meshes modified to support the above changes: Meshes\Clutter\WeaponRack\WRPlaqueShield01.nif, Meshes\Clutter\WeaponRack\WRSingle01.nif, Meshes\Clutter\WeaponRack\WRDisplayCase01.nif, Meshes\Clutter\WeaponRack\WRPlaque01.nif, Meshes\Clutter\WeaponRack\WRPlaqueLeft01.nif, Meshes\Clutter\WeaponRack\WRPlaqueRight01.nif
    • Full discussion of this issue can be found on the http://afkmods.iguanadons.net/index.php?/topic/3669-overhauling-the-weapon-rack-scripts.

  • The LvlPredatorScript has been corrected so that it will no longer fill the logs with errors about enable parents. The addition of two new USKP-specific keywords was required for this in addition to editing several world records for the placed creatures the script was intended to run for. In an 100% vanilla game, this completely eradicates these error messages and the predator/prey setups now work as they were intended to. Mods which edit these references will cancel out the fixes for them and we cannot correct for this.

Audio Fixes
  • Followers using the "Female Sultry" voice do not have recorded dialogue and will thus fail to respond to a number of follower commands. The following audio files have been spliced together to fix this issue:
    • Sound\Voice\Skyrim.esm\FemaleSultry\DialogueFollower__000E1573_1.fuz
    • Sound\Voice\Skyrim.esm\FemaleSultry\DialogueFo_DialogueFollowe_000D8DCC_1.fuz
    • Sound\Voice\Skyrim.esm\FemaleSultry\DialogueFo_DialogueFollowe_000D8E14_1.fuz
    • Sound\Voice\Skyrim.esm\FemaleSultry\DialogueFo_DialogueFollowe_000D235E_1.fuz
    • Sound\Voice\Skyrim.esm\FemaleSultry\DialogueFo_DialogueFollowe_000D235F_1.fuz
    • Sound\Voice\Skyrim.esm\FemaleSultry\DialogueFo_DialogueFollowe_000E1561_1.fuz
    • Sound\Voice\Skyrim.esm\FemaleSultry\DialogueFo_DialogueFollowe_000E1563_1.fuz
    • Sound\Voice\Skyrim.esm\FemaleSultry\DialogueFo_DialogueFollowe_000E1565_1.fuz
    • Sound\Voice\Skyrim.esm\FemaleSultry\DialogueFo_DialogueFollowe_000E1567_1.fuz
    • Sound\Voice\Skyrim.esm\FemaleSultry\DialogueFo_DialogueFollowe_0005C82B_1.fuz
    • Sound\Voice\Skyrim.esm\FemaleSultry\DialogueFollower__000D2351_1.fuz

  • Kharjo incorrectly refers to Akhari as "him" instead of "her". Audio file: Sound\Voice\Skyrim.esm\MaleKhajiit\Caravans_CaravansTopicsKha_000E14DA_3.fuz (Bug #12910)
  • Dialogue fixes for Whiterun to correct audio for the changes made to innkeeper backups after the effort to fix those. Audio files affected by this:
    • Sound\Voice\Skyrim.esm\MaleCondescending\DialogueWh_DialogueWhiteru_000A724F_1.fuz
    • Sound\Voice\Skyrim.esm\MaleNord\DialogueWh_DialogueWhiteru_000A724A_2.fuz
    • Sound\Voice\Skyrim.esm\MaleYoungEager\Favor013_Favor013PersuadeS_000CD119_1.fuz

  • Dirge mistakenly refers to Delvin as Vekel in one of the scene dialogues. (Audio: Sound\Voice\Skyrim.esm\MaleBrute\DialogueRi__00071768_1.fuz) (Bug #12834)
  • Hemming mistakenly refers to Sibbi and Ingun as his children when they're actually his siblings. Corrected their relationship settings to match. (Audio: Sound\Voice\Skyrim.esm\MaleEvenTonedAccented\DialogueRi_DialogueRiftenH_00042323_1.fuz)
  • Evette San incorrectly refers to female players as male during the Burning of King Olaf Festival. (Audio: Sound\Voice\Unofficial Skyrim Patch.esp\FemaleCommoner\MS05KingOl_MS05KingOlafsFe_00000D62_1.fuz) (Bug #12168)

Actor Fixes
  • Regular sized frostbite spiders were erroneously using the footstep sounds belonging to giant frostbite spiders. (Bug #12949)
  • In Rannveig's Fast, Sild the Warlock's assistant is referred to as male, yet has been set to use a female template. (Bug #13001)
  • Svana's sandbox package for the back of the bunkhouse blocks most of her remaining schedule, including her sleep package. (Bug #12939)
  • Saadia should be part of Heimskr's audience for 4 hours but her work package at the inn blocked it. (Bug #12939)
  • Ugor's sandbox package blocked his assigned sleep package. (Bug #12939)
  • Hofgrir's sandbox package was blocking his work package. (Bug #12939)
  • Banning's work package was blocking his evening meal package. (Bug #12939)
  • Azzada Lylvieve's work package was blocking her afternoon meal package. (Bug #12939)
  • Dengeir had an extraneous AI pack to sandbox in the inn that was consuming half his day, blocking other packages from running. (Bug #12939)
  • Arob, Nagrub, and Yatul all had nonsense 24/7 guard schedules that did not allow for them to sleep at night. (Bug #12934)
  • Avulstein Gray-Mane should have been configured as a CombatBarbarian class instead of a CombatWarrior1H class due to his equipment selection. (Bug #12860)
  • Isabelle Rolaine is describes as a young woman, but when her body is found she's an old hag. (Bug #12583)
  • Moth gro-Bagol never sleeps because Tacitus owns the bed he should be using AND he didn't have a sleep package. Tacitus now has his own bedroll on the other side of the forge. Moth now owns his proper bed. (Bug #12577)
  • Tilma would not sleep despite having a valid sandbox package which allowed for that. She now uses Companions sleeping shift #2. (Bug #12381)
  • Minette Vinius was unable to sleep in her bed due to not owning it. She also needed a dedicated sleep package that would direct her to it. (Bug #12678)
  • Drelas had no dialogue whatsoever due to his voicetype not being set. (Bug #12960)
  • Wilhelm does not have the dead body cleanup. He loses his essential status after Lifting the Shroud (FreeformIvarstead01).
  • It was possible for Raghot to have duplicate dragon priest masks in his possession due to an error in his script.
  • Eorlund and Fralia Grey-Mane do not sleep. Default sleep packages have been added to their schedules. (Bug #13032)
  • Amren never sleeps due to lack of a default sleep package. (Bug #13030)
  • Brenuin never sleeps due to lack of a sleep package. (Bug #13030)
  • Frothar was trying to sleep in Dagny's bed due to having the wrong sleep package in his schedule. (Bug #13029)
  • The wounded soldier in the Temple of Kynareth could be picked to fill an alias in CWPrepareCity because he was not added to the exclusion faction. (Bug #13021)
  • DA13EncAfflicted01MissileEvenTonedF, DA13EncAfflicted01MissileCondF, and DA13EncAfflicted01MissileCondM were all incorrectly set to being Breton race. (Bug #12558)
  • The guard who patrols the hallway in Markarth between the Steward's room and the War Room will no longer activate the trespass warning that should only happen during Compelling Tribute (CWMission07). A new AI pack had to be added to mirror the setup from his counterpart in Riften. (Bug #12951)
  • Benor did not have a key to the Morthal Guardhouse. Nor did he have an available bed. One has been given to him in the jailhouse level as there is no more room upstairs. His sleep package was adjusted to point to the new bed. (Bug #13063)
  • Arrald Frozen-Heart did not have a key to the Morthal Guardhouse. (Bug #13063)
  • Bolund had no sleep package. (Bug #13060)
  • Delacourt had no sleep package. (Bug #13060)
  • Angi had no sleep package. (Bug #13059)
  • Illia has no crime faction assigned and will therefore talk to werewolves and/or vampire lords when this should not be allowed. (Bug #13038)
  • Halldir drops a second copy of his staff when he dies due to an error in the script used to advance the quest he's in. (Bug #9984)
  • For some people, killing Malkoran would result in a double face bug on the corpse due to a bad shader setup. (Bug #3774)
  • When becoming a vampire, the player is supposed to inherit the lightest skin tone for their race, but this was not possible since the settings were identical to the non-vampire skin tone defaults. (Bug #5060)
  • Froki has no crime faction assigned and will therefore talk to werewolves and/or vampire lords when this should not be allowed. (Bug #13027)
  • Haming has no crime faction assigned and will therefore talk to werewolves and/or vampire lords when this should not be allowed. (Bug #13027)
  • Aventus Aretino doesn't sleep when moved to the Orphange. (Bug #13073)

Item Fixes
  • LItemSpellTomes00AllSpells is not implemented consistently with the other leveled lists of the same type, instead manually listing all of the spell tomes individually. (Bug #12950)
  • The key to Potema's dungeon (dunPotemaSewerKey) has weight and value when no other key in the game does. (Bug #9837)
  • LItemWarlockDagger has an entry for spawning from a list of enchanted daggers that was mistakenly set to level 15 instead of level 25. (Bug #12830)
  • CWFinaleFactionLeaderSwordList erroneously contains two entries for EnchEbonySwordH06. The level 42 entry should be EnchDaedricSwordAbsorbH04. (Bug #12812)
  • The Ebony War Axe had an incorrect damage value of 15. It should be 14. (Bug #12793)
  • HideHelmet01AA, HideHelmet01ArgonianAA, and HideHelmet01KhajiitAA all had an erroneous Weapon Adjust value of -4 which was causing the player's arms to appear oddly squashed in 3rd person. (Bug #12543)
  • Several types of alcohol were missing from the formlist that drunks will accept when offering them a drink. (Bug #12673)
  • Female light elven armor was using the wrong world model. (Bug #13035)
  • The following "skin" objects were accidentally marked as playable: skinDragonAlduin, skinDragonAlduinUnderskin, skinDragonBoss, skinDragonForest, skinDragonOdahviing, skinDragonParthurnax, SkinDragonPriestFXMist, skinDragonSnow, skinDragonTundra (Bug #10531)
  • dunSolitudeJailSecretExit01 and dunSolitudeJailSecretExit02 were not flagged to avoid combat search, so NPCs were using these in fights. (Bug #12711)
  • Bent Dwemer Scrap Metal could be smelted but Dwemer Scrap Metal could not be, which isn't consistent with the rest of the Dwemer scrap material that can be smelted. (Bug #13050)
  • The basic fork (weapBasicFork01) was missing impact sound data, block sound data, the VendorItemClutter keyword, had the wrong draw sounds set, and did not have the right sound detection level or critical damageset. (Bug #13066)
  • The basic knife (weapBasicKnife01) was missing impact sound data, block sound data, the VendorItemClutter keyword, had the wrong draw sounds set, and did not have the right sound detection level set. (Bug #13066)
  • The Shiv (MS02Shiv) had the wrong draw sounds and the wrong detection level sounds set. (Bug #13066)
  • BoundWeaponBattleaxe, BoundWeaponBattleaxeMystic, CWDummyBattleaxeImperial, CWDummyBattleaxeSons, DA03RuefulAxe, DaedricBattleaxe, DraugrBattleAxe, DraugrBattleAxeHoned, DummyBattleaxe, DwarvenBattleaxe, EbonyBattleaxe, ElvenBattleaxe, GlassBattleaxe, MG07DraugrMagicAxe, NordHeroBattleAxe, OrcishBattleaxe, and any weapons derived from them through templates will now have the proper sound detection level of "Loud" instead of "Normal". (Bug #12654)
  • The generic strongboxes (StrongBox) were missing the following 3 perk related lists: LootImperialLuck, TGLootProwlersProfit, LootPerkGoldenTouchChange. They were also not set to respawn despite being in regular dungeons that would otherwise do so. (Bug #10452)
  • The Notched Pickaxe (dunVolunruudPickaxe) found at Throat of the World should not be allowed to be disenchanted due to its unique status. (Bug #12068)
  • Armor add-on WolfCuirassAA and FalmerCuirassAA should not have the ring slot selected since they are not gauntlets and don't cover the hands. (Bug #12700)
  • It was not possible to activate the sewer grate in the Riften Jail that blocks the evidence chest due to the door having no activator text. (Bug #10386)
  • Blades armor and Elven cuirass do not properly conceal amulets. (Bug #12896)

Location Fixes
  • Several interaction triggers were placed with cells that had no location, rendering many portions of these triggers useless when approached from certain directions. The following list in the Tamriel worldspace has been corrected:
    • Wilderness (-25, -6) - Needs GloomreachLocation
    • Wilderness (2, -14) - Needs EmbershardLocation
    • MovarthsLairExterior02, MovarthsLairExterior03, MovarthsLairExterior04: Needs MovarthsLairLocation
    • GlenmorilCovenExterior02, Wilderness (-19, -13): Needs GlenmorilCovenLocation
    • Wilderness (-28, -8): Needs ValthumeLocation
    • Wilderness (-4, 4): Needs DustmansCairnLocation
    • Wilderness (-11, 0): Needs SwindlersDenLocation
    • Wilderness (-19, 31): Needs ShadowgreenCavernLocation
    • Wilderness (-31, 24): Needs LostEchoCaveLocation
    • BrucasLeapRedoubtLocation should have the LocSetCave keyword added. The trigger volume is in place but the location has no triggerable keywords for dialogue.
    • Wilderness (-33, -4): Needs ReachcliffCaveLocation
    • Wilderness (-42, -5): Needs HagRockRedoubtLocation
    • RimerockBurrowLocation should have the LocSetCave keyword added.
    • DruadachRedoubtLocation should have the LocSetCave keyword added.
    • Wilderness (47, -23): Needs LostProspectMineLocation
    • MilitaryCampEastmarchImperialLocation needs the LocSetCave keyword added (it houses the cell MilitaryCampEastmarchImperial, which is inside the trigger volume for the WI comment for Stony Creek Cave.)
    • Wilderness (44, -12): Needs TolvaldsCaveLocation
    • Wilderness (43, -9): Needs AnsilvundLocation
    • ForelhostBrokenTower: Needs ForelhostLocation
    • BrokenHelmHollowLocation needs LocSetCave keyword.
    • NorthwindMineLocation needs LocSetCave keyword.
    • Wilderness (29, -26) needs AvanchnzelLocation
    • Wilderness (24, 4) needs UtteringHillsCampLocation
    • Wilderness (22, 28), Wilderness (23, 28), Wilderness (22, 29) needs YorgrimOverlookLocation
    • Wilderness (13, 28) needs YngvildLocation
    • ShroudedGroveLocation needs LocSetCave keyword
    • BlackreachQuickExitMzinchaleftLocation needs LocSetDwarvenRuin keyword
    • Wilderness (2, 20) and Wilderness (2, 21) need MzinchaleftLocation

    (Bug #12864)
  • The encounter zone for KarthspireWorld (KarthspireRedoubtZone) was erroneously set to affect Kilkreath Ruins instead.
  • The guard barracks on the east side of Whiterun (WhiterunJail02) was erroneously assigned to the same guardhouse location as the small shack on the west side of the city. It has now been assigned to the "WhiterunJail" location (which isn't really a jail) that was unused, given a center marker, and assigned the LocTypeBarracks and LocTypeDwelling keywords.
  • The following locations were not properly marked as LocTypeDwelling:
    • MixwaterMillWorkersHouseLocation
    • DarkwaterCrossingVernersHouseLocation
    • WhiterunDragonsreachBasemantLocation
    • WhiterunGuardHouseLocation (also lacked LocTypeBarracks keyword)

    (Bug #12661)
  • The following locations do not have north markers and need them:
    • FortHraggstad02
    • FortHraggstad01
    • FortAmol01
    • FortAmol02
    • WindhelmStables
    • WindhelmNewGnisisCornerclub
    • WindhelmCandlehearthHall
    • WindhelmArgonianAssemblage
    • WindhelmEastEmpireCompany
    • WindhelmBrunwulfFreeWintersHouse
    • WindhelmClanShatterShieldOffice
    • WindhelmTempleofTalos
    • WindhelmHalloftheDead
    • BlackreachZcell01
    • BlackreachZcell08
    • BlackreachZcell07
    • BlackreachZcell05
    • BlackreachZcell10
    • BlackreachZcell03
    • BlackreachZcell04

    (Bug #12709)

NIF Mesh and Texture Fixes
  • The bridge piece over the approach to Dragonsreach has several holes and other problems. (meshes\architecture\whiterun\wrbuildings\WRCastleBridge01.nif) (Bug #11946)
  • Missing collision material types on two Dragonsreach meshes. (meshes\architecture\whiterun\wrinteriors\wrcastle\wrintcastlestonecolumn01.nif, meshes\architecture\whiterun\wrinteriors\wrcastle\wrintcastlestairs03.nif) (Bug #12362)
  • Bad UV and missing collision material type on the bone bridge in Sovngarde. (meshes\architecture\sovengarde\sovwhalebrigehead01.nif) (Bug #12407)
  • Ancient Nord Armor is missing parts in 1st person view. (meshes\armor\draugr\1stpersondraugrarmormale_1.nif, meshes\armor\draugr\1stpersondraugrarmormale_0.nif) (Bug #12444)
  • The following set of meshes would result in a decapitation with a nearly invisible head:
    • meshes\armor\daedric\daedrichelmetf_1.nif
    • meshes\armor\daedric\daedrichelmet_0.nif
    • meshes\armor\daedric\daedrichelmet_1.nif
    • meshes\armor\daedric\daedrichelmetf_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_bronze_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_bronzef_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_bronzef_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_corondrum_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_corondrum_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_corondrumf_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_corondrumf_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_ebony_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_ebony_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_ebonyf_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_ebonyf_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_greenstone_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_greenstone_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_greenstonef_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_greenstonef_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_iron_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_iron_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_ironf_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_ironf_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_marble_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_marble_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_marblef_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_marblef_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_moonstone_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_moonstone_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_moonstonef_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_moonstonef_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_steel_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_steel_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_steelf_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_steelf_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_ultra_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_ultra_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_ultraf_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_ultraf_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_wood_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_wood_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_woodf_0.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_woodf_1.nif
    • meshes\armor\dragonpriesthelms\dragonhelm_bronze_0.nif
    • meshes\armor\dwarven\dwarvenhelmetf_1.nif
    • meshes\armor\dwarven\dwarvenhelmet_0.nif
    • meshes\armor\dwarven\dwarvenhelmet_1.nif
    • meshes\armor\dwarven\dwarvenhelmetf_0.nif
    • meshes\armor\imperial\helmetfullface_1.nif
    • meshes\armor\imperial\helmetfullface_0.nif
    • meshes\armor\stormcloaks\helmm_1.nif
    • meshes\armor\stormcloaks\helmetf_0.nif
    • meshes\armor\stormcloaks\helmetf_1.nif
    • meshes\armor\stormcloaks\helmm_0.nif
    • meshes\clothes\executionhood\executionhoodargonian_1.nif
    • meshes\clothes\executionhood\executionhoodargoniandb_0.nif
    • meshes\clothes\executionhood\executionhoodargoniandb_1.nif
    • meshes\clothes\executionhood\executionhoodargonianf_0.nif
    • meshes\clothes\executionhood\executionhoodargonianf_1.nif
    • meshes\clothes\executionhood\executionhoodargonianfdb_0.nif
    • meshes\clothes\executionhood\executionhoodargonianfdb_1.nif
    • meshes\clothes\executionhood\executionhooddb_0.nif
    • meshes\clothes\executionhood\executionhooddb_1.nif
    • meshes\clothes\executionhood\executionhooddbf_0.nif
    • meshes\clothes\executionhood\executionhooddbf_1.nif
    • meshes\clothes\executionhood\executionhoodf_0.nif
    • meshes\clothes\executionhood\executionhoodf_1.nif
    • meshes\clothes\executionhood\executionhoodkhajiit_0.nif
    • meshes\clothes\executionhood\executionhoodkhajiit_1.nif
    • meshes\clothes\executionhood\executionhoodkhajiitdb_0.nif
    • meshes\clothes\executionhood\executionhoodkhajiitdb_1.nif
    • meshes\clothes\executionhood\executionhoodkhajiitf_0.nif
    • meshes\clothes\executionhood\executionhoodkhajiitf_1.nif
    • meshes\clothes\executionhood\executionhoodkhajiitfdb_0.nif
    • meshes\clothes\executionhood\executionhoodkhajiitfdb_1.nif
    • meshes\clothes\executionhood\executionhood_0.nif
    • meshes\clothes\executionhood\executionhood_1.nif
    • meshes\clothes\executionhood\executionhoodargonian_0.nif

    (Bug #11940)
  • The Dark Brotherhood male armor was missing the bandolier the female armor has, which is inconsistent with the load screen art and the concept art from the art book. (meshes\armor\dbarmor\dbarmortorso_0.nif, meshes\armor\dbarmor\dbarmortorso_1.nif) (Bug #12191)
  • UV error with floor meshes in Solitude. (meshes\Architecture\Solitude\Interiors\SMDEFloSol04.nif) (Bug #12993)
  • East Empire Company logos on the ends of some crates were not being displayed. (meshes\clutter\common\cratesmall01eeco.nif, meshes\clutter\common\cratesmalllong01eeco.nif) (Bug #12943)
  • Male nightingale gloves make the player's fingers darker regardless of race. (Meshes\armor\nightingale\m\gauntlets_1.nif, Meshes\armor\nightingale\m\1stpersongauntlets.nif_0.nif, Meshes\armor\nightingale\m\1stpersongauntlets.nif_1.nif, Meshes\armor\nightingale\m\gauntlets_0.nif) (Bug #12612)
  • Two large columns in Dragonsreach have wood sticking out through the stone. These have now been replaced with a new mesh to correct the error since the same mesh is used elsewhere and could not be altered directly. (Architecture\WhiteRun\WRInteriors\WRCastle\WRIntCastleFreePillar01USKP.nif) (Bug #12598)
  • The Daedric armor glow fix needed some further work to correct clipping on thin female characters. (Meshes\armor\daedric\daedrictorsof_0.nif) (Bug #9990)
  • The outfit Hulda wears has a neck gap at certain angles. (meshes\clothes\farmclothes02\f\dress_0.nif, meshes\clothes\farmclothes02\f\dress_1.nif) (Bug #12057)
  • The bow string on the skeleton load screen art had bad UV mapping. (meshes\LoadScreenArt\?LoadscreenSkeleton.nif) (Bug #12997)
  • Burnt corpses would display glowing blood patches when struck. (Meshes\clutter\burntcorpses\corpse05.nif, Meshes\clutter\burntcorpses\corpse01.nif, Meshes\clutter\burntcorpses\corpse02.nif, Meshes\clutter\burntcorpses\corpse03.nif, Meshes\clutter\burntcorpses\corpse04.nif) (Bug #12972)
  • Snow drifts have some minor UV stretching. (meshs\effects\fxsnowdriftflat05.nif) (Bug #12936)
  • Chicken nests were transparent due to incorrect use of decal flags. (meshes\plants\chickennest01.nif) (Bug #12508)
  • Male Imperial studded armor was missing the studs from the skirt due to bad UV. (meshes\armor\Imperial\M\curiassmedium_0.nif, meshes\armor\Imperial\M\curiassmedium_1.nif) (Bug #12859)
  • One of the large interior Nordic dwelling meshes had ugly seams and UV errors. (meshes\dungeons\nordic\exterior\dwellings\nordwelling04extbasea.nif) (Bug #12393)
  • ALL the meshes in clothes\RobeDarkBrotherhood (with the exception of the hoods and 1stpersontorso) are missing a specular map on skin NiTriShapes. (meshes\clothes\robedarkbrotherhood\1stpersondbgloves_0.nif, meshes\clothes\robedarkbrotherhood\1stpersondbgloves_1.nif, meshes\clothes\robedarkbrotherhood\1stpersondbglovesarg_0.nif, meshes\clothes\robedarkbrotherhood\1stpersondbglovesarg_1.nif, meshes\clothes\robedarkbrotherhood\1stpersondbgloveskha_0.nif, meshes\clothes\robedarkbrotherhood\1stpersondbgloveskha_1.nif, meshes\clothes\robedarkbrotherhood\dbboots_0.nif, meshes\clothes\robedarkbrotherhood\dbboots_1.nif, meshes\clothes\robedarkbrotherhood\dbgloves_0.nif, meshes\clothes\robedarkbrotherhood\dbgloves_1.nif, meshes\clothes\robedarkbrotherhood\dbglovesarg_0.nif, meshes\clothes\robedarkbrotherhood\dbglovesarg_1.nif, meshes\clothes\robedarkbrotherhood\dbtorso_0.nif, meshes\clothes\robedarkbrotherhood\dbtorso_1.nif, meshes\clothes\robedarkbrotherhood\female\dbtorso_1.nif, meshes\clothes\robedarkbrotherhood\female\1stpersondbgloves_0.nif, meshes\clothes\robedarkbrotherhood\female\1stpersondbgloves_1.nif, meshes\clothes\robedarkbrotherhood\female\1stpersondbglovesarg_0.nif, meshes\clothes\robedarkbrotherhood\female\1stpersondbglovesarg_1.nif, meshes\clothes\robedarkbrotherhood\female\1stpersondbgloveskha_0.nif, meshes\clothes\robedarkbrotherhood\female\1stpersondbgloveskha_1.nif, meshes\clothes\robedarkbrotherhood\female\dbboots_0.nif, meshes\clothes\robedarkbrotherhood\female\dbboots_1.nif, meshes\clothes\robedarkbrotherhood\female\dbgloves_0.nif, meshes\clothes\robedarkbrotherhood\female\dbgloves_1.nif, meshes\clothes\robedarkbrotherhood\female\dbglovesarg_0.nif, meshes\clothes\robedarkbrotherhood\female\dbglovesarg_1.nif, meshes\clothes\robedarkbrotherhood\female\dbtorso_0.nif) (Bug #13070)
  • Whiterun castle mesh with UV errors. (meshes\architecture\whiterun\wrinteriors\wrcastle\wrintcastlewalldoublehighexcor01.nif) (Bug #13096)
  • The dragonbone boots mesh contained an unnecessary extra set of data for a dragonbone helmet as well. (meshes\armor\dragonbone\dragonboneboots_0.nif, meshes\armor\dragonbone\dragonboneboots_1.nif) (Bug #13080)
  • The small ship stairway mesh was missing a back panel on the middle step. (meshes\dungeons\ship\clutter\shipstairs01.nif) (Bug #13040)
  • The Thalmor load screen has clipping on the left forearm. (meshes\loadscreenart\loadscreenmalehighelf.nif) (Bug #12359)
  • Interior fireplace sections in Whiterun buildings had bad UV mapping. (meshes\architecture\whiterun\wrinteriors\wrintwallstrchimney01.nif) (Bug #12509)
  • The Riften stables building had hollow wooden beams showing. (meshes\Architecture\Riften\RTFarmhouse01.nif, meshes\Architecture\Riften\RTFarmhouse02.nif) (Bug #12218)
  • Riften Keep has two large gaps on each side that needed to be plugged. (meshes\architecture\riften\RTKeep01.nif) (Bug #11944)
  • Silver candlesticks had UV errors and misaligned parts on all 6 varieties. (meshes\clutter\silver\silvercandlestick01.nif, meshes\clutter\silver\silvercandlestick01off.nif, meshes\clutter\silver\silvercandlestick02.nif, meshes\clutter\silver\silvercandlestick02off.nif, meshes\clutter\silver\silvercandlestick03.nif, meshes\clutter\silver\silvercandlestick03off.nif) (Bug #12334)
  • One of the Markarth doors had no animation sound. (Architecture\Markarth\MrkDoor01.nif) (Bug #10681)
  • An interior staircase in Angeline's Aromatics had some z-fighting pieces and a see through beam. (meshes\Architecture\Solitude\Interiors\SMdEStaSol01.nif) (Bug #12741)
  • The sewer grate mesh in the Riften Jail had no animation sound. (meshes\Architecture\Riften\Interior\SmallRoomBasemant\RifRmSmBaseWallGrate01.nif)
  • The Harald wall in Windhelm had several gaps in it. (Meshes\Architecture\Windhelm\WHWallHarrald.nif) (Bug #13102)
  • Mammoth tusks float above their placed positions due to a misaligned collision. (meshes\Clutter\Ingredients\MammothTusk.nif) (Bug #13033)
  • A small hole on the exterior worldspace side of Dragonsreach has been plugged. (meshes\Architecture\WhiteRun\WRBuildings\WRCastleStoneTower01.nif) (Bug #11904)
  • A wrong texture assignment on one of the Dragonsreach corridors has been corrected. (meshes\architecture\whiterun\wrinteriors\wrintroofcorr01.nif) (Bug #12510)
  • Dead Briarheart bodies (after the heart is taken) have mismatched texture coloring as well as gaps in the calves. (meshes\armor\briarheart\briarheart_0.nif, meshes\armor\briarheart\briarheart_1.nif, meshes\armor\briarheart\briarheartempty_0.nif, meshes\armor\briarheart\briarheartempty_1.nif, textures\armor\briarheart\malebodybriarheart.dds) (Bug #13036)
  • Numerous problems with gaps, missing parts, and UV errors have been corrected for the Windhel Docks. Collision boxes have been placed around the new support columns due to the difficulty in getting the collision on the mesh itself. (meshes\Architecture\Windhelm\WHdocks2.nif) (Bug #9765, #13061)
  • Vittoria Vici's house in Solituide (destroyed and normal) had a pair of holes along one of the stairways. (Meshes\architecture\solitude\svittoriavicihouse.nif, Meshes\architecture\solitude\svittoriavicihousedestroyed.nif) (Bug #12037)

Quest Fixes
  • During The Only Cure (DA13) it is possible to kill Orchendor yet have the quest fail to advance. If this has already happened and you left the dungeon, the retroactive script will notify you. If you installed the USKP and THEN run the quest and encounter this bug, simply leave the dungeon and visit other locations. You should get a notification before long advancing the quest.
  • Work on the broken ending scene in Unfathomable Depths (MS04) has been completed thanks to Hexaae. The scene and some dialogue had some nonsensical conditions which were preventing it from running correctly.
  • If interrupted, Cicero and/or the other DB initiates will not execute commands to wait or be dismissed due to their scripts being set to fire at the end of the dialogue instead of the beginning. (Bug #12967)
  • Skjor displays two topics for the player to as what Wuuthrad is. The second option was lacking the appropriate player race checks to block it with. (Bug #12930)
  • Sayma repeats her greeting dialogue to the player about being there for Roggvir's execution due to the greeting not having the Say Once flag. (Bug #12877)
  • Two lines for Dirge lacked conditions to keep them from playing after you had become Guildmaster for the Thieves Guild. (Bug #12875)
  • Ulfberth War-Bear's dialogue about where he gets the weapons and armor plays even if he's not in the shop. (Bug #12816)
  • Hert has one line of dialogue which isn't appropriate if Hern is dead. The line was checking to see if Hern was disabled, but not also checking to see if he'd been killed. (Bug #12800)
  • The scene between Yngvar and Tyranus in Markarth that introduces The House of Horrors (DA10) would cause Yngvar to warp back from Windhelm if he was exiled as a result of the civil war. (Bug #12621)
  • Calcelmo will equip the ring delivered to him for Kerah's favor quest so that the ring is no longer visible for purchase in his inventory. (Bug #12802) [NR]
  • If the player's first visit to the Bards College did not take place until after finding King Olaf's Verse, the pointer quest to investigate the college (MS05Start) would not be terminated. (Bug #12953)
  • Drowned Sorrows does not clean up objectives properly if the quest is done out of order. (Bug #12953) [NR]
  • Companions radiant quests to recon Silver Hand bases should stop being available once Purity of Revenge has started. (Bug #12948) [NR]
  • During Forsworn Conspiracy (MS01) if you read Weylin's note before taking it out of the chest, the objective to read his note will still be displayed but then you can't get rid of it. (Bug #12920) [NR]
  • When entering Ysgramor's Tomb, placing Wuuthrad on the statue and then taking it back results in the player getting a new copy of the axe rather than the existing one they had and might have tempered. Note that if you've already put it on the statue, this fix will not take effect. (Bug #12911)
  • There are 11 Winterhold College scenes that will never play because the event node conditions were making to narrow a check on where the participants could be for the scenes to start. (Bug #12909)
  • It was not possible to reconcile jilting an Argonian lover at the altar due to a lack of dialogue responses for making up. (Bug #12878)
  • The scene in Vilemyr Inn where Wilhelm and Lynly discuss the ghost (DialogueIvarsteadInnScene02) should not be playing once the barrow is cleared in Lifting the Shroud (FreeformIvarstead01). (Bug #12876)
  • AI packs WE25HunterForceGreet and We25FugitiveGreetPlayer will delay forcegreeting if the player is in combat when the event triggers. (Bug #12854)
  • AI pack C02QuestGiverWaitForPlayer attached to Proving Honor (C02) prevents Vilkas from greeting the player after returning with the Wuuthrad fragment. This was due to a change made by an official patch which broke the conditions the package is using. (Bug #12850)
  • Summerset Shadows (TGTQ04) does not return Uttering Hills Cave to normal once the Shadows have been eliminated which then breaks any radiant quests that use the location. (Bug #12832)
  • Hadvar's dialogue about dragons not being dead (in MQ00) is available to choose from during Jagged Crown because the conditions are referencing the wrong quest. (Bug #12781)
  • Vex's burglary jobs were not being cleaned up properly when the quests failed, which created save bloat from abandoned references. (Bug #12748) [NR]
  • Vex's sweep jobs were not being cleaned up properly when the quests failed, which created save bloat from abandoned references. (Bug #12748) [NR]
  • The argument scene between Fralia, Olfrid, and Idolaf in Whiterun (DialogueWhiterunArgueScene) could be called to run well after Missing in Action (MS09) had started, even though doing so makes no sense and Fralia will not participate. (Bug #12720)
  • Standing around long enough outside High Hrothgar on the way to the peace conference for Season Unending (MQ302) would start either Balgruuf or Vignar walking back to Whiterun even though the one walking back wasn't supposed to be there to start with. (Bug #12717)
  • Calcelmo's Tower is supposed to unlock during Hard Answers (TG06) but doesn't. (Bug #12165)
  • A second back door trigger method for Legend of Red Eagle (dunRebelsCairnQST) was spawning the quest if you visited either Rebel's Cairn or Red Eagle Redoubt. (Bug #13020)
  • In A Daedra's Best Friend (DA03), speaking to Barbas after telling Vile to take him back but before he turns to stone will no longer be possible since it would break the ending entirely. (Bug #241) [NR]
  • Fixed the exit scene at Forelhost (dunForelhostQST) so that Valmir and the real soldier will not have their conversation unless the player is on the ground in the same area with them. It would break progression if it took place while up on the balcony by the world wall. (Bug #920) [NR]
  • During Infiltration (dunTrevasWatchQST) if the player had previously cleared the dungeon and opened the front gate before the quest starts, it would still make you repeat everything. (Bug #1110) [NR]
  • At the completion of White Phial (MS12), Nurelion needs to be added to the TGNoPickpocketFaction faction so that he will not be selected as a future mark for a pickpocket quest. If he is already the mark and MS12 is completed before you pick his pocket, you'll need to go tell Delvin you don't want that job anymore. (Bug #1453)
  • Maramal would repeat the introductory marriage dialogue due to a bad condition in his dialogue when the player first asks about marriage. (Bug #6788)
  • Harsh Master (FreeformShipsWindhelm) would generate the boss NPC prior to the player actually receiving the quest from Kjar, which could result in the player killing the NPC and then getting told to return to someone they'd never visited. (Bug #8316)
  • If Anska is killed during A Scroll For Anska (dunHighGateRuinsQST) the quest does not fail as it should.
  • Two of Adrianne's dialogue greetings speak of her father as though he's still Steward even after the Stormcloaks take Whiterun. (Bug #13031)
  • At the end of the Helgen dragon attack (MQ101DragonAttack) Vilod and Matlara are left alive and can be seen wandering Helgen after it's been destroyed. All other NPCs have been disabled at this point and their OnUnload event does not reliably remove them. (Bug #4043)
  • Hulda (and all the other innkeepers too - even modded ones) would fail to headtrack the player upon entering the building due to the WITavernGreeting scene in WITavern not having headtracking set at all. (Bug #63)
  • If you fail to speak to Enthir at the College of Winterhold before becoming Archmage, you will be unable to trade with him until after completing Hard Answers. (Bug #6693)
  • Farengar will no longer use his dialogue line about ongoing hostilities once the civil war is over. (Bug #12874)
  • The Thalmor disguise option that was supposed to be made available during Diplomatic Immunity (MQ201) will now work as intended. Altmer players can now disguise themselves using hooded or unhooded Thalmor robes or elven armor, other races still must have hooded robes. (Bug #12852)

Script Fixes
  • WIFunctionsScript lacks sanity checking before trying to register a dragon attack to a location, resulting in mountains of Papyrus log spam.
  • WICourierScript has more sanity checking added to eliminate more problems with NONE locations.
  • TrapFlamethrower has inadequate safeguards for checking to see if the 3D is loaded. It can get permanently stuck in its Wait() loop even after you've left the cell containing an object using it. This results in storing numerous suspended Papyrus stacks in your save. [NR]
  • FXSetBlendVariableScript will become stuck in its while loop due to insufficient safeguards against the object being unloaded from memory. [NR]
  • dunPOIRaiders will become stuck in its while loop due to insufficient safeguards against the object being unloaded from memory. [NR]
  • dunSerpentsBluffPressurePlate will become stuck in its while loop due to insufficient safeguards against the object being unloaded from memory. [NR]
  • Firefly.psc had no onCellDetach event to clean up fireflies if the player suddenly exited the cell, potentially leading them to build up over time and cause bloat.
  • Combining fixes from Steve40 and Inki, the Critter.psc script should no longer dump mountains of log spam AND should no longer have the potential for building up save bloat due to unhandled critter deletions. (Bug #12978)
  • CritterFish.psc should no longer dump mountains of spam to the logs and should no longer have the potential to leave unhandled fish deletions which could contribute to save bloat over time. Thanks to Steve40. (Bug #12978)
  • It was possible for WordWallTrigger02Script to switch to the "done" state without disabling its associated trigger. The disable statement is now handled when the "done" state starts.
  • dunHalldirMistClearing had no sanity checking for missing custom links which resulted in it spamming the Papyrus log with repeated attempts. (Bug #12502)
  • More noisy scripts have had their debug messages commented out.

Placement/Layout/Ownership and other World Object Fixes
  • 00058E24, 0005A58C, 0005A58A, 0005A58B, 000D9017: Displaced doorway and load door in Blackreach. (Bug #12808)
  • Grounded floating book (0010823e)
  • Grounded floating ingot (001068c5)
  • Grounded floating tongs (001068c6)
  • Rotated misplaced DwemerPipeCap (0007fd35) [Bug #12906]
  • Rotated misplaced DwemerPipeCap (00035a3d)
  • Placed cliff rock over gap in cliff (0005bd34) [Bug #12899]
  • Moved tree (0006348D) that was clipping rock
  • Raised SnowDrifts (00107f8b) & (00107f64) fractionally to avoid texture fighting with ground. [Bug #12871]
  • Lowered support beam (000c93fa) that was sticking through floor above [Bug #12774]
  • Raised rug (000a4e4e) to stop clipping with snow. Rotated and moved nearby table and items ontop to fit. [Bug #12810]
  • Lowered dragonsreach interior stairs (000878E5) slightly due to texture fighting at the sides.
  • Disabled floating water plane (000F64CE). [NR]
  • Moved black plane (0010B35C) to reveal door marker on local map. [Bug #12937]
  • Lowered SnowDrift (000A7D1C) to close gap. [Bug #12959]
  • Fixed unmineable ore by replacing marker with player friendly marker (0010ED9A) [Bug #12981]
  • Plaque activator (00102A9E) hopefully set up for plaque to work. !May not work as it is persistent! [Bug #12966]
  • Raised door (0007DED3) and frame (0007F376) to avoid texture fighting with ground piece. [Bug #12886]
  • Grounded floating pot (0007E75E). [Bug #12990]
  • Covered gap in rubble pile using more rubble (0X00387E) - also moved nearby rubble [Bug #12988]
  • Moved candle stand (000DD2B1) that was clipping with wall.
  • 000fe4e9: AI marker lowered to correct NPC animation position when using it. (Bug #12926)
  • 00095887, 00085c51, 000e8bd3, 000e8bd2: AI markers not owned by the shop factions. Customers end up displacing the shopkeepers. (Bug #12915)
  • 000a2d9d: Child's bed was inappropriately downscaled causing Gralnach to hover when sleeping in it. (Bug #12904)
  • Sleeping arrangements in Solitude Bits & Pieces were completely screwed up. The following changes have been made:
    • Kayd now has a dedicated AI pack for sleeping in the child's bed. His bed has also had the scale corrected back to 1.0.
    • The single bed that Bierand and Sayma were clashing over has been turned into a double bed.
    • Since the new double bed did not fit where the single bed was, the room had to be rearranged and the navmesh updated to accommodate it all.

    (Bug #12867) Rearranging the havok enabled items will not be retroactive.
  • 000f60c2: Joric's bed was not owned by him, and was also scaled to 0.8 which prevented him from using it. (Bug #12787)
  • Dirge, Vekel, Delvin, Tonilia, and Vex will now have beds in a new room attached to the Flagon, down a new passage to the left of the door to the Ratway Vaults. This room will also improve as expected with the guildhall itself. (Bug #12618)
  • 000c5c8f: Shelf clipping with a wall. (Bug #12759)
  • 000dcbce: Bed owned by the wrong faction, preventing the Whiterun Guard Captain from using it. (Bug #12383)
  • 3 bedrolls added to the deck of the Sea Squall in Dawnstar so the crew will sleep. (Bug #12371)
  • 000d82b5: Pull chain with a deleted script that broke the animation. (Bug #12954)
  • Near 0001e178: Two adjoining room bounds incorrectly placed with no attached portal. (Bug #12625)
  • 000bcc92: Floating pair of boots. (Bug #12623)
  • 000dbf41: Book clipping a Talos shrine. (Bug #12665)
  • 000cb431, 000cb430: Ownership changed from Player to PlayerBedOwnership so that spouses can use these chairs too. (Bug #12979)
  • 000afc77: Mesh gap sealed with a new dirt piece. (Bug #12962)
  • Bad navmesh corrected in cell 17,19 (Alftand Ruined Tower) that prevented followers from entering the tower door. (Bug #12862)
  • All unowned beds in the upstairs area of Haelga's Bunkhouse are now marked as owned by the bunkhouse faction in fitting with dialogue that says no beds are available for the player. (Bug #12861) [NR]
  • All of the Imperial and Stormcloak military camps had several objects and idle markers which were not toggled on or off when the camps were enabled or disabled.
  • All of the wounded soldiers at the various military camps will now check to see if the field CO at their camp is dead before enabling themselves. (Bug #831)
  • When taking Wuuthrad off the statue again in Ysgramor's Tomb, the disabled instance will later fall off and then be found lying on the floor if you come back. It needed the "don't havok settle" flag. (Bug #12913)
  • 0009a075: Bed ownership changed from Proventus Avenicci to JobStewardFaction, otherwise Brill can't use it. (Bug #13032)
  • 00018352: Added new rock to cover large mesh gap at the base of the mountain. (Bug #13023)
  • 0009c443: Rock lifted up at one end. (Bug #13013)
  • 000d4fe9: Floating snowdrift. (Bug #13012)
  • 0001fa2d: Gap under a rock. (Bug #13000)
  • 000736ec: Gap behind doorway. (Bug #12989)
  • 0007751b, 00077525: Beds clipping into walls. (Bug #12946)
  • 0007EEF7: Rock with exposed back end. (Bug #12918)
  • 000fe8c0: Ice floe above the water line. (Bug #12900)
  • 000b1859: Snowdrift with exposed bottom. (Bug #12898)
  • 000b629a: New rock placed to cover gap between meshes. (Bug #12684)
  • 000fce94, 000f3cb8, 000f3cb7, 000383d8, 000383d7: AI marker, two crates, and two barrels not disabled after the Imperials take Windhelm. (Bug #12387)
  • 000D6FA8: Door in Treva's Watch that was not assigned the key. (Bug #10490)
  • 000930c9: Landscape piece with raised corner. (Bug #12719)
  • 0002d180: Covered up a gap with a pile of hay. (Bug #12615)
  • 000eb82e, 000eb830: Imperial banners switched to Whiterun banners since Whiterun is unaligned at the start of the game. (Bug #12924)
  • 0010e864: Bed in Highmoon Hall not owned by the Housecarl faction. Teeba-Ei could therefore not use it to sleep. (Bug #13064)
  • 000dfe3c, 000dfe3e, 000f6006: Beds owned by the wrong faction in the Morthal Guardhouse. No guards could sleep. 02047b05: New bed added so that the 4th guard in the rotation can sleep since there weren't enough beds even with proper ownership. Navmesh adjusted to fit. (Bug #13063)
  • 0005d509: Eirid's bed was improperly scaled down causing her to float above it. (Bug #13015)
  • 00047640, 00047642: Fort walls moved too far forward at Treva's Watch. (Bug #12775)
  • 0008285E, 0008285F, 00082860 and 00082861: Adjusted pieces to close a gap in the ceiling in Dragonsreach. (Bug #12587)
  • 0009e30b: Z-fighting floor piece. (Bug #12822)
  • 000ee71d: Z-fighting mine scaffold. (Bug #12745)

Text Fixes
  • EnchCircletMagicka04: "Circlet of Extreme Magicka" -> "Circlet of Eminent Magicka" (Bug #12881)
  • MQpathToHHShrineText01: "men" -> "Men", removed periods from the line endings to fit the other shrine text. (Bug #12652)
  • MQpathToHHShrineText09: "Dohvakiin" -> "Dovahkiin" (Bug #12652)
  • MQpathToHHShrineText10: "Inner path" -> "Inner Path" (Bug #12652)
  • DA14Start, Objective 20: "Guenvere" -> "Guevenne" (Bug #12652)
  • EnchFortifyPersuasionConstantSelf: "+ Speechcraft." -> "Increases Speech skill by points." (Bug #9652)
  • TGAmuletofArticulation01 to TGAmuletofArticulation07: "Persuade checks in dialogue will almost always succeed and Speechcraft is % better." -> "Persuade checks in dialogue will almost always succeed and increases Speech Skill by points." (Bug #9652)
  • AlchFortifyPersuasion: "+ Speechcraft for seconds." -> "Increases Speech skill by points for seconds." (Bug #9652)
  • FortifyPersuasionFFSelf: "+ Speechcraft." -> "Increases Speech skill by points." (Bug #9652)


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

User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Mon Oct 07, 2013 3:23 am

Unofficial Skyrim Patch


BETA Version Available


Version: 2.0.0
By the Unofficial Patch Project Team

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

Requires Skyrim version 1.9.32.0.8 or greater.

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

USKP Fixes
  • The USKP is now provided as a "false ESM" file to help resolve certain kinds of engine bugs that related to regular ESP files.
  • Changes made to DushnikhYalGuardOutsidePackage, NarzulburOutsideGuardPackage, and MorKhazgurOutsideGuardPackage have been removed due to unforseen issues that caused th orc guards to stalk the player despite the package details having no indication this could even happen. (Bug #13440)
  • The female iron armor mesh included with the original USKP 1.0 release had weight slider issues due to corrupted NiTriShape ordering. (meshes\armor\iron\f\cuirasslight_0.nif, meshes\armor\iron\f\cuirasslight_1.nif) (Bug #13522)
  • Hand carts previously edited by the USKP so they wouldn't fly off into space easily needed some tweakage because they had become too hard to move at all. (meshes\clutter\carts\handcart01wheel.nif) (Bug #13488)
  • Previous fixes to the Tripwire.psc script needed further refinements after it became apparent the script was leaving unbreakable tripwires behind in various places. (Bug #9156)
  • Update fix: Removed incorrect shader flag causing bow to be invisible and fixed some new UV errors as well. (meshes\LoadScreenArt\LoadscreenSkeleton.nif) (Bug #13556)
  • A previous fix for "With Friends Like These..." (DB02) was shutting the quest down too early if Astrid was killed, cutting off dialogue to free the captives if desired. (Bug #13761) [NR]
  • Updated fix for the Dark Brotherhood armor to include the missing cowl piece you see on the load screen. (meshes\armor\dbarmor\dbarmorsleeveless_0.nif, meshes\armor\dbarmor\dbarmorsleeveless_1.nif, meshes\armor\dbarmor\dbarmortorso_0.nif, meshes\armor\dbarmor\dbarmortorso_1.nif, textures\armor\dbarmor\dbarmor_bandana.dds) (Bug #12191)

Game Mechanics Fixes
  • Dragon priests (DragonPriestRace) were not tagged as immune to reanimation with the proper keyword. (Bug #13347)
  • The following AI packs had a radius that was too small to reliably detect where the users could sit: RiftenSaerlundEatsDinner20x2, RiftenSaerlundEatsLunch12x2, RiftenSaerlundEatsBreakfast8x2, RiftenHarraldEatDinner19x2, RiftenHarraldEatBreakfast8x2, RiftenWizardEatDinner19x2, RiftenWizardEatLunch13x2, RiftenWizardEatBreakfast8x2. (Bug #13289)
  • Madena is not offering the right selection of spells based on her in game dialogue. HEr chest contained LItemSpellTomes50AllDestruction when it should have LItemSpellTOmes50AllRestoration. (Bug #13538)
  • Leveled list LItemSpellVendorScrolls75 should be picking items from LItemScrolls instead of LItemScrolls100Skill. (Bug #13537)
  • Leveled list SublistEnchOrcishBattleaxeShock is mistakenly populated with iron battleaxes instead of orcish ones. (Bug #13455)
  • DeathItemSpriggan does not produce Spriggan Sap despite indications that it should be generated when Spriggans die. (Bug #13268)
  • Magic effect AlchResistPoison did not have the MagicAlchBeneficial keyword set the way the other resist effects do. (Bug #13182)
  • The following locations had encounter zones defined but never had them attached: BrucasLeapRedoubt01, HighHrothgar, BlackreachZCell08, CragslaneCavern01, CidhnaMine03, PinepeakCavern01, AzurasStarInterior01, Skuldafn01, Skuldafn02, Skuldafn04, Skuldafn05 (Bug #13194)
  • Lost Valkygg was being marked as cleared if Labrynthian was cleared even though they are two distinct dungeons that are not connected to each other. (Bug #13164)
  • Erikur's house in Solitude was configured to be a Thieves Guild radiant location but lacked the appropriate chest and markers to make it work properly. (Bug #13155)
  • The Markarth and Riften stables were missing store markers to make them available as Thieves Guild radiant targets. (Bug #13155)
  • Secunda's Kiss location is mismarked as Secunda's Shelf even though Whiterun guards all refer to it as Secunda's Kiss. The location was also assigned to the wrong hold. (Bug #13422)
  • Numerous cells, too many to list here, did not have north markers. (Bug #12709)
  • The Soul Trap spell lacked a visual projectile when cast due to having the wrong delivery type set. (Bug #12938)
  • Investing in various shops in Markarth was also erroneously adding the investment bonuses to your spouse's gold for their shop. (Bug #13211)
  • Investing in Bits & Pieces was also erroneously adding gold to the East Empire Company chest. (Bug #13210)
  • Investing in Belethor's shop was also erroneously adding gold to the Khajiit Caravans. (Bug #13209)
  • The smithing perk applied by the Notched Pickaxe (dunVolunruudPickaxeEquipEffect) was incorrectly set as a "Value Modifier" instead of "Peak Value Modifier" which resulted in it trying to restore damage to the smithing skill instead of fortifying it as intended. (Bug #13484)
  • The EnchWeaponNightingaleSword04 enchantment had the wrong magnitude for the absorb stamina effect. (Bug #13620)
  • Enchantments MS06EnchShieldL12, MS06EnchShieldL18, MS06EnchShieldL25, MS06EnchShieldL32, and MS06EnchShieldL40 were all set to the incorrect base enchantment type. (Bug #13615)
  • Broken navmesh in Blackreach cell 0,3 preventing followers from exiting Silent Ruins. (Bug #13653)
  • Severely broken navmesh sections in Blackreach cell 3,2 near the Alftand lift. (Bug #13653)
  • The following list of interior cells with the "show sky" flag set had incorrect weather region settings:
    • Valthume00 -> weatherpineforest
    • Valthume01 -> weatherpineforest
    • steepfallburrow01 -> weathermountains
    • snaplegcave01 -> weatherfallforest
    • robbersgorge01 -> weathertundra
    • rebelscairn01 -> weatherreach
    • reachcliffcave01 -> weatherreach
    • fortsnowhawk02 -> weathertundramarsh
    • fortneugrad01 -> weatherpineforest
    • dushnikhyallonghouse -> weatherreach
    • darkbrotherhoodsanctuary -> weatherpineforest
    • bleakcoastcave01 -> weathercoastfog
    • anisescabin01 -> weatherpineforest
    • angarvunde03 -> weatherfallforest
    • purewaterrun01 -> weatherreach
    • lostprospectmine01 -> weatherfallforest
    • LabyrinthianMaze -> weatherLabyrinthianmaze
    • KolskeggrMinePavosHouse -> weatherreach
    • hagsend01 -> weathermountain
    • greywatergrotto01 -> weatherpineforest
    • graywinterwatch01 -> weathertundra
    • gloomreach01 -> weatherreach
    • forelhost03 -> weathermountain
    • deepwoodredoubt01 -> weathermountain
    • Cronvangrhall01 -> weatherreach
    • chillwinddepths01 -> weatherpineforest
    • brokenoargrotto01 -> weathercoastfog
    • blackreachsewer01 -> bleackreachregion

    (Bug #12440)
  • Leveled list LItemArmorHelmetLight had entries for two heavy imperial helmets that should have been light imperial helmets. (Bug #13807)

Audio Fixes
  • The Marked For Death shout incorrectly uses "Lun" in the 2 and 3 word versions of the audio. This has now been corrected so that "Krii" is used at all times. (Audio files: Sound\voice\skyrim.esm\maleorc\VoicePowers_Shout01b_000683B1_1.fuz, Sound\voice\skyrim.esm\malekhajiit\VoicePowers_Shout01b_000683B1_1.fuz, Sound\voice\skyrim.esm\maleeventoned\VoicePowers_Shout01b_000683B1_1.fuz, Sound\voice\skyrim.esm\maleelfhaughty\VoicePowers_Shout01b_000683B1_1.fuz, Sound\voice\skyrim.esm\maleargonian\VoicePowers_Shout01b_000683B1_1.fuz, Sound\voice\skyrim.esm\femaleorc\VoicePowers_Shout01b_000683B1_1.fuz, Sound\voice\skyrim.esm\femalekhajiit\VoicePowers_Shout01b_000683B1_1.fuz, Sound\voice\skyrim.esm\femaleeventoned\VoicePowers_Shout01b_000683B1_1.fuz, Sound\voice\skyrim.esm\femaleelfhaughty\VoicePowers_Shout01b_000683B1_1.fuz, Sound\voice\skyrim.esm\femaleargonian\VoicePowers_Shout01b_000683B1_1.fuz) (Bug #13557)
  • Enthir refers to himself as an Altmer, but he's a Bosmer. (Sound\Voice\Skyrim.esm\MaleSlyCynical\TG06_TG06EnthirFalmerBranc_000BA294_1.fuz) (Bug #13245)
  • Elk were using footstep impact sounds from horses. NPCElkFootWalkFrontImpact and NPCElkFootWalkBackImpact should both have been set to use the Elk versions. (Bug #13097)
  • Chickens did not cluck while idle. (meshes\actors\ambient\chicken\animations\mt_idle.hkx) (Bug #12917)
  • Erikur and Meleran have a scene (DialogueSolitudeErikurScene3) where Meleran is supposed to be talking about Elven weapons. His audio mistakenly talks about Daedric weapons (sound\Voice\Skyrim.esm\maleelfhaughty\DialogueSo__00036715_1.fuz) (Bug #13639)
  • A misnamed audio file prevents the last line of Erandur's scene approaching Nightcaller Temple from playing. (Bug #13633)
  • Captain Lonely Gale speaks about Ulfric being a prominent citizen of Windhelm even after he's dead. (sound\Voice\Unofficial Skyrim Patch.esp\malenordcommander\DialogueWi_DialogueWindhel_00058EDD_1.fuz, sound\Voice\Unofficial Skyrim Patch.esp\malenordcommander\DialogueWi_DialogueWindhel_00058EDD_2.fuz, sound\Voice\Unofficial Skyrim Patch.esp\malenordcommander\DialogueWi_DialogueWindhel_00058EDD_4.fuz) (Bug #13647)
  • Nelkir's lines regarding "this castle" are too specific since he can give the same quest after being exiled to Solitude with his father. (sound\Voice\Skyrim.esm\malechild\da08_da08nelkirdooropening_00062d7b_1.fuz, sound\Voice\Skyrim.esm\malechild\da08_da08nelkirhowdoyoukno_00028d79_1.fuz) (Bug #13800)

Actor Fixes
  • Talen-Jei should not be using an AI pack intended to stalk the player throughout the inn in Riften. RiftenTalenAssistantInnkeeper0x0 has been converted into a normal Sandbox package. (Bug #13452)
  • Ma'zaka could never sleep because his editor location was too far away from the only bed in the cell. (Bug #13418)
  • Embry was not a member of RiverwoodSleepingGiantInnFaction and couldn't sleep in the inn as intended. (Bug #13408)
  • Gwendolyn would not sleep because AI pack WhiterunGwendolynHomePackage had an improper start time and duration. (Bug #13403)
  • Sayma could never sleep because her sleep AI package was being blocked by her generic sandbox package. (Bug #13230)
  • Bulfrek had no proper sleep package and also lacked a bed. He now has a bedroll in the room where the Legate hangs out. (Bug #13217)
  • Hilde's eat package is blocked by her loitering packages. (Bug #13148)
  • Susanna the Wicked's work package blocks all of her other AI packages in Windhelm. (Bug #13148)
  • Lodvar's tavern package was blocked by his eat at home package. (Bug #13148)
  • Borkul the Beast's sleep package is blocked by his other Cidhna Mine packages. (Bug #13148)
  • Noster Eagle-Eye's begging package had no proper duration which blocked his sandbox package inside the Winking Skeever. (Bug #13148)
  • Lurbuk had no generic sandbox package at the Moorside Inn. (Bug #13148)
  • Nura Snow-Shod could not sleep because RiftenNuraSleeps0x6 had too small a radius on it. (Bug #13074)
  • Thadgeir's persistence location was set incorrectly which caused his AI schedule to be unreliable. His sleep package radius was also too small to reach a bed. (Bug #13058)
  • Nimhe respawns even though she's supposed to be a unique spider. (Bug #13398)
  • The DarkBrotherhood Initiates and Cicero all follow the player too closely. (Bug #13594)
  • Fianna's sleep AI pack had a bad target selection setting pointing to Gerda's bed. (Bug #13663)
  • Gerda's sleep AI pack had a bad target location set that was pointing to Fianna's bed. (Bug #13663)
  • Ondolemar's two bodyguards will continue to follow him even if you've turned his corpse into a zombie. (Bug #13454)
  • Orthus Endario and Adelaisa Vendicci have sleep packages but no beds to sleep in. (Bug #13110)
  • The "Sultry Maiden" found in Sheogorath's realm had several factions attached that she didn't need, causing her to randomly generate idle topics. She was also set to use a male voice type, and had a broken set of facegen data. (Bug #13383)

Item Fixes
  • BedrollHay01LDirt02F has been marked to allow children to use it so that Hrefna will be able to execute her sleep package in Darkwater Crossing. (Bug #13391)
  • Bound Sword was erroneously set to a critical damage % of 0 instead of 1 like all other weapons. (Bug #13463)
  • The following weapons needed to be switched from "EitherHand" to "RightHand": dunVolunruudPickaxe, weapPickaxe, ForswornAxe, ForswornSword, MS02Shiv. (Bug #13389)
  • FortifyStamina01, FortifyStamina02, FortifyStamina03, and FortifyStamina04 potions were erroneously given a duration of 300 seconds when they should only have 60 seconds. (Bug #13242)
  • Mehrunes's Razor had an incorrect block impact sound setting. (Bug #13180)
  • Longhammer (dunLiarsRetreatLonghammer) had the wrong unequip sound set. (Bug #13179)
  • Ebony Mace had incorrect damage of 16 when it should be 15. Critical damage also lowered back to 7 to match. (Bug #13123)
  • The Shield of Ysgramor was missing an armor material (ebony) to go with the tempering recipe the USKP added for it. (Bug #13619)
  • The Requested Report (LetterRiftenBolliHouse01) did not display completely. It required a manually inserted pagebreak to do so. (Bug #12578)
  • Wuuthrad (C06BladeOfYsgramor) had a vague enchantment description and should also not be allowed to be enchanted since it already has a unique enchantment. (Bug #10177)
  • Activator MS11StalkingCheatTrigger is missing the MS11 quest property which can cause a scene in Blood on the Ice to fail. (Bug #13668)
  • Activator objects TrapPressurePlateSkyhaven01, TrapPressurePlateSkyhaven02, TrapPressurePlateSkyhaven03, TrapPressurePlateSkyhaven04, and TrapPressurePlateSkyhaven05 are all missing various properties which impede their functionality and spew out hundreds of log errors because of it. (Bug #13729) [NR]
  • Iron daggers have wrong material sound flag. (Bug #13457)
  • Steel Battleaxe has the wrong impact data set. (Bug #13457)
  • Elven Greatsword has the wrong bash impact sound set. (Bug #13457)
  • Dragon Priest Dagger has the wrong impact data set and the wrong material sound set. (Bug #13457)
  • Rueful Axe has the wrong sound detection level set. (Bug #13457)
  • Sanguine Rose has the wrong impact data set and the wrong material sound set. (Bug #13457)
  • Mehrunes Razor has the wrong material sound flag. (Bug #13457)
  • Shiv (MS02Shiv) has the wrong material sound flag. (Bug #13457)
  • Alessandra's Dagger (FFRiften13ArkayDagger) has the wrong material sound flag. (Bug #13457)
  • Ebony Blade (both versions) has the wrong impact data set and the wrong detection sound level set. (Bug #13457)
  • Keening has the wrong sheathing sounds. (Bug #13457)
  • Falmer Supple Bow has the wrong bash impact sounds. (Bug #13457)
  • Skyforge Steel War Axe has the wrong bash impact sounds. (Bug #13457)
  • Briarheart Geis (dunLostValleyRedoubtAxe) has the wrong bash impact sounds. (Bug #13457)
  • Executioners Axe has the wrong sound detection level set. (Bug #13457)
  • Bolar's Oathblade (dunBloatedMansKatana) has the wrong material sound set. (Bug #13457)
  • Forsworn Axe has the wrong bash impact sounds. (Bug #13457)
  • Dragonbane (MQ203AkaviriKatana1) has the wrong material sound flag. (Bug #13457)

Quest Fixes
  • Repairing the Phial (MS12b) would not start if the Briarheart Warrior boss for the Red Eagle quest had already been killed beforehand. An alias on MS12b was requiring him to be alive. This alias is now marked optional since it is not necessary for that one particular Briarheart Warrior to be the target. Yes, this means if you're stuck waiting on the courier who never shows up, he should be much more agreeable to that now. (Bug #1086)
  • Fetch me that Book! (MGR20B) had a flaw in the scripting that never added the book to the target chest. The quest also would not acknowledge if you already had a copy of the book in your posession. Note that this is the book quest you get from Urag the SECOND time. The first one uses the same name but has a separate quest entry and was working properly. (Bug #13745)
  • Aerin will still perform scenes with Mjoll even if she's no longer in Riften due to being married or recruited by the Blades. (Bug #13521)
  • Sanguine is never disabled after A Night to Remember (DA14) and will reset back to Morvunskar after the quest is stopped. (Bug #13489)
  • DialogueCompanionsFarkasTorvar1, DialogueCompanionsKodlakTorvar1, and DialogueCompanionsKodlakAela2 could all play even if Skjor were dead despite the scenes speaking as though he was still alive. (Bug #13223)
  • Korir could be found wandering between Windhelm and Winterhold after being exiled if Containment (MG05) was running. (Bug #13139)
  • The restoration ritual quest (MGRitual04) can become stuck in an endless update loop. (Bug #13631)
  • Patch 1.9 was supposed to remove Karliah's invisibility spell when Speaking With Silence (TG05) was completed but the script did not have the necessary statement to do so. TG06 also had a missing property warning for TG06QuestScript that had been shifted to TG06 stage 10 instead. (Bug #13471)
  • The blood extractor perk for Discerning the Transmundane (DA04) is not always properly cleared if Septimus is killed before the end. (Bug #13634)
  • Mammoth Tusk Powder required for Repairing the Phial (MS12b) was not marked as a quest object and could easily be lost. (Bug #13235) [NR]
  • Dialogue for Sky Haven Temple (DialogueSkyHavenTemple) was only supposed to be used by Blade recruits when at the temple. Patch 1.9 removed the condition which then breaks recruit responses outside of the temple if they are your current follower. (Bug #13216)
  • It was not possible to invest in Zaria's or Lod's shops in Falkreath due to the global variables being missing, the leveled lists being missing, and the dialogue not being assigned to them. (Bug #13215)
  • Muiri's dialogue response for accepting an investment was pointing to the wrong shared dialogue entry. (Bug #13214)
  • Calcelmo's dialogue response for accepting an investment was pointing to the wrong shared dialogue entry. (Bug #13213)
  • Elgrim's dialogue response for accepting an investment was pointing to the wrong shared dialogue entry. (Bug #13212)
  • The scene between Ranmir and Haran about Korir (DialogueWinterholdInnScene04) should not be played if Winterhold is under Stormcloak control. (Bug #13188)
  • Talkng to Malborn again after he's leaving Windhelm after MQ201Malborn would result in him repeating the quest intro dialouge due to missing condition checks. (Bug #13115)
  • Movarth is not disabled after Laid to Rest (MS14) which results in him respawning the next time the cell resets. (Bug #13151)
  • Romyln Dreth was supposed to get arrested and sent to jail if you turned him in during Under the Table (FreeformRiften03). He will now be jailed as expected and his dialogue to sell mead will be disabled once he's there. (Bug #12361)
  • Proventus Avenicci equips the greatsword that was intended to be for Balgruuf in FreeformWhiterunQuest03. It will now simply be taken from the player instead and placed in a display case in Balgruuf's quarters as was implied. (Bug #9040)
  • The quest controlling scenes aboard the Katariah (DB11_dunKatariahQST) does not start properly due to a bad story manager node condition. (Bug #13679)
  • Thane of Falkreath (Favor258) had the wrong value set for the objective display property. (Bug #13642)
  • Thane of Winterhold (Favor257) had the wrong value set for the objective display property. (Bug #13642)
  • Thane of the Pale (Favor256) had the wrong value set for the objective display property. (Bug #13642)
  • Under New Management (TGLeadership) was missing a property assignment that caused it to fail to advance the quest to stage 50, which is supposed to move Karliah and Maven Black-Briar to their positions for the next stages of the quest. (Bug #13715)
  • If a carriage driver is not seated for some reason when approached for a ride, he will still offer it, but will end up seating himself wherever you happen to be. A condition check to make sure he's seated properly has been added to prevent this. (Bug #13686)
  • Shalidor's Insights (MGR21) starts the game enabled but this allows it to choose from reserved locations, potentially sticking the target behind a quest locked dungeon. The quest will instead be started when you join the College of Winterhold so this issue won't crop up again. (Bug #13759)
  • A scene from Blood on the Ice (MS11 - GO DIE DAMMIT!) where Calixto's final victim cries for help (MS11CalixtoAttackLastVictim) can only be spoken by one voice type. This has now been changed to a generic shared bystander shout so all of the potential victims can use it. (Bug #13814)
  • The Heart of Dibella (T01) conclusion scene when returning the Sybil never plays, and after you recieve your reward the quest is never stopped either. (Bug #13744)

NIF Mesh and Texture Fixes
  • One of the Solitude interior floor pieces had collision sound set to wood instead of stone. (meshes\architecture\solitude\interiors\smdaflosol03.nif)
  • It was possible to walk through some corners inside the Temple of Kynareth. (meshes\Architecture\WhiteRun\WRInteriors\WRTemple\WRTempIntCorIn01.nif) (Bug #13345)
  • The Temple of Mara in Riften has several gaps and UV errors. (meshes\Architecture\Riften\RTTempleofMara01.nif) (Bug #13513)
  • The common shack in Whiterun (destroyed version) has several UV errors. (meshes\Architecture\WhiteRun\WRBuildings\WRHouseShack01Destroyed.nif) (Bug #13512)
  • Hammerfell robes have bad weight painting. (meshes\clothes\redguard\redguardoutfitf_0.nif, meshes\clothes\redguard\redguardoutfitf_1.nif) (Bug #13470)
  • The floor in Jorrvaskr has several UV errors. (meshes\architecture\whiterun\WRInteriors\WRJorvaskr\WRIntCHFloorWoodPlatFloorStairs01.nif) (Bug #13527)
  • Safes make no sound when being opened or closed. (meshes\clutter\containers\safeandlock01.nif) (Bug #13515)
  • One of the basemant wall pieces for the Riften set had invalid collision. (meshes\architecture\riften\interior\smallroombasemant\rifrmsmpartitionbase01.nif) (Bug #12624)
  • Steel greatwords had an incorrect collision material type set. (meshes\weapons\steel\steelgreatsword.nif) (Bug #13446)
  • Several of the Nordic ruin "dragon shapes" have misaligned UV placement. (meshes\dungeons\nordic\ruinsdragonstatuemetal01.nif, meshes\dungeons\nordic\ruinsdragonstatuemetal02.nif, meshes\dungeons\nordic\ruinsdragonstatuemetal03.nif) (Bug #13614)
  • UV errors on the Whiterun temple corner pieces. (meshes\architecture\whiterun\WRInteriors\WRTemple\WRTempIntCor01.nif) (Bug #13602)
  • The large Dwemer bust in several dungeons has bad polygon layout on the back. (meshes\dungeons\dwemer\clutter\dwecenturionbust01.nif) (Bug #13590)
  • The female Blades helmet has see through portions on the underside. (meshes\armor\blades\bladeshelmetf.nif) (Bug #13536)
  • The Dragonsreach castle roof has some see through gaps in it. (meshes\architecture\whiterun\WRInteriors\WRCastle\WRIntCastleRoofBaseCorInLTrans01.nif, meshes\architecture\whiterun\WRInteriors\WRCastle\WRIntCastleRoofBaseCorInRTrans01.nif) (Bug #13516)
  • Several gaps fixed in one of the Whiterun house meshes. (meshes\architecture\whiterun\WRBuildings\wrhousewind03.nif) (Bug #13491)
  • Visible gaps in some of the Dragonsreach wooden beams. (meshes\architecture\whiterun\WRInteriors\WRCastle\WRIntCastleWtosCapStr02.nif) (Bug #13490)
  • Several base terrain meshes in Whiterun had UV errors resulting in badly visualized logs in the roads. (meshes\architecture\whiterun\WRTerrain\wrbreezebase.nif, meshes\architecture\whiterun\WRTerrain\wrdrunkenhuntsmanbase.nif, meshes\architecture\whiterun\WRTerrain\wrshacksbase01.nif, meshes\architecture\whiterun\WRTerrain\wrshacksbase02.nif, meshes\architecture\whiterun\WRTerrain\wrarcadiabase01.nif, meshes\architecture\whiterun\WRTerrain\wrblacksmithbase.nif) (Bug #13479)
  • The gates at the Thalmor Embassy made no sound when opened. (meshes\architecture\Solitude\spatiogate01.nif) (Bug #13079)
  • The underside of the Solitude windmill had a small see through hole. (meshes\architecture\solitude\swindmill.nif) (Bug #13416)
  • The small cooking spit static had a stray handle floating in mid air. (meshes\clutter\woodfires\spitsmall01.nif) (Bug #13365)
  • Circlets worn on female elves had a large gap behind the item and the forehead. (meshes\armor\circlets\FemElfCirclets\circletf1.nif, meshes\armor\circlets\FemElfCirclets\circletf2.nif, meshes\armor\circlets\FemElfCirclets\circletf3.nif, meshes\armor\circlets\FemElfCirclets\circletf4.nif, meshes\armor\circlets\FemElfCirclets\circletf5.nif, meshes\armor\circlets\FemElfCirclets\circletf6.nif, meshes\armor\circlets\FemElfCirclets\circletf7.nif, meshes\armor\circlets\FemElfCirclets\circletf8.nif, meshes\armor\circlets\FemElfCirclets\circletf9.nif, meshes\armor\circlets\FemElfCirclets\circletf10.nif) (Bug #13355)
  • No gloves in the game were wearable with a mages robe setup. They all clipped horribly. This has now been corrected with a new set of gloves that are specifically designed to fit with a mages outfit. (meshes\clothes\uskp\mages\mageGlovesF_0.nif, meshes\clothes\uskp\mages\mageGlovesF_1.nif, meshes\clothes\uskp\mages\mageGlovesM_0.nif, meshes\clothes\uskp\mages\mageGlovesM_1.nif). To facilitate making them available to the player, they are now added to LItemClothesAll, Enthir will sell them at the College, and there are 4 loose pairs available. 2 in the Hall of Attainment, 2 in the Hall of Countenance. They will use the same ground model as farmer's gloves. (Bug #12984)
  • The Blades armor had some additional UV errors and gaps still in need of fixing. (meshes\armor\blades\bladesarmorf_1.nif, meshes\armor\blades\1stpersonbladesarmor_0.nif, meshes\armor\blades\1stpersonbladesarmor_1.nif, meshes\armor\blades\1stpersonbladesarmorf_0.nif, meshes\armor\blades\1stpersonbladesarmorf_1.nif, meshes\armor\blades\bladesarmor_0.nif, meshes\armor\blades\bladesarmor_1.nif, meshes\armor\blades\bladesarmorf_0.nif) (Bug #10355, Bug #12896, Bug #13435)
  • There were several gaps and weight painting issues with the Jarl outfit. Armor add-on entry YarlShoes01AA also needed the calf slot set, and female priority set to 10 to match the male. (meshes\clothes\yarlclothes\m\torso_0.nif, meshes\clothes\yarlclothes\m\torso_1.nif, meshes\clothes\yarlclothes\m\torso_var1_0.nif, meshes\clothes\yarlclothes\m\torso_var1_1.nif, meshes\clothes\yarlclothes\m\torso_var2_0.nif, meshes\clothes\yarlclothes\m\torso_var2_1.nif) (Bug #12443)
  • Dwemer Convectors had no opening or closing sounds. (meshes\clutter\dwemer\dwesoulgemcontainer01.nif) (Bug #13595)
  • One of the corner pieces of Dwemer dungeons had bad collision that blocked access to items placed close to it. (meshes\dungeons\dwemer\lgrooms\DweRmLgCorIn01.nif) (Bug #13611)
  • Hjerim had several gaps fixed, numerous instances of wrong textures and bad UV mapping fixed, removed 12,000+ duplicated verts and unnecessary faces buried behind visible parts, optimized the mesh, and reconstructed the missing portion of the back wall. (meshes\architecture\windhelm\whhjerim1.nif) (Bug #13364)
  • Brunwulf Free-Winter's house had still more gaps and UV errors to fix. (meshes\architecture\windhelm\whbrunwulf.nif) (Bug #13364)
  • Several of the large rock pillars that make up Blackreach and other similar ruins had collision that blocked grabbing things that had been placed near them. (Meshes\Dungeons\Caves\Blackreach\BlackreachEPillar04.nif) (Bug #13610)
  • The collision radius on cabbages has been reduced to help deal with floaters. (meshes\plants\cabbage01.nif) (Bug #13252)
  • The collision radius on Dwemer "high" pots has been reduced to help deal with floaters. (meshes\clutter\dwemer\dwepot01.nif) (Bug #13609)
  • The collision radius on Dwemer "high" plates has been reduced to help deal with floaters. (meshes\clutter\dwemer\dweplate01.nif) (Bug #13791)
  • The collision radius on whole loaves of bread has been reduced to help deal with floaters. (meshes\clutter\food\bread01a.nif) (Bug #13300)
  • The collision radius on horker tusks has been reduced to help deal with floaters. (meshes\clutter\horkertusk\horkertusk.nif)
  • The collision radius on dwemer cogs has been reduced to help deal with floaters. (meshes\clutter\dwemer\dwecog01.nif) (Bug #13739)
  • The collision radius on dwemer gears has been reduced to help deal with floaters. (meshes\clutter\dwemer\dwarvengear.nif) (Bug #13758)
  • The collision radius on dwemer scrap metal has been reduced to help deal with floaters. (meshes\clutter\dwemer\dwarvenscrap1.nif) (Bug #13803)
  • The collision radius on large dwemer scrap metal has been reduced to help deal with floaters. (meshes\clutter\dwemer\dwarvenscraplarge2.nif) (Bug #13801)
  • The collision radius on small dwemer plates has been reduced to help deal with floaters. (meshes\clutter\dwemer\dwarvenplate.nif) (Bug #13798)
  • The collision radius on large dwemer plates has been reduced to help deal with floaters. (meshes\clutter\dwemer\largedwarvenplate.nif) (Bug #13797)
  • The collision radius on medium dwemer scrap metal has been reduced to help deal with floaters. (meshes\clutter\dwemer\dwarvenscrap2.nif) (Bug #13796)
  • The collision radius on ore ingots has been reduced to help deal with floaters. (meshes\dungeons\mines\ore\ingotcorundum.nif, meshes\dungeons\mines\ore\ingotdwarven.nif, meshes\dungeons\mines\ore\ingotebony.nif, meshes\dungeons\mines\ore\ingotgold.nif, meshes\dungeons\mines\ore\ingotiron01.nif, meshes\dungeons\mines\ore\ingotmoonstone.nif, meshes\dungeons\mines\ore\ingotobsidian.nif, meshes\dungeons\mines\ore\ingotorichalcum.nif, meshes\dungeons\mines\ore\ingotquicksilver.nif, meshes\dungeons\mines\ore\ingotsilver.nif, meshes\dungeons\mines\ore\ingotsteel.nif) (Bug #13229)
  • Several gaps and UV errors fixed on the ground mesh making up the marketplace. (meshes\architecture\windhelm\whmarket01.nif) (Bug #13485)
  • The wall in Farengar's study had a see through gap. (meshes\architecture\whiterun\WRInteriors\WRCastle\wrintcastlewallbasestrdouble01.nif) (Bug #12057)
  • The Jorrvaskr terrain mesh had a gap near its southwest corner. (meshes\architecture\whiterun\WRTerrain\wrcompanionbase01.nif) (Bug #13523)
  • Female Forsworn armor had darkened feathers due to an erroneously set double-sided shader flag. (meshes\clothes\forswornarmor\forswornarmorf_1.nif, meshes\clothes\forswornarmor\forswornarmorf_0.nif) (Bug #12872)
  • When an NPC reads a book for an idle anim, the page that turns would go dark on one side before being flipped. (meshes\animobjects\animobjectbookpage.nif) (Bug #11945)
  • The first person view while wearing the Ebony Mail (daedric artifact) had a large gap while firing a crossbow in first person. It also had invalid file paths to the cube map textures. (meshes\armor\ebonymail\1stpersoncuirass_0.nif, meshes\armor\ebonymail\1stpersoncuirass_1.nif, meshes\armor\ebonymail\1stpersoncuirassf_0.nif, meshes\armor\ebonymail\1stpersoncuirassf_1.nif, meshes\armor\ebonymail\cuirass_0.nif, meshes\armor\ebonymail\cuirass_1.nif, meshes\armor\ebonymail\cuirassf_0.nif, meshes\armor\ebonymail\cuirassf_1.nif, meshes\armor\ebonymail\cuirassf_gnd.nif, meshes\armor\ebonymail\cuirassgnd.nif) (Bug #13648)
  • Removed SLSF1_Decal shader flag from roof, fixed multiple UV errors and holes (architecture\windhelm\whmarket04.nif) (Bug #11900)
  • Lifted trishape of outer hay to stop z-fighting (furniture\bedroll\BedrollHay01.nif) (Bug #13241)
  • Fixed collision of floor piece (Dungeons\Mines\CaveWall\MineCFloor01.nif) (Bug #13255)
  • New meshes added for chandelier placed ref fixes (clutter\Imperial\ImpChandellierCandle01USKP.nif, clutter\imperial\ImpChandellierExtensionMedUSKP.nif, clutter\imperial\ImpChandellierExtensionShortUSKP.nif) (Bug #13428)
  • Fixed UV mapping (clutter\silver\silvercandlestick02.nif) (Bug #13481)
  • Fixed UV stretching and seams (architecture\whiterun\wrinteriors\wrcastle) (Bug #13697)
  • The northwestern terrain mesh in Whiterun does not cast complete shadows. (meshes\architecture\whiterun\WRTerrain\wrgreathouseplatform01.nif) (Bug #13756)
  • Hay bales have poor collision which results in many objects floating above the actual surface. (meshes\clutter\hay\haybale01.nif) (Bug #13738)
  • The sad little fence used near the cow pen in Whiterun had a portion with see through end caps. (meshes\architecture\whiterun\WRFarmFence\wrfence64shiftl01.nif) (Bug #13691)
  • The Whiterun temple has bad texture tiling and UV errors. (meshes\architecture\whiterun\WRBuildings\wrtempleofk01.nif) (Bug #13695)
  • See through gap in the wooden beams over the exterior stairway decorations in Whiterun. (meshes\architecture\whiterun\WRCityWalls\wrwalltotem01.nif) (Bug #12057)
  • Daedric greatswords had ridiculously oversized collision which caused them to knock things off of places they were dropped or otherwise placed. (meshes\weapons\daedric\1stpersondaedricgreatsword.nif, meshes\weapons\daedric\daedricgreatsword.nif) (Bug #13553)
  • Draugr battleaxes had collision which was offset from its center. (meshes\weapons\draugr\1stpersondraugrbattleaxe.nif, meshes\weapons\draugr\draugrbattleaxe.nif) (Bug #13535)
  • Dragon heartscales were missing an alpha map. (textures\clutter\dragon\dragonscalesgo.dds, textures\clutter\dragon\heartscalesgo.dds) (Bug #12390)
  • The female Draugr load screen had a bad UV mapping on the bow string and other areas. (meshes\loadscreenart\loadscreendraugrfemale.nif) (Bug #13650)
  • Saadia's outfit had a visible hole in the shoulder area and was missing a specular map setting. (meshes\clothes\barkeeper\f\torso_0.nif, meshes\clothes\barkeeper\f\torso_1.nif, meshes\clothes\chef\f\chef_0.nif, meshes\clothes\chef\f\chef_1.nif) (Bug #12057)
  • Nord temple entrance halls had incomplete collision allowing the player to fall through several parts. (meshes\dungeons\nordic\exterior\nortempleentrancehall01.nif) (Bug #13600)
  • Dwemer shelves had bad collision causing many items placed on them to float. (meshes\clutter\dwemer\DweShelf01.nif, meshes\clutter\dwemer\DweShelf02.nif, meshes\clutter\dwemer\DweShelf03.nif) (Bug #13789, Bug #13790)
  • The solid Dwemer shelves also had bad collision causing things placed on them to float. (meshes\clutter\dwemer\DweShelfSolid01.nif, meshes\clutter\dwemer\DweShelfSolid02.nif, meshes\clutter\dwemer\DweShelfSolid03.nif) (Bug #13806)
  • Several texture, UV, and gap fixes were made to the terrain monolith under where the cow lives in Whiterun. (meshes\architecture\whiterun\wrterrain\wrgreathouseplatform02.nif) (Bug #13696)
  • Imperial fort doors lacked the sound keys necessary for making sounds when opened or closed. (meshes\dungeons\imperial\door\impwooddoorholedoor.nif) (Bug #13721)
  • Dwemer bowls had a vertical seam in the texture. (meshes\clutter\dwemer\dwebowl02.nif) (Bug #13793)
  • Giant clubs have insanely oversized collision. (meshes\weapons\giant\giantclub.nif) (Bug #13641)
  • 8 Imperial wood beams had bad collision leading to floating items placed on them. (meshes\dungeons\imperial\clutterkits\impwoodbeam01.nif, meshes\dungeons\imperial\clutterkits\impwoodbeam02.nif, meshes\dungeons\imperial\clutterkits\impwoodbeam03.nif, meshes\dungeons\imperial\clutterkits\impwoodbeam04.nif, meshes\dungeons\imperial\clutterkits\impwoodbeam05.nif, meshes\dungeons\imperial\clutterkits\impwoodbeam06.nif, meshes\dungeons\imperial\clutterkits\impwoodbeam07.nif, meshes\dungeons\imperial\clutterkits\impwoodbeam08.nif) (Bug #13613)

Script Fixes
  • The activator script for the Stones of Barenziah generates a script error and is unable to trigger the theft alarm due to a bad use of linked references. (Bug #13570)
  • Further improvements to the weapon rack scripts have been provided, bringing the USKP up to version 3.0 of Sclerocephalus' overhaul fix.
  • defaultSetStageActorRefScript and defaultsetStageOnHitAliasScript had unnecessary trace statements still active. (Bug #13627)
  • QF_DA11_0002C358: Fragment 41 (stage 30) attempts to complete an objective that doesn't exist. (Bug #13621)
  • FavorDialogueScript had unnecessary trace statements active. (Bug #13607)
  • FXDwarvenSphereScript does not verify that the reference's 3D is loaded before trying to apply the effect. (Bug #13604)
  • BlackreachLockScript and BlackreachDoorScript had unnecessary trace statements active. (Bug #13597)
  • QF_MQ202_00036191 was not doing proper sanity checking on the Gissur alias. Gissur could have died in the previous quest and his alias would not be filled. (Bug #13571)
  • QF_MQ201_00035D5F tried to disable a trigger box that was never defined in the script properties. (Bug #13566)
  • MQ301StartDragonAttackTrigScript had unnecessary trace statements active. (Bug #13560)
  • TrapBear.psc reset bear traps when simply loading a cell when it should only be doing that at cell reset. (Bug #437)
  • SprigganFXSCRIPT.psc does not sanity check for NONE refs, even though that should be impossible. Debug statements have been added to try and figure out where this is happening. (Bug #13677)
  • defaultForceEvaluatePackageTrigger.psc lacked sanity checking for an empty alias. (Bug #13672)
  • QF_dunAnsilvundQST_0003D721 had no sanity checking against empty aliases for the summoning effects. (Bug #13669)
  • QF_dunValtheimKeepQST_000ADFE7.psc made several function calls on a 5th bandit alias that is never filled because the tower only has 4 that match the reference type the alias wants. (Bug #13661)
  • QF_CWMission04_00035A23.psc was attempting to set an objective that doesn't exist (20). (Bug #13646)
  • QF_MGRJzargoSpell01_000958B3.psc was setting an invalid objective (10). (Bug #13644)
  • QF_FreeformFalkreathQuest03_000B83C3.psc was setting an objective in the wrong quest. (Bug #13643)
  • dunProgressiveCombatScript.psc did not do sanity checking for NONE in its update loop. (Bug #13675)
  • WICommentTriggerScript.psc did no sanity checking for NONE on the linked reference check. (Bug #13674)
  • WEScript.psc did no sanity checking to make sure makeAliasAggressiveAndAttackPlayer() was using a live actor. (Bug #13673)
  • FXDragonMoundScript.psc had a similar problem as the lvlpredatorscript due to trying to toggle enable state on objects that had enable parents. The script is now corrected and all of the affected references have been updated to support it. (Bug #849, #13568)
  • MQShoutTrigger.psc had unnecesary trace statements. (Bug #13734)
  • dunKarthspireLightTunnelSCRIPT.psc had 6 light enablers that are handled by an XMarker elsewhere that should not have been active. (Bug #13726)
  • MQ202EsbernsDoorScript.psc had unnecessary trace statements. (Bug #13724)
  • dunUstenPuzGateSCRIPT.psc had no sanity checking for its linked refs. (Bug #13718)
  • QF_TG09Post_000E1782.psc was playing an incorrect animation name in stage 20. (Bug #13713)
  • C04GlenmorilWitchHeadScript.psc needed to be modified to prevent errors from occurring if a witch head was pulled from anywhere other than a witch. (Bug #13689)
  • CR13QuestScript.psc called the parent.setup() prior to validating that it was even valid to try, and would continue to do so over and over again until it backlogged Papyrus. (Bug #13688)
  • WEAliasScript.psc lacked sanity checking for cleared aliases in the OnUnload event. (Bug #13684)
  • MQ202QuestScript.psc had a check for Gissur that did not have proper parentheses in place causing the condition check to break and throw errors. (Bug #13722)
  • WordWallTriggerScript.psc generated log spam when visiting Sheerpoint due to a bad method of incrementing a shout tracker variable. This may also solve other errors with word walls not providing the proper shout when visited. (Bug #13493)
  • CR08QuestScript.psc had lack of sanity checking for locations that can't be reset. (Bug #13660)

Placement/Layout/Ownership and other World Object Fixes
  • 0009775d: Navmesh cutting collision box that isn't disabled after DB11 is complete. (Bug #13720) [NR]
  • 00047BF1: Candle embedded in wall. (Bug #13360)
  • 0002FDCC: Badly placed cave piece. (Bug #13360)
  • 02000D69: Rock added to cover bad placement. (Bug #13360)
  • 00095729: Gap in ceiling in Potema's Catacombs. (Bug #13533)
  • 000AC68C: Hole visible in rock face. (Bug #13502)
  • 0002B85C: Cave section changed to fit better for covering up a gap. (Bug #13349)
  • 000DB7AB, 000DB7D2, 000DB7DF, 000DB7C7: Static weapon racks which needed a broken script removed from them. (Bug #13578)
  • 0005bd1c, 0005bd1d: Puzzle chains with undefined light property. (Bug #13712) [NR]
  • 0006ccef: Setting DisableWhenDone property on reference to FALSE since the trigger is controlled by an enable parent. (Bug #13723) [NR]
  • 000dfd5e, 000dfd0d: Improper bed ownership allowing Falion and Agni to use the wrong beds. (Bug #13529)
  • 00100daa: Collision box which does not stay enabled after the battle in Solitude is done, causing pathing problems. (Bug #13487)
  • 000e0d78, 000e0d79: Stormcloak guards in Whiterun linked to the wrong guard post markers. (Bug #13412)
  • 00037053, 00037072, 00037075: Stormcloak guards in Whiterun erroneously linked to the Dragonsreach bridge, resulting in idle patrol duties. (Bug #13412)
  • 001000f2: Sleeping Stormcloak guard who is not linked to the bed in the guardhouse where he belongs. (Bug #13412)
  • 000dff7d: Improperly downscaled child bed causing Virkmund to float when sleeping. (Bug #13410)
  • 000e5c64, 000e5d09, 000e5d0a: Beds with wrong faction ownership preventing Leifur and Kodrir from sleeping. (Bug #13409)
  • 000134ac: Wrong bed type for child use. Dorthe was taking her parents' bed as a result. (Bug #13406)
  • There were not enough beds in the Whiterun Stables to allow everyone to sleep. (Bug #13404)
  • 000e03ff: Bed owned by Brina that should be owned by Horik, otherwise he will never sleep. (Bug #13225)
  • 000bfda6: Ruined book flagged as being owned when it shouldn't be. (Bug #13197)
  • The dagger display case in the Archmages Quarters did not have proper activation triggers attached. (Bug #13152)
  • 00013b17: Mismatched door type on the interior side of Goldenrock Mine. (Bug #13414)
  • 00078563: Dagger needed to have its linked ref removed to avoid generating script errors if the note it was linked to was taken first. (Bug #13564)
  • Several trees on the outskirts of Solitude's main gate have been tagged as full LOD to correct a bad LOD rendering when standing on the wall inside the city. (Bug #68)
  • 0005FC9A, 000E750A, 000E750D, 0010B0AB, 00057BD2, 0010B0AF, 000E7514, 0010B0AD, 000E8CBE: Trigger boxes in Korvanjund that all have enable parents but are set to tell the script to disable them upon entry. (Bug #13626) [NR]
  • 0003F351: Player horse at Markarth Stables has an improper enable parent setting that interferes with civil war handling. (Bug #13606)
  • 0006c86a: Wall marker embedded into a wall.
  • 00093BF5: Key that should not have had the havok script attached when a "don't havok settle" flag will do. Prevents it from throwing errors in your inventory. (Bug #13670) [NR]
  • 000CAB27: Property not set to reset the doors in Volskygge. (Bug #13658)
  • 0008f62d: Road encounter trigger with the wrong keyword set. [NR]
  • 00038b83: Frodnar's bed was not a child's bed so he couldn't use it. (Bug #13507)
  • 00109E0D: Apothecary Satchel in Breezehome that respawns. Base object has been duplicated, respawn flag removed, and this reference object updated to use the new base. (Bug #13386)
  • 00019df4: Therik should be disabled when Imperials run Riften. (Bug #13711)
  • 0002A2FC, 0002A2FD, 0002A2FE: Three cave pieces rotated and positioned wrong in Dustman's Crypt, leaving visible gaps. (Bug #129)
  • 0007c25c: Puzzle door with no attached dust drop effect. Placed missing effect object, updated script property to hold the new object. (Bug #13751) [NR]
  • 000687e7, 001046c0, 000ff4f2, 0009fcf5, 0005afd3, 00017083, 00089c14, 000919d0, 000b8abe, 000298fc, 0009af40, 00071a3b, 000f26e9, 000b77f0, 000f5361, 0001fd84, 000a952f, 000d110d, 000d1106: Barred doors missing their associated navmesh cutting collision boxes the script calls for. (Bug #13750)
  • Several badly placed pieces around Journeyman's Nook that allowed seeing out through holes that were covered by snow drifts on the other side. (Bug #13350)
  • Moved arch (0005F0B1) in Proudspire Manor to stop z-fighting with wall behind it (Bug #13205)
  • Rotated Windhelm sign (000DB3E7) pointing wrong way (Bug #13204)
  • Covered hole using RockPile (020012C7) (Bug #13219)
  • Lowered floor (00027AF1) slightly to stop z-fighting (Bug #13220)
  • Moved and rotated rock pile (000A20F8) to stop clipping and floating.
  • Adjusted positioning of 3 bedrolls to stop clipping (00106EF7, 00106F6E, 00106F6F) (Bug #13200)
  • Moved floating rock pile (00079629) (Bug #13174)
  • Nudged dwemer gate (000362F0) to stop z-fighting at bottom (Bug #13173)
  • Covered gap in terrain with rock (02002DBA) (Bug #13172)
  • Disabled duplicate floor piece (000B77F7) (Bug #13170)
  • Lowered rock to hide gap (00096AA5) (Bug #13171)
  • Adjusted positioning and rotation of pelt rug (0008E59F) to remove clipping and minimize visibility of slight floating (Bug #13167)
  • Covered gap in floor outside Sky Haven Temple using two dirt mounts (02003DFE, 02003E03) (Bug #13168)
  • Lowered floor piece (000662CB) to hide gap
  • Repositioned out of place embers (0003812B)
  • Repositioned floating clothes (000A5588) (Bug #13426)
  • Moved clipping flower (000D0870)
  • Set scale of bed (000F661C) to 1 in order to stop floating NPCs and set ownership to Assur (Bug #13400)
  • Changed ownership of Jarl's bed (000F65C9) to JobJarlFaction
  • Moved floating icicles (000F8DCB, 000F8DCA, 000F8DCF, 000F8DCE) (Bug #13401)
  • Repositioned floating rubble pile (00092703) (Bug #13401)
  • Covered gap with snow/ice wall (XX00538C) (Bug #13401)
  • Lowered floating cobweb (000F8ED5) (Bug #13401)
  • New static record "ImpChandellierCandle01USKP" used to replace chandeliers (00075D42, 000BBA97, 00075D7C). Extension chains added to reach appropriate heights (02005E63, 02005E62, 02005E61, 02005E57, 02005E56, 02005E58) (Bug #13428)
  • Disabled random bedroll (00109E4C) half underground in wilderness
  • Carrot (000CDF76) was missing ownership (Marise)
  • Moved clipping branch piles (0004FF0E, 0004B3C5)
  • Moved leek clipping with rock (000F5D7C)
  • Disabled errant light source (000e2d4b)
  • Moved clipping flaming embers (000460EC)
  • Moved floating and clipping cupboard (000C5C8F) and items on it.
  • Moved z-fighting thief mark (00106A0C)
  • Lifted bottle slightly to stop it falling off shelf (000DC98A)
  • Lowered cliff rocks to hide gap (00033C0A)
  • Moved floating raised floor (0008BA30) (Bug #13617)
  • Covered hole in cliff using rockpile (02006E9F) and moved nearby bush (0006DD2C) (Bug #13612)
  • Lowered floating rockpile (000A885B) (Bug #13540)
  • Moved clipping candle lantern (000C59EA)
  • 4154D - Removed this rogue flying lean marker (Bug #13505)
  • C3837 - Removed this platter hidden inside a desk
  • A7422 - Moved arch to cover up seethrough gap into the void
  • E0BED, 1015A0, C76E5 - Floating alchemy workbenches
  • 75561, 75562 - Banners not connected to the wall
  • 4D74E - Barrel intersecting another barrel
  • 49F75, 49F73, 968BC, 95A4B - Floating bedrolls
  • DDD02 - Candlehorn stuck in the side of a workbench
  • 831B9, 831E9, 831BA - Floating candlesticks
  • 75506, 7550C, 75504, 754FF, 75500, 754FD, 754FC, 754FE, 754EF, 754F4, 754F9, 75509, F0E40, F0E3D, F0E41, F0E3E, F0E3F, F0E27, F0E2A, F0E29, F0E26, F0E28, F0E22, F0E21, F0E1E, F0E1F, F0E20, F0E1B, F0E1A, F0E17, F0E18, F0E19, F0E12, F0E11, F0E10, F0E13, F0E14, F0E55, F0E57, F0E59, F0E58, F0E56, F0E49, F0E47, F0E45, F0E46, F0E48, F0E33, F0E31, F0E32, F0E30, F0E2F, F0E51, F0E50, F0E4D, F0E4E, F0E4F - Candles with exposed hollow undersides, or badly balanced
  • B9E06 - Sunken chair intersecting wall skirting
  • 10C266 - Chair with one marker inside a crate
  • D1F06, C2BBB - Floating crate
  • 10C263 - Crate intersecting rampart
  • 7850D - Floating firewood
  • 8DAB3 - Floor section with exposed hollow underside
  • 55FCA - Seethrough gap on the side of the gate
  • B6919, B691A, B691B - Flying sacks
  • 1BD87 - Floating table, also moved items on top of it (1C41D, 1C41E, 1C51C)
  • 6EB5E, 6EB5A, 6EB5B, 6EB91, 6EB82, 6EB81, 6EB80, 6EB7D, 6EAC6, 6EAC5, 7F84E, 6EAF2, 6EAF0, 6EAC0, 6EAB2, 6EAAF - Flying fences
  • B953F, 617E8, 7D1E4 - Ladders leaning against thin air
  • FB513, 96999, E0F71, DE11A, 8F5C0, DC7CC, 68E5A, 68E38, 68EC7, 68E0F, C61E7, C61E9, F375C - Sunken lanterns
  • 832E4, FB44A - Skulls stuck in surface
  • E91EB, 40AB5, 803C6, 3637B, CF16F, AFA26, D8CAB - Floating shrubs
  • CF178, CA168, CABD0, 5BD07, AF9E4, AF9DB - Flying trees
  • B7D20, BB101, F2370 - Flying dwemer wall sconce
  • 6F2B6 - Wallsconce pushed too far into wall
  • D6BA8, D6BA9 - Moved wooden beams to cover up the seethrough gaps above them
  • EEFA9 - Wooden beam too far from wall
  • d7049: floating bread
  • d70f9: floating inkwell
  • d70fa: floating quill
  • d7104: floating troll skull
  • d7112, d7113: floating book
  • d7577: floating deer skull
  • d75c7, d75ce: floating basket
  • bb0a0: raised chaurus egg sac so that it can be activated
  • 268b1, 26823, 268b5: sunken bonemeal
  • ec59f: floating dwemer pot
  • f8aac: floating conjure familiar scroll
  • f8ab2: floating cure wounds scroll
  • f8ab3: floating fireball scroll
  • f8ab4, f8ab5,f8ab6, f8ac1 : floating paper roll
  • f8aba, f8abb, f8abc, f8abe, : floating ruins linen pile
  • f8ac3, f8ac4: floating ruins linen sheet
  • f8ac6, f8ac7, f8ac8, f8ac9, f8aca: floating ink well
  • f8acb, f8acc, f8acd, f8ace: floating quill
  • f8adb: floating bonemeal
  • f8adf: floating vampire dust
  • f8ae1: floating ruined book
  • f8ae8: floating amethyst
  • 104cd9: floating jug
  • 104cdd, 104cde, 104cdf, 104ce0, 104ce1: floating goblet
  • 104ce2, 104ce3, 104ce4: floating cup
  • 105678: floating off the shelf linen sheet
  • 105679: floating scalpel
  • 10567a: floating bonemeal
  • 10567f: floating mushrooms
  • 105680: floating salt pile
  • d6d79: floating goblet
  • d6da5: floating goblet
  • d8646: floating wine bottle
  • d8647, d864a: floating cup
  • 6D9A8, 6D9A7 - Floating stockades
  • 54A27 - Bed with one marker inside wall, replaced with correct marker configuration
  • 9FEBE - Floating bench
  • DA440, DA442, DA443 - Floating candlesticks
  • 547E8 - Chest intersecting wall
  • D2867 - Crate intersecting wall
  • 84BCD, 84BCF - Floating dwemer lanterns
  • F4468, 19200, 192CD, 193EA, 191FE, 193F0, 193EC, AA3F5 - Sunken lanterns
  • DA485 - Non-flat sack laying down, replaced with flat version
  • DA486 - Sack, floating after changing the sack below it
  • F8834 - Skull stuck in dresser
  • 89E36, 893D7 - Floating trees
  • F5538 - Hollow vines sticking through a wall

Text Fixes
  • EnchRingTwoHanded01: "Ring of Minor Striking" -> "Ring of Minor Sure Grip" (Bug #13464)
  • PerkSummonStormAtronachNPCPotent: "Potency: Conjure Storm Atronach" -> "Conjure Potent Storm Atronach" - Not consistent with the naming of the frost and flame versions. (Bug #13616)
  • PerkSummonStormAtronachPCPotent: "Potency: Conjure Storm Atronach" -> "Conjure Potent Storm Atronach" - Not consistent with the naming of the frost and flame versions. (Bug #13616)
  • PerkSummonStormAtronachPotent: "Potency: Conjure Storm Atronach" -> "Conjure Potent Storm Atronach" - Not consistent with the naming of the frost and flame versions. (Bug #13616)
  • dunSleepingTreeCampNote01: "Just bring the sap to my stall in Whiterun like we discussed." -> "Just bring the sap to me in Whiterun like we discussed." - Ysolda doesn't actually have a stall of her own in Whiterun. (Bug #13559)
  • Book2CommonDunmerOfSkyrim: "Atal Sarys" -> "Athal Sarys" (Bug #13325)
  • Book2CommonOblivionCrisis: "worshiped" -> "worshipped" (Bug #13326)
  • Book2CommonHagravens: "makes it home" -> "makes its home" (Bug #13327)
  • Book1CheapOlafAndTheDragon: "Mount Athor" -> "Mount Anthor" (Bug #13328)
  • AlchDamageHealthRavage, AlchDamageMagickaRavage and AlchDamageStaminaRavage had varying incorrect descriptions that were missing duration. The descriptions have now been corrected to read "Causes points of concentrated poison damage for seconds.". (Bug #13499)
  • Delvin's subtitle (RiftenRaggedFlagonScene12): "Can I offer some" -> "Can I offer you some" (Bug #13129)
  • Delvin's subtitle (TGDHQScene6): "How can I" -> "How can we" (Bug #13109)
  • doomRitualAbility: "Raises all dead around you to fight for you for seconds." -> "Raises all dead around you to fight for you for <200> seconds." - The tag does not work in spell entries. (Bug #13763)
  • doomShadowAbility: "Become invisible for seconds." -> "Become invisible for <60> seconds." - Same as above. (Bug #13763)
  • Valdar's subtitle (DunValtuhumeQST): "I worried" -> "I was worried" (Bug #13678)


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

User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Mon Oct 07, 2013 12:46 pm

Now that this kalpa for the USKP is complete (for you non-lorehound types, kalpa = cycle) it's probably time we make public our plans for the next one.

Due to an increasing number of odd engine related bugs it's been decided among the team that we will need to convert the USKP (and therefore all the DLC patches too) into what's called a "False ESM". That is, and ESP file which is flagged as an ESM by way of changing the flag in TES5Edit.

So why would we want this? There are a few classes of bugs this has already been shown to help with in internal testing:

  • Seemingly random crashes in and around major cities, and other areas where a lot of data is edited.
  • The "landscape foliage bug" in which a child worldspace begins displaying landscape foliage from its parent worldspace because an object in the parent worldspace was edited. This is readily apparent in Darkwater Pass.
  • The "LOD trees show up at close range" bug. This is where you will sometimes see trees that are clearly intended to be displayed as LOD sitting within the currently loaded cells, sometimes even merged into the real trees. http://afkmods.iguanadons.net/index.php?/tracdown/issue/68-incorrect-tree-and-rock-lod-from-within-solitude/.


There may be others, but these 3 classes of bugs are confirmed to be correctable by converting to a false ESM.

So you might be asking then. Why not a proper ESM file? Two reasons mainly:

1. Steam cannot support ESM files, we'd have to cease distribution there all together and not just for the USKP.
2. Other mods are relying on the filenames being ESP files and not all of those mods are currently being maintained anymore.

It's already been verified that Wrye Bash is OK with changing the flag. It will not complain when the files get bumped up into the ESM section.

With proper CRC checks, BOSS won't complain either. Though I'm hoping some other method can be used to detect it ongoing because having a growing mountain of CRC checks won't be helpful. Perhaps version number parsing from the description field.

I cannot vouch for how NMM will react since I don't use it, and I'm not sure anyone else on the team has tried it either.

Who knows what Mod Organizer will think.

We will bump all the version numbers on all the patches up to 2.0 when this happens. We don't have a time frame yet, because there's also a giant mountain of vanilla bugs piled up in the tracker to address too. But when it happens, all of the patches will be updated at the same time.

Our proposed changes in the load order for the game will look like this:

Skyrim.esm
Update.esm
Unofficial Skyrim Patch.esp
Dawnguard.esm
Unofficial Dawnguard Patch.esp
Hearthfires.esm
Unofficial Hearthfire Patch.esp
Dragonborn.esm
Unofficial Dragonborn.esp
[The rest of your stuff]

The main reason for this should be obvious. It will generate much less interference with things following on in the ESM group, and at the same time allow us to undo some of the changes in each DLC patch that are only there because the USKP canceled them out due to its own edits.

Best of all, thus far in testing, it poses no risk for converting them in the middle of an active playthrough, even with a lot of other mods loaded.

So anyway, that's where we're headed now. We've already kind of leaked hints at it, so now it can be considered confirmed rather than rumor :smile:

The ESM Conversion Checklist

Wrye Bash Support - Supported as of release 304.2.

NMM Support - Works as expected, NMM flags the files with a warning but allows them to move into the ESM group.

Mod Organizer Support - v1.0.0rc1 and up has been confirmed to work.

TES5Edit Support - Supported as of release 3.0.31.

BOSS Support - Working in 2.1.1. (was some confusion here, but it *IS* working)

Checklist items need to be completed before we move forward on this.

BETA Scheduling

We're planning to go into beta on all 4 patches Saturday (October 5). I expect we'll have a minimum of 2 weeks testing, perhaps longer, to see how all this affects things and to validate that none of the new fixes coming in with this are broken.

With that in mind, I figured this is as good a time as any to say so. Once this round of beta testing is complete, the USKP will no longer be distributed on Steam. Leaving the 1.3.2c version up there is already causing us problems and we can't in good conscience leave it up there after 2.0 has gone live. So anyone still using Steam to get the USKP needs to transition to one of the other available download sites.

We're also going to have to check to see if Steam will accept a falsely flagged ESP file and deliver it back to the user intact as such. I mention this now because if it doesn't, then ALL of the unofficial patches will have to be taken down from Steam and everyone using those too will need to make provisions to change to another download site.

So keep that in mind for those of you using Steam.

User avatar
M!KkI
 
Posts: 3401
Joined: Sun Jul 16, 2006 7:50 am

Post » Mon Oct 07, 2013 9:21 am

Carried over from previous topic :

With the new load ordering - Will this mean that going forward with each new update of all the UnOfficial patches, and because Dawnguard.esm and Dragonborn.esm now follow UnOfficial patches :
The official esm's will need re-cleaned with TES5Edit on each update to the UnOfficial patches ?
( I am thinking along the lines of Explicit / Implicit dependancies, and cleaning them 'in order of loading' )
------------------
Also edit for post #3
Wrye Bash Support - Working as of svn version 3059.
304.2 beta is live
TES5Edit Support - Support for this is pending in version 3.0.31.
3.0.31 is now live
------------------
Edit: That fix list is staggering, and so often we see a huge list of fixes with each version - Monumental amount of dedication going into these patches - I think I have said it before but just in case ...
Huuuge thank you to all contributers :mohawk: you rock
User avatar
phillip crookes
 
Posts: 3420
Joined: Wed Jun 27, 2007 1:39 pm

Post » Mon Oct 07, 2013 7:25 am

I wonder the exact same thing too.

I was about to clean for the very first time the master files, as I never used TES5Edit before. I carefully read the instructions and I watched the video by Gopher. They both say :

For Update.esm: Load Skyrim.esm and Update.esm, but only clean Update.esm.

For Dawnguard.esm: Load Skyrim.esm, Update.esm, and Dawnguard.esm but only clean Dawnguard.esm.

For Hearthfires.esm: Load Skyrim.esm and Hearthfires.esm but only clean Hearthfires.esm.

For Dragonborn.esm: Load Skyrim.esm, Update.sm, and Dragonborn.esm but only clean Dragonborn.esm.

Is it always true with the 2.0 Unofficial patches ?

User avatar
Anthony Diaz
 
Posts: 3474
Joined: Thu Aug 09, 2007 11:24 pm

Post » Mon Oct 07, 2013 11:52 am

Yes. You've got it exactly.

User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Mon Oct 07, 2013 9:33 am

i would say so, yes.

ITMs are just ITMs, it helps to get rid of them, but they wouldn't cause much harm. AFAIK no ITM is in conflict with the unofficial patches. and even if it was, it would now be more usefull to clean without the unofficial patches than ever.

and regarding deleted references: the unofficial patches don't touch any deleted references, otherwise they would cause the game to crash for anyone who didn't undelete their deleted references.

so, logic dictates (edit: and Arthmoor says so, ninjaed by the Lizard), that nothing should change for the cleaning process.

User avatar
James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Mon Oct 07, 2013 1:42 am

Answer to: http://www.gamesas.com/topic/1472909-relz-unofficial-skyrim-patch-thread-36/?p=23048351

It doesn't work, TES5Edit cannot edit this version. Anyway, I have very few changes to make.

User avatar
Karl harris
 
Posts: 3423
Joined: Thu May 17, 2007 3:17 pm

Post » Mon Oct 07, 2013 9:15 am

Eh, well, then I'd honestly question why you even want to try modding a completely unpatched game. I can't imagine something being so important as to willingly risk file corruption to accomplish it.

User avatar
Kelvin Diaz
 
Posts: 3214
Joined: Mon May 14, 2007 5:16 pm

Post » Mon Oct 07, 2013 4:13 am

Question on updating to the Betas - I'm using Wrye Bash for the first time, and while I got everything installed just fine with it, I don't see instructions on updating mods. So in Wrye, do I Uninstall and Delete the existing Unofficial Patches, and then Install and activate the Betas, and (presumably) rebuild the bashed patch? Or is there another step I need to take in there?

User avatar
Katharine Newton
 
Posts: 3318
Joined: Tue Jun 13, 2006 12:33 pm

Post » Mon Oct 07, 2013 1:35 pm

Modding is a big word for the changes I've made: three game settings. :)

User avatar
^~LIL B0NE5~^
 
Posts: 3449
Joined: Wed Oct 31, 2007 12:38 pm

Post » Mon Oct 07, 2013 12:49 pm

Why is it still "Experimental", given that everyone is told to use it to clean the vanilla ESMs and many mods? Why make it sound like it could be dangerous to use?

Thanks for continuing to improve it!!!

User avatar
Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm


Return to V - Skyrim