Unofficial Dawnguard Patch: Version History
By the Unofficial Patch Project Team
This changelog is an archive. The mod is no longer being supported and will receive no further updates.
Bugs fixed by official Bethesda patches will be stricken through and the version of the game they are fixed in will be indicated in brackets.
Bugs introduced by the UDGP (yes, it happens) that are corrected in later versions will be stricken through and tagged with the version of the UDGP that fixes them. The correction will appear separately in the version where the correction takes place.
The USKP bug tracker numbers will be listed for bugs that have been recorded there when they are solved.
All fixes are retroactive unless indicated by an [NR] tag following the fix description.
For bugs which have been fixed that also have a Bethesda support page entry, a link will be provided to the issue.
To view a bug entry in our tracker, enter the bug number here:
v2.1.3 - (2015-07-12)
Actor Fixes
- Corrected Orthjolf and Ronthil having the incorrect templates set (Orthjolf was set to use a missile template but had no bow; Ronthil received a bow during DLC1VQ08 but was set to a magic template).
- Lord Harkon never wears his sword due to a faulty setting on his combat style. His essential instance (the one you never actually fight with) is now using a combat style that will make him wear it. (Bug #19427)
Audio Fixes
- Created a missing line for MaleCondescending (Sound/Voice/Dawnguard.esm/MaleCondescending/DLC1RV06_DLC1RV06SpouseTop_000058C7_1.fuz).
- Lord Harkon's generic hellos and goodbyes were assigned in the wrong quest. (Sound\Voice\Unofficial Dawnguard Patch.esp\DLC1MaleUniqueHarkon\DLC1DialogueVampireBase__00002F9F_1.fuz, Sound\Voice\Unofficial Dawnguard Patch.esp\DLC1MaleUniqueHarkon\DLC1DialogueVampireBase__00002F9A_1.fuz, Sound\Voice\Unofficial Dawnguard Patch.esp\DLC1MaleUniqueHarkon\DLC1DialogueVampireBase__00002F9B_1.fuz, Sound\Voice\Unofficial Dawnguard Patch.esp\DLC1MaleUniqueHarkon\DLC1DialogueVampireBase__00002F9C_1.fuz, Sound\Voice\Unofficial Dawnguard Patch.esp\DLC1MaleUniqueHarkon\DLC1DialogueVampireBase__00002F9D_1.fuz, Sound\Voice\Unofficial Dawnguard Patch.esp\DLC1MaleUniqueHarkon\DLC1DialogueVampireBase__00002F9E_1.fuz) (Bug #19416)
Item Fixes
- Armor add-ons DLC1VampireBootsAA and DLC1KeeperDragonplateBootsAA had incorrect footstep sounds. (Bug #19355)
- Numerous armor add-ons that were hiding amulets and shouldn't, along with numerous add-ons that display them and shouldn't, have been corrected.
Magic, Skill & Perk Fixes
- DLC1FortifyMarksmanFFSelf is incorrectly set to use the Restoration school. (Bug #18867)
- Transforming into a Vampire Lord in Castle Volkihar makes the occupants hostile due to a missing flag on DLC1StaggerPushFFSelfArea. (Bug #19426)
Mesh and Texture Fixes
- Bad collision on a hallway piece for Dawnguard's castle. (meshes\dlc01\dungeons\castle\lghalls\caslghallstair01.nif) (Bug #19009)
Quest Fixes
- Gunmar and Sorine deliver their post greetings after Kindred Judgment more than once due to the "say once" bug. Tracking variables have been added to prevent them from doing so. (Bug #19363)
- Corrected several of Serana's combat lines that were intended for dragons but were appearing when she fought anything due to misplaced "OR" conditions.
- Hello topics for the occupants of Castle Volkihar were putting generic ones before their quest related ones, resulting in them being blocked.
Placement/Layout/Ownership and other World Object Fixes
- 03010355, 03010356, 03010357, 03014763, 03014765, 03014769, 0301476A, 0301476D, 03014770: Sacks and and barrels clipping with each other. (Bug #19423)
- 03010359: Barrel clipping with a wall. (Bug #19424)
- 0300C8DA: Chest that was clipping with a wall. Decreased the scale slightly to prevent the clipping. (Bug #19430)
- 0301358C: Burial urn that was clipping with a wall. (Bug #19431)
- 03013741, 0301874C: Barrels that were clipping with crates. (Bug #19436, Bug #19432)
- 0301366C, 03018739: Moved a crossbow trap and the barrel it is placed on to avoid clipping with a support beam. (Bug #19433)
- 0301367C, 0301368F: Barrels that were placed too close to other barrels. (Bug #19435, Bug #19434)
v2.1.2 - (2015-06-27)
UDGP Fixes
- Reverted fix for Bug #18979 as it leaves a giant hole in the ceiling that's usually out of view unless you're looking up at it. Z-Fighting on the floor will have to be lived with. (Bug #19123)
- Reverted edits to 5 NPCs who had their confidence values adjusted for the foolhardiness bug back in 2014.
Audio Fixes
- DLC1RedwaterDenKey1 and DLC1RedwaterDenKey2 didn't have their pickup and putdown sounds set. (Bug #19218)
Item Fixes
- The following armor addons lacked proper weight slider settings: FalmerHeavyCuirassAA, FalmerHeavyGlovesAA, FalmerHeavyBootsAA, FalmerHelmetHeavyAA, FalmerHelmetHeavyArgnonianAA, FalmerHelmetHeavyKhajiitAA, DawnguardBootsAA, ShellbugHelmetAA, DawnguardHelmetAA, DLC1VampGlovesAA, and DLCVampHoodKAA. (Bug #19261)
- Armor for the left purple dragon wings (Dragon_Purple_BloodWingLFXArmor) was incorrectly set to use the armor-addon for the right wings. (Bug #19099)
Location Fixes
- Merged location fix for Mzinchaleft from USKP Bug #18954. (Bug #19033)
Quest Fixes
- Taron Dreth's mercenaries attack the player prior to dialogue finishing, which can make engaging the fight difficult (DLC1_WESC09). (Bug #19305)
- After Destroying the Dawnguard (DLC1RV10), the corpses left over after the battle are never purged because there are other aliases that need to be cleared out so the corpses will be removed. (Bug #19170)
Race Fixes
- A fix for missing unarmed impact data on ImperialRaceVampire needed to be carried over to the UDGP from the USKP. (Bug #19303)
Script Fixes
- DLC1VQ04EnterUndercroftTriggerScript: Trigger script fails to delete itself because it never disabled itself first. This results in Serana warping to your position and being forced as a follower if you enter the Volkihar Undercroft from the secret entry on the north side, regardless of whether or not Chasing Echoes is running. This fix will only fully update when the trigger is hit again, so expect one last instance of her being warped in. (Bug #19195)
Placement/Layout/Ownership and other World Object Fixes
- Two fireplaces and a portcullis lacked proper script properties to allow them to be opened and closed more than once in Caslte Volkihar. (Bug #19136)
- 03004104, 03004c68, 03004c6d, 03004108, 0300393a, 0300393b, 030055df, 030055d4, 030057a5, 030057c3: Soul Cairn triggers with invalid properties assigned that were blocking the blue orb motes from appearing when they should. (Bug #19135) [NR]
- 0300B15B, 0300BB30, 0300C76A, 0300C771, 0300C792, 0300C793, 0300C795, 0300C796, 0300C797, 0300C798, 0300C799, 0300C79A, 0300C79C, 0300C79D, 0300C79E: Floating thickets and shrubs. (Bug #19171)
- 03012E43: A troll skull is misplaced and is also too large to fit on a shelf. (Bug #19172)
v2.1.1 - (2015-04-04)
Game Mechanics Fixes
- The new shouts added by Dawnguard were never inserted into the formlist used by the "letter from a friend" event trigger. (Bug #17867)
Item Fixes
- Exploding steel crossbow bolts were still recoverable after being fired. (Bug #18930)
Location Fixes
- Followers could not enter Castle Volkihar North Tower or East Tower due to unfinalized navmeshes. (Bug #18933)
- Followers entered through the wrong door in Auriel's Inner Sanctum due to a badly placed door link at the other end of the cell. (Bug #18905) [NR]
- Arkngthamz was incorrectly assigned to Falkreath Hold when it belongs in The Reach. (Bug #18954)
- Forebears' Holdout was incorrectly assigned to Haafingar when it belongs in Hjaalmarch. (Bug #18954)
- Moldering Ruins was incorrectly assigned to Whiterun Hold when it belongs in The Reach. (Bug #18954)
Mesh and Texture Fixes
- Castle rubble pieces with bad collision causing floaters. (meshes\dlc01\dungeons\castle\rubble\casfloorraised01.nif, meshes\dlc01\dungeons\castle\rubble\casfloorraised02.nif) (Bug #18871)
Placement/Layout/Ownership and other World Object Fixes
0300ace1: Duplicate floor piece removed. (Bug #18979) [UDGP 2.1.2]
- 040c4111, 040c6a8c: Switches added to allow access from the Volkihar Undercroft across the double bridge if they are raised when coming from the Courtyard.
- 040C1974: Pullchain added to allow access from inside the Volkihar Ruins kitchen area to the Courtyard exit. (Bug #19008)
- 040bf1d9, 040bf1d8: Pullchains added to allow access to the portcullises in the Volkihar Ruins chapel area. (Bug #18978)
- 03015597, 030155C8, 030155C9: A planter containing a canis root and dirt mound were clipping with a railing. (Bug #18934)
- 03018e83, 03018e42, 03018ed3, 03018e31, 03018aef, 03018303, 030176d8, 0300cb5d: Exploding gargoyle statues set to respawn when their associated actors were not. (Bug #18945)
- 03018ade: Candlestick for opening the secret passage to Valerica's Study was marked to only work once until the cell resets. [NR]
v2.1.0 - (2015-02-22)
Game Mechanics Fixes
- Masser and Secunda (the moons) were visible in the Soul Cairn if a save was loaded after launching the game from the desktop. This has now been corrected by using hidden moon glare settings only accessible via TES5Edit. (Bug #18321)
Quest Fixes
- Kindred Judgment (DLC1VQ08) can stall if Stalf or Salonia have been dead long enough for their bodies to be purged from the game. Since they will always be dead at this point in the quest line, their aliases are now optional to prevent this from happening again.
Script Fixes
- DLC01SoulCairnTargetScript: Generates copies of the small light balls without checking to see if one already existed. Contributes to save bloat. Due to the nature of the script, existing refs that have been generated cannot be removed. Future instances should be dealt with appropriately though. (Bug #18761)
Placement/Layout/Ownership and other World Object Fixes
- 0300E812: Misplaced ceiling piece in Soul Cairn. (Bug #18763)
- 04005735: Rock added to cover a gap in a rock cliff [Ref 03007C17]. Raised a nearby aspen tree [Ref 03008E9E] slightly that would clip with the created rock. (Bug #18764)
- 03014DE0, 03014DE1, 03014DE2, 03014DE3, 03014DE4, 03014DE5, 03014DE6: Misplaced tree thickets. (Bug #18766)
- 0301069A: The bed in Serana's room is incorrectly owned by Valerica. (Bug #18800)
v2.0.9 - (2015-02-07)
Quest Fixes
- The troll created for the Dawnguard attack on Castle Volkihar during Kindred Judgment (DLC1VQ08) is never removed from the attack area if it survives. (Bug #18386) [NR]
Script Fixes
- DLC1TrapPoisonBloom: Configured an OnReset() event to handle properly respawning the poison blooms when their cells reset. (Bug #18465)
Placement/Layout/Ownership and other World Object Fixes
- Several clutter objects were not being properly toggled when the kitchen area in Fort Dawnguard was activated. (Bug #18372)
- 0300CE73, 0300D42E, 0300D49F, 0300D547, 0300D548, 0300D549, 0300D54A, 03005902, 030115A8, 03012267, 0301226B, 0301226C, 0301126E, 0301126F, 03011270, 030155B6, 030198E1, 030198E9: Floating tree thickets. (Bug #18679)
- 0300D42E, 0300D49F, 0300D549, 0300D54A: Tree thickets that are the wrong type for the snowy climate. (Bug #18680)
- 030110E3: A dead tree shrub that is the wrong type for the snowy climate. (Bug #18680)
Text Fixes
- DLC1VQSaintJiubHistoryBranchTopic01: "Yes. I'm speaking of the Cliff Racer of course." -> "Yes. I'm speaking of the cliff racer of course." (Bug #18582)
v2.0.8 - (2014-12-06)
Audio Fixes
- Ingjard had no available dialogue option for blocking being taken as a follower if the player is a vampire. Two entries were created and her only available appropriate line was copied to fill in the gap. (sound\voice\Unofficial Dawnguard Patch.esp\femalecondescending\DLC1Dialog_DLC1DialogueHun_000A3E34_1.fuz, sound\voice\Unofficial Dawnguard Patch.esp\femalecondescending\DLC1Dialog_DLC1DialogueHun_000A3E35_1.fuz) (Bug #17710)
Item Fixes
- Amulet of The Gargoyle and Amulet of Bats did not have the female weight sliders enabled on their armor add-on records (DLC1VampireAmulet01AA & DLC1VampireAmulet03AA) (Bug #17978)
Mesh and Texture Fixes
- The bloody prisoner clothing world models were not using the DLC version of the texture. (meshes\dlc01\clothes\prisoner\prisonerclothesbloodygnd.nif, meshes\dlc01\clothes\prisoner\prisonerragsbloodygnd.nif, meshes\dlc01\clothes\prisoner\prisonershoesbloodygnd.nif) (Bug #17942)
Placement/Layout/Ownership and other World Object Fixes
- 0300DCE8: Chest clipping with the ground. (Bug #18112)
- 04015734: Created a boulder to cover up a gap in a ceiling piece [Ref 03004471] in Darkfall Cave. (Bug #18112)
- 030014C1: Clipping stairway. (Bug #18111)
- 0300d349: Z-fighting brazier. (Bug #17889)
Text Fixes
- DLC1SoulCairnDialogueHellos [0301604A]: "Did you know I visited Elswyr once?" -> "Did you know I visited Elsweyr once?" (Bug #17879)
v2.0.7 - (2014-10-11)
UDGP Fixes
- Repositioned the trigger fix for Agmaer in Dayspring Canyon so that he won't outpace the player to the scene triggers further ahead of the starting point. (Bug #17187)
Game Mechanics Fixes
- Chaurus pods hit by Unrelenting Force would not break despite causing the chauruses within to spawn. (Bug #17540)
Quest Fixes
- If the player uses the Redwater Skooma during The Bloodstone Chalice (DLC1dunRedwaterDenQST) their followers should only be moved into the cell with them if they have not been told to wait somewhere else. (Bug #17772)
- It was possible to set off "Letter From a Friend" (WICastMagic04) events while in the Soul Cairn. (Bug #17642)
- Agmaer, Beleval, Ingjard, Durak and Celann will be moved back to Fort Dawnguard prior to Isran's rally scene in Kindred Judgment (DLC1VQ08) because his scene can lock up and get stuck waiting on them to arrive. These particular NPCs can be recruited as followers and left waiting or hired as stewards in Hearthfire homes and end up taking a long time for the AI to move them on its own. (Bug #17858)
- The quest priority level on Rescue (DLC1RH06) needed to be raised because some NPCs it can pick are used in other aliases that override the AI that should keep them held as a prisoner. (Bug #17855)
Script Fixes
- DLC1PlayerVampireChangeScript had no sanity checking for the CurrentEquippedLeftSpell property before trying to equip it on the player. (Bug #17208)
Placement/Layout/Ownership and other World Object Fixes
- 0300D1AE, 0300D1AC, 0300D1AD, 0300D1AB, 0300D1AF: Skeletons in Harkon's final battle that should not have the defaultCounterIncrementOnDeath script attached. (Bug #14816) [NR]
- 03006203: Dirt mound downscaled and readjusted to prevent it popping out due to room optimizer placement. (Bug #17770)
- 03014AF6, 03014AF5, 03014AF1, 03014AF2, 03014AF3: Rearranged poorly planned room multibounds to prevent some of the floor pieces from popping out. (Bug #17769)
- 03013E78: Chest clipping through bookshelf. (Bug #17768)
- 0301933C: Basket clipping through deck. (Bug #17758)
- 03009C09: Duplicate cave floor piece removed. (Bug #17757)
- 03013467, 03008BB4, 0301804B: Chest clipping through stone. (Bug #17704, Bug #17698)
- 030135D3: Barrel clipping into crate. (Bug #17703)
- 03018274: Rug floating above surface. (Bug #17702)
- 0300121B: Rock slab clipping behind stairway. (Bug #17699)
- 03000f73: Column adjusted to close gap between rock faces. (Bug #17697)
- 03001A95: Partially exposed dirt mound. (Bug #17390)
- 04099fca, 04099fc9, 04099fc8: Cave boulders placed to cover up exposed cliff underside. (Bug #17389)
- 03008B92: Potion partially embedded in a table. (Bug #17190)
- 030067bf, 030067c0: Potions clipping with each other. (Bug #17190)
- 0300e8d7: Book embedded in an altar. (Bug #17190)
- 0301265F, 03012678, 03010AF1, 03010A52, 03010A47, 03010C61, 03010851, 030054D5, 03010834, 0301084C, 03010C06, 03010C23, 03010B35, 03010AFC: Z-fighting rubble piles. (Bug #17856)
- 0409c765: Rock placed to cover gap behind cliff. (Bug #17853)
- 030110EF: Floating snow mound. (Bug #17851)
- 04018D1D, 03019DD7: Chest clipping through the ground. (Bug #17850)
- 03004157: Z-fighting roof section. (Bug #17847)
- 0300D758: Slab with exposed underside. (Bug #17846)
Text Fixes
- DLC1HunterBaseScene7: "Can I cound on you to handle whatever smithing work we need done?" -> "Can I count on you to handle whatever smithing work we need done?" (Bug #17864)
- DLC1dunRedwaterDenJournal2: "moonsugar" -> "moon sugar" (Bug #17784)
- DLC1HunterBaseIntroSorineSpeechChallenge: "I'm sorry, I'm not about to do that without at least a single gyro to show for my efforts." -> "I'm sorry, but I'm not about to do that without at least a single gyro to show for my efforts." (Bug #17130)
- DLC1DialogueFerryCastleVolkiharFirstTime: "An island near the border to Highrock." -> "An island near the border to High Rock." (Bug #17189)
- DLC1VQ02RNPCPlayerJerk: "When we get in, you won't have to babysit about me any more." -> "When we get in, you won't have to babysit me any more." (Bug #17223)
v2.0.6 - (2014-08-09)
Audio Fixes
- DLC1HunterBaseIntroSorineSpeechChallenge: Sorine uses the wrong word when demanding a gyro. (sound\voice\dawnguard.esm\FemaleEvenToned\DLC1Hunter_DLC1HunterBaseI_0000F7C9_1.fuz) (Bug #16291)
Quest Fixes
- Killing Agmaer in Dayspring Canyon before the Dawnguard (DLC1VQ01MiscObjective) quest starts will cause the entire questline to break. (Bug #16812) (BGS Support #17271) [NR]
- Serana should no longer comment on Skyrim weather while not actually being in Skyrim. (Bug #16527)
- Sorine Jurard is not supposed to give out any more quests in Ancient Technology (DLC1RH05) after you've turned in the final Dwemer schematic. (Bug #15167)
- Lost Relic (DLC1RH08) should only run 3 times since there are only 3 unique Dawnguard artifacts to be retrieved.
Script Fixes
- QF_DA04_0002D512 was missing a USKP 2.0.1 fix to block Papyrus errors from clearing non-optional aliases. (Bug #16312)
- DLC1RadiantDisguisedVampireLordScript was allowing dead or deleted vampire NPCs to trigger update registrations that were needlessly wasting script processing time.
Placement/Layout/Ownership and other World Object Fixes
- 03006720, 03006722, 03006721: Reaper gem fragments are marked to respawn, but in doing so would duplicate into the chests they are assigned to. They are supposed to be unique objects. (Bug #16048)
v2.0.5 - (2014-07-06)
Game Mechanics Fixes
- Sun Bane (DLC1SunDamageFFAimed) did not have the proper IsUndead check to allow it to affect reanimated NPCs. (UESP)
Actor Fixes
- DLC1RadiantDisguisedVampireLord, DLC1RadiantDisguisedVampireBard, DLC1RadiantDisguisedVampireMerchant, DLC1RadiantDisguisedVampirePilgrim, and DLC1RadiantDisguisedVampireAdvisor were all impossible to intimidate due to the "Foolhardy" confidence setting. (Bug #16139)
- All vampires that were altered/added by Dawnguard and/or the UDGP have been removed from PreyFaction because it causes Voice of the Sky to make them docile when they should not be. (Bug #13482)
Audio Fixes
- DLC1VQ05MeetSceneSCDone: "This stranger may call herself vampire..." -> "This stranger may call herself a vampire..." (sound\voice\dawnguard.esm\dlc1femaleuniquevalerica\dlc1vq05__00018604_2.fuz") (Bug #15677)
- One of Valerica's possible dialogue responses had no audio due to the file being missing. Copied a duplicate from another branch to cover it. (sound\voice\dawnguard.esm\dlc1femaleuniquevalerica\DLC1VQ05_DLC1VQ05ValericaE_00014CA2_1.fuz)
Item Fixes
- Touching the Sky (DLC1FVBook04English) does not center the text for who translated the book. (Bug #16321)
- Soul Husk flora objects do not have correct seasonal yield settings which prevents them from ever respawning. (Bug #15855)
Quest Fixes
- No One Escapes Cidhna Mine (MS02) has been added to the list of quest exemptions for vampire attacks in Markarth.
- If a vampire attack on a city is being shut down due to an interferring quest, the attackers will be immediately disabled instead of waiting for the DeleteWhenAble code to clean them up.
- The USKP 2.0.5 exploit fix for free house decorations has been merged. (UESP)
- In Rings of Blood Magic (DLC1RV08) it was possible for the game to pick an essential target. (UESP)
Mesh & Texture Fixes
- The lift in the Ruins of Bthalft had incorrect havok sound materials. (meshes\dlc01\dungeons\dwemer\animated\dwetowerentrance01\dwetowerentrance01.nif) (Bug #16296)
Script Fixes
- FXDwarvenSpiderSCRIPT required carrying forward the USKP 2.0.3 fixes to prevent the effect from sticking to the player.
Text Fixes
- DLC1VQ03VampireDexionBranchCaptureTopic3: "I'll set out at once, then." -> "I will set out at once, then." (Bug #16324)
- DLC1VQ03VampireDexionScrollTopic3: "Ah, yes, the Elder Scroll! I admit, I'm looking forward to this." -> "Ah, yes, the Elder Scroll! I admit, I am looking forward to this." (Bug #16325)
- DLC1VQ03VampireDawnguardScene: "I don't know, maybe. Won't know until we get him out of there." -> " I don't know, maybe. Won't know until we get him out of here." (Bug #16326)
- DLC1VQ03VampireShared: "In an age of strife, when dragons return to the realm of men, darkness will mingle with light and the night and day will be as one." -> "In an age of strife, when dragons return to the realm of men, darkness will mingle with light and the night and the day will be as one." (Bug #16327)
- DLC1VQ04Goodbyes: "Shelves, tables... should be easy to find." -> "Shelves, tables... they should be easy to find." (Bug #16328)
- "I remember she use to keep a small journal. See if you can dig it up." -> "I remember she used to keep a small journal. See if you can dig it up." (Bug #16329)
- DLC1VQ04Hellos: "Get the ingredients in the vessel and let me know when you're ready." -> "Get the ingredients in that vessel and let me know when you're ready." (Bug #16330)
- DLC1VQ04CourtyardScene: "It looks like my father had it sealed up." -> "Looks like my father had it sealed up." (Bug #16331)
- DLC1VQ04StatueDoneScene: "I've never been in those tunnels before, but I'd bet they run right under the courtyard and into the tower ruins." -> "I've never been in those tunnels before, but I'd bet they'd run right under the courtyard and into the tower ruins." (Bug #16332)
- DLC1VQ04RNPCLabBookFoundViewTopic06: "Mistakes with these kinds of portals can be... gruesome." -> "Mistakes with these kind of portals can be... gruesome." (Bug #16333)
- DLC1VQ04RNPCLaboatoryBranchTopic: "I had no idea that her laboratory even existed." -> "I had no idea her laboratory even existed." (Bug #16334)
- DLC1VQ04RNPCLabQuestionsBranchTopic01c: "Like she didn't want to just stop my father... she wanted to stick it to him, too." -> "Like she didn't just want to stop my father... she wanted to stick it to him, too." (Bug #16335)
- DLC1VQ04RNPCLabQuestionsEndBranchTopic: "Yes... yes, you're right. I'm sorry." -> "Yes, you're right. I'm sorry." (Bug #16336)
- DLC1VQ04RNPCStartBranchTopic02d: "I don't think he even sees me as his daughter anymore." -> "I don't even think he sees me as his daughter anymore." (Bug #16337)
- DLC1VQ04RNPCStartBranchTopic07: "Trust me. I lived here for a very long time and I know every nook and cranny." -> "Trust me. I lived here a very long time and I know every nook and cranny." (Bug #16338)
- DLC1VQ04RNPCValericaViewTopic: "Before my father became obsessed with the prophecy, mother and I spent quite a bit of time together." -> "Before my father became obsessed with the prophecy, my mother and I spent quite a bit of time together." (Bug #16339)
- DLC1VQ05Hellos: "Look at the sky. What kind of a place is this?" -> "Look at the sky. What kind of place is this?" (Bug #16340)
- DLC1VQ05MeetScene: "Harkon's found a way to decipher the prophecy, hasn't he." -> "Harkon's found a way to decipher the prophecy, hasn't he?" (Bug #16341)
- DLC1VQ05MeetSceneSCDone: "This stranger may call himself vampire, but he knows nothing of our struggle." -> "This stranger may call himself a vampire, but he knows nothing of our struggle." (Bug #16342)
- "The moment your father discovers your role in the prophecy, that he needs your blood, you'd be in terrible danger." -> "The moment your father discovers your role in the prophecy, that he needs your blood, you'll be in terrible danger." (Bug #16343)
- DLC1VQ05ValericaEndTLBranchTopic01: "Like Serana, I am a Daughter of Coldharbour, an vampire offspring of Molag Bal." -> "Like Serana, I am a Daughter of Coldharbour, a vampire offspring of Molag Bal." (Bug #16344)
- DLC1VQ05ValericaEndTLBranchTopic03: "You must understand that he's no longer the man I married all that time ago." -> "You must understand; he's no longer the man I married all that time ago." (Bug #16345)
- DLC1VQ05PostHellos: "No matter how long I've been here, I'll still never get used to this place." -> "No matter how long I've been here, I still never get used to this place." (Bug #16348)
- DLC1VQ05PostBloodArrowsTopic: "I understand what you did for my family, but the prophecy never sat well for me, and I don't want to be a part of it." -> "I understand what you did for my family, but the prophecy never sat well with me, and I don't want to be a part of it." (Bug #16349)
- DLC1VQ06DexionBlindBranchTopic: "It's the inevitable fate we agree to pursue when reading the Elder Scrolls." -> "It is the inevitable fate we agree to pursue when reading the Elder Scrolls." (Bug #16350)
- "It generally doesn't occur until a Moth Priest is in his latter years, but in my case I simply wasn't preparing myself properly. It generally doesn't occur until a Moth Priest is in his latter years, but in my case I simply wasn't preparing myself properly." -> "It generally does not occur until a Moth Priest is in his latter years, but in my case I simply was not preparing myself properly." (Bug #16351)
- DLC1VQ06DexionBlindBranchTopic00: "There's quite a bit of ritual and concentration required." -> "There is quite a bit of ritual and concentration required." (Bug #16352)
- DLC1VQ06DexionMothBranchTopic: "Well, as I'm sure you've figured out by now, it's no mere coincidence that we're named "Moth Priests."" -> "Well, as I am sure you've figured out by now, it's no mere coincidence that we're named "Moth Priests."" (Bug #16353)
- DLC1VQ06DexionMothBranchTopic03: "If they didn't want you to find them, they wouldn't allow it." -> "If they did not want you to find them, they would not allow it." (Bug #16354)
- DLC1VQ06SeranaCompleteBranchTopic: "Almost thought I lost you there... you went white as the snow." -> "Almost thought I lost you there... you went as white as the snow." (Bug #16355)
- DLC1VQ06SeranaTLKnifeBranchTopic: "Mother had something similar back home when she was tending the courtyard gardens to scrape moss and fungus off of the trees." -> "Mother had something similar back home when she was tending the courtyard gardens to scrape moss and fungus off the trees." (Bug #16356)
- "Mother had something similar back home when she was tending the courtyard gardens to scrape moss and fungus off of the trees." -> "Mother had something similar back home when she was tending the courtyard gardens to scrape moss and fungus off the trees." (Bug #16357)
- DLC1VQ07FinalSceneAlternate: "It... it was you? You created that prophecy?" -> "It was you? You created that prophecy?" (Bug #16358)
- DLC1VQ07GeleborBalconyEndingBranchTopic01a: "I see. That would explain much." -> "I see. Now that would explain much." (Bug #16359)
- DLC1VQ08Hellos: "I knew you would be victorious." -> "I knew you'd be victorious." (Bug #16360)
- DLC1VQ08SeranaWhatNextDawnguard01c: "And I'm certainly not moving in with my mother, if that's what your implying." -> "And I'm certainly not moving in with my mother, if that's what you're implying." (Bug #16361)
- DLC1VQ08PostDexionSellScroll2: "Thank you! You're too kind." -> "Thank you! You are too kind." (Bug #16362)
- DLC1VQElderDexionBranchTopic01: "I thought I'd be able to allay the after effects, but I was wrong. Now I'm paying for it." -> "I thought I'd be able to allay the after effects, but I was wrong. Now I am paying for it." (Bug #16363)
- DLC1VQElderDexionBranchTopic03: "No. It'll have to run its course, and there's always the chance I may never recover." -> "No. It will have to run its course, and there's always the chance I may never recover." (Bug #16364)
- DLC1VQElderDexionBranchTopic04: "No, there's another way." -> "No, there is another way." (Bug #16365)
- DLC1VQElderDexionVBranchTopic: "Please, don't be angry with me." -> "Please, do not be angry with me." (Bug #16367)
- "Please, don't be angry with me." -> "Please, do not be angry with me." (Bug #16368)
- DLC1VQElderDexionVBranchTopic01: "As you can see from my bandages, it's not that I'm unwilling, it's that I'm physically unable." -> "As you can see from my bandages, it's not that I am unwilling, it's that I am physically unable." (Bug #16369)
- DLC1VQElderUragBranchTopic: "Back, huh? Well, price is still 4,000 coins." -> "Back, huh? Well, the price is still 4,000 coins." (Bug #16370)
- DLC1dunRedwaterDenHellos: "Wha- who... you're that one from Helgen. Barely made it out of there myself. I hurt my back and I- I just need something for the pain." -> "Wha - who... you're that one from Helgen. Barely made it out of there myself. I hurt my back and I - I just need something for the pain." (Bug #16371)
- "I once paid 3000 gold for this fungus that grows in giants armpits." -> "I once paid 3000 gold for this fungus that grows in giants' armpits." (Bug #16372)
- "If my friends could try this Redwater Skooma they might finally understand why I like slumming it with you commoners." -> "If my friends could try this Redwater Skooma, they might finally understand why I like slumming it with you commoners." (Bug #16373)
- DLC1dunRedwaterDenFreeSampleBranchTopic: "Here take it and slip into a booth before someone notices." -> "Here, take it and slip into a booth before someone notices." (Bug #16374)
- DLC1HunterBaseIntroEndScene: "If you can manage that, the Dawnguard still may have use for you." -> "If you can manage that, the Dawnguard may still have use for you." (Bug #16375)
- DLC1HunterBaseIntroGunmarPostBearBranchTopic: "For two weeks I've tracked that bear, and now find that you've killed it on your own." -> "For two weeks I've tracked that bear, and now I find that you've killed it on your own." (Bug #16376)
- DLC1HunterBaseIntroIsranS20Response2: "Of course. Why did I suppose differently." -> "Of course. Why did I suppose differently?" (Bug #16377)
- DLC1HunterBaseIntroSorineStage30BranchTopic: "Just look around, will you?" -> "Well just look around, will you?" (Bug #16378)
- DLC1HunterBaseIntroSorineFinal: "I'll finish up here and head in that direction soon as I can." -> "I'll finish up here and head in that direction as soon as I can." (Bug #16379)
- DLC1HunterBaseIntroSorineGyroTopic: "Now where is it Isran expects me to go? -> "Now, where is it Isran expects me to go?" (Bug #16380)
- "Well then I'm very sorry, but I just can't walk away from this project yet." -> "Well then I'm very sorry, but I can't just walk away from this project yet." (Bug #16381)
- DLC1HunterBaseIntroSorineSpeechChallenge: "Now where is it I'm supposed to be going?" -> "Now, where is it I'm supposed to be going?" (Bug #16382)
- DLC1HunterBaseIntroSorineStage30RequestResponse3: "I... Well, that's actually something I never would've anticipated. Interesting." -> "I... Well, that's actually something I never would have anticipated. Interesting." (Bug #16383)
- DLC1DialogueHunterBaseInfectedBranchTopic: "You've gone and gotten yourself turned into one of them." -> "You've gone and got yourself turned into one of them." / "Well Arkay isn't going to intervene... not here, not now." -> "Well Arkay isn't going to intervene... not here, and not now." (Bug #16384)
- DLC1DialogueVampireBaseOrthjolfTrustBranchTopic: "You'll think you're best of friends, until you find his fangs in your neck." -> "You think you're best of friends, until you find his fangs in your neck." (Bug #16385)
- DLC1DialogueVampireCuredBlockingTopic: "You're... you're mortal! What are you doing here like that?" -> "You're mortal! What are you doing here like that?" (Bug #16386)
- DLC1SoulCairnDialogueHellos: "I wonder if the fires are still burning in the Imperial City..." -> "I wonder if the fire is still burning in the Imperial City..." (Bug #16387)
- DLC1SurgeryIntroTopic: "I can't work with you in this state, night-walker." -> "I cannot work with you in this state, night-walker." (Bug #16388)
- DLC1VQElderShared: "It involves carefully removing the bark from a Canticle Tree which will in turn attract Ancestor Moths to you." -> "It involves carefully removing the bark from a Canticle Tree, which will in turn attract Ancestor Moths to you." (Bug #16389)
- DLC1VQFVBooksBranchTopic: "Any interest in ancient falmer tomes?" -> "Any interest in ancient Falmer tomes?" / "A rare find in the original falmer language." -> "A rare find in the original Falmer language." (Bug #16390)
- DLC1VQFVBooksReturnBranchTopic: "I have another ancient falmer tome." -> "I have another ancient Falmer tome." (Bug #16391)
- DLC1VQSaintGoodbyes: "Hey, where are you going. I need those pages!" -> "Hey, where are you going? I need those pages!" / "Leaving huh? Good. Maybe I can get some work done." -> "Leaving, huh? Good. Maybe I can get some work done." (Bug #16392)
- DLC1VQSaintPacingScene: ""Saviour of Morrowind." Hm, that's good but it sounds too narrow of scope..." -> ""Savior of Morrowind." Hm, that's good but it sounds too narrow of scope..." / "Did I start with my ride on the prison ship, or was it before that?" -> "Did I start with my ride on the prison ship, or... or was it before that?" / ""And without any regard for my safety, I fearless charged the enemy!"" -> ""And without any regard for my safety, I fearlessly charged the enemy!"" (Bug #16393)
v2.0.4 - (2014-05-24)
UDGP Fixes
- The Soul Cairn stairway mesh has been corrected. (meshes\dlc01\soulcairn\sc_mausoleumstairs02.nif) (Bug #15290)
Game Mechanics Fixes
- The following encounter zones were not assigned their corresponding locations which will disrupt application of the proper leveled list settings: DLC1_AncestorsGladeZone, DLC1_SoulCairnZone, DLC1_VCDungeonZone, DLC1DarkfallCaveZone, DLC1DarkfallPassageZone, DLC1GlacialCreviceZone, DLC1zFalmerValley01Zone, DLC1zFalmerValley02Zone, DLC1zFalmerValley03Zone. (Bug #15479)
- Dawnguard members will not offer to sell things to the player if they have joined the Volkihar Vampires. (Bug #15136)
- Volkihar Vampires will not offer to sell things to the player if they have joined the Dawnguard.
Audio Fixes
- Harkon has a line of dialogue about locating the moth priest that is too specific since the player can do this without taking Serana along. (sound\voice\dawnguard.esm\DLC1MaleUniqueHarkon\DLC1VQ03Va_DLC1VQ03Vampire_00008866_1.fuz) (Bug #13638)
Item Fixes
- Dwarven crossbow bolts do not have pickup or drop sounds assigned. (Bug #15278)
- DLC1IvoryBootsAA was assigned the footstep sound for heavy armor instead of light armor. (Bug #15537)
- DLC1VC_GlowToggleable had a script attached that only works with specific meshes that have animation nodes. (Bug #14709) [NR]
Quest Fixes
- Volkihar vampire bodies do not clean up after completing Kindred Judgment (DLC1VQ08) because one of the dialogue quests (DLC1DialogueVampireCuredBlock) has the NPCs locked into aliases. (Bug #15169)
- It was possible for Sinding to play static instead of proper dialogue due to errors in the setup for DLC1DialogueWerewolfBlock. (Bug #12042)
- All dialogue interactions with the hireable dogs (death hounds + huskies) have been assigned the DLC general dog sounds so that they are no longer just silent text. (Bug #12019)
- Rescue (DLC1RH06) will no longer choose Driftshade Sanctuary or Gallows Rock for possible dungeon locations. (Bug #15623)
- The 6 "eclipse attacks" (DLC1EclipseAttack1, DLC1EclipseAttack2, DLC1EclipseAttack3, DLC1EclipseAttack4, DLC1EclipseAttack5, DLC1EclipseAttack6) could disrupt or completely ruin the following quests: Blood on the Ice (MS11), Innocence Lost (DB01), Forsworn Conspiracy (MS01), Roggvir's execution (SolitudeOpening). (Bug #15330, Bug #15321)
Script Fixes
- DLC1_QF_DLC1VQCastleGuard_0101A415 needed a 60 second delayer added to allow the DLC castle controller quest to be running before attempting to access one of its properties. (Bug #15533)
- DLC1SeranaCureQuestScript did not guard against multiple function calls to wait until Serana's 3D loads to set her eyes. (Bug #15615)
- DLC01SoulCairnLightningRodScript did not provide time enough for the engine to load the strike marker before trying to play sound. (Bug #14713)
- DLC1_BF_WaveControllerSCRIPT was attempting to set alpha states on actors it had already disabled AI for. (Bug #15311)
Placement/Layout/Ownership and other World Object Fixes
- 03009641, 0300963D, 0300963C, 03009640, 0300963E, 0300963F, 03009639: Barricades in Dayspring Canyon with no linked navcut boxes. (Bug #15617)
Text Fixes
- DLC1VQ00IntroB: "Like most everyone else around here." -> "Like almost everyone else around here." (Bug #15260)
- DLC1HunterBaseScene9: "A very special relationship, clearly." -> "It's a very special relationship, clearly." (Bug #15619)
- DLC1WEJS04Topic01: "I am sure Nazir's cooking is great and all..." -> "I'm sure Nazir's cooking is great and all..." (Bug #15626)
- DLC1VampireBaseScene02: "Too busy plotting to overthrow him to show up?" -> "Too busy plotting to overthrow him to show up? Hmm?" / "What? What meeting?" -> "What? Wha... what meeting?" / "I just assumed he'd sent for both of us." -> "Why, I just assumed he'd sent for both of us." (Bug #15621)
- DLC1RH03StartContinue1: "group of a bandits." -> "group of bandits.", "group of a necromancers." -> "group of necromancers." (Bug #15649)
- DLC1RH05StartTopic: "crossbow capabilities, I've done all I can on my own." -> "crossbow capabilities; done all I can on my own." (Bug #15650)
- DLC1RH08Q1: "to obliterate it's wielder's foes."" -> "to obliterate its wielder's foes."", "Sounds useful." -> "Hmm. Sounds useful." (Bug #15651)
- DLC1RH08Q1: "Arkay warns it's baneful charge abates with each dawn." ["it's" -> "its"] (Bug #15652)
- DLC1RV01CompleteTopic: "While that's one less trouble maker to keep an eye on," ["that's" -> "there's"] (Bug #15653)
- DLC1RV03EndContinue1: "But the deed is done, and it's effect secured." ["it's" -> "its"] (Bug #15654)
- DLC1RV03Q2: "That will make them all more upset to have one of their citizens slain," ["all more" -> "all the more"] (Bug #15655)
- DLC1RV03StartTopic: "and give those trouble makers something to worry about" ["trouble makers" -> "troublemakers"] (Bug #15656)
- DLC1RV05StartTopic: "We must infuse it with more power if we are to keep it's fullest effects." ["it's -> "its"] (Bug #15657)
- DLC1RV06StartContinue5: "Put her mind to rest," -> "Put her mind at rest," (Bug #15658)
- DLC1RV10EndTopic: "A body can rattle around confused long after it's head's been severed." ["it's" -> "its"] (Bug #15659)
- DLC1VampireTutorialSt10StartTeachingTopic1: "striking terror in the hearts of mortals wherever you tread." ["in" -> "into"] (Bug #15660)
- DLC1VQ02SeranaBackground2Topic: "who I can trust just yet." -> "who I can trust yet." (Bug #15662)
- DLC1VQ01MiscObjective (SharedInfo): "Tolan was telling me about some cave that the Vigilants were poking around in." -> "Tolan was telling me about some cave the Vigilants were poking around in." (Bug #15664)
- DLC1VQ01IsranAgmaerScene: "Uh, my weapon?" -> "My weapon?" (Bug #15663)
v2.0.3 - (2014-03-17)
Game Mechanics Fixes
- A previous fix to break potential infinite loops with Auriel's Bow and the sun effects did not include a retro update to cycle the broken effect. (Bug #12739)
- Several visual effects and shaders which can be erroneously attached to the player should now be prevented from doing so. In addition, an object has been added in the Temple of Kynareth to enable the removal of any effects which manage to bypass our protections. (DLC1DeathHoundFX, DLC1SoulCairnAbFXKeeperHead, DLC1SoulCairnAbFXKeeperHeadWithHelmet, DLC1SoulCairnAbFXSkeletonNecro, DLC1SoulCairnAbFXSkeletonNecroSummon, DLC1AbFXMothpriestThrallEffect1, DLC1AbFXMothpriestThrallEffect2, AbNightmare, DLC1AbFXForgemasteCenturion, DLC1SoulCairnAbGhost, AbFXSprigganEarthMother)
- The Vampire's Bane spell (effect DLC1SunDamageFFAimedArea) could not damage reanimated actors unless they were already undead prior to being reanimated.
Audio Fixes
- The blood fountain in the Volkihar Cathedral does not make any sound of flowing blood (water basically). A sound marker for AMBWaterDrain01SmallRadiusLP has been added to resolve this. (Bug #13788)
Actor Fixes
- Durnehviir was assigned the wrong dragon script which led to errors due to not having any of the death properties set. He has now been given the special UDGP version of this script which was devised for his summoned copy. (Bug #14720)
- Durnehviir also had a problem with his wings showing too many holes when he manages to transition to LOD distance. His LOD skin has now been changed to use the same one as his up close skin. The holes should no longer be a major issue. Note that he is intended to have holes, he's an undead decaying dragon. (Bug #12609)
Quest Fixes
- Driftshade Sanctuary and Gallows Rock should both be excluded from Preemptive Strike (DLC1RH03) because Silver Hand bandits will kill the targets before the player can reach them. (Bug #15061)
- Several instances of a broken dialogue conditioning script have been replaced which should allow Serana's "mental model" to update properly as the player talks to her throughout the game. It's quite possible that this may result in significant differences in Serana's intended reactions since the broken scripts left part of her character development untouched. (Bug #14966) [NR]
- In Deceiving the Herd (DLC1RV03), a high profile target who also happens to be in an alias they are swapped out of when killed does not actually register as being high profile. A formlist has been added to detect these cases and is attached to the DLCRadiant quest which performs the actual check. (Bug #14812)
Mesh and Texture Fixes
- A gap in one of the Soul Cairn stairways has been corrected. (meshes\dlc01\soulcairn\sc_mausoleumstairs02.nif) (Bug #13766)
Script Fixes
- DLC1SeranaLevelingScript did not have an OnDeath event to unregister actors making use of the leveling script. (Bug #15033)
- DLC1VQ08BatsSwapEffectScript attempted to check distance on a pair of invalidated variables after the effect had been terminated. (Bug #14967)
- DLC1_SF_DLC1WEJS02VampRunning_02013E21 tried to set a stage without making sure the owning quest was still running. (Bug #14898)
- DLC1MagicCastFromSunScript was not calling to release weather overrides on clear weather, which allowed for blocking Auriel's Bow from producing the eclipse effect if the Clear Skies shout had been used shortly before firing. (Bug #4291)
- NightMotherCoffinScript needed USKP edits to be carried over. (Bug #15091)
Placement/Layout/Ownership and other World Object Fixes
- 0300670D, 0300671E, 030006719, 0300671D: Bonemen in the Reaper's Lair that cannot be looted due to activate parent settings. (Bug #14921)
- 03014024: One of Jiub's pages is stuck partway under a chest and can't be grabbed. (Bug #14944) [NR if Soul Cairn has been visited]
- 0300777E: Map marker was not set as a MapMarkerRefType, resulting in radiant quests being unable to display quest markers to the location. (Bug #15030)
- 03015ABF: Trigger box in front of Castle Volkihar did not have prerequisite properties set which would allow Serana's castle pre-scene to run immediately after freeing her in Dimhollow Crypt if the player had found the castle first. (Bug #12763) (BGS Support #9929) [NR]
- 0301467f, 03014681, 03014680: Dawnguard gear intended to equip on the nearby manniquen that should not be respawning. It causes the mannequin to be flooded with duplicates otherwise. (Bug #15058)
- 030043D8, 03004480, 03004481, 03004484, 03004485, 03004487, 0300449E, 030044A0, 030044A8, 03004505, 03004528, 0300452A, 0300453A, 03004542, 03004546, 030146A8, 030146A9, 030146AB, 0300454D, 03004550: Dawnguard banners that needed their alpha cutoff raised from 0 to 15 to remove ugly ragged edges. (Bug #13592)
v2.0.2 - (2014-02-21)
UDGP Fixes
- Edits to the 3rd level of Soul Tear have bee removed to restore balance with the USKP fix for Soul Trap.
Game Mechanics Fixes
- The perk that applies the bonus damage for Wuuthrad (C06BladeOfYsgramorPerk) needed to have Snow Elves and Frozen Falmer added to the list. (Bug #14877)
Item Fixes
- The Ancient Falmer Crown (DLC1IvoryCrown) will now be available when Arch-Curate Vyrthur is killed. It will now also complete the set bonus for the ancient elven armor. If you've already defeated Vyrthur the crown will be laying on the ground where the battle took place. Based on data in the CK (the item is playable, can be tempered, and has armor-addon records for Argonians and Khajiit) the crown was also given a suitable armor rating. (Bug #14881)
- DLC1CanticleBarkFake still had properties attached that had been removed in the script by Bethesda. (Bug #14757)
Mesh and Texture Fixes
- DLC1KeeperDragonplateBootsAA required a new mesh due to the normal Dragonbone boots not working with the Keeper's animations. (meshes\udgp\armor\keeper\UDGPKeeperDragonboneBoots.nif) (Bug #14548)
Quest Fixes
- During Touching the Sky (DLC1VQ07) it is often possible to ask Serana to wait somewhere even though this is clearly not intended in the scripting. She is supposed to refuse when you ask her to wait somewhere for the duration of this quest. This was likely due to the previous quest's script (DLC1VQ06) not properly delaying things before DCL1VQ07 starts. The follower settings were ending up in an unreliable state as a result and once in waiting mode Serana could not be asked to follow again and would not be present for events requiring her. (Bug #4783, Bug #7297) (BGS Support #17286)
- Hide and Seek (by way of DLC1Radiant) was incorrectly substituting advisors for merchants even though the quest dialogue doesn't support advisors. (Bug #14794)
- DLC1VQ08PostGaranScene and DLC1VQ08PostIsranScene were both set to stop themselves in their very first phase condition check which results in errors passed to the log because the scenes have stopped running. (Bug #14819)
- The alias for Auriel's Bow on Touching the Sky (DLC1VQ07) was missing the property for the Achievements script so it never incremented the Daedric artifact counter. (Bug #14798)
- The brief scene where Serana comments on the smell of the Soul Cairn will now play more reliably. The trigger box has been moved farther down the steps. (Bug #14710)
- DLC1DialogueFerrySystem was missing the property for the chatter topic. (Bug #14658)
Script Fixes
- DLC1MagicMistformFXScript had no check to make sure the recharge notice on MistForm did not show when Harkon used it. (Bug #14817)
- DLC1_BF_FalmerStatueSCRIPT cannot process an OnCellAttach block because it is performing operations which require the 3D to be loaded. Plus, the script has an OnLoad already. (Bug #14799)
- DLC1FalmerTempleIcePoseLootSCRIPT tried to process a SetAlpha command before AI was enabled. (Bug #14797)
- DLC1_QF_DLC1VQ07_01002853 was trying to clear a non-optional alias. (Bug #14796)
- DLC1RefAliasMoveTriggerScript had no sanity checking on optional parameters. (Bug #14790)
- DLC1_QF_DLC1RH04_01006952 had no santiy check for optional markers. (Bug #14736)
- DLC1_QF_DLC1dunRedwaterDenQST_01007C4F had an incomplete sanity check for player follower aliases. (Bug #14731)
- DLC1_NPCMentalModelScript was not validating worldspace forms before checking the sun damage exception list. (Bug #14722)
- DLC1SkeletonAmbushScript had no validation check to make sure 3D was loaded before trying to play shaders. (Bug #14721)
- DLC1RandomLightningStrikeTrigSCRIPT was trying to run GetParentCell checks on exterior cells without sanity checks. (Bug #14719)
- DLC1KeeperSoulSCRIPT converted the OnCellAttach event to an OnLoad event since it was not working properly. (Bug #14717)
- DLC1SoulCairnCreatureFX added a short delay to allow 3D to fully load before running shaders. (Bug #14714)
- DLC1TrapInfectedBones was processing statements requiring a valid actor outside of the block intended to check for this. (Bug #14708)
- DLC1_QF_DLC1RH01_01005E4A had no santiy check for optional markers. (Bug #14661)
- WEAliasScript added validation check in OnUpdate block to make sure the alias even has a valid reference. (Bug #14371)
Placement/Layout/Ownership and other World Object Fixes
- 03017652: The Soul Cairn teleport pit at this placement lacked the trigger setup to teleport the player up to the roof where several items were placed but are unreachable. (Bug #14822)
- 030108ab: Gap beneath a mountain slope. (Bug #14804)
- 0300D1A6: One of Harkon's minion generators did not have its shader property set. (Bug #14818)
- 030123FF, 03019DD5, 0301817C: Trigger box with enable state parent trying to disable itself. (Bug #14815, Bug #14795) [NR]
- 03004C11: Waygate not linked to its sound marker property. (Bug #14789) [NR]
- 030167AF, 030167B5: Scene trigger boxes with no scenes attached moved outside the playable area. (Bug #14788)
- 0300321F: Unreliable trigger box moved outside the playable area. (Bug #14710)
Text Fixes
- DLC1VQ05PostBloodArrowsTopic: "I understand what you did for Serana and for me" -> "I understand what you did for my family" [subtitle does not match audio] (Bug #14825)
v2.0.1a - (2014-02-08)
UDGP Fixes
- The 3rd level of the Soul Tear shout allows soul trapping targets and thus required the properties for its script to be updated to match the USKP. Due to this, the UDGP now explicitly requires the USKP as a master.
v2.0.1 - (2014-02-08)
UDGP Fixes
- The additional loading screen for enhanced crossbows should have been pointed to the existing LoadScreenCrossbow01 static instead of 1stPersonCrossbow because 1stPersonCrossbow animates, causing the loading screen to do the same. (Bug #14207)
Game Mechanics Fixes
- Durnehviir is supposed to get a stats and ablities boost prior to his fight but because he's a persistent reference his OnInit() function runs when Dawnguard is first activated, which can mean he's nerfed entirely if it's activated on a player below level 20. His OnInit() block will now be explicitly called when he is enabled at the moment of the fight in the Soul Cairn. (Bug #14243)
- The Aetherial Shield's bashing spell did not provide the 15 seconds duration that is described on its effects. (Bug #13903)
- The castle mesh in the Volkihar Courtyard (CasExtMainTowerCourtyard01) needs the "Never Fades" flag set in order to keep it from fading out when the object view distance is short. (Bug #10371)
- Magic effects for the Rings of Blood Magic (DLC1nVampireEnhancements) were being enabled for Lord Harkon in addition to the player even though these rings are only supposed to work for the player. (Bug #14244)
- Harkon's gargoyle summoning was erroneously tied in to the player's bonus summoning provided by the Amulet of the Gargoyle. Harkon's spell will now summon the version that was created for him, which will, in turn, not inherit the script from the amulet version so that Harkon will not end up summoning two gargoyles, one of which is actually hostile to him. (Bug #14244)
- The DLC1BatsEffect, used for when the player used the bat travel form, did not have the imagespace modifier property set. (Bug #13705)
- Magic effect DLC1ReanimateFFAimed25 needed the GameDaysPassed and WICastNonHostileTimer properties set. (Bug #13701)
- Magic effect DLC1VampireChangeFXEffect erroneously had the DLC1VampireChangeStagger property set to a none instead of the proper value. (Bug #13704)
- DLC1RadiantVampireBanditNecroAllys was not set to ally with the factions the name implies, which could lead to battle royales in certain radiant dungeons and lead to possible death of rescue targets before the player had any chance to reach them. (Bug #14542)
- DLC1CrystalAbsorbHealthConcAimed, DLC1CrystalAbsorbHealthConcAimedVisualFX, DLC1CrystalDamageHealRateConcAimed, and DLC1CrystalSlowConcAimed all had invald properties still assigned in the ESM file that do not exist on the script. (Bug #14712)
Item Fixes
- Trap activator DLC1TrapCrossbow did not have the "wind up" sound attached which resulted in errors sent to the log. (Bug #14449)
- The Dawnguard Runehammer was missing the property to activate the Dawnguard items perk. (Bug #14617) [NR]
- Exploding crossbow bolts and Sun-Hallowed Elven Arrows were still recoverable after being fired. (Bug #5038)
- Activator object DLC01SoulCairnActivateLinkOnSpellHit had an erroneously attached script intended for actors. (Bug #14711)
Quest Fixes
- During Prophet (DLC1VQ03Hunter or DLC1VQ03Vampire) it was possible for Dexion to escape the barrier prematurely and become permanently hostile to the player if he had. This was due to his alias in both quests not placing him in the dunPrisonerFaction to keep him friendly with everyone. It was also possible for his bleedout event script to run before it was ready which would block it from running again at the right time and leave him permanently stuck on the ground. (Bug #14522)
- Serana's dismissal dialogue would indicate she's returning to places she shouldn't be going to anymore once the quests were complete due to incomplete condition checks on the quest stages. (Bug #14034)
- Lost to the Ages (DLC1LD) would not start if the player had visted Mzulft or Deepfolk Crossing prior to reading The Aetherium Wars. Two corpses placed at these locations were added, but they were not considered optional for the quest aliases, and once they "rotted" this blocked the quest from starting. (Bug #14130)
- "Hide and Seek" (DLC1RH01) could not set the crime faction for the target because the alias property was not set. (Bug #14431)
- Three dialogue responses in DLC1RadiantDisguised needed to have properties cleared that were no longer on the scripts. (Bug #14570)
- In Vampire Assassin (DLC1_WESC04), the alias holding the assassin's writ should have had a script attached to advance the stage if read while the quest was running. Instead, the base object had this script and if the writ was read after the quest shut down, it would do nothing but error out. (Bug #13951)
- During Bloodline (DLC1VQ02), when Harkon is explaining his gift to the player, Imperial vampires are not recognized due to a missing condition check. These conditions have been replaced with checks that instead use the "Vampire" keyword. As a bonus, this should now make Harkon recognize properly configured vampires for custom races as well. (Bug #14547)
Script Fixes
- DLC1_QF_DLC1_WESC03_010034D0 was trying to disable and delete 9 aliases which are never used in the quest. (Bug #13768)
- DLC1nVampireNecklaceGargoyleSCRIPT does not delete the gargoyle ref that was generated with a PlaceAtMe call, leading to minor save bloat. The script also does not check to make sure the spawned gargoyle exists before attempting to disable it in the OnUnload block - which ALSO does not delete the placed ref. (Bug #14320)
- DLC1HunterBaseIntroDoorAliasScript did not validate Serana's alias before trying to move her into position. (Bug #14319)
- DLC1VLCrimeScript was attempting to do an illegal upcast from ObjectReference to Actor to then check if the PLAYER should be attacked for assaulting a Volkihar vampire while in Vampire Lord form. (Bug #14265)
- DLC1VQ01PuzzleBrazierScript did not validate the flameSoundInstanceID value before trying to stop it. (Bug #14259)
- DLC1VampireTurnScript did not verify that the actor it is turning is in a valid location before checking if the player is in the same place. (Bug #14056)
- DLC01WESC04Script was attempting to set stage 110 twice because OnUnload() and OnCellDetach() will both be run when the object unloads. (Bug #13950)
- DLC1_QF_DLC1WEJS06_010127F0 was attempting to start combat on pairs of spiders which were not enabled. (Bug #13949)
- DLC1_QF_DLC1VQ01COPY0000_01002F65 was attempting to stop combat on an invalid reference due to the script using the wrong property. The property was also declared as the wrong type. (Bug #13703)
- DLC1VQ03BarrierPylonScript was manipulating a sound instance variable that was not being used correctly. (Bug #14521)
- DLC01WESC09Script did not sanity check the alias before trying to evaluate his package. Script also had no safeguard against the 3D being unloaded in an infinite loop. (Bug #14512)
- DLC1WordWallTriggerScript needed the += 1 shoutglobal fix that was added to the vanilla version for the USKP. (Bug #14120)
- DLC1VQ04StartTriggerScript did not disable the trigger once used and it would attempt to run again every time the player passed through. (Bug #14246)
- DLC1WEDB02AliasScript01 is unnecessarily redundant and can lead to errors when called. Both statements have been disabled. (Bug #14227)
- DLC1FXDeathHoundSCRIPT needed a short delay before trying to start playing the visual shader so that the 3D could finish loading. (Bug #13940)
- DLC1_NPCMentalModelScript was not updating the correct tracking values for PlayerAssessmentIntelligence due to the script using the PlayerAssessmentIndependence property twice. (Bug #13894)
Animation Fixes
- Arch-Curate Vyrthur has a special idle animation he's supposed to use while seated in his chair in the chantry but it would not play due to an invalid condition check.
- Serana has several idles under RomanticFollowerRoot that should not play if a shield or torch is equipped. The condition checks did not verify that her right hand was free of these in addition to her left. (Bug #14059)
Mesh and Texture Fixes
- Dragonbone greatswords had a seam visible in the 1st person view. (meshes\dlc01\weapons\dragonbone\greatsword.nif, textures\dlc01\weapons\dragonbone\claymore2.dds, textures\dlc01\weapons\dragonbone\claymore2_m.dds, textures\dlc01\weapons\dragonbone\claymore2_n.dds) (Bug #13869)
Placement/Layout/Ownership and other World Object Fixes
- 020168fe: Word wall trigger for Arcwind Point needed to extend its radius because the 3 symbols were visble while approaching. (Bug #14147)
- 0200c747, 0200c74e, 0200B119, 0200c7a7, 020081b8, 0200c75b, 0200ba99: Grounded several floating objects. (Bug #13845)
- 0200ba76: Clam buried by a rock. (Bug #13845)
- 0201a524: Boat sitting too low in the water. (Bug #13845)
- 02004240: Trigger with incorrect script attached to run a scene. (Bug #14451)
- 0200B279: Pressure plate that was missing its sound property. (Bug #14450) [NR]
- 02016592, 02016591: Triggers linked to incorrect objects for playing back a sound. (Bug #14511)
- 0201957d: Journal sunken into a barrel. (Bug #14527)
- 020168b2: Chest stuck behind wall collision. (Bug #14507)
- 02013B4E: Light source incorrectly tied to an enable parent. (Bug #14257)
- 001059EA: Random creature spawner that the DLC replaced with a dead NPC but shouldn't have. (Bug #14669)
- 020169EB, 02016A19, 02016A12, 020169FC, 020055EA, 02016A38, 02016A25: NPCs acting as proxy casters for the Ideal Master crystals that were not linked to the light sources they should have been. (Bug #14715)
v2.0.0b - (2013-11-18)
UDGP Fixes
- Reissued hotfix from 2.0.0a: The base vampire dialogue script was accidentally shut down in all cases because the command to do so was outside the proper script block it belonged to.
v2.0.0 - (2013-10-28)
UDGP Fixes
- The UDGP is now provided as a "false ESM" file to help resolve certain kinds of engine bugs that related to regular ESP files.
- The texture fix for the prisoner clothing was accidentally packaged at the wrong folder level.
Game Mechanics Fixes
- Weather type SoulCairnAurora had a sound definition that was referencing an invalid form ID. (Bug #13402)
- NPCs were not able to properly use Dwarven crossbows due to an animation bug. A workaround has now been added so the animation will fall through to the regular ones for NPCs. (Bug #4304)
Actor Fixes
- HorseForCarriageNew needed to be added to a new faction which is marked as being friends with VampireFaction in order to prevent eclipse attacks from trying to kill the invulnerable carriage horses. (Bug #13421)
- Missing facegen data for EncVampire00BretonF has been exported. (Bug #13730)
- The Papyrus error thrown for "dlc1scwispwallscript" has been silenced. It was due to an NPC referencing a script which did not get shipped with the DLC. [NR]
- Vale sabre cats were not marked to respawn and would eventually disappear from the world, despite no in-game reason for this to be so. (Bug #13844)
Item Fixes
- Auriel's Bow was missing the sound for a failed attack. (Bug #13458)
- Dawnguard Waraxe had the wrong bash impact sound. (Bug #13458)
- DLC1DragonboneBattleaxeKeeper and DLC1DragonboneSwordKeeper were missing the enchatnment the other weapons in this progression all have. (Bug #13458)
- DLC1AkaviriSword had the wrong alternative block material setting. (Bug #13458)
- DLC1DragonboneWarAxe had the wrong bash impact sound. (Bug #13458)
- DLC1DawnguardRuneAxe had the wrong bash impact sound. (Bug #13458)
- Dawnguard heavy boots were wrongly using the sound for light armor. (Bug #13393)
- DLC1DragonboneMace and DLC1DragonboneMaceKeeper needed to be switched from "EitherHand" to "RightHand". (Bug #13389)
- DLC1CrossBowEnhanced, DLC1DwarvenCrossBowEnhanced, DLC1DawnguardAxe, and DLC1DawnguardHammer had hard set text for their perk enchantments that would block the text from any real enchantments the player added. The information for these items has been transferred to loading screens that will begin displaying at the appropriate points in the Dawnguard quest line. (Bug #12902)
- Dawnguard Heavy Gauntlets do not benefit from the Fists of Steel perk like all other heavy gauntlets. (Bug #13461)
- It was not possible to enchant the default Dawnguard Shield and Helmet even though other Dawnguard gear could be. The hardcoded descriptions were removed so that enchantment text will show up. A load screen has been created to replace the missing information. (Bug #13367)
Quest Fixes
- Kindred Judgment (DLC1VQ08) will not start on the vampire side of the quest if either of the two hireable Deathhounds have been killed and their bodies have been removed from the game. (Bug #10691)
- In New Allegiances (DLC1RV07) Vingalmo talks about Haran running the inn in the shadow of the mages guild. There is no mages guild in Skyrim, only the College. His subtitles and audio have been corrected to reflect this. (Audio file: Sound\Voice\dawnguard.esm\maleelfhaughty\DLC1RV07_DLC1RV07StartCont_00014349_1.fuz) (Bug #13437)
- The bodies of the Volkihar vampires are never cleared once Kindred Judgment is completed because their base dialogue quest is never stopped after they're all dead. (Bug #13387)
- After Kindred Judgment is completed on the vampire side, Garan will ask if you want the courtyard entry restored. None of the response options you can pick will exit the dialogue even though they should. (Bug #13795)
- The USKP had accidentally clobbered some properties on PlayerVampireQuest that were used for vampire feeding, causing errors to show up in the logs and possibly impede the results of feeding on an NPC. (Bug #13706, Bug #13443)
- A Jarl's Justice (DLC1RH07) could only pick Dawnstar or Riften as targets because the Jarls in every other city were in reserved aliases. The quest should now be able to choose a target from any hold capital.
Script Fixes
- Dawnguard contained a hidden script change to WEAliasScript that began throwing Papyrus errors after installing USKP 2.0.
- Unnecessary trace messages in DLC1_QF_DLC1WEJS06_010127F0.psc (Bug #13569)
- DLC1_BF_FalmerStatueSCRIPT.psc spammed errors with SetAlpha commands because they were being called after AI had been disabled. (Bug #13567)
- DLC1GargoyleAmbushScript.psc generates errors if the gargoyles its attached to are disabled. No sanity checking. (Bug #13599)
- DLC1ArkngthamzRumbleTrigSCRIPT.psc has no check for the absence of a linked ref which results in some undefined behavior and log errors being generated. (Bug #13587)
- DLC1ArkngthamzDestructionSCRIPT.psc has no sanity checking for the absence of a linked ref. (Bug #13587)
- DLC1LD_BthalftFlameOnScript.psc was missing a sanity check for the absence of a linked ref. (Bug #13587)
- DLC1LD_ForgemasterBossBattle.psc has unnecessary trace statements active and does not check to see if the Forgemaster is dead before trying to make him start combat with the player. (Bug #13587)
- DLC1KeeperSoulSCRIPT.psc produced errors due to a lack of proper delay time between attaching to the cell and the 3D loading on the affected objects. (Bug #13709)
- DLC1SoulCairnCreatureFX.psc produced errors due to a lack of sanity checking and sometimes due to improper casting of Actor references. (Bug #13708)
- DLC1RNPCPlaySceneAfterInterval.psc lacked sanity checking for invalid scenes and had unnecessary traces. (Bug #13700)
- 124 more scripts have had their debug messages silenced. This should put a stop to any further debug trace messages for DG. (Bug #13975)
Mesh and Texture Fixes
- Snow elf chests have a see through portion under the lid. (meshes\DLC01\Clutter\DLC01SnowElfChest.nif) (Bug #13511)
- The steel crossbow limbs display as totally straight in the inventory when they shouldn’t. (meshes\dlc01\weapons\crossbow\crossbow.nif) (Bug #13377)
- The roller nut on dwarven crossbows displays incorrectly in the inventory. (meshes\dlc01\weapons\dwarven crossbow\dwarvencrossbow.nif) (Bug #13377)
- Prisoner clothes for the DLC have extra trishapes which duplicate parts of the outfit unnecessarily. (meshes\dlc01\clothes\prisoner\prisonerclothesbloody_0.nif, meshes\dlc01\clothes\prisoner\prisonerclothesbloody_1.nif, meshes\dlc01\clothes\prisoner\prisonerragsbloody_0.nif, meshes\dlc01\clothes\prisoner\prisonerragsbloody_1.nif, meshes\dlc01\clothes\prisoner\prisonershoesbloody_0.nif, meshes\dlc01\clothes\prisoner\prisonershoesbloody_1.nif) (Bug #13429)
- The Vampire Lord's collision box is too large and often prevents it from moving through areas he can visually fit through. (meshes\actors\vampirelord\character assets\skeleton.nif) (Bug #13582)
- Large stone doors in the Soul Cairn had the wrong collision material type set. (meshes\dlc01\soulcairn\sc_boneyarddoor.nif) (Bug #13786)
Placement/Layout/Ownership and other World Object Fixes
- 02005ECD: Object in Redwater Den not rendered at certain angles due to bad room bounds setup. (Bug #13395)
- 0200407E: Overlapping platform piece in the Soul Cairn. (Bug #13395)
- 02004D9B: Misaligned roof piece allowing visible holes in the ceiling. (Bug #13395)
- 0201970e: Table cloth slightly embedded in the table causing the fringes to vanish. (Bug #12839)
- 020149ae: Hallway piece slightly rotated out of position creating a gap. (Bug #12823)
- 02016591, 02016592: Trap linkers with unset keyword properties. (Bug #13587) [NR]
- 2006731 - sc_BoneyardDoor, these massive stone doors used very light sounding wooden open/close sounds, changed to appropriate heavy stone sounds
- 2004103 - Banner too far from wall
- 200633E, 200633F, 200633C, 200633D - Barrels intersecting wall
- 200E5CB - Stone block with z-fighting
- 2003ABD - Book stuck in table
- 20106BD, 20106BC - Columns could be seen clipping through the inside of a fireplace
- 200F467 - Crate intersecting another crate, also had to move it's contents (4 iron ingots: 200F498, 200F497, 200F496, 200F495)
- 20081A7 - Dock with rope disconnected from the next dock section
- 2006F3A, 200C330 - Flying falmer fences
- 201781C - Flying falmer jug
- 2013AAC - Firewood pile intersecting a column
- 200E95F - Mausoleum piece with z-fighting
- 200ACAC - Pottery stuck in shelf
- 200ACAE - Shelf not attached to wall
- 200FBBC, 2003834, 2011219, 2011AB3, 2006A65 - Flying shrubs
- 2003E26 - Stairs with exposed hollow backside
- 200E5CB - Stairs with z-fighting
- 400CE04 - Added a rock to cover a landscape hole
- The weapon rack activators in the player's room of Fort Danwguard that were mistakenly linked to an enable parent have been fixed.
Text Fixes
- Corrected text on loading screen DLC1Vampires to match the in-game behavior: "Sunlight reduces, or even eliminates your ability to regenerate health, magicka or stamina." ("Sunlight reduces, or even eliminates" -> "Sunlight eliminates") (Bug #13811)
v1.2.4 - (2013-08-10)
UDGP Fixes
- A stray quest stage check prevented speaking to Dexion after speaking to Isran when returning to Fort Dawnguard during Prophet (DLC1VQ03Hunter) (Bug #13236)
- Previous edits to the Conjure Flame Atronach spell have been removed since the charge time stat is ignored for auto-calc spells and the edit was blocking a USKP fix for spell absorbtion.
Game Mechanics Fixes
- The perk for matching sets for Dawnguard items (DLC1DawnguardItemperk) was not consistent with the updates in official Patch 1.9 and has now been raised from 20% bonus to 25% bonus. (Bug #13244)
- The Dawnguard item perk (DLC1DawnguardItemperk) was not providing the +10 damage bonus against vampires that the description said it was. (Bug #13374)
- Feran, Florentius, Hestla, and Ronthil all erroneously had investment perk leveled lists added to their merchant chests even though they can't be invested in. (Bug #13368)
- It was possible to summon two copies of Arvak due to his magic effect (DLC01SummonSoulHorseEffect) having the MagicSummonFamiliar keyword, which let the Twin Souls perk clone him. (Bug #13371)
- It was not possible to summon Arvak while in the Forgotten Vale, despite it being a wide open worldspace. (Bug #13372)
Item Fixes
- The Bone Hawk Ring and Bone Hawk Amulet ArmorAddon (ARMA) records don't have 'Default Race' selected, making them invisible on custom races. (Bug #13246)
- The Dawnguard Shield is incorrectly assigned the light shield impact sounds when it's a heavy shield. (Bug #13181)
- The damage value on the Nord Hero Arrow needed to drop back to 16 to reflect the bug fix on the same item from the USKP. (Bug #13136)
Mesh and Texture Fixes
- Dragonbone arrow quivers partially disappear when the quiver gets down to a single arrow. (meshes\dlc01\weapons\dragonbone\arrow.nif) (Bug #13095)
- Created missing enviroment map for the heavy Falmer helmet. (textures\dlc01\armor\falmer\FalmerHeavyHelmet_m.dds) (Bug #13330)
Quest Fixes
- If the player refuses Harkon's gift during Bloodline (DLC1VQ02) it is possible for their followers, if they have any, to get moved to the wrong location due to script lag. Any vanilla followers will now be moved to the map marker outside of Castle Volkihar instead of relying on where the player happens to be. (Bug #13100)
Script Fixes
- The script running Serana's cure quest does not check to make sure her 3D is loaded before attempting to swap the eye textures, resulting in a ton of log spam. (Bug #13158)
- The script on Auriel's Shield causes log errors when removed from the player's inventory due to the script attempting to unregister events the game has already unregistered. (Bug #13178)
Placement/Layout/Ownership and other World Object Fixes
- 020183FA, 020183FB, 020183FC: Predator references that needed to be updated for the USKP's lvlpredatorscript fix. (Bug #13261)
- 0200E93B: Overlapping brick piece, causing z-fighting. (Bug #13140)
- 02014DA0, 02013F06: Floating trees. (Bug #13140)
- 0200C970: Bone pile clipping through a wall. (Bug #13140)
- 02011524: Floating hay bail. (Bug #13140)
- 02004260, 02004261: Coffins clipping walls. (Bug #13131)
- 020182CE: Hanging pheasant that was deformed and causing havok issues.
v1.2.3 - (2013-06-29)
Game Mechanics Fixes
- Dawnguard generated two wild edits on the Fireball and Conjure Flame Atronach spells. The Fireball edit raised the casting cost to an absurd 133 points. The Flame Atronach edit reduced the charge time to 0. Neither of these edits have any visible basis for being made so the vanilla Skyrim values have been restored. (Bug #12986)
Actor Fixes
- The summoned version of Durnehviir (DLC1DurnehviirSummon) generates dynamic references each time he is summoned. These refences then leave behind running scripts which become permanently stuck in the Papyrus stack, attempting to wait for the player to close to soul absorption distance. This can never happen though because Durnehviir never actually dies. The more times he is summoned, the more of these events would be built up on the suspended stacks list. A new script based on the DragonActorScript has been created for him that removes this issue entirely. Unfortunately due to how Papyrus works, this cannot retroactively fix any currently executing copies of his unmodified script. It can only prevent new instances of it from occuring. (Bug #12992) [NR]
- Four NPCs, whose purpose is unknown, can be found standing around outside Fort Dawnguard. They have no AI, so they never sleep, eat, etc. They take over one idle marker and never do anything else. They have all been given the default sandbox 1024 package. (Bug #13024)
- 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)
Item Fixes
- Bone Hawk Rings were not craftable. A new recipe to craft these has been added. (Bug #12973)
- The following Dawnguard weapons have incorrect critical damage settings. Critical damage should be half of the weapons base damage, rounded down for odd numbers:
- DLC1AurielsBow: 13 -> 6
- DLC1DawnguardAxe: 4 -> 5
- DLC1DawnguardHammer: 10 -> 11
- DLC1DawnguardRuneAxe: 6 -> 5
- DLC1DawnguardRuneHammer: 10 -> 11
(Bug #12921)
- The Amulet of the Gargoyle (DLC1nVampireNightPowerNecklaceGargoyle) was not flagged to disallow enchanting as it should have been. (Bug #12833)
- The Dawnguard rune hammer was leveling destruction skill when used when it wasn't supposed to do that. (Bug #12923) [NR]
- Nord Hero Arrows needed the WeapMaterialDraugr keyword so they show up in the correct smithing category. (Bug #12513)
Mesh and Texture Fixes
- The Falmer Heavy Armor ground model had an incorrect shader setting applied. (meshes\dlc01\armor\falmerheavy\cuirass_go.nif) (Bug #12985)
- The Ancient Falmer Cuirass ground model was missing an environment map texture, causing it to look different from the other pieces. (meshes\dlc01\armor\ivory\ivorycuirass_gnd.nif) (Bug #12952)
- The Dawnguard warhammer clips with the 1st person hands when used to block. (meshes\dlc01\weapons\hunterhammer\hunterhammer.nif, meshes\dlc01\weapons\hunterhammer\1stpersonhunterhammer.nif, meshes\dlc01\weapons\hunterhammer\1stpersonmagichunterhammer.nif) (Bug #12914)
- One of the pieces used in the Soul Cairn for the ruins did not cast a complete shadow. (meshes\dlc01\soulcairn\sc_mausoleumplatformarch04.nif) (Bug #12687)
- A gap in one of the Soul Cairn stariways has been corrected. (meshes\dlc01\soulcairn\sc_mausoleumstairs01.nif) (Bug #12688)
Quest Fixes
- Dexion reads from a phantom Elder Scroll after "Prophet" (DLC1VQ03Hunter) is done because the property for the furniture marker was never defined in the script and is thus never disabled properly once he's done with it. (Bug #6412)
- The bandit who tries to shake you down for money at Valtheim Towers still attempts to do so even if you are in vampire lord form. (Bug #12827)
- Valdr should no longer forcegreet the player as either a vampire lord or a werewolf for dunMossMotherQST. (Bug #12198)
- Dexion can sometimes spawn outside the magical barrier during "Prophet" (DLC1VQ03Hunter) which leads to him being permanently hostile to the player. A trigger box has now been added to the dungeon to force move him back inside as the player approaches the platform. (Bug #5650)
- It was possible for Rescue (DLC1RH06) to choose your current follower as the kidnap victim. [NR]
- A line during the scene outside Castle Volkihar when the Dawnguard are about to attack does not play because Bethesda assigned it to the wrong NPC and then failed to record the dialogue. (Audio file: sound\voice\dawnguard.esm\dlc1maleuniquegunmar\DLC1VQ08__00019307_1.fuz) (Bug #12819)
- After completing Kindred Judgment, it is not possible to sell the Dragon Elder Scroll back to Urag. This has been corrected. (Audio files: sound\voice\Unofficial Dawnguard Patch.esp\maleorc\DialogueWi_DialogueWCUragE_000602B3_1.fuz, sound\voice\Unofficial Dawnguard Patch.esp\maleorc\DialogueWi_DialogueWCUragE_000602B3_2.fuz) (Bug #12490)
Placement/Layout/Ownership and other World Object Fixes
- 0200c97b: Unreachable coinpurse moved into an accessible position. (Bug #12836)
- 0200f433, 02013f6d: Moved Fura Bloodmouth's practice dummies to the railing opposite of the wall so her animations during training won't cause her to clip through the wall. (Bug #12610)
- 0200e627: Skull pile placed too high with see through backside. (Bug #12870)
- 020102c8: Soul crater clipping with the landscape beneath. (Bug #12869)
- 02010b68: Soul fissure floating on one end. (Bug #12868)
- 02011524: Floating hay bale. (Bug #12829)
- 020148d9: Floating linen wrap. (Bug #12828)
- 02004e36: Floating tree. (Bug #12690)
- 02000f84: Rock that looks out of place removed. (Bug #12702)
Text Fixes
- Perk ID DragonArmor: "Dragon Armor" -> "Dragon Smithing". This is due to Dawnguard expanding this to include dragonbone weapons but not updating the perk name. (Bug #12933)
v1.2.2 - (2013-05-02)
Game Mechanics Fixes
- HelpManualPC and HelpManualXBox were updated with Patch 1.9 to add Legendary Skills to the list of forms. Dawnguard added an entry for Vampirism. These changes have been merged. (Bug #12685)
- The Stendarr's Aura spell was incorrectly leveling destruction skill instead of restoration. (Bug #12128)
- The formlists for weather exceptions and oversized worldspaces will now be updated via script instead of being directly edited in the ESP to conform to how Bethesda updates their formlists officially.
Quest Fixes
- It is now possible to sell the Sun and Blood scrolls to Dexion when playing on the vampire side of the quest. (Bug #12086)
- After taking over Harkon's court, Vingalmo and Orthjolf still greet the player with disrespectful comments, unlike the other vampires in the castle. (Bug #12469)
- After the Hall of the Vigilants is destroyed, any Vigilants which are spawned will no longer patrol properly because the marker that was used is inside the destroyed cell. This marker will be relocated to Stendarr's Beacon once the hall is destroyed. (Bug #12368)
- For Hide and Seek (DLC1RH01) the vampire chosen as a target generates crimes in Whiterun Hold if it isn't killed discreetly. This should now be fixed. The alias will now assign a crime faction based on which hold was randomly chosen for the quest. (Bug #12488)
- A line of dialogue in The Gift (DLC1RV06) could never be heard due to having incorrect quest conditions set. (Bug #12411)
- When Aela explains werewolf perks (DLC1WerewolfPerkExplanation) the initial dialogue she gives doesn't allow the remainder of the chain to execute and be heard, and also causes her to repeat herself if you come back later. (Bug #12410)
- Dawnguard wipes out several properties on A Daedra's Best Friend (DA03) which have now been restored. The Oblivion Walker achievement counter will also be called for update since the achievement property was one of the ones that got wiped out. (Bug #12391)
- The Gift (DLC1RV06) might attempt to pick a spouse that's held in a permanently reserved alias and thus be unable to fill, which will then prevent the quest from running. The spouse alias has now been flagged to allow reserved. (Bug #12265)
- The objectives during Durnehviir's quest (DLC1VQDragon) are not clear about which shout you are supposed to be learning from him. (Bug #12458)
- In the quest that controls turning vampires for the DLC (DLC1VampireTurn) there is a response set for the player's spouse. This response set can never play because there is no appropriate audio recorded for the two lines and no acceptable substitutes exist to replace it. (Bug #12409)
- When being directed to Fort Dawnguard, the quest marker often points in strange directions that make no sense. This is due to the alias used for the marker being set to the wrong door.
Actor Fixes
- DLC1RadiantScoutHunter and DLC1RadiantScoutVampire were flagged as being in CrimeFactionWhiterun which would result in bounties for attacking them first, despite them being your enemies. (Bug #4076)
- Serana should no longer collect an unremovable stack of hoods that eventually blocks her inventory access. (Bug #12582)
- EncVampire03BossDarkElfM had a voice type change for Dawnguard that the USKP overrode back to vanilla settings after the USKP adjusted his eye settings. This has now been corrected so that Dawnguard's changes will remain in effect. (Bug #12581)
Item Fixes
- The Dragonbone Battleaxe had an incorrect sound detection setting. Instead of normal, it should be loud like other 2H weapons. (Bug #12655)
- The Dragonbone Greatsword speed value has been set to 0.75 to synch with the USKP changes to the other greatswords. (Bug #12620)
- Vale Deer Hide and Vale Sabre Cat Hide were both missing the VendorItemAnimalHide keyword.
Mesh and Texture Fixes
- The Redwater Den skooma bottles are missing a normal map for the texture. (textures\dlc01\clutter\quest\RedwaterSkooma01_n.dds) (Bug #12718)
Script Fixes
- More noisy scripts have had their debug messages turned off.
- The encumbrance fix for carriages has been ported to the ferry boat system. (Bug #12491)
- DLC1VampireTurnScript does no sanity checking in MakeMyEyesRed() to make sure the actor is actually loaded before trying to swap their eye textures.
- DLC1MagicCastFromSunScript needed a slight delay added to prevent the Auriel's Bow sun effect from getting stuck in the busy state, causing the script to remain permanently active and causing lag. (Bug #12029, Bug #12422)
Placement/Layout/Ownership and other World Object Fixes
- 02001a7c: Removed a rock that was placed without a visible purpose which was clipping through other rocks. (Bug #12608)
Text Fixes
- DLC1VQFVBooks, Objective 10: "Urag-gro Shub" -> "Urag gro-Shub"
- DLC1Book3ValuableFurTrader: "but I didn't ask" -> "but they didn't ask"
- DLC1RuunvaldJournal04: "Everyday" -> "Every day"
- DLC1RuunvaldJournal01: "and I aims to" -> "and I aim to"
- DLC1FVBook03English: "Forward" -> "Foreword"
v1.2.1 - (2013-03-18)
UDGP Fixes
- Previous changes to the Bone Hawk containers have been reverted out. The USKP's changes to the underlying critter script will now take care of cleaning up bloated instances.
Quest Fixes
- It is possible to pickpocet the incriminating letter used in Deceiving the Herd (DLC1RV03) before the quest is ready. (Bug #12100)
- Deceiving the Herd (DLC1RV03) can trigger its kill selection setup before the player has been told to actually do anything. This can result in killing an NPC in a city asking to plant the incriminating letter you won't have yet, or cause the quest to react to Dark Brotherhood kills inappropriately. (Bug #12124)
- Vampires turned during the radiant quest never become undead because they never get their keywords or vampiric powers assigned. The aliases in DLC1VampireTurn have been modified to hold this data. (Bug #12032)
Mesh and Texture Fixes
- The tower near Volkihar Keep had bad UV mapping over the archway. (dlc01\dungeons\castle\casvariant\casexttowershelldoor03.nif) (Bug #12254)
- Several meshes with bad or missing havok sound materials have been corrected. (dlc01\clutter\largerainbarrel_blood01.nif, dlc01\clutter\largerainbarrel_blood02.nif, dlc01\clutter\torturepole01.nif,
dlc01\dungeons\castle\animated\maingate\casextmaintowergate01.nif, dlc01\dungeons\castle\platforms\, dlc01\dungeons\castle\platforms\casplatrail128.nif, dlc01\dungeons\castle\platforms\casplatrail256.nif, dlc01\dungeons\castle\platforms\casplatrail512.nif, dlc01\dungeons\castle\platforms\casplatrail64.nif, dlc01\dungeons\castle\platforms\casplatrailbrokencap01.nif, dlc01\dungeons\castle\platforms\casplatrailpost01.nif) (Bug #12257)
- The bridge leading to Castle Volkihar had railings that were not attached to the base. (dlc01\dungeons\castle\platforms\casplatbridgefree01.nif) (Bug #12251)
Item Fixes
- Several books and notes were incorrectly flagged as the wrong type which results in an incorrect inventory icon being used. These have been corrected via TES5Edit since the CK controls for this no longer exist. (Bug #12144)
- Spell tomes for Sun Fire, Vampire's Bane, and Stendarr's Aura were all using incorrect world and inventory art for destruction books, yet they are all restoration books. (Bug #12127)
- Saint Jiub's Amulet was not able to be tempered even though it is functionally an armor object. (Bug #11978)
Script Fixes
- More scripts with unnecessary debugs have been silenced.
- PlayerVampireQuestScript does not correctly handle the player being in combat when their vampirism stage should change, causing it to get bumped for another 12 game hours and mess up some of the feed tracking. This fix was imported to the Dawnguard version of the script from USKP 1.3.1. (Bug #1089)
- DLC1TrapPoisonBloom spawned errors in the log if there was no warning sound assigned to an instance of the object. (Bug #12206)
Text Fixes
- Several enchantment and effect descriptions have been corrected to more accurately reflect what they do. (Bug #12048)
v1.2.0 - (2013-02-10)
Game Mechanics Fixes
- It was possible to use Clear Skies while in the Soul Cairn and have it actually work. The 6 Soul Cairn weather types have been added to the WeatherExceptionList formlist. (Bug #11974)
- There was no constructable object recipe for Nord Hero Arrows created when arrow crafting was introduced. (Bug #11962)
Quest Fixes
- The kitchen area in Fort Dawnguard was never enabled at the proper time.
Mesh and Texture Fixes
- Ancestor moths can collide with and push the player around. (dlc01\critters\ancestormoth.nif) (Bug #10067)
- The normal map for the marble in Snow Elf ruins (dlc01\architecture\snowelfruins\seruinsmarble01_n.dds) was flat and ill-defined. (Bug #11973)
- Garbage along the edge of texture used by sc_bonepile04.nif. (dlc01\soulcairn\scbonetile.dds) (Bug #11979)
Actor Fixes
- DLC1_WESC09TaronGuard01 is supposed to be a templated actor, but the template assignment was missing. It has been reset to LvlBanditMelee1H based on inventory settings. (Bug #9986)
- Fura Bloodmouth should be equipped with a 2H weapon to reflect her status as a 2H weapons trainer, as well as her skill set favoring the same. (Bug #9759)
Item Fixes
- Zephyr (DLC1LD_KatriaBow) has an assigned enchantment value but it's enchantment doesn't require one. (Bug #10181)
v1.1.4 - (2013-01-11)
UDGP Fixes
- A new version tracking system is in use now to ensure that retroactive scripts are run in sequence in case future retro-scripts need to rely on anything done in a previous one.
Game Mechanics Fixes
- An official fix in Update.esm made to the VampireSunDamage03 was erroneously canceled out by Dawnguard.esm. This fix has been restored to the original values, as the other 3 versions of this same effect were not reduced in the same manner. (Bug #8983)
- It was possible to temper the Aetherial Crown. No other item with a 0 armor rating in the game is able to be tempered, which makes this inconsistent with the system. (Bug #6670)
- Durnehviir could be summoned to the Soul Cairn and end up running the same dialogue as though you had summoned him to Tamriel. To prevent this, the Soul Cairn worldspace has been added to formlist OversizedSummoningExceptionWorldSpaces.
Quest Fixes
- When starting Hide and Seek (DLC1RH01) the player is never told the objective to speak to Gunmar is complete, even though behind the scenes it actually has been. (Bug #8476)
- During Prophet (DLC1VQ03Hunter) the scene where Dexion finishes reading the Elder Scroll has a dialogue which was throwing missing property errors. This may have led to causing Dexion to stand around as though he were reading the scroll even though this event had passed. The property error meant that the command to unequip the scroll would technically fail even if the visual removal seemed to work. [NR]
Actor Fixes
- CuSith and Garmr, the Deathhound followers, did not have leveled stats that were in line with dog followers from the rest of the game and were therefore very weak and easily killed.
Script Fixes
- A few more scripts with unnecessary debug info have been silenced.
- DLC1EclipseAttackScript.psc does not check to see if the alias slots it is manipulating in GetFarthestAliasFromPlayer() contain NONE objects which can then cause the entire attack script to fail in undefined ways.
- In stage 60 of Prophet (DLC1VQ03Hunter) the script fragment attempts to enable and disable two markers which have no assigned properties and for which no actual candidate markers exist. This could potentially disrupt the flow of the quest because the function call aborts. [NR]
- DLC1VQ03MothpriestFightScript.psc did not validate the two follower aliases when trying to call them for stopcombat() which would result in an aborted script if the player had no followers. [NR]
- DLC1BloodPotionEffectScript.psc did not check for the player being the one to trigger the effect, which enabled any NPC who might drink a blood potion to change the player's feed status.
Item Fixes
- The Dragonbone dagger (DLC1DragonboneDagger) had the wrong sounds for drawing and sheathing the weapon. (Bug #8789)
A potential source of save bloat from Bone Hawks left lying around has been addressed. (Bug #9943) [UDGP 1.2.1]
Mesh and Texture Fixes
- Several door models lacked correct collision materials and would make no sound and produce no impact decals when struck [dlc01\dungeons\castle\lghalls\casexfreelgdoor01.nif, dlc01\dungeons\castle\lghalls\casexfreelgdoorload01.nif, dlc01\dungeons\castle\lghalls\casexfreesmdoor01.nif, dlc01\dungeons\castle\lghalls\casexfreesmdoor02.nif, dlc01\dungeons\castle\lghalls\casexfreesmdoorload01.nif] (Bug #9096)
v1.1.3 - (2012-12-15)
UDGP Fixes
- A dirty edit on the HousePurchase quest was removed that snuck past being detected.
Game Mechanics Fixes
- A number of Dawnguard-added magic effects for vampiric absorption spells didn't work on undead, despite the vanilla and player drains working on undead just fine; it would cause problems with Serana, who would blithely use her useless drain spell on hostile undead. Also removed odd check for daedra on the player vampire lord's drainball.
- OrcRaceVampire female race data needed its eye type changed to EyesFemaleHumanVampire to deal with more grey face type bugs.
Quest Fixes
- The bear Gunmar wants you to help him kill in "A New Order" (DLC1HunterBaseIntro) could be missing due to being deleted by the game's cleanup code. (Bug #7941)
- During "Destroying the Dawnguard" (DLC1RV10), Florentius is supposed to switch his outfit to his Dawnguard armor but never does.
- In "Destroying the Dawnguard" (DLC1RV10) you are told that the Dawnguard is holed up in The Reach. This is incorrect, and there is no appropriate dialogue to substitute so the responses telling you this have been removed. The remainder still makes sense anyway since you've been to Fort Dawnguard before. (Bug #8222)
Actor Fixes
- Vampires at Castle Volkihar will now drop the proper death items found on all other vampires.
- Various radiant quest vampire targets are now properly flagged with the Undead keyword.
- Fixed grey faced vampire bugs on the following NPCs: DLC1EncVampire01BretonF, EncVampire00BretonF, EncVampire05BossNordM, EncVampire06BossNordM
Item Fixes
- Generic vampire armor enchanted with fortify magicka regen has been added to the leveled list of vampire attire (they were unused; new leveled list based off similar list for warlock and necromancer robes with indentical enchantments)
Script Fixes
- Corrected a typo in Serana's leveling script that prevented the fifth-tier vampire drain spell from being removed from her (+ Harkon and Valerica too).
Texture Fixes
- The bloody prisoner rags will no longer be missing their texture on a male character. (textures\dlc01\clothes\prisoner\m\shoesbloody.dds, textures\dlc01\clothes\prisoner\m\clothesbloody.dds)
- DLC1RH08StartTopic: "I've been pouring..." -> "I've been poring..." (grammatical misuse) (Bug #7361)
Placement/Layout/Ownership and other World Object Fixes
- 0200B282: A pressure plate in Dead Drop Falls had a script assigned (DLC1DawnguardRuneAxeSCRIPT) that did not belong.
v1.1.2 - (2012-11-24)
Game Mechanics Fixes
- The Drain Vitality shout that dragons use should no longer interfere with the shout the player learns. If you have been affected by the bugged shouts, they will be removed, and the words of Drain Vitality you unlocked previously will be retaught when the update script runs. (Bug #6712) (BGS Support #16637)
- Dawnguard overrides the Patch 1.8 updates for the new dragon saddle bone. The UDGP restores the updated data so that it will function properly.
- Non-archery weapons would become stuck on the right side during mounted combat due to an oversight in the idle animation setup for RightAttackRelease.
Quest Fixes
- "Rescue" (DLC1RH06) may get fouled up beyond repair if the player encounters their kidnapped friend or spouse before being made aware of the quest. (Bug #7127)
- Discerning the Transmundane (DA04) stage 10 journal entry tells the player they are retrieving the Elder Scroll for Paarthurnax, even though it is possible to pursue this quest in Dawnguard without ever having met Paarthurnax. The journal will no longer mention his name. (Bug #6599)
Actor Fixes
- DLC1EncVampire00BretonF was overlooked when setting the vampire eyes and fixing grey face bugs.
Script Fixes
- DLC1WE02Script.psc could end up continuing to update even after the event quest it was tied to had been stopped, leading to a flood in the Papyrus logs and impeding the performance of other scripts. This may also be partly responsible for blocking Gelebor from activating the first wayshrine - this has not yet been confirmed though.
Placement/Layout/Ownership and other World Object Fixes
- Lowered a cliff rock in cell 44,-15 (0200D1F7) to fix a visible gap behind it. (Bug #5887)
v1.1.1 - (2012-10-15)
UDGP Fixes
- Generated an SEQ file, which will be maintained as needed for future updates. This file ensures the start-enabled retroactive fix scripts will be processed properly.
Game Mechanics Fixes
- Corrected the magic effects on Auriel's Bow to include restoration as the flagged skill and correct the description so that it shows up properly. (Bug #4792)
- Several summoning spells could be blocked by high spell absorb/reflect. Summon Gargoyle, Conjure Mistman, Conjure Wrathman, and Conjure Boneman have all been fixed.
- The broken Drain Vitality shout will be removed from the player upon loading a save.
Quest Fixes
- Prisoners in the radiant Rescue quest could thank you as though you were married if they happened to be a potential marriage target. Only actual spouses will deliver that response now.
- In the quest "A New Order" (DLC1HunterBaseIntro) it was possible to kill the bear Gunmar wanted dead prior to talking to him but the dialogue would not acknowledge you'd killed the bear first due to the responses being out of order. (Bug #4735)
- It was possible to continuously get the radiant quest "New Allegiances" (DLC1RV07) because the alias conditions were set up incorrectly to check for the Vampire keyword, which is impossible to add via script, instead of the faction that player turned vampires become members of. (Bug #3429) (BGS Support #17276)
- Vampires will no longer react to the eclipse condition as though they're afraid of it. Dialogue conditions were not checking to be sure the NPCs had no vampire keyword. (Bug #4297)
- On quest "Rings of Blood Magic" (DLC1RV08) it was possible for the boss monster chosen for the first alias to be disabled if the dungeon had been previously cleared.
- In "Deceiving the Herd" (DLC1RV03) it was not possible to plant the note on the corpse of your victim because it was marked as a quest item in the alias.
Script Fixes
- More scripts with unnecessary debug information being logged have been silenced.
Item Fixes
- The Dawnguard shield incorrectly had the ArmorMaterialHeavy keyword attached when no other shield in the game does. (Bug #4846)
v1.1 - (2012-09-27)
Game Mechanics Fixes
- The Drain Vitality shout incorrectly had the words for the Marked For Death shout assigned to it. (The DLC1DragonDrainVitalityShout0X copies, not the main DLC1DrainVitalityShout copy) (Bug #3555)
- The Dawnguard version of the Matching Set perk (DLC1DawnguardItemPerk) did not properly account for wearing the light vs heavy versions of Dawnguard armor.
- It was possible for the summon effect attached to the Durnehviir shout to be blocked by spell absorption.
- Fixed a conflict between Dawnguard and a previous official patch that corrected conditions on the Limb Splitter perk. When Dawnguard added Dragonbone weapons to this, the previous fix was overwritten. These have now been merged.
Quest Fixes
- Arvak's skull was not removed from the player's inventory when returned to his master. (Bug #3446)
- Fixed a conflict in Dawnguard's changes to "Blindsighted" (TG08B). Dawnguard changed some properties and scripting dealing with the vampire lord form while the USKP had fixed typos in the journal entries. These have now been merged.
- Getting sent to Arcwind Point will no longer cause the word wall quest to stick in the journal. The location marker property had not been set on the trigger. (Bug #4515) (BGS Support #9652)
- Durnehviir's dialogue lines to the player when at a distance will no longer be too soft to hear.
Actor Fixes
- Vampire facial data has been fixed to prevent the USKP from overwriting the changes Dawnguard made to vampires.
- Radiant quest vampires did not have the ActorTypeUndead keyword assigned and would therefore show up on detect life spells and be immune to light-elemental damage. (Bug #4022)
- Wolves stopped howling after Dawnguard was installed. Fixed by restoring the vanilla Skyrim idle animations file for wolves (meshes\actors\canine\animations\wolf_idle_spice.hkx)
- Valerica shares the leveling script with Serana and needed to have her properties updated to stop Papyrus from logging bugs for it.
Item Fixes
- Fixed a conflict in settings for the Falmer Helmet (ArmorFalmerHelmet) caused by a keyword added for Danwguard and keyword fixes added by the USKP.
- Fixed a conflict in settings for the Falmer Gauntlets (ArmorFalmerGauntlets) caused by a keyword added for Danwguard and keyword fixes added by the USKP.
- Fixed a conflict in settings for the Silver Platters (DLC1SilverPlatter01IdleCups, DLC1SilverPlatter01IdleFood). Dawnguard added a visible name to them, while the USKP added vendor clutter keywords. These have now been merged.
- Fixed an incorrect keyword on the Moth Priest Sandals (DLC1ClothesMothPriestSandals).
Script Fixes
- Several scripts that log unnecessary debug information have had the debug statements commented out to allow the Papyrus logs to be useful for tracking down real errors.
Placement/Layout/Ownership and other World Object Fixes
- A copy of Berit's ashes was mistakenly placed in Valerica's lab and has been replaced with a standard bonemeal.
- Fixed a conflict with Forbears Holdout (Cell -21,16). Dawnguard added this cell to a new DLC location while the USKP made unrelated changes in the area.
- Fixed a conflict with Redwater Den (Cell 33,-19). Dawnguard added this cell to a new DLC location while the USKP made unrelated changes in the area.
- Corrected a bad navmesh in the Abandoned Shack (AbandonedShackInterior). Dawnguard disconnected the door accidentally.
v1.0 - (2012-09-01)
Game Mechanics Fixes
- Vampiric resistance to fire was altered by Dawnguard, but the USKP had edited it to correct a description error. This has been overridden with the UDGP to reinstate the change. (Bug #1711)
Actor Fixes
- Serana's leveling script throws numerous errors in the Papyrus logs due to several missing properties. This change may not take affect if you've already met Serana.
- Harkon shares Serana's leveling script and it too was throwing the same errors. Changes to Harkon may also not take affect if you've met him already.
Quest Fixes
- The DLC1PlayerVampireQuest throws errors in the Papyrus log due to a missing property that was not updated correctly in the quest records.
- Dawnguard caused the marker properties that act as the parent for the alchemy addition to Breezehome to become unset. This makes it impossible to buy this addition, even though the gold will be taken and the dialogue option will vanish. (BGS Support #16656)
- Alterations to the script for "Discerning the Transmundane" (DA04) that Dawnguard made have been extracted and combined with the USKP fix that properly stops the quest when completed.
Placement/Layout/Ownership and other World Object Fixes
- Fort Dawnguard had no north marker placed.
Text Fixes
- The resistance descriptions for vampires were listing as -20% etc when it makes more sense to list as 20% etc.