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BlackPete

Unofficial Patch Project
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About BlackPete

  • Birthday 12/17/1984

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  • Gender
    Male
  • Location
    US
  • Interests
    Gaming (RPGs, simulation, strategy)
    Outdoor recreation (camping, hiking, fishing, hunting)
    Weather (studying meteorology/climatology)
  • Title
    The SkyProc Breaker

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  1. It used to be Alto Wine that you would pick up in the Temple of Dibella. The patch fixed that several years ago, but I had completely forgotten about it. Due to the same engine issue as the Giant Toes, it would stack with other Alto Wine you picked up for the duration of the quest. And quest items don't add to your encumbrance. They actually weigh zero despite what the UI shows.
  2. You're not likely to find anyone who doesn't find that irritating, but it's intentional. The game can't tell the difference between the Alto Wine and Giant Toes that are acquired during the quest and those picked up elsewhere. The items and any duplicates are intentionally held in an alias for the duration of the quest. No idea why the hagraven feathers aren't treated the same way, but maybe it's because picking them up isn't essential to progressing a part of the quest to the next stage. A deliberate and specific script call would have to be made in order for the destination marker to change and that's not something that is possible in the vanilla game. The quest keeps track of where you meet Sam the first time (which is the first inn you happen to enter once you've reach level 14). Out of the dozen or so times I've done the quest over the years, never once have I ended up in a different inn at the end.
  3. https://forums.elderscrollsonline.com/en/discussion/575323/pc-mac-patch-notes-v7-0-5-blackwood-update-30 (Blackwood update) 6/1/21 https://forums.elderscrollsonline.com/en/discussion/577376/pc-mac-patch-notes-v7-0-6 Patch notes 6/14/21 https://forums.elderscrollsonline.com/en/discussion/579292/pc-mac-patch-notes-v7-0-7 Patch notes 6/28/21 https://forums.elderscrollsonline.com/en/discussion/580690/pc-mac-patch-notes-v7-0-8 Patch notes 7/12/21 https://forums.elderscrollsonline.com/en/discussion/582143/pc-mac-patch-notes-v7-0-9 Patch notes 7/26/21
  4. There's a ticket in the bug tracker, but no, there still isn't a known solution if you happen to run into this bug. Chances are high that the issue would be impossible to fix retroactively on an existing game even if we were to figure out what's wrong. This is only a guess, but the underlying problem could be related to certain aliases not being filled correctly like with the "Emogene Takes a Lover" quest.
  5. You mentioned that you're using a number of other mods. Are you sure one of them isn't interfering somehow? I'm not aware of any way that the quest can bug out like this in the vanilla game.
  6. With that many mods installed it's likely not going to be easy to determine why your game is crashing in those areas. Your best bet is probably to start a new game with only USSEP installed and then enable the rest of your mods one by one until you get the crashing issue again. This process of elimination is a real pain because it's tedious, but there's not really any other good way to go about determining which mod in your load order is at fault, unless by chance someone else has experienced the same problem and can immediately tell you.
  7. https://forums.elderscrollsonline.com/en/discussion/564242/pc-mac-patch-notes-v6-3-5-flames-of-ambition-dlc-update-29 (Flames of Ambition update) 3/8/21 https://forums.elderscrollsonline.com/en/discussion/566664/pc-mac-patch-notes-v6-3-6 Patch notes 3/22/21 https://forums.elderscrollsonline.com/en/discussion/568493/pc-mac-patch-notes-v6-3-7 Patch notes 4/5/21 https://forums.elderscrollsonline.com/en/discussion/570341/pc-mac-patch-notes-v6-3-8 Patch notes 4/19/21 https://forums.elderscrollsonline.com/en/discussion/572633/pc-mac-patch-notes-v6-3-9 Patch notes 5/3/21
  8. Try the suggestions that were outlined for you by people on the USSEP mod page on Nexus. If there was a problem like that caused by the patch then we would already know about it because our threads would have been getting flooded with reports for a long time now.
  9. He's saying you need to log in to your Bethesda.net account through the "Mods" menu on the title screen. I've provided two links that explain how to go about doing this (below). If you can't reach the Bethesda.net site on your console then there may be something wrong on the server end and that's something we don't have any control over. https://www.windowscentral.com/how-use-mods-skyrim-special-edition-xbox-one https://www.youtube.com/watch?v=nO3d7jYqd4I
  10. It could be a server issue on Bethesda's end. You might try again later to see if the issue clears up. It's still available for download on Bethesda.net, so I don't think Microsoft/Xbox have anything to do with the problem.
  11. The patch did fix some issues with Gaius' AI packages a long time ago (see this bug ticket). It's been so long since I've done the quest that it's hard to recall for sure what happened in my game, but I do remember it being tricky. For some reason I seem to recall finally catching him at the Bannered Mare in Whiterun. I've read that following him around actually can slow his travel times down as opposed to waiting around in cities he's supposed to be in according to his schedule. While I don't know for certain if that's true or not, I can see him being slowed down if the player follows him on the road since there's the potential that hostile random world encounter events may spawn (dragons, bandits, vampires, etc.) that he otherwise wouldn't run into without the player being nearby. As far as any further fixes go, I'm not too confident that there's much that can be done. It may be possible to force the game to teleport him to a certain location at given time if he's falling behind schedule, but then that may cause him to suddenly vanish into thin air if you were following him around, which I'd imagine a lot of people may consider "immersion breaking." To the best of my knowledge, there's no function available to make an NPC take a carriage or suddenly start running if they've been delayed for whatever reason. I would suspect that any actions to ensure that an NPC is able to fulfill their set AI functions is already handled internally by the engine and obviously that has its limitations.
  12. Yes, we're aware. It turns out that Arnbjorn uses an unplayable version of the cowl, which wasn't accounted for in the 4.2.4a hotfix. The whole thing is frustrating, as you might imagine, because we didn't realize this was the case. I don't know at the moment when (or if) another hotfix will be issued. It would be best if Bethesda could fix the problem on their end so we don't have to make an edit to something that isn't even playable in the game, but that's probably wishful thinking.
  13. I see. It's been a few years since I've played the game all the way through, so I'm probably forgetting about the two living bandits. Now that you mention it, I do recall the necromancer only raising one of the dead bandits. The issue with them respawning naked is probably the same engine bug that occurs elsewhere in other locations in the game. The exterior NPCs are part of the Ustengrav "no reset" encounter zone and the references are even properly flagged to be a part of that zone, so an engine bug is the only explanation I can think of as to why they reset anyway like you've observed. It may be possible to get the exterior NPCs to clean up if they were tied to the Ustengrav control quest like the ones inside. I'm pretty sure I also brought that up at one point years back and the determination was that they were likely meant to be handled separately from the ones inside. That's all I can remember since it was a long time ago. The NPCs inside were definitely intended to be cleaned up. The reason why that didn't happen was because the control quest was never shut down like it was supposed to be, which as you likely know was corrected by the patch. Ustengrav is just one of several locations with control quests that the developers forgot to script to shut down after the associated dungeon quest was completed, resulting in the same issue with the NPCs persisting forever.
  14. This is correct. The bandits are placed dead and are reanimated by the necromancer once the player approaches the area and/or is detected. I've found that they often times turn into ash piles afterwards, but this isn't always the case for reasons I don't understand. As we've discovered, ash piles from NPCs that are placed dead at the beginning of the game don't ever clean up due to an engine issue. NPCs that are placed dead seem to remain in the game forever even if they aren't reanimated and turned into an ash pile, unless they are culled by the game engine (which only happens in a few cases that I'm aware of). To the best of my knowledge, UESP is incorrect about the necromancer and bandits fighting each other outside the dungeon. What I described above was the case back when I played Skyrim on the Xbox 360 console, so I'm rather sure the patch didn't change anything. Maybe what UESP describes was the original intent of the developers, but I don't know how you'd go about making that determination with any degree of certainty, unless there is some sort of evidence in the Creation Kit to point to that being the case.
  15. https://forums.elderscrollsonline.com/en/discussion/550927/pc-mac-patch-notes-v6-2-5-markarth-update-28 (Markarth update) 11/2/20 https://forums.elderscrollsonline.com/en/discussion/553007/pc-mac-patch-notes-v6-2-6 Patch notes 11/16/20 https://forums.elderscrollsonline.com/en/discussion/553804/pc-mac-patch-notes-v6-2-7 Patch notes 11/23/20 https://forums.elderscrollsonline.com/en/discussion/555219/pc-mac-patch-notes-v6-2-8 Patch notes 12/7/20 https://forums.elderscrollsonline.com/en/discussion/559042/pc-mac-patch-notes-v6-2-9 Patch notes 1/26/21 https://forums.elderscrollsonline.com/en/discussion/561860/pc-mac-patch-notes-v6-2-10 Patch notes 2/15/21
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