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BlackPete

Unofficial Patch Project
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About BlackPete

  • Rank
    The SkyProc Breaker
  • 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)

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  1. 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.
  2. 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
  3. 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.
  4. 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.
  5. 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
  6. 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
  7. If M$ ends up doing that it would be sad. It would probably be as bad (or maybe almost as bad) as EA buying them out.
  8. https://forums.elderscrollsonline.com/en/discussion/542612/pc-mac-patch-notes-v6-1-5-stonethorn-update-27 (Stonethorn update) 8/24/20 https://forums.elderscrollsonline.com/en/discussion/544777/pc-mac-patch-notes-v6-1-6 Patch notes 9/8/20 https://forums.elderscrollsonline.com/en/discussion/546330/pc-mac-patch-notes-v6-1-7 Patch notes 9/21/20 https://forums.elderscrollsonline.com/en/discussion/548196/pc-mac-patch-notes-v6-1-8 Patch notes 10/5/20
  9. It's definitely not the patch. I'm able to enter Castle Dour without issue. We'd obviously be getting numerous reports if the patch was the cause. Do you have any other mods that could be causing the game to crash? The consistent crashing you're experiencing in the same area most likely indicates that you have a bad mod installed or that something else is wrong with your game setup.
  10. This may be a valid point. We're going to need to go back and review the original ticket before I can say one way or another whether reversing the added quotation marks is appropriated in this case. Edit: Okay, yeah. Those two edits I made back in USSEP 4.1.5 were unnecessary (as outlined in the quote in the original post). Although not every English style guide may agree, this is the way it is handled in U.S. English. Since Bethesda is a company based in the United States, we'll go that route. Additionally, other books in the game appear to follow this rule as well. They will
  11. You would need to download a USSEP translation for your language. While these are available for various languages on PC, I have no idea if they exist at all for XB1. Regardless, we only handle the English version of the patch, so the issue you're describing is out of our control.
  12. The Unofficial Skyrim Special Edition Patch (USSEP) won't work with Skyrim LE since it's for Skyrim SE only. That's why your game won't launch. You need to use the Unofficial Skyrim Legendary Edition Patch (USLEEP) instead if you're using Skyrim LE.
  13. https://forums.elderscrollsonline.com/en/discussion/528633/pc-mac-patch-notes-v6-0-5-greymoor-update-26 Patch notes (Greymoor update) 5/26/20 https://forums.elderscrollsonline.com/en/discussion/530943/pc-mac-patch-notes-v6-0-6 Patch notes 6/2/20 https://forums.elderscrollsonline.com/en/discussion/532913/pc-mac-patch-notes-v6-0-7 Patch notes 6/15/20 https://forums.elderscrollsonline.com/en/discussion/535241/pc-mac-patch-notes-v6-0-8 Patch notes 6/29/20 https://forums.elderscrollsonline.com/en/discussion/536991/pc-mac-patch-notes-v6-0-9 Patch notes 7/13/20
  14. If the roads are getting filled with afflicted refugees, that means that you have another mod overriding the fix in the patch for that issue (Bug #17360). Timing is Everything apparently conflicted with our fix at one point. I don't know if that's still the case or not. There's a common misunderstanding about how the Run Once flag works -- apparently even the developers didn't completely understand it. "Run Once" doesn't mean the quest will only ever run one time and then never again. Its purpose is to prevent the scripts associated with these random encounter quests from resetting themse
  15. This is probably a silly question, but you have finished the main Companions quest line, right? She won't give you the totems quests until you are Other than that, I can't think of any reason why she wouldn't be giving the quests, assuming you've been using the patch the whole time. If you installed the patch on an already bugged save for some reason, the issue may not fix retroactively.
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