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Arthmoor

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Everything posted by Arthmoor

  1. Arthmoor

    [RELz] Oblivion DLC Delayers

    Oblivion DLC Delayers This mod is a simple yet immersive and lore friendly way for the official DLC in Oblivion to be started. Normally when creating your character and exiting the prison cell, you are accosted by a number of highly unrealistic quest prompts that bombard you with information about things you should know nothing about and may not even want for the particular character you are playing. Instead, now you will either be able to find out about these quests via notes or in some cases simply by discovering the locations on your own. Downloads AFK Mods Oblivion Nexus The Assimilation Lab Installation Requirements Official Oblivion Patch 1.2.0.416. Shivering Isles Expansion. Optionally requires the remainder of the official DLCs. Installation Install via Wrye Bash's installers tab, or manually place Official DLC Delayers.esp into your Data folder. When you build your bashed patch, make sure this mod is selected in the "Merge Patches" and "Import Scripts" sections. DO NOT activate the mod, let the Bashed Patch take care of it. This mod is meant to be used when starting a new game but will not interfere with your progress if you have already activated all of the official DLC. Uninstallation Simply remove Oblivion DLC Delayers.esp from your Data folder, or uninstall via BAIN. Then rebuild your Bashed Patch to remove the missing references. If you do not do this, your game will either crash or hang during the main loading menu. Load Order Place immediately after the Official DLCs and the Unofficial Oblivion DLC Patches. Compatibility Will not be compatible with Strategy Master's "SM Plugins Refurbished" or any other DLC delayer mod as this is meant to accomplish the same thing. Mods which edit any of the official DLC quests or scripts will not be compatible due to the edits that were needed. Fully compatible with all of the Unofficial Oblivion DLC Patches. Any necessary changes were included. Should be entirely compatible with city overhauls, including Open Cities Classic and Open Cities Reborn, as it uses only interior spaces in them. May conflict with any tavern overhauls if they have heavily rearranged furniture inside. How to Trigger Each DLC Horse Armor: Find one of Snak gra-Bura's notes in any tavern in the Imperial City and pick it up. Battlehorn Castle: Find a dispatch from the knights in either of the taverns in Chorrol, or simply discover the castle on your own. The Orrery: Find a note in the Archmage's Lobby at the Arcane University and pick it up. Vile Lair: Discover the Deepscorn Hollow location and find a chest with the key and bloodstained note inside. Frostcrag Spire: Discover the tower's location and find a chest with they key and deed inside. Thieves Den: Find the Sealed Missive on a table in the Anvil Castle Great Hall. Don't steal it though unless you're feeling lucky. Mehrunes Razor: Find a copy of "Treatise on Ayleidic Cities" on the first floor of Cheydinhal's Mages Guild and read it. Knights of the Nine: Accumulate at least 10 fame, then the rumors topics will be activated as usual. Shivering Isles: Find a note in the taverns in Bravil, or discover the island on your own.
  2. Arthmoor

    [RELz] Open Cities Skyrim

    Open Cities Skyrim 3.1.2 All: Copied some missed foliage items in every city.
  3. Arthmoor

    [RELz] Open Cities Skyrim

    Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time. Downloads AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Open Cities Skyrim Bugtracker Installation Requirements Skyrim Special Edition 1.5.73 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the Open Cities Skyrim page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Open Cities Skyrim.esp, Open Cities Skyrim.bsa, and Open Cities Skyrim - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Post Install Configuration Set the mod's load order using whatever management tool you feel most comfortable with. It may also be necessary to rebuild your Bashed Patch if you're using one. Once the game loads, you need to allow 24+ game hours to pass for AI to fully update in each city. You can configure three options in-game by using a book that's been placed inside the Temple of Kynareth. This book is free for you to take with you, and you can put it on a bookshel anywhere you want. It would be STRONGLY recommended that you do not destroy it in some way because the menu will be inaccessible without it. Option 1: Oblivion Gates. The menu will now allow you to toggle them on or off as desired, on the fly, with no external patches necessary. If you have any such patches, uninstall them. They'll crash the game now. Option 2: Gate Attendants. The gate attendants who open the city gates when you approach on horseback can be toggled on or off as desired. Yes, some people despised them enough to ask for this. Don't ask me why. Option 3: Outdoor Lighting System. You can toggle the state of the outdoor lighting system as desired. Nobody asked for this, but I figured what the heck. I was messing with MCM anyway so why not. These optional configuration elements will not be supported through any other mechanism. Uninstalling Open Cities Skyrim Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. Load Order Open Cities Skyrim should be loaded as late as possible in order to preserve changes to navmeshes and other exterior city data. LOOT should be used for optimal placement. Built-in Compatibility Falskaar - Jalamar's AI markers will be moved into the proper places in Riften. Compatibility Patches Skyrim Sewers 4 - Available in the patch archive at the Open Cities Skyrim download sites (except Steam). Drinking Fountains of Skyrim - Available in the patch archive at the Open Cities Skyrim download sites (except Steam). Dawn of Skyrim Collection Immersive Citizens - AI Overhaul - Included in Shurah's installer. Compatibility Mods which strictly replace vanilla textures or the vanilla meshes are 100% compatible. Expanded Towns and Cities has been confirmed to be 100% compatible since it does not affect the 5 walled cities. Generally speaking, any mod which adds things to the closed cities will be incompatible. City mods that add some details to the open worldspace will be partially compatible. Alternate Start: Live Another Life - Fully compatible. No patches needed. The Last Defeat of the Dragon Cult - The mod hasn't been updated since March 2012. It's navmeshes are partially corrupted and must be repaired. More Dynamic Shadows & Striping Fix - Numerous dirty edits that cause some interiors to cease functioning. Mods which edit the following scripts will not be compatible unless patched: QF_DialogueWhiterunArgueScene_00037CC2 SF_MS11OpeningCrimeScene_000206AE SF_MS11SecondMurderCrimeScene_0002422C SF_DA10StartScene_00023C43 Known Issues The Civil War battles which take place in Whiterun, Solitude, and Windhelm will be fought within the closed city worldspaces. This had to be done due to complications that were not possible to overcome with the scripting involved in the war and how it relates to several other quests. Expect load door transitions when a city battle is underway. Troubleshooting Problems If you have a problem with an Open Cities mod and wish to report it, I'd appreciate as much information as possible, preferably in the form of a screenshot with console data showing if it's something that can be screened. The FormID of the affected object would help greatly to narrow down any problems that might result. Post this information along with your load order. Reports with less than detailed information may result in delays in getting it fixed, or result in being ignored entirely. It helps everyone to provide details. I am especially interested in verifiable conflicts, as I wish for Open Cities Skyrim to be as conflict-free as is humanly possible given the circumstances. If the situation requires a patch, I can only work something out if I know what to look for. The doors inside Warmaidens (in Whiterun) are missing, what have you done with them! The More Dynamic Shadows & Striping Fix mod makes a bunch of dirty edits in Warmaidens that will cause the doors to disappear. This mod has several other problem locations as well and it isn't recommended to be used in general until the author fixes the problem. Locations of AI Doors The AI doors are entry ways into the closed wordspaces should it become necessary. Not everything that is placed in a city by a mod is worth the time it takes to create a patch. Mods that drop items for a one-time pickup are a good example of this. It's much easier to just go through the door, get what you need, then exit the city as normal. Riften: East of the main city gate, next to the alley gate. Markarth: Enter the city gate, turn immediately to your right. The small rock in the grass patch next to the ivy. Whiterun #1: East side of the bridge into the city, right next to the brazier that is closest to the guard shack. Whiterun #2: North side of Jorvaskr, on the side of the path up to the Skyforge. Solitude #1: In the rock pile between the city gate and the executioner's platform. Solitude #2: In the rock pile across from the Bard's College, immediately to the south of the manhole cover. Windhelm: As you enter the city gate, turn immediately to the right, then immediately right again. It's in the bushes right next to the wall. Performance and FPS Open Cities Skyrim should not produce a significant change in your frame rates and performance. Due to the liberal use of occlusion planes in the mod, the game will not render anything on the opposite side of the city walls in any given location. So your viewing content will be limited to roughly what you'd see if you were in the closed city worldspaces. The closed city worldspace system was NOT devised by Bethesda to improve frame rates. It was devised to conserve system memory on the XBox 360 and PS3. You're playing on a PC. Or, at least legally speaking you ought to be anyway. Anyone who insists that this mod is a framerate destroyer is already experiencing other problems with their game. Do keep in mind, Skyrim is not one of those silly shooters that requires 60fps at all times in order to be playable. Dropping from 60 to 55 would go absolutely unnoticed. Even playing with 30-40 frames would go unnoticed to those folks who keep those dumb little indicators running while they play. If you're seeing a massive frame rate drop, point the finger somewhere else. This mod is absolutely not the cause of your problems. I know this may seem harsh, but this sort of disinformation was rampant with the Oblivion mod and wasn't true then either and I absolutely will not stand for this sort of disinformation being spread now either. Credits Throttlekitty - Help with the Riften city gate collision sizing. BassEX - Corrections made to the Markarth dam mesh. Hannaise - Oblivion Gates in Skyrim jonwd7 - Fixing the collision on 6 Whiterun wall pieces without normal collision height. pihwht@Nexus - For having the patience and dedication to dig deep into the civil war and ferret out problems causing it to fail in Solitude. Dwip - For numerous improved meshes at the various city gates. No more crappy fake collisions! nonoodles - Riften southeast gate mesh plus the animated dock gates. Nico coiN - Cut back version of the Whiterun drawbridge mesh as well as numerous other cleanups and fixes for the mod. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  4. Arthmoor

    [RELz] Alternative Beginnings

    Tossed in jail for waylaying a royal caravan on the highway, your trial was mere days away. Something is wrong though, the days have turned to weeks, and the weeks to months. You no longer have any idea how long you've been down here. The guards stopped checking your cell almost a week ago, and now the last of your food is running out. Your cellmate died months ago and they never removed the body. It won't be long before your bones decorate the cell as well. The Gods have forsaken you! Or have they.... Alternative Beginnings puts you in the position of the poor forgotten prisoner lamenting life's choices. You will be able to choose from several different options on how to begin the game, all from the discomfort of your dank prison cell. Your choices influence the circumstances by which the game begins, and hopefully the Gods won't forsake you this time around! Downloads AFK Mods Oblivion Nexus TES Alliance The Assimilation Lab System Requirements Official Patch version 1.2.0416. OBSE 0020 or higher. The Kvatch Intact variant requires Kvatch Rebuilt 3.0 or higher to be installed as well. Installation Copy the ESPs and both folders to your Data folder, then activate the ESP. Recommend using BAIN to manage the install. Make sure to load the mod after TIE or any other mod which directly edits the tutorials and the "Deliver the Amulet" quest (Charactergen, MQ01 and MQ02) otherwise things will not go well. Uninstallation Simply remove the ESPs and the files this mod adds from your Data folder. Strongly recommend using BAIN to handle this though. Short on mod slots? If you are occupying Geldall Septim's Manor at some point during the game, you'll want to remove anything you've left there, then you can uninstall the mod, but ONLY after you have retrieved the Amulet of Kings and at the very least delivered it to Jauffre. If you're using the Kvatch Intact variant, you need to be far enough along in the game for the Emperor to die and Kvatch to be invaded and destroyed before you can remove it. Bottom line: Do not uninstall the mod until you have delivered the amulet to Jauffre. Known Issues If OBSE is not detected, or an incorrect version is installed, the mod will inform you of this and then shut down all scripts relating to the chargen sequence. So if nothing seems to be working, check your OBSE setup to make sure it's correct. If you are starting with a lot of mods that have message spam, it's best to wait for all of those to settle before doing anything. Starting the Main Quest If you did not choose the standard prison start, the main quest will not initiate itself without your intervention. In order to actually begin the main quest, you will need to travel the road from the IC to Chorrol. At Fort Ash, there will be a dead adventurer's corpse near the road which has a letter from Baurus along with the Amulet of Kings. Picking up the letter begins the MQ with you assuming the role of the dead adventurer. Read the letter to understand the situation, which will allow for you to slip seamlessly into the role. The tutorial dungeon will not be accessible to you unless you use the prison start. It will be assumed to have already been locked down by the Legion. Options Available There are several options for how you can start your life in Oblivion. Many of these have been done before in other mods, and probably won't seem terribly original. Each option is intended to provide some variety in starting locations and equipment. All start options remove the initial prisoner clothing as well as the wrist irons. You will also start with 5 apples for food, which should hold you over long enough to get your own if you are using survival mods.
  5. Arthmoor

    [RELz] Bee Hives

    Version 2.0.3 Flagged as ESL.
  6. Arthmoor

    [RELz] Bee Hives

    Ever wonder where Honningbrew Meadery gets their honey? Bet you never quite gave it much thought, figuring it had to come from somewhere. The only problem is that the sole source of honey is at Golden Glow Estate and you know Maven isn't likely to give that up. This little mod takes care of the issue by making some room in front of the Honningbrew Boilery for 5 bee hives. That's it. Simple. Download Locations AFK Mods Bethesda.net - PC Bethesda.net - XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.5.73 or greater. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Bee Hives.esp into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the .esp from your Data folder. Then reload your game as usual. Load Order LOOT (https://loot.github.io/) should be used for optimal placement. Compatibility Mods which alter the immediate area in front of the Honningbrew Boilery will not be compatible. No navmeshes or landscaping were edited with this mod so it should be fully compatible with other mods editing the nearby area. No compatibility issues with Provincial Courier Service. Known Issues The sign closest to the fence in front of the boilery may not be positioned correctly if you've passed by before. This should correct itself after the cells reset. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  7. Arthmoor

    [RELz] Manor Roads

    Version 2.0.1 Cleaned with updated versions of xEdit.
  8. Arthmoor

    [RELz] Manor Roads

    A small landscaping tweak to connect Heljarchen Hall and Lakeview Manor to the nearby main roads. Nothing particularly fancy other than it not using the standard crappy road meshes. The roads have preferred navmesh pathing so if you're using mods that allow your spouse and/or children to travel, they'll stick to a safe path instead of aimlessly wandering the wilderness. Download Locations AFK Mods Bethesda.net - PC Bethesda.net - XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.5.73 or greater. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Manor Roads.esp file into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Just delete the Manor Roads.esp file. There are no scripts and no permanent data changes. Load Order LOOT (https://loot.github.io/) should be used for optimal placement. Compatibility Other mods which may alter the landscape and/or navmeshes at the two affected houses will not be compatible. Compatible with the Hearthfire version of Thirteen Oranges' Oakwood. Compatible with my Storefront mod. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  9. Arthmoor

    [RELz] Practice Dummies

    Version 2.0.4 Converted all 3 modules to ESL flags.
  10. Arthmoor

    [RELz] Practice Dummies

    Ever wondered why the guards and other NPCs can use practice dummies to train on (even if it's not real) but you can't? Perhaps you want to boost your combat skills before heading out into the big bad world to make a name for yourself, but have been unable to do so. Maybe you just like sticking dummies with sharp objects because they don't bleed all over everything and make a big mess on that nice rug in your basement. Practice Dummies allows you to train your 1H and 2H combat skills, archery, and magic skills with frost, fire, and shock spells. You can do this up until skill level 30, after which you will gain no more insight from attacking the dummies. This is accomplished through the use of a simple script attached to combat dummy objects which are already present in the game but never used. Archery targets required the creation of a second object to replace the normal static target objects. Support for Falskaar and Wyrmstooth is included. Download Locations AFK Mods Bethesda.net - PC Bethesda.net - XB1 Installation Requirements Skyrim Special Edition 1.5.73 or greater. Falskaar add-on requires Falskaar by Alexander J. Velicky Wyrmstooth add-on requires Wyrmstooth by Jonx0r. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Practice Dummies.esp and Practice Dummies.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Additionally, copy any of the extra plugins you want for your game and make sure they're in the proper load order. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Practice Dummies.esp and Practice Dummies.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT (https://loot.github.io/) should be used for optimal placement. Compatibility Will work with any mod that places the standard CombatDummy01, CombatDummy02, and CombatDummy03 objects instead of the PracticeDummy01, PracticeDummy02, and PracticeDummy03 objects. Archery targets will require a patch for any mod which places those since a script capable version of them does not exist in the vanilla assets. Credits dAb - For the initial help in getting this off the ground. We miss you bro! Hana - Playtesting and stuff. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  11. Arthmoor

    [RELz] Alternate Start - Live Another Life

    No you won't, this mod doesn't require SKSE64 :P
  12. Misery and despair have haunted you all your life. Just when you thought it couldn't get any worse, you've been arrested and thrown in the dungeons. Your trial was supposed to be weeks ago, only nobody has come for you. It's been so long since seeing daylight you no longer know what month it is anymore. The dungeon is cold, damp, and worse still, you're running out of food. At least you have that leak in the wall for water. It seems as though you've been forgotten, soon to rot away and die. The eight have forsaken you! Or... have they? Live Another Life provides an alternative means to start the game for those who do not wish to go through the lengthy intro sequence at Helgen. You will be given the opportunity to choose your race and then choose a new life for your character to lead. A wide variety of choices will be available. What you choose will have a lasting impact, so choose carefully or the gods may forsake you again! Additional support has also been provided to allow you to extend Live Another Life with your own starts. Check out the video review GamerPoets did for his first episode: https://www.youtube.com/watch?v=Pi5AU8yCry0 Downloads AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Live Another Life Bug Tracker Installation Requirements Skyrim Special Edition 1.5.73 or greater. You will need to turn on subtitles to see the text for the startup quest. Alternately, download and use Fuz Ro D-oh - Silent Voice to see subtitles only on those NPCs with no voiced audio. This requires SKSE, so it will only work on PC copies of the game. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the Live Another Life page at Skyrim Nexus. The installer should take care of things from there. Or add it to NMM manually through the "Add File" dialogue. Then simply make sure NMM has the mod activated. Installation - Manual Drop Alternate Start - Live Another Life.esp, Alternate Start - Live Another Life.bsa, Alternate Start - Live Another Life - Textures.bsa, and Alternate Start - Live Another Life.ini into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Live Another Life Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. That said, should you insist on going forward with doing so you must adhere to the following: First things first. You need to be sure the main quest has been started before you can uninstall this mod. The quest "Live Another Life" must have been marked as completed, AND you must have "Before the Storm" listed in your journal. Uninstalling prior to this will break the main quest as well as the civil war. It should also go without saying that if you're using the farmhouse start, clean your stuff out of it first because if you don't you'll lose it all. Clean your stuff out of any other start location containers you may be using, including any that are part of the vanilla game because they will NO LONGER BE SAFE STORAGE!!! Once that's done, use your preferred method to uninstall the mod. The .esp, .bsa, and ini files must be removed entirely. Load Order Due to the sensitive nature of the mod, it should be loaded relatively late in the load order. A lot of other mods may seek to make modifications to Helgen and the charactergen quests. Moving this further down in your list will likely help, a lot. I highly recommend going with the order LOOT specifies. Starting the Main Quest Skyrim has a lot more flexibility in pursuit of the main quest, even when playing the default Helgen scenario. Alduin's appearance does not force one to pursue the main quest beyond Helgen. So this mod is mainly providing a mechanism to bypass Helgen and not encounter Alduin either. The game will patiently wait for you to follow along. So there's no special effort really needed to avoid it, just don't do it For most of the starts, it will appear as though your "Live Another Life" quest has stalled. You will not have an active objective telling you where to go next. When you are ready to begin pursuing the main quest, talk to an innkeeper and ask them for rumors. You'll be given a generic rumor about Helgen and told to travel there. You can also simply go to Helgen on your own without anyone telling you to do so. The main quest will also start if you join the Civil War, complete the first two missions for your chosen side, and then get sent to Whiterun. Once there, you'll find Whiterun closed. If you manage to bribe or persuade your way in, the next guard you pass by who delivers the line about Helgen being hit by a dragon will resolve the beginning portion. Otherwise asking them what they mean by dragons will get you pointed toward Helgen and you can proceed from there. If you somehow avoid all the guards and get into Dragonsreach without ever hearing about Helgen, the MQ will be force-started upon entering the main hall. Sorry, but this failsafe is required because it is not possible to advance the Civil War until Bleak Falls Barrow and Dragon Rising have been completed. Bethesda did not supply dialogue to allow for a Stormcloak takeover of Whiterun before starting the Main Quest. Choosing the campsite start will begin immediately with the encounter with Alduin. Using this mod to follow the default Helgen sequence will play out the same as the vanilla game. Extensions As of version 2.5.0 and higher, Live Another Life allows for extensions to be written to provide additional starting options. This is a known list of extensions that are available: City Guard - the example extension provided on the Nexus page for LAL. Legacy of the Dragonborn - An extension to allow you start as a relic hunter for the mod's museum in Solitude. New Beginnings - Several new start options using the extension framework. Compatibility Patches Starting Spell Choice Compatibility Tested and confirmed to work with Open Cities Skyrim. Known to be incompatible with any mod which attempts to remove the essential flags from any NPCs in Helgen. Not compatible with Opening Scene Overhaul due to conflicts with edits to MQ101. Moving LAL after it in the load order should resolve the problem but obviously that then makes the opening scene overhaul a moot point because it will be overridden. If you ignore this and leave it with OSO after LAL, the initial load screen will freeze and the game will never load. There is nothing that can be done about this. Helgen Reborn – Fully compatible, even with the vanilla start option. Shlongs of Skyrim (ugh, yes, there really is a mod about that) - This has been reported to completely mess up the cart ride for the vanilla start option. If you're going to use that mod, it is best to wait until you're off the carts and inside the keep before installing it. Become High King of Skyrim - Edits MQ101, though it's a dirty edit. Either clean the mod using TES5Edit or make sure it loads BEFORE Live Another Life so that it won't cause the "new game" menu to get stuck. Better Vampires - No issues should arise from using LAL and BV together. Even the vampire start should work properly as the method LAL uses to change you into one uses script calls BV retains in its edited version of the player's vampire quest. Mods altering the Abandoned Prison (cell 00021594) will probably need to be patched since the navmesh has been edited. Mods which alter the following quests will not be compatible without a patch: MQ101 - Unbound MQ102 - Before the Storm WERoad01 - Farmer refugees after dragon attack Mods which edit the following scripts will not be compatible unless patched: QF_MQ101_0003372B QF_MQ102_0004E50D TIF__0005A6A6 TIF__0005A6B1 TIF__000D50CA TIF__000D50DB TIF__000D50E0 TIF__000D660D TIF__000E2D03 Known Issues The Thane offer won't be available in every city right away if you use a property owner start. The quest interaction makes doing so impossible without sacrificing too much of the content to it. When picking the Companions guild start, you need to go watch the fight before Vlikas will go outside to train you. When choosing one of the two civil war starts, you are strongly advised to let the Jagged Crown scene play out. If you don't, the quest may fail to start and the entire civil war quest line will get jammed. There may be some unfound dialogue that references Helgen. If you find some and have NOT witnessed Alduin fly overhead yet, please report those with as much detail as possible. Some quests in a major city you pick a start for may not be available until after you've left that city and returned later. This is normal. It's due to how "Change Location" events work in the game and there's nothing that can be done about it. If you pick the ship arrival start for Raven Rock, the mouse is not being locked down for some reason when the function is called to run the animated ship ride. No know solution for this exists as of yet. Avoid moving the mouse. It will disrupt the scene, even though the boat will arrive properly. It just looks goofy as hell. Troubleshooting Options Available Credits Chesko - For his polygon shape detection script. Nikkita - For her awesome work on the voiced lines for the statue of Mara in the starting cell. Dwip - The new mesh section for the farmhouse interior. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  13. Arthmoor

    [RELz] Keld-Nar

    Version 2.0.3 Tilvur's voicetype was not able to use the blacksmith dialogue so it has been changed to MaleBrute which can.
  14. Arthmoor

    [RELz] Keld-Nar

    This doesn't translate to Feldscar at all. It translates to Keld-Nar, a long abandoned village deep inside Skyrim to the north. Keld-Nar lies in between an ancient Nordic tomb, and a large black rock who's origins Keldon and I were never able to determine. - Raminus Polus, circa 3E 433. An age ago, during the Oblivion Crisis, a Nord village found itself on the brink of disaster at the hands of a pair of Dunmer mages. They were on a quest, no, a mission to find what they thought would lead them to salvation against the onslaught of the Daedra. Instead, they found Feldscar and eventually their plans were torn asunder by the Champion of Cyrodiil. But what of the village that Raminus Polus told the Champion about? Keld-Nar, the site of the actual prize the Dunmer sought? Raminus Polus and Keldon Swiftrunner had been there before, but what became of it since then? 30 years ago, refugees of the Great War set forth out of northern Cyrodiil in a desperate gamble that would answer this question once and for all. Where once ruins lay, a thriving village has sprung up in their place. Come in traveler, stay awhile, rest your weary legs and listen to an old man's tale. Keld-Nar is a village in Eastmarch, near the Dwemer ruin of Mzulft. It boasts an inn, a blacksmith, stables to park your horse at, and a decent sized local garrison of troops. Unlike many other populated areas, Keld-Nar welcomes Khajiit, owing to the history the ancestors of the current residents had with them in Feldscar those many decades ago. The village starts off held by Stormcloak Rebels and openly worships Talos, but will change hands to Imperial control if they win the Civil War. Where possible, Keld-Nar should also be included in any town based radiant quests and will be subject to dragon attacks. It may also be subject to random vampire strikes if you have Dawnguard. Download Locations AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Installation Requirements Skyrim Special Edition 1.5.53 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Keld-Nar.esp, Keld-Nar.bsa, and Keld-Nar - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Keld-Nar.esp, Keld-Nar.bsa, and Keld-Nar - Textures.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Arons Mecha Dragons places two mechanical dragons at Mzulft which are too close to the village and end up attacking it. Papyrus has been used to disable these two dragons without requiring a patch. Credits Hanaisse - Sign for The Horny Horker, road sign and shop sign assets, the Keld-Nar book, children's clothing textures, and the unique Dwemer child assets for Nedri. DanielCoffey - Better Book Mesh (https://www.nexusmods.com/skyrim/mods/37113) Used for the Keld-Nar book. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  15. Arthmoor

    [RELz] Storefront

    Version 2.0.3 Added support for Shadowfoot Sanctum. Due to the home's location, your spouse will use the shop stand in the Riften Plaza.
  16. Arthmoor

    [RELz] Storefront

    Congratulations on your recent marriage! Your spouse has a plan though. They would like to keep from going mentally insane from boredom while you're gone for weeks on end adventuring in strange lands. So they've informed you they'll be setting up a shop to keep busy while you're away. Except for one small detail. They want to do so from your shared abode. Does this really make sense? Should your spouse be putting the family home at risk in such a manner? No! They certainly should not. Every major city where you can buy a house has a market area that should have enough space to accommodate a small trading stall to serve this purpose. The only difference is that your spouse will not offer to buy, sell, or let you invest when they are not at the stand. So this mod will do exactly that. Now your spouse will operate a store from the market area in the city you are currently living in. Your spouse will man this stall during the normal daylight hours, then return home at night. You can come and collect your profits at any time just like normal. Yes, even though it's a bit daft, this will work for the Hearthfire houses as well since Bethesda made no provisions for turning off the shop functions when living in a Hearthfire home. If you have Thirteen Oranges' Laintar Dale and/or Oakwood installed, the market stand will be set up next to one of these locations instead since the two villages are close enough to be within walking distance of the houses in The Pale and Falkreath. As an added bonus, the shop will relocate with you if you move to a new city and there will be a chest at the stall that you can add items to in order to have them "sold" to the general public. The chest will be emptied out each day to simulate having sold the goods, and a varied amount of gold will be added to the standard marriage profits you can collect from your spouse. This provides not only a cool way to make some extra cash, but also to trim down your junk inventory in a somewhat more realistic way. If you choose to move into your spouse's original house (wherever that may be) then they will not operate a stand even if it's in one of the supported locations. Bethesda's spouse setup does not support this and I do not have any intention on editing the marriage quest to change this. Your spouse will almost certainly have an AI routine to follow when living in their house anyway. You will not have access to the chest to deposit your unwanted junk in while you are choosing to live in their home. Assuming certain conditions are met in mod added homes, this could also provide a means for allowing the spouse to run a shop from a mod added house. Download Locations AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Installation Requirements Skyrim Special Edition 1.5.73 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the Storefront page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Storefront.esp and Storefront.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Storefront.esp and Storefront.bsa files from your Data folder. Then reload your game as usual. Load Order Should be set to load alongside other mods affecting cities. Load before Open Cities Skyrim. LOOT should be used for optimal placement. Compatibility 100% compatible with Open Cities Skyrim. This mod will generate compatibility problems with any other mod adding market stands to the 5 vanilla closed cities that may end up occupying space close to them. The same is true of any mod which may extensively alter the areas in front of the 3 Hearthfire houses. No navmeshes have been edited in this mod so there should be no trouble from navmesh conflicts. Any mods which alter the RelationshipMarriageFIN quest and change how the spouse's store settings or house assignment settings work will likely interfere. Should be fully compatible with marrying Vilja as she is set to trigger the vanilla marriage system once her wedding quest concludes. Serana as a spouse is not compatible because her "Mental Model" quest runs at too high a priority and any mod shutting that down would break most of her functions anyway. Known Issues When first initializing itself, the mod will throw one error in the Papyrus log about being unable to manipulate a "None" object. This is expected and will not happen again on subsequent updates. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  17. Arthmoor

    [RELz] Alternate Start - Live Another Life

    Version 4.0.9 Added support for Shadowfoot Sanctum DLC. Added support for my Granite Hill inn as a starting position.
  18. Arthmoor

    [WIPz] TES5Edit

    I tend to agree, if only because information in chat rooms becomes lost too easily. I don't really see the harm in keeping a support post going here even if it doesn't get answered right away. People using forums should know to expect slower response times. And I know, shocker, but not everyone uses Discord either :P
  19. Arthmoor

    [RELz] Cutting Room Floor

    Version 3.1.2 Added a rock to cover a gap above the entrance to Hoarfrost Grotto. (Bug #26294)
  20. Arthmoor

    [RELz] Cutting Room Floor

    A content restoration mod for Skyrim and the official DLCs. From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. Villages that were supposed to exist have been brought back. Quests that were partially implemented have been completed. Various items have been restored that were still in the data files. NPCs have been brought back to the game and given homes where appropriate. Plus plenty of other random bits of stuff that was mentioned in the game but didn't exist yet. NPCs were implemented using the list available on the UESP: https://en.uesp.net/wiki/Skyrim:Unused_NPCs Unimplemented quests were seeded by the following list on UESP: https://en.uesp.net/wiki/Skyrim:Unfinished_Quests Some unimplemented items have been added from the following UESP list: https://en.uesp.net/wiki/Skyrim:Unobtainable_Items Cut civil war content is far too complex for me to want to mess with, so for that I'd recommend Simtams's Open Civil War. CRF Bug Tracker Check out the video for the mod by Brodual: https://www.youtube.com/watch?v=ByPbGhFX2aM Download Locations AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Installation Requirements Skyrim Special Edition 1.5.73 or greater. Unofficial Skyrim Special Edition Patch 4.1.7 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the Cutting Room Floor page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Cutting Room Floor.esp, Cutting Room Floor.bsa, and Cutting Room Floor - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those with scripts, it is STRONGLY recommended you do not attempt to uninstall this mod once you've begun using it. The scripts altered by the mod, as well as several portions of the content will be permanently altered and will not restore themselves to their previous states. This is not a defect in this mod, it is merely how Skyrim works with any mod that includes scripted changes. There is nothing I or anyone else can do about this. You need to load a save prior to having installed this mod in order to restore the game to its previous condition. If you insist on removing the mod and continuing with the save though, the Cutting Room Floor.esp, Cutting Room Floor.bsa, and Cutting Room Floor - Textures.bsa files must be removed from your Data folder. Any errors or residual changes left behind by doing so are your sole responsibility and any complaints about this will be ignored. Load Order Load early, as close to the top of your load list as reasonably possible since this mod deals in restored vanilla content. LOOT should be used for optimal placement. Implemented in This Mod NPCs Argi Farseer - Stonehills. Works in the mine, has a home in Stonehills, takes a random stroll around the mining camp at night. Talib - Stonehills. Restored his house, works the mines. Aleuc - Blacksmith in Stonehills. Has a house and slightly modified exterior forge area. Stonehills ought to be plenty populated now. Captain Metilius - Castle Dour. Hangs around the war room during Bleak Falls Barrow or Jagged Crown, wanders the castle district outside otherwise. Will be disabled if the Stormcloaks have Solitude. Grushnag - Placed with the Markarth Khajiit caravan and will travel with them. Serves as a guard due to the dangerous nature of The Reach. Herebane Sorenshield - Added on the span of Kilkreath Ruins between the first and second interior areas. He will patrol the area there and is now carrying his named reward items too. Karinda - Dagny's horse that was originally planned for use in the darker side of The Whispering Door. Just for show now though. Mazgak - Added to the hunters in Bloated Man's Grotto. Spirit of the Ancient Traveler - Added at Wayward Pass as was apparently intended. Steirod - NPC planned for use at Irontree Mill. Trilf - NPC planned for use at Irontree Mill. Sulvar the Steady - Placed in Niranye's house, spends the rest of his time at the warehouse. It made no sense for him to spend his entire existence in her place. Tasius Tragus - Added in the Dragon Bridge tavern. Doesn't do much other than sandboxing inside and outside. Sleeps at the inn. Supposedly is Varnius Junius' boss. Thjollod - Added to the hunters in Bloated Man's Grotto. Viding - Added to the hunters in Bloated Man's Grotto. Mithorpa Nasyal - Dark Elf NPC assigned to Barleydark Farm. Uglarz - Restored for Narzulbur, involved in a quest. College Guard - A generic guard for the College of Winterhold. Will patrol the grounds, and sleep upstairs in the Hall of Attainment. Froa - Daughter of Kjeld and Iddra who is mentioned in at least two scenes but doesn't exist. Guards restored for Half-Moon Mill who will use the cut dialogues for that location. Items Gallus' decoded journal - Will appear once the final major portion of the Thieves Guild quest is done. Spectral Arrow - Spell tome reward for completing Treva's Watch. Falmer Supple Bow - A slightly better version of the normal Falmer bow. Added to 3 of the encounter varieties of Falmer. A tempering recipe has been provided as well. Briarheart Geis - A special version of a Forsworn axe, now in the hands of the Briarheart at Lost Valley Redoubt. Mzinchaleft Guard's Note - A note for the guards who are watching Maluril's room. Habd's Death Letter - A note left behind by the former owner of Frostflow Lighthouse. Sild's Staff - A unique item available on Sild the Warlock in Rannveig's Fast that summons subjugated ghosts. Circle of Vitality - Added a new tome for the spell, plus completed the missing parts. Stormcloak Cuirass (sleeved version) - An alternate version of the standard Stormcloak Cuirass that was never added to the game. Letter to Vals Veran - A short note that provides a bit of backstory to Vals Veran. Robes & Boots - Several articles of clothing that were not added to leveled lists are now available. Letter from Harkon - A short note carried by Malkus talking about Harkon's promise for finding a Moth Priest. Quests Research Thief - An unfinished quest at the College of Winterhold. Nirya has something she'd like you to do. (Repeatable radiant quest) Filling Soul Gems - Sergius Turrianus doesn't just want you to restock them, the lazy bum! (Repeatable radiant quest) The Missing Apprentices - Phinis Gestor wants someone to find out what happened to the previous group of apprentices. Tolfdir the Absent-Minded - His alembic isn't the only thing he routinely misplaces! (Repeatable radiant quest) Animal Pelt Collection - Restored a radiant quest for the Companions to collect animal pelts. Needed some logic tweaks and bugfix hacks to get it into useable shape. Rogue Wizard - Tolfdir has more than just his absent-mindedness he needs help with. (Repeatable radiant quest) Hitting the Books - An extra dialogue exchange was restored between the player and Mirabelle Ervine. "A Wife For Mauhulakh" (name provided by CRF) - Chief Mauhulakh is lonely and longs for companionship. Proving Honor - Aela can now be chosen as your shield-sibling if you do more work for her than Farkas. Suppy Line - Frost River Farm needs help distributing their mead. Shalidor's Insights - Added the missing fortify magicka scroll to the reward table. Runil's Dark Past - Restored what little there is for this. Need to retrieve his journal first before the dialogue becomes available. Mourning - NPCs who lose friends or loved ones may mourn the loss for a set period of time. Scenes DialogueRiftenRatway - Restored a non-functional dialogue scene between the player and two thugs in the Ratway entrance. (Disabled if Live Another Life is installed and Thieves Guild start is chosen) DialogueWhiterun - Scene between Uthgerd the Unbroken and Skulvar Sable-Hilt at the Whiterun Stables. DialogueWhiterun - Scene where Mikael thanks the audience for their applause as the player first enters the Bannered Mare. DialogueGenericVigilantsOfStendarr - Restored dialogue for the Vigilants to confront the player when they are wearing/wielding a Daedric artifact item. (https://en.uesp.net/wiki/Skyrim:Vigilants_of_Stendarr#Conversations) Windhelm - 2 scenes between Scouts-Many-Marshes and Ambarys unlocked by giving Scouts-Many-Marshes an AI pack to sandbox in the club after work. Solitude - 3 scenes involvng Xander have been restored by giving him AI packages to go to each of the stores he should visit. MS06StartPotemaEscapesScene - Removed condition blocking the dialogue from Potema's escape sequence. Locations Thalmor Justiciar HQ in Solitude - Populated with one commander and 4 justiciars who will disable if the Stormcloaks take Solitude. Banners changed from Imperial to Thalmor, and these banners will change again to Stormcloak ones if they take the city. Castle Dour Tower - Restored access to an unused tower room above General Tullius' room. Captain Metilius will sandbox here for part of the day as well as sleep here since he has no bed otherwise. Frost River Farm - The meadery that goes with the Supply Line quest that was restored. Irontree Mill - Restored a missing sawmill originally designated for Haafingar Hold. Haafingar has no adequate space for it, so it's just over the border with Hjaalmarch, located next to the newly restored Frost River Farm. Steirod and Trilf live and work here. Trilf's House - Added with the relocation of Irontree Mill after discovering that there is a key and location data for a house. Since Steirod has nowhere else to go, he'll be living there too. Barleydark Farm - Restored a farm southwest of Fort Greymoor occupied by Mithorpa Nasyal. The location was already leveled out and labeled, just never actually built. Stonehills - Restored the village which was intended to be placed here. (Argi Farseer's house, Aleuc's house [blacksmith], Talib's house) Wintersand Manor - Nazeem & Ahlam's house, restored to the game at Chillfurrow Farm. Maiden-Loom Manor - Lilith Maiden-Loom's house, restored to the game across from Whiterun Stables. Cidhna Mine - Obscured Passage, restored and repurposed as an escape route out of the prison. Frostbark Lumber Mill - The abandoned remains of the sawmill that Ganna tells you about in Kynesgrove but was never added to the game. Heljarchen - The village which was intended to be placed surrounding Nightgate Inn has been restored. (Blacksmith, Alchemist, 2 farmhouses, and the NPCs who live in them) Riften - Restores the southeast city gate to the game, which was boarded over prior to release for some reason. Other Restored the Omen of Warding and Stop Rune powers. These were originally designed as Black Book rewards but there is no book to place them in. Instead, they have been attached to standing stones hidden on Solstheim. Pack Spiders! You can now create a pack spider in White Ridge Barrow that can haul some extra loot for you. Be careful, they're fragile, and you can only have one following you at a time. Glowing Spiders! Another spider you can also make in White Ridge Barrow that produces light while following you around. They will last for 2 in-game hours, or until killed, whichever comes first. Credits Hana - For a ton of beta testing my characters weren't able to do. Bethesda's rat's nest never stood a chance! Hana again - For the road sign resources used to make the new signs. nonoodles - Meshes used for the restored Riften southeast gate. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  21. UFO4P 2.0.7 is now live, requiring FO4 Patch 1.10.130. Enjoy!
  22. Unofficial Fallout 4 Patch Version: 2.0.7 By the Unofficial Patch Project Team Download it from AFK Mods Download it from Fallout 4 Nexus Download it from Bethesda.net - PC Download it from Bethesda.net - XB1 Download it from Bethesda.net - PS4 Requires Fallout 4 version 1.10.130 or greater. Requires Official Automatron DLC. Requires Official Wasteland Workshop DLC. Requires Official Far Harbor DLC. Requires Official Contraptions Workshop DLC. Requires Official Vault-Tec DLC. Requires Official Nuka-World DLC. Documentation + Credits - PC, XB1 Documentation + Credits - PS4 UFO4P Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Fallout 4. If you're experiencing a bug with Fallout 4, please report the bug to us in as much detail as possible on the UFO4P bugtracker. Please use search to ensure that you aren't submitting something that is already there. Please also confirm that the bug you are reporting happens with no mods other than the unofficial patches installed. A lot of Fallout 4 bugs are actually the result of other mods doing things they're not supposed to. Thank you and we hope you have a better Fallout 4 experience! If your bugs is of the more important variety, such as a broken quest, broken settlement mechanics, broken perks, etc, you should also submit the report of your issue to Bethesda as well. Use their feedback form to do so and provide them as much detail as you would us. We would all prefer the bigger things to be fixed by them, right? (Note that all fixes are retroactive unless otherwise noted) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by the UFO4P UFO4P Fixes Defend The Castle (MinDefendCastle) was getting stuck and not advancing the attack waves after the first due to a bad edit to the death tracker on one of the quest aliases. (Bug #25860) For reasons unknown, the animation fix for Railroad Stealth Boys was causing the game to remove a regular Stealth Boy from your inventory instead of the correct one. (Bug #26170) Fixes done in TrapThistleScript have been reworked due to the fact that they appear to be leaving behind radiation traps that were deleted. This modifies Bug #23367 and Bug #20688. An old edit to fix a gap at Croup Manor was breaking the precombs there and has been removed. To cover the gap, which is too large to ignore, a flat rock of sufficient size was placed to cover it instead. (Bug #26304) Audio Fixes One of Parker Quinn’s audio lines mistakenly merged the second part of the dialogue topic in with the first, which resulted in three sentences being played twice. The audio for the first part of the dialogue topic has been trimmed to fix this issue. (Sound\Voice\Fallout4.esm\NPCMParkerQuinn\00083F77_1.fuz) (Bug #25690) Minutemen Radio audio line that had the last word partially cut off. This has been corrected by replacing it with a duplicate audio sample in the game that didn’t have this issue. (Sound\Voice\Fallout4.esm\NPCMMinuteMenRadioVoice\00217A93_5.fuz) (Bug #25758) One of the female player character's audio lines that can play when trading with a companion didn’t match the subtitle text or the corresponding male player character’s audio line. This has been corrected by replacing it with a duplicate audio sample in the game that didn’t have this issue. (Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0011CD97_1.fuz) (Bug #25901) Diamond City security guard audio line that would say "Really, pal. Stealing?" instead of "Really? Stealing?" like the sample for the other voice actor. It was also intended for the female player character, so having the "pal" part in the audio recording was done in error. (Sound\Voice\Fallout4.esm\GuardMaleDiamondCity01\000D1513_1.fuz) (Bug #25961) Item Fixes Inst302SynthRoomTrigger did not have the Health property filled in as required. (Bug #25833) Right Leg Barbaric Staggering Plate (DLC01Bot_Legs_Sentry_Armor_Wasteland08_Right) was missing the knockdown effect it's supposed to have to match the left leg. (Bug #25385) Right Leg Warmonger Staggering Plate (DLC01Bot_Legs_Sentry_Armor_Wasteland10_Right) was missing the knockdown effect it's supposed to have to match the left leg. (Bug #25385) DLC01Bot_Torso_Sentry_Shoulder_Null_Right should be labeled as "No Right Shoulder Mod" and also should not be stating it launches cluster bombs since it does no such thing. (Bug #25384) LoadElevatorPanelHiTech, LoadElevatorPanelPublic, LoadElevatorPanelUtility, LoadElevatorPanelVault: these items were missing the "deactivated message" property on LoadElevatorPanelScript (Bug #25574). TrapRadiation: The script on this trap was missing a property for the items to be added to the player's inventory upon disarming the trap. This fix also required a modification to TrapRadiationScript because it was expecting a MiscItem property and thus did not accept the (already existing) leveled list that specified these items (Bug #25639). Child of Atom Simple Rags (ClothesChildofAtom2), Short Rags (ClothesChildofAtom3), Long Brown Rags (ClothesChildofAtomBrown), Brown Rags (ClothesChildofAtomBrown2), Short Brown Rags (ClothesChildofAtomBrown3), Long Green Rags (ClothesChildofAtomGreen), Green Rags (ClothesChildofAtomGreen2), and Short Green Rags (ClothesChildofAtomGreen3) did not return any cloth when scrapped. They should return one piece like other similar clothing items. (Bug #25995) Gunner Harness (Armor_GunnerRaider_Underwear2) and Gunner Guard Outfit (Armor_GunnerGuard_UnderArmor) did not return any leather when scrapped. They should return one piece like other similar clothing items. (Bug #26078) Location Fixes WestingEstateExt, WRVRBroadcastCenterExt, Wilderness (0000E597), Wilderness (0000E598): Worldspace cells that had incorrect water type settings. (Bug #25700) Mesh Fixes The Cryolater's fusion core is inserted backward. (meshes\weapons\Cryolator\CryolatorLoad.nif, meshes\weapons\Cryolator\Cryolator_1.nif) (Bug #24743) Quest Fixes If the player is kicked out of the Institute after reporting back to Father in The Battle of Bunker Hill (Inst302) the residents of Bunker Hill will be stuck in the cowering position forever because the secondary combat tracker is never shut down. (Bug #25869) Invalid DN084_MassFusion02_LabWindowEnableMarker property removed from DN084. (Bug #25848) Invalid DialogueInstituteLokenAyo1 property removed from InstM03. (Bug #25837) Invalid DialogueInstituteLokenAyo1 property removed from InstM03Starter. (Bug #25835) A scene involving Vertibirds during The Battle of Bunker Hill (Inst302Combat) was not able to complete properly because the game was trying to change the value on a global variable that had been incorrectly marked as a constant. (Bug #25830) Invalid SynthPortal1 property removed from Inst302Combat. (Bug #25829) Invalid property removed from MinutemenCentralQuest dialogue. (Bug #25991) BoSKickOut: Flagged an alias as optional, so the scripts can clear it as intended (Bug #25723). BoSM04: Fixed a null-pointer property (Bug #25722). BoS301: Removed some lines from the stage 90 fragment that were referencing a non-existing objective (Bug #25692). DialogueInstituteReactScene: Fixed a quest property that was erroneously pointing to a wall safe and removed a line from the stage 5 fragment that tried to set a stage on a non-existing quest (Bug 25339). DLC04_NUK001_CrowdManager: Fixed several null-pointer properties (Bug #25643). DLC04GZMainQuest: Fixed several null-pointer properties (Bug #25649). DLC04MQ01: Fixed a null-pointer property (Bug #25632). DLC04GZNukaGalaxy: Fixed three null-pointer properties (Bug #25650). DLC04MQ01Gauntlet: Fixed an issue where the quest script tried to animate an elevator in unloaded area. The script now sets a bool on the elevator script that lets the elevator run the required animations if it loads for the next time (Bug #25645). DLC04RECampCT03: Fixed three null-pointer properties (Bug #25655). DNMasterQuest: Fixed an issue with the condition checks on ElevatorGoingUpDownScene that could result in the wrong announcer message being played (i.e. "going up" if the elevator was going down and vice versa) (Bug #25517). FFGoodneighbor07: Fixed several lines in the quest fragments that were mistakenly calling ChangeAnimArchetype() instead of ChangeAnimFaceArchetype() to change the AnimFaceArchetypes on various actors (Bug #24838). InstSynthCreation: Missing 3D check added on scene fragment SF_InstSynthCreationScene_001AC0CE (Bug #25340). InstM01: Flagged an alias as optional, so the scripts can clear it as intended (Bug #25765). MQ206: Fixed two null-pointer properties and removed a line from the stage 50 fragment that tried to start a non-existing scene (Bug #25337). MQ302Min: Modified the fill conditions on three aliases to fix an issue where these aliases remained empty because they were setup to fill with actors from aliases on another quest that had not started running when this quest did (Bug #25420). REAssaultSC15_FactionBoSvsInstRelay, REAssaultSC10_FactionMMvsInstRelay: Missing properties added on quest aliases (Bug #25699). RR201: Fixed an issue in the stage 500 fragment where two script functions were called in the wrong order (Bug #25611). Vault81Tour: Invalid properties removed (Bug #25544). Vault81Tour: Removed an invalid property from scene TourHydroponicScene (Bug #25546). InstM01Post [00198B8E, 00198B8F]: Two hello topics have incorrect condition checks that were intended to make sure the Sole Survivor is female before playing. (Bug #25817) DialogueDiamondCitySecurity [000D1513]: Dialog topic with an incorrect condition check that was intended for the female Sole Survivor instead of the male Sole Survivor. (Bug #25961) Inst305Post [000FB0DF]: A hello topic with a missing condition check to make sure that Dr. Li has not left the Institute before it plays. (Bug #25867) Papyrus Fixes PerkMagHuntsmanScript: Due to a failed safeguard and some really stupid unnecessary math operations, the script was allowing the ExtraMeatChance to drop by 100 every time the Wasteland Survival Guide #9 was activated. This caused the perk to fail to work correctly. (Bug #26274) Inst302InteriorTriggerScript: No sanity check to make sure the alias is filled before being checked for a dead actor. (Bug #25870) QF_Inst305_000A274B: Stage 60 is not making sure the LawrenceHiggs alias is filled before attempting to perform operations on it. (Bug #25858) QF_MinVsInst_00055BE4: Stage 60 is attempting to disable a non-existent object. (Bug #25856) BoS303ReactorTriggerScript: No sanity check on BoS303IngramAlias before trying to evaluate an AI pack. (Bug #25854) QF_DN084_0006D646: Stage 360 is trying to shut down a scene that doesn't exist. (Bug #25853) QF_InstMassFusion_0015BD39: Stage 50 is trying to complete a non-existent objective. (Bug #25851) QF_MS13Thugs_000838AD: Stage 10 was attempting to enable NPCs in a reference collection but was using the wrong index values to do this. (Bug #25820) DN136_RemoveRadiationTriggerScript: Script was incorrectly set up to use integers for healing radiation on the player when it should be computing it in floats. This causes fractional radiation values to fail to heal properly. (Bug #25784, Bug #24102) AbLegendaryScript: Check added to avoid event registration for unbound script instances (Bug #25921). DeathclawRaceScript: Checks added to bail out if the magic effect this script is running on expires (Bug #25962). Default2StateActivator: Check added to bail out of the setup function if the reference this script is running on is disabled (Bug #25638). DLC03:CreatureAreaAttackFXScript: Checks added to bail out if the magic effect this script is running on expires (Bug #25658). DLC04:DLC04_GZStarCorePanelScript: Fixed an animation graph error (Bug #25653). DLC04:DLC04MQ01GauntletQuestScript: Added sanity checks and fixed an issue where an array was cleared before the script had finished with running stuff on the elements in that array (Bug #25640). DLC04:DLC04RideControllerGenericScript: Removed several lines that tried to stop a sound instance which was always invalid (Bug #25634). Also added a missing 3D check (Bug #25651). HackerHolotapeMaster: Added checks to stop any further actions (and avoid errors) in cases where the player inserts a holotape into a non-matching terminal (e.g. using the turret override holotape on a terminal with no turrets linked etc.) (Bug #25610). InstituteTeleportQuestAliasScript: Added sanity checks for 'none' locations (Bug #25542). InstKickOutQuestScript: Added a check to prevent this script from trying to delete an input enable layer that was never created (Bug #25415). MQ302Script: Removed several lines that were registering for events that cannot be handled by this script (Bug #25419). REScript: Check added to bail out of the dead count tracking procedures if the array required for this purpose has not been set up. This was necessary because some quests are misusing the 'Track Death' flag on the RE alias scripts to flag aliases for dead count tracking by other procedures than those provided by REScript (Bug #26106). SynthCrippleMeleeScript: Checks added to bail out if the magic effect this script is running on expires (Bug #25570). Terminal Fixes DLC04MQ00ControlTerminal: Removed two invalid properties (Bug #25631). DN056_ExamRoomTerminal: Fixed a null-pointer property (Bug #25543). DN136_BioTerminalSub02: Fixed a null-pointer property (Bug #25600). MQ206HolotapeTerminalEntry: Fixed a null-pointer property (Bug #25411). MQ206HolotapeTerminalEntry_RR: Fixed a null-pointer property (Bug #25338). Placement/Layout/Ownership and other World Object Fixes 05005301, 05004C43: Static collections with erroneously applied Havok disable script. (Bug #26014) [NR] 0600A188: Power generator that should not have had the FusionGeneratorSCRIPT attached to it since it does not have its own fusion core. (Bug #25642) 001829FB: Dr. Priscilla Penske's sandbox marker in the Hydroponics Lab was extended too far below the floor causing her to get stuck in it sometimes. (Bug #25619) 001103AA: Removed invalid property. (Bug #25545) 00181781: Bad ragdoll data on the object caused it to fall to the ground in an unnatural way. (Bug #25279) 001F9F18: Car sitting too low on a bridge and falling through because of it. (Bug #25220) 071533A1: Brick wall duplicated to cover a piece of floating dirt. (Bug #23799) 0003EFEF: Chained door missing necessary sound properties. (Bug #25998) 0604C797, 0604C798: Properties modified on AttractionObjectScript to avoid errors if the script tries to enable or disable these references (Bug #25652). 0602941E: Invalid script properties removed from a protectron (Bug #25648). 00190B5A: Spotlight light that was mistakenly enable-parented (Bug #25541). 002170FF: Bottom floor property corrected on elevator (Bug #23149). 0020E213, 03049283: Obsolete triggers that have been permanently disabled (Bugs #25656, #25698). 03018F48, 0302D0BA, 0302DAC2, 03050187, 06029CC3, 0602F365, 060381CA, 06039052, 06039095, 0604064F, 06040650, 06041454, 06041455, 06041456, 06041457, 06050DAB, 06050DAD, 06050DAE, 06050DAF, 06050DB2, 06050DB3, 06050DB4, 06050DB5: Static objects with a DisableHavokOnLoadScript attached. These scripts have been removed (Bug #25636). [NR] 0010B97C, 0010B97D, 0010B97E, 0010B97F: Misplaced high-tech file cabinets. (Bug #25582) [NR] 000B37D0, 000B37D1, 000B37E1: Misplaced hard hats. (Bug #25625) 07027E57, 07027E58, 07027E59, 07027E5A: Wood pallets placed underneath floating crates. (Bug #25625) 001A6989: Floating mining helmet. (Bug #25896) 0023819A: Misplaced auto part seat. (Bug #25896) 00248FF9: Misplaced super mutant armor. (Bug #25900) 000EBE07, 000F4332, 000F4338: Misplaced keys. (Bug #25919, Bug #25537) 000AF0FC, 00227502, 00227503, 00227504, 00227505, 00227506, 00227507, 00227508, 00227509: Misplaced caps. (Bug #25947, Bug #25919) 00227446, 0022744A: Misplaced mods boxes. (Bug #25947) 000A2CB0: Misplaced bobby pin. (Bug #25952) 001B5DC5: Misplaced locker. (Bug #25968) 000855C0: Misplaced chems box. (Bug #25971) 001BA4B4, 00218201: Misplaced plastic bins. (Bug #25983, Bug #25968) 001E8271, 001E8272: Misplaced hubflower plants. (Bug #25989) 001FB9CD: Misplaced motorcycle. (Bug #25990) 0009BCE7, 0009BCE8, 0009BCED, 0015A0B6: Misplaced oil lamps and their light sources. (Bug #25997) 001008A3, 00182875, 0020BB8E: Misplaced oxygen tanks. (Bug #26000, Bug #25996) [NR] 000707CE, 001A8F8A: Misplaced footlockers. (Bug #26023, Bug #25896) 00098621, 00098A01, 000A2CB1, 000BEF4E, 00183D97: Floating bobby pin boxes. (Bug #26024, Bug #25983, Bug #25952, Bug #25548) 0604AA52, 0604AA53: Misplaced fluid storage units. (Bug #26025) [NR] 06020CAD: Misplaced cigarette machine. (Bug #26028) 0005568F, 000F4333, 000A7E86, 001440F0, 0019536D, 001A7670, 002194E6: Misplaced caps stashes. (Bug #26030, Bug #25997, Bug #25983, Bug #25919, Bug #25896, Bug #25737) 001A4B28, 001A7678, 001BA482, 001BA483, 00209BBD, 0020B5B9, 0020B5BA, 0020B5BB: Misplaced books and magazines. (Bug #26030, Bug #25996, Bug #25968) 002176B7: Misplaced Vault-Tec lunchbox. (Bug #26030) 000986D6, 060426D6: Misplaced lunch pails. (Bug #26036, Bug #25983) 00209169: Floating auto part steering wheel. (Bug #26039) 0001D39A, 0008EEF1, 0008EEF2, 0008EEF3, 0008EEF4, 0008EEF5, 0008EEF6, 0008EEF7, 0008EEF8, 0008EEF9, 0019B244, 0019B245, 001C143E: Misplaced ammo. (Bug #26044, Bug #25900, Bug #25896, Bug #25540) 000EFB1F, 00124616, 00125575, 0022B39B: Misplaced wooden crate containers. (Bug #26048, Bug #25548) 001CACD7: Misplaced lobster float. (Bug #26050) 00024340, 0007DB86, 0007DB9A, 001505F5, 06032701, 06032721: Misplaced Nuka-Cola vending machines. (Bug #26054, Bug #26008, Bug #25696, Bug #25625) 07027E5B, 07027E5C: Trash piles placed underneath floating crates. (Bug #26055) 00021A49, 00021A56: Misplaced office file cabinets. (Bug #26057) 001084B8: Floating static wooden crate. (Bug #26057) 001A0CDA, 001AB81C, 001AB871, 001AB876: Misplaced weapons and armor workbenches. (Bug #26057, Bug #26044, Bug #25896) 0006F0A8, 0016501F, 001667AB, 00209179: Misplaced folders. (Bug #26058, Bug #26039, Bug #25891) 0001D399, 0003B71C, 0008023A, 00086698, 000866A9, 000866AA, 000866F4, 0008EF6C, 0009463A, 0009466C, 00094697, 000946E2, 000946EC, 000946F2, 00094AFE, 00098CDC, 0009FA5B, 000AF035, 000FB0DF, 000FB159, 000FE6BB, 000FE6BC, 00165150, 00165151, 0017B740, 0017B643, 00182823, 0018284B, 00182858, 001876BC, 001876C4, 0019B0EC, 00208A59, 00209167, 00209168: Misplaced wooden boxes. (Bug #26066, Bug #26065, Bug #26064, Bug #26063, Bug #26046, Bug #26044, Bug #26039, Bug #26030, Bug #26008, Bug #26000, Bug #25988, Bug #25983, Bug #25896, Bug #25540, Bug #25537) 00063780, 00082411, 0008AD6E, 000EDF3F, 001A5605: Misplaced coolers. (Bug #26067, Bug #26035, Bug #25896, Bug #25539, Bug #25537) 000EE010: Misplaced explosives box. (Bug #26067) 000EE013, 000FAE2F, 0020C2A1: Misplaced corpses. (Bug #26067, Bug #26063, Bug #25549) [NR] 000EDED6, 000EDED7, 000EDEF4, 000EDF19, 000EDF1A: Misplaced washers and dryers. (Bug #26067) 000A2CF8, 000A7E81, 000EE012, 0012559D, 0019D7C3, 001BFBD0: Misplaced ammo boxes. (Bug #26070, Bug #26067, Bug #26045, Bug #26041, Bug #25983, Bug #25548) 0009D112, 0018284E, 0018285C, 0018285D, 00182891, 001C239F: Misplaced traffic cones. (Bug #26072, Bug #26000, Bug #25983) 00186373, 001BFC84, 0603B3CE: Misplaced news stands. (Bug #26072, Bug #26054, Bug #26038) 0013BF1E, 00156CD6, 00191684, 0024870A: Misplaced trunks. (Bug #26073, Bug #26061, Bug #26029, Bug #25900) 0001B058, 0001B05E, 0001B05F, 0001B060, 0001B061, 0001B062, 0001B068, 0001B06D, 0001B08B, 0001B08C, 0001B08D, 0001B08E, 0001B0A4, 0001B0B7, 0001B0B8, 0001B0C5, 001B5A60, 0001B6A7, 0001B6A8, 0001D39B, 0001FEEB, 0001FEEC, 00021A47, 00021A52, 00021A53, 00021A54, 00027F65, 00027F66, 00027F68, 0002D27B, 0003A84E, 0003A84F, 0003A861, 0003A8CA, 0003ABE6, 0003ACEC, 0003ACED, 0003ADFF, 0003AE4A, 0003AE5C, 0003AE5D, 0003AE62, 0003AE63, 0003AE69, 0003AE6C, 000EAE6E, 000EAE6F, 0003AE70, 0003AE9D, 0003AE9E, 0003AE9F, 0003AEA0, 0003AEA9, 0003AEB9, 0003AF3D, 0003AF71, 0003AF72, 0003AF73, 0003AF75, 0003AF79, 0003AF85, 0003B170, 0003B240, 0003B242, 0003B4E7, 0003B549, 0003B558, 0003B559, 0003B561, 0003B563, 0003B564, 0003B566, 0003B567, 0003B56B, 0003B56C, 0003B56D, 0003B56F, 0003B570, 0003B574, 0003B576, 0003B57A, 0003B57C, 0003B57D, 0003B580, 0003B581, 0003B582, 0003B611, 0003B63C, 0003B649, 0003B64A, 0003B64C, 0003B64D, 0003B671, 0003B71F, 0003B720, 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0008EF72, 0008FD75, 00093646, 00093EFC, 00093EFF, 00093F00, 00093F10, 00094697, 000946B8, 000946C8, 000946DE, 000946DF, 000946F5, 000946F6, 00094716, 00094717, 00094719, 0009471A, 0009605D, 000961BA, 0009859D, 000985BA, 000985BC, 00098671, 0009867B, 00098684, 00098685, 000986B6, 000986B8, 000986B9, 000986BB, 000986D4, 00098A77, 00098ABF, 00098AC1, 00098B68, 00098C26, 00098CE1, 00098DCB, 00098DEF, 0009D14A, 0009D156, 0009D15A, 0009D1ED, 0009D1EE, 0009D1FF, 0009D24C, 0009D24F, 0009D250, 0009D252, 0009F9E8, 0009F9ED, 0009FAA9, 0009FA01, 0009FAD9, 0009FADA, 0009FB01, 000A2CAF, 000A7E41, 000ACA47, 000ACA4E, 000ACA4F, 000ADA49, 000ADA55, 000ADCD7, 000ADCD8, 000ADCD9, 000ADCF0, 000ADCF1, 000ADD12, 000ADD15, 000ADD16, 000AEFA4, 000AEFA5, 000AF0AF, 000AF123, 000AF12C, 000AF282, 000B017F, 000B0198, 000B01EA, 000B01EF, 000B01F0, 000B01F1, 000B01F2, 000B01F3, 000B01F4, 000B01F6, 000B01F7, 000B01FB, 000B01FE, 000B01FF, 000B0209, 000B020A, 000B025D, 000B025F, 000B0260, 000B3816, 000B3817, 000B3818, 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0015A1C6, 0015A1C9, 0015B82D, 0015B840, 0015B842, 0015D583, 0015DCD5, 0015F75A, 0016501D, 00165020, 00165021, 00165041, 00165042, 0016504B, 0016504D, 00165055, 00165093, 00165094, 00165098, 00165099, 00165152, 00165153, 00165154, 00165155, 00165156, 0016516B, 00165173, 001667A7, 001667A9, 001667AA, 001667C2, 001667D2, 001667AA 00166818, 0016681A, 0016681B, 0016681D, 0016681E, 0016681F, 00166820, 00166821, 00166839, 0016683A, 0016683B, 00166873, 00166885, 00166887, 00171756, 00171757, 00171758, 00173F5F, 00173F60, 0017B637, 0017B63B, 0017B643, 0017B644, 0017B645, 0017B646, 0017B6FD, 0017B741, 0017B742, 001827F4, 00182804, 0018280C, 00182830, 00182835, 00182846, 00182848, 0018284F, 00182851, 00182865, 00182866, 00182867, 00182869, 0018286A, 0018286B, 0018286C, 0018286D, 00182885, 00182887, 00182894, 001828A0, 00183D94, 00183DA6, 00183F7D, 0018BD3E, 0018BD3F, 0018EBB5, 0019749D, 001974AB, 00199018, 0019AF40, 0019AF45, 0019AF46, 0019AF80, 0019AF81, 0019AF82, 0019B0EC, 0019B0ED, 0019B0EE, 001A54CA, 001A54D5, 001A54E5, 001A54E6, 001A54E7, 001A54EA, 001A550E, 001A550F, 001A5510, 001A610D, 001A6119, 001A611E, 001A612B, 001A612C, 001A6130, 001A6183, 001A6188, 001A6841, 001A6842, 001A68F7, 001A7671, 001A7673, 001A7CDB, 001AB81D, 001AB872, 001AB873, 001AB877, 001AB878, 001AD872, 001AEEF4, 001AEEF5, 001AEEF6, 001AEEF7, 001B5AB8, 001B5D9A, 001B5D9F, 001B5DF3, 001B8BB2, 001B989F, 001B98A0, 001B9A6E, 001B9A9F, 001B9AA2, 001BA4D6, 001BA4DE, 001BA585, 001C619E, 001C619F, 001C6C79, 001C6C7A, 001C6C7B, 001C6C7C, 001C6C7D, 001C6C7F, 001C6C81, 001C8F46, 001C8E9E, 001C8E9F, 001C8FA4, 001CAF6D, 001CAF81, 001CB71D, 001D1A3F, 001D1A40, 001D1A41, 001D1A42, 001D28B5, 001EB181, 001EB182, 001EB183, 001EC49C, 001EC4A1, 001EC4A2, 001EC4A6, 001EC4A7, 001EC4A9, 001EC4AA, 001EC4B9, 001EC4C1, 001EC4C2, 001EC4C3, 001EC4C4, 001EC4E5, 001EC4E6, 001EC4E7, 001EC4E8, 001EC4E9, 001EC4F6, 001F06A9, 001F06AA, 001F06AB, 001F2B79, 001F2B7A, 001F2B7B, 001F2B7C, 001F2B7D, 001F2B83, 001F2B88, 001F2B89, 001F2BF9, 001F2BFA, 001F2C12, 001F2C1E, 001F2C1F, 001F2C29, 001F2C35, 001F2C44, 001F2C55, 001F2C56, 001F2C45, 001F2C57, 001F2C58, 001F2C59, 001F2C87, 001F2C94, 001F2CCF, 001F2CD0, 001F2CE4, 001F2CF4, 001F2D0B, 001F2D0C, 001F2D0D, 001F2D2A, 001F2D2B, 001FB9A5, 001FB9A9, 001FE470, 001FE471, 001FE472, 001FE477, 001FE478, 001FE48C, 001FFE1B, 001FFE1F, 001FFE24, 002080A5, 002080A7, 002080A8, 002080BD, 002080BE, 002084B9, 00208A4C, 00208A4D, 00208A4E, 00208A4F, 00208A50, 00208A55, 00208A7B, 00208A7F, 00208A7D, 00208AEA, 00208AEB, 00208AEF, 00208C99, 00208C9A, 00208E4E, 00208E4F, 00208E50, 00209143, 00209163, 0020916A, 0020916B, 0020916C, 0020916D, 0020916E, 00209144, 00209145, 00209161, 00209162, 0020917A, 0020917B, 002091B2, 002091B4, 002091BB, 002091BC, 00209BC0, 0020BAA3, 0020BAAA, 0020BAAE, 0020BAB3, 0020BAB4, 0020BAC7, 0020BACD, 0020BAD9, 0020BAF2, 0020BAF3, 0020BAF8, 0020BAFF, 0020BB03, 0020BB35, 0020BB48, 0020BB5B, 0020BB7C, 0020CC4A, 0020CCC5, 00210F5C, 00210FDC, 00210FDF, 00210FED, 00210FEE, 00210FEF, 00211026, 00211027, 0021102F, 00218E1E, 00218E21, 00218E22, 002194B7, 0021983E, 00220F6C, 00222B96, 00223252, 00223270, 0022743E, 0022743F, 00227440, 00227442, 00227444, 00227445, 00227448, 00227449, 0022744C, 00227455, 00227456, 00227457, 00227470, 00227471, 00227472, 00227473, 00227474, 00227475, 00227476, 00227480, 00227485, 00227486, 002274FD, 002274FE, 002274FF, 00227500, 00227501, 0022B9B4, 0022C60B, 0022C60C, 0022C60D, 0022C60E, 0022C60F, 0022DDD6, 0022DDD9, 0022DFE1, 0022DFE2, 00230CCD, 00238748, 00238749, 0023D0FC, 0023D0FD, 0023D0FE, 0023D0FF, 0023D100, 0023D101, 0023D102, 0023D103, 0023D105, 0023D107, 0023D10D, 0023D111, 0023D117, 0023D141, 0023D143, 0023D144, 0023D148, 0023D149, 0023D154, 06022B1D, 06022C4E, 0603BA9B, 060426E4, 060426E5, 0604281E, 060469AD, 060469AE, 0604C7DF, 0604C7E0: Various misplaced junk items. (Bug #26074, Bug #26073, Bug #26071, Bug #26068, Bug #26067, Bug #26065, Bug #26064, Bug #26063, Bug #26060, Bug #26059, Bug #26058, Bug #26057, Bug #26056, Bug #26055, Bug #26054, Bug #26053, Bug #26052, Bug #26048, Bug #26047, Bug #26046, Bug #26045, Bug #26044, Bug #26042, Bug #26039, Bug #26037, Bug #26036, Bug #26034, Bug #26033, Bug #26031, Bug #26030, Bug #26029, Bug #26027, Bug #26024, Bug #26023, Bug #26008, Bug #26006, Bug #26000, Bug #25997, Bug #25996, Bug #25990, Bug #25988, Bug #25983, Bug #25970, Bug #25968, Bug #25967, Bug #25952, Bug #25947, Bug #25946, Bug #25919, Bug #25900, Bug #25896, Bug #25891, Bug #25625, Bug #25581, Bug #25548, Bug #25540, Bug #25539, Bug #25538, Bug #25537) 0003A849, 0003AE49, 0004639F, 000985D7, 000985D8, 000986A3, 00098A43, 00098B14, 00098B2F, 00098CBF, 00098CC0, 00098E0F, 0009D203, 000A7E3E, 000B8605, 000B864F, 000EDEF3, 0010794F, 0019AF93, 0019AF9A, 001B5E2F, 001B5E31, 001B8B6C, 001BA48E, 001CB8DA, 001D966E, 00208E86, 0020B856, 0020BAE6, 0020BB4D, 0020CC13, 0020CC15, 00210FD9, 00218219, 00219399: Misplaced static trash cans. (Bug #27074, Bug #26067, Bug #26043, Bug #26039, Bug #26030, Bug #26027, Bug #26000, Bug #25996, Bug #25983, Bug #25896, Bug #25625, Bug #25540) 0003E2BC, 000ACB69, 000BEF39, 0012F038, 0013BF12, 001715C3, 001A6886, 001A6887, 001A6888, 001A6889, 001A688A, 001A688B, 001A688C, 001A68D3, 001A68D4, 001A698C, 001A698D, 00220F6D: Misplaced clothing items. (Bug #26074, Bug #26073, Bug #26044, Bug #26024, Bug #25952, Bug #25896, Bug #25891, Bug #25625) 00046A3A, 00046A3C, 000855BE, 0008ADB3, 0008ADB5, 0008ADB7, 0008ADBB, 0008ADBD, 0009BCD0, 0009BCD1, 000B85B5, 000B85B6, 000EDE73, 000EDE9E, 0011E3CF, 0011E3D0, 001255B5, 001255B7, 00172979, 001A3212, 001EB15E, 001F2B90, 001F2B91, 0023981F: Misplaced furniture. (Bug #26074, Bug #26070, Bug #26067, Bug #26006, Bug #25997, Bug #25952, Bug #25946, Bug #25896, Bug #25625, Bug #25548) 00055691, 00063772, 00064834, 0008EF6F, 00091099, 00098B63, 0009BCD2, 0009D152, 000ECABC, 000FE612, 00100897, 0011E44B, 001D1097, 00208C7F, 00208DFC, 00224079: Misplaced toolboxes. (Bug #26074, Bug #26070, Bug #26068, Bug #26044, Bug #26039, Bug #26032, Bug #26008, Bug #26000, Bug #25997, Bug #25983, Bug #25896, Bug #25548, Bug #25540, Bug #25536) 00055693, 0013F785, 00166838, 001B989E, 00223153: Misplaced cardboard boxes. (Bug #26074, Bug #25968, Bug #25947, Bug #25896, Bug #25891) 0008241B, 0018FA6F, 0018FA70, 0018FAB0, 0018FAB1, 0018FAB5, 00191681, 00210FF4: Misplaced suitcases. (Bug #26074, Bug #26061, Bug #26060, Bug #26035) 00096255, 0009625C, 000F1D5C, 000F1D5D, 00134CEC, 0013A05F, 001B2829, 001B8AB6, 001F5EC2, 001FAE4B, 00209B4C, 0602C70B, 060366BF, 0603B166, 06040541, 06046DB4: Misplaced trash can containers. (Bug #26074, Bug #26071, Bug #26069, Bug #26062, Bug #26055, Bug #26054, Bug #26052, Bug #26026, Bug #26025, Bug #25996, Bug #25968, Bug #25581) 00098AC4, 001D42A0, 001D42A1, 0023F425, 0023F436, 0023F437: Misplaced explosives. (Bug #26074, Bug #26030, Bug #25983, Bug #25737) 00186372, 0023D651: Misplaced mailboxes. (Bug #26074, Bug #26072) 001B359C: Misplaced milk vending machine. (Bug #26074) 0020316F: Misplaced mutfruit plant. (Bug #26074) 0022FA03, 0022FA04: Floating cash registers. (Bug #26074) 00046488, 000986C5, 000E56D8, 0015DCD6, 0018287F, 001C144E, 001D28C4, 001D8F71, 001D8F77, 0021A148: Misplaced weapons. (Bug #26075, Bug #26074, Bug #26063, Bug #26057, Bug #26051, Bug #26047, Bug #26000, Bug #25983, Bug #25968) 0001FF59, 0001FF5B, 0001FF5E, 0001FF64, 0001FF6A, 0001FF71, 00024341, 00024342, 00024343, 00024344, 00024345, 00024346, 0002FF30, 0002FF31, 0002FF32, 0002FF37, 0002FF3B, 0002FF3F, 00077B1F, 00077B20, 00077B21, 00077B22, 00077B23, 00077B24, 0007BD94, 0007BD95, 0007BD96, 0007BD97, 0007BD98, 0007BD99, 0007DB87, 0007DB88, 0007DB89, 0007DB8A, 0007DB8B, 0007DB8C, 000801E0, 000801E1, 000801E2, 000801E3, 000801E4, 000801E5, 0009F9F0, 0009F9F1, 0009F9F2, 0009F9F3, 0009F9F4, 0009F9F5, 0010B8F6, 0010B8F7, 0010B8F8, 0010B8F9, 0010B8FA, 0010B8FB, 0011ABEB, 0011ABEC, 0011ABED, 0011ABEE, 0011ABEF, 0011ABF0, 0011AC07, 0011AC09, 0011AC0A, 0011CC8E, 0011CC91, 001505EF, 001505F0, 001505F1, 001505F2, 001505F3, 001505F4, 00165141, 001651452, 001651453, 001651454, 00165145, 00165146, 001C64C5, 001C64C6, 001C64C7, 001C64C8, 001C64C9, 001C64CA, 0602654B, 0602654C, 0602654D, 0602654F, 06026550, 0602844A, 0602844B, 0602844C, 0602844D, 0602844E, 0602844F, 060284F1, 060284F2, 060284F3, 060284F4, 060284F5, 060284F6, 0602B77B, 0602B77C, 0602B77D, 0602B77E, 0602B77F, 0602B780, 0603267A, 0603267B, 0603267C, 0603267D, 0603267E, 0603267F, 060326FB, 060326FC, 060326FD, 060326FE, 060326FF, 06032700, 0603271B, 0603271C, 0603271D, 0603271E, 0603271F, 06032720, 0603B109, 0603B10A, 0603B10B, 0603B10C, 0603B10D, 0603B10E, 0603BCEB, 0603BCEC, 0603BCED, 0603BCEF, 0603BCF0, 0603FAE2, 0603FAE3, 0603FAE4, 0603FAE6, 0603FAE7, 06042841, 06042842, 06042843, 06042844, 06042845, 06042846: Nuka-Cola bottles misplaced in vending machines. (Bug #26076, Bug #26055, Bug #26054, Bug #26039, Bug #26035, Bug #26008, Bug #25600, Bug #25996, Bug #25983, Bug #25737, Bug #25625, Bug #25582, Bug #25581) 0001B05B, 0001B05C, 0002BD0A, 0002FF26, 0003ACEE, 0003AD43, 0003AD44, 0003AE67, 0003AE68, 0003B57B, 0003B57E, 0003B57F, 0003B64E, 00046EEB, 00046EED, 00046EF2, 00046EF9, 00046EFA, 00046EFE, 00046F03, 00046F04, 00046F05, 000646DD, 00070539, 0007053A, 0007053B, 000743CF, 000743D1, 000743D2, 000743D3, 000743D4, 00080255, 00083408, 000870F1, 000870F3, 000870F4, 000870FE, 0008AD6F, 0008AD70, 0008AD71, 0008AD8A, 0008AD8B, 0008AD8D, 0008AD8E, 0008AD8F, 0008ADC5, 0008ADC6, 0008ADCA, 0008ADCB, 0008ADCC, 0008ADCD, 0008ADD1, 0008EEB3, 0008EEB4, 0008EF44, 0008EF45, 000946F3, 000946F4, 00096A76, 000985DC, 00098915, 00098916, 00098B67, 00098B7B, 00098B8A, 0009BCD6, 0009BCD7, 0009FA04, 0009FA05, 000ACA51, 000ADA5D, 000ADA5E, 000ADCEE, 000ADCEF, 000ADD2C, 000B0183, 000BEC97, 000BEF48, 000BEF49, 000BEF4A, 000BEF4C, 000E0DF7, 000E5599, 000E55AA, 000E56BF, 0010C7C3, 001233AF, 0012EF6A, 0013F79B, 0013F7B7, 0013F7B8, 0015A1C7, 0015A1C8, 0015D580, 0016687B, 0016687C, 0017B647, 0019B232, 001A6840, 001B8BD8, 001B8BDA, 001B8BDC, 001B98A1, 001BA4BF, 001D28B6, 001D28C6, 001D28C7, 001D28C8, 001D28C9, 001E3C10, 001E3C11, 001F2C50, 001F2C51, 001F2C52, 001F2C53, 001F2CDF, 001FE4B3, 001FE4B4, 001FE4B5, 0020602E, 00208A81, 0020BACB, 002110C4, 0021633F, 00227441, 0022744D, 0022744E, 00227451, 0022745B, 0022745C, 0022745D, 0022745E, 0022745F, 00227460, 00227477, 00227478, 00227479, 0022747A, 0022747E, 00227481, 00227482, 002274FC, 0022C605, 0022C608, 0023819E, 0023D116, 0023D118, 0023D119, 0023D11A, 0023D12F, 0023D130, 0603BEED, 0603BEEF, 0603BEF1, 0603BF17, 06043D24, 06043D8D, 06043D8E, 0604C7DE: Various misplaced consumables. (Bug #26077, Bug #26074, Bug #26071, Bug #26065, Bug #26064, Bug #26063, Bug #26059, Bug #26058, Bug #26054, Bug #26049, Bug #26048, Bug #26047, Bug #26044, Bug #26042, Bug #26039, Bug #26035, Bug #26030, Bug #26027, Bug #26024, Bug #26023, Bug #26008, Bug #26000, Bug #25997, Bug #25996, Bug #25983, Bug #25968, Bug #25967, Bug #25947, Bug #25946, Bug #25919, Bug #25900, Bug #25896, Bug #25891, Bug #25625, Bug #25582, Bug #25581, Bug #25540, Bug #25537) Text Fixes The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  23. USSEP version 4.1.7 has gone live. SSE patch 1.5.73 is required. Enjoy!
  24. Unofficial Skyrim Special Edition Patch Version: 4.1.7 By the Unofficial Patch Project Team Download it from AFK Mods Download it from SSE Nexus Download it from Bethesda.net - PC Download it from Bethesda.net - XB1 Download it from Bethesda.net - PS4 Requires Skyrim Special Edition 1.5.73 or greater. Documentation + Credits - PC, XB1 Documentation + Credits - PS4 USSEP Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Skyrim Special Edition. If you're experiencing a bug with Skyrim Special Edition, please report the bug to us in as much detail as possible on the USSEP bugtracker. Please use search to ensure that you aren't submitting something that is already there. Please also confirm that the bug you are reporting happens with no mods other than the unofficial patches installed. A lot of Skyrim bugs are actually the result of other mods doing things they're not supposed to. Thank you and we hope you have a better Skyrim experience! (Note that all fixes are retroactive unless otherwise noted) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by the USSEP USSEP Fixes The enchantments governing the Pale Blade had once been fixed to provide an extra stamina effect to satisfy the double stamina damage. However this was incorrect because the standard frost damage effect already has a second AV weight of 2 which doubles that damage. Thus the blade was incorrectly delivering 3x stamina damage. This reverts Bug #10179. (Bug #25291) Argonian Ale and Cyrodilic Brandy have received fixes in official SSE updates and have had their edits removed from the patch. (Bug #25736) The fixed Dawnguard Rune Hammer effect (UDGPDLC1HunterHammerRuneFireFFLocation) was missing the MagicDamageFire keyword that it should have had. (Bug #25589) After receiving confirmation that the magic effect duration reversals for Salmon Roe (introduced with the Hearthfire DLC in 2012) were in fact intentional, we have removed these edits from the patch. This reverts Bug #15093. crReduceDamage05, crReduceDamage075 and crReduceDamage035 were altered in USKP 2.1.3. Since no documentation of the original report exists to explain why this was done, these changes are being removed. (Bug #25813) An old fix in USKP 1.2.4 to keep Farengar's scene in The World-Eater's Eyrie (MQ303) from playing if he was dead was incorrectly checking his alias without making sure it was actually filled first. If he's been dead a long enough time, it won't fill, but Papyrus will return a result as though he were still alive and then runs the scene anyway. (Bug #25519) The bright outline issue with the Blue Palace meshes has been officially addressed and should no longer be too bright in the rain. Our edits have thus been removed from the patch. This reverts Bug #8755. (meshes\architecture\solitude\sbluepalaceentrance.nif, \meshes\architecture\solitude\doors\shousedoor01.nif) Patch 1.5.73 fixes FoodRestoreHealthDuration. This cancels out Bug #24582. Actor Fixes Wisp Mothers have a spell which should be possible for them to dual cast and benefit from the Impact perk, but they were never given the actual perks to enable that. (Bug #25516) Item Fixes Rocksplinter could not be tempered because it did not inherit from the base pickaxe template. (Bug #25590) Poacher's Axe, Pickaxe, Notched Pickaxe, and both versions of Ancient Nordic Pickaxe were lacking the VendorItemTool keywords. (Bug #25590) Bonemold Gauntlets and Improved Bonemold Gauntlets did not have keywords to enable the Fists of Steel perk. Regular bonemold now has the keyword for steel, and improved bonemold has the keyword for dwarven. Both of these are based on the closest equivalent weight for vanilla gauntlets. (Bug #25730) Stalhrim Light Bracers incorrectly had a keyword for the Fists of Steel perk. They are light armors. (Bug #25730) The Poacher's Axe (dunHaltedStreamPoachersAxe) had an enchantment charge of 0 which resulted in the enchantment not actually working. (Bug #25456) The Bloodskaal Blade could fail to produce its proper energy wave effect because the object was set to respawn. Which for whatever crazy reason caused the engine to delete the original object despite it being stored in an active quest alias. The replacement would spawn correctly but because it didn't get stored in the alias, the blade broke. Unfortunately this is not possible to fix if this issue has already happened. You will need to restore a save prior to having visited the dungeon. (Bug #25785) [NR] Location Fixes A broken navmesh on the path from the main road up to Clearspring prevents followers (and other NPCs in general) from being able to get up to the location. (Bug #25775) Magic, Perk & Skill Fixes Sinderion's Serendipity wrongly applies a 26% chance to work instead of the stated 25% due to the incorrect use of a <= operator. (Bug #25482) The Warmaster perk incorrectly applies a 26% chance to cast instead of the stated 25% due to the incorrect use of a <= operator. (Bug #25455) The conjuration spells for flame, frost, and storm atronachs - as well as their potent counterparts - were only providing half of the expected skill experience per use due to a quirk in how the magic system interprets a spell with 2 effects. This resulted in it taking an abnormally long time to level conjuration using these spells. (Bug #21400) Detect Dead was mistakenly flagging mages with reanimated thralls as undead actors due to checking for the summoned spell effect when they shouldn't have. (Bug #25875) The visual effects for the 3 Labyrinthian weapons (DraugrMagicSwordStreak, DraugrMagicAxeStreak, DraugrMagicBowStreak) were not completely set up and thus did not display properly when used. (Bug #25585) Quest Fixes Quest objectives for In My Time Of Need (MS08) get scrambled in the display due to bad handling when stage 175 is trying to clear them out after deciding to turn Saddia in. (Bug #25774) If their initial scene in Winterhold is interrupted for some reason, Birna and Ranmir will be forever stuck standing outside her shop. This was both due to the scene not being marked as interruptible (dragon attacks, random wildlife etc can interrupt it) and due to each of them having an alias looking for a condition that will never be set once it's been interrupted. Interrupting it would cause the scene quest to stall and never be terminated. [DialogueWinterholdInitialScene] Vigilants of Stendarr are supposed to confront vampire lord players before attacking but could not do so due to a bad condition check in the dialogue. (Bug #25874) Papyrus Fixes CCHouseQuestScript: Initialization of the house quest arrays is not thread safe and leads to broken setups when starting a new game. (Bug #25562) defaultDisplayUniqueItemScript: Certain weapons displayed on unique weapon racks for Creation Club DLCs are prone to falling on the floor when you leave the room and return later. We have included a crude workaround for this problem that should solve most cases of returning to find your hard earned treasures scattered about the room. (Bug #25561) DLC1TestPhilAtronach: Found an old copy of the script from 1.5.3 and compiled it in to silence the Papyrus log error about it being missing. (Bug #25560) Placement/Layout/Ownership and other World Object Fixes 02001785: Closed gap under a dirt ramp. (Bug #25559) 050A2657, 050A2658: Rock piles added to cover a gap in a cave floor. (Bug #25527) 050A2656, 050A2659: Rocks added to cover a gaps in a rock cliffs. (Bug #25569, Bug #25518) 000C076B, 000C076D, 000C076E, 000C076F, 000C0770, 000C0773, 000C0774, 000C0779, 000C077A, 000C077B, 000C077D, 000C077E, 000C077F, 000C0780, 000C0781, 000C0782, 000C0783, 000C0784, 000C0785, 000C0786, 000C078A: Floating crops. (Bug #25757) 0004D735, 000F72E0, 000F72FC, 000F72FD, 000F72FF, 000F7302, 000F7303, 000F7304, 000F7305, 000F730A, 000F92D1, 000F92D5, 000F92D6, 000F92D7, 01001165, 01001166: Misplaced thickets, shrubs, and other plants. (Bug #25963) 01001109, 01001172, 01002029, 0100202A: Misplaced mountain flower plants. (Bug #25964) 000F92DE: Misplaced tree. (Bug #25965) 050A265A, 050A265B: Rocks placed to close a gap in Whiterun's terrain mesh. (Bug #25821) Text Fixes MGR10Note: "Sergius's Note" -> "Sergius' Note" (Bug #25521) TG05GallusJournalPre: "Gallus's Encoded Journal" -> "Gallus' Encoded Journal" (Bug #25522) LetterRiftenRaggedFlagon03: "Give Me A Chance" -> "Give Me a Chance" (Bug #25523) SkillAlchemy5: The text on the title page wasn't properly aligned and centered. (Bug #25524) DialogueWindhelm [000CD8F0]: "You come here where you're not wanted, you eat our food, you pollute our city with your stink and you refuse to help the Stormcloaks." -> "You come here where you're not wanted, you eat our food, you pollute our city with your stink, and you refuse to help the Stormcloaks." (Bug #25554) DialogueDragonBridgeAzzadaTopicsBranch3Topic: "You ask if I'm worried? I'm terrified, if you want to truth of it." -> "You ask if I'm worried? I'm terrified, if you want the truth of it." (Bug #25556) DialogueDragonBridgeHorgeirTopicsBranch2Topic: "I swear that woman is the most spiteful shrew in all Skyrim. I think there's a chunk of ice where her heart ought to be." -> "I swear that woman is the most spiteful shrew in all of Skyrim. I think there's a chunk of ice where her heart ought to be." (Bug #25557) DA15Paranoia [000B81E5]: "With the threat gone Pelagius is under the delusion that he is safe, which means you've helped him... sort of. And we're that much closer to home." -> "With the threat gone Pelagius is under the delusion that he's safe, which means you've helped him out... sort of. And we're that much closer to home." (Bug #25558) CharacterSkillIllusion: "The School of Illusion focuses on the manipulation of an enemy's mind, and is used to cast spells like Fear, Charm and Invisibility." -> "The School of Illusion focuses on the manipulation of an enemy's mind, and is used to cast spells like Fear, Charm, and Invisibility" (Bug #25567) CharacterSkillOneHanded: "The One-Handed skill improves the use of weapons such as daggers, swords, maces and war axes." -> "The One-Handed skill improves the use of weapons such as daggers, swords, maces, and war axes." (Bug #25568) dunMiddenTreasureMap, dunTreasMapRiverwood: Removed the description text from these two treasure maps, because it is inconsistent with the other maps in the game that don't have a description. (Bug #25598) DLC2MH01BujoldLetsGo: "Well let's not waste time talking about it, then!" > "Well, let's not waste time talking about it, then!" (Bug #25767) DA11Intro [Objective 15]: "Tell Verulus the Hall of the dead is safe" > "Tell Verulus the Hall of the Dead is safe" (Bug #25772) Bladesman90: "Attacks with a swords have a 20% chance of doing even more critical damage." -> "Attacks with swords have a 20% chance of doing even more critical damage." (Bug #25814) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  25. Skyrim Special Edition 1.1.51 Fixes General performance and optimization improvements Fixed rare issue with NPCs not appearing in proper locations Fixed issue with saves erroneously being marked as Moddded, even though no mods are active Updated some sound files to not use compression Skyrim Special Edition 1.2.39 Fixes General stability and performance improvements Fixed issue related to using alt-tab while playing the game (PC) Fixed issue with water flow not rendering properly Fixed crash related to changing from werewolf back to human form Fixed crash related to reloading after changing Load Order of mods General bug fixing and improvements with browsing Mods Fixes crash-related to xaudio drivers Skyrim Special Edition 1.3.5.0 Update Fixes General stability and performance improvements Fixed an issue where Slow Time effects weren't behaving properly Better support for 144hz displays Skyrim Special Edition 1.3.9.0 Update Fixes General stability and performance improvements Support for Featured Mods Fixed an issue with not being able to log in to the Mods menu Skyrim Special Edition 1.4.2.0 Update New Features Added Featured category for mods Added ability to sort Highest Rated and Most Favorited filters by today, week, month and all time Added number of ratings count to Mods Browsing Menu Added number of favorites count to Mod Details page Added required dependencies to Mod Details page Added latest version number and notes to Mod Details page Fixes General performance and stability improvements Improvements to Reporting mods categories Fixed occasional crashes while scrolling through Load Order menu Improved Bethesda.net error messaging Skyrim Special Edition 1.5.3 Update New Features Creation Club Message of the Day Support for ESL file format Mods - patch version numbers and notes added to Mod Details page Bug Fixes Minor fixes to Bethesda.net functionality The Elder Scrolls V: Skyrim Special Edition 1.5.16 Update Bug Fixes Fixed issue with rate of critters respawning in world Fixed crash related to changing profiles (Xbox One only) Fixed issues with screenshots displaying incorrectly in Creation Club/Mods Message of the Day heading revised Changed logic for how Creation Club content is initialized Minor bug fixes to Bethesda.net The Elder Scrolls V: Skyrim Special Edition 1.5.23 Update New Features Official support for Xbox One X Bug Fixes Updated script functions to support new Creations Removed Report button from Mods (Users should report Mods on Bethesda.net) Skyrim Special Edition Update 1.5.39 New Features Support for additional player homes Bug Fixes Minor bug fixes for Bethesda.net Updated script functions for new Creations Wolves have regained the ability to howl Skyrim Special Edition Update 1.5.50 No official changelog was provided. Skyrim Special Edition Update 1.5.53 No official changelog was provided. Skyrim Special Edition Update 1.5.62 No official changelog was provided. Support for new CC content was added. Thieves Guild Hood will no longer disappear if player is a vampire. Fixed specular with "Mourner's Hat" and "Hat" on male Argonians. Fixed skinning and restored bridles on Imperial Saddle. Skyrim Special Edition Update 1.5.73 No official changelog was provided. Support for new CC content was added. Thieves Guild Hood will no longer disappear if player is a vampire (second variant fixed now). Vegetable Soup and Venison Stew now properly restore health (FoodRestoreHealthDuration fixed). Transparency issues with the Blue Palace entry way and door have been fixed. Note: SSE CK has also been updated to match 1.5.73.

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