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  1. Unofficial Oblivion DLC Patches By Quarn, Kivan, Arthmoor, and PrinceShroob The aim of this mod is to fix the bugs existing in the official mods released by Bethesda. NOTE: These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. Because of this, these are not standard plug-in ESP files. Merging, editing or otherwise modifying them using the Elder Scrolls Construction Set or other utilities may cause them to stop functioning or cause severe bugs in your game! These plugins MUST load after the DLC's that they patch; reversing this load order, or activating the UODP ESP's without the official DLC's that they patch present, can cause Oblivion to crash on launch or load of a save. (The self-installing version will set the appropriate dates; use OBMM or equivalent if you use the manual version to adjust the load order.) The UODP is currently not compatible with the JOG's Official Plugins Unnerfed mod because it modifies the original Bethesda plug-in ESP files. If you use the UODP overtop of Unnerfed, Oblivion may crash on launch. The UODP is compatible with Oblivion DLC Delayers and S.M. Plug-In Refurbish (move the plugins below the UODP files as needed). If you use the Horse Armor Pack patch with Slof's Armored Horses, the Slof's horses' reins may disappear. Use dev_akm's compatibility patch instead. It is recommended to not activate the Thieves Den' SSSB (Sigil Stone Sound Bug) fix plug-in "DLCThievesDen - Unofficial Patch - SSSB.esp" on an existing game, but rather only on a new game, as otherwise the middle deck of the Black Flag could lose its doors (as their position is stored in the save file) and/or any objects already dropped in this cell could be lost. If you find any bugs with the fixes or any bugs with the official mods themselves please report them to either of us. Downloads AFK Mods Nexus Mods GGMods Twenty-Seventh Release (2026-May-08) Knights of the Nine bugs fixed (v1.1.11): xx0011FE: Kellan's stool clips through his bed. (Bug #35516) The previous version history can be found here as it is too large to put in one post.
  2. Unofficial Shivering Isles Patch By Quarn, Kivan, Arthmoor, and PrinceShroob This mod is a joint effort to fix the vast amount of bugs currently existing in the Shivering Isles expansion pack for Oblivion v1.2.0416, fixing over 300 bugs so far! If you're experiencing a bug with Oblivion with or without Shivering Isles and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try to fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls/objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt please note the Cell (not PC Cell) and Pos values and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience! Downloads AFK Mods Nexus Mods GGMods Warning: Only use the Unofficial Shivering Isles Patch with the version of Oblivion it was created for! Using it on an older or newer version than v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such! v1.6.2 (2026-05-08) USIP Fixes Two palace meshes in New Sheoth have been removed because the originally documented issues don't seem to be present on vanilla copies, and whatever WAS done ended up breaking the UVs in the patch. [Meshes/Architecture/Palace/Exterior/PalaceWallUStairs01.NIF, Meshes/Architecture/Palace/Exterior/PalaceWallUStairs02.NIF] (Bug #33077) USIP added investment dialogue for Shivering Isles merchants back in 2008. This is being reverted as there appears to be no justification for having done this in the first place. The developers never recorded any dialogue for it and it seems pretty clear they never intended for you to be able to invest in shopkeepers in the Isles. (Bug #36474) NPC, Creature, and AI Fixes Two zombies that start dead should not have AI packages on them. [CREA:0008238C:XPEbroccaWife, CREA:0008E9E6:SEDeadZombieCorpse] (Bug #32893) The previous version history can be found here as it is too large to put in one post.
  3. Unofficial Oblivion Patch By Quarn, Kivan, Arthmoor, and PrinceShroob This mod is a joint effort to fix the vast amount of bugs currently existing in Oblivion v1.2.0.416, fixing over 2,300 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try to fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls/objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt, click the item, note the Cell (not PC Cell) and form ID value (the eight hexadecimal digits at the top, ie 00123ABC) and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience! Downloads AFK Mods Nexus Mods GGMods Warning: Only use the Unofficial Oblivion Patch with the version of Oblivion is was created for! Using it on an older version than v1.2.0.416 of Oblivion may cause bugs or things not to be fixed that were advertised as such! Oblivion Citadel Door Fix.esp The Oblivion Citadel Doors' opening/closing sounds were played quite a distance away from the actual doors and fixing this problem meant that all instances of this door had to be repositioned in the game; it was made a separate ESP because a misaligned door in another mod is worse then a little door sound. UOP Vampire Aging & Face Fix.esp This plugin disables the ugly vampire aging effect which causes the bug where when the player is cured of vampirism, their face resets to the default male (even for a female player) face for their race. If you're already using another vampire fix such as EggDropSoap's or Scanti's OBSE fixes, or an alternate vampirism mod, then don't enable this one. It's a very small and simple change to a single game setting. To save a mod slot if you have many mods active this separate plugin can be merged with the UOP or with any other mod that is dependent only on Oblivion.esm. v3.5.9a (2026-05-11) UOP Fixes Fixed an issue with UOPPBAgnarFixScript that was throwing misleading errors in the console. (Bug #36566) v3.5.9 (2026-05-07) UOP Fixes UOPPBAgnarFixScript was unnecessarily set to keep running in GameMode even after doing what it was designed to fix. (Bug #35232) A set of extended dialogue for the Emperor which was supposed to play during the tutorial was once enabled by the UOP 14 years ago. Upon examination, this should have been left out. Despite the lines being present and the conditions simply being disabled by chance, it does not fit with the mood of the moment and would be better suited for a cut content mod. [INFO:00054824] (Bug #35241) An unnecessary edit to quest MS17 has been removed. This is cut content. (Bug #35198) 00051EE9, 00054000, 00054001, 00054002: Bandit spawners in Rockmilk Cave that should have been set as Black Bow Bandits. (Bug #33765) The Oblivion Cave Door Fix was not properly shielded from letting NPCs trigger the fix for getting stuck in an Oblivion cave system. This resulted in the player sometimes being teleported out by an NPC activating one of the doors. [SCPT:010016C0:UOPRDCaveEntranceScript, SCPT:010016C1:UOPRDCaveExitScript, SCPT:010016BF:UOPRDCaveStartEntranceAndEndExitScript](Bug #35892) A full review of the use of the "No Low Level Processing" flag has been done and several NPCs have had it removed due to being in places where they'll need to do things like unlock doors. The script which would set the flag on NPCs has also been removed as it's generally not worth bothering with for the ones that are left. (Bug #35285) Mesh and Texture Fixes Two Mage Guild clutter items had invalid BSX flags set. [Meshes/Clutter/MagesGuild/MageGuildRugCircle01.NIF, Meshes/Clutter/MagesGuild/MageGuildRugRectangle01.NIF] (Bug #35106) The hoe model needed several issues corrected. [Meshes/Clutter/Farm/Hoe01.nif] (Bug #35104) The arena gate had z-fighting issues along with several other things that have been fixed. [Meshes/Architecture/Arena/chorrolarenagate01.nif] (Bug #33144) One of the ruined fort hallway pieces had no collision. [Meshes/Dungeons/FortRuins/Dungeon/PitSet/rfpitbaseexithalllong.nif] (Bug #33078) The Leyawiin statue base had bad vertex shadowing on it. [Meshes/Architecture/Leyawiin/leyawiinstatuebase.nif] (Bug #34346) Closed numerous gaps in the walls, columns and ceilings of Alval Uvani's basement in Leyawiin. Also closed a gap in the collision on one of the walls. [Meshes/Architecture/Leyawiin/LeyawiinBasement03.nif] (Bug #34099) Fixed gaps in the buttresses of Leyawiin castle. [Meshes/Architecture/Castle/Leyawiin/leyawiincastle02.nif] (Bug #35098) Several UV issues and weigh mapping errors have been corrected for the female Arena Raiments. [Meshes/Armor/ArenaHeavyBlue/F/Cuirass.NIF, Meshes/Armor/ArenaHeavyYellow/F/Cuirass.NIF, Meshes/Armor/ArenaLightBlue/F/Cuirass.NIF, Meshes/Armor/ArenaLightYellow/F/Cuirass.NIF, Meshes/Armor/Champion/F/Cuirass.NIF] (Bug #35353) Ground models for the various guard armors had issues with their UV mapping, collision, and didn't match the worn models visually. [Meshes/Armor/townguardan/f/cuirass_gnd.nif, Meshes/Armor/townguardan/m/cuirass_gnd.nif, Meshes/Armor/townguardbra/f/cuirass_gnd.nif, Meshes/Armor/townguardbra/m/cuirass_gnd.nif, Meshes/Armor/townguardbru/f/cuirass_gnd.nif, Meshes/Armor/townguardbru/m/cuirass_gnd.nif, Meshes/Armor/townguardche/f/cuirass_gnd.nif, Meshes/Armor/townguardche/m/cuirass_gnd.nif, Meshes/Armor/townguardcho/f/cuirass_gnd.nif, Meshes/Armor/townguardcho/m/cuirass_gnd.nif, Meshes/Armor/townguardkv/f/cuirass_gnd.nif, Meshes/Armor/townguardkv/m/cuirass_gnd.nif, Meshes/Armor/townguardle/f/cuirass_gnd.nif, Meshes/Armor/townguardle/m/cuirass_gnd.nif, Meshes/Armor/townguardsk/f/cuirass_gnd.nif, Meshes/Armor/townguardsk/m/cuirass_gnd.nif] (Bug #34510) Fixed collision issues with the Imperial City bridge set that might be contributing issues with being able to properly cross the bridge over to Weye. [Meshes/Architecture/ImperialCity/icbridge01.nif, Meshes/Architecture/ImperialCity/icbridge02.nif] (Bug #36496) Magic and Skill Fixes Frost Damage is not using the correct set of frost sound effects when cast. [MGEF:0000187B:FRDG] (Bug #34690) NPC, Creature, and AI Fixes Roland Jenseric's post-quest sleep location is incorrect. [PACK:0001E0D0:MS23RolandPostQuestSleep0x8] (Bug #35508) Usheeja's sleep location is incorrect. Added a new package to fix it. [PACK:010177C3:UOPUsheejaSleep22x6, NPC_:0002B5EA:Usheeja] (Bug #35515) Dremora Kynreeve (tier 3) and Kynval (tier 2) out of order in several leveled lists. [LVLC:000872BB:LL1DremoraArcher100, LVLC:000872BD:LL1DremoraArcher75, LVLC:000872BE:LL1DremoraArcher50, LVLC:000872BF:LL1DremoraArcher25, LVLC:00088B4F:LL1DremoraMage100, LVLC:00088B51:LL1DremoraArcherLvl100, LVLC:00088B56:MQ14LL1DremoraArcherLvl100] (Bug #35473) Two zombies that start dead should not have AI packages on them. [CREA:0001B79E:DeadZombie, CREA:0004FEEB:DeadZombieCorpse] (Bug #32893) Oleta may return to Kvatch with Tierra after being escorted to the refuge camp. A package evaluation has been added to MS48 to attempt to make her stay there. [QUST:000224D8] (Bug #32592) Quest and Dialogue Fixes Destruction Training cannot progress due to a missing condition in Bralsa Andaren's dialogue. [INFO:0018B198] (Bug #34558) Guard greetings for when the player has a lot of infamy were not correctly flagged as being random. [INFO:00023E02, INFO:0001C46D, INFO:0001C46E, INFO:0001C46F, INFO:0001C470] (Bug #35399) After completing The Ultimate Heist [TG11Heist] the player is supposed to be able to say they don't want the cowl's curse, but this line cannot be engaged because the "Goodbye" flags have been set up wrong. [INFO:00022E8C, INFO:00022E8B] (Bug #32511) Placement, Layout, and Ownership Fixes 010177C2: Missing ceiling piece in Nornalhorst. (Bug #33949) 000A24A4, 000482D9, 00047F98, 00047F99, 000480FC: Beds and doors missing ownership for Ra'Jhan. (Bug #35506) 00097763: Faregyl Inn rent door owned by the wrong NPC. (Bug #35616) 0003CCAE: Painting in Anvil Castle z-fighting. (Bug #34454) 0003D173, 000CCF84: 2 levers in Fort Virtue that could only be used once. They were incorrectly using a set from Sancre Tor. (Bug #34530) Text and Subtitle Fixes DarkVamp, Stage 100: "pass along" -> "passed along" (Bug #34508) Several minor typos have been fixed in subtitles. (Bug #34536) The previous version history can be found here as it is too large to put in one post.
  4. Unofficial Fallout 4 Patch Version: 2.2.1 By the Unofficial Patch Project Team Download it from AFK Mods Download it from Fallout 4 Nexus Download it from GGMods Download it from Bethesda.net - PC/Xbox Requires Fallout 4 version 1.11.221 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. Requires Official Hellfire Power Armor DLC. Requires Official X-02 Power Armor DLC. Requires Official Heavy Incinerator DLC. Requires Official Enclave Weapon Skins DLC. Requires Official Enclave Armor Skins DLC. Requires Official Halloween Workshop DLC. Requires Official Tesla Cannon DLC. Requires Official Makeshift Weapon Pack DLC. Requires Official Enclave Remnants DLC. Documentation + Credits - PC, XB1 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 v2.2.1 (2026-05-27) [FO4 1.11.221+] UFO4P Fixes Due to an error with xEdit, the patch had inadvertently removed the Water Environment settings on edited worldspaces. This has now been corrected. And yes, the error was reported and will be fixed with xEdit 4.1.5q. [WRLD:0000003C:Commonwealth, WRLD:00000F94:DiamondCity, WRLD:00054BD5:Goodneighbor, WRLD:000A7FF4:SanctuaryHillsWorld, WRLD:03000B0F:DLC03FarHarbor] (Bug #36269) An undocumented use of the ccOTMFO4001_CreationCheckerScript for the Enclave Remnants DLC has been removed. Whatever had been done here would likely be interfering with Official Patch 1.11.221. Item Fixes Piggy Bank Mine projectiles erroneously give the player a Bottlecap Mine instead of a Piggy Bank Mine when they are disarmed and looted. [PROJ:FE007128:ccSBJFO4003_PiggyBankMineProjectile] (Bug #36111) Location Fixes Several interior cells with water objects are lacking the "Has Water" flag required to make that water work correctly. [CELL:001F4190:GlowingSeaPOIDB05Int, CELL:03036E8E:DLC03NorthwoodRidgeQuarry01, CELL:0601951E:DLC04BottlingPlant01, CELL:030054D8:DLC03VimPopFactory01, CELL:000C9D24:MassStateHouse01 , CELL:010008A3:DLC01Lair01, CELL:030054D9:DLC03Vault118, CELL:030258DD:DLC03PineCrestCavern01, CELL:03020668:DLC03KitteredgePass01, CELL:0302BF04:DLC03EchoLakeLumber01, CELL:0601E414:DLC04SafariWelcomeCenter, CELL:0009AE26:SouthBoston25, CELL:0600B46A:DLC04Gauntlet01, CELL:03016E33:DLC03VimPopFactory02, CELL:000A603DL:CambridgeMonsignorPlaza01, CELL:001B2ED2:RelayTowerInt09, CELL:0600F616:DLC04GZBattlezone01, CELL:0601951D:DLC04KiddieKingdomFunHouse01, CELL:03016665:DLC03AlderseaDaySpa01] (Bug #36417) Quest and Dialogue Fixes The following quests had the TRIGGER property set improperly for the quest fragments. They should all point to an alias on their own quest, but were instead pointed at RESceneTEMPLATE. This can cause some encounter triggers to fail to reset properly when completed. REObjectDL01 REObjectKMK01 REObjectKMK02 REChokepointKMK_MS11 REChokepointKMK_MS01 REChokepointKMK_COMNick REChokepointCT01 REChokepointCT02 REChokepointCT03 REChokepointRJ01 REChokepointSC08_FactionInstDefenders REChokepointSC07_FactionBosDefenders REChokepointSC04_FactionInstRelayAmbush01 REChokepointSC05_FactionInstRelayAmbush02 REChokepointSC06_FactionMMDefenders DLC01REObjectKMK01 DLC01REObjectSC02 DLC04REChokepointCT01 DLC04REChokepointCT02 DLC04REChokepointCT03 (Bug #36328) Placement/Layout/Ownership and Other World Fixes 000ce26f: Floating weapon in Massachusetts State House. (Bug #36331) 0019e319, 0019e354: Floating benches in Revere Beach Station. (Bug #36330) 0019f23e: Floating tool box in Revere Beach Station. (Bug #36329) 0013bed6: Floating mattress at Hugo's Hole. (Bug #36326) 001e7fa2: Skeleton below the playable space. (Bug #36325) 0601cfed: Removed unused door in Fizztop Grille. (Bug #36319) 03053E1D: Shopping cart below the playable space near Far Harbor Bowling Alley. (Bug #36317) 060459C8: Nuka-Cola bottle below the playable space in The World of Refreshment. (Bug #36316) 001B189B: Window that needs to be swapped for an opaque version. (Bug #36315) 001f8f48: Floating bench. (Bug #36304) 000de4ab: Floating cabinet in Mahkra Fishpacking. (Bug #36303) 001cae0b: Lobster Float that is floating above the cages it goes with. 002325b6: Floating chair. (Bug #36299) 00075f6a: Tire below the playable space. (Bug #36298) 0005a4ea: Bench below the playable space near Taffington Boathouse. (Bug #36287) 000aca52: Floating refrigerator. (Bug #36286) 00070778, 0022B356: Floating cabinet and rag in National Guard Armory. (Bug #36285) 001d4441, 001d4445: Wires not connected to their poles. (Bug #36256) 00193746: AC unit embedded inside a building. (Bug #36255) 001e1d6e: Load door which was facing the wrong direction. (Bug #36252) 00066128: Gas canister below the playable space. (Bug #36248) 002185B3: Sandbag below the playable space. (Bug #36247) 001B12F0, 001B12EF, 001B12F1: Wires not connected to their poles. (Bug #36246) 00094077: Explosives box outside the playable space. (Bug #36245) 001e19ff: Increased spline thickness of this wire to match the other wires nearby. (Bug #36355) 000b2460, 000b245f, 000b245e: Floating traffic cones. (Bug #36354) 001d9258: Wall with material swap that doesn't match the adjacent walls. (Bug #36353) The complete changelog for PC and XBox is available here.
  5. Version 4.3.8a

    21109 downloads

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Special Edition. The goal of the Unofficial Skyrim Special Edition Patch (aka USSEP) is to eventually fix every bug with Skyrim and its 3 DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. Warning: Only use the Unofficial Skyrim Special Edition Patch with the latest release version of Skyrim Special Edition patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates. See the full changelog for details. Readme + Credits
  6. Version 1.0.0

    3 downloads

    The mod Buildable Power Armor Frames (an ESP) regresses part of The Great Power Armor Refresh (an ESL). This mod (an ESP) fixes the issue when loaded AFTER the mod Buildable Power Armor Frames. I have the permission of Lapdragon to create this patch. This mod requires BOTH the Great Power Armor Refresh and Buildable Power Armor Frames (available on Nexus Mods: https://www.nexusmods.com/fallout4/mods/6698. If you do not have both those mods, you do not need this mod. This mod has been successfully tested with Fallout 4 version 1.10.980. This Mod has been cleaned with Xedit 4.0.4. This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  7. Arthmoor

    Unofficial Oblivion DLC Patches

    Version 27

    5581 downloads

    The aim of this mod is to fix the bugs existing in the official mods released by Bethesda. NOTE: These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. Because of this, these are not standard plug-in ESP files. Merging, editing or otherwise modifying them using the Elder Scrolls Construction Set or other utilities may cause them to stop functioning or cause severe bugs in your game! These plugins MUST load after the DLC's that they patch; reversing this load order, or activating the UODP ESP's without the official DLC's that they patch present, can cause Oblivion to crash on launch or load of a save. The UODP is currently not compatible with the JOG's Official Plugins Unnerfed mod because it modifies the original Bethesda plug-in ESP files. If you use the UODP overtop of Unnerfed, Oblivion may crash on launch. The UODP is compatible with S.M. Plug-In Refurbish (move the S.M. ESP's after the UODP ones) Complete changelog
  8. Version 1.0.0

    34 downloads

    Compatibility Patch Unique Landscapes - Beaches of Cyrodiil and Myths & Legends ====================== This patch moves Orne along with his bow further west so he's accessible with UL - Beaches of Cyrodiil installed. Installation -------------- Extract the file to your Oblivion/Data folder and activate with OBMM / Wrye Bash / ...
  9. Version 1.0.0

    97 downloads

    This is a patch made for this to mods Dragon Bridge by Arthmoor Merchants of Skyrim https://www.nexusmods.com/skyrimspecialedition/mods/55469
  10. Arthmoor

    Unofficial Fallout 4 Patch

    Version 2.2.1

    5586 downloads

    A comprehensive bugfixing mod for Fallout 4. The goal of the Unofficial Fallout 4 Patch (aka UFO4P) is to eventually fix every bug with Fallout 4 not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. Warning: Only use the Unofficial Fallout 4 Patch with the latest release version of Fallout 4 patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates. See the full changelog for details.
  11. Arthmoor

    Unofficial Shivering Isles Patch

    Version 1.6.2

    5814 downloads

    This mod is a joint effort to fix the vast amount of bugs currently existing in the Shivering Isles expansion pack for Oblivion v1.2.0416, fixing over 200 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls\objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt please note the Cell (not PC Cell) and Pos values and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience! Warning: Only use the Unofficial Shivering Isles Patch with the version of Oblivion is was created for! Using it on an older or newer version then v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such! The complete changelog is available here.
  12. Arthmoor

    Unofficial Oblivion Patch

    Version 3.5.9a

    17164 downloads

    This mod is a joint effort to fix the vast amount of bugs currently existing in Oblivion v1.2.0416, fixing over 2,500 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls/objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt, click the item, note the Cell (not PC Cell) and form ID value (the eight hexadecimal digits at the top, ie 00123ABC) and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience! Warning: Only use the Unofficial Oblivion Patch with the version of Oblivion is was created for! Using it on an older or newer version then v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such! The complete changelog is available here.
  13. Version 3.0.16

    24910 downloads

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Legendary Edition. The goal of the Unofficial Skyrim Legendary Edition Patch (aka USLEEP) is to eventually fix every bug with Skyrim and its 3 DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. Warning: Only use the Unofficial Skyrim Legendary Edition Patch with the latest release version of Skyrim patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates. See the full changelog for details.
  14. Version 1.2.1

    10080 downloads

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - High Resolution DLC, the goal of the Unofficial High Resolution Patch (aka UHRP) is to eventually fix every bug with the High Resolution DLC not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. The complete changelog is available here.
  15. Version 2.0

    924 downloads

    Unofficial Morrowind Patch By UMP Team Version: 2.0.0 ========= Contents ========= 1. Requirements 2. Description 3. Installation 4. Removal 5. Load Order 6. Contact 7. Team Members 8. Changelog 9. Credits ============= Requirements ============= Morrowind, Tribunal, and Bloodmoon ============ Description ============ The Unofficial Morrowind Patch aims to fix the bugs in Morrowind, Tribunal and Bloodmoon that Bethesda never fixed. We intend to create a single patch that will incorporate the various patches and fixes that have been released in the past so that no additional fixes to vanilla Morrowind are needed - one patch to fix them all. We will continue to develop our patch to fix the bugs that are still oustanding after the other fixes have been merged. ============= Installation ============= Unzip archive to the Data Files folder and activate Unofficial Morrowind Patch.esm. ======== Removal ======== Delete individual files, using archive as a guide to the files. =========== Load Order =========== Morrowind.esm Tribunal.esm Bloodmoon.esm Unofficial Morrowind Patch.esm <other mods> ======= Contact ======= Visit the forums at https://www.afkmods.com/index.php?/forum/408-unofficial-morrowind-patch/ Please report bugs via the AFK tracker: https://afktrack.afkmods.com/ ============ Team Members ============ Amenophis, AndalayBay, Arthmoor, Dragon32, Fritz, Greatness7, Jac, Skrawfunda ========== Changelog ========== Initial version of the unified Unofficial Morrowind Patch. See separate file for complete change log. ======== Credits ======== Thanks to Thepal and quorn, who's patches formed the basis of this project. Thanks to Bethesda Softworks for developing Morrowind and the Construction Set. Thanks to Brucoms for developing the TES3 Readme Generator this readme was made from.
  16. Unofficial Skyrim Legendary Edition Patch Version: 3.0.16 By the Unofficial Patch Project Team Download it from AFK Mods Download it from Skyrim Nexus Download it from TES Alliance Download it from The Assimilation Lab Requires Skyrim version 1.9.32.0.8 or greater. Requires Official Dawnguard DLC. Requires Official Hearthfire DLC. Requires Official Dragonborn DLC. This mod is no longer being supported and will receive no further updates. Documentation + Credits USLEEP Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Skyrim and its 3 official DLCs. If you're experiencing a bug with Skyrim or one of the DLCs, please report the bug to us in as much detail as possible on the USLEEP 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 Unofficial Patches Bug Fixes Recommended in Addition to the Unofficial Patches USLEEP Fixes Dragons could be slowed in flight by the application of a frost effect due to missing keywords to prevent this, as the equivalent effect from the Dawnguard DLC is set up for. [FrostSlowFFAimed] (Bug #110) [This fix appeared first in USKP 1.2 but was never documented] meshes\plants\FloraNirnroot01.NIF and meshes\plants\FloraNirnroot01Red.NIF have been removed from the archive because they are the result of an unknown and undocumented fix that predates the initial USKP 1.0 release from back in 2012. Facial edits to AmaundMotierreEnd have been removed. This is the disheveled version of Amaund Motierre you encounter at the end of the Dark Brotherhood quest where it would be expected for him to look like he's been through hell since hiring you. Stendarr's Beacon should not have had the clearable flag removed from the location data. We have received official confirmation from BGS that the Twin Souls perk was not intended to let you summon two Ash Spawns at once. Our previous edit for this purpose has been removed. This reverts Bug #16819. The complete changelog is available here.
  17. Unofficial High Resolution Patch Version: 1.2.1 By the Unofficial Patch Project Team Download it from AFK Mods Download it from Steam Workshop Download it from Skyrim Nexus Download it from TES Alliance Download it from Dark Creations Download it from The Assimilation Lab Requires Skyrim version 1.9.32.0.8 or greater and the official High Resolution DLC. This mod is no longer being supported and will receive no further updates. Documentation + Credits USLEEP Discussion Forum on AFK Mods This mod is an effort to fix the bugs currently existing in the High Resolution DLC. If you're experiencing a bug with the High Resolution DLC, please report the bug to us in as much detail as possible on the UHRP bugtracker. Please use search to ensure that you aren't submitting something that is already there. Use the "Hi-Res DLC" option to tag your report for the Hi-Res DLC. 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 Unofficial Patches Bug Fixes Recommended in Addition to the Unofficial Patches Credits: Quarn - For compiling together the initial release, including all of the adjustments after Bethesda's gigantic update in February of 2013. Nico coiN - The much improved version of the Tamriel objects normal map which includes Castle Volkihar for Dawnguard. Madcat221 - The missing hi-res environment map for Stalhrim shields, and for the hi-res fixes for the Dawnguard crossbow bolts. Texture Fixes Fixed a texture seam in the Thalmor robes for the loading screen. (textures\clothes\thalmor\thalmorrobes.dds) (Bug #21333) The complete changelog is available here.
  18. I've been modding Skyrim SE ever since I bought. I have yet to play it due to the many wonderful mods I found and the excellent modding community. Now that SKSE and SKYUI are out, I'm determined to find my sweet spot between the different skills and leveling mods, the combat options, and the game play effects and changes. The real trick is to avoid CTDs which I was successful when I finalized my load order. My question is: What is the difference to having a mod being loaded last versus using a patch? For instance, if I have Wildcat, Combat Evolved and Deadly Combat loaded in that order, would there need to be a patch used in that scenario? What if I added Advanced Adversary Encounters to the list of mods and placed it last after Deadly Combat. What happens to the records without a merged or bashed patch? Is it always true - Last Mod Wins? Strat
  19. longpinkytoes

    get the patch, he says...

    it's easy, he says... the bottom one skips to fail instantly, the top one doesn't even want to hear it... i need one big egg timer hourglass that lasts 3 hours... yay...! it worked...! plot twist. :skull:
  20. Enter_77

    Expanded Greetings

    Version 1.1

    199 downloads

    This mod will allow NPCs to recognize all of the player character's talents and make the skill-based dialogue greetings (such as "you're a sneaky looking sort" and "look at the muscles on you!") less redundant once the player has reached high levels. The reason these dialogue lines may have never been spoken depends on what order the playable character's skills increased throughout the game. Eventually, once most/all skills have been maxed, the dialogue gets "stuck" at the top of the dialogue tree. The only modifications are the conditions that regulate how an NPC greets the playable character. Not only does this expand talent-based greetings, but also recover the generic "hello" greetings that are lost as the character becomes more powerful and famous/infamous. Testing the Mod Make sure the playable character has at least two attributes that are 70+ or two skills that are 70+. Otherwise, effects will not be experienced until later. Go up to NPCs (Imperial City Market will have the most during the day). They will usually greet the player with a generic "hello" dialogue line but other times they will comment on the player's skills. Mirrors Assimilation Lab Dark Creations Mod DB Nexus Mods TES Alliance
  21. Hi there, I'm currently working on a mod that adds factions and radiants tags (and icons) on quests, and asking myself a few questions about the best way to provide compatibility with changes mades in UFO4P (which I use too). Here is the mod : Factions and radiants quests tags (made with Beth.'s CK) I actually have non clue how ( or if possible ) to make a merge patch in the Creation Kit ... but have a few hours using FO4Edit ... so I started from there. I've spotted 4 quests I changed that are also patched in UFO4P : Min02, Taking independance > a `CNAME - Log Entry` moved from stage 40 to stage 45 BoSM01, The Lost Patrol > removed Properties `BoSM01DanseStage150CMPFinalReport0` from script managements RRR10, A clean equation & RRR11, High ground > Few conditions changes and additions My game didn't crash so far with the merge patch ... but I haven't stressed it enough so I'll have to push alpha tests further. Anyway, what I would like to ask is : 1. would you mind if I release the merge patch packed in my mod ( that would replace my esp depending of the choice of the user ) ? 2. could you confirm that the FO4Edit is a smart way to do it ... or not ... or if there is a better way ( like the CK ) ? 3. give me any tips or resources to go further (beside the classic CK Tutorials) ? I wouldn't find out ( or worse, that an user of my mod ) figured out that I didn't spotted and forgot changes,forms, ... anything. Regards, Aogara
  22. Ok, so for those of you who were wondering, yes, we're planning to go ahead with doing an Unofficial Fallout 4 Patch. It may be a bit early for this, all depends on how aggressively Bethesda begins patching the game, but we figure it's best to get off the ground sooner rather than later so that we know more or less what to expect once the official tools are released. We will not begin any kind of proper work on the first release of the UFO4P until after the official CK/GECK is available. In addition, we probably won't be taking on any mesh or texture fixes until community tools have progressed far enough to handle these properly. Many of them are already making good progress, but they need to be in solid working order before anyone with 3D and/or texturing skills can really do effective fix work. There is little point in trying to fix much of anything until then. For now, just play, and enjoy the game like we are. There's no rush. Post any bug reports you have in our collection thread. This was basically to let folks know that we're on board for this. If you run into a quest bug, script bug, etc, please also report those here: http://forums.bethsoft.com/topic/1544248-bug-report-index-pc/- Bethesda can't attempt to fix what we don't report, and it's best for everyone if they do. The less we need to deal with when the time comes, the better.
  23. I just tested it out in game. When I have USLEP (Unofficial Skyrim Legendary Edition Patch) running, the FNIS spells do not work on npcs at all. However, when I turn it off and try again, this time the FNIS animations work. FNIS is necessary in order to run other animations... but USLEP is also necessary to run without bugs... any way to make them compatible? Whether FNIS or USLEEP is on individually or together - Mod Organizer, LOOT, and the mods themselves do not report any issues... they only happen when it comes to spells in game. I've tried using TES5Edit to change FNIS's masters if it relied on individual unofficial patches, but I noticed it's master is only Skyrim.esm so I canceled out of it. Before anyone asks, I'm not running a crap ton of mods right now and my pc is not at fault. I only have 6 mods which are all basic mods: (USLEEP, FNIS + Creature pack + spells pack, SkyUI, SKSE and Unofficial Hi-rez Pack.)
  24. Unofficial Skyrim Legendary Edition Patch [uSLEEP] As many of you may remember, last year around this time we conducted a poll on whether or not it was the right time to consider unifying the unofficial patches into a single package. At the time, about 25% of those who responded to the poll were still in a position where they did not have all 3 DLCs for the game. So we decided against merging everything at that time. Fast forward to today, it's become quite clear that that 25% is far less than it was, and more and more people have been asking when we're going to be doing this. This post is your answer. Shortly after the release of USKP 2.1.3, we will begin the process of unification to merge the vanilla USKP plus all of the DLC patches into one all encompassing mod, which will be known as "Unofficial Skyrim Legendary Edition Patch", or USLEEP for short. A mouthful, but a catchy acronym. We have decided that the best course of action will be to rename the esp to match the mod's updated name. It will remain an ESP file flagged as an ESM as that makes the process of working on it less of a hassle for us and as has been proven, the game, CK, and existing mod management tools are completely fine with it. We have also verified that switching the ESP name will not cause any scripts modified by the project, or added new to the project, to throw Papyrus errors. The only side effect will be that the retroactive update scripts will all run again. That shouldn't cause any problems though and we'll make sure any scripts manipulating formlists are safeguarded against generating duplicate references in them. The hi-res DLC patch will remain a separate entity as many people do not use it for one reason or another and it's not considered part of the "Legendary Edition" of the game either. We estimate the time needed to do the work of merging everything together and then putting it through testing will take a few months. So we are not anticipating another release for the project between now and November while this work is done. Time commitments to other things are the main reason for this, so we figure giving ourselves enough time for that is prudent. Plus this also gives enough warning ahead of time that we're going forward with this. As many existing issues as we could resolve for the 2.1.3 release cycle have now been cleared from the tracker and any issues remaining that are not feasible to fix have been closed appropriately. Any new issues submitted after this point will need to wait until the unification process is complete before we will even begin to consider touching them. Please, DO report them, just don't expect action for awhile. If it should become necessary (God forbid) for a hotfix to be released before the unification is done, then that will be the ONLY issue that will be addressed and will be handled only in whatever patch it may affect. After the unification process is done, the existing separated patches will no longer receive updates. The files will remain up in their existing entries but will be frozen and the comment threads closed where possible. All future support will be handled on a single file entry for the unified project on each site it is hosted on. Mods which rely on using the USKP/UDGP/UHFP/UDBP are strongly urged to make plans to switch over to the new master file when it's ready. Other mods which import fixes from the unofficial patches are also strongly urged to make sure they are up to date before November. It would also be best if any translated versions of the patches out there get synced up with 2.1.3 so that as many people as possible will have access to them while the unification is underway. We will have a testing release at some point before the unified patch is ready to go live. The usual cautions against using beta copies on saves you intend to keep will apply. That step is going to last no less than a full month so that there's time enough to shake out any bugs that result from the process. ======================== Some of you may also be wondering what this means for my own projects that make use of the unofficial patches as masters. These will all be converted as needed to run using the unified patch file. Post-unification, I will not release mods that rely on the individual patch files. So things like Bring Out Your Dead, Cutting Room Floor, Ars Metallica, and other stuff, will all get taken care of on whatever schedule fits best as the process moves along. In the case of Cutting Room Floor, this will also open the door to adding cut DLC content that's been getting logged to the tracker. So it'll be worth it Once I make these transitions, any old copies relying on the old patch files will be frozen.
  25. Unofficial Hearthfire Patch Version: 2.1.3 By the Unofficial Patch Project Team These files are no longer available for download - please use the Unofficial Skyrim Legendary Edition Patch instead. Requires Skyrim version 1.9.32.0.8 or greater and the official Hearthfire DLC. USKP Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Hearthfire. If you're experiencing a bug with Hearthfire, please report the bug to us in as much detail as possible on the USKP bugtracker. Please use search to ensure that you aren't submitting something that is already there. Use the "Hearthfire DLC" option to tag your report for Hearthfire. 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! A special note for reporting placement errors for Hearthfire. Due to the nature of the mod, the CK is bogged down with hundreds of references overlapping each other visually. It is impossible to do placement corrections without a form ID for the reference you're reporting. Please include this information in any placement error reports. From this point forward, any bugs submitted to the tracker without this information will be closed without investigation. Any posts to the forums without this information will be ignored. There simply isn't any other feasible way to fix these. Thank you for understanding. (Note that all fixes are retroactive unless otherwise noted) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by Unofficial Patches Bug Fixes Recommended in Addition to the Unofficial Patches List of known conflicts and fixes for Hearthfire. Good info for when you're having problems and need to locate a potentially conflicting mod. Audio Fixes The player's adopted children would attend the player's wedding, but they had no dialogue recorded; created new dialogue lines for them (Sound/Voice/Unofficial Hearthfire Patch.esp/FemaleChild/Relationsh_RelationshipMar_0004CC90_1.fuz, Sound/Voice/Unofficial Hearthfire Patch.esp/FemaleChild/Relationsh_RelationshipMar_0004CC91_1.fuz, Sound/Voice/Unofficial Hearthfire Patch.esp/MaleChild/Relationsh_RelationshipMar_0004CC90_1.fuz, Sound/Voice/Unofficial Hearthfire Patch.esp/MaleChild/Relationsh_RelationshipMar_0004CC91_1.fuz). Script Fixes BYOHRelationshipAdoptionChildScript: Using EquipItem() and RemoveItem() along with SetOutfit() is redundant and can lead to inventory duplication. SetOutfit() already takes care of removing the relevant items. The script was also erroneously setting the sleep outfits instead of the normal ones. Placement/Layout/Ownership and other World Object Fixes 0300BEFF, 03015245, 03017544: Clipping sacks. (Bug #19417) The complete changelog is available here.
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