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  1. Unofficial Skyrim Special Edition Patch Version: 4.2.9 By the Unofficial Patch Project Team Download it from AFK Mods Download it from ModDB 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 1.6.629 or greater. Works with Steam, GoG, and Epic Games Store releases. 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 Skyrim Anniversary Update If you are running the full AE Upgrade, it is strongly recommended you download and install Garthand's Creation Club Patches. These patches resolve conflicts between the DLCs and the USSEP that are caused by how load ordering works in the game. All Creation Club content is loaded before anything user generated, like the USSEP and any other ESM flagged mods you may have. The PC version can be found here: Unofficial Skyrim Creation Club Content Patches Please direct any questions about these patches to Garthand over on Nexus. USSEP Fixes xEdit Modgroups file has been updated to include the filenames for the new 1.6 DLCs. At some point, Bethesda altered the quality of the Ebony Blade vanilla texturing, which caused our old edit from USLEEP to make the weapon look too bright and washed out. Reverts Bug #19834. (Bug #32687) Corrections made to bug fixes in the Elemental Fury shout: The shout wasn't supposed to apply to ranged weapons, and one or two conditions were duplicated in the list, creating incorrect swing speeds when combined with specific Survival speed debuffs. (Bug #32652) When data was merged from Garthand's Survival Mode patch, 3 things were overlooked: The changes to Spiced Beef, the changes to the Rattles disease, and the changes to the Rockjoint disease. (Bug #32631) USKP 1.2.1 was supposed to do a check for Blood on the Ice [MS11] to enable an alternate key to Hjerim if Tova was dead but the quest was already somehow running. The script commands for it were never added to the retroactive update system at the time, so the check is in place now for 4.2.9. Perhaps too little too late? The world may never know. The old USKP tempering recipe for the Skyforge Dagger has been removed. An official one was added in the Fishing DLC. [USKPTemperWeaponSkyforgeDagger] (Bug #32793) An undocumented change to the Skyforge Steel weapons added a requirement for the Steel Smithing perk that should not have been there. This went unnoticed until Bethesda added new Skyforge weapons via the Fishing DLC which lack this requirement. (Bug #32591) Removed a pair of edits to cut dialogue. No need to have edits on cut content. (Bug #32827) The second EncBandit01MissileWoodElfM entry was accidentally removed when editing SubCharBandit01Missile. (Bug #32882) Fixes made for the Caravan system never included an OnInit event for a new game to properly initialize the arrays which could leave them in a bad state for several minutes after startup. The function API for UpdateCaravan was also improperly changed without notice. (Bug #32950) Actor and AI Fixes EncDraugr01TemplateMissile should be carrying a bow rather than a 2H sword. EncDraugr05Template2H should be carrying a 2H sword rather than 1H sword. TGCrownGhostBase is missing some of the expected ghost settings. Abelone did not have the dead body cleanup script attached. (Bug #32647) Verner and Annekke are not carrying their house key. (Bug #32623) Tormir did not have the dead body cleanup script attached. (Bug #32597) SolitudeTempleVisit6x9 and SolitudeTempleVisit6x6, which controls behavior for temple visitors in Solitude, was incorrectly set to use a fog marker instead of a standard XMarker on the floor. The center point of the fog marker is too high off the ground, causing NPCs to bunch up in the middle of the walkway. (Bug #32714) Molgrom Twice-Killed should not be targeted by the Hired Muscle quest because he's a permanent prisoner inside the Riften Jail and is inaccessible. (Bug #32643) EncVigilantOfStendarr01DarkElfF did not have the death item and Opposite Gender Animations settings that the other female Vigilants have. (Bug #32554) Vigilant Tolan and Keeper Carcette do not wear their Stendarr amulets because they were placed in their inventories instead of being part of their outfits. (Bug #32516) Belrand should have been set up with the Bladesman perk instead of Hack and Slash. His equipment, dialogue, and skill set all point toward proficiency with a sword. (Bug #32513) The Imperial Jailor in Riften is carrying a useless Evidence Chest Key. This key is never used anywhere in the game. [GuardRiftenImperialKeepPrison01] (Bug #32502) Sissel would often become stuck inside Rorik Manor because she did not have a key to the front door. (Bug #28855) The Reaper in the Soul Cairn is essentially a skeleton, but was incorrectly set to use Nord combat overrides, resulting in it only using a small subset of it's normal attacks. (Bug #31289) Eisa Blackthorn should no longer become hostile at the Moorside Inn if she left Frostmere Crypt peacefully. (Bug #32850) Dawnguard removed Sybille Stentor's face morph data, so it had to be reapplied and new facegen data generated to match. (Bug #32806) DLC2LvlSeekerInvCombat does not generate cloned seekers properly for the second or third tier Seekers due to the spell properties being missing on the NPC record. As an aside, an old script edit from 2013 that was intended to block errors from these missing records has been reverted as leaving it in place would break this functionality. [DLC2LvlSeekerMirrorScript] (Bug #32921) The dragon at Mount Anthor seems to be easily pulled away from combat around the word wall due to issues with the linked patrol markers it's attached to. This linkage has now been detached which should keep things more focused around the immediate area of the word wall. (Bug #32939) Item Fixes Falmer arrows did not have the WeapMaterialFalmer keyword attached. All other arrow types got material types added with the Dawnguard DLC. Mythic Dawn robes lacked the Survival_BodyAndHead keyword which was given to all the other robe+hood combinations. Masque of Clavicus Vile lacked the VendorItemDaedricArtifact and DaedricArtifact keywords that the other artifacts all have. Gilded Wristguards lacked the ArmorMaterialLeather keyword. Viriya's Market Key had no pickup or drop sounds attached. LootDraugrWeapon25 incorrectly specifies a 15% chance instead of the intended 25% chance. (Bug #32685) The Ring of Khajiit is missing the keywords to identify it as a Daedric artifact. (Bug #32754) WalkwayCEnd02Snow has an incorrect Directional Material setting that causes the snow texture to be misaligned when used with other pieces in the same kit. (Bug #32678) Several weapons from the DLCs added in 1.6 have incorrect critical damage settings. (Bug #32654) Scrolls added by the Saints and Seducers DLC lacked the VendorItemScroll keyword. [ccBGSSSE025_ConjureStaadaScroll, ccBGSSSE025_ConjureDarkSeducerWarriorScroll, ccBGSSSE025_ConjureDarkSeducerArcherScroll, ccBGSSSE025_ConjureGoldenSaintWarriorScroll, ccBGSSSE025_ConjureGoldenSaintArcherScroll] (Bug #32506) LItemSoldierSonsGreatsword has a duplicate Greatsword at level 7. (Bug #32501) DeathItemDog should have the "Use All" box checked. (Bug #32501) DLC1DeathItemDeerVale is missing an entry for LItemAntlersLarge50. (Bug #32501) Location Fixes Returning to High Gate Ruins after you've completed it the first time will result in being blocked at the first floor puzzle if you've been away longer than the 30 day reset timer. A bypass trigger has been put into place to open the grate if the dungeon's original quest has progressed past this point. This should open the way even if the controlling puzzle has reset itself. (Bug #31685) Navmesh border links were not complete between cell -19,35 and cell -19,36. [In the ocean NW of Broken Oar Grotto] (Bug #32696) Impassable navmesh section in cell -2, -14 due to a disconnected triangle edge. Also a missing segment of the border on the north side of the same cell. [North shore of Lake Ilinalta] (Bug #32692) At certain camera angles, the occlusion bounds in the Aetherium Forge will cause most of the cell to stop rendering. (Bug #32790) The entry point to Ruunvald is not connected to a navmesh, which results in followers being unable to use the door. (Bug #32657) Disconnected navmesh edge inside the Vilemyr Inn next to the bar. (Bug #32644) Several interior cells marked as wood acoustic spaces should in fact have been stone acoustic spaces. (Bug #32634) Dawnstar Barracks location should not have been tagged with LocTypeHouse since it's not an NPCs actual home. (Bug #32627) Lod's House should not be marked with LocTypeFarm since this is a leftover flag from a quest that was cut before Bethesda turned him into the town Blacksmith. (Bug #32625) Some minor adjustments have been made to the navmesh and precut markers around Lakeview that should make it easier for NPCs to walk around the area before any house parts get built. (Bug #32616) Navmesh at the Riften Imperial Camp was allowing NPCs to clip into the map tent. (Bug #32585) Landscape edits made in Dawnguard.esm to support the Gallows Hall DLC were blocked by Hearthfires.esm. This data has now been forwarded up into the USSEP so that the intended changes will actually show up in game. (Bug #32577) Corrected navmesh triangle linkage in Fort Greymoor Prison, Fort Sungard, and two wilderness cells. (Bug #32544) Missing navmesh jump markers at Dead Drop Falls. (Bug #32541) One triangle at Katla's Farm was incorrectly marked as water and preferred. (Bug #32453) Brandy-Mug Farm, Hlaalu Farm, and Hollyfrost Farm were set as owned by individual NPCs instead of the appropriate factions. This could cause unwanted trespass crimes to be attached to the other NPCs who share those locations. (Bug #32446) NPCs should no longer stand in the fire in the Skaal Village. Navmesh was overlapping the center of the pit. (Bug #32799) Navmeshes in and around the north side of Morthal had several defects that needed to be resolved. (Bug #32836) Mesh and Texture Fixes Silver Bolts provided by Rare Curios clip badly due to a bad rotation setting on the quiver object. [meshes\creationclub\bgssse037\weapons\silver\silverbolt01.nif] (Bug #32663) Daedroth Teeth incorrectly used the texture path for Ogre's Teeth, resulting in discoloration and seams. [meshes\creationclub\bgssse037\clutter\ingredients\daedrothteeth.nif] (Bug #32656) Kresh Fiber had bad alpha settings on it which resulted in harsh black borders around the object. [meshes\creationclub\bgssse037\clutter\ingredients\kreshfiber.nif] (Bug #32656) Female beggar clothing is missing an alpha block for the legs, which loses the tattered look that's intended. (meshes\clothes\beggarclothes\torsof_0.nif, meshes\clothes\beggarclothes\torsof_1.nif) (Bug #32648) FarmClothes02 is missing a normal map for the male body texture. Credit to mattski123 for finding this. [textures\clothes\farmclothes02\m\farmcloth02body_n.dds] (Bug #32794) Under certain circumstances, the animated hidden door in the Solitude jail can generate CTDs due to containing an invalid hidden door arch block. [meshes\architecture\solitude\animated\jailwall\sldjailwallcollapse01.nif] (Bug #31755) Magic, Perk and Skill Fixes Several more fixes to the Elemental Fury shout have been made. (Bug #32886) The Water Walking effect erroneously includes a MagicAlchFortifyCarryWeight keyword when it never has any affect on your carry weight and would incorrectly get dispelled by other spells that look for this keyword. (Bug #32942) Quest and Dialogue Fixes It is possible for the Courier to become stuck at a delivery location under certain conditions due to how the location checks work. When this happens he won't deliver anything else because the quest is stuck in a bad state. (Bug #32768) Rubbish Retrieval [ccBGSSSE001_Radiant_3] can apparently only pull from 2 of the expected 4 location choices because the activator references are not persistent. (Bug #32669) In A Few Words with You [Favor013], Roggi Knot-Beard's branch of the quest incorrectly links back to the speech check dialogue options if you had already returned his shield to him and become his friend. (Bug #32630) Ancarion was being removed from his services faction after A New Source of Stalhrim [DLC2SV02] because DLC2SV02 incorrectly set his alias up as being in the faction, so when DLC2SV02AncarionMerchant started, the faction setting on that alias canceled the first one out. (Bug #32580) Klepper and Frabbi should not be giving out rumors about the Hall of the Dead being closed if they've already mentioned it, or the player has already received the quest from Brother Valerus. (Bug #32522) Several greeting topics in the Thieves Guild were inaccessible due to toggling a check variable too soon. [QF_TG02B_00084ABD] (Bug #32449) Several issues that remained with A Night To Remember [DA14] have been resolved for both dialogue and AI package conditions. (Bug #32447) The Riften Thane quest does not award a reputation of 3 like the other Thane quests do. (Bug #31736) [NR] The Dwemer spider ambush outside of Bronze Water Cave can be set off prematurely due to the spiders not actually being disabled prior to Beneath Bronze Waters [ccBGSSSE001_Misc_Dwarven]. If set off prematurely, the quest will then be impossible to start because the spiders are required for the quest. (Bug #32944) It is possible for Bandit Bounty [BQ01] to choose Nilheim after Telrav's Request [dunNilheimQST] which will then break it because Nilheim is a NoReset zone. If you've completed dunNilheimQST then that location will be locked out from selection. (Bug #32948) Papyrus Fixes defaultDisplayItemInListScript: Added an OnCellAttach() event to fix items which fall off of display racks. (Bug #32655) DialogueFollowerScript: Animal followers are not properly unmarked as a player teammate when dismissed. (Bug #32499) CWMapActivatorScript: Map flags might not get placed because OnCellAttach() doesn't always mean the 3D is loaded. The PlaceFlags() call is now in an OnLoad() event. (Bug #22948) dunLabyrinthianMazeControlScript: It is possible for the Dremora holding the Diadem of the Savant to fail to be teleported back out of Shalidor's Maze when the player solves it. If this happens, the Diadem is unobtainable. A copy will now be generated should this fail to work as expected. [Note: This fix was actually done in March of 2016 but was undocumented for some reason] (Bug #32943) TrapSwingingWall: Insufficient safeguards against infinite loops in the processing for entering or leaving the cell when one of the associated traps is set off. (Bug #32947) DLC2TrapApoTentacle: Script could attempt to process calls for animations before the 3D state has finished loading because it's parent script relies on OnCellAttach events. (Bug #32928) Placement/Layout/Ownership and other World Object Fixes 00040BD0: Rubble pile with exposed underside. (Bug #32566) 0010432F, 00104330, 00104331, 00104332: Sections of Shalidor's Maze adjusted to close gaps with the hub. (Bug #32913) 000668E1, 000156B3, 000156CC, 000156FE: Light sources at bad height causing glitchy 3rd person shadows. (Bug #32913) 0003c645: Rock with exposed top side. (Bug #32917) 02010e58: Floating dirt pile. (Bug #32918) 000ee93a: Rock with exposed underside. (Bug #32919) 075391B8: Bone pile added to cover up a gap with another bone pile. (Bug #32920) 0200fbfb, 02005124, 020057d4, 0201619b, 0200fa9e: Bone piles with gaps in placement. (Bug #32920) 000BDACD, 02006EE1: Floating trees. (Bug #32923, Bug #32922) 075391B7: Rock placed to cover exposed underside of a much larger rock pile. (Bug #32924) 00030038, 0003003B: Adjusted to close gaps in the Dragonsreach interior walls. (Bug #32779) 070E4466: Added missing ambient waterfall sounds in Shalidor's Maze. (Bug #32732) 00077E44, 00077E45, 00077E46: Morthal walkway parts that should have snow on them. (Bug #32678) 0515A576, 0515A577, 0515A57B: Chair and associated clutter clipping into a dock post. (Bug #32653) 0009DA4C, 001066E8, 001066E9, 0009DA4D, 001066EA: Livestock in Rorikstead which is not owned, allowing the player to kill them with no crime penalty. (Bug #32646) 000D6C07, 000D6C08, 000D6C09, 000D6C0D, 000D6C0E, 000D6C0F: Duplicated weapon rack setups in Northwatch Keep. (Bug #32642) Viriya and Swims-In-Deep-Water did not have Persist Locations specified, which would severely restrict their AI package processing. (Bug #32560) 04027E0A: Ancarion's vendor chest is not owned by his services faction. It is also too far below the ground for it to register with his sandbox distance. (Bug #32580) 03000C46: Revyn Sadri's Hearhtfire vendor chest is outside his vendor radius, which made it unreachable for his vendor settings. (Bug #32798) 001070E5: Carriage driver seat for Solitude was not realigned when the cart was fixed. (Bug #32483) 001032B0: Garthar's AI target marker is not close enough to his bed. (Bug #32573) 0001C1FC, 000E5BB0: Gilfre was not properly linked up to her double bed, which made it impossible for the player to marry her and move into her house. (Bug #32633) 00062994: Rock on a cliff face with exposed underside. (Bug #32826) 07524DB3: Rock added to cover a hole between the cliff and the roadside. (Bug #32828) Text Fixes DawnstarBarracksLocation: "Barracks" -> "Dawnstar Barracks" (Bug #32627) DLC2Book3ValuableTrap: "I searched for someone to hide" -> "I searched for somewhere to hide" (Bug #32551) CWTrespassNoTrespass3BSons [INFO:000B9BF7]: "Have it you way." -> "Have it your way." (Bug #32881) CWTrespassNoTrespass3CSons [INFO:000B9BF8]: "Alright, if it's a fight you want. You've got it." -> "Alright, if it's a fight you want, you've got it." (Bug #32881) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  2. Unofficial Oblivion Patch By Quarn, Kivan, Arthmoor, PrinceShroob, and SigurĂ° Stormhand 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 TES Alliance Please report any new bugs found on our project bug tracker: https://afktrack.afkmods.com/index.php?a=issues&project=36 This will ensure any reported issues are not lost in the forum shuffle and we'll have them on record to refer to. Yeah, it's a bit of a "better late than never" case but hey 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. v3.5.7 (2021-11-01) UOP Fixes Corrected a typo introduced when Aldos Othran's dialogue was previously edited. Mesh & Texture Fixes The following meshes were intended to be included in the 3.5.6 release of the Unofficial Patch but were somehow left out, this was only realized when comparing Pherim's patch to a local copy of the patch because despite having the same faulty TriStrips these meshes were not included. These nifs have subdivided floor meshes with edited UV to remove texture distortion. They also now use TriShaps instead of TriStrips. Meshes\Architecture\ImperialCity\Interior\icpalacecouncilhall01.nif Meshes\Architecture\ImperialCity\Interior\icpalacecouncilramp01.nif Meshes\Architecture\ImperialCity\Interior\icpalacehall01.nif Meshes\Architecture\ImperialCity\Interior\icpalacehallalcove01.nif Meshes\Architecture\ImperialCity\Interior\icpalacehallend01.nif Meshes\Architecture\ImperialCity\Interior\icpalacehallend02.nif Meshes\Architecture\ImperialCity\Interior\icpalacehalllrampdown01.nif Meshes\Architecture\ImperialCity\Interior\icpalacehalllrampup01.nif Meshes\Architecture\ImperialCity\Interior\icpalacehallurampdown01.nif Meshes\Architecture\ImperialCity\Interior\icpalacehallurampup01.nif Meshes\Architecture\ImperialCity\Interior\icpalacelibrarylower01.nif Meshes\Architecture\ImperialCity\Interior\icpalacelibrarylower02.nif Meshes\Architecture\ImperialCity\Interior\icpalacelibrarylower03.nif Meshes\Architecture\ImperialCity\Interior\icpalacelibraryupper02.nif Meshes\Architecture\ImperialCity\Interior\ICPalaceRoomEnt01.NIF The following meshes were identified by Pherim as containing TriStrips with composed of multiple strip lengths, this was causing the Oblivion game engine to make multiple draw calls for each strip segment rather one for each TriStrip which was impacting performance. Pherim corrected this by converting the meshes in each nif to TriShapes, which resolved the problem. In the course of integrating his work into the patch the opportunity has been taken to rationalize the structure of some nifs, this may also improve performance. Meshes\Architecture\Anvil\anvilmagesguild01.nif Meshes\Architecture\Castle\Anvil\ANCastleCourtCircle01.NIF Meshes\Architecture\Castle\Bravil\bravilentancegate01.nif Meshes\Architecture\Castle\Bravil\BravilWaterGate01.NIF Meshes\Architecture\Castle\Skingrad\skcastlegatehouse.nif Meshes\Architecture\CastleInterior\TowerSmall\CastleTowerLadder01.NIF Meshes\Architecture\Cheydinhal\castlegatecheydinhal01.nif Meshes\Architecture\Cheydinhal\CheydinhalHouseMiddle01.NIF Meshes\Architecture\Cheydinhal\CheydinhalHouseMiddle02.NIF Meshes\Architecture\Cheydinhal\CheydinhalHouseMiddle03.NIF Meshes\Architecture\Cheydinhal\CheydinhalHouseMiddle03Interior.NIF Meshes\Architecture\Cheydinhal\CheydinhalHouseMiddle04.NIF Meshes\Architecture\Cheydinhal\CheydinhalHouseMiddle05.NIF Meshes\Architecture\FarmHouse\farmhouse01.nif Meshes\Architecture\FarmHouse\farmhouse01snow.nif Meshes\Architecture\FarmHouse\farmhouse02.nif Meshes\Architecture\FarmHouse\farmhouse02snow.nif Meshes\Architecture\FarmHouse\FarmHouseInterior01.NIF Meshes\Architecture\FarmHouse\FarmHouseInterior04Top.NIF Meshes\Architecture\GodStatues\StatueGodsZenithar01.NIF Meshes\Architecture\ImperialCity\Interior\ICPalaceCouncilRoom01.NIF Meshes\Architecture\ImperialCity\Interior\ICPalaceCouncilRoomEnt01.NIF Meshes\Architecture\Leyawiin\LeyawiinHouseInteriorUpper09.NIF Meshes\Architecture\Leyawiin\LeyawinDoorLowerInt01.NIF Meshes\Architecture\Skingrad\SKHouseUpperInt06.NIF Meshes\Architecture\Skingrad\SkingradCastleWall01.NIF Meshes\Clutter\FightersGuild\HayBail01.NIF Meshes\Clutter\FightersGuild\TargetHay01.NIF Meshes\Clutter\LowerClass\LowerTapestry04.NIF Meshes\Clutter\MetalSmith\Callipers01.NIF Meshes\Clutter\MiddleClass\MiddleBarrelTopped03.NIF Meshes\Clutter\MiddleClass\MiddleBarrelTopped04.NIF Meshes\Clutter\MiddleClass\MiddleBarrelTopped05.NIF Meshes\Clutter\MiddleClass\MiddleBarrelTopped06.NIF Meshes\Clutter\Potions\Potion01.NIF Meshes\Clutter\Potions\PotionAlteration.NIF Meshes\Clutter\Potions\PotionConjuration.NIF Meshes\Clutter\Potions\PotionDestruction.NIF Meshes\Clutter\Potions\PotionIllusion.NIF Meshes\Clutter\Potions\PotionMysticism.NIF Meshes\Clutter\Potions\PotionPoison.NIF Meshes\Clutter\Potions\PotionRestoration.NIF Meshes\Creatures\Zombie\Hair01.NIF Meshes\Creatures\Zombie\Hair02.NIF Meshes\Creatures\Zombie\LucienLachanceDead.NIF Meshes\Dungeons\AyleidRuins\Exterior\ARInnerCircle01.NIF Meshes\Dungeons\Caves\Exterior\CEntranceCHighlandSm01.NIF Meshes\Dungeons\Caves\Exterior\CEntranceGoldCoastSm01.NIF Meshes\Dungeons\Caves\Exterior\CEntranceGreatForestSm02.NIF Meshes\Dungeons\Caves\Exterior\CEntranceMtnSnowLG01.NIF Meshes\Dungeons\Caves\Exterior\CEntranceMtnSnowLG02.NIF Meshes\Dungeons\Caves\Exterior\CEntranceMtnSnowLG03.NIF Meshes\Dungeons\Caves\Exterior\CEntranceMtnSnowSm01.NIF Meshes\Dungeons\Caves\Exterior\CEntranceMtnSnowSm02.NIF Meshes\Dungeons\Caves\Exterior\CEntranceMtnSnowSm03.NIF Meshes\Dungeons\Caves\Exterior\CEntranceRockMossSm01.NIF Meshes\Dungeons\Caves\Exterior\CEntranceRockyBeachSm01.NIF Meshes\Dungeons\Caves\Exterior\CEntranceWestWSm01.NIF Meshes\Dungeons\Caves\Exterior\CEntranceWestWSm02.NIF Meshes\Dungeons\FortRuins\Dungeon\DecoStatuesEtc\RFStatueFig02.NIF Meshes\Dungeons\Misc\DUNPlatform01.NIF Meshes\Dungeons\Misc\DunSack01.NIF Meshes\Dungeons\Sewers\SewerManholeCover01.NIF Meshes\IdleObjects\GenericBook.NIF Meshes\Rocks\GreatForest\Moss\RockGreatForest1400FGDRMoss.NIF Meshes\Rocks\Ledge\RockMossEndCap01.NIF Meshes\Rocks\WestWeald\RockWestWealdMoss03.NIF Meshes\Rocks\WestWeald\RockWestWealdMoss04.NIF Meshes\Weapons\Daedric\Warhammer.NIF Meshes\Weapons\Silver\Shortsword.NIF This mesh was originally fixed by Pherim (see above) but was also found to have miss-aligned collision geometry on the handle whilst the main gear had animated square collision which could have caused something placed on top of the gear to be catapulted across the room when the switch was activated. (Meshes\Oblivion\Architecture\Citadel\Interior\CitadelSmallTower\OblivionTowerSwitch01.NIF) Unlike the rest of the farmhouse clutter the sub-shapes which made up the collision for this nif used bhkTransformShape elements instead of bhkConvexTransformShape elements. This was causing log errors and may have been responsible for crashes when using Oblivion Reloaded - reported by Sladen2019 (Meshes\Clutter\Farm\handscythe01.nif) The sign above the Alchemist in Skingrad now correctly ready "All Things Alchemical" instead of "All Thing's Alchemical". (Textures\Clutter\Signs\allthingsalchemical.dds, Textures\Clutter\Signs\allthingsalchemical_n.dds) The previous version history can be found here as it is too large to put in one post.
  3. Unofficial Fallout 4 Patch Version: 2.1.5 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 1.10.163 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 The glow map texture for the glowing mutant hounds got corrupted again somehow. It has been fixed yet again. Hopefully for good this time. (textures\actors\FEVHound\FEVHound_g.dds) The Graygarden workshop borders that were initially fixed in 23169 have been reverted and replaced with a direct mesh edit to properly indicate the borders instead. (meshes\Workshop\WorkshopBorderGrayGarden01.nif) (Bug #32583) The edit for debris material needs to be removed because the affected file is in use by more than just the previously known references. Reverts Bug #32322 and deletes the material file in Materials\Landscape\Ground\DebrisGroundTile.BGSM (Bug #32691) Several cells on Far Harbor end up with missing textures on XB1 due to a mismatch in the data sets for Previsbines in them. It doesn't matter what type of edits they were since the issue lies in the CELL record headers themselves. [AcadiaObservatoryExt02, FringeCoveDocksExt02, HarborGrandHotelExt03, NationalParkCampgroundExt, SouthWestHarborExt, DLC03POIDL02, DLC03POI14, DLC03POI55, DLC03POI02] (Bug #31597) Actor Fixes Amelia Stockton incorrectly had a synth component in her inventory that is instead supposed to be an on-death item. (Bug 32704) Female "Child of Atom" corpses only identified as a generic corpse rather than one specific to them. This was due to mistakenly inheriting the base data from generic corpses. [Loot_CorpseChildrenOfAtomFemale] (Bug #32791) Bullet's Minions remain gathered outside of Billy's house after the end of his quest because their package conditions would only make them follow Bullet as long as it was running. Since these minions only exist to support Bullet anyway, all conditions from the package have been removed. So where Bullet goes, his goons will follow. [MS01BulletMinionFollow] (Bug #19998) Item Fixes Seasoned Rabbit Skewers were missing a piece of wood in its recipe. All other skewered food requires one. [DLC03_co_food_SteakRabbit] (Bug #32739) Vendor counters at Bunker Hill could be destroyed during the battle because the furniture objects had destruction data attached. Once destroyed, the vendors can no longer do their jobs and can't be reassigned either. Unfortunately the objects will not regenerate if they're already destroyed. [WorkshopStoreMisc03NoEditDinerCounter] (Bug #32727) [NR] The Relentless modification had a NULL enchantment in its list. [mod_Legendary_Weapon_OnCritRefillAP] (Bug #32708) Empty Lukowski's Potted Meat Trays should have been set up as Aluminum rather than steel. (Bug #32684) The Workshop hamper was incorrectly set up to require wood scrap instead of the normal wood component. [DLC06Workshop_co_CleanFurn_Hamper_Empty] (Bug #32680) LLM_HuntingRifle and LL_MiscMod_HuntingRifle had entries in their lists which should have been set to level 11 but were mistakenly set for level 111. (Bug #32672) Nuka-Cide [DLC04_NukaCola_NukaCide] should provide a larger magnitude when the player has the Wasteland Survival 3 perk. The value checks on this were reversed. The boosted magnitude was also incorrectly set to 10 when it should be 11.25. (Bug #32671) The Calibrated Powerful Receiver mod incorrectly references the scope attachment point instead of the gun casing attachment point. [mod_DoubleBarrelShotgun_Receiver_MoreDamage2_and_BetterCriticals] (Bug #32778) Quest and Dialogue Fixes Rite of Passage (DLC03FarHarborM01) does not recognize meats added by Nuka-World. All of the DLC04 meats have been added to formlist DLC03FarHarborM01MeatList so that they will be usable in the quest. (Bug #32763) Strong's affinity dialogue checks were all incorrectly keyed to the player and would always respond neutral. Further, all of the random lead-in dialogue was set to check Admiration rather than Infatuation, resulting in only 4 sets of choices instead of 5 like it should be. And to top all of that off, none of his responses were properly randomized so only the first response in each set was ever used. [COMStrongTalk] (Bug #32699) Cedric Hopton should be set as protected after losing his essential status in Building a Better Crop (InstM01) so that he doesn't randomly die and improperly get the player blamed for his murder. (Bug #32690) During Hunter/Hunted (MQ205) the radio signal that lead you to the Courser should have been shut down. A property was missing on Z2-47's quest alias to call the stage that handled this. (Bug #32569) Pest Control, Hypothesis, Appropriation, Reclamation, and Political Leanings [InstR01, InstR02, InstR03NEW, InstR04, InstR05] could all be erroneously restarted after the player is kicked out of the Institute (or later destroys it) because the Story Management node was only checking to see if Synth Retention [Inst301] had been completed rather than also checking to see if the kickout conditions had been set. (Bug #32570) In Last Voyage of the U.S.S. Constitution [MS11], telling the scavengers you'll help them prompts Cait to say she liked the decision, yet she throws a negative affinity bump. This is caused by CompanionAffinityEventQuestScript calling the wrong affinity function for her response event. (Bug #32389) [NR] In the same quest, Strong incorrectly gives a neutral bump instead of a negative bump when telling the scavengers you're siding with Ironsides. (Bug #32389) [NR] The scientist who scans you for radiation at Vault 81 could never play his lines because they were all checking if he had the radiation amounts instead of the player. One response line was also incorrectly configured to only play for male characters even though it's a neutral line. (Bug #32803) During Road To Freedom [RR101], Deacon has some dialogue to vouch for the player when certain quests are done. If the player rescues Nick Valentine from Skinny Malone, Deacon's lines for this can't play because they're checking the wrong quest stage. (Bug #32802) Getting the final reward from Kent Connolly in The Silver Shroud [MS04] when you're at level 45 or higher makes you wait for an arbitrarily long time (until level 100). This is due to the fact that the armor is given to you based on Kent's level instead of your own. He's level 6, so the armor is the lowest one on the table. Given the scripting involved it's fairly clear this was supposed to give you the armor based on your own level, and if you were already at or above 45, to set it up so that no upgrades would be offered since none are available beyond that. Note that if you've already completed this quest you'll just have to play on to level 100 to get the appropriate copy since there's no way to determine what level you were when the quest was completed. (Bug #32783) [NR] At the end of Taken For A Ride [DLC04MQ01] the player is supposed to gain "ownership" of the Fizztop Grille, but this is never done. The end result being that the bed will not confer the benefits of the Well Rested or Lover's Embrace perks when slept in. (Bug #28846) During The Battle of Bunker Hill [Inst302], if the player kills 2 or frees 1 synth, the objective to deal with escaped synths is deactivated. However, further along in the quest when the player needs to report back to the Institute, the quest reinstates the objective when it shouldn't. Not only should it ignore this condition, it would also result in a duplicated objective in the quest list. (Bug #25914) After Open Season [DLC04RaiderKickout] there may be several dead raiders who remain behind indefinitely. This appears to be because several Actor Dialogue event quests could be running at the same time you're running around killing them all. These quests will all be shut down now once you've completed Open Season and should result in the raider corpses despawning after the expected amount of time. (Bug #22242) Similarly, after destroying the Railroad by killing all of its NPCs, none of the corpses ever get cleaned up because numerous quests are still running which are holding them in aliases. These will all be shut down upon reloading the game a second time after installing the patch. This should allow for time to go loot the bodies before the cleanup is triggered. (Bug #20003) Radio Freedom should no longer exhibit janky behavior like going silent after moving around, and should now work properly when placed Minutemen Radio objects are turned on. This was due to an odd set of conditions on the radio loop scene that would interrupt things if the player was not tuned in on the pip-boy or listening live at The Castle. (Bug #20522) In Pull the Plug [DN138] the second objective to return to Sulley is never completed and remains open in your pip-boy forever. (Bug #25186) Placement/Layout/Ownership and Other World Fixes 00204345: Duplicate decal deleted. (Bug #23765) 0006662E: Door that should not have been interactible as it leads to nowhere. (Bug #32572) 001B8987: Duplicate water bottle separated and placed next to the original. (Bug #32761) 000F933E: Reference to Dn047Worker02 is positioned in the editor in such a way that they can sometimes get pushed off the navmesh next to the chair they're linked to. This sometimes results in them being pushed through the ceiling or floor by the game attempting to move them to a valid position. (Bug #32759) 03044492: Footlocker clipping into a mattress. (Bug #32748) 00124772: Fire barrel clipping through an overpass. (Bug #32746) 0016C9C1: Stool stuck in a debris pile that should not be interactible. (Bug #32745) 000FFA66, 000FFA67, 000FFA69: Frag mines buried too far underground to be interacted with. (Bug #32744) 00164F95, 0016535F: Items clipping through a display counter. (Bug #32743) 000BC14D: Nuka-Cola machine rotated to prevent the door from clipping into the fridge next to it. (Bug #32741) 03056EEA: Dog Collar moved to the ground. It could not be looted from its original position due to being trapped behind a bad collision mesh. (Bug #32740) 001AEEF8: Unlootable tool box moved outside of the collision cube it was placed under. (Bug #32737) 0303DEED: Bench clipping into a wall. (Bug #32735) 0023AEFA: Duplicate toolbox separated and placed near the original. (Bug #32721) 001B19AF: Duplicate hazard trap deleted. (Bug #32720) 0022F115: Jukebox incorrectly set to use a workshop version when it's not in a settlement. (Bug #32705) 001BBBF0: Clutter piece missing its other half, leaving an exposed underside. (Bug #32777) 001FB9FC: Duplicate desk deleted. (Bug #32775) 0700002B: Grass patch added to cover up a huge gap under a wall. (Bug #32774) 000DCC2D: Duplicate elevator meter deleted. (Bug #32773) 000BF2A1: Duplicate traffic cone separated and placed near the original. (Bug #32772) 0300C965: Buoy set up with the wrong type of bell. (Bug #32677) 000c38bf: Incorrect roof hatch type used on the roof entrance to Fort Hagen. (Bug #32676) 00181BBE: Bottle stuck inside a fusion generator. (Bug #32649) 00248403: Unlootable pre-war cooler. (Bug #32636) 000EF623, 000EF613, 000EF61B: Desks facing backward into walls. Rotated 180 degrees to correct. (Bug #32598) 03036B98: Cooler clipping a wall. (Bug #32780) 073CB226: Wooden frame placed to cover a huge hole in the ceiling which allowed seeing through the underside of a building. (Bug #32776) 0018C597: Tinker Tom's microscope improperly has Havok enabled collision on it. Replaced with a standard NPC use microscope. (Bug #32637) 00197896: Dog spawner clipping through the ground. (Bug #32805) 000618a0: Reinstated ownership on this door. Reverts Bug #29157. (Bug #32804) 0002A3B3: Desk turned 180 degrees in the wrong direction. (Bug #32801) 00195F51, 00195F52, 00195F53, 001ABA7D: Unowned idle markers that should have been marked as BoSGenericNPCFaction. Companions could get stuck by them. (Bug #32797) 06027A8B, 06027A8C, 06027A8D, 06027A8E, 06027A8F, 06027A90, 06027A91, 06027A93: Items in the "Vault-Tec: Among the Stars" room that were erroneously set as owned by Penske's faction from Vault 81. All on a single table, so likely the result of a copypasta error. (Bug #32787) 00177AD8: Fire barrel clipping through the ground. (Bug #32601) 001B8CEC, 001B8CF0, 001B8CF4, 001B8CF5, 001B8CF6, 001BBF74: Raiders at Hangman's Alley that would respawn because they weren't tagged in the Encounter Zone. (Bug #27726) 07417FCB: Added a collision box to make it possible to climb up the stairs at Custom House Tower. (Bug #19895) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  4. Version 1.0.0

    5 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 / ...
  5. 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 TES Alliance 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! v1.6.0 (2021-11-02) Mesh & Texture Fixes The following meshes were identified by Pherim as containing TriStrips with composed of multiple strip lengths, this was causing the Oblivion game engine to make multiple draw calls for each strip segment rather one for each TriStrip which was impacting performance. Pherim corrected this by converting the meshes in each nif to TriShapes, which resolved the problem. In the course of integrating his work into the patch the opportunity has been taken to rationalize the structure of some nifs, this may also improve performance. Meshes\Dungeons\Root\Interior\RootPitTallCorner01.NIF Meshes\Architecture\Settlements\Fireplace01.NIF Meshes\Architecture\SEStoneWall\SEWallPost01.NIF Meshes\Architecture\City\Mania\ManiaSignBooks.NIF Meshes\Architecture\City\Mania\ManiaSignBooks.NIF\ManiaLoadDoor01.NIF The previous version history can be found here as it is too large to put in one post.
  6. Version 1.0.0

    34 downloads

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

    Unofficial Fallout 4 Patch

    Version 2.1.5

    4892 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.
  8. Version 4.2.9a

    14536 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
  9. Unofficial Oblivion DLC Patches By Quarn, Kivan, Arthmoor, PrinceShroob, and SigurĂ° Stormhand 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 S.M. Plug-In Refurbish (move the S.M. ESP's after the UODP ones with OBMM or equivalent.) 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 TES Alliance Twenty-Fifth Release (2021-Nov-02) Mehrunes' Razor bugs fixed (v1.0.8): This mesh was identified by Pherim as containing TriStrips with composed of multiple strip lengths, this was causing the Oblivion game engine to make multiple draw calls for each strip segment rather one for each TriStrip which was impacting performance. Pherim corrected this by converting the meshes in each nif to TriShapes, which resolved the problem. In the course of integrating his work into the patch the opportunity has been taken to rationalize the structure of some nifs, this may also improve performance. (Meshes\Architecture\Bravil\UOMPSundercliffWall02.NIF) The previous version history can be found here as it is too large to put in one post.
  10. Arthmoor

    Unofficial Oblivion DLC Patches

    Version 25

    5149 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) If you find any bugs with the fixes or any bugs with the official mods themselves please report them in the Official forum thread. Complete changelog
  11. Arthmoor

    Unofficial Shivering Isles Patch

    Version 1.6.0

    5316 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 3.5.7

    16202 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

    23056 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. Arthmoor

    Unofficial High Resolution Patch

    Version 1.2.1

    9748 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

    487 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: 3.0.15 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 When persuading or intimidating the Valtheim Towers bandit, they were going hostile immediately after doing so. They should have been on a 60 second timer, but that got ignored due to forgetting to take out the stage advancement in the dialogue. (Bug #24740) The Falmer shield should not have been given the ArmorHeavy keyword since no other shields use these and it interferes with the use of the Mage Armor perk. This partially reverts fixes for Bug #22958. A previous fix done for the Angarvunde dungeon ended up making it impossible to loot the key if you killed Medresi Dren prior to when she'd normally give it to you. (Bug #24797) [NR] Frostbite Staff was set to use the wrong type for the slow effect when it was fixed in a previous patch version. (Bug #25196) 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) Cleaned with xEdit 4.0.1 to remove additional ITMs that were not visible previously. 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

    162 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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