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  1. 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.
  2. Unofficial Oblivion Patch By Quarn, Kivan, Arthmoor, PrinceShroob, and Sigurð 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: 2.1.4 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 A sweep of the plugin has been made to remove lingering edits to references which are part of a previsbine. There should no longer be any remaining at this point. 07026EF7: Forgot to set the enable parent to have this debris pile disable when the CIT explodes. (Bug #32441) Audio Fixes A PlayerVoiceMale01 recording in a scene between the Sole Survivor and Glory in DialogueRailroad didn't match the other recording or the subtitle. (Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0009948A_1.fuz) (Bug #31297) A PlayerVoiceMale01 recording in a scene between the Sole Survivor and Hancock in COMHancock didn't match the other recording or the subtitle. (Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00168FB1_1.fuz) (Bug #31323) DLC03MUSFactionChildrenOfAtom had no fade duration and was not set to cycle between the two tracks in its list. (Bug #31475) Actor Fixes DLC03MQ02_LCharMirelurkHunter had an unresolved reference in the list which has now been removed. There is insufficient information to determine what should have gone there. (Bug #32306) Mutant Hounds did not drop the Viable Blood Sample because the leveled list with that item init was not included in their death drop. [LLD_MutantHound] (Bug #31434) Mutant Hounds also did not drop extra meat after acquiring Wasteland Survival #9 because no leveled list to handle this had been created. [LLD_MutantHound] (Bug #31433) Molerats did not drop extra meat after acquiring Wasteland Survival #9 because LLD_MoleratExtra was never added to the death drop list. [LLD_Molerat] (Bug #31291) Old Longfellow is missing the 4 levels of Sneak and the Immunity to Radiation perks that every other companion has. (Bug #32430) Nick Valentine was capped at a max level of 99. No other companions have a level cap, which strongly suggests Nick shouldn't have either. (Bug #32323) DLC04TraderMaleSandbox01 had invalid face morph settings due to having been switched from female to male at some point during development. (Bug #32504) The following preplaced Settler NPCs were all incorrectly set up as "Tripod Turret Class" instead of "Citizen" like they should have been. Farm01FemaleEvenToned Farm01MaleBoston Farm01MaleEvenToned Farm02FemaleBoston Farm02MaleRough Farm03FemaleEvenToned Farm03FemaleRough Farm04MaleEvenToned Farm04MaleOld Farm05MaleRough Farm06FemaleOld Farm06MaleOld Go home Todd, you're drunk! 3 child settlers in the same group of Farmers have also been incorrectly set to Turret class but should have been set to the Child class: Farm02MaleChild Farm05FemaleChild Farm05MaleChild These settlers appear by default in Tenpines Bluff, County Crossing, and Nordhagen. Not that this likely will not fix them in an existing save, and definitely won't if any other settlers have been spawned from these base records. (Bug #31744) [NR] Item Fixes DN124_NoticeToSlocumsJoe: Note incorrectly flagged as a featured item. (Bug #31462) PA_T60_Helmet_Headlamp_Bright and PA_T60_Helmet_Headlamp_RedTactical both pointed to the incorrect T45 variants for the OMOD objects. This led to the modifications screen previewing the wrong lamp. (Bug #23644) [This was actually fixed at some earlier date but somehow didn't get documented] Cultivated Razorgrain is erroneously marked to be ignored as food by the survival settings. (Bug #26809) Artillery Smoke Grenades, Plasma Grenades, Nuka Grenades, and Homing Beacon all have bad flight conditions that can lead to visual anomalies like them going up, stopping, and then falling straight to the ground after setting off the secondary effects. This is due to bad settings for their gravity and detonation time responses. (Bug #31625, 31623, 28537) The Harpoon Gun [DLC03_HarpoonGun] incorrectly had the keyword to mark it as a type of Gatling Laser. This caused it to be included in the bonus for the Tesla And You perk. This weapon has multiple settings it shares in common with the Broadsider though, including it's preview model, so it should instead be marked as a Broadsider type. This will correctly remove it from the perk while still retaining the ability to mount it on a Heavy Weapon Stand. (Bug #31652) Six of the legendary armor modifications included with Far Harbor lacked the +2 increase to damage and energy resistance. (Bug #31675) Some of the Robot Factory armor modifications incorrectly reduce carry weight when their descriptions do not call for this. (Bug #31632) Several Front Hydraulic Frames for robots are missing their expected enhancement +10 to carry weight. (Bug #31631) Tarberry normally gives 1hp/sec for 10 seconds. Reading Wasteland Survival Guide #1 should boost that to 1.5hp/sec for 10 seconds but it was mistakenly set to a 5 second duration. (Bug #31743) Location Fixes Several navmesh nodes were buried underground at Finch Farm, causing Jack to get stuck and end up teleporting. (Bug #25288) Four random wilderness cells [-7,21 / -7,22 / -8,21 / -8,22 ] were erroneously marked as being part of GeneralAtomicsGalleriaLocation when they're nowhere near that site. They should all have been in the default CommonwealthLocation instead. (Bug #31494) Several locations in the Commonwealth incorrectly had dungeon music assigned which starts playing even when you're still outside the buildings and should still be hearing exploration music. All of the cells in these locations correctly have dungeon music assigned internally so they will not lose the proper music. (Bug #31476) Cell 4,1 (near Bunker Hill, on the river) is mistakenly marked to disable water LOD. (Bug #31732) Minor navmesh issues at Huntress Island that may have prevented enemies from entering one of the houses. A ramp [0738F5B5] has also been added to the back door as there was a significant gap between the doorway and the landscape outside that was large enough to impede the player as well. (Bug #32329) Mesh, Material, and Texture Fixes Several lights added by the Vault-Tec Workshop DLC cast their shadows and light cones in the wrong direction due to their light emmision nodes being in the wrong positions. [Meshes\DLC06\Workshop\DLC06_VltLight01FluorBox.nif, Meshes\DLC06\Workshop\DLC06_VltLight02FluorResHallHalfLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight02FluorResHallLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight02FluorResWallHalfLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight02FluorResWallLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight04SpotLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight05UtilCage01MountedGreenLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight05UtilCage01MountedRedLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight05UtilCage01MountedWhiteLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight07UtilFluor.nif] (Bug #21071) Due to a missing double sided flag on the material, roof sections on top of things like the bus stop at Shaw High School had invisible bottoms. [Materials\Architecture\Buildings\hightech\HitTechGlassExterior01NA.BGSM] (Bug #31804) The Carlisle Typewriter variant had flat keys with no 3D definition on them like the common junk typewriter. [meshes\props\typewriter\typewriter.nif] (Bug #31671) Debris piles have transparent holes in them where they don't belong due to a bad alpha setting on their material file. [Materials\Landscape\Ground\DebrisGroundTile.BGSM] (Bug #32322) The normal map for the Memory Lounger does not display because of a bad texture path in the material file. [Materials\SetDressing\MemoryLounge\MemoryLoungerGlass01.BGEM] (Bug #32064) BeachFence_BrokenEnd_Left01, which is used in 52 places in the game, has no geometry within the mesh. This results in phantom collision being present. All of the blocks have been removed from the mesh to resolve the issue. [meshes\SetDressing\FencesGrates\BeachFence_BrokenEnd_Left01.nif] (Bug #32356) Perk & Stat Fixes Eleanor's Friendship gives out discounts globally instead of only with her as it was supposed to. (Bug #31345) Quest Fixes The WRVR Radio NPCs should no longer repeat the scene about Rex being held by Super Mutants if Curtain Call (MS10b) is already completed. There was no condition on the intro scene preventing it from being run again. (Bug #24025) As part of Ad Victoriam [BoS304, by way of DNPrime_BoS304] several waves of Synths are enabled for the battle at the CIT Courtyard. Once the fight is over, the alias that handles the 5th wave is never disabled again like the other 4. This eventually results in new Synths spawning over the destroyed remains of the Institute and they all fall into the water below. To fix this, Stage 1000 of DNPrime_BoS304 has an added line to disable the 5th wave alias markers. (Bug #21288) In The Sight [MQ00MamaMurphy] when the player gives drugs to Mama Murhphy, they are never taken from the player's inventory. (Bug #21567) Getting kicked out of the Railroad is supposed to let you then kill all of its leaders. This could not be accomplished because the scripts for the quest mixed the usage of the SetEssential() function between Actor references and base actor records. The CK wiki specifically says that once SetEssential() is called on an individual Actor reference, further attempts to call this function on the base actor will be ignored. This results in the leaders still being flagged essential when they should not be. (Bug #21552) Randolph Safehouse [RRR06] can sometimes give you an objective with a truncated location name. This appears to be causes by alias depencencies being out of order, with the final forced alias that should be getting used ending up not filled. This alias for the actual location was also marked optional, which would throw things off and is possibly the cause of several other bugs relating to this quest as well. The alias has been repositioned in the list as seen in the CK, and marked as required now. This should stop this quest from coming up at all if an invalid location is rolled. (Bug #23158) Jackpot [RRR03] also suffers from the exact same problem. The alias processing order is wrong and the chosen location can end up invalid, which may well result in being sent back to the same place that was just visited. The same solution was implemented and the optional flag removed from the alias that holds the actual location. So now this quest will not run if no valid location can be found either. (Bug #20551) At the end of Star Control [DLC04GZMainQuest] when the zone is cleared several robot modifications are unlocked, except for the Auto Space Lasers. This was due to a missing call to enable the global that controls the recipes for the 4 varieties. (Bug #23884) Dr. Li will not respond to the Progress Report topic if you have been appointed director but the reactor is not yet online. This is due to the response checking for an incorrect quest stage. (Bug #23837) When encountering the scavangers at Rotting Landfill they will remain stuck at the site if the player never talked to them after the fight. AI pack DN119TravelToDiamondCity needed to be adjusted to send them to Diamond City whenever DN119Fight is no longer running. This will cover any condition in which the quest can be terminated. (Bug #28538) The corpses for Josh and Emma at the Super Duper Mart need the quest object flag set on their aliases in DN068 so that they will not be culled by the game before the player has a chance to take their holotapes. (Bug #31473) The Atom Cats Garage drag race scene should no longer be triggered and over with before the player can get close enough to watch. (Bug #32515) Weathervane [RRR05] does not give out all 11 possible drop locations because the global variable that determines if you placed all of them was set to 9 instead of 11 [RRR05MILAsAllPlaced]. (Bug #31562) [NR] When picking up Curie, dialgoue she's supposed to use as a synth cannot be played when you're dropping someone else off because the lines are all conditioned to use the wrong value for the ComCurieIsSynth global variable. Several other non-pickup related lines also used the same incorrect condition checks and have also been fixed. (Bug #32397) When dropping Preston off and picking up Codswoth as a companion, Preston's line for female players does not play because it is incorrectly checking for male players. (Bug #32395) Ok, let's just get this over with and check all the rest - several other companions also had the same issue as reported for Strong and Hancock. The dialogue was mistakenly set to targer, not quest alias. (Bug #32393, 32394) When talking to Moe about baseball, Strong and Hancock have responses that don't play due to checking the wrong status variables. (Bug #32542) Papyrus Fixes BoS100FightMonitor: Fixed several issues with the AllGhouls array caused by engine bugs relating to the use of the PlaceAtMe function. This should eliminate recurring errors in the log and cuts off one avenue for engine issues to cause this script to remove objects that aren't even Ghouls at all. (Bug #28303) During Taken For A Ride, the player is tasked with defeating Colter in a combat area. As part of this, it is possible to sabotage his protection by removing a fusion core from one of the nearby reactors. Due to an issue with floating point calculations, the DLC04:DLC04MQ01GauntletQuestScript would make it nearly impossible to zap Coulter with the water pistol. A very slight adjustment on the value used (from 0.0004 to 0.00039 - yes, this actually does work) corrects the problem and allows the weakness to be exploited as intended. (Bug #28142) MQ206QuestScript: Lack of sanity checking on the Shutters alias - the function can be called from outside MQ207 even when it's not running yet. (Bug #25410) V111BedScript: Incorrect quest stage being checked if the player activates a bed after leaving Vault 111 and then returning later. (Bug #25278) QF_MQ302_000229EE: During The Nuclear Option [MQ302] This script is supposed to run a teleport effect on the faction leader you bring with you on the assault. That script was never placed, so the teleport call always fails. It's been disabled to supress the error. This will not break the actual sequence where the NPC comes in and later leaves with you. (Bug #26183) QF_DN136_Attack_00121D0C: No sanity check on the Z114 alias - the NPC is optional but the script doesn't treat it as such. (Bug #26174) QF_DN028_PAsystem_0018E378: Removed a redundant call to start the PA System scene since the scene itself is configured to star when the quest does via the checkbox in the scene data. (Bug #26484) vaultExitElevatorSCRIPT: When exiting chargen, the Looks menu event is never unregistered. (Bug #29292) Settlement and Workshop Fixes The cell immediately to the south of Taffington Boathouse (1,10) was not marked as part of the location which prevented most settlement functions from behaving correctly if things were built on it. (Bug #31714) Graygarden has a buildable area which extends upward to part of the overpass on the south side. However, the workshop buildable border indicator does not extend up far enough to be visible from either level of the overpass. A new pair of border indicators has been added to show this when you're up there. [Added resource: meshes\UFO4P\Workshop\WorkshopBorderGraygarden01_10x2UFO4P.nif. Static record added: 07001FFF. References added: 07045D54, 07045D55, 07045D56, 07045D57.] (Bug #23169) Weather Data Fixes CommonwealthClear weather had an invalid texture path for the 5th cloud layer. It was incorrectly referencing a SkySky path that does not exist. (Bug #31802) Placement/Layout/Ownership and Other World Fixes 001A5DEB: Picture frame with no actual picture in it. (Bug #32443) 001AAFCB: Box clipping through a wall. (Bug #32442) 00227ECC: Terminal with an incorrect lock level value set. (Bug #32370) 000999E2, 000999E4: These 2 doors opened onto an empty void. Replaced them with the equivalent damaged static versions that can't be opened. (Bug #32352) 001E7723: Duffle bag cliping through a roof. (Bug #32328) 002322C4: Duplicate leaky pipe marker deleted. (Bug #32319) 00240594: Duplicate bollard deleted. (Bug #32318) 000F3BC3: The other bollard raised to street level. (Bug #32318) 00203AEB: Duplicate AI marker moved to one side. (Bug #32317) 00066F0F: Duplicate fence piece deleted. (Bug #32316) 0023C797: Duplicated loot box, moved it away into the same debris pile as the first one. (Bug #32314) 001978CA: Duplicated Brahmin separated from the second one. Linked to the patrol marker like the other 2. So now there shall be 3. (Bug #32308) 00087de1: Purified water container that was clipped into the one next to it. 00087de4: Duplicate whiskey bottle. Separate it and moved it over slightly. (Bug #32307) 001A0CD5: Workbench that was embedded into some crates. (Bug #32299) 00091591: Static fire barrel moved from under the ground. (Bug #31795) 0023b246: MedX repositioned so it doesn't respawn hoveing in thin air. (Bug #32407) 0013BE03: Loot trunk embedded into the floor of a truck. (Bug #32402) 001a5346: Cooking Stove moved to take it out of the collision box of the metal shelf behind it. It was causing the player to lock up trying to animate into it. (Bug #32403) 001fe0db: AI marker embedded in wall collision, causing the NPC using it to fall through in combat. (Bug #32404) 00247603: Unlootable Brain Fungus moved to an adjacent wall of the vehicle it's in. (Bug #32405) 0004AD3C, 0004AD41, 000EFCD4, 0004AD5E, 00177F1B, 00177F1C: Raider NPCs at Pickman Gallery which only have male voice lines recorded. Their placements will now pull from male-only lists since these are the ones using the relevant autofill conditions. (Bug #31282) 0008A58A: Cap stash moved so that a missile trap nearby will be less likely to blow it out of reach under the bed. (Bug #31471) 002485A9, 002485A8, 000FF3F8, and 000FF3F7: Trigger boxes controlling the start of the Boston Public Library quest have been adjusted to prevent a timing issue which could lead to the intercom failing to activate properly at the entrances. (Bug #23757) 00095942, 00095945, 00095946: Placed corpses which were supposed to have a linked reference to a nearby crate to store their inventories. (Bug #31596) 000618a0: Door in College Square Station that should not be marked as owned. (Bug #29157) 0023C285: A side of beef that was randomly sunk into the ground. Moved into the nearby shack. (Bug #32436) 000C2738: Bench that was facing backwards. (Bug #31499) 0004E914: Back door to Gwinnett Brewery had an erroneously applied lock. (Bug #27225) 0019536C: Caps stash clipping into desk and unobtainable. (Bug #31628) 001BC78F: Nuke mine with an unneeded ownership setting. (Bug #29156) 001AD775: Relocated a note that couldn’t be picked up because it was stuck within the collision of a barrel. (Bug #31410) 0302C159: Fusion generator clipping partially into a wall. It and the fusion core (Ref 0302C15E) inside needed to be scaled down and adjusted to fix this. (Bug #31502) 0301383D, 0301383E, 03013848: Ghoul spawn markers placed slightly below the surface. (Bug #31539) 03053EA6: Note clipping into machinery. (Bug #31553) 0301087F: Note clipping into floor of boat. (Bug #31550) 03023EC4: Moved a loot box out of the collision zone of a nearby fern. (Bug #32440) 0302F35A: Scrappable box with an invalid duplicated linked reference. (Bug #32454) 0603458F: Mirelurk Queen with missing spawn properties near the Nuka-Cola Bottling Plant in Nuka-World. (Bug #27313) 0603FECA: Incorrect type of water bottle placed. (Bug #29022) 0604D3C4: Note riased above the rug it was under to allow it to be picked up. (Bug #32498) 06033583: Nuka-Cade Ticket half clipped into a brick. (Bug #32343) 060241D9, 06033584, 0603518A, 0603794F, 06042B99: Duplicate Nuka-Cade Tickets separated and placed near the originals. (Bug #32343) 06017D29: Duplicated fern. Scaled down and moved next to the original. (Bug #32342) 060429E0: Duplicated Nuka-Cola Quantum separated and moved to the left of the original. (Bug #32341) 060241B2, 06042BB1, 060351B2: Duplicated toy trucks relocated to spots nearby the originals. (Bug #32344) 0603B8F2: An entire duplicate set of target ducks has been deleted. (Bug #32345) 0601F3BC, 0601DDB6, 0601FE8D: Duplicated empty beer bottles moved to different parts of the debris piles they're in. (Bug #32346) 06035D71: Duplicated neon signs deleted. (Bug #32347) 06028393: Duplicated wind marker moved to an adjacent debris pile. (Bug #32348) 0601CAB8: Duplicated pre-war locker moved to another part of the building. (Bug #32349) 0601E8E8: Duplicated teapot separated and placed next to the original. (Bug #32350) 0602441F: Duplicated tool chest separated and moved to the interior of the building. (Bug #32351) 06047DB1, 0604D493: Floating street lamps lowered to the ground. (Bug #32369) 0701E632: Street wall piece placed to cover a gap in another similar piece. (Bug #32174) 0701A1E0: Rock placed to cover up two erroneously placed lights. The lights themselves are part of a precomb and cannot be edited. (Bug #31619) 0705A291: Curb piece placed to cover a gap between a building and the sidewalk. (Bug #31658) 072CF384: Concrete wall added to cover a hole which should not have visibility to the exterior. (Bug #23629) 07045D50, 07045D51, 07045D52, 07045D53: Objects added to cover up a visible glow beyond the playable area in Bradberton's Office. (Bug #21140) 07306B9E: Solid floor piece added to plug a hole in the ceiling at Atlantic Offices in the Glowing Sea. (Bug #24630) 07045D58, 07045D59, 07045D5A, 07045D5B: Rubble piles added to plug gaps along the wall next to the CIT. (Bug #28903) 07033E97: This reference has been changed to one of the Vault 95 repair kit meshes that Glitchfinder provided. It has been moved into position to replace the dirt mound originally added in 23648. 07033E98 has been removed entirely as it is now redundant. (Bug #28870) 07045D87, 07045D88, 07045D879: Added ceiling tiles to correct a color mismatch inside Diamond City Security. (Bug #28872) 07045D99, 07045D9A, 07045D9B: Water planes added to correct physics issues with the damn near Forest Grove Marsh. For some bizarre reason, water planes with the IsFullLOD flag lose their physics interactions and no longer properly behave as water. The original references have not been removed as they need to remain to show the water at a distance. (Bug #29390) 07045D9E through 07045DA6: References added to the large blue building next to Postal Square to cover up gaps in the window columns. (Bug #32519) 07386D0C: Road chunk added to cover up a broken water cell border. (Bug #32304) 0738F5B6: Added static door to cover up a hole in an inaccesible building. (Bug #32335) 07393A07, 08393A08: End caps to cover exposed parts of the same building as above. (Bug #32338) 07393A09: Plank added to cover up an exposed landscape seam. (Bug #32372) 07397E5B, 07397E5C: Added concrete parts to cover up a floor gap by a door. (Bug #32437) 07397E5E: Added a chunk of roof at a hirise near Beacon Hill because you could fall in and be stuck and have to use the console to get back out. XBox and PS4 users would have been forced to travel away, or lose progress if playing in survival. (Bug #32438) 0739C2AF: Trash pile added to cover up a road seam. (Bug #32472) 073A0700, 073A0701: Columns added to plug a wall gap near the Combat Zone. (Bug #32477) 073A0702: Added a missing porch segment to the house at Sandy Coves. (Bug #32521) Precombined Optimizaion Data Fixes Missing optimization data for several cells that were blanked by various DLCs has been restored. This will correct performance issues caused by the missing data. [Cells: DA86, D90D, D90E, D92C, D92D, D92E, D962, DE14, DE34, DE35, DE36, DE56, E12E, E14E, E426, E1E7, and E1E8 - all part of the Commonwealth worldspace] (Bug #31657) Numerous errors in the precombs for Vault 81 have had workarounds provided by Glitchfinder. Assets added for these fixes: Meshes\UFO4P\Interiors\Vault\HallUtil\VltHallUtilPipeCaps01.nif Meshes\UFO4P\Interiors\Vault\HallUtil\VltHallUtilWallHalf01Lining.nif Meshes\UFO4P\Interiors\Vault\HallUtil\VltStairWellSteps01Floor.nif Meshes\UFO4P\SetDressing\Vault\Vault_Bed01Invisible.nif Meshes\UFO4P\SetDressing\Vault\Vault_BedBunk01Invisible.nif References 07045D5C through 07045D7F have been created to implement the placements for the corrections. New objects 07045D82 through 07045D86 have been created to implement the static assets needed for the references. (Bug #28869) 07045D8A through 07045D98: references added as workarounds for Previsbine issues in Mass Chemical. (Bug #28905) CELL record 06002FB9 was pointed to an invalid reference for the existing precombined mesh. Should be pointed to 0604F042 instead. (Bug #32340) Text Fixes MS07c_QuincyPDTerminal_C: "CASE 111-Hm" -> "CASE 311-Hm" (Bug #32366) DN109_TerminalClintSubLogs: "Leutenant" -> "Lieutenant" (Bug #32365) DN109_TerminalHollis: "Gotta say, it's nice to find the Minutemen wecomed like we were back in the old days for a change. -> "Gotta say, it's nice to find the Minutemen welcomed like we were back in the old days for a change." (Bug #32364) 00157F3F: "Some days are harder then others." -> "Some days are harder than others." (Bug #32387) PlateCeramic02_Yellow_Clean: "Yellow-Trimmed Plate" -> "Clean Yellow-Trimmed Plate" (Bug #32430) TeddyBearClean: "Teddy Bear" -> "Clean Teddy Bear" (Bug #32421) mod_10mm_Barrel_LightPortedShort: "Improved hip-fire and recoil." - > "Superior recoil and improved hip-fire accuracy." (Bug #31260) DLC01Bot_Arm_MrHandy_Limb: "Better melee damage." -> "Improved melee damage and carrying capacity." (Bug #31633) FloraBloodLeaf02DLC03: "BloodLeaf" > "Black BloodLeaf" (Bug #31483) DN107_McDonnall: "McDonnall" > "McDonnell" (Bug #31493) mod_LaserGun_Muzzle_Focuser_B: "Super range and accuracy. Better recoil." > "Superior range and accuracy. Better recoil." (Bug #31304) Vault75AssistantSubTerminal [Menu Items; Item ID 3]: "If we hit the door during nap they should be save." > "If we hit the door during nap they should be safe." (Bug #31692) MS07a [000360ED]: "What did I do? I didn't do anything. It was Earl who didn't want to be happy." > "What did I do? I... I... I didn't do anything. It was... it was Earl... It was Earl who didn't want to be happy." (Bug #30973) MS07a [0006165D]: "Wasn't much for the great outdoors, so likely not Raiders or Mutants." > "Wasn't much for the great outdoors, so likely not raiders or mutants." (Bug #31522) MQ104 [00017B34]: "You smug, overconfident ass... Agh!" > "You smug, overconfident ass... Get outta here!" (Bug #30742) MS09 [00019BB7]: "I don't know about that, but I'd given him plenty of loyalty over the years without getting much respect in return." > "Well, I don't know about that, but I'd given him plenty of loyalty over the years without getting much respect in return." (Bug #31352) MS19 [000976D3]: "Alright. The overseer did give me a few caps for this. How does 50 caps sound?" > "Alright. The Overseer did give me a few caps for this. How does 50 caps sound?" (Bug #32073) MS04 [000E1A11]: "And you're from the olden days, like me." > "And you're from the olden days, just like me." / "To make the place b-better. So you in?" > "To make the place b- better. So you in?" (Bug #31306) MS04 [0004719D]: "When they took him they... they left you a message. Just listen to Kent's radio station." > "When they took him away they left you a message. Just listen to Kent's radio station." (Bug #31305) MS09 [000524FC]: "Ham! Will you come over here a minute?" -> "Ham! Would you come over here a minute?" (Bug #31354) DialogueGoodneighbor [00071553]: "I don't care if you're a Synth, Ghoul, or even a Super Mutant. So long as you play nice." > "I don't care if you're a synth, ghoul, or even a super mutant. So long as you play nice." (Bug #31523) [0010B67E]: "They're big, green, and destroy or kill anything they come across except other Super Mutants." > "They're big, green, and destroy or kill anything they come across... except other super mutants." DialogueFinchFarm [0007879E]: "It was more dangerous, too. There were some big raider gangs back then, and a lot more Feral Ghouls and Super Mutants than there are now." > "It was more dangerous too. There were some big raider gangs back then, and a lot more feral ghouls and super mutants than there are now." (Bug #31524) FFDiamondCity07 [0008BA66]: "And people just say "well, could've been worse. Could've been killed by Raider attacks or Super Mutants, or Feral Ghouls." They just give up." > "And people just say "Well, could've been worse. Could've been killed by raider attacks or super mutants or feral ghouls." They just give up." (Bug #31525) DialogueRailroad [0005D7B0]: "Are you seriously asking do I eat food?" > "Are you seriously asking if I... eat food?" (Bug #31299) DialogueRailroadGreetings [000B840F]: "The DIA. Shit, man. That cache you found had some serious high tech." > "The DIA. Shit, man. That cache you found had some real serious high tech." (Bug #31309) BoSPSHellos [0017208F]: "I'm guessing we not the only ones scouring the Commonwealth for those artifacts." > "I'm guessing we're not the only ones scouring the Commonwealth for those artifacts." (Bug #31555) RR102 [00100113]: "This is it. It may lack the amenities of the Switchboard. But it's safe and we've taken precautions to not be taken by surprise again." > "This is it. It may lack the amenities of the Switchboard... but it's safe and we've taken precautions not to be surprised again." (Bug #31298) COMDeacon [00186A04]: "Nick. I haven't the faintest what you're talking about." > "Mr. Valentine, you flatter me." (Bug #31294) CIS_CaitLockPick_Reminder [001760EC]: "Let me know if you want help with that lock." > "Let me know if you want me to help with that lock." (Bug #31339) DLC03_V118_Quest [0304E6FA]: "It was fever pitch, Detective. She had apparently gone to the overseer's office to check on the state of things and found it in horrible disrepair." > "It was fever pitch, Detective. She had apparently gone to the Overseer's office to check on the state of things and found it in horrible disrepair." (Bug #32076) [0304E6FD]: "I think she found something in the overseer's office... I wasn't listening when she told me about it. I... I kind of had my head in my research." > "I think she found something in the Overseer's office... I wasn't listening when she told me about it. I... I kind of had my head in my research." [0304E70E]: "The door to the overseer's office is locked." > "The door to the Overseer's office is locked." DLC06E03 [050050CA]: "What were you doing? I kept seeing, "Obey the overseer!"" > "What were you doing? I kept seeing, "Obey the Overseer!"" (Bug #32078) DLC04MQ02 [0604A464]: "Oh sure, I understand. So are you just going to paint the bullseye directly on my back, or what?" -> "Oh sure, I understand. So are you just gonna paint the bullseye directly on my back, or what?" (Bug #31474) DLC04BottlingPlantSubTerminalRexLog, Entry 6 and 7: "Ruth" is the incorrect name for Dr. Leavitt. Her actual first name is Kate, as mentioned in the 4 recorded Holotapes associated with these NPCs. (Bug #25314) DLC04BottlingPlantTerminalBeverageer, Main text: "Ruth" is actually "Kate". (Bug #25314) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  4. Version 2.1.4

    4707 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.
  5. Unofficial Skyrim Special Edition Patch Version: 4.2.7 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 1.6.353 or greater. Documentation + Credits - PC, XB1 Documentation + Credits - PS4 USSEP Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Skyrim Special Edition. If you're experiencing a bug with Skyrim Special Edition, please report the bug to us in as much detail as possible on the USSEP bugtracker. Please use search to ensure that you aren't submitting something that is already there. Please also confirm that the bug you are reporting happens with no mods other than the unofficial patches installed. A lot of Skyrim bugs are actually the result of other mods doing things they're not supposed to. Thank you and we hope you have a better Skyrim experience! (Note that all fixes are retroactive unless otherwise noted) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by the USSEP 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 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. We also had contact with another developer who implied the existence of an internal style guide and provided guidance on a number of capitalization issues when we asked them about it. Numerous entries (~2000 in all, going back several versions) have either been removed, revised, or added based on this guidance. There may be some that have been missed. If this is the case, please report these issues to our bug tracker for correction. The fix for Carlotta and Mila talking about closing the shop early was incorrectly implemented and caused the scene to fail entirely. This has now been corrected and they will execute the scene as expected. (Bug #32422) [This effectively reverts the original issue #9959] An old fix from the early days in 2012 that was intended to make the speech checks at the Whiterun gates fully functional has been repealed. Half of the modified check was redundant because the game would pass it anyway, and the other half had no appropriate response for a failure. This reverts Bug #10408. Two beds were added to Ironback Hideout, but this change is not documented anywhere in old changelogs or on our bug tracker so they have now been removed since neither of them is getting used by the bandits anyway. (Bug #32358) In the first release of SE 1.6, Bethesda had set many of the arrow records to have 0.1 weight, and we merged those changes. They have since undone this and returned those records back to having 0 weight, so these changes have been reversed in the patch as well. (Bug #32309) An old fix for the script that controls setting up Purity [CR13, CR13QuestScript] did not correctly process the parent script setup if the player had no Glenmoril Witch heads available, but there were still some left to collect. This would then cause the quest to be running in a bad state due to not being properly registered in the Comanions radiant quest system. (Bug #32426) Merged Fixes from Garthand's Unofficial Creation Club Content Patches The following fixes have been imported from Garthand's patches: Survival Mode Corrected Spiced Beef effect to restore stamina to reflect a change made in Survival. Some elemental fury effects had a time of 0 seconds instead of 15 seconds as intended. Complete rewrite of elemental fury conditions to make them more maintainable as Bethesda adds new weapon speed modifying effects to the game. Bound arrows have a hardcoded weight of 0.1 each in Survival, even though no other bound weapons have weight. To account for this, bound bow will now increase the player's maximum carry weight by 10 when active to account for the weight of the 100 bound arrows. Sleeping at a campsite from the Camping Creation Club item will no longer leave the player Drained when using Survival. Flin, Sujamma, Shein and Mazte were missing hunger keywords. The Mara's Wrath spell introduced in Arcane Accessories will now protect the user from freezing water as the description indicates. The resist freezing water side effect of some spells would show duplicate descriptions when the spell was recast, despite only being applied once/ Added large restore hunger keyword to meat pie. [USKP added pie record] Peckish, hungry, famished and starving debuffs were incorrectly reducing melee weapon speed by more than the specified 30/40% when only the first Dual Flurry perk was unlocked. Peckish, hungry, famished and starving debuffs were incorrectly increasing ranged weapon speed when the quickdraw perk was active. Brown Rot, Greenspore and Gutworm can no longer be absorbed or reflected, making them function similarly to other diseases. Brown Rot, Greenspore and Gutworm now account for the player's disease resistance before being applied. Players with 100% resistance, (including werewolves and vampires) will no longer become infected. Amended the Steed Stone description to account for effects both when Survival is enabled and disabled using the same wording found in Survival's Extra Pockets perk description. Added the VendorItemFood keyword to foods added by survival to be consistent with other foods (Cabbage Potato Soup, Potato Soup, Tomato Soup, Vegetable Soup, Horker Ash Yam Stew, Apple Cabbage Stew, Beef Stew, Horker Stew, Venison Stew, Clam Chowder, Elsweyr Fondue) Applied No Absorb/Reflect flag to advanced stage Survival diseases to prevent them from failing to update when the player has an absorb magic rating. Added the Survival_BodyandHead to the following robes to make them consistent with other robes: DLC2DarkElfOutfitRed, DLC2DarkElfOutfitBlue, DLC2DarkElfOutfit, ClothesMythicDawnRobes. Rare Curios Added werebears to the list of creatures affected by silver bolts. Corkbulb, iron, silver, orcish and bonemold bolts were missing their pick up and put down sounds. Silver bolt mesh fix added to prevent egregious clipping, as this bolt's mesh had a different rotation value than any other bolt. Saints & Seducers Could not decapitate NPCs wearing madness helmets due to a bad mesh setting. (meshes\creationclub\bgssse025\armor\madness\madnesshelmf_0.nif, meshes\creationclub\bgssse025\armor\madness\madnesshelmf_1.nif, meshes\creationclub\bgssse025\armor\madness\madnesshelmm_0.nif, meshes\creationclub\bgssse025\armor\madness\madnesshelmm_1.nif) Corrected crafting recipe for amber war axe to be consistent with other war axe recipes (should never be cheaper than an equivalent sword) Madness Helmet of Recovery and Staada's helmet couldn't be tempered. Golden, dark, amber and madness daggers weren't using the correct draw and sheathe sounds. The summoning spells did not have the no absorb/reflect flag and so could be absorbed when the player attempted to cast them. Swing speed on greatswords added by this creation have been increased to .75 to match the USSEP greatsword speed changes. Nerveshatter could produce a Papyrus error if the player grabbed it before it completed teleporting in. Placed insects would immediately despawn due to the insect critter scripts; these have been replaced with insect spawners which spawn a single insect of the intended variety. Placed additional critter landing markers inside of the Solitude Sewers so that butterflies and blissbugs won't immediately despawn from an inability to find anywhere to land. It was possible to choose to give Staada the Sheogorath-shaped amber without having it on your person. It was possible to exit Staada's dialogue early to obtain multiple helmets. The insect companions should no longer be able to escape from their cages. Fixed an improperly defined quest alias that would prevent Restoring Order from beginning correctly. Removed a missing script from the Solitude manhole activator, as it will only generate errors without the script present. Removed a missing script from Staada's return AI package, as it will only generate errors without the script present. A number of barricades were producing Papyrus errors because they were not linked to their collision markers as their scripts expected. This also caused the collision markers to persist even after the barricades were destroyed. The purple moth near the Solitude Sewers entrance could not be disabled by the game's critter script because it had an enable parent. A triggerbox had conflicting enable settings which prevented it from disabling after execution as intended. Actor Fixes It was possible for Temba Wide-Arm to become stuck inside the inn in Iverstead because her sandbox packages at the local sawmill had no specific times set. She has now been given a setup like other sawmill operators, and her work packages moved to the top of her package stack so they will be processed properly. (Bug #29139) ChaurusFaction and dunBlackreachFalmerServantFaction were not correctly set as friendly which would cause the Falmer thralls to attack the chaurus. (Bug #31774) EncAlikr03Melee2HBerserkRedguardM01 had the invulnerable flag set when they should not have. (Bug #31718) Mila Valentia has an AI package that targets her mother, Carlotta. It's possible for Carlotta to be killed. This can result in Mila disappearing from the game once Carlotta's corpse is removed to the body cleanup cell. It could also potentially lead to a CTD once that corpse is later culled by the engine. Mila's package will now target the marker at the Bannered Mare since the package would have sent both of them to the inn anyway. (Bug #32455) Item Fixes DraugrWarAxeHoned had an incorrect stagger value of 0, when it should have been set to 0.85 to match the "ancient" version of the same weapon. (Bug #32412) EnchArmorIronBandedCuirassRestoration02 should have had a base value of 200 set instead of 299 (01 and 03 variants do, typo in the data set) (Bug #32388) The shock spider activator object [DLC2ExpSpiderShockBombENEMY] is using the wrong script property to handle the explosion. The "friendly" version of this correctly uses the 6 properties meant for shock spider bombs, so the enemy one is now set to the same. (Bug #32383) ccBGSSSE001_FishGuide1, ccBGSSSE001_FishGuide2, ccBGSSSE001_FishGuide3, ccBGSSSE001_FishGuide4: Books with the wrong pick-up sound. (Bug #32331) MQ202GissurNote, MS07JareeRaNote, MS06FalkFirebeardNote: Notes with missing object bounds. (Bug #32324) Fish display plaques in Windstad Manor, Heljarchen Hall, and Proudspire Manor have all been incorrectly set to use the aliases for the plaques located in Lakeview Manor. This results in all fish being put on displays, regardless of which house you're in, being attached to the plaques in Lakeview Manor. In order to correct this, the retroactive update script for USSEP 4.2.7 will first take down any fish that are occupying these aliases and return them to the player. Then the aliases on each of the broken rack controllers will be updated to point to the right references. When this process completes, if any fish you had needed to be removed, you will be informed by the patch when your save is loaded. This is a one time check that only needs to be performed on existing saves. New games will already have all of this data set from the start. (Bug #32450) Location Fixes The navmesh on the exterior door into Wolfskull Cave was missing a door portal. This causes NPCs to be unable to enter the dungeon at all. (Bug #32079) Mesh and Texture Fixes Guards could be seen slowly sliding along the Dragonsreach bridge. (meshes\architecture\whiterun\wrbuildings\wrcastlebridge01.nif) (Bug #29305) Corrupted texture path to the normal map on sea kelp. (meshes\landscape\grass\waterkelptall01.nif) (Bug #32392) Texture sets ccBGSSSE001_WeaponNordHeroDaggerTS, ccBGSSSE001_WeaponNordHeroMaceTS, and ccBGSSSE001_WeaponNordHeroWarhammerTS all incorrectly placed the cube maps in the Envoronment Mask slot when they should be in the Environment slot. Quest Fixes When a guard extorts you for 50 gold after dropping and picking up a weapon in front of them, the dialogue will work even if you do not actually have 50 gold on you. The script, however, will still deduct 50 gold from the player which can lead to integer underflow issues on the player's gold amount. (Bug #29026) J'zargo would comment on being at Saarthal when he wasn't actually there, unlike the other NPCs at the location. (Bug #31750) At the end of the quest to get the Elytra pet for Mania, the dialogue to accept it as a follower is incorrectly checking for Stage 50 in the quest for the Dementia version - this stage doesn't exist, and isn't the right quest to check either. It should be checking for Stage 25 on the Mania quest. (Bug #32396) During Mourning Never Comes [DB03] Alain Dufont's initial dialogue cuts off before the player is allowed to give a respone and he enters combat before he's supposed to. It was incorrectly set as a goodbye response, and the script should not have been added to it. (Bug #31835) Eimar has some lines that make no sense for him to use while he's at the Bannered Mare. One wasn't conditioned to the location he's in, the other was using an incorrect function to check if TG03 was completed or not. (Bug #29462) Papyrus Fixes WordWallTriggerBleakFallsScript: The "Done" state of the script was not disabling the chanting trigger as is done in the more generic WordWallTrigger02Script. Bleak Falls Barrow and Shearpoint both use this script and should no longer restart the chanting when visited after learning their words. (Bug #31773) PlayerVampireQuestScript: Becoming a vampire never calls for a cure of any DLC added diseases. Added bonus of correcting this also means any mod-added diseases will be cured as well, just like Lycanthropy. (Bug #32361) ccBGSSSE001_CritterSpawn: Fish spawns needed to be brought in sync with the fixes in the vanilla script this parallels. (Bug #32385) Placement/Layout/Ownership and other World Object Fixes 03018b89: Trigger box adjusted to focus more narrowly on the doorway in front of Vlindrel Hall due to unwanted object checks. (Bug #32433) 0005776C: Rock cliff lowered with an exposed underside. A critter landing marker (Ref 00070D0B) was lowered along with it. (Bug #31704) 0010D099: Cooking pot not hanging properly off of spit. (Bug #31705) 000FCDAB: Misplaced iron ingot. (Bug #31708) 00085D97: Misplaced dummy bow marker. (Bug #31713) 0005BFB1, 0005BFB3, 0005BFB5: Misplaced seared slaughterfish pieces. (Bug #32291) 000769A2, 000769A3: Closed a gap between dirt mounds. (Bug #31754) 000A6D9F: Column with small gap rotated to close it. (Bug #32413) 000af529: Xander's initial location is outside the playable area of the Red Wave which could result in him falling forever and causing a game crash. 000DE951, 000DE976, 000DE977, 000DE978, 000DE97B: Beds aboard the Red Wave which were owned by the wrong faction. This prevented 5 of the pirates from being able to sleep, even though they'd go and stand next to the beds when they were supposed to be. (Bug #31767) 000847f9: Idle marker owned by Carlotta that should have been owned by her faction so Mila can use it when sandboxing at the market stall. 0300B870: Hay pile that is not properly disabled before the room it's in is built. (Bug #32381) Text Fixes The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  6. Version 4.2.7

    9474 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
  7. Unofficial Oblivion DLC Patches By Quarn, Kivan, Arthmoor, PrinceShroob, and Sigurð 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.
  8. Version 25

    5017 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
  9. Version 1.6.0

    5185 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.
  10. Version 3.5.7

    15908 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.
  11. Version 3.0.16

    21495 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.
  12. Version 1.2.1

    9236 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.
  13. Version 2.0

    235 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.
  14. 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.
  15. 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.
  16. 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
  17. 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:
  18. Version 1.1

    129 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
  19. 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
  20. 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.
  21. 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.)
  22. 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.
  23. 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.
  24. Version 1.0

    128 downloads

    Compatibility patch for CRF and Elemental Staves
  25. Version 1.0

    166 downloads

    Add's staff enchanter recipes for the new Cutting Room Floor Staves Requires Dragonborn and Cutting Room Floor.
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