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  1. Unofficial Fallout 4 Patch Version: 2.1.6 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 1.10.980 or greater. Requires Official Automatron DLC. Requires Official Wasteland Workshop DLC. Requires Official Far Harbor DLC. Requires Official Contraptions Workshop DLC. Requires Official Vault-Tec DLC. Requires Official Nuka-World DLC. Requires Official Hellfire Power Armor DLC. Requires Official X-02 Power Armor DLC. Requires Official Heavy Incinerator DLC. Requires Official Enclave Weapon Skins DLC. Requires Official Enclave Armor Skins DLC. Requires Official Halloween Workshop DLC. Requires Official Tesla Cannon DLC. Requires Official Makeshift Weapon Pack DLC. Requires Official Enclave Remnants DLC. Documentation + Credits - PC, XB1 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 Official 1.10.980 Patch Update Reconciliation Merged change in Heavy Flamer with the position fix for the toolbox so that it will properly require the Keeper's Toolbox Key. Forwarded the location data added by Enclave Remnants to GlowingSeaPOIJS02. UFO4P Fixes workshop_co_SleepMattress is an inaccessible recipe and therefore the edits to it are unnecessary. (Bug #32786) [Note that it being duplicated in the menu is NOT a vanilla or UFO4P bug. It is something triggered by Buffout and needs to be fixed on their end of things.] workshop_co_BedMattress formula has been adjusted to use less steel so that it makes more sense in line with beds that have actual frames. (Bug #33040) Crashes for users with nVidia RTX cards who attempt to open the Graygarden workshop menu have been resolved. Glitchfinder has provided us with a mesh that eliminates the problem. (Bug #33066) [meshes\Workshop\WorkshopBorderGrayGarden01.nif] An error in script DLC03:TrapBear causes actors without the Lightfoot perk to fail to properly trigger traps using the script. (Bug #33086) 03043A2D: Rifle that had its placement adjusted at some point but then somehow ended up sitting upright with improper rotation values. (Bug #32959) Gunslinger level 5 had the weapon checks on the wrong perk entry tab from our fix in UFO4P 1.0.1. (Bug #33846) The useless Nukalurk Eggs have been removed from the spawning activator. Reverts 27393. The item itself as created by UFO4P will remain to prevent possible CTDs. Go sell the useless eggs or something (Bug #33834) Modified the fix in stage 101 of Reunions [MQ106] so that the Command Center door is not set into a bad state which may then lead to breaking the arrival of the Prydwen. (Bug #33695) December's Child weight decrease was applied incorrectly resulting in it being heavier instead of lighter as intended. [DLC03_mod_Custom_Weapon_M4] (Bug #33931) 0724DB6F: Fog Condenser added by UFO4P was not linked to its jug. (Bug #32769) Actor Fixes DLC04_LvlGang_Operator_Boss incorrectly drew from generic raiders which would sometimes result in choosing a Disciple instead of an Operator to fill the template. (Bug #33772) MQ302Minuteman02 had incorrect face morph values due to being switched from female to male without a proper facegen update. (Bug #33000) Old Longfellow is missing the ability that controls the Live & Love perks for companions. (Bug #33938) LCharMoleratLegendary and LCharMoleratAmbushLegendary incorrectly spawn ordinary Mole Rats between level 7 and 13. The Mole Rats themselves also lack their appropriate skins and material swaps. (Bug #33935) Caged versions of Glowing Mole Rats and Mutant Hounds did not get the fixes that were done for the non-DLC versions. (Bug #33933) Deathclaws permanently mark a target to dismember on death due to the effect wrongly being set up as an ability. [abDeathClawClawsSpell] (Bug #33920) Following Last Voyage of the U.S.S. Constitution, the Lookout does not go with his shipmates if the quest ended with the ship crashing into the Baxter Building. [DialogueMS11 - New Alias AI Pack added] (Bug #33139) After completing "Out of the Fire" [DN121] Saugus Iron Works respawns a leveled raider boss to fill the leader position. This leader should not have been spawning in using Slag's specific version of raider power armor. [LvLForged_Boss] (Bug #32871) Guard settlers are not using the correct template reference for their inventories. Rather than using EncWorkshopNPCMaleFarmer01Template they should be using EncWorkshopNPCMaleGuard01Template. (Bug #33957) Synth Refugee [DLC03_Loot_CorpseSynthRefugee] and its female counterpart lack a Synth Component on their bodies, as is found on other dead synths. (Bug #32555) Item Fixes DLC03_LL_Armor_Trapper_Coast_Underwear had an invalid form in the list. (Bug #32989) Fancy Plaid Suit & String Tie [DLC04_Armor_Operators_Underarmor_02] was accidentally left out of the Operators underarmor list. [DLC04_LL_Armor_Operators_Underarmor] (Bug #33849) DLC01LLI_Vendor_BotMods_Basic_Armor erroneously contains a useless component for Mr Handy Bottom Armor that doesn't have a craftable recipe, nor does it have a craftable modification for it. [miscmod_DLC01Bot_Torso_MrHandy_Armor_Standard_Bottom - removed] (Bug #33848) DLC04_NukaWorld_Meat75 erroneously offers up Flying Ant Meat which is never used in anything and was apparently cut from the game. (Bug #33847) MacCreadyOutfit erroneously includes an unplayable set of Road Leathers [Armor_MacCready_Raider_Underarmor] which he cannot use due to his duster conflicting with the biped slot. (Bug #33918) Basketballs for the Nuka-Cade should cost 4 rubber instead of 2, or the player will be capable of an infinite rubber exploit. [DLC04workshop_co_NukacadeHoopShotBall] (Bug #33842) Prewar_Locker_01 was missing its open and close sounds. (Bug #33841) Acid Soaker ammunition only crafts a single round instead of the 20 it was supposed to be. [DLC04_co_Ammo_AcidSoaker] (Bug #33840) The Gatling Laser Overcharged Capacitor mod incorrectly requires Gun Nut level 2 when energy weapons are always governed by the Science! perks instead. [co_mod_GatlingLaser_LaserReceiver_MoreDamage3] (Bug #33839) Vault-Tec Deep Pocketed mod has no crafting requirements. [co_mod_armor_VaultTec_Lining_Torso_ImprovedCarryCapacity2] (Bug #33838) Overboss Power Helm [DLC04_Armor_Power_T51_Helm_RaiderOverboss] is missing the default raider headlamp in its template. (Bug #33836) MeatBag_Floor001 and MeatBag_Floor002 had wild edits applied by the Wasteland Workshop DLC that serve no purpose. (Bug #33945) mod_InstituteLaserGun_Scope_ScopeMedium, mod_InstituteLaserGun_Scope_ScopeMedium_NV, and mod_InstituteLaserGun_Scope_ScopeShort_NV are all set to the wrong zoom value for the type of scopes they are. (Bug #33944) mod_armor_Combat_Lining_Torso_Lighter and DLC03_mod_armor_Marine_Lining_Torso_Lighter should both be providing 5 AP instead of 2 since they are for the torso slot. (Bug #33943) DLC04_mod_HandmadeGun_Receiver_MoreDamage3 errneously has dn_HasReceiver_Converted applied even though it's not changing the ammo type. (Bug #33942) DLC04_TrashObjectBurgerbox01, DLC04_TrashObjectCup02, DLC04_TrashObjectCup, DLC04_TrashObjectPizzabox01, DLC04_TrashObjectCupGroup, and DLC04_TrashObjectHotDogbox01 all have abnormally high weight for miscellaneous trash items. (Bug #33941) holotapeLadiesAux01, holotapeLadiesAux02, holotapeLadiesAux03, holotapeTheControl01, holotapeTheControl02, and holotapeTheControl03 all had a weight of 0.2 when holotapes should have 0 weight. (Bug #33940) DLC04_Ammo_PaddleBall lacked a short name, causing it to display as blank in the UI. (Bug #33939) PA_Legendary_Any_Unbreakable, PA_Legendary_Any_Low_Weight, and mod_Legendary_Weapon_RadiationDamage were missing the setting to raise their value by 4x normal. (Bug #33936) Daytripper should last 10 minutes as its description says instead of 5. (Bug #33932) Laser Muskets can spawn with Laser Gun parts due to a misconfigured set of object mods. [modcolgroup_LaserMusket_LongBarrel_ExtensionWithBracket_AND_Camera, modcolgroup_LaserMusket_LongBarrel_ExtensionWithBracket_AND_Focuser, modcolgroup_LaserMusket_ShortBarrel_ExtensionWithBracket_AND_Splitter] (Bug #33929) Poisoned Caltrops should not be setting off explosions when used. [DLC03_ThrowingCaltropWeaponPoisoned] (Bug #33923) Melee weapon mods do not actually provide bonuses for cripple chance or extra limb damage because the effect data for them was never created. (Bug #33930) BaseballGrenadeProjectile, BehemothBoulderProjectile, MolotovCocktailProjectile, SynthTeleportGrenadeProjectile, DLC04_LuckyRabbitsFootProjectile, DLC04_LuckyRabbitsFootProjectile2, DLC04NukaCherryGrenadeProjectile, and DLC04NukaQuantumGrenadeProjectile all have explosion effects that incorrectly default to the one for frag grenades. (Bug #33927) MS09JackRadiationGunProjectile, and GammaGunProjectileLarge are incorrectly flagged to penetrate geometry despite being beam weapons. (Bug #33919) Robot and Metal armor pieces incorrectly have Universal linking keywords attached to them which results in the "Dense" mod being applicable to more than just torso parts. [Armor_Metal_ArmLeft, Armor_Metal_ArmRight, Armor_Metal_LegLeft, Armor_Metal_LegRight, Armor_Metal_Torso, DLC01_Armor_Robot_Torso, DLC01_Armor_Robot_ArmRight, DLC01_Armor_Robot_ArmLeft, DLC01_Armor_Robot_LegRight, DLC01_Armor_Robot_LegLeft] (Bug #33835) Deliverer should have the WeaponTypePistol keyword on the actual weapon instead of by way of adding modifications for it. [mod_Deliverer_Grip_Standard, mod_Deliverer_Grip_Better1, mod_Deliverer_Grip_Better2] (Bug #32839) Fortification effects for Ultra-Jet, Psycho-Jet, and Buffout need to be reduced from 15 duration to 5 duration due to the fact that the durations are incorrectly extended due to the slow time effects. (Bug #32932) The Marine Armor Chest Piece [DLC03_Armor_Marine_Torso] incorrectly referenced leg armor materials in its Epic variants. (Bug #32809) Several Rust Devil Robot mods list "Reduces Carry Capacity" as an effect for the object mods. This effect was left off of many of them. See ticket for the complete list. (Bug #31630) Exemplar's T-60 Torso is always labeled as "c" but it should be "b", "d", or "e" based on which level is rewarded to you by Kells. (Bug #31517) Plasma weapons should now work properly with the Penetrator perk. [PlasmaProjectileLarge, PlasmaProjectileSmall, PlasmaProjectileSmallFast, DLC01LightningGunProjectile] (Bug #23322) Curie will now give Curie's Healthpaks to the player instead of ordinary stimpaks. Curie's Healthpak [ALCH 0019c0d9] does exist in the game files already, but it was nowhere used (Bug #32937) The combat rifle mods mod_CombatRifle_Scope_SightsImprovedGlowIron and mod_CombatRifle_Scope_SightsImprovedIron were using the same loose mod. The combat shotgun mods mod_CombatShotgun_Scope_SightsImprovedGlow and mod_CombatShotgun_Scope_SightsImprovedIron had the same problem. Two new loose mods were created and have also been added to all relevant leveled lists and form lists. (Bug #32641) Location Fixes Several issues with the setup for the Caravan encounter in Automatron have been corrected. (Bug #33074) MassPikeInterchangeExt03 had a Nuka-Cola machine with navmesh under it that should not have been there. The navmesh has been adjusted to account for the machine being in the way. (Bug #32858) The Walden Pond Gift Shop Basement [WaldenPond01] was missing the "Has Water" flag. (Bug #33816) Fixed an elevated navmesh vertex at the back entrance to Hardware Town. (Bug #32812) Mesh, Material, and Texture Fixes Plasma Guns, Laser Guns, Laser Muskets, and Lever-Action Rifle all have an unnecessary generic collision block around them which makes it place awkwardly in several situations as well as having the wrong material sounds attached. (Bug #33064) [Meshes/Weapons/HuntingRifle/HuntingRifleDummyParent.nif, Meshes/Weapons/LaserMusket/LaserMusketDummyReceiver.nif, Meshes/Weapons/LaserWeapons/LaserWeaponDummyReceiver.nif, Meshes/Weapons/Plasma/DummyReceiver.nif] Warehouse roof piece with a transparent ceiling. [Materials\Architecture\Warehouse\WrhsRoofPlywood01.bgsm] (Bug #33191) The bounding boxes on 3 workbenches and one trash bin have been corrected so that parts of them no longer disappear at certain angles. Fix provided by Pra. [meshes\furniture\workstations\workbencharmor\WorkstationArmorB01.nif, meshes\furniture\workstations\workbenchweapons\WorkbenchWeaponsB.nif, meshes\furniture\workstations\workbenchweapons\WorkbenchWeaponsA.nif, meshes\setdressing\trashbin\TrashBin01.nif] (Bug #32894) Assaultron Claw Hands do not have a material flie specified. The material file that should be used also has the incorrect grayscale texture set. [meshes\Actors\Robot\Parts\HandLeftAssaultronClaw.nif, meshes\Actors\Robot\Parts\HandRightAssaultronClaw.nif, Materials\DLC01\Actors\CreateABot\DLC01AssaultronBladeHandsRemap_base.bgsm] (Bug #29367) Nuka-World Assaultron space paint material references the wrong normal map. [materials\Actors\DLC04\BotColors\DLC04AssaultronTorso.BGSM] (Bug #29367) Papyrus Fixes SentryBotFaceLightScript: Removed the IsBoundGameObjectAvailable() check in the OnEffectFinish block of the script as this appears to cause an issue with the light remaining on even though the game throws a Papyrus error. (Bug #25355) Default2StateActivatorScript: A few edits were made to this script as part of the fixes related to various doors in Fort Hagen: the handling of disabled references was improved and redundant code has been removed. (Bug #33695) SpotlightScript: This script was missing code for handling the light sources of spotlights that are initially disabled. (Bug #32995) UFOActivatorScript: Added a sanity check for invalid sound instances. (Bug #32545) WorkshopParentScript: The top level vendor globals were not properly updated when a top level vendor store was removed from a workshop. (Bug #32686) Perk and Stat Fixes The Bloodied perk [ModLegendaryWeaponsDamageInverseHealthPerk] has errors in how it checks the conditions for the player's health. (Bug #33851) RRTheHeavyPerk and ImmuneToRadiation should both be hidden due to having no UI elements to show the player. (Bug #33850) The bonus application for Black Widow and Lady Killer were inverted. The global properties should be negative values due to how the actual formula calculation is done. (Bug #33843) Endangerol Syringes do not actually work the way the game describes, instead causing the target to reduce the effectiveness of everyone else's armor. To mimic the intent, the perk associated with the item now does 25% extra damage to the target. Text descriptions have been changed to reflect this as well. [EndangerolPerk] (Bug #33845) Energy Weapons Bobblehead does not affect Gatling Lasers and Alien Blasters. [PerkBobbleheadEnergyWeapons] (Bug #33934) The Rad Powered legendary perk has a messy implementation that would result in showing multiple individual strength buffs in the UI instead of a single one with the correct buff amount. [DLC03_ench_mod_Legendary_Armor_RadsIncreaseStrength] (Bug #33928) Calmex incorrectly blocks its effect if the player has Ninja level 2 despite the chem and the perk having nothing to do with each other. [FortifySneakAttackBonus2xChemPerk] (Bug #33926) Repair Bobblehead has an unnecessary check for whether the player is wearing Power Armor or not. [PerkBobbleheadRepair] (Bug #33925) Quiet Reflection is missing it's UI animation. [QuietReflectionXPBonus] (Bug #33924) Pain Train 3 does not actually improve impact landing damage due to the effect not being assigned. [PA_ImpactLandingAggroDamageSpell] (Bug #33922) Sniper level 1 has an unnecessary condition check for Iron Sights which causes a stutter when aiming the weapon. [PerkSniperAimStability] (Bug #33921) Sneak level 5 is not applying its invisibility component properly for distant enemies. [PerkSneakInvisibilityEffect, PerkSneakInvisibility] (Bug #32931) Mister Sandman needed to have its perk priority adjusted to prevent it interfering with sneak attack value bonuses from Ninja and Cloak & Dagger. (Bug #31307) The Piezonucleic Lining mod for Power Armor does not do what the description says. An actual perk to produce the proper effect did not exist and had to be created for it. [ench_mod_LegendaryPA_RadsCoreHealth -> changed from using LegendaryPA_RadsCoreHealthEffect to UFO4P_PiezonucleicEffect] (Bug #22529) Quest and Dialogue Fixes Curie's pick up lines were not flagged to require player activation and would instead be pulled as random dialogue you could not avoid. (Bug #32908) When asked to tell stories for the class in Vault 81 [Short Stories - V81_04] Katy's dialogue references completing MQ102 instead of Min00. The story you tell is about killing the deathclaw, which happens in Min00. (Bug #21305) "Object01 - Radio in a junk pile" [REObjectDL01] incorrectly marks 2 of the spawned objects as temporary. This leaves the rest hovering above the ground when the player returns later. The "garbage pile" object will also throw visual anomalies because the script is trying to move a static object during setup. (Bug #33585) [NR] The random encounter for Dreth could become broken and leave the player unable to trade with her again on subsequent meetings. (Bug #25994) The random encounter with Stash could end up broken because her forcegreet was flagged as Say Once. (Bug #26734) Technical Documents, Viable Blood Sample, and Reactor Coolant [currently unused] will no longer get spawned if the player has become hostile with the Brotherhood of Steel. (Bug #33091) Settlement and Workshop Fixes Egret Tours Marina, Outpost Zimonja, and Taffington Boathouse could have attack markers moved to where the player wanted a fast travel marker. This could result in attacking NPCs being right on top of the settlement instead of at the designated edges. A new marker has been placed in each location, linked to the map marker, and then positioned to where the edge marker is currently at since the edge marker is what would be used for the FT target. The edge markers are then relocated back to their default positions in the CK. (Bug #33906) Hangman's Alley could pick up the wrong map marker for the Workshop data. (Bug #33871) Power Armor stations should no longer cause Encumbrance damage when using them in survival mode. [HC_EncumbranceEffect_OverEncumbered] (Bug #33844) Placement/Layout/Ownership and Other World Fixes 0100FFA9, 0100FFAA: Eyebots generating static when disabled. Fixed by attaching a new script provided by Glitchfinder. (Bug #33776) 000ED0DD: Locker clipping through plumbing. (Bug #33143) 000ED126: Desk clipping through wall column. (Bug #33143) 00043AE9: File cabinet clipping through a wall column. (Bug #33112) 000AB84D: Metal box clipping into the one next to it. (Bug #33111) 0704E648, 0704E649: Wall segments added to Combat Zone exterior to cover up gaps. (Bug #33178) 0008212b: Dead Minuteman that despawns before being able to loot it before the end of "Out of Time". (Bug #33098) [NR] 0005698F: Wooden box intersecting with a spawn marker. (Bug #33095) 0023D2F1: Unused door viewable outside the playable area in Shamrock Taphouse. (Bug #33094) 06048D2C, 06048D2D, 06048D2E, 06048D2F, 06048D30, 06048D31: Nuka-Cola bottles spawning outside of the associated vending machine. (Bug #33088) 00228A79: Dead turret had a Havok script it didn't need which would cause its physics to go crazy when touched by the player. (Bug #33075) 0011AC0C: Nuka-Cola machine too close to a wall, causing its door to clip. (Bug #33060) 03010466: Activateable door placed under rubble that should have been a static version. (Bug #33059) 06053544: Operator's rifle spawner is picking from the wrong leveled list. (Bug #33037) 00110E11: Fire barrel at Boston Airport which should only be enabled once the BoS take over. (Bug #33026) 001843EC: Light source above a fire barrel at Boston Airport which should only be enabled once the BoS take over. (Bug #33025) 00090875: Spotlight source at Boston Airport which should only be enabled once the BoS take over. (Bug #33024) 0602991E: Dead turret occupying the same space as a live turret. (Bug #33019) 000E515E: Stool clipping into a desk. (Bug #33004) 060459AF: Crate assigned to an invalid reference group object. (Bug #32997) 00221C5D: Locker door which should have been a static version. (Bug #32971) 001A0C49: Workbench clipping with a barrel. (Bug #32968) 0023A60C: Cabinet clipping with a wall. (Bug #32962) 00110DA1: Fire barrel clipping with its neighboring barrel. (Bug #32938) 00205603, 00205621, 00205629, 0020562A, 0020562B: Floating Nuka-Cola bottles. (Bug #32912) 001B9EE7: Wall lean marker sunk too far into the ground. (Bug #32912) 001FEFE1: Water plane that was not large enough to cover the area it's in. (Bug #32912) 001B9EEB: Patrol marker embedded too far into a wall. (Bug #32912) 00077CAB, 00077CAC, 000939BF: Misplaced frag mines. (Bug #32911) 0604AD62, 0604AD63, 0604AD64: Crops owned by the wrong NPC/Faction. (Bug #32909) 07000001: Sidewalk segment added to cover up a gap. (Bug #32905) 07000002: Wall piece added to cover up a gap. (Bug #32094) 001D6117: Car that gets thrown skyward due to bad placement across a cell boundary. (Bug #32852) 001EB3F4: Port-A-Diner that was missing the property to link it to the container's door. (Bug #33837) 00072283: Nuka-Cola vending machine door out of position with the rest of the machine. (Bug #32807) 01000998: Mechanist Master Control Terminal was sunken into the server rack and was hard to access. (Bug #32838) 074D81E2: Light source for ceiling lamp that lacked one. (Bug #32816) 00135A89: Ownership set for Abraham Finch. This prevents "Out of the Fire" [DN121] from stalling due to another NPC commandeering the marker. (Bug #32887) 074E4ED3: Sandbox primitive added to Vault 88 because settlers won't sandbox beyond the first chamber otherwise. 001F41E1: Suitcase too far underwater to access. (Bug #32582) 000EAC12: Fallen door not covering the gap well enough to cross it. (Bug #32571) 060502BE: Clint's Power armor, which should be unique, was placed in a random Gunner camp in Nuka-World. It has been replaced with a generic Gunner's type Power Armor. (Bug #32546) 002133c2: Grass moved away from a metal box because it was somehow blocking access to it. (Bug #33003) 00046379: Door that should have been a static version since it opens through a static cabinet. Also moved a first-aid kit from the other side of the door that would have become inaccessible. (Bug #32966) 002287B7: Power Armor not owned by the Gunners when it should be. (Bug #32520) 074FE8B8: Sandbox primitive added to The Castle because settlers won't sandbox the full build area otherwise. (Bug #22113) Text Fixes NatDoorSM01: "Door" -> "Bulkhead" [Inconsistently named, other 4 with the same model are named "Bulkhead"] (Bug #33780) FortuneFinder04: Corrected text to indicate what this level of the perk actually enables, since it does not increase the number of caps you get from containers. (Bug #32892) OfficeFileCabinetEmpty01: "File Cabinet Drawer" -> "Empty File Cabinet" (Bug #32884) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  2. 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 Twenty-Sixth Release (2024-Jan-03) UODP Fixes Bash tags have been updated for each plugin. (Bug #32593) For the Vile Lair patch, DLCDeepscornScript had a comment in the distance check calling for 1500 units when the actual code called for 3000 units. It should have been 1500 units in the code as well. (Bug #32829) Battlehorn Castle bugs fixed (v1.0.13): One of the doors in the castle gatehouse [xx013412] along with its door frame [xx1340f] were clipped badly into the adjacent wall. (Bug #32940) [NR] Frostcrag Spire bugs fixed (v1.0.11): The Spire cells should all be set to public music, which is how all the other player owned homes are set. (Bug #33080) Calindil doesn't sell the Feather Shoes or Fortify Fatigue Pants because the DLC altered ownership on the items when the cell was transferred to faction ownership. (Bug #33044) Knights of the Nine bugs fixed (v1.1.10): Trailing spaces were removed from the quest stage logs for "The Path of the Righteous" [ND04]. (Bug #32946) 00179df3, 00179df4: Columbine plants buried by the landscape alterations at the Priory of the Nine. (Bug #33145) Highwaymen could greet the player with the sarcastic Holy Crusader greeting even though this makes little sense - and also blocks their attempt at robbing you. (Bug #33081) Mehrunes' Razor bugs fixed (v1.0.9): The Morag Tong assassin should no longer stand in place outside the Inn of Ill Omen once he gets there. (Bug #32907) The Orrery bugs fixed (v1.0.8): DLCOrrery directs the player to the Orrery console too soon. The check should have been set for stage 100 or later, not 40 or later. (Bug #32579) Thieves Den bugs fixed (v1.0.16): 0200EEA5: Door into Captain's Cabin that was detached from the wall. Vile Lair bugs fixed (v1.0.12): 0200134F: Unlootable claim moved outside of the tower it was originally in. (Bug #32996) 020021CD: Floating barrel. (Bug #32964) The 3 Purgeblood Crystal Formations in the lair were set to -1 inventory spawns which leads to a documented item duplication bug. Each container will instead respawn with 1 Purgeblood Salt inside as was intended. (Bug #32876) The previous version history can be found here as it is too large to put in one post.
  3. Unofficial Oblivion Patch By Quarn, Kivan, Arthmoor, 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 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. v3.5.8 (2024-01-03) UOP Fixes Citadel Door Fix: "Desolation's End" cell name was not copied forward when it was fixed in the main patch. (Bug #32632) A previously edited interior house mesh for Bruma was missing part of its door frame. [Meshes\Architecture\Bruma\brumahouselowerinterior01.nif] (Bug #31851) The previously edited lower class tavern mesh had some bad UVs, skewed textures, and a missing segment above the door frame. [Meshes\Architecture\LowerClass\LowerClassTavernInterior01.NIF] (Bug #31978) Bash tags have been updated. (Bug #32593) Reverted the version of rfwdeadend01.nif added to UOP 3.0.0 due to multiple shading and UV errors. Reexamined the vanilla mesh. Found the following: one UV error in the roof; one gap on the right-hand wall where the roof meets the top of the wall; one gap in the right-hand wall where the wall meets the ruined floor; two gaps where the arch snaps to a adjoining mesh; hairline gaps where the pillars snap to the adjoining mesh. All corrected. Removed some redundant faces on some bricks, merged some duplicate verts on the bricks - left the other duplicate verts to prevent more shading errors. [Meshes\Dungeons\FortRuins\Dungeon\Halls\ManMadeWide\rfwdeadend01.nif] (Bug #32853) Reverted an unwarranted correction to "St. Jahn's Wort" that was made before the UPP team took over maintenance. There was no grounded reason to change the name other than making it conform to the real life plant that looks like it. Nirn is not Earth though. (Bug #33102) Location Fixes Pale blue fog was present inside Hammer and Tongs in Skingrad. (Bug #33601) Mesh and Texture Fixes The tip of the Argonian tail has a misaligned UV map. Fix provided by Clyde BlueSnake. [Meshes\Characters\Argonian\tail.nif] (Bug #32933) Fixed the reported hole in the gable introduced by the UOP, then went through and reworked pretty much the entire UV for the wood sections to remove unnecessary UV seams and reduce stretching/crushing of the texture. Also removed faces left over from the generation of some of the original primitive beveled cubes used to create the frame. Also fixed the UV at the edges of the roof shingle. Added the missing window frame bar between the two window pieces under the gable. This should yield a visual improvement, especially with parallax textures, and a small performance improvement, too. (Meshes\Architecture\LowerClass\HouseLower03.NIF) (Bug #32031) NPC, Creature, and AI Fixes MS47LL1Beast100 should have been set to use MS47BearBrown instead of a duplicate of MS47BearBlack at level 14. (Bug #32142) Vlanarus Kvinchal does not have a sleep package despite owning a bed. (Bug #33636) Maenlorn was supposed to offer bed rental at the Flowing Bowl but his lines were never recorded. These have now been provided so the bed can be rented out now. (Bug #33614) 2 corpses in Harlun's Watch had been placed using zombies. This caused the corpses to be incorrectly identified as undead instead of simply being corpses eaten by trolls. Shivering Isles has a specific corpse which is named "Decomposing Corpse" that looks exactly the same. This object has been duplicated in the UOP and the 2 corpses replaced with this new creature. This then allows non-SI games (I know, but it could still be a thing even in 2023) to have the correct object naming. (Bug #32963) Quest and Dialogue Fixes Mystery at Harlun's Watch [FGC10Swamp] stage 40 could end up with 2 journal entries because the top one lacked a condition for when less than 15 trolls were dead. (Bug #32766) Renting a room at the Border Watch Inn references the wrong NPC when the initial offer of an available room is checked. (Bug #32618) In Ambush [MG17Ambush], after the player acquires the Black Soul Gem, Traven will give an incorrect dialogue response due to checking for the wrong quest stage. (Bug #32586) As part of Chorrol Recommendation Part II [MG05A] it is possible to get Teekeeus stuck in the upper room of the Chorrol guildhall if he doesn't have time to complete delivering the book before you tell Earana you won't be stealing it for her. (Bug #32561) During Lost Histories [TG06Atonement] you may never encounter the Pale Lady because an old UOP edit from 2008 was too specific in checking what stage the quest was at [AmuseiScript]. It's entirely possible to find the secret room with her and Amusei in it without ever interacting with anyone after finding out Theranis got arrested. (Bug #32819) Script Fixes DAOghmaInfiniumScript could crash the game when trying to remove the Oghma Infinium due to the call being made while still in a menu block. A Gamemode block has been added to handle its removal from the player's inventory once it's been read. (Bug #32415) MG19ChestScript mistakenly gave the player 10 carrots when loaves of bread were added to the chest. (Bug #32879) Placement, Layout, and Ownership Fixes 00093F32, 0003158E: Doors in Torbal the Sufficient's house incorrectly marked as owned by Modryn Oreyn. (Bug #32559) 0003C47E: Door in Astante's house incorrectly marked as owned by the Cheydinhal Stables Faction. (Bug #32559) 0003C684: Bedroll at Brindle Home incorrectly marked as owned by Mivryna Arano. (Bug #32559) 00093dcd: Door in M'dasha's house incorrectly marked as owned by WeebamNaFaction. (Bug #32556) BorderWatchMdashasHouse: Incorrectly set as being owned by WeebamNaFaction. M'dirr's house and entry door were incorrectly marked as owned by Dar Jee. (Bug #32556) Tsalajma's house and entry door were not correctly set to be owned by her. (Bug #32556) 00093E44: J'riska's house door was incorrectly marked as owned by the Plotius Family Faction. (Bug #32556) 00093CDC, 00093E44: Vendor chests in the Border Watch Inn incorrectly marked as being owned by Witseidutsei. (Bug #32556) 0000C66C, 00056F37: Rocks adjusted to block a visible gap in the ceiling. (Bug #32294) 0002b613: Door on the upper floor of Two Sisters Lodge that was sticking through the floor. (Bug #32849) [NR] 00041C4E: Floating rock in Kindred Cave. (Bug #33638) 00041CB0: Ceiling with a hole that shouldn't be there in Kindred Cave. (Bug #33638) 000425B6: Ceiling with a hole that shouldn't be there in Kindred Cave Runways. (Bug #33638) 00085533: Adjusted position of a stone deck to prevent z-fighting with its neighbor. (Bug #33108) 00084A15, 00084A18: Door markers exiting from Carac Agaialor were in the wrong positions. (Bug #33062) 000A6649: Glarthir's basket was erroneously added to the Bruma Castle Service Hall. (Bug #33023) Text and Subtitle Fixes MS10/GREETING: "Many guards are coming forward with more evidence of his greed, so it's safe to say he'll been spending quite a bit of time in the city dungeons." -> "Many guards are coming forward with more evidence of his greed, so it's safe to say he'll be spending quite a bit of time in the city dungeons." (Bug #32664) MG11NecroMoon Stage 100 journal - missing the period at the end of the sentence. (Bug #32581) MS22MaladaInnerDoorScript: "carved stone" -> "carved stone key" (Bug #32840) MS27LindaiInnerDoorScript: "carved stone" -> "carved stone key" (Bug #32878) NQDSkingrad 00038AE7: "I invite you... try them for yourself." -> "I invite you... try them for yourself." [Extra space after "I"] (Bug #32929) LostBoyCaverns006: The font tag on the final portion of the note had a typo which caused it to fail to revert the text back to normal hand writing instead of the Daedric alphabet. (Bug #32891) Trailing spaces were removed from the quest stage logs of 3 quests. (Bug #32946) DASanguine Stage 10: "The follower of Sanguine" -> "The followers of Sanguine" (Bug #33702) DAMalacath Stage 30: "I appears" -> "It appears" (Bug #33701) Several minor text fixes applied (extra spaces etc) (Bug #33057) SKLxBlade4: "Song Of Hrormir" -> "Song of Hrormir" [Incorrect capitalization for "of"] (Bug #33046) The previous version history can be found here as it is too large to put in one post.
  4. Arthmoor

    Unofficial Oblivion DLC Patches

    Version 26

    5274 downloads

    The aim of this mod is to fix the bugs existing in the official mods released by Bethesda. NOTE: These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. Because of this, these are not standard plug-in ESP files. Merging, editing or otherwise modifying them using the Elder Scrolls Construction Set or other utilities may cause them to stop functioning or cause severe bugs in your game! These plugins MUST load after the DLC's that they patch; reversing this load order, or activating the UODP ESP's without the official DLC's that they patch present, can cause Oblivion to crash on launch or load of a save. The UODP is currently not compatible with the JOG's Official Plugins Unnerfed mod because it modifies the original Bethesda plug-in ESP files. If you use the UODP overtop of Unnerfed, Oblivion may crash on launch. The UODP is compatible with S.M. Plug-In Refurbish (move the S.M. ESP's after the UODP ones) Complete changelog
  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 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! v1.6.1 (2024-01-03) USIP Fixes Bash tags have been updated. (Bug #32593) Item Fixes Ushnar gro-Shadborgob's food cupboard, which contains the dog food, would infinitely respawn dog food in it for no reason. The container itself should simply have been set to respawn with a dog food count of 1 since it is otherwise a normal container and there are no quest references expecting the contents to be unique. [SE43Cupboard01Food] (Bug #32665) Mesh & Texture Fixes If a Shambles is knocked down, the animation played when they get back up will crash the game due to an invalid animation name in the keyframe file. [Meshes\Creatures\Shambles\IdleAnims\getupfacedown.kf] (Bug #32004) Text and Subtitle Fixes SEUrulgroAgamphDementiaKey: "Urul groAgamph's Key" -> "Urul gro-Agamph's Key" (missing the hyphen) (Bug #32062) SEUrulgroAgamphManiaKey: "Urul groAgamph's Key" -> "Urul gro-Agamph's Key" (missing the hyphen) (Bug #32062) SEUsharGroShadborbobKey: "Ushnar groShadborgob's Key" -> "Ushnar gro-Shadborgob's Key" (missing the hyphen) (Bug #32062) SETombstoneHirrusClutumnus: "Hirrus Clutumnus's Tombstone" -> "Hirrus Clutumnus' Tombstone" (Bug #32574) SENSUshnargraShadborgobHouse: "Ushnar gro- Shadborgob's House" -> "Ushnar gro-Shadborgob's House" (Bug #32594) SE38MuseumItem3, SE38Item3: "Sheogorath- Shaped Amber" -> "Sheogorath-Shaped Amber" (Bug #32784) Trailing spaces were removed from the quest stage logs of 8 quests. (Bug #32946) Several minor text fixes applied (extra spaces etc) (Bug #33057) Load screen SESettlement03: "farmers.Their" -> "farmers. Their" (Bug #33041) SE30->SEForgedAmberMace->0001F3E9: "win an argument," - the comma should be outside the quotation marks. (Bug #33041) SE30->SEForgeArrowsMagic->00016CE3: "It is a satisfying sound" -> "It's a satisfying sound" [Subtitle mismatch] (Bug #33041) The previous version history can be found here as it is too large to put in one post.
  6. Version 1.0.0

    20 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 / ...
  7. Version 1.0.0

    65 downloads

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

    Unofficial Fallout 4 Patch

    Version 2.1.6

    5047 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.
  9. Version 4.3.1

    17274 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
  10. Arthmoor

    Unofficial Shivering Isles Patch

    Version 1.6.1

    5465 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.
  11. Arthmoor

    Unofficial Oblivion Patch

    Version 3.5.8

    16488 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.
  12. Version 3.0.16

    23725 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.
  13. Arthmoor

    Unofficial High Resolution Patch

    Version 1.2.1

    9867 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.
  14. Version 2.0

    665 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.
  15. 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.
  16. 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.
  17. 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
  18. 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:
  19. Enter_77

    Expanded Greetings

    Version 1.1

    173 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
  20. 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
  21. 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.
  22. 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.)
  23. 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.
  24. 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.
  25. Deathbydestiny

    CRF Elemental Staves Patch

    Version 1.0

    134 downloads

    Compatibility patch for CRF and Elemental Staves
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