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[RELz/WIPz] Unofficial Skyrim Special Edition Patch
Arthmoor posted a topic in Unofficial Skyrim Special Edition PatchUnofficial Skyrim Special Edition Patch Version: 4.2.9 By the Unofficial Patch Project Team Download it from AFK Mods Download it from ModDB Download it from SSE Nexus Download it from Bethesda.net - PC Download it from Bethesda.net - XB1 Download it from Bethesda.net - PS4 Requires Skyrim Special Edition 1.6.629 or greater. Works with Steam, GoG, and Epic Games Store releases. Documentation + Credits - PC, XB1 Documentation + Credits - PS4 USSEP Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Skyrim Special Edition. If you're experiencing a bug with Skyrim Special Edition, please report the bug to us in as much detail as possible on the USSEP bugtracker. Please use search to ensure that you aren't submitting something that is already there. Please also confirm that the bug you are reporting happens with no mods other than the unofficial patches installed. A lot of Skyrim bugs are actually the result of other mods doing things they're not supposed to. Thank you and we hope you have a better Skyrim experience! (Note that all fixes are retroactive unless otherwise noted) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by the USSEP Skyrim Anniversary Update If you are running the full AE Upgrade, it is strongly recommended you download and install Garthand's Creation Club Patches. These patches resolve conflicts between the DLCs and the USSEP that are caused by how load ordering works in the game. All Creation Club content is loaded before anything user generated, like the USSEP and any other ESM flagged mods you may have. The PC version can be found here: Unofficial Skyrim Creation Club Content Patches Please direct any questions about these patches to Garthand over on Nexus. USSEP Fixes xEdit Modgroups file has been updated to include the filenames for the new 1.6 DLCs. At some point, Bethesda altered the quality of the Ebony Blade vanilla texturing, which caused our old edit from USLEEP to make the weapon look too bright and washed out. Reverts Bug #19834. (Bug #32687) Corrections made to bug fixes in the Elemental Fury shout: The shout wasn't supposed to apply to ranged weapons, and one or two conditions were duplicated in the list, creating incorrect swing speeds when combined with specific Survival speed debuffs. (Bug #32652) When data was merged from Garthand's Survival Mode patch, 3 things were overlooked: The changes to Spiced Beef, the changes to the Rattles disease, and the changes to the Rockjoint disease. (Bug #32631) USKP 1.2.1 was supposed to do a check for Blood on the Ice [MS11] to enable an alternate key to Hjerim if Tova was dead but the quest was already somehow running. The script commands for it were never added to the retroactive update system at the time, so the check is in place now for 4.2.9. Perhaps too little too late? The world may never know. The old USKP tempering recipe for the Skyforge Dagger has been removed. An official one was added in the Fishing DLC. [USKPTemperWeaponSkyforgeDagger] (Bug #32793) An undocumented change to the Skyforge Steel weapons added a requirement for the Steel Smithing perk that should not have been there. This went unnoticed until Bethesda added new Skyforge weapons via the Fishing DLC which lack this requirement. (Bug #32591) Removed a pair of edits to cut dialogue. No need to have edits on cut content. (Bug #32827) The second EncBandit01MissileWoodElfM entry was accidentally removed when editing SubCharBandit01Missile. (Bug #32882) Fixes made for the Caravan system never included an OnInit event for a new game to properly initialize the arrays which could leave them in a bad state for several minutes after startup. The function API for UpdateCaravan was also improperly changed without notice. (Bug #32950) Actor and AI Fixes EncDraugr01TemplateMissile should be carrying a bow rather than a 2H sword. EncDraugr05Template2H should be carrying a 2H sword rather than 1H sword. TGCrownGhostBase is missing some of the expected ghost settings. Abelone did not have the dead body cleanup script attached. (Bug #32647) Verner and Annekke are not carrying their house key. (Bug #32623) Tormir did not have the dead body cleanup script attached. (Bug #32597) SolitudeTempleVisit6x9 and SolitudeTempleVisit6x6, which controls behavior for temple visitors in Solitude, was incorrectly set to use a fog marker instead of a standard XMarker on the floor. The center point of the fog marker is too high off the ground, causing NPCs to bunch up in the middle of the walkway. (Bug #32714) Molgrom Twice-Killed should not be targeted by the Hired Muscle quest because he's a permanent prisoner inside the Riften Jail and is inaccessible. (Bug #32643) EncVigilantOfStendarr01DarkElfF did not have the death item and Opposite Gender Animations settings that the other female Vigilants have. (Bug #32554) Vigilant Tolan and Keeper Carcette do not wear their Stendarr amulets because they were placed in their inventories instead of being part of their outfits. (Bug #32516) Belrand should have been set up with the Bladesman perk instead of Hack and Slash. His equipment, dialogue, and skill set all point toward proficiency with a sword. (Bug #32513) The Imperial Jailor in Riften is carrying a useless Evidence Chest Key. This key is never used anywhere in the game. [GuardRiftenImperialKeepPrison01] (Bug #32502) Sissel would often become stuck inside Rorik Manor because she did not have a key to the front door. (Bug #28855) The Reaper in the Soul Cairn is essentially a skeleton, but was incorrectly set to use Nord combat overrides, resulting in it only using a small subset of it's normal attacks. (Bug #31289) Eisa Blackthorn should no longer become hostile at the Moorside Inn if she left Frostmere Crypt peacefully. (Bug #32850) Dawnguard removed Sybille Stentor's face morph data, so it had to be reapplied and new facegen data generated to match. (Bug #32806) DLC2LvlSeekerInvCombat does not generate cloned seekers properly for the second or third tier Seekers due to the spell properties being missing on the NPC record. As an aside, an old script edit from 2013 that was intended to block errors from these missing records has been reverted as leaving it in place would break this functionality. [DLC2LvlSeekerMirrorScript] (Bug #32921) The dragon at Mount Anthor seems to be easily pulled away from combat around the word wall due to issues with the linked patrol markers it's attached to. This linkage has now been detached which should keep things more focused around the immediate area of the word wall. (Bug #32939) Item Fixes Falmer arrows did not have the WeapMaterialFalmer keyword attached. All other arrow types got material types added with the Dawnguard DLC. Mythic Dawn robes lacked the Survival_BodyAndHead keyword which was given to all the other robe+hood combinations. Masque of Clavicus Vile lacked the VendorItemDaedricArtifact and DaedricArtifact keywords that the other artifacts all have. Gilded Wristguards lacked the ArmorMaterialLeather keyword. Viriya's Market Key had no pickup or drop sounds attached. LootDraugrWeapon25 incorrectly specifies a 15% chance instead of the intended 25% chance. (Bug #32685) The Ring of Khajiit is missing the keywords to identify it as a Daedric artifact. (Bug #32754) WalkwayCEnd02Snow has an incorrect Directional Material setting that causes the snow texture to be misaligned when used with other pieces in the same kit. (Bug #32678) Several weapons from the DLCs added in 1.6 have incorrect critical damage settings. (Bug #32654) Scrolls added by the Saints and Seducers DLC lacked the VendorItemScroll keyword. [ccBGSSSE025_ConjureStaadaScroll, ccBGSSSE025_ConjureDarkSeducerWarriorScroll, ccBGSSSE025_ConjureDarkSeducerArcherScroll, ccBGSSSE025_ConjureGoldenSaintWarriorScroll, ccBGSSSE025_ConjureGoldenSaintArcherScroll] (Bug #32506) LItemSoldierSonsGreatsword has a duplicate Greatsword at level 7. (Bug #32501) DeathItemDog should have the "Use All" box checked. (Bug #32501) DLC1DeathItemDeerVale is missing an entry for LItemAntlersLarge50. (Bug #32501) Location Fixes Returning to High Gate Ruins after you've completed it the first time will result in being blocked at the first floor puzzle if you've been away longer than the 30 day reset timer. A bypass trigger has been put into place to open the grate if the dungeon's original quest has progressed past this point. This should open the way even if the controlling puzzle has reset itself. (Bug #31685) Navmesh border links were not complete between cell -19,35 and cell -19,36. [In the ocean NW of Broken Oar Grotto] (Bug #32696) Impassable navmesh section in cell -2, -14 due to a disconnected triangle edge. Also a missing segment of the border on the north side of the same cell. [North shore of Lake Ilinalta] (Bug #32692) At certain camera angles, the occlusion bounds in the Aetherium Forge will cause most of the cell to stop rendering. (Bug #32790) The entry point to Ruunvald is not connected to a navmesh, which results in followers being unable to use the door. (Bug #32657) Disconnected navmesh edge inside the Vilemyr Inn next to the bar. (Bug #32644) Several interior cells marked as wood acoustic spaces should in fact have been stone acoustic spaces. (Bug #32634) Dawnstar Barracks location should not have been tagged with LocTypeHouse since it's not an NPCs actual home. (Bug #32627) Lod's House should not be marked with LocTypeFarm since this is a leftover flag from a quest that was cut before Bethesda turned him into the town Blacksmith. (Bug #32625) Some minor adjustments have been made to the navmesh and precut markers around Lakeview that should make it easier for NPCs to walk around the area before any house parts get built. (Bug #32616) Navmesh at the Riften Imperial Camp was allowing NPCs to clip into the map tent. (Bug #32585) Landscape edits made in Dawnguard.esm to support the Gallows Hall DLC were blocked by Hearthfires.esm. This data has now been forwarded up into the USSEP so that the intended changes will actually show up in game. (Bug #32577) Corrected navmesh triangle linkage in Fort Greymoor Prison, Fort Sungard, and two wilderness cells. (Bug #32544) Missing navmesh jump markers at Dead Drop Falls. (Bug #32541) One triangle at Katla's Farm was incorrectly marked as water and preferred. (Bug #32453) Brandy-Mug Farm, Hlaalu Farm, and Hollyfrost Farm were set as owned by individual NPCs instead of the appropriate factions. This could cause unwanted trespass crimes to be attached to the other NPCs who share those locations. (Bug #32446) NPCs should no longer stand in the fire in the Skaal Village. Navmesh was overlapping the center of the pit. (Bug #32799) Navmeshes in and around the north side of Morthal had several defects that needed to be resolved. (Bug #32836) Mesh and Texture Fixes Silver Bolts provided by Rare Curios clip badly due to a bad rotation setting on the quiver object. [meshes\creationclub\bgssse037\weapons\silver\silverbolt01.nif] (Bug #32663) Daedroth Teeth incorrectly used the texture path for Ogre's Teeth, resulting in discoloration and seams. [meshes\creationclub\bgssse037\clutter\ingredients\daedrothteeth.nif] (Bug #32656) Kresh Fiber had bad alpha settings on it which resulted in harsh black borders around the object. [meshes\creationclub\bgssse037\clutter\ingredients\kreshfiber.nif] (Bug #32656) Female beggar clothing is missing an alpha block for the legs, which loses the tattered look that's intended. (meshes\clothes\beggarclothes\torsof_0.nif, meshes\clothes\beggarclothes\torsof_1.nif) (Bug #32648) FarmClothes02 is missing a normal map for the male body texture. Credit to mattski123 for finding this. [textures\clothes\farmclothes02\m\farmcloth02body_n.dds] (Bug #32794) Under certain circumstances, the animated hidden door in the Solitude jail can generate CTDs due to containing an invalid hidden door arch block. [meshes\architecture\solitude\animated\jailwall\sldjailwallcollapse01.nif] (Bug #31755) Magic, Perk and Skill Fixes Several more fixes to the Elemental Fury shout have been made. (Bug #32886) The Water Walking effect erroneously includes a MagicAlchFortifyCarryWeight keyword when it never has any affect on your carry weight and would incorrectly get dispelled by other spells that look for this keyword. (Bug #32942) Quest and Dialogue Fixes It is possible for the Courier to become stuck at a delivery location under certain conditions due to how the location checks work. When this happens he won't deliver anything else because the quest is stuck in a bad state. (Bug #32768) Rubbish Retrieval [ccBGSSSE001_Radiant_3] can apparently only pull from 2 of the expected 4 location choices because the activator references are not persistent. (Bug #32669) In A Few Words with You [Favor013], Roggi Knot-Beard's branch of the quest incorrectly links back to the speech check dialogue options if you had already returned his shield to him and become his friend. (Bug #32630) Ancarion was being removed from his services faction after A New Source of Stalhrim [DLC2SV02] because DLC2SV02 incorrectly set his alias up as being in the faction, so when DLC2SV02AncarionMerchant started, the faction setting on that alias canceled the first one out. (Bug #32580) Klepper and Frabbi should not be giving out rumors about the Hall of the Dead being closed if they've already mentioned it, or the player has already received the quest from Brother Valerus. (Bug #32522) Several greeting topics in the Thieves Guild were inaccessible due to toggling a check variable too soon. [QF_TG02B_00084ABD] (Bug #32449) Several issues that remained with A Night To Remember [DA14] have been resolved for both dialogue and AI package conditions. (Bug #32447) The Riften Thane quest does not award a reputation of 3 like the other Thane quests do. (Bug #31736) [NR] The Dwemer spider ambush outside of Bronze Water Cave can be set off prematurely due to the spiders not actually being disabled prior to Beneath Bronze Waters [ccBGSSSE001_Misc_Dwarven]. If set off prematurely, the quest will then be impossible to start because the spiders are required for the quest. (Bug #32944) It is possible for Bandit Bounty [BQ01] to choose Nilheim after Telrav's Request [dunNilheimQST] which will then break it because Nilheim is a NoReset zone. If you've completed dunNilheimQST then that location will be locked out from selection. (Bug #32948) Papyrus Fixes defaultDisplayItemInListScript: Added an OnCellAttach() event to fix items which fall off of display racks. (Bug #32655) DialogueFollowerScript: Animal followers are not properly unmarked as a player teammate when dismissed. (Bug #32499) CWMapActivatorScript: Map flags might not get placed because OnCellAttach() doesn't always mean the 3D is loaded. The PlaceFlags() call is now in an OnLoad() event. (Bug #22948) dunLabyrinthianMazeControlScript: It is possible for the Dremora holding the Diadem of the Savant to fail to be teleported back out of Shalidor's Maze when the player solves it. If this happens, the Diadem is unobtainable. A copy will now be generated should this fail to work as expected. [Note: This fix was actually done in March of 2016 but was undocumented for some reason] (Bug #32943) TrapSwingingWall: Insufficient safeguards against infinite loops in the processing for entering or leaving the cell when one of the associated traps is set off. (Bug #32947) DLC2TrapApoTentacle: Script could attempt to process calls for animations before the 3D state has finished loading because it's parent script relies on OnCellAttach events. (Bug #32928) Placement/Layout/Ownership and other World Object Fixes 00040BD0: Rubble pile with exposed underside. (Bug #32566) 0010432F, 00104330, 00104331, 00104332: Sections of Shalidor's Maze adjusted to close gaps with the hub. (Bug #32913) 000668E1, 000156B3, 000156CC, 000156FE: Light sources at bad height causing glitchy 3rd person shadows. (Bug #32913) 0003c645: Rock with exposed top side. (Bug #32917) 02010e58: Floating dirt pile. (Bug #32918) 000ee93a: Rock with exposed underside. (Bug #32919) 075391B8: Bone pile added to cover up a gap with another bone pile. (Bug #32920) 0200fbfb, 02005124, 020057d4, 0201619b, 0200fa9e: Bone piles with gaps in placement. (Bug #32920) 000BDACD, 02006EE1: Floating trees. (Bug #32923, Bug #32922) 075391B7: Rock placed to cover exposed underside of a much larger rock pile. (Bug #32924) 00030038, 0003003B: Adjusted to close gaps in the Dragonsreach interior walls. (Bug #32779) 070E4466: Added missing ambient waterfall sounds in Shalidor's Maze. (Bug #32732) 00077E44, 00077E45, 00077E46: Morthal walkway parts that should have snow on them. (Bug #32678) 0515A576, 0515A577, 0515A57B: Chair and associated clutter clipping into a dock post. (Bug #32653) 0009DA4C, 001066E8, 001066E9, 0009DA4D, 001066EA: Livestock in Rorikstead which is not owned, allowing the player to kill them with no crime penalty. (Bug #32646) 000D6C07, 000D6C08, 000D6C09, 000D6C0D, 000D6C0E, 000D6C0F: Duplicated weapon rack setups in Northwatch Keep. (Bug #32642) Viriya and Swims-In-Deep-Water did not have Persist Locations specified, which would severely restrict their AI package processing. (Bug #32560) 04027E0A: Ancarion's vendor chest is not owned by his services faction. It is also too far below the ground for it to register with his sandbox distance. (Bug #32580) 03000C46: Revyn Sadri's Hearhtfire vendor chest is outside his vendor radius, which made it unreachable for his vendor settings. (Bug #32798) 001070E5: Carriage driver seat for Solitude was not realigned when the cart was fixed. (Bug #32483) 001032B0: Garthar's AI target marker is not close enough to his bed. (Bug #32573) 0001C1FC, 000E5BB0: Gilfre was not properly linked up to her double bed, which made it impossible for the player to marry her and move into her house. (Bug #32633) 00062994: Rock on a cliff face with exposed underside. (Bug #32826) 07524DB3: Rock added to cover a hole between the cliff and the roadside. (Bug #32828) Text Fixes DawnstarBarracksLocation: "Barracks" -> "Dawnstar Barracks" (Bug #32627) DLC2Book3ValuableTrap: "I searched for someone to hide" -> "I searched for somewhere to hide" (Bug #32551) CWTrespassNoTrespass3BSons [INFO:000B9BF7]: "Have it you way." -> "Have it your way." (Bug #32881) CWTrespassNoTrespass3CSons [INFO:000B9BF8]: "Alright, if it's a fight you want. You've got it." -> "Alright, if it's a fight you want, you've got it." (Bug #32881) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
Unofficial Skyrim Special Edition Patch
Arthmoor posted a file in Skyrim Special Edition
14536 downloadsA 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
Unofficial Patch incompatible with game
kzlawson posted a topic in Unofficial Skyrim Special Edition PatchI have Skyrim Special Edition version 2.0.17. Both Nexus Mod Manager and Vortex say that the Unofficial Skyrim Special Edition Patch is incompatible with my game. I've downloaded the patch from your site to make sure I had the most updated version. Things have not changed. Can you help me? Thank you, Kathy