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  1. So You Want to Know What's Wrong with SMPC.esp? (The Skyrim Misc Patches Collection - aka USKP_AddOn) OK. I have reached a point where I am no longer willing to remain silent about this any longer. So I'm going to post an open note to anyone who wants more details about the situation. This will be the one and only time this issue is addressed in any detailed manner and I will NOT take this discussion to Nexus or to the official Bethesda forums. First off, this isn't a FUD campaign. It's not a political witch hunt. It isn't based on lies or some desire to monopolize fix mods. If this were the case, then surely we wouldn't be pointing out the problems in just one mod. It's based on technical analysis of the actual plugin when compared to the USKP files, which this mod is using as a master. If Hexaae were truly interested in meaningful contribution, he'd do so without becoming immediately aggressive about it (note - you don't see me posting day in and day out about the situation, anywhere, whereas with him you do) and would argue his case in a logically thought out way. In fact at first he did this. He proposed a few things we did not agree with his implementation on though. Namely the "mesh stretch fix" and the separate mod he issued for fixing wheat stalks. He took this as an attack on himself as a person and decided to start gathering up stuff into a separate mod instead of continuing to collaborate on those other things we were still happy to have his input on. This choice was entirely his own, not ours, he is still more than welcome to continue to contribute, but instead chooses to make it about him. He claims that he's "fixing our mistakes" or some such. Well, we've never shied away from being told we make mistakes. Our project's readme filed readily admit they'll be made. No project of this scope can possibly exist without them. Most will be harmless errors, easily corrected on the next major update. Others, as has unfortunately been the case for the last two cycles, were more serious and required hotfixes to correct them. But we DO correct them after a proper investigation of the relevant issues. This is not the case, however, when mistakes he's made get pointed out to him. Rather, it gets called FUD and swept under the rug as no big deal. He even claims to have submitted these errors to our bug tracker, but this is absolutely NOT the case. One of the hallmarks of this project is that every bug, no matter how trivial or complex, must be reproducible in a reliable manner before action is taken to resolve it. This is why there are still some seemingly easy things sitting around here that haven't been fixed in months. They aren't as easy as they seem and we are by no means God level experts at this. Sometimes we need people to submit saves. Sometimes we rely on others to provide fixes. Many times these fixes turn out to be facepalm worthy moments when it's realized it was one checkbox from resolution the whole time. Other stump even the best of us. That does NOT mean we are ignoring people! It just means we can't know everything. Enough of the background stuff though, on to the meat of it. You can validate all of these claims by using TES5Edit to examine the data, just as I have. [03] SMPC.esp \ Activator \ 0002167E <MS11InsideHjerimTrigger> - Breaks our fixes for MS11. That quest is hard enough to get working right without someone else coming along to screw things up again. [03] SMPC.esp \ Activator \ 000799B7 <TrapBoneAlarmVertical> - Breaks fixes that were done on this object's script rather than totally overriding it's VMAD with an entirely new script. [03] SMPC.esp \ Ingestible \ 000EBA03 <FoodClamMeat> - Unnecessarily duplicated fix. [03] SMPC.esp \ Armor \ 00013968 <ArmorDragonplateShield> - He's actually breaking this. Dragonbone shields are correctly flagged in vanilla as heavy shields. So there is no logical reason for why they should be changed to use light shield impact sets. [03] SMPC.esp \ Armor \ 0001B3A0 <ArmorScaledGauntlets> - We fixed this already. The next several bits are for guard shields, and it's a subject of debate as to whether it's really a bug that they are classified as heavy armor. [03] SMPC.esp \ Armor \ 0009E023 <MS06ShieldL12> - His fix blocks out the proper one from the USKP. The Shield of Solitude is a notable exception to the previous pattern of guard shields and should be correctly flagged with data for heavy shields. [03] SMPC.esp \ Armor \ 00105F12 <ArmorElvenLightCuirass> - We fixed this, so no reason for him to claim we haven't. The remaining 4 in the Armor group are different versions of the Shield of Solitude, and all of his fixes for these block the proper ones in the USKP. [03] SMPC.esp \ Cell \ Block 0 \ Sub-Block 2 \ 00013A88 <DawnstarBeitildsHouse> \ Persistent \ 00013C11 - Not sure what he's doing this for, it's an issue the USKP has had fixed for ages now. [03] SMPC.esp \ Cell \ Block 0 \ Sub-Block 2 \ 0002D3E8 <GoldenglowEstate02> \ Temporary - No report has ever been filed for whatever these changes do. They do not appear to be actual bugs in need of fixing. They appear to be subjective visual enhancements. [03] SMPC.esp \ Cell \ Block 0 \ Sub-Block 7 \ 000169FE <SolitudeFletcher> \ Temporary - Same as above. [03] SMPC.esp \ Cell \ Block 0 \ Sub-Block 8 \ 00016A08 <SolitudeEvetteSansHouse> \ Temporary - Ditto. [03] SMPC.esp \ Cell \ Block 0 \ Sub-Block 9 \ 00013812 <WinterholdKorirshouse> \ Persistent \ 000175BE - Another farmhouse door we already fixed. In fact, there's so many of the subjective visual stuff, listing it all would get silly, but it's there. [03] SMPC.esp \ Cell \ Block 4 \ Sub-Block 1 \ 00037B76 <Avanchnzel02> \ Temporary - While technically this is a bug, there's little reason to worry about changing it. [03] SMPC.esp \ Cell \ Block 5 \ Sub-Block 1 \ 000151F3 <SoljundsSinkhole01> - All of the objects in this section can be edited to hell and back all he wants, it does not solve the underlying problem with the room bounds configuration, and thus he has not actually fixed anything here. The objects still become invisible at certain angles, and only messing with the room bound boxes will correct it. [03] SMPC.esp \ Cell \ Block 5 \ Sub-Block 1 \ 0002BCD7 <WinterholdCollegeMidden01> - Where to even begin on this. We fixed it, but apparently not to his lofty standards or something. [03] SMPC.esp \ Cell \ Block 5 \ Sub-Block 5 \ 000165A3 <WhiterunDragonsreach> \ Temporary - The wine bottle issue was fixed, despite his claims otherwise. The addition of a candlestick is not associated with any known game bug and falls squarely into the subjective visuals category. [03] SMPC.esp \ Dialog Topic \ 0002169F <MS11InvestigatingCluesViolaInsideHjerimTopic> \ 000216A0 - We fixed this already. [03] SMPC.esp \ Dialog Topic \ 00025E28 <MS11WuunferthCalixtoDenigration> \ 00025E4F - And this one too. [03] SMPC.esp \ Dialog Topic \ 0007F6BB <OfferServicesTopic> \ 000A963D - Breaks the fix for fence dialogue. [03] SMPC.esp \ Dialog Topic \ 0007F6BB <OfferServicesTopic> \ 000A963E - Same as above. The res of the dialogue group is really too big to go through, and the vast majority of it has no apparent reason for being changed and none of it was ever reported as needing to be. There doesn't appear to be anything to worry about as far as conflicts besides those already mentioned. [03] SMPC.esp \ Door \ 0001BFFC <MrkDoor01> - As discovered with other similar door sound fixes, this is ineffective. The door sound has to be changed on the mesh for those that are not being used as load doors. This one isn't. [03] SMPC.esp \ Flora \ 001062D1 <ChickenNest> - This was fixed already. [03] SMPC.esp \ Idle Animation \ 00031728 <EnterChairInstant> - An ITM, has no actual purpose and if SMPC is placed in the wrong load order, will break an idle animations fix in the UDBP. Make sure you use LOOT to set the proper order, or manually move SMPC.esp directly below the USKP. DO NOT follow the advice to put it below the DLCs and their unofficial patches!!! [03] SMPC.esp \ Impact \ * - No report has ever been filed for whatever the problems in this section are. [03] SMPC.esp \ Key \ 030089AB <WindhelmCalixtosChestKey> - Interferes with the proper MS11 fixes already deployed in the USKP. [03] SMPC.esp \ Leveled Item \ 030089AC <MS11CalixtoChestKey> - Same as above. [03] SMPC.esp \ Magic Effect \ 00069CE6 <EnchBoundSwordFX> - We fixed this already. [03] SMPC.esp \ Magic Effect \ 000C5BE0 <EnchBoundBattleaxeFX> - We fixed this already. [03] SMPC.esp \ Magic Effect \ 000C5BE1 <EnchBoundBowFX> - We fixed this already. [03] SMPC.esp \ Magic Effect \ 000E827F <GreybeardsAbFus> - We fixed this already. [03] SMPC.esp \ Magic Effect \ 000E8280 <GreybeardsAbYol> - We fixed this already. [03] SMPC.esp \ Magic Effect \ 0010F84C <NN01PerkEffect> - We fixed this already. [03] SMPC.esp \ Non-Player Character (Actor) \ 0001334A <Aringoth> - We fixed this already. (starting to sound familiar yet?) [03] SMPC.esp \ Non-Player Character (Actor) \ 0001414A <Calixto> - Directly breaks a fix for Calixto having the key to his house prior to when it should be available for Blood on the Ice. [03] SMPC.esp \ Non-Player Character (Actor) \ 000284F2 <MS06NecromancerLeader> - Breaks the USKP fix with improper changes. [03] SMPC.esp \ Non-Player Character (Actor) \ 00028502 <MS06NecromancerCultist1> - We fixed this already. [03] SMPC.esp \ Non-Player Character (Actor) \ 00028503 <MS06NecromancerCultist2> - We fixed this already. (It's templated off of 00028502) [03] SMPC.esp \ Non-Player Character (Actor) \ 00096559 <MS06NecromancerCultist3> - We fixed this already. (It's templated off of 00028502) [03] SMPC.esp \ Non-Player Character (Actor) \ 0009655B <MS06NecromancerCultist4> - We fixed this already. (It's templated off of 00028502) [03] SMPC.esp \ Non-Player Character (Actor) \ 0005AE91 <MGRejoinWizard> - This NPC is cut content - doesn't need to be messed with. Attaching the body cleanup script is also not recommended on non-unique NPCs. [03] SMPC.esp \ Non-Player Character (Actor) \ 0009F83A <dunBluePalaceMareMaiden> - Breaks the USKP fix for this NPC. [03] SMPC.esp \ Non-Player Character (Actor) \ 000A91A0 <EncChicken> - Edit without purpose - the proper fix to the base EncCreatureSandboxEditorLocation512 to allow idles fixes chickens and numerous other creatures as well. [03] SMPC.esp \ Package \ 00095883 <SolitudeBardPlaysFlutePackage14x3> - Breaks the scheduling fix for this package, due to the SMPC record being an ITM. [03] SMPC.esp \ Package \ 00095884 <SolitudeBardPlaysFlutePackage18x5> - Same as above. [03] SMPC.esp \ Package \ 0009D5A1 <WE09EscortPrisoner> - We fixed this already. [03] SMPC.esp \ Package \ 000B80F5 <WE32PrisonerRunsAway> - Breaks the escorted prisoner fix added in USKP 2.0.0 by wiping out the necessary VMAD records for the script. [03] SMPC.esp \ Package \ 000BA03A <WE09PrisonerRunsAway> - Same as above. [03] SMPC.esp \ Package \ 000BED89 <WEJS13ArdwenTravel> - Breaks the fix for Ardwen completing her travel package into Whiterun. She is supposed to be heading to see the TREE not the temple. [03] SMPC.esp \ Package \ 00018959 <WhiterunInnkeeperPackage> - Entirely subjective change. [03] SMPC.esp \ Package \ 00027EB0 <MQ302CouncilGalmar1> - No indication as to what problem is being fixed, the only known issues with MQ302 packages was dealt with. [03] SMPC.esp \ Package \ 00056314 <TG02AringothPreQuest> - No indication as to what problem is being fixed. No report has been filed. [03] SMPC.esp \ Quest \ 0001B112 <DialogueGenericScene04> - Ditto. [03] SMPC.esp \ Quest \ 0001BB9B <DA14> - Ditto. [03] SMPC.esp \ Quest \ 0001F7A3 <MS11> - Breaks the fix to keep Arivanya from being killed before she's chosen as the second victim. Also breaks the fixes that cover getting into Hjerim prematurely. Breaks the fix that keeps Susana's body from being corpse cleaned before it's time to remove the body. [03] SMPC.esp \ Quest \ 00026C4D <MS06> - Breaks the fix for correcting the quest pointer during the quest. [03] SMPC.esp \ Quest \ 00032926 <MQ106> - No indication of what's being fixed here. MQ106 has no reported issues. [03] SMPC.esp \ Quest \ 00045923 <MQ302> - No indication of what the problem is, and the changes look counter to any reasonable logic. Why would STORMCLOAK NPCs be given an IMPERIAL faction setting? [03] SMPC.esp \ Quest \ 00055BFD <MS08ArgueQuest> - A "fix" for something we've long ago verified isn't even a problem, or is the result of mod conflicts that people hid from us at the time. [03] SMPC.esp \ Quest \ 000A2BC6 <DialogueWhiterunCarlottaBrenuinScene1> - No indication as to what the problem is. No report was filed. [03] SMPC.esp \ Quest \ 000B668C <DialogueRiftenSS04> - Ditto. [03] SMPC.esp \ Quest \ 000D9B64 <FreeformIvarstead02> - This issue is not an actual bug. [03] SMPC.esp \ Quest \ 0009D5A0 <WE09> - Breaks the escorted prisoner fix added in USKP 2.0.0 by wiping out the necessary VMAD records for the script. [03] SMPC.esp \ Quest \ 000B80F3 <WE32> - Same as above. [03] SMPC.esp \ Quest \ 000E2D3A <CW01WindhelmMapTableScene> - Breaks the fix put in place to prevent the scene from repeating itself multiple times. [03] SMPC.esp \ Scene \ 000E1B59 <CW00WindhelmMapTableSceneA> - Breaks the scene fix that prevents Galmar from repeating the final phase after it's over. [03] SMPC.esp \ Scene \ 000565A9 <MS04Vision13Scene> - Old fix for an issue that was since determined to actualy BREAK the final portions of the dungeon. We removed it. He did not. The remainder of the Scene block is full of things changed with no indication as to what the problems are, no reports have been filed. [03] SMPC.esp \ Sound Descriptor \ 0003C8FA <MAGFirebolt02ReadyLPSD> - We fixed this already. [03] SMPC.esp \ Sound Descriptor \ 0003F1F0 <MAGIcicleReadyLPSD> - We fixed this already. [03] SMPC.esp \ Sound Descriptor \ 0003F363 <MAGRestorationReadyLPSD> - We fixed this already. [03] SMPC.esp \ Sound Descriptor \ 0003F37D <MAGLightReadyLPSD> - We fixed this already. [03] SMPC.esp \ Sound Descriptor \ 00076560 <MAGConjureReadyLP> - We fixed this already. [03] SMPC.esp \ Sound Descriptor \ 0007C720 <MAGIllusionReadyLPSD> - We fixed this already. [03] SMPC.esp \ Sound Descriptor \ 000FDA52 <MAGAlterationReadyLP> - We fixed this already. The remainder of the Scene block is full of things changed with no indication as to what the problems are, no reports have been filed. They appear to all be subjective sound modifications rather than actual fixes for anything. The entire Sound Output Model block is completely subjective changes. It's also entirely possible that one might get volume amplification above what we've already fixed elsewhere for Paarthurnax and Alduin. The entire Spell block consists of things we've already fixed or are changes that are not actually bug fixes. The disease changes are entirely the realm of a gameplay change rather than a fix for anything. [03] SMPC.esp \ Texture Set \ 000B79B7 <SkinHandFemaleKhajiit> - We already fixed this. The entire worldspace group falls into one of 6 categories: 1. We already fixed it. 2. It was never reported to us. 3. Subjective enhancement and thus not actually a bug. 4. Wild edit that should be removed. 5. Breaks something we fixed. 6. Corrupted landscape entries like the following: http://s4.postimg.org/gf7kvmyng/smpclandscapebug.jpg that have been caused by the recent initiative to "fix" holes in the distant landscape display. These landscape holes being fixed by removing the TVDT subrecord have not been vetted to be sure they aren't causing performance drops either. The TVDT subrecord is responsible for render culling to improve performance. So yeah, if you read this far: tl;dr: We're not full of shit. The evidence speaks volumes. List of Conflicting Scripts Between the USKP and SMPC Stuff known to currently block a fix (or fixes) we have already made. QF_MS08_0001CF25 - Blocks the fix in MS08 that was made to keep the two Alik'r Warriors from persisting in Whiterun. QF_MS05KingOlafsFestivalDUPLI_0006C0EA - Cancels out our fixes from USKP 2.0.1 to enable the festival to run every week like it was supposed to. TIF__000DA648 - Cancels out the fix for an incorrect map marker property. Note that though the following are currently labeled as redundant, Papyrus can sometimes make it difficult to tell if there's been real changes due to shuffling fragments. These scripts could later end up blocking a fix that may need to be introduced in the future. dunHalldirBossBattle2.psc - Redundant. For some reason does the same fix for Halldir that we did in 1.3.3. MS11OutsideHjerimTrigger.psc - Redundant. Repeats the same trigger fix that was done for MS11 way back in USKP 1.0. PF_MS05ViarmoFestivalLightSc_0010C069.psc - Adds unnecessary extra fragment to the AI pack script. QF_MG01_0001F251.psc - Redundant. Duplicates the same fix for ending the MGPointer quest. QF_MS01_00018B4B - Redundant. Duplicates the same fix in MS01 that we already had. QF_MS06Start_00093807 - Redundant. Duplicates the same fix we did for the delayed start. Including using the same variable names. QF_MS11_0001F7A3 - Redundant. Duplicates all of our fixes for MS11 with no apparent other changes.
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