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  1. Unofficial Skyrim Special Edition Patch Version: 4.3.0 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 + XB1 Download it from Bethesda.net - PS4 Requires Skyrim Special Edition 1.6.1130 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. Official 1.6.1126 Patch Update Reconciliation dunCragslaneLvlBanditGuard had its activation name changed from a blank spot to "Bouncer". This modifies our fix in Bug #12481 where the USSEP had it labeled "Bandit" instead. An undocumented USSEP fix for WEServicesHunterFaction not having a vendor chest set has been fixed in Patch 1.6.1126. Therefore our added container for this fix will be removed as it is no longer needed [USKPWEServicesHunterFactionContainer]. FarmhouseWindMillWR activation text removed. EnchArmorIronBandedCuirassRestoration02 fix was duplicated officially. 2 hay bales in Nchuand-Zel Control had their positions corrected. Argonian Assemblage roof tile position has been corrected. Dwemer Scrap Metal can be sold in shops now. Merged changes to the Matching Set perk for light armor due to the addition of a new Orcish Light set. Merged changes to the Matching Set perk for heavy armor. Several daggers and other weapons had their sound data and critical hit values corrected. The stray collision plane outside of Windhelm was deleted. The following files have been officially corrected by the patch and have been removed from the USSEP archive: textures\actors\character\character assets\tintmasks\femaleheaddirt_01.dds textures\actors\dragon\dragon_swamp.dds textures\armor\blades\bladesarmor.dds textures\clothes\farmclothes02\m\farmcloth02body_n.dds USSEP Fixes When addressing the Thieves Guild master trainers in 32449, some of the responses were overlooked while being patched and led to an inconsistent response state when talking to Vipir or Niruin about Archery or Pickpocketing. (Bug #33058) When Redbelly Mine was fixed, its ebony nodes were relocated to Northwind Mine. This has now been updated to instead relocate them to a new small cave just to the east of Shor's Stone. The cave houses the Ebony nodes and a small pack of wolves, nothing more. (Bug #33087) The Skyforge Dagger tempering recipe was erroneously removed in the USSEP 4.2.9 update. It has been restored since the one in the Fishing DLC is actually for Nord Hero Daggers. (Bug #32957) All included .psc files for Papyrus have been relocated to Data\Source\Scripts which complies with the default configuration of the SSE CK. This should have been done ages ago. [Affects PC Only - Does not affect the game, only the CK] Item Fixes MineOreCorundum01_LTundraRocks, MineOreCorundum01_LSnow, MineOreCorundum02_LTundraRocks, MineOreCorundum03_LTundraRocks, MineOreCorundum04_LTundraRocks, MineOreGold01_LTundraRocks, MineOreGold02_LTundraRocks, MineOreGold03_LTundraRocks, MineOreIron03_LTundraRocks, MineOreOrichalcum03_LTundraRocks, MineOreQuicksilver02_LTundraRocks, MineOreQuicksilver04_LTundraRocks, MineOreSilver01_LTundraRocks, MineOreIron02_LFieldGrass01, MineOreIron03_LFieldGrass01, MineOreIron03_LPineForest02, MineOreIron04_LFieldGrass01, MineOreCorundum02_ReachGrass, MineOreEbony03CaveDirt, and MineOreEbony04_LRiverMud all lacked a proper alternate texture setting for their depleted states. (Bug #33109) StockadeScaffoldStairs01 incorrectly had alternate textures applying snow to them despite this static never being used in snowy areas. The game uses StockadeScaffoldStairs01Light_SN for those instances. (Bug #32885) Daggers added by Fishing and Saints & Seducers were not able to be given as gifts to adopted children because the daggers were never added to the relevant formlists. (Bug #33100) Location Fixes Lod's house has a broken navmesh triangle that isn't linked properly. Moved it out of the way and linked up a new one in its place. (Bug #33007) Riften Fishery was not flagged as a public location, which leads to trespassing crimes. This location is required to be accessible to do any of the quests from the Fishing DLC. (Bug #32993) Disconnected navmesh edge on the south side of Dawnstar. (Bug #32988) Drunken Huntsman and Belethor's General Goods both had incorrect world location markers set. Each one was referencing the other's marker, which can lead to incorrect location information being relayed to the player. (Bug #33597) Navmesh at DragonMoundVolcanicTundra03 (31,1) had several floating verts. (Bug #33611) Several sections of the navmesh in Morthal are underwater but not flagged as such in the game. (Bug #33634) Removed a navmesh island in Blackreach cell 4,1 accidentally created by USSEP and then corrected the remaining vanilla navmesh to cover the gaps left by the removal. (Bug #33642) Navmesh in the area of Ancients Ascent and Bloodlet Throne was partially buried underground. (Bug #33613) Navmesh in the corner of 31,1 required adjustment after moving a large rock. (Bug #33611) Navmesh border disconnection between cells 21,-15 and 20,-15. (Bug #33610) Corrected several missing edge links and floating verts for the navmesh in cell -38, 23. (Bug #33609) Fixed navmesh in Ravenscar Hollow not reflecting where the water was, as well as connecting a dangling edge. (Bug #33446) Broken navmesh connection between cells 6, -23 and 6, -22. (Bug #33397) Several navmesh triangles at Mzninchaleft were running straight up a wall, and there was a disconnected border on the north side of the exterior. (Bug #33311) Missing navmesh triangle in MzinchaleftExterior01. (Bug #33310) Fixed a broken border connection outside of Southwind Sanctum. (Bug #33608) Navmesh in Mossy Glen Cave had several issues with triangles going up walls, broken links, and a complete lack of cover data. (Bug #33306) Broken edge connections and disconnected links in the navmeshes near Cragwallow Slope. (Bug #33305, 33304) Removed a navmesh island and extended the main one within the Blackreach War Quarters cell. Also added a jump marker on the ledge so that if the player uses the shortcut, any NPCs following them will do the same instead of taking the long route around. (Bug #33302) Silent City Catacombs had numerous issues with its navmesh, including broken links, missing sections, inaccessible islands, and verts at too steep an angle to navigate. Practically the entire cell has been cleaned up and readjusted. (Bug #33301) Missing navmesh edge connection in cell 3, 23 connecting to 3, 22. (Bug #33296) Broken navmesh edge connection in cell 8,8 connecting to 8,7. (Bug #33288) Magic, Perk and Skill Fixes FoodFortifyMagicka is missing the MagicAlchRestoreMagicka keyword. (Bug #32976) ccBGSSSE037_NightEyeEffect erroneously included a dispel keyword for MagicAlchBeneficial which caused unrelated beneficial effects to get removed when a potion of Night Eye is consumed. (Bug #32974) ReanimateFFTargetActor0, ReanimateFFTargetActor50, and ReanimateFFAimed50 lack the WISpellDangerous keyword which the other levels of reanimation have. (Bug #33300) EnchRobesResistMagicConstantSelf erroneously had the MagicAlchResistMagic instead of the proper MagicEnchResistMagic effect. (Bug #25454) Mesh and Texture Fixes It was not possible to harvest Creep Cluster in a garden planter because the soil object had a set of invalid invisible collision walls around it for some reason. These were not present on the same mesh in Skyrim LE, so those walls were deleted from the mesh and the remaining collision layer aligned more evenly with the visible dirt object. [meshes\_byoh\clutter\house crafting\soil01.nif] (Bug #21364) Deer skull props had too large a collision radius, resulting in them floating above objects. [meshes\clutter\bones\deerskullprop.nif] (Bug #33020) Interior windows in Solitude all have emmitance data set, but the meshes were not flagged to support it properly. [meshes\architecture\solitude\interiors\smdbwinsol01.nif, meshes\architecture\solitude\interiors\smdbwinsol02.nif] (Bug #32990) Cooking spits have no sound material set on them. [meshes\clutter\woodfires\spitwall01.nifm meshes\clutter\woodfires\spit01.nif] (Bug #33187) Giant campfires with rocks around them have no material sound set. The rocks should be set for stone. [meshes\clutter\giant\giantcampfire01burning.nif] (Bug #33184) The stone portions of the blacksmith forge at Thirsk Meadhall has no material sound set. [meshes\dlc02\clutter\dlc2blacksmithforge01.nif] (Bug #33183) whintdockfloormid01, whintdockfloorwall01, whintdockfloorwall02, whintdockfloorwall03, whintdockfloorwall04, whintdockfloorcorner01,whintdockfloorcorner02, whintdockfloorcorner03, whintdockfloorcorner04, whintdockflooricorner01, whintdockflooricorner02, whintdockflooricorner03, and whintdockflooricorner04 all incorrectly have their material sound set to stone instead of wood. [meshes\architecture\windhelm\interiorkits\docks\whintdockfloorcorner01.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockfloorcorner02.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockfloorcorner03.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockfloorcorner04.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockflooricorner01.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockflooricorner02.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockflooricorner03.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockflooricorner04.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockfloormid01.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockfloorwall01.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockfloorwall02.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockfloorwall03.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockfloorwall04.nif] (Bug #33182) wrbridge01 is incorrectly set to use Heavy Stone sounds when it's made of wood. [meshes\architecture\whiterun\wrbuildings\wrbridge01.nif] (Bug #33181) The chains on the Whiterun drawbridge have no material sound set. [meshes\architecture\whiterun\wrdrawbridge01.nif] (Bug #33180) The fire pillar in the Midden lacked a proper material sound setting on the coals. [meshes\effects\mgmagicfirepillarmidden01.nif] (Bug #33179) The walkways up Telvanni house ramps have the wrong sound material set on them. [meshes\dlc02\architecture\telvannitower\dlc2telvannigourdhouseramp01.nif, meshes\dlc02\architecture\telvannitower\dlc2telvannigourdhouseramp02.nif] (Bug #33176) Chaurus eggs are missing the proper material sound setting. [meshes\clutter\chauruseggs\eggsacs.nif, meshes\clutter\chauruseggs\eggsacs01.nif, meshes\clutter\chauruseggs\eggsacs02.nif] (Bug #33185) Nordic trap pedestals have no material sound set on them. [meshes\traps\pedestaltrap\trapnorpedestal01.nif] (Bug #33174) Thalmor Embassy corner blocks have no material sound set. [meshes\architecture\solitude\spatiocor01.nif] (Bug #33172) Several Dwemer metal partitions and walls incorrectly have stone materials set when they should be metal. [meshes\dungeons\dwemer\partitions\dweptndoor01.nif, meshes\dungeons\dwemer\partitions\dweptnwall01.nif, meshes\dungeons\dwemer\partitions\dweptnwall01a.nif, meshes\dungeons\dwemer\partitions\dweptnwall02.nif, meshes\dungeons\dwemer\partitions\dweptnwallcap01.nif, meshes\dungeons\dwemer\partitions\dweptnwallexbgframe01.nif, meshes\dungeons\dwemer\partitions\dweptnwallhalf01.nif] (Bug #33171) The large flat Dwemer shelving units incorrectly have stone material sounds instead of metal. [meshes\dungeons\dwemer\clutter\dweshelflargebottom01.nif, meshes\dungeons\dwemer\clutter\dweshelflargemid01.nif, meshes\dungeons\dwemer\clutter\dweshelflargetop01.nif] (Bug #33170) Dwemer endposts and endcaps have no material sound set. [meshes\dungeons\dwemer\clutter\dwecivwarwallendcap01.nif, meshes\dungeons\dwemer\clutter\dwecivwarwallendpost01.nif] (Bug #33169) Retractable Dwemer bridges incorrect have the stone material sound set on them. They are entirely made of metal. [meshes\dungeons\dwemer\clutter\retractablebridge\dweretractablebridge01.nif] (Bug #33168) The large pedestal inside High Hrothgar has part of its structure set to snow material when it should have been stone. [meshes\furniture\highhrothgar\hhlightpedestal02.nif] (Bug #33167) Noble bench type 4 is missing its sound material setting. [meshes\furniture\noble\noblebench04.nif] (Bug #33166) Broken thrones in Nordic ruins are missing their sound material setting. [meshes\clutter\ruins\ruinsfurniturerubble13.nif] (Bug #33165) Icicle clumps missing proper material sounds and bad tangent space settings. [meshes\dlc01\landscape\dlc1icicleclumpcap01.nif, meshes\dlc01\landscape\dlc1icicleclumpcap02.nif, meshes\dlc01\landscape\dlc1icicleclumpcap03.nif] (Bug #33164) Broken benches in various Nordic ruins have terrible collision that could potentially let the player fall through in places or to be unable to access items leaned against them. [meshes\clutter\ruins\ruinsfurniturerubble12.nif] (Bug #33604) The wooden bridge in Darkfall Cave is incorrectly set to stone material. [meshes\dlc01\clutter\quest\vq07scaffoldbridge01-s0.nif] (Bug #33163) The wells in the Skaal Village and Raven Rock have incorrect material settings on the metal grates. [meshes\dlc02\architecture\ravenrock\redoran\redoranwell01.nif, meshes\dlc02\architecture\skaalvillage\dlc2skaalvilfarmwell01.nif] (Bug #33161) The static coffin found in Haemar's Shame has incorrect material settings on some of its collision chunks. [meshes\clutter\coffins\nordiccoffinstatic03.nif] (Bug #33160) Stone floors used in Mistveil Keep are incorrectly flagged as wood material. [meshes\architecture\riften\interior\bigroomkeep\rifrmbgkeepfloorstone01.nif, meshes\architecture\riften\interior\bigroomkeep\rifrmbgkeepfloorstone02.nif] (Bug #33159) 3 Telvanni root objects have incorrect sound materials set as well as poorly made collision. [meshes\dlc02\architecture\telvannitower\dlc2telvanniroot03.nif, meshes\dlc02\architecture\telvannitower\dlc2telvanniroot01.nif, meshes\dlc02\architecture\telvannitower\dlc2telvanniroot02.nif] (Bug #33150) The various bridge cages used in Nordic ruins all have incorrect sound material settings on them. [meshes\dungeons\nordic\bridges\norbridgecage01x256a.nif, meshes\dungeons\nordic\bridges\norbridgecage01x256c.nif, meshes\dungeons\nordic\bridges\norbridgecage01x512a.nif, meshes\dungeons\nordic\bridges\norbridgecage01x512b.nif, meshes\dungeons\nordic\bridges\norbridgecage01x512c.nif, meshes\dungeons\nordic\bridges\norbridgecage02a.nif, meshes\dungeons\nordic\bridges\norbridgecage02b.nif, meshes\dungeons\nordic\bridges\norbridgecage02c.nif, meshes\dungeons\nordic\bridges\norbridgecageendcap01.nif, meshes\dungeons\nordic\bridges\norbridgecagemid01.nifmeshes\dungeons\nordic\, meshes\dungeons\nordic\bridges\norbridgecagemid02.nif, meshes\dungeons\nordic\bridges\norbridgecagemidcap01.nif] (Bug #33155) Wooden stairways in Nordic ruins have the wrong material sound setting. [meshes\dungeons\nordic\shafts\norrmshaftmidstair01.nif, meshes\dungeons\nordic\shafts\norrmshaftmidstairbot01.nif] (Bug #33156) Some Falmer city meshes had no sound material setting applied. [meshes\dlc01\architecture\falmerhuts\falmercityhutdoor01.nif, meshes\dlc01\architecture\falmerhuts\falmercityhutnodoor01.nif, meshes\dlc01\architecture\falmerhuts\falmercityroundramp01.nif, meshes\dlc01\architecture\falmerhuts\falmercityroundramp02.nif] (Bug #33162) Pigmy Sunfish are missing their glowmaps. Glowmaps provided by dinosgamez. [textures\creationclub\bgssse001\critters\fish\fishpigmysunfish01\FishPigmySunfishCooked01_g.dds, textures\creationclub\bgssse001\critters\fish\fishpigmysunfish01\fsihpigmysunfish01_g.dds] (Bug #32998) Papyrus Fixes dunHalldirRotatingDoorPuzzle: The script calls on 4 trap activators, but only one has been placed and only one property actually set. The missing 3 merely result in error spam in the logs. (Bug #33031) Quest and Dialogue Fixes Skjor will mistakenly tell you to go to the Underforge "tonight" even if it's actually night. The dialogue condition should have been an "AND" condition instead of "OR". (Bug #33016) The cage key for the animal pens in Faldar's Tooth is never added anywhere despite being set up for use in dunFaldarsToothQST. It has been added to the alias inventory on the Boss NPC. (Bug #33009) [NR] In The Jagged Crown [CW02A,CW02B] if you originally escaped Helgen with Ralof, but side with the Imperials, Hadvar is never enabled even though he's supposed to be. Similarly if you escaped Helgen with Hadvar but joined the Stormcloaks, Ralof is never enabled. Both characters have lines assigned for switching sides, and their aliases in each quest will not fill which will have lasting effects on their future relationships with the player. Their aliases both neglected to check the "Allow Disabled" box, which broke the intended interactions in Stage 30. Due to the complexities involved, it will not be possible to entirely reverse the issues caused by this if you are already past this point in the game. (Bug #33002) [Partially NR] In Bleak Falls Barrow [MQ103] Delphine's scene dialogue with Farengar overlaps when she points out he has a visitor. This causes Farengar's line to be truncated and his next one to begin, creating an awkward transition. (Bug #33190) Placement/Layout/Ownership and other World Object Fixes A gargantuan number of placement and duplicate item fixes has been provided by DarthVitrial, covering 6 "mega tickets" worth of work and affecting literally thousands of references. (Bug #33644, 33624, 33616, 33612, 33587) 0003FB00: The Whirlwind Sprint trigger at High Hrothgar had an instance of the TRIGGER script attached when it shouldn't have. (Bug #33038) 00082743: Dock piece disconnected from the ropes on the connecting dock. (Bug #33032) [Reverts Bug #32653] 000e99b3: Moved rubble to cover a gap in the adjacent mountain. (Bug #33034) 000D6823, 000D6822, 000D6821, 000D6824, 000D6825: Covered walkways in Dawnstar are not the snow covered type. (Bug #33022) 000D3AEF, 000D3AED, 000D3AEE: Covered walkways at Nightgate Inn are not the snow covered type. (Bug #33027) 07029005: Rock added to close a gap in a mountainside. (Bug #33018) 0702E106: Rock added to cover a landscape gap in a mountain. (Bug #33017) 070127B6: Previously added rock was not completely covering the gap it was placed for. (Bug #33013) 0702E108: Rock added to cover a gap between several large pieces. (Bug #33012) 0004f6C9: Rock adjusted to cover exposed underside. (Bug #33008) 000820CA: Wall pelt in Lod's house clipping through the wall. (Bug #33006) 04032475: Floating ash pile. (Bug #32998) 0703830A: Rock added to cover a gap in the cliff face. (Bug #32987) 07047613: Rock placed to cover up the exposed bars of the barred gate above once it's been opened. (Bug #32712) 07047615: Rock placed to cover a space in between several other stone parts. (Bug #33035) 0703D40C: Added column at the Windhelm bridge to cover up an exposed gap. (Bug #33093) Several woven fences in Dawnstar and the Brandy Mug Farm were not using their snow covered variants. (Bug #33015) Text Fixes The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  2. I apologize in advance as I know this isn't the desired way to report bugs. I'm unsure how detailed I need to be, this is my first time reporting (as you can see). Anyways, Alesan can't receive gifts because they are "too heavy". I've tried daggers, clothing, and a wooden sword but he won't accept any of them. I figured something had to be going on because Sofie will accept things. Thus far that's the only issue with Alesan.
  3. On Xbox One X I have downloaded USSEP and the browsing menu says it is downloaded and enabled but the mods list shows nothing. Mods list also show 5gb remaining. No other mods have been downloaded. I have also tried both hard reset, clearing reserved space and even uninstalling and reinstalling the game. No matter what I do it seems I will encounter the same issue. Note: first enociuntered issue afte update to version 1.22.5.0 Any help would be hugely appreciated. Thanks
  4. The most recent update of USSEP reverts the steed stone effects added by Enai's Andromeda Standing Stones mod, my character now feels like they're waking through honey. I'm on xbox as well so cannae sseedit this or anything like that.
  5. Version 4.3.0a

    16813 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
  6. Hi, this is probably a very nooby question but I cannot for the life of me figure out installing this on my Xbox one Skyrim. When I search the mod library, the only results I get are related mods, and the Brazilian/Portuguese and Italian versions. For some reason, the Bethesda website will not load on my Xbox. I have downloaded the USSEP file from here, on my Xbox, but now what? How do I use that file to apply the mod to my game? Do I need an installer or load program? Do I need to put the file somewhere? Halp
  7. I was hoping that someone here (Arthmoor perhaps XD) could tell me what steps USSEP takes to address the faulty scripting in the Break of Dawn quest where the player has the potential to fall to their death from the sky and potentially explain the issue further to me. More specifically why this issue can reappear in the presence of other mods that don't overwrite the DA09Script. From my limited research into the problem, it seems that it's being caused by the use of the utility.wait() function and is either a result of an overloaded game or an error in the calculation of the player fall time. Or a combination of those? In any case, if this is the case (which it very well may not be) why doesn't the USSEP replacement script edited in such a way to prevent the fall entirely instead as that seems like the more solid fix in my humble opinion. Thanks! <3
  8. Hello, I came across a bug/glitch that prevents me from buying Hjerim in Windhelm. I have done Blood on the Ice first and then the civil war quest for the stromcloaks that normally allows you to purchase it from Jorleif the steward. The dialogie option to buy it is there but Jorleif says that there is something wrong with the house even though I have done BoTI quest before. I asked on other forums and friends, and they told me that they had the same problem , they fixes it with disabeling the USSEP, and then enabling it after purchase. I am not sure if this is safe to do.I also know that Blood on the Ice is a real mess of a quest. Before I had the USSEP I could buy Hjerim without problems. I know that it is not the USSEPs fault , it is Skyrim after all(buggy as hell),but If you have a safe solution or fix please tell me.
  9. velocirapitron

    Skyhaven Temple Crashing

    I am using the USSEP for my Skyrim game for xbox one and its been running great, but i have reached the storyline quest Alduin Wall, and this is when the problem started to arise. A large area of the map has now become inaccessible and crashes within a certain radius of Skyhaven temple. The radius reaches from Soljund's Sinkhole to Skyhaven temple and has prevented me from being able to continue on. Every other area of the game is unaffected and is rather bothersome. I am seeing if anyone knows a resolution without having to restart my entire game or if a patch can be created to prevent the crashing of the game so i can continue enjoying my time with skyrim.
  10. I tried submitting a bug report on the main page but I can't seem to find the "Create New Report" button even after I signed up. Might be a conflict with my browser or something. So, I'll look into it but in the mean time, I thought I'd mention it here for anyone to maybe tell me if it's something they've encountered also. So, the problem is I buy a horse and then I change the saddle, let's say to the Dark Brotherhood saddle. Then I fast travel. My horse's saddle has reverted to the vanilla saddle. Save the game. Reload the save. My horse has the Dark Brotherhood saddle. Fast Travel, and now I have the vanilla saddle again. As the USSEP was the latest mod I'd installed, I curiously removed it and tested. Sure enough, the Dark Brotherhood saddle remains as it should on fast travel, so it very much seems that it's a conflict between Wild Horses and USSEP. EDIT: AH I just found that there is a Creation Club specific patch for the USSEP, so I will check if that resolves the issue, if it does not then I will make another edit here, if I do not edit it back, assume it's fixed
  11. DayDreamer

    Skyrim VR patches

    It's been out over a year, which was about how long it took for SKSE64 to be finished. SKSE VR has been out for awhile, and also SkyUI VR. What do we need to get USVRP/USSEP working? Creation Kit 2 can be made to work (according to forum posts), but the scripts don't match. Do we have a good direct contact at Bethesda? The reason that I'm asking is dozens of folks have asked for Touring Carriages VR. So I've recently purchased a Valve Index. OTOH, Steam Charts says that only hundreds of folks are running VR (280 at this moment), relative to the tens of thousands still running LE (7109) and SE (13788).
  12. Hello there! Please excuse me for posting my issue like this, but it seems I'm unable to submit it on the bug tracker page. Having designed another character and his appearance on a new save for a little lore-friendly WIP quest mod of mine in an early stage, I geared him up with what I imagined him to use. The end result was a glass armour, steel gaunlets and boots and a sharp elven battleaxe: An Altmer tank. Unfortunately, this combination led to him having gaps of void between his upper and lower arms with the steel plate gaunlets, his knees and calves with steel plate boots are fine, though. I'm playing on PC and got the latest version of USLEEP / USSEP installed, properly reinstalled in order to make sure all its fixes would overwrite everything, too. I also went through the patch's changelog and tried to find the issue listed there, but it wasn't. So I went ahead to report this unaesthetic problem here. Take a look. Sorry in advance if this bug is indeed fixed already and the issue is on my end. I came here with only the best intentions.
  13. Hello there! Please excuse me for posting my issue like this, but it seems I'm unable to submit it on the bug tracker page. While doing some high-toned investigations anyways, my tank Altmer character accidentally discovered that cabbage apparently can't help but bleed and sound like wounded flesh at his sharp elven battleaxe's stroke. He determined that the same phenomenon applies to the lesser strength of other weapons or even his fists as well. I'm playing on PC and got the latest version of USLEEP / USSEP installed, properly reinstalled in order to make sure all its fixes would overwrite everything, too. I also went through the patch's changelog and tried to find the issue listed there, but it wasn't. So I went ahead to report this mysterious fact here. Take a look. Sorry in advance if this bug is indeed fixed already and the issue is on my end. I came here with only the best intentions.
  14. Hello, I am having trouble completing my College of Winterhold quest because an immortal unbound dremora (FF001509) is battling Ancano endlessly , does USSEP fix this issue ? And if not please tell me how to deal with this bug/glitch.
  15. ashleyclark

    USSEP Update

    I hope I posted this in the right place and if not I am sorry. I noticed that the USSEP has been updated and it is over 100mb larger. I was just wondering about the size of the update for it seemed very large compared to past updates. The size went from 410.37mb to 662.46mb.
  16. This issue was reported in the bugtracker (FS#21625: Clipping Bug on Ancient Nord Armor) and was closed due to "cannot reproduce". I've been able to reproduce the issue and have requested a re-open of the bugtracker task, for reasons I'll belabor here. The report was for an observation of the issue on the XBox One platform for Skyrim SE: Vanilla, and was apparently only checked against Skyrim LE on the PC, not SE. To my knowledge, this may be a recurrence of FS#12444 - 1stpersondraugrarmormale_0.nif missing parts, and thus presumably already fixed in USLEEP. I can confirm this is reproducible for Skyrim SE 1.4 (1.4.2.0.8) with USSEP 4.0.5 installed (along with Run For Your Lives and When Vampires Attack). This is USSEP installed from Bethesda.net (i.e. via the in-game mod browser) and it is before RFYL and WVA in mod order. If memory serves, this issue only occurred for males wearing the Ancient Nord Armor (or Ahzidal's Armor of Retribution, same model). I was under the impression that the issue only was perceived when wielding 2H weapons, but it may just only be more pronounced; in reproducing the issue I've seen it affect a 1H unsheath animation as well (Ghostblade). Attached are a few screenshots showing the issue when swinging Volendrung (2H) and unsheathing Ghostblade (1H) as well as blocking with Volendrung. Ahzidal's Armor of Retribution is the offender here, on an orc (otherwise wearing orcish helm, gauntlets, boots). Hopefully this can finally be addressed (again?) if it's a solvable issue (which I presume it was for non-SE Skyrim). swinging Volendrung unsheathing Ghostblade blocking with Volendrung
  17. Whenever I attempt to complete "Trinity Restored" in the Thieves Guild quest line, after Karliah gives us our outfits and talks to the group she walks towards the gate and then turns around and walks all the way back to the Ragged Flagon is there any way that this could be added to the ussep patch or in any other patch mod. Thank you!
  18. Hi there, i seem to have encountered an issue, now im not totally sure if its due to a mod i installed or something else, but regardless of what i do, i cannot gain any followers (modded or vanilla) i have an overhaul mod which allows me to teach them spells and such and adds new dialogue, but the option "hey i need you follow me" has just disappeared, now i have read what defines a bug for you and your team, im not entirely sure if this counts, but i figured id report it anyway and ask for any form of feedback, thank you!
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