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Found 4 results

  1. Fixes Recommended in Addition to the USKP Lip Sync Fix - A fix for the long standing lip sync bug introduced by Patch 1.9. Yes, this one is the real deal unlike all the other placebo/fake versions that have come before it. A very simple SKSE plugin changing literally ONE BYTE of memory to fix one of the most glaring issues left in the game. Since it requires SKSE, it is not a suitable candidate for USKP inclusion. SkyUI - A PC-centric reworking of the major components of the game interface. Yes, we do in fact consider this to be within the realm of bug fixing because the vanilla PC interface is simply not designed with actual PCs in mind. For obvious reasons, it's not something that would ever become part of the USKP. Since SkyUI is pretty much ubiquitous, the USKP defers all UI related fixes to them, and there are plenty of legit fixes included in SkyUI. Flora Respawn Fix - This is a clever workaround for the bug introduced in Patch 1.3 where most flora objects in the game won't respawn no matter how long you wait for them. Requires unsupported TES5Edits and so is not suitable for inclusion in the USKP. Wiseman303's Flora Fixes - An alternative to the Flora Respawn Fix. Uses the same methodology but covers a bit more than the previous mod. Since it uses the same kind of unsupported TES5Edit changes, it is also not suitable for inclusion in the USKP. Bring Out Your Dead - Extends the vanilla graveyard support to all vanilla NPCs who should have had one. Was originally planned to become part of UKSP 1.1 but had been overruled due to the requirement to place extra grave containers for those NPCs who didn't have one yet. Brawl Bugs Patch - Additional bugfixes that pertain to brawling while also under the influence of cloak spells of various types. Jonwd7 determined these would not be suitable to include directly in the USKP so the module is distributed separately for those who may want it. Fuz Ro D-oh - Silent Voice - Fixes issues with dialogue that has no recorded audio and also corrects a bug in the engine where the "Force Subtitle" function does not work correctly. Since it requires SKSE, it is not a suitable candidate for USKP inclusion. Enchantment Reload Fix - Fixes a bug where enchanted items will jump in value and drain their charges much more quickly if the game is saved and then reloaded. Requires SKSE, so is not suitable for inclusion. Invisibility Eye Glitch - Fixes a bug where the player's eyes get corrupted when an invisibility spell is cast and then wears off. Requires SKSE, so is not suitable for inclusion. Better Dialogue Controls - Fixes a minor but annoying bug with being able to select the proper dialogue options with the keyboard and/or mouse. Alters the UI, which is one area we do not cover to avoid conflicts that would not be easy to resolve. Complements SkyUI as this is not an included feature there. Better MessageBox Controls - Fixes another minor but also equally annoying bug with clicking on text in a message box. Also not suitable due to editing UI files. Complements SkyUI as this is not an included feature there. Landscape Texture Transition Fix - Corrects a number of transitions in landscape that don't blend together properly. Since this obviously involves landscape edits, it is not something that would be included in the USKP due to the high potential for conflicts that would then need other compatibility patches to resolve. Fixes Recommended in Addition to the UDGP Vampire Lord Drain With Serana Fixed - Removes the nerfed vampire drain life spell. Bethesda did this intentionally for reasons unknown, so it technically is not a bug fix, but for those who don't think their decision was appropriate, this will correct that. Fixes Recommended in Addition to the UHFP Hearthfire Display Case Fix - Places activation triggers around the display cases Bethesda chose not to make available to the traditional weapon rack system. This technically isn't a bug fix but many people consider it one anyway. Keep in mind this will limit the use of the display cases to ONLY weapons, rather than Bethesda's intent of letting you put anything you want in them.
  2. Hi all, I'm working on a mod to improve the courier and while integrating fixes from the unofficial patch, I realized the courier didnt seem to be affected by crime. I've modified the script below to use IsChild since holds themselves are not the primary location of the cells the courier spawns in, which is likely the cause of the lack of crime association. Scriptname WECrimeFactionAliasScript extends ReferenceAlias {Based on the HoldLocationAlias property, puts the actor in this alias in the correct crime Faction} LocationAlias Property myHoldLocation Auto Location Property HaafingarHoldLocation Auto Location Property ReachHoldLocation Auto Location Property HjaalmarchHoldLocation Auto Location Property WhiterunHoldLocation Auto Location Property FalkreathHoldLocation Auto Location Property PaleHoldLocation Auto Location Property WinterholdHoldLocation Auto Location Property EastmarchHoldLocation Auto Location Property RiftHoldLocation Auto Faction Property CrimeFactionHaafingar Auto Faction Property CrimeFactionReach Auto Faction Property CrimeFactionHjaalmarch Auto Faction Property CrimeFactionWhiterun Auto Faction Property CrimeFactionFalkreath Auto Faction Property CrimeFactionPale Auto Faction Property CrimeFactionWinterhold Auto Faction Property CrimeFactionEastmarch Auto Faction Property CrimeFactionRift Auto Event OnLoad() Location myHold = myHoldLocation.GetLocation() Faction myCrimeFaction = GetCrimeFactionForHold(myHold) Actor selfActor = GetActorReference() ; debug.trace(self + "OnLoad() myHoldLocation: " + myHold + " means I should get the crime Faction: " + myCrimeFaction) selfActor.SetCrimeFaction(myCrimeFaction) EndEvent Faction Function GetCrimeFactionForHold(Location HoldLocation) {Returns the normal crime Faction for the hold} Faction ReturnFaction If HaafingarHoldLocation.IsChild(HoldLocation) returnFaction = CrimeFactionHaafingar ElseIf ReachHoldLocation.IsChild(HoldLocation) returnFaction = CrimeFactionReach ElseIf HjaalmarchHoldLocation.IsChild(HoldLocation) returnFaction = CrimeFactionHjaalmarch ElseIf WhiterunHoldLocation.IsChild(HoldLocation) returnFaction = CrimeFactionWhiterun ElseIf FalkreathHoldLocation.IsChild(HoldLocation) returnFaction = CrimeFactionFalkreath ElseIf PaleHoldLocation.IsChild(HoldLocation) returnFaction = CrimeFactionPale ElseIf WinterholdHoldLocation.IsChild(HoldLocation) returnFaction = CrimeFactionWinterhold ElseIf EastmarchHoldLocation.IsChild(HoldLocation) returnFaction = CrimeFactionEastmarch ElseIf RiftHoldLocation.IsChild(HoldLocation) returnFaction = CrimeFactionRift Else EndIf return ReturnFaction EndFunction
  3. SharedInfos are voiced response lines used in more than one place, so that they didn't need to record the same lines over and over. Simple enough concept. However, make sharedinfo on an existing INFO creates a new INFO, then moves the new INFO into the sharedinfo list, and points the old INFO at the new INFO. That means the voice line would need to be re-recorded for the new INFO formid. Fixing requires xEdit. Swap the formids. Find the original INFO. Select change formid, control-C copy the original, change to any low unused number such as xx000888 (anything less than the next object id in the header). Control-click the DNAM response formid. (Write down that new response formid.) Select change formid, control-V paste the original formid. Go back to the unused number, and change it to the new response formid. Load up the CK again, check that it now is voiced. Also, a second CK bug is make sharedinfo doesn't clear the number of response lines. Go back to the now renumbered INFO, and re-select the same named response. That clears the number properly. (Or do it in xEdit, but I'm always worrying that the CK is doing something else we don't know about.)
  4. It's been 4 years and I cannot remember where (or even which forum) we had the old thread, so here's a new place to discuss. AFAICT, this hasn't been improved in the SE CK. The first principle of navmesh modding is: never delete or merge navmeshes! That way lies CtD (crash to desktop). The second is like unto it: to reduce the number of conflicts, border triangles should not be renumbered! Every adjacent cell navmesh has a link table with pointers into these border triangles. If a navmesh is deleted, or merged, or a border triangle is renumbered to be anyplace else, creatures/NPCs will "jump" into that triangle number as they cross the cell border. Sometimes they become stuck in place. Sometimes this also may make it impossible for the PC to move. If possible, have the same number of triangles as the original. When you delete any triangle, the CK renumbers. This often changes border triangles. Therefore, great care must be taken. It is usually better to first create a new triangle over the old, then delete the old triangle so that the new triangle is renumbered with the old triangle number, then join/merge the final vertice in place. (This technique is also used to repair border triangles.) When you "Find Cover" for a cell, sometimes the CK renumbers triangles. Up to 2 sides of cover are saved (the 3rd side is assumed to be flat to the adjacent triangle), so triangle vertices sometimes need to be rotated to allow the cover data to be in side "0-1" and/or side "1-2" (as shown in xEdit). Apparently, the CK deletes the triangle (causing renumbering), then adds a new one in the proper orientation. Yet the CK already has a user tool for rotating a triangle without renumbering; it fails to use it internally. When you Finalize a navmesh, the CK doesn't just touch the one you are changing. It also saves adjacent cell navmesh. In the outdoors, this results in 4 cells around the square. Presumably, this is to update border links caused by deletion or renumbering -- even when there have been no changes. The CK works reasonably well only having Update.esm, but is a disaster waiting to happen with multiple modders updating adjacent cells. Each changes 5 cell navmesh, so the conflicting border link tables cause massive confusion. (Following posts have more detailed information.) See also: https://www.afkmods.com/index.php?/topic/3337-skyrim-fixing-navmesh-deletion-using-tes5edit/ https://www.afkmods.com/index.php?/topic/4072-navmesh-audits/

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