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Found 26 results

  1. Unofficial Oblivion Patch By Quarn, Kivan, Arthmoor, and PrinceShroob 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 TES Alliance The Assimilation Lab 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. v3.5.6a (2018-09-24) UOP Fixes Corrected issues with the ICGroundFloor18.NIF file having a duplicated NiNode which caused flickering. v3.5.6 (2018-06-02) UOP Fixes Fixes to the Bravil entrance gatehouse mesh and the water gate mesh have been completely redone to address some missed issues and undesired changes that were not originally bugfixes at all. (Meshes\Architecture\Castle\Bravil\bravilentancegate01.nif, Meshes\Architecture\Castle\Bravil\bravilwatergate01.nif) Texture seams and UV mapping errors corrected on the Skingrad Castle Gatehouse mesh. (Meshes\Architecture\Castle\Skingrad\skcastlegatehouse.nif) Animation Fixes Idle animation file for potion drinking has been corrected so that the NPCs don't shove potions through their noses anymore. (meshes\characters\_male\idleanims\drinkbottleidle.kf) Mesh & Texture Fixes Texture orientation and UV mapping fixes for farmhouse meshes. (Meshes\Architecture\FarmHouse\farmhouse01.nif, Meshes\Architecture\FarmHouse\farmhouse01snow.nif, Meshes\Architecture\FarmHouse\farmhouse02.nif, Meshes\Architecture\FarmHouse\farmhouse02snow.nif) Collision and UV mapping fixes done on 24 of the 26 Imperial City interior ground floor meshes. (Meshes\Architecture\ImperialCity\Interior\ICGroundFloor26.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor01.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor02.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor03.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor04.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor05.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor06.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor07.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor08.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor09.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor10.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor11.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor12.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor13.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor14.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor15.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor16.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor18.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor19.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor20.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor21.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor22.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor23.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor25.NIF) Placement, Layout and Ownership Fixes 000aee65: Gap in the fort wall at Fort Naso. Text & Subtitle Fixes The Collector (MS21) Stage 58: "I have brought Umbacano a eighth Ayleid statue." -> "I have brought Umbacano an eighth Ayleid statue." Topic MG11ChoiceHeretohelp: "If there's anything specific you need, that may be more reasonable then just asking me about Necromancers." -> "If there's anything specific you need, that may be more reasonable than just asking me about Necromancers." The previous version history can be found here as it is too large to put in one post.
  2. Unofficial Fallout 4 Patch Version: 2.1.1 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 1.10.163 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. 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 UFO4P Fixes The texture and material data for the glowing mutant hounds on XB1 produced a flat white image when they spawned instead of the intended green glow. This was not seen on PCs which made it difficult to diagnose. Adjustments were provided that should fix this issue now and have been tested to verify they do not interfere with the results on PC. (Bug #24948) Actor Fixes Lucy Abernathy had an invalid setting in her AI Data which would cause her to aggro against the player if they got too close. She's not supposed to engage in such behavior so the value had to be reset to 0. (Bug #28519) Polly and Mr. Navigator both have invalid AI settings which could cause them to aggro the player when they're not supposed to do that. (Bug #28576) Hermit Crab Hatchlings were not dropping crab meat like they were supposed to. (Bug #26851) Ivey and Ahab should not be respawning inside the Fort Hagen Satellite Array zone. They should instead be unique actors. (Bug #27203) EncRaiderDogTemplate, which is used as the source for numerous raider dog templates, is not set to respawn. This results in every use case of raider dogs never respawning when expected, despite them all being used in the same scenarios as LvlRaider, which does respawn. (Bug #28183, Bug #28020) [NR] Cambridge_ScienceCenterVendorFaction was missing the "Can Be Owner" flag, despite it being used for ownership settings in Science Center Gift Shop. (Bug #28842) LvlScavengerAggro768 should be set to respawn but wasn't because he had been duplicated from a specifically non-respawning peaceful version. [NR] Audio Fixes The Institute Rifle did not make any audible sound when fired by an NPC in non-auto mode. (Bug #27326) The silenced version of The Deliverer did not make any audible sounds when fired by an NPC. (Bug #25336) The audio in one of Arlen Glass' hello topics in DN154Hellos is grammatically unsound. (Sound\Voice\Fallout4.esm\NPCMArlenGlass\001196C2_1.fuz) (Bug #28086) One of Supervisor White's dialogue topics in DN151 mispronounces the word "hmph." This has been fixed by using another audio sample that is correct. (Sound\Voice\Fallout4.esm\RobotSupervisorWhite\000E6AD1_1.fuz) (Bug #28137) One of Patrick's hellos in DialogueDrumlinDiner has a minor error in the audio recording. (Sound\Voice\Fallout4.esm\MaleEvenToned\00106C28_1.fuz) (Bug #28146) One of Dr. Patricia's voice recordings in a shared dialogue topic in DialogueGenericDoctors doesn't match the others. (Sound\Voice\Fallout4.esm\NPCFDoctorPatricia\00079257_1.fuz) (Bug #28165) The audio in a Diamond City Security guard hello didn't match the other recording in the shared topic. (Sound\Voice\Fallout4.esm\GuardMaleDiamondCity02\000D8FDB_1.fuz) (Bug #28173) One of Jules' dialogue topics in RECampLC01 has a minor error in the audio recording. (Sound\Voice\Fallout4.esm\MaleEvenToned\00192D57_1.fuz) (Bug #28250) The audio in several Vault 81 security guard hello topics didn't match the other recording. (Sound\Voice\Fallout4.esm\GuardMaleVault81\001A0AF1_1.fuz, Sound\Voice\Fallout4.esm\GuardMaleVault81\001A0AF6_1.fuz, Sound\Voice\Fallout4.esm\GuardMaleVault81\001A0AFA_1.fuz) (Bug #28353, Bug #28352) A dialogue topic in CreatureDialogueMrHandy had the first word partially cut off in the audio recording. (Sound\Voice\Fallout4.esm\RobotMrHandy\000C163E_1.fuz) (Bug #28383) One of Penny Fitzgerald's dialogue topics in DialogueCovenant has a minor error in the audio recording. (Sound\Voice\Fallout4.esm\NPCFPennyFitzgerald\0008B41D_1.fuz) (Bug #28459) Corrected audio in several shared raider dialogue topics where the recordings don't match each other. (Sound\Voice\Fallout4.esm\RaiderMale01\000478BB_1.fuz, Sound\Voice\Fallout4.esm\RaiderMale02\0008FF61_1.fuz, Sound\Voice\Fallout4.esm\RaiderMale02\0008FF7F_1.fuz) (Bug #28467, Bug #28324, Bug #28323) One of Swanson's dialogue topics in MS17 has a minor error in the audio recording. (Sound\Voice\Fallout4.esm\NPCMSwanson\000E6EDE_1.fuz) (Bug #28476) The audio in one of Moe Cronin's dialogue topics in a scene in DialogueDiamondCity is grammatically unsound. This has been corrected by splicing the audio. (Sound\Voice\Fallout4.esm\NPCMArlenGlass\001196C2_1.fuz) (Bug #28492) The audio in a RETravelKMK03 guard hello topic didn't match the other two recordings. (Sound\Voice\Fallout4.esm\FemaleBoston\0002F5EF_1.fuz) (Bug #28509) Several of Rex Goodman's dialogue topics in MS10b have minor errors in the audio recordings. (Sound\Voice\Fallout4.esm\NPCMRexGoodman\001A03F3_1.fuz, Sound\Voice\Fallout4.esm\NPCMRexGoodman\00146CD1_2.fuz, Sound\Voice\Fallout4.esm\NPCMRexGoodman\00146CB4_1.fuz) (Bug #28521) Mac mispronounces his name in an audio recording in REObjectRJ03. (Sound\Voice\Fallout4.esm\MaleBoston\001AC71F_1.fuz) (Bug #28570) Corrected audio in various shared settler dialogue topics where the recordings don't match each other. (Sound\Voice\Fallout4.esm\FemaleOld\00046513_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\00061FFE_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\0009A10A_1.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0009A10A_1.fuz, Sound\Voice\Fallout4.esm\MaleOld\0015B8BB_3.fuz, Sound\Voice\Fallout4.esm\MaleGhoul\0015B8BB_3.fuz, Sound\Voice\Fallout4.esm\MaleBoston\0015B8BB_3.fuz, Sound\Voice\Fallout4.esm\FemaleRough\0015B8BB_3.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0015B8BB_3.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\0015B8BB_3.fuz, Sound\Voice\Fallout4.esm\FemaleBoston\0015B8BB_3.fuz, Sound\Voice\Fallout4.esm\MaleOld\0015B8BB_2.fuz, Sound\Voice\Fallout4.esm\MaleGhoul\0015B8BB_2.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0015B8BB_2.fuz, Sound\Voice\Fallout4.esm\FemaleEvenToned\00156A07_1.fuz, Sound\Voice\Fallout4.esm\MaleRough\001909A1_1.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\001909A1_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\00112043_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\001909A0_1.fuz, Sound\Voice\Fallout4.esm\MaleOld\00112040_1.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\00112040_1.fuz, Sound\Voice\Fallout4.esm\FemaleBoston\00112040_1.fuz, Sound\Voice\Fallout4.esm\FemaleBoston\001909A2_1.fuz) (Bug #28712, Bug #28595, Bug #28594, Bug #28280, Bug #28161, Bug #28155, Bug #28154, Bug #28153, Bug #28152, Bug #28151) Corrected audio in various shared male and female player character dialogue topics where the recordings don't match each other. (Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000567A2_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000567BB_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0003EF97_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00076A9C_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00076A9C_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0001F5FC_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0001F5FC_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000DC924_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001AC705_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0010FC9C_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00146CC8_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00065EE6_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00065EE6_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00065F27_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000673DF_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000537C7_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000537A6_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000537A6_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000B92A6_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00047133_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000F9364_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00091B42_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000E6ED9_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00054AFC_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000ED4B5_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000994D1_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00054B08_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000537A4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000537A4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00145852_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00030BA1_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00030B8E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00030B91_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00030BA0_1.fuz, Sound\Voice\DLCRobot.esm\PlayerVoiceMale01\01004BC3_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\001658F2_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001658F2_1.fuz, Sound\Voice\DLCRobot.esm\PlayerVoiceMale01\01004BC2_1.fuz, Sound\Voice\DLCRobot.esm\PlayerVoiceMale01\01004BBF_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000CAB42_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000CAB7F_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001A9694_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002A4D2_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0002A4D2_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00005825_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00136078_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0007D5A3_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0003718F_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00157F31_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00157F35_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00067FB4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0001C23D_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000B13E0_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000F73F8_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001456AA_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000673EF_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0019231E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001905CF_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0019D2F3_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001905AE_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceMale01\06016E11_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\0601C929_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00190E00_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00106D10_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00106D0F_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\001069F2_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000E6AE4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00063D13_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00063D14_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00023BAF_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00023BAC_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0001DABD_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale\000BFB29_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale\000BFB21_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00118AB7_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale\001196B6_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000ED228_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000ED239_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000C02EC_1.fuz) (Bug #28759, Bug #28758, Bug #28708, Bug #28707, Bug #28706, Bug #28705, Bug #28569, Bug #28527, Bug #28522, Bug #28502, Bug #28501, Bug #28992, Bug #28990, Bug #28489, Bug #28482, Bug #28481, Bug #28480, Bug #28479, Bug #28478, Bug #28473, Bug #28472, Bug #28470, Bug #28466, Bug #28465, Bug #28436, Bug #28434, Bug #28433, Bug #28432, Bug #28431, Bug #28414, Bug #28413, Bug #28411, Bug #28410, Bug #28375, Bug #28374, Bug #28372, Bug #28346, Bug #28340, Bug #28339, Bug #28322, Bug #28316, Bug #28315, Bug #28314, Bug #28311, Bug #28310, Bug #28307, Bug #28301, Bug #28293, Bug #28273, Bug #28251, Bug #28249, Bug #28248, Bug #28171, Bug #28170, Bug #28159, Bug #28149, Bug #28148, Bug #28147, Bug #28134, Bug #28132, Bug #28131, Bug #28116, Bug #28115, Bug #28104, Bug #28093, Bug #28092, Bug #28091, Bug #28090, Bug #28089, Bug #28088, Bug #28087) Item Fixes Nukalurk Eggs (DLC04_NukalurkEgg_Harvestable) were not generating the correct type of ingestible egg because no such object had been created. They were instead substituting Mirelurk Eggs. (Bug #27393) The Hooded Clean Room Suit (AAClothesInstituteWorkerHat) uses an incorrect model for the female version. (Bug #27175) Firebelly uses an incorrect Stimpak mesh when it should be represented by the vodka bottle instead. (Bug #26457) It was not possible to mount the Cryolater on one of the Contraptions weapon racks. (Bug #21340) 10mm Large Magazine loose mods should now be attachable to 10mm pistols. (Bug #21188) The Hardened Receiver for combat rifles (mod_CombatRifle_Receiver_MoreDamage1) had corrupted text in its object filter window. (Bug #25421) The Standard Magazine for combat rifles (mod_CombatRifle_Mag_Small) had an incorrect reload speed modifier set on it. (Bug #25421) The Hardened Automatic Receiver for the Handmade Rifle does not reduce damage as the description calls for. (Bug #25413) Swan Boat Fragments do not have any carry weight. (Bug #28553) The mini-nuke parts in Gorksi Cabin had no weight or value. Since there are 4 parts, the sensible solution is to divide the weight and value evenly based on a fully assembled mini-nuke. (Bug #28276) Melee saw blade weapons added by Automatron all say they add bleeding damage but it was never added to the OMODs. [DLC01Bot_Hand_Melee_HammerSaw_Left, DLC01Bot_Hand_MrHandy_Melee_Saw_Left, DLC01Bot_Hand_Melee_Saw_Left, DLC01Bot_Hand_MrHandy_Melee_Saw_Middle, DLC01Bot_Hand_Melee_HammerSaw_Right, DLC01Bot_Hand_MrHandy_Melee_Saw_Right, DLC01Bot_Hand_Melee_Saw_Right] (Bug #25383) The throwable caltrop item [DLC03_ThrowingCaltropWeapon] should not explode when shot at because it's not an explosive device. Location Fixes No LOD was ever generated for the Nuka-World transit station in the western part of the Commonwealth. This has now been corrected. (meshes\terrain\Commonwealth\Objects\Commonwealth.4.-28.4.bto, meshes\terrain\Commonwealth\Objects\Commonwealth.8.-32.0.bto) (Bug #24429) The Kiddie Kingdom Employee Tunnels (DLC04KiddieKingdomTunnels01) and the Secure Beverageer Lab (DLC04BottlingPlant02) both have water planes in them that don't function correctly because the cells lacked the "Has Water" flag. (Bug #27511) A corrupted navmesh in Far Harbor at cell -5, 10 caused edge links to neighboring cells to be broken due to an unresolved form ID. (Bug #27591) MassGravelAndSandExt: Mass Gravel & Sand and Mass Fusion Disposal Site were mistakenly merged together as one location (MassFusionCoolantDisposalLocation). The map marker at Mass Gravel & Sand (MassGravelAndSandLocation) was also incorrectly set to use the one at the Mass Fusion building. (Bug #28210) POIJoel06: The exterior cell at Electronic Hobbyist's Club (POIJoel06Location) wasn't properly set as part of the location. This resulted in the exterior area resetting despite never being intended to do so. (Bug #28217) 0000DF63: A wilderness cell was mistakenly included as part of CambridgePDLocation. It is located a significant distance away from the police station. (Bug #28840) Nahant PD: Fixed several bad navmesh sections on the ground floor of Nahant PD that caused NPCs spawned there by a random encounter trigger to get stuck. To improve access to a doorway, the chair 001CAA10 was slightly moved (Bug #28079). Shamrock Taphouse Exterior: A small platform with a patrol idle marker in front of Shamrock Taphouse was missing a navmesh (Bug #28477). The MS Azalea area was mistakenly left set up as a workshop zone. Indications are this was once intended to be another settlement in Far Harbor but the work was never completed and left the entire zone in an inconsistent state. 3 cells on the east side of Barney's Bunker were not added to the location despite having objects and actors in them that are directly associated with the site. Mesh, Material, and Texture Fixes Protectron Medics use the wrong material setting for their legs, resulting in them having green hips when they should be white like the rest of the body. (Materials\Actors\CreateABot\ProtectronLegsMEDIC.BGSM) (Bug #28471) Perk & Stat Fixes Food buffs become permanently stuck on the player in survival mode due to incorrectly using a perk to hard set the effect values to 0 each time something is eaten instead of using a multiplier to correct it. (Bug #27210) [NR] The Nuclear Physicist perk ranks were not correctly calculating their bonuses for Fusion Cores or the Gatling Laser and had some other oddities which causes them to interact badly with other related perks. (Bug #23503, Bug #22528, Bug #23439) CarlaMarkdownPerk: Due to a missing actor check, Carla's discount perk mistakenly applied to all vendors (Bug #28351). Papyrus Fixes DN092_IntercomTrig_Script: Modified this script to disable the triggers it's running on once DN092 has shut down. At this point, the scenes supposed to get started by the triggers are no longer available and all subsequent operations of this script would fail with errors (Bug #28243). CircuitBreakerMasterScript: Added missing 3D checks (Bug #26372). DLC01:DLC01_AddFormsEffectScript: Added a missing 3D check (Bug #28385). DLC03:DLC03CoA_FFNucleus03DeconButtonScript: Added sanity checks (Bug #26421). DLC03:DLC03POI04DummyNoteScript: Removed an invalid event registration and added a missing sanity check (Bug #26393). DN143RemoveFromCaptiveFaction: Modified this script to stop it from trying to manipulate dead actors (Bug #26285). DoorChain: Missing sanity checks added (Bug #27368). ElevatorMasterScript: Added two missing sanity checks (Bug #26286). RESceneRJ02_NoteScript: Modified a condition check to avoid errors when a note changes containers after RESceneRJ02 has stopped running (Bug #28107). VertibirdMobilityScript: Added an AI check to avoid errors when trying to play an idle (Bug #26244). DLC01:DLC01_TrackSystemTrack: A while loop could become hopelessly stuck in an endless loop, becoming an unbound object, when the player leaves the Mechanist's Lair. This would then result in serious script lag, and if the Papyrus logs are on, multiple gigs worth of data after a long session. (Bug #28753) [NR] Quest Fixes Raider combat idles were not restricted to members of RaiderFaction and could incorrectly get used by other types of NPCs who are not meant to be raiders. (Bug #28474) Maisie (the cat at Abernathy Farm) should now properly be culled upon being killed. The alias on DialogueAbernathyFarm has been marked optional and given the UFO4P script to clear an alias when dead. (Bug #25943) [NR] When talking to Blake Abernathy initially, the player can ask if Blake means "Preston's Crew". The player says the line over the top of Blake's response to it due to a missing scene flag. (Bug #20254) A dead scavenger near Hubris Comics that carries a hint note could be culled from the game before being discovered. An alias for this scavenger has been added to The Silver Shroud (MS04) to preserve him until the quest is completed. (Bug #26394) [NR] When returning to Ada in A New Threat (DLC01MQ02) it is possible to get stuck in the dialogue chain because one of her responses did not have the proper scene selected to start after she greets you. (Bug #27603) Desdemona should not be mentioning Coursers in conjunction with the player infiltrating the Institute if the Institute is destroyed already, or the player has been permanently kicked out. (Bug #27237) In quests InstM01Post and DialogueWarwickHomestead the alias for Cedric Hopton prevents his corpse from being removed from the game if he's killed. (Bug #26804) [NR] The bodies of Theo Collins, his robots, and his turrets are never cleared if you kill them during Mystery Meat (DN079). (Bug #26795) [NR] Also with DN079, if you exit the building to talk to Rylee before first speaking with Theo, the quest would get stuck and be unable to advance if you asked her about people getting sick. Her response was unnecessarily setting a quest stage that was never used for anything. (Bug #26748) Speaking to Danny Sullivan more than once after arriving at Diamond City could result in him repeating his greeting and thus offering you access to the second speech option you're not supposed to get if you used the other one. It's not clear entirely where this was tripping up, but setting the scene to move to stage 10 upon closing out has resolved the problem. (Bug #28441) During Safari Adventure (DLC04SafariAdventureQuest) Cito would comment on never having "been here" even if he had been convinced to stay behind to defend his family. The scene should only run if he follows you into the cloning facility. (Bug #26341) Diamond City security guards would erroneously make comments about the player having a robot companion if Curie had already become a synth, due to the dialogue not checking her race first. (Bug #23838) At the end of Cappy in a Haystack (DLC04MS01) the quest journal will indicate that you kept Bradberton alive even if you agreed to shut off the power to his life support. A condition on the journal was missing which caused the game to always display the alternative entry. (Bug #23880) [NR] Gunners aliases in REAssaultSC18_FactionMMvsGunners were mistakenly being forced to use synth voices, which was causing them to talk like synths. They should have been set to revert to the voice type of the NPC instead. (Bug #23885) DialogueVault81Guards [001A0AE0]: A hello topic intended to only play if the player character is female was erroneously checking to see if the player is male. As a result, Vault 81 guards would sometimes comment on how the player is a "brave woman" even if they are male. (Bug #28309) REChokepointRJ01 [001AC234, 001AC241]: Two Gunner responses are using condition checks that incorrectly perform a gender check on subject, instead of on player. This could result in the Gunner addressing the player character as "sir" if they are female. (Bug #28397) RESceneJSDN062 (Dead raiders with food paste and intervention note): This encounter could repeat infinitely although the scene is unique and the note addresses one of the raiders with a unique name. It will now stop reoccurring once the player has taken the note from the raider's body (Bug #28305). Placement/Layout/Ownership and other World Object Fixes Text Fixes The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  3. Unofficial Skyrim Special Edition Patch Version: 4.2.3 By the Unofficial Patch Project Team Download it from AFK Mods 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 1.5.97 or greater. 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 Are you using Creation Club DLCs? If so, you need to get Garthand's Unofficial Skyrim Creation Club Content Patches [PC] and install them alongside the USSEP. This will prevent errors induced by the CC DLCs making changes to the base game records that USSEP then overrides. Please refer all questions about these patches to Garthand on his threads. There are versions of each patch available for PC, XBox One, and PS4. USSEP Fixes The mesh file path for the first person fix on DLC2ChitinLightCuirassMTAA was pointing to the wrong folder. (Bug #28911) Somewhere way back in 2016 when USSEP was just a baby, an undocumented change to CWMissionGeneratorTriggerScript was somehow included which was causing commanders at military camps on the map to appear when they didn't belong there. (Bug #28956) Actor Fixes Frofnir Trollsbane carries a unique item but his corpse can easily be culled out of the game before the player even knows it's there. (Bug #28915) [NR] The ghosts in Yngvild were lacking proper keywords to mark them as undead/ghosts. (Bug #28930) Audio Fixes Dawnguard erroneously alters MUSCombatBoss03CG to play discovery music. (Bug #28910) The MaleGuard voice recording in a hello topic in DialogueGuardsGeneral didn't match the other two recordings. (sound\voice\skyrim.esm\maleguard\dialogueguardsgeneral__000d5ec0_1.fuz) (Bug #28923) Location Fixes The map marker location data for Skyborn Altar was pointing to a random XMarker rather than to the map marker itself. The map marker location data for Cracked Tusk Keep was pointing to a random XMarker rather than to the map marker itself. Ancestor Glade is missing its location name, parent location, and worldspace map marker settings. The room boundings for Angarvunde near the word wall needed to be expanded slightly to make sure portions of that part of the dungeon don't disappear from the screen. (Bug #28493) NPCs in Solitude sometimes fall through portions of the city due to it being too large to load all of the cells into memory at the same time. Usually this will result in their deaths as they fall through and hit the landscape below, but it can sometimes also lead to them being permanently stranded in the water below the arch. A possible solution has been implemented in the form of a giant trigger box that encompasses the city from one of the cells which always loads. If an NPC falls into the box, they will be returned to their editor location and then be able to resume their schedule as normal from there. (Bug #28929) Magic, Perk & Skill Fixes Dragons could be slowed in flight by the application of a frost effect due to missing keywords to prevent this, as the equivalent effect from the Dawnguard DLC is set up for. [FrostSlowFFAimed] (Bug #110) [This fix appeared first in USKP 1.2 but was never documented] Papyrus Fixes MGRitual05DragonScript: When a dragon respawns, the DoOnce property needs to be reset to 0 so that the newly respawned dragon can allow a Heartscale to be taken. (Bug #28845) Quest Fixes Delphine could apparently become stuck on rare occasions when entering Sky Haven Temple for the first time. She is supposed to light some braziers but apparently can fail to equip a torch first, which is required for the sequence to flow properly. [MQ203SkyHavenEntryScene] (Bug #28861) Dark Ancestor (FreeformFalkreathQuest03B) does not stop when it should, and Vighar's alias is thus not properly cleared at the end which causes him to "respawn" due to the unique name override in the alias. The alias also needs to be flagged to clear the text on removal. (Bug #28953) [NR] When the player kills an NPC, the game has the chance of generating a "letter of gratitude" from one of the NPCs enemies [Quest WIKill04]. It was apparently possible for the player themselves to be set as the enemy which would make collecting the reward for the kill impossible. The "Enemy" alias will now prevent the player from satisfying the conditions. (Bug #28980) DialogueOrcsBlacksmith: A new dialogue response needed to be created to account for the possibility that the Orc blacksmith the player speaks to is male. Proper condition checks needed to be added to both the existing response (0008CBB8) and the new response (06010559). (Bug #25563) Placement/Layout/Ownership and other World Object Fixes 001054CB, 001054CD, 001054CA, 001054CC, 001054CE: Parts for the swinging blade trap on the second level of Kilkreath Ruins that were incorrectly set up as a pressure plate system which causes the blades to only swing through once after breaking the tripwire. The lever at the end of the hall also wasn't working because of this. (Bug #27172) Several placed references of the RemovableTorchSconce01 activator that were added in the DLCs never got the fix to set them to not respawn, and thus were contributing slightly to save bloat. 00041e5c: Assigned to an alternate room bounds due to the ceiling tile disappearing. (Bug #28858) 000a1e13: Wall filler piece that needed to be moved slightly to close a gap. (Bug #28922) 0006C268: Table assigned to alternate room bounds in Shroud Hearth Barrow so it doesn't vanish when viewed. (Bug #28902) 000ADF4F: Rotated a rock pile slightly to remove a texture clash on the road. (Bug #28594) 03011F51, 030124A3, 03016CF7, 03017244: Raised sconces that were clipping with jugs. (Bug #28530) [NR] 000E4132, 000E4148, 000E45AD, 000E45C3: Disabled several duplicated shackles in Valthume. (Bug #28862) 000601E8, 000601E9, 000601FA, 0006EAFC, 0006EAFF, 0006EB0C: Misplaced crops. (Bug #28916) Text Fixes DA05HircinesRingCursed: "Causes the wearer to randomly become a werewolf" -> "Causes the wearer to randomly become a werewolf." (Bug #28498) DA05HircinesRing: "Provides additional transformations for werewolves" -> "Provides additional transformations for werewolves." (Bug #28498) Book0MysteryOfTalaraV1: "Before the March had danced it way into the palace gates, she had all but forgotten the encounter." -> "Before the March had danced its way into the palace gates, she had all but forgotten the encounter." / "Not a one of lust as she had experienced before, but one of small fondness, a dutiful kiss." > "Not one of lust as she had experienced before, but one of small fondness, a dutiful kiss." (Bug #28503) MQ103RikkeIntroTopic: "Welcome to the Legion, auxiliary. Listen up." > "Welcome to the Legion, Auxiliary. Listen up." (Bug #28604) CW02ARank: "You called me auxiliary?" > "You called me "Auxiliary?"" (Bug #28605) MQ103RikkeAtKorvanjundTopic: "You ready, auxiliary?" > "You ready, Auxiliary?" (Bug #28606) CW02A [0005AEBC]: "See what you can figure out auxillary, I'm going to check out these carvings over here. Let me know if you find something." > "See what you can figure out, Auxiliary. I'm going to check out these carvings over here. Let me know if you find something." (Bug #28607) DLC2RRF07Book: "But it is huge! It could take me all night!" > "But it is huge! It could take me all night!" / "I'll satisfy the mistress's cravings later." > "I'll satisfy the mistress' cravings later." (Bug #28844) C00KodlakBackToThePlayerTopic [000A3E72]: "Oh you're back. Do you still think you could stand as a Companion?" > "Oh, you're back. Do you still think you could stand as a Companion?" (Bug #28863) C00EorlundIntroTopic: "I'm guessing you're the newcomer then?" > "I'm guessing you're the newcomer, then?" (Bug #28864) DLC2RR02AdrilFoundOutBranchTopic01: "So Geldis's plan worked, eh? Everytime we tried it, no one would ever show up." > "So Geldis' plan worked, eh? Every time we tried it, no one would ever show up." (Bug #28962) MS01MargretInfoInvisibleContinue: "I'm one of General Tullius's agents." > "I'm one of General Tullius's agents." (Bug #28963) DialogueGenericUniqueVoices [000A6BB6]: "Come, taste darkness's embrace!" > "Come, taste darkness' embrace!" (Bug #28964) DLC2RRFavor04DrinkBranchTopic [04024DCA]: "Sorry, I'm always on duty and I don't wish to have my brain addled by Geldis's strange concoctions." > "Sorry, I'm always on duty and I don't wish to have my brain addled by Geldis' strange concoctions." (Bug #28965) DLC2RRFavor06Goodbyes [04033CFC]: "It might take more than a simple request to change Geldis's mind." > "It might take more than a simple request to change Geldis' mind." (Bug #28966) MQ302CouncilBlockingTopic [00088992]: "The look on Tullius's face while the Greybeard read the terms was worth the trip." > "The look on Tullius' face while the Greybeard read the terms was worth the trip." (Bug #28967) DialogueSolitudeErikurBranch2Topic [000AF487]: "The Thanes have every confidence in General Tullius's leadership." > "The Thanes have every confidence in General Tullius' leadership." (Bug #28968) CW03 [000DA230]: "Then might I urge you to consider General Tullius's request?" > "Then might I urge you to consider General Tullius' request?" (Bug #28969) MQ102A [0002C44E]: "I don't know where to start. You know I was assigned to General Tullius's guard." > "I don't know where to start. You know I was assigned to General Tullius' guard." (Bug #28970) MG01 [Stage 20]: "In order to join the College of Winterhold, I need to show I'm capable of simple magic by casting a Magelight spell.." > "In order to join the College of Winterhold, I need to show I'm capable of simple magic by casting a Magelight spell." / [Objective 23]: "Cast a Fear Spell" > "Cast a Fear spell" (Bug #28971) DialogueRiftenHellos [00065C69]: "I trust the day's found you well, thane." > "I trust the day's found you well, Thane." / [00065C6A]: "How do you do, thane?" > "How do you do, Thane?" / [000DA659]: "A pleasure, thane." > "A pleasure, Thane." / [000E156E]: "I hope you're finding the city in proper order, thane." > "I hope you're finding the city in proper order, Thane." (Bug #28981) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  4. Version 4.2.3

    3731 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
  5. Version 2.1.1a

    4285 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.
  6. Version 3.0.15

    19081 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.
  7. Version 3.5.6b

    14817 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.
  8. 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.
  9. 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.
  10. 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 TES Alliance The Assimilation Lab 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! v1.5.9 (2016-08-13) USIP Changes/Fixes The USIP edited Haskill’s suit, Thadon’s robe, and Syl’s dress to show the wearer’s arms in first-person; however, the meshes were partitioned incorrectly, causing the wearer’s entire body to render while in first-person view. Now only the arms will render, as intended (Meshes\Clothes\SEHaskill\Suit.nif, Meshes\Clothes\SEDuke\Robe.nif, and Meshes\Clothes\SEDuchess\Dress.nif). NPC, Creature & AI Fixes Reverted a dirty change to the Bandit Wizard class. Quest & Dialogue Fixes It was possible to escape the Palace through Xirethard during “The End of Order.” Mesh & Texture Fixes Corrected Haskill’s hands floating in his sleeves (Meshes\Clothes\SEHaskill\Suit.nif). Corrected the female Apostle robe having no legs underneath the robe; also corrected emissive settings so that the runes glow as they do on the male robe (Meshes\Clothes\Apostle\ApostleRobeF.nif). Text & Subtitle Fixes “While I believe that you should be attending to your duties…” -> “While I believe you should be attending to your duties…” Grommok’s Journal: “Sure enough, not only did it do more frost damage than normal...” -> “Sure enough, not only did it do frost damage like normal...” The previous version history can be found here as it is too large to put in one post.
  11. Unofficial Oblivion DLC Patches By Quarn, Kivan, Arthmoor, and PrinceShroob 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 TES Alliance The Assimilation Lab Knights of the Nine bugs fixed (v1.1.9): Corrected the dead versions of Errandil and Ohtesse looking nothing like them. Corrected the Prophet mispronouncing “Adabal-a” as “Abadal-a” (Sound\Voice\Knights.esp\Imperial\M\NDConversations_NDProphetSpeechUmaril_00002A5D_1.mp3 and NDConversations_NDProphetSpeechUmaril_00002A5D_1.lip). Corrected several responses to the “Prophet” topic that set a quest stage suggesting that the player go listen to his preaching only appearing after the player had already met the Prophet and agreed to quest for the Crusader’s Relics. The Prophet’s “loremasters” speech will no longer link back to his main speech – if this happened, and his speech tried to link to the “loremasters” rant again, it would cause him to say goodbye to himself. “Look well upon the Chapel of Dibella…” -> “Look well upon this Chapel of Dibella…” “Repent! I say again, REPENT!” -> “Repent! I say, REPENT!” “Umaril -- yes, your children know that name…” -> “Umaril -- yes, your children know that name…” (extra space) Horse Armor bugs fixed (v1.0.9): Corrected the plugin’s quest triggering prematurely (other plugins had conditions which prevented them from starting until the player left the Sanctum). The Orrery bugs fixed (v1.0.7): Corrected the plugin’s quest triggering prematurely (other plugins had conditions which prevented them from starting until the player left the Sanctum). Thieves Den bugs fixed (v1.0.15): Corrected the plugin’s quest triggering prematurely (other plugins had conditions which prevented them from starting until the player left the Sanctum). Corrected changes from version 1.0.14 not being mirrored into the SSSB plugin. The previous version history can be found here as it is too large to put in one post.
  12. 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
  13. 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:
  14. Version 1.1

    70 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
  15. 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
  16. Version 1.2.1

    8770 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.
  17. Version 1.5.9a

    4775 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.
  18. Version 24

    4632 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) If you find any bugs with the fixes or any bugs with the official mods themselves please report them in the Official forum thread. Complete changelog
  19. 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.
  20. 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.)
  21. 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.
  22. 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.
  23. Version 1.0

    114 downloads

    Compatibility patch for CRF and Elemental Staves
  24. Version 1.0

    135 downloads

    Add's staff enchanter recipes for the new Cutting Room Floor Staves Requires Dragonborn and Cutting Room Floor.
  25. Unofficial Dragonborn 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 Dragonborn DLC. USKP Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Dragonborn. If you're experiencing a bug with Dragonborn, 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 "Dragonborn DLC" option to tag your report for Dragonborn. 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 UDBP Fixes A navmesh connection on the Windhelm docks had become broken at some point and needed to be repaired. Actor Fixes Corrected several male bandits that improperly had "opposite gender anims" set. Audio Fixes Several vanilla combat taunts were broken by the DLC when it deleted a topic. The topics were recreated in the DLC with new IDs but the audio files are missing and needed to be copied over from vanilla in order to work. (sound\Voice\Dragonborn.esm\MaleSoldier\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\FemaleOrc\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\MaleNord\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\FemaleCommander\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\FemaleEvenToned\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\MaleCondescending\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\MaleCommander\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\MaleSlyCynical\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\MaleCommoner\dgintimidatequest__00028EAB_1.fuz) (Bug #19211) Item Fixes DLC2ChitinHeavyBootsAA had incorrect footstep sounds set. (Bug #19356) DLC2SkaalChildShoesAA had no footstep sounds set. (Bug #19356) DLC2SkaalHatArgAA, DLC2SkaalHatKhaAA, DLC2TemplePriestHoodKhaAA, and DLC2TemplePriestHoodArgAA all incorrectly had races other than what could wear them set. (Bug #19356) Draw and sheathe sounds have been removed from DLC2BoundWeaponDagger and DLC2BoundWeaponDaggerMystic to fit with the previous weapon test done on the Bound Sword. (Bug #19259) Numerous armor add-ons that were hiding amulets and shouldn't, along with numerous add-ons that display them and shouldn't, have been corrected. Magic, Skill & Perk Fixes DLC2FortifyOnehandedFFSelf, DLC2FortifySpeechcraftFFSelf, DLC2ResistMagicFFSelf, and dlc2MerchBowOfTheStagBlessEffect were all erroneously set in the Restoration school. (Bug #18867) Quest Fixes Corrected Falx Carius' alert lines not having random flags. Script Fixes DragonActorScript: Scenes for when the player kills a dragon and starts to absorb the soul are skipping dialogue due to the order of two statements in the OnDeath event. (Bug #19214) Placement/Layout/Ownership and other World Object Fixes 030186B0, 030186B1: Dwemer lift housing rotated out of position with visible gaps. (Bug #19016) 030186B4: Lift platform does not match the type used on the inside of the structure. (Bug #19016) 030353cc, 030353c7, 030353aa, 030353a9, 0302c1b1, 0302c1b0, 0302c1a8, 0302c1a7: Exploding Riekling barrels which were not set up correctly. (Bug #14968) 0303ACEA, 0303ACEB: Sacks clipping with each other. (Bug #19425) The complete changelog is available here.

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