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Found 26 results

  1. Version 4.2.2

    3432 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
  2. Unofficial Skyrim Special Edition Patch Version: 4.2.2 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. Actor Fixes When killing a dragon for the Alteration Ritual Spell quest it was not possible to collect a dragon scale if Kahvozein's Fang was being dual-wielded in the player's left hand. (Bug #28425) Location Fixes ShroudHearthBarrowLocation had an incorrect world location marker set. (Bug #27981) Fort Fellhammer was incorrectly set as part of Winterhold's location when it's in The Pale. (Bug #28080) Grass density in the Soul Cairn was adjusted when SSE first released but is also responsible for a serious drop in frame rates. Since Bethesda intends for the grass to be upgraded there we've reduced the density down to 50. The original value for Skyrim LE was 35. If 50 proves to still be too high we can adjust this downward in a future update. (Bug #26629) Quest Fixes The final rumor for when Rieklings have taken over Thirsk could never play due to being listed after the end of the random selections. (Bug #28409) When advancing through Summerset Shadows (TGTQ04) it is sometimes possible to burn the banner before being prompted to do so, and then end up with the objective stuck in the journal after it comes up. This is due to the quest making use of terribly imprecise update timers. These update timers have been replaced with trigger boxes to advance things in a way that's unlikely to break due to timing issues. (Bug #27590) Papyrus Fixes TrapTriggerBASE: The lastTriggerRef property was not being cleared when cells detached, which would leave behind persistent references that consume undue memory resources. (Bug #28300) [NR] DLC2DialogueRRQuestScript: Fixed an error in resetting the followers array due to a bad cast. (Bug #28454) TrapDweFlamePillar: The OnLoad() event was attempting to manipulate animation graph variables that don't exist and are never used elsewhere in the code. (Bug #28456) Placement/Layout/Ownership and other World Object Fixes 000B9771: Moved a trigger in Saarthal away from the walls to prevent a possible means to trigger it accidentally and trapping the player. (Bug #27878) 000F85E6: Statue head assigned to the wrong room bounds which caused it to disappear sometimes when viewed. (Bug #28175) 00058ee3: Expanded the size of this trigger box as a possible solution to Karliah leaving Nightingale Hall after pulling the chain to enter the chamber. (Bug #18354) 04034ED7: Dragon mound with invalid script set on it. (Bug #28455) 000D97D9: Misplaced dummy battleaxe. (Bug #28101) 04039B88: Floating bedroll. (Bug #28118) 0401FA70: Table clipping with a boulder. A number of items (0401FA75, 0401FA76, 0401FA77, 0401FA78, 0401FA79, 0401FA7A, 0401FA7B, 0401FA7C, 0401FA7D, 0401FA7E, 0401FA7F, 0401FA80, 0401FA81, 0401FA82, 0401FA83, 0401FA91, 0403BD3E ) on and near the table needed to be adjusted along with it. (Bug #28119) 000D97B3, 0402680B, 0402680C, 0402680D: Misplaced shovels. (Bug #28119, Bug #28101) 0403AB70, 0403AB77, 0403AB78, 0403AB7A, 0403AB7D: Misplaced urns. (Bug #28124, Bug #28120) 05098652: Rock placed to hide a stray water tile on a rock that wasn't intended to be there. (Bug #28135) 0006523C: Floating mine pillar. (Bug #28128) 000677EF: Floating rock pile. (Bug #28128) 000EE6B3: Misplaced pickaxe. (Bug #28128) 050A2851: Dirt mound placed to cover gap in cave floor. (Bug #28128) 000BAAB9, 000BAAC4, 000BAAC5, 000BAAC6: Floating bedrolls. (Bug #28129) 0010040B: Floating grindstone. (Bug #28129) 0010040D: Misplaced leather strip. (Bug #28129) 000D85CE: A table was floating slightly above the floor. A number of items (000D85CB, 000D85CD, 000D85CF, 000D85D0, 000D85D2, 000D85D5, 000D85D6, 000D85D7, 000D85D8, 000D85D9, 000D85DA, 000D85DB, 000D85DC, 000D85DD, 000D85DE, 000D85DF, 000D85E0, 000D85E1, 000D9B46, 00109FD0) on top needed to be adjusted along with it. (Bug #28220) 000D8AC5, 000D8AC6, 000DBCDB, 000E3571: Floating rugs. (Bug #28220, Bug #28129) 0003ED77, 0004043B, 000BF23A, 000D97FC, 000EDFAC, 000F5792, 0403AB9F, 0403ABA2: Misplaced lanterns. (Bug #28229, Bug #28220, Bug #28130, Bug #28128, Bug #28122, Bug #28121, Bug #28101) 0003ED9C: Misplaced wooden ladle. (Bug #28229) 00040416, 000BF2D7, 040352BC, 040352BD, 040352BE: Misplaced tankards. (Bug #28229, Bug #28220, Bug #28122) 000A8C74: Adjusted a clipping bookshelf and the items (000A820B, 000A8213, 000A8216, 000A8217, 000A821C, 000A8227, 000A8230, 000A8236, 000E8152) placed on it. (Bug #28229) 001063B0, 0010669A, 001066DD: Misplaced chicken nests. (Bug #29330, Bug #29229, Bug #28130) 00038C0E, 00083921, 0008699F, 0008E5F9, 000E019E, 000F6576, 0401FA96: Misplaced buckets. (Bug #28231, Bug #28230, Bug #28229, Bug #28130, Bug #28119) 0006280B, 000E7427, 000E7431, 000E7432, 000E7433, 000ECD3A, 000ECD3B, 001063B1, 001063B2, 001063B3, 00106698, 00106699, 001066DA, 001066DB, 001066DC: Floating hay mounds and a hay bale. (Bug #28294, Bug #28230, Bug #28229, Bug #28130, Bug #28128, Bug #28126) 00063716, 000710B4, 000710E5, 00075163, 000E040A, 000E6265: Misplaced chests. (Bug #28294, Bug #28229, Bug #28220, Bug #28130) 00103712, 00103737: Wood chopping block clipping with wall. Its collision marker needed to be expanded as a result. (Bug #28294) 0006DC97, 000C7A6A, 000C7A6D, 000C7A74, 000C7A75, 000EA73A: Adjusted a clipping dresser. Several items on top and near it needed to be adjusted along with it. (Bug #28295) 000A6E7E, 000A6E80, 000C8343, 000C8344, 000C8F1C, 000C8F1D, 000CB4C6, 040352A8, 040352AF: Misplaced candles. (Bug #28296, Bug #28295, Bug #28122) 000C8347, 000CB4B4, 001063C0, 0403D1F3, 0403D1F4: Misplaced books. (Bug #28296, Bug #28295, Bug #28121) 000D471C: Misplaced shelf. (Bug #28296) 000C8F03, 000D8ABE: Misplaced benches. (Bug #28296, Bug #28220) 00038B69, 0003C314, 0003EDB4, 00079526, 00079527, 000B510A, 000B5112, 000BF2FC, 000BF2FD, 000BF2FE, 000D4787, 000EE676, 0403523B, 04036F2D: Misplaced baskets. (Bug #28297, Bug #28296, Bug #29230, Bug #29229, Bug #29220, Bug #28128, Bug #28124, Bug #28121, Bug #28100) 0007CE9A, 000C8F18, 000C8F19, 000CD42F: Misplaced dressers and wardrobes. (Bug #28297, Bug #28296) 000BF23A, 000CD436: Misplaced coin purses. (Bug #28297, Bug #28220) 000CD45E: Misplaced troll skull. (Bug #28297) 000D2409: Misplaced lute. (Bug #28297) 000E4B11, 000E4B64, 000E4BB0, 000E4BB5, 000E4BE3, 000E4BF5, 000E4C15, 000E4C2A, 000E4C30: Several tables and shelves were clipping with walls. A number of items (000E4AEA, 000E4AEB, 000E4B13, 000E4B14, 000E4B15, 000E4B16, 000E4B17 000E4B1F, 000E4B65, 000E4B66, 000E4B67, 000E4BB1, 000E4BB2, 000E4BB6, 000E4BB7, 000E4BB8, 000E4BB9, 000E4BBA, 000E4BDB, 000E4BE2. 000E4BE4, 000E4BE5, 000E4BE6, 000E4BF5, 000E4C06, 000E4C07, 000E4C08, 000E4C09, 000E4C0D, 000E4C0E, 000E4C11, 000E4C12, 000E4C17, 000E4C18, 000E4C19, 000E4C1A, 000E4C1D, 000E4C1E, 000E4C20, 000E4C25, 000E4C28, 000E4C29, 000E4C2B, 000E4C2C, 000E4C2D, 000E4C2E, 000E4C2F, 000F52AD) on top of and near them needed to be adjusted as well. (Bug #28297) 0001CB9C, 0001F228, 0003713C, 0003713D, 00038BD3, 0003C331, 0004D74E, 00051103, 0005C011, 0005C67F, 0005C770, 0005D2C2, 0005D41F, 0006280A, 000651C4, 000651C5, 000651CB, 0006B08B, 0007115D, 00079523, 00079524, 00079525, 0007CECB, 000831F0, 000831F1, 000831F2, 000831F3, 000831F4, 000831F5, 00083200, 000832C3, 000832C4, 0008330C, 0008330D, 0008330F, 00083310, 000838DE, 000838DF, 000838E0, 0008390D, 0008390E, 00086528, 000867CB, 000867CC, 0008E57B, 000A8C20, 000A8C41, 000A8C6B, 000A8C6C, 000A8C6D, 000A8C6E, 000A8C6F, 000A9028, 000A9038, 000A903E, 000A903F, 000A9040, 000A9DC3, 000A9EED, 000B0133, 000B0135, 000B1128, 000B1129, 000B3B48, 000B3B49, 000B3B4B, 000B3B4C, 000B3B4E, 000B8065, 000BF232, 000BF233, 000BF234, 000BF235, 000BF238, 000BF23B, 000C60F4, 000D23E9, 000D23EA, 000D23EB, 000D6311, 000D6AA1, 000D6AA2, 000DD6FE, 000DD6FF, 000DD70E, 000DD72B, 000DD72C, 000DD72D, 000DDA93, 000DDA94, 000DDA95, 000DE658, 000DE659, 000E019F, 000E020F, 000E52C4, 000E7E3C, 000EB48C, 000EB491, 000EB492, 000EDFA4, 000EDFA5, 000EE04B, 000EE04C, 000EE6AB, 000EE6AD, 000EE6BD, 000EE779, 000F648F, 000F6490, 000F58C6, 000F6582, 000F666E, 001033BB, 04019A40, 0401FA95, 040335D4, 04034BF0, 04035237, 04035238, 04035239, 0403526A, 0403527B, 0403527C, 04035296, 040352A2, 040352A3, 040352AE, 040352E7, 040352ED, 04035949, 0403594D, 04035DEA, 04035DEB, 04035FAB, 0403600E, 0403602B, 04036056, 0403608C, 04036E95, 04036EE5, 04036F01, 04036F02: Misplaced barrels. (Bug #28298, Bug #28297, Bug #28296, Bug #28294, Bug #28231, Bug #28230, Bug #28229, Bug #28220, Bug #28130, Bug #28129, Bug #28128, Bug #28126, Bug #28124, Bug #28123, Bug #28122, Bug #28121, Bug #28120, Bug #28119, Bug #28118) 0003F07F, 00083300, 000A6E7C, 000CB42F, 000CB435, 000CB436, 000CD42C, 000CB514, 000E28CB, 0010040E: Misplaced tables. (Bug #28298, Bug #28297, Bug #28295, Bug #28231, Bug #28229) 0003FC60, 0004056D, 00044923, 00044924, 00044925, 0008658F, 00086590, 0008E5DA, 000BF236, 000BF237, 000BF239, 000BF23D, 000BF23E, 000BF23F, 000BF240, 000BF241, 000CA104, 000CC2E3, 000CC2E4, 000CD446, 000CD447, 000D978C, 000D978D, 000D2502, 000D2503, 000DB587, 000DB588, 000DBCFB, 000DBCFC, 000DBCFD, 000DBCFE, 000DBCFF, 000DBD00, 000DBD01, 000DCBF3, 000DD470, 000DD471, 000DD472, 000DD473, 000DD474, 000DD475, 000DD476, 000E2B5F, 000E2B61, 000E7E40, 000F5D74, 000F5D75, 000F5D76, 000F5D77, 000FB854, 000FB858, 000FB859, 04036EF1: Misplaced sacks. (Bug #28298, Bug #28297, Bug #28231, Bug #28229, Bug #28124, Bug #28220, Bug #28101) 0004D74A, 0004D74B, 000795A1, 000CB58A: Misplaced firewood piles. (Bug #28298, Bug #28297, Bug #28294) 000616FF, 000A8C79, 000C7A99, 000C7A9D, 000CB430, 000CB439, 000CB515, 000CB6F3: Misplaced chairs. (Bug #28298, Bug #28296, Bug #28295, Bug #28229) 000838E1, 000838E2, 000838E3, 001033BE, 000B5109, 000B510B, 000B510C, 000B510D, 000B510E, 000B510F, 000B5110, 000B5111, 000B5113, 000B5114, 000B5115, 000B5116, 000B5117, 000B5118, 000B5119, 000B511A, 000B511B, 000B511C, 000B511D, 000B511E, 000B511F, 000B5120, 000B5121, 000B5122, 000C8390, 000C8391, 000CA109, 000CA10C, 000CA10D, 000CA10E, 000CA10F, 000CB4CF, 000CB4D1, 000CB4D3, 000CB4D4, 000CB4D5, 000CB4D6, 000CB65E, 000CB65F, 000CB660, 000CB661, 000CD483, 000D2414, 000D241B, 000D241C, 000D47DB, 000D47DC, 000D47DD, 000E4C64, 000E4C65, 000E4C66, 000E4C67, 000E4C68, 001033BF: Misplaced drinks, food, ingredients, and potions. (Bug #28298, Bug #28296, Bug #28295, Bug #28231, Bug #28230, Bug #28100) 000A36A4, 000CB589, 000D978A, 000D978B, 000D978E, 000DCBF2, 000DCBF3, 000E2B5E, 000EDFA8, 000EDFAB, 000EE6AA, 000EE6CA, 000FB854, 000FB857, 04034BD6, 0401FAA5: Misplaced crates. (Bug #28298, Bug #28229, Bug #28130, Bug #28128, Bug #28126, Bug #28119, Bug #28101) 000C0E68, 000CA061: Floating bed. (Bug #28298, Bug #28126) 000C8350, 000C8351, 000C8F1E, 000C8F1F, 000C8F20, 000C8F21, 000CA100, 000CA108, 000CB4A9, 000CB4B5, 000CB4C4, 000CB58A, 000CB5B0, 000CB5B1, 000CB5B2, 000CB5B3, 000CB5B4, 000CB5B5, 000CB5B6, 000CD435, 000D23FD, 000D477E, 000D477F, 000D4780, 000D4781, 000D4782, 000D4783, 000D4785, 000D4786, 000DCC0A: Misplaced bowls, candlesticks, cups, goblets, jugs, and plates. (Bug #28298, Bug #28297, Bug #28296, Bug #28295, Bug #28119) 00107F4B, 00108A99, 00108A9C: Floating snow drifts. (Bug #28299) 0500BD5B, 05010808, 050ACA5A, 050ACA5B: Rocks placed to cover up exposed gaps. (Bug #28421, Bug #28256, Bug #28228) 0500A36E, 0500BD5C, 0500BD5D: Rock piles placed to cover terrain gaps. (Bug #28427, Bug #28257) 00031007, 0003100D, 0006A3A3, 000830D5, 000C43D9, 000C43DA, 000D3B28, 000EE894, 000F0B7D, 000F0BB0, 000F0BDD, 000F6FE5, 000F6FE6, 000F6FE9, 000F6FEA, 000F6FEC, 000F6FED, 000F6FEE, 01001038, 01001047, 01001049, 0100122E, 0100122F, 0100187A, 01002873, 01002874: Misplaced thickets, shrubs, and other plants. (Bug #28442, Bug #28254) Text Fixes DLC2DialogueRavenRock [04018EEB]: "Allow me to apologize for Crescius's behavior, I'm afraid he hasn't been himself lately." -> "Allow me to apologize for Crescius' behavior. I'm afraid he hasn't been himself lately." (Bug #27953) DLC2DialogueRavenRock [04018EEA]: "I don't know what you did in those mines, but it put a smile on Crescius's face." -> "I don't know what you did in those mines, but it put a smile on Crescius' face." (Bug #27954) DLC2RR03Hellos [04020EB2]: "My apologies for Crescius's ravings." > "My apologies for Crescius' ravings." (Bug #27955) CityMarkarth06: ""Blood and silver are what flows through Markarth...." -- popular saying" -> ""Blood and silver are what flows through Markarth..." -- popular saying" (Bug #27956) Book2CommonLegendofRedEagle: "The cowl was thrown back in the dim light, and she revealed herself to be one the ancient and venerable Hagravens." -> "The cowl was thrown back in the dim light, and she revealed herself to be one of the ancient and venerable Hagravens." (Bug #28097) CaravansTopicsKharjoTopic: A word of advice, my friend -- do not mix gambling and drink. Taken together, they will empty your pockets of every septim." -> "A word of advice, my friend -- do not mix gambling and drink. Taken together, they will empty your pockets of every septim." (Bug #28099) HirelingQuestErikSlayerTopic: "Father says I should pick a name that describes what I really am, but nobody's going to hire Erik Greenthumb or Erik Hoe-pusher." -> "Father says I should pick a name that describes what I really am, but nobody's going to hire Erik Greenthumb or Erik Hoe-pusher." (Bug #28108) DA07BookMythicDawnCommentariesV2: "Tides of dreugh:" > "Hides of dreugh:" (Bug #28144) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  3. Unofficial Fallout 4 Patch Version: 2.1.0 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 DLC04_PA_Material_Placeholder: A previous attempt at invalidating this duplicated sugar bomb paint job by removing its material association keywords (UFO4P 2.0.6) had not the desired effect. This fix has been improved now by adding a custom material association keyword that does not exist on any power armor part (Bug #23662). DLC04:DLC04_RQ_QuestScript: A sanity check added by UFO4P 2.0.9 was not working as intended. This has been corrected (Bug #27249). Actor Fixes Ol' Rusty in Vault 81 is missing his expected thruster unit. (Bug #27928) Audio Fixes Several of Jake Finch's audio recordings in DN121 were spliced to correct minor errors. (Sound\Voice\Fallout4.esm\MaleEvenToned\0002C623_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\000461C1_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\00133BF9_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\00133C38, Sound\Voice\Fallout4.esm\MaleEvenToned\001A94DC_1.fuz) (Bug #27578) An audio recording in DN121 where the player character is intended to "remain silent" mistakenly has a breathing sound recorded. (Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002A8FF_1.fuz) (Bug #27579) One of the voice recordings in a shared raider greeting topic in DLC04SettlementFF01 doesn't match the others. (Sound\Voice\DLCNukaWorld.esm\DLC04GangPackMale01\06039276_1.fuz) (Bug #27598) One of the voice recordings in a shared Gunner hello topic in RECampSC03 doesn't match the others. (Sound\Voice\Fallout4.esm\GunnersMale02\001ABFA0_1.fuz) (Bug #27754) Audio corrected in two shared dialogue topics in GenericMerchantsScene where the recording doesn't match the others. (Sound\Voice\Fallout4.esm\MaleRough\000792D7_1.fuz, Sound\Voice\Fallout4.esm\MaleRough\000792D9_1.fuz) (Bug #27863, Bug #27862) Several shared greetings in FFDiamondCity12 had audio recordings that didn't match each other or the subtitle. (Sound\Voice\Fallout4.esm\FemaleRough\00153751_1.fuz, Sound\Voice\Fallout4.esm\MaleRough\0015374E_1.fuz, Sound\Voice\Fallout4.esm\MaleBoston\0015374D_1.fuz) (Bug #27882, Bug #27881, Bug #27880) One of John's greetings in FFDiamondCity12 had a minor audio error. (Sound\Voice\Fallout4.esm\NPCMJohn\00153764_1.fuz) (Bug #27883) One of the recordings in BeckyGreetScene didn't make sense grammatically and has been replaced with another nearly identical splice that didn't have the error. (Sound\Voice\Fallout4.esm\NPCFBeckyFallon\001363A2_2.fuz) (Bug #27884) An audio recording in RESceneLC01_Scene has been corrected where the last word was mistakenly cut out. (Sound\Voice\Fallout4.esm\MaleEvenToned\00180074_1.fuz) (Bug #27895) Audio corrected in several shared settler dialogue topics where the recordings don't match the others. (Sound\Voice\Fallout4.esm\FemaleBoston\001866AA_1.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\00186A44_1.fuz, Sound\Voice\Fallout4.esm\FemaleOld\00186A44_1.fuz, Sound\Voice\Fallout4.esm\FemaleOld\00186A50_1.fuz , Sound\Voice\Fallout4.esm\MaleBoston\0009A100_1.fuz, Sound\Voice\Fallout4.esm\MaleBoston\0009A0FF_1.fuz) (Bug #27902, Bug #27815, Bug #27814, Bug #27711, Bug #27710) The two audio recordings for a shared hello topic in DialogueDiamondCityMayorWallSpeech didn't match each other. (Sound\Voice\Fallout4.esm\MaleEvenToned\00059AA5_1.fuz) (Bug #27912) One of Yefim Bobrov's greetings in DialogueDiamond City had a minor audio error. (Sound\Voice\Fallout4.esm\NPCMYefimBobrov\000ECDC8_1.fuz) (Bug #27941) A shared hello topic for Diamond City residents had an audio recording that didn't match the other voices or the subtitle. (Sound\Voice\Fallout4.esm\FemaleRough\000A93A0_1.fuz) (Bug #27942) Corrected audio in various shared male and female player character dialogue topics where the recordings don’t match each other, don’t match the subtitle, and/or don’t make sense grammatically. (Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00093E6A_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000673EE_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00149CB9_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00149CBA_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00149CB6_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00149CB4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00022D60_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00022D51_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00022D5C_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00022D58_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00147AC1_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00147AB4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00147AB4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0015BD43_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00147AD9_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0008BB2E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0008BAB5_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0008BA8D_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0008BA7E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0001F14F_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0001F14F_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000A56D3_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0001AC03_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0001AC02_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0001F730_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00180078_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00180078_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0017E75A_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\001C40B6_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000D3864_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000CEA98_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000BAD08_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0019FDDF_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00051807_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002D985_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0014ADDE_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0019FDE3_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0003D608_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00072F11_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001826A9_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000238D1_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000F03F1_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0019C8B2_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0019C8B3_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0011570D_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00177721_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002D986_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002D988_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000A17F8_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000A5198_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000A5198_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00023CB0_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0007879A_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0007878F_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\001196CA_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\001989FD_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0014ABF5_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00133C21_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0002D9F4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00133EA9_1.fuz) (Bug #28000, Bug #27999, Bug #27998, Bug #27995, Bug #27994, Bug #27993, Bug #27975, Bug #27974, Bug #27973, Bug #27972, Bug #27925, Bug #27924, Bug #27923, Bug #27922, Bug #27921, Bug #27920, Bug #27919, Bug #27918, Bug #27902, Bug #27901, Bug #27887, Bug #27886, Bug #27885, Bug #27873, Bug #27872, Bug #27871, Bug #27825, Bug #27824, Bug #27823, Bug #27822, Bug #27819, Bug #27817, Bug #27816, Bug #27766, Bug #27755, Bug #27748, Bug #27733, Bug #27732, Bug #27705, Bug #27560, Bug #27559, Bug #27558, Bug #27657, Bug #27656, Bug #27655, Bug #27654, Bug #27653, Bug #27647, Bug #27631, Bug #27630, Bug #27628, Bug #27600, Bug #27595, Bug #27582, Bug #27581, Bug #27580) Item Fixes The outfits Wastelander01, Wastelander02 and Wastelander02WithHood returned two full body outfits instead of one. The superfluous entries have been removed (Bug #27802). Outfit_CaravanGuard contained two leg armor pieces that cannot be equipped at the same time as the underarmor. This could (but not always did!) result in the actors ending up naked. To fix this, the superfluous leg armor pieces have been removed from the outfit. A retro script will update the caravan guards at run time. For all other actors using this outfit, the fix is not retroactive though (Bug #27378). The disciples, operators and pack armor items and a few miscellaneous Nuka-World clothing items not yet addressed in UFO4P 2.0.9 could not be scrapped. Scrap recipes have been set up as follows: DLC04_Armor_Pack_Heavy_LegLeft, DLC04_Armor_Pack_Heavy_LegRight and DLC04_Armor_Pack_UltraLight_Torso_MasonsNecklace will return one piece of bone. DLC04_Armor_Disciples_Light_Helmet_01/02, DLC04_Armor_Disciples_Light_TorsoLegsUnderarmor_Skirt, DLC04_Armor_NukaGirlOutfit, DLC04_Armor_Pack_Light_Helmet, DLC04_Armor_Pack_Light_Helmet_Hat_01, DLC04_Armor_Pack_Mason, DLC04_Armor_Pack_UltraLight_Torso_02/03, DLC04_Armor_Western_01/02/03/05, DLC04_MS01_ClothesNukaWorldJumpsuit, DLC04_Unique_Eyepatch_Gage and DLC04_Unique_Clothes_WildmanOutfit will return one piece of cloth. DLC04_Armor_Operators_Light_Helmet_Glasses, DLC04_Armor_Operators_Light_Helmet_Goggles and DLC04_MS01Glasses will return one piece of glass. DLC04_Armor_Disciples_Light_ArmLeft_01, DLC04_Armor_Disciples_Light_ArmRight_01, DLC04_Armor_Disciples_Light_LegLeft_01, DLC04_Armor_Disciples_Light_LegRight_01, DLC04_Armor_Disciples_Light_Torso, DLC04_Armor_Pack_Heavy_ArmLeft, DLC04_Armor_Pack_Heavy_ArmRight, DLC04_Armor_Pack_Light_ArmLeft, DLC04_Armor_Pack_Light_ArmRight, DLC04_Armor_Pack_Light_Helmet_Hat_02, DLC04_Armor_Pack_Light_Helmet_MaskAndHat_05, DLC04_Armor_Pack_Light_LegLeft, DLC04_Armor_Pack_Light_LegRight and DLC04_Armor_Western_04 will return one piece of leather. DLC04_Armor_Pack_Light_Helmet_Mask_02, DLC04_Armor_Pack_UltraLight_Torso_01, DLC04_Armor_SpaceSuit and DLC04_Armor_SpaceSuit_Helmet will return one piece of plastic. DLC04_Armor_Disciples_Heavy_ArmLeft_A/B, DLC04_Armor_Disciples_Heavy_ArmRight_A/B, DLC04_Armor_Disciples_Heavy_Helmet, DLC04_Armor_Disciples_Heavy_LegLeft_A/B, DLC04_Armor_Disciples_Heavy_LegRight_A/B, DLC04_Armor_Disciples_Heavy_Torso, DLC04_Armor_Disciples_Helmet_Dixie, DLC04_Armor_Disciples_Helmet_Male, DLC04_Armor_Disciples_Helmet_Nisha, DLC04_Armor_Disciples_Light_ArmLeft_02, DLC04_Armor_Disciples_Light_ArmRight_02, DLC04_Armor_Disciples_Light_LegLeft_02, DLC04_Armor_Disciples_Light_LegRight_02, DLC04_Armor_Gage, DLC04_Armor_Operators_Heavy_ArmLeft_A/B, DLC04_Armor_Operators_Heavy_ArmRight_A/B, DLC04_Armor_Operators_Heavy_LegLeft_A/B, DLC04_Armor_Operators_Heavy_LegRight_A/B, DLC04_Armor_Operators_Heavy_Torso, DLC04_Armor_Operators_Heavy_TorsoLegsUnderarmorSkirt, DLC04_Armor_Operators_Light_ArmLeft_01/02, DLC04_Armor_Operators_Light_ArmRight_01/02, DLC04_Armor_Operators_Light_LegLeft, DLC04_Armor_Operators_Light_LegRight, DLC04_Armor_Operators_Light_Torso_01/02, DLC04_Armor_Operators_Light_TorsoLegsUnderarmorSkirt, DLC04_Armor_Pack_Heavy_Helmet, DLC04_Armor_Pack_Heavy_Helmet_Animal_01/02/03 and DLC04_Armor_Pack_Heavy_Torso will return one piece of steel. DLC04_Armor_Pack_Light_Helmet_Mask_03, DLC04_Armor_Pack_Light_Helmet_MaskAndHat_01/04 and DLC04_Armor_Pack_Light_Torso will return one pieve of wood (Bug #27456). Location Fixes MS19MiscVault81 could complete its objective to visit vault 81 when the player approached Big John's salvage because wilderness cell 2,-13 (just outside of Big John's salvage) was erroneously flagged as belonging to vault 81 location (Bug #27875). Mesh and Texture Fixes Vault 75 has a number of holes in various meshes that needed to be corrected with custom fit pieces. [Meshes\UFO4P\Interiors\Vault\HallRes\VltHallResCorIn01MetalPlateConcrete.nif, Meshes\UFO4P\Interiors\Vault\HallRes\VltHallResCorInHalf03FloorMetalPlateConcrete.nif, Meshes\UFO4P\Interiors\Vault\HallRes\VltHallResWall01MetalPlateConcrete.nif, Meshes\UFO4P\Interiors\Vault\HallRes\VltHallResWallHalf01MetalPlateConcrete.nif, Meshes\UFO4P\Interiors\Vault\HallRes\VltHallResWallInsetHalf01Ceiling.nif, Meshes\UFO4P\Interiors\Vault\HallRes\VltHallResWallWreck01Concrete.nif] (Bug #23813, Bug #23649, Bug #27846) Razorgrain and corn (Meshes\Landscape\Plants\CornStalk01.nif, CornStalk01Empty.nif, CornStalk01Hulk.nif, CornStalk01HulkDebris.nif, CornStalk02.nif, CornStalk02Empty.nif, CornStalk02Hulk.nif, CornStalk02HulkDebris.nif, RazorgrainPlant01.nif, RazorgrainPlant01Empty.nif, RazorgrainPlant01Hulk.nif, RazorgrainPlant02.nif, RazorgrainPlant02Empty.nif, RazorgrainPlant02Hulk.nif) will no longer float when placed on even landscapes (Bug #20487). Papyrus Fixes MQ03CodsworthHolotapeScript: Enabling the holotape by this script never worked because the holotape is enable-parented. To fix this, the enable marker had to be added as a new script property to the holotape alias of quest MQ102 (Bug #27645). DLC03:DLC03MQ06_NukeHandlingScript: Added a missing sanity check (Bug #27847). DLC04:DLC04ArcadeController: Removed the call of a cleanup function from the OnReset() event that was supposed to clear a number of arrays that don't exist after a reset. This could result in massive log spam because this script is extended by more than a dozen of other scripts that run on a myriad of Nuka World references (Bug #27668). DLC04:DLC04_GZNukaGalaxyLightMarkerScript: Added a missing sanity check (Bug #27296) and improved a trigger event that ran more often than required, resulting in much unnecessary script activity and a wall of animation graph errors on the papyrus log (Bug #27297). DLC04:DLC04_GZNukaGalaxySignScript: Added a missing 3D check (Bug #27462). DLC04:DLC04_KK_SceneStarter: Added checks to prevent this script from trying to start or stop scenes on a quest that is not running (Bug #27422). DLC04_NUK001_CrowdManagerQuestScript: Fixed an issue where this script started to spill out of range errors because an external script removed references from a collection alias while this script was looping through it (Bug #25644). DLC04:DLC04_RQ_QuestScript: Added a missing sanity check (Bug #27440). DLC04:DLC04KickOutHandlerScript: Added checks to skip unnecessary event handling once the quest this script is running on has entered its shutdown stage (Bug #27423). DLC04:DLC04MQ05WeatherOverrideScript: Added missing sanity checks (Bug #27457). DLC05:DLC05InitScript: Added a missing sanity check (Bug #27662). DN136_AttackKlaxonDestScript: Fixed animation graph errors, 3D issues and a potential infinite loop issue (Bug #26177). FollowersScript: Actors without a TeleportActorScript attached (e.g. Dogmeat) were never properly teleported because the TeleportActor() function on this script called MoveTo() on the wrong actor instance (Bug #26179). SecurityBarScript: Added missing checks for invalid sound instances (Bug #27646). SuperMutantSuiciderScript: Added an unbound script check (Bug #25871). Quest Fixes RETreasureHuntSC01, RETreasureHuntSC02, RETreasureHuntSC03, RETreasureHuntSC04, RETreasureHuntSC05, RETreasureHuntSC06_DN070: Bodies placed by instances of these quests that did shut down prematurely (this always happens if the player does not take the note before the area unloads) were never cleaned up, and the player could loot truncated notes from them a long time after the quest instances that created them had stopped running. Since it turned out that the cleanup was blocked by the quest items left on the bodies, all quest scripts were modified to remove them before shutting down (Bug #24639). MinRadiantOwned03ChangeLocOnly (Kidnapped Trader) could not be started because the settlement spokesman's dialogue depended on a faulty quest stage check that never returned true (Bug #25210). RRR04 (Mercer Safehouse): Enemies at workshop locations chosen by this quest never clean up because this quest never shuts down. To fix this, RRR04Script has been modified to clear the enemy alias once stage 200 is set (at this point, all enemies are dead) (Bug #25951). A script was added to the Far Harbor NPC collection aliases on DLC03DialogueFarHarbor and DLC03MQ06_WindfarmHandling to remove any actors if they die, so their corpses can be cleaned up by the game eventually and will not stay in the game world forever (Bug #26814) [NR]. DLC04Grandchester: Fixed two null-pointer properties (Bug #27458). MinRadiantOwned10ChangeLocOnly: Removed several lines from the stage 100 and 400 fragments that referenced non-existing quest obectives (Bug #27439). DLC04MS01Post, DLC04MS01BradbertonDies, DLC04MS01SierraAttacks: Fixed scene properties that were mistakenly pointing to a wooden crate (Bug #27556). DLC03MQ06_NukeHandling: Added sanity checks for empty follower aliases to the stage 150 fragment (Bug #26513). DLC06E01: Missing sanity check added to the stage 9000 fragment (Bug #26021). DN028: Removed two lines from the stage 10 and stage 500 fragments that tried to enable/disable the dungeon boss. This does not work (and never did) because this actor is controlled by an enable parent (Bug #26485). DN092: Checks added to the stage 76 fragment to prevent the quest from trying to initiate combat with dead actors (Bug #27661). FFDiamondCity12: Added a check to the stage 35 fragment to prevent the quest from trying to initiate combat with dead actors (Bug #27904). MS11MiscCharleston could complete its objective to check out the USS Constitution when the player approached Faneuil Hall and had not been anywhere near the ship yet. This happened because USSConstitutionLocation consists of two detached cell clusters (one around the pre-quest ship in Charlestown and another around the post-quest ship near Faneuil Hall) and the quest was relying on a default script that only checked whether the player got into the right location but not whether he also was in the right cell cluster. To fix this, a tailored script has been added that performs an appropriate distance check in addition to the location check (Bug #27257) [NR]. Settlements & Workshops WorkshopParentScript: The happiness malus applied to settlements as a penalty for the player killing a protected settler did also apply to synth infiltrators killed during a synth attack although they had their protected flags removed by the synth attack quest scripts (Bug #27621). After workshop attacks, settlers will no longer remain stuck infinitely in a "thank you" dialogue loop. DLC01WorkshopBotRaiderAttack01, DLC01WorkshopBotRaiderAttack02, DLC01WorkshopRobotAttack01, DLC01WorkshopRobotAttack02, WorkshopDeathclawAttack01, WorkshopDeathclawAttack02, WorkshopMirelurkAttack_SI, WorkshopRadScorpionAttack01, WorkshopSupermutantAttack02 and WorkshopYaoGuaiAttack01 were not properly configured to use the shared dialogue topics supposed to set the stage that removes the settlers from the attack specific dialogue faction after having spoken to the player (Bug #20304). The recruitement radio beacon at the Nuka World workshop never played a radio scene because the WorkshopScript running on DLC04RedRocketWorkshopREF had an invalid radio transmitter property specified which was interpreted by WorkshopParentScript as an override transmitter and made it look for an override radio scene that does not exist. To fix this, the offending property on DLC04RedRocketWorkshopREF was cleared and WorkshopParentScript modified to fall back to the generic radio scene in such cases (Bug #27562). WorkshopParentScript: The workshop scripts never intended to create more than one free brahmin for workshops that didn't have one, but used a workshop resource rating value for tracking this. Though, workshop resource rating values don't get updated while a workshop is not loaded, so if the first brahmin was created while it was not loaded, the scripts did continue to create brahmins until the player visited this workshop for the next time. To fix this, WorkshopParentScript does now update the brahmin resource rating value "manually" when a brahmin is created (Bug #27622). Terminal Fixes DLC04GZNukaGalaxy_TerminalLighting: Invalid properties removed (Bug #27295). 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.
  4. Version 2.1.0

    4214 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.
  5. Version 3.0.15

    18975 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.
  6. 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.
  7. Version 3.5.6a

    14743 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

    67 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

    8749 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 1.5.9

    4740 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

    4604 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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