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  1. Unofficial Fallout 4 Patch Version: 2.0.9 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 1.10.138 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 dialogue control quest for the Nuka-World settlement (DLC04DialogueSettlement) would not start on a new game due to an unknown engine bug which interfered with the additional aliases meant to fix the shock collars still being on 3 NPCs after Open Season. (Bug #27239, Bug #27441) Audio Fixes One of the traveler voice recordings in "DLC04DialogueSettlement" doesn't match the other three in a hello topic. (Sound\Voice\DLCNukaWorld.esm\DLC04NPCMTraveler01\06043B28_1.fuz) (Bug #27253) One of the recordings in "Sylvia's Holotape" has a minor audio error between sentences, possibly due to background noise. (Sound\Voice\Fallout4.esm\DN088_NPCMPeteOwens\0008C39E_1.fuz) (Bug #27346) Corrected audio in several shared settler dialogue topics where the recordings don’t match each other and/or don’t match the subtitle. (Sound\Voice\Fallout4.esm\FemaleEvenToned\0009A0FE_1.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\0009C8DB_1.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0009C8DB_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\0009C8DB_1.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\0009A102_1.fuz, Sound\Voice\Fallout4.esm\FemaleBoston\0009A101_1.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0009A101_1.fuz) (Bug #27353, Bug #27350, Bug #27349, Bug #27348) One of the recordings in "Private Murnahan's Holotape" has a minor audio error. (Bug #27366) One of the Brotherhood of Steel soldier audio recordings in "BoSGenericHellos" doesn't match the other three in a hello topic. (Sound\Voice\Fallout4.esm\BoSFemale02\001739A4_1.fuz) (Bug #27373) One of the Brotherhood of Steel soldier audio recordings in "BoS202" doesn't match the other three in one of the quest scenes. (Sound\Voice\Fallout4.esm\BoSFemale02\00065DD2_2.fuz) (Bug #27398) Two of Nisha’s comments in "DLC04_RQ_Manager" are grammatically unsound and required audio splices in order to make sense. (Sound\Voice\DLCNukaWorld.esm\DLC04NPCFNisha\0603E355_1.fuz, Sound\Voice\DLCNukaWorld.esm\DLC04NPCFNisha\0603E327_1.fuz) (Bug #27414, Bug #27402) One of Harvey's audio recordings in "DLC04DialogueHarvey" is grammatically unsound and needed a splice. (Sound\Voice\DLCNukaWorld.esm\DLC04NPCMHarvey\06043BFC_1.fuz) (Bug #27446) One of Aaron Corbett's greetings in "DLC04DialogueSettlement" uses the word "sir" when he addresses the player regardless of whether they’re male or female. This has been fixed by splicing out the word. (Sound\Voice\DLCNukaWorld.esm\DLC04NPCMAaronCorbett\0601E394_1.fuz) (Bug #27532) 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\001632AA_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\060424D2_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\06043C05_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\06037B8E_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\060253B4_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\06043C07_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\06009C83_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000BF950_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000BF94B_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000BF94B_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceMale01\06017FAF_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceMale01\0601802E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\001CD086_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0005FCDA_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00128D35_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00128D34_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\06042380_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01/0604861E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01/0604861E_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceMale01\06048611_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01/0002D98E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01/000A1814_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01/000A1807_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\0601DC65_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceMale01\0601DC65_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\001AC78B_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00186668_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0012AC69_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0012AC4F_1.fuz) (Bug #27455, Bug #27453, Bug #27447, Bug #27445, Bug #27444, Bug #27443, Bug #27437, Bug #27420, Bug #27419, Bug #27418, Bug #27416, Bug #27403, Bug #27401, Bug #27371, Bug #27370, Bug #27340, Bug #27339, Bug #27338, Bug #27323, Bug #27321, Bug #27319, Bug #27252, Bug #27233, Bug #27232, Bug #27231, Bug #27230) Item Fixes ClothesMilitaryFatigues was missing instance naming rules (Bug #26816). LLI_Armor_Raider_Boss_Outfit was using the wrong epic chance global (LL_EpicChance_Boss instead of LL_EpicChance_Armor_Boss). The leveled list added by UFO4P 2.0.6 to fix bug #25154 (UFO4P_LLI_Armor_Raider_Boss_Outfit _NoHelmet) has been updated to reflect this change as well (Bug #27363). Rum bottles (BottleEmptyRum01) were missing a put down sound (Bug #27558). Mod_armor_Combat_Lining_Limb_ReducedDetection, mod_armor_Leather_Lining_Limb_ReducedDetection, mod_armor_Metal_Lining_Limb_ReducedDetection: these mods were using the ma_armor__Lining_LimbLeg keywords, but were in the mod collections for both arm and leg armor pieces. Thus, the game could create epic arm and leg armor pieces with muffled mods at run time but the player was not allowed to add these mods to anything else than leg armor pieces at the workbench, making muffled arm mods for no obvious reason the only non-unique/non-legendary mods in the game that could not be recreated by the player. Since the naming conventions ("Limb" instead of "LimbArm"/"LimbLeg" in the root names of all related object mods and misc mods) also suggest that these mods were actually intended to be applied to both arm and leg armor pieces, their mod association keywords have been changed to ma_armor__Lining_Limb to accomplish this (Bug #26715). DLC04_Armor_Disciples_Underarmor_01/02/03/04, DLC04_Armor_Operators_Underarmor_01/02/03/04, DLC04_Armor_Pack_Light_LegsUnderarmor, DLC04_Armor_Pack_Underarmor_01/01a/ 01b/01c/01d/01e/01f/01g/02/03/04/05, DLC04_Armor_Western_Hat_01/01a/02/02a, DLC04_Clothing_HubologistRobes, DLC04_Logo_JacketAndPants_Underarmor_01/02/03/04/05 and DLC04_Logo_ShirtAndPants_Underarmor_01/02/03/04/05 were missing scrap recipes. They should return one piece of cloth when scrapped (Bug #27559). Maxson's Battlecoat (ClothesMaxsonCoat) wasn't returning one piece of leather when scrapped like was intended. (Bug #27258) Quest Fixes Aliases for "The Cleansed" and Dara could not be cleared when needed due to not being marked as optional. [DLC04DialogueSettlement] (Bug #27293) Missing perk property has been filled for Trip to the Stars (DLC04MS02). (Bug #27292) Cleared invalid properties from DLC04RECampCT05. (Bug #27247) Cleared invalid properties from DLC04REObjectCT04. (Bug #27229) Cleared invalid properties from DLC04_KiddieKingdomMain. (Bug #27315) REObjectJS01: This encounter places a note that is supposed to add a map marker when read by the player, but the quest could shut down before the player had read the note and no map marker was added at all (Bug #26736). GhoulishPerkManager: Fixed an issue where two scripts running on the same alias that react to different events and are both configured to set a stage to stop the quest could cause a situation where one script stopped the quest and the other inadvertently tried to restart it if they did both start running around the same time (Bug #25530). DLC04GZBattlezone: Flagged several aliases as optional to match requirements of the quest script (Bug #27308). DLC04SafariAdventureQuest: Removed a line from the stage 10 fragment that tried to enable a reference which is controlled by an enable parent (Bug #27359) and another line from the stage 60 fragment that tried to enable a reference in a container (Bug #27360). DLC06DialogueVault88: Fixed an issue in the stage 9000 fragment where the script failed to enable items after adding them to a container, instead of doing it the other way around (Bug #26022). Papyrus Fixes DLC04:Fragments:Quests:QF_DLC04GZBattlezone_010295C8: Stage 50 fragment had no sanity check for an empty companion alias. (Bug #27290) DLC04:DLC04_RQ_QuestScript: No verification if the alias to check is filled before it tries to get the reference in it. (Bug #27249) Fragments:Quests:QF_BoSM01_000B1D79: Stage 91 fragment was attempting to set an incorrect objective. Instead of 25, it should be setting 65. (Bug #27240) A sanity check had to be added to the damage helper validation procedure added to WorkshopObjectScript by UFO4P 1.0.5 to skip the operations if an object has no damage helper specified, because there are flora objects that are deliberately missing this property such as the vault 88 pipboy crate (Bug #26016). Reincluded the modified version of DLC04:SetStageOnGainLOS (from UFO4P 2.0.0, Bug #21573) since it went missing from the archive somehow (Bug #27317). ArtilleryReferenceScript: Removed a line that always failed with an error because it tried to play a sound from an unloaded object (Bug #26243). BHExtBOSEnable: Added a missing sanity check and removed a disable call that never worked because all BHExtBOSEnable triggers are parented to an enable marker that is controlled by the quests Inst302 and Inst302Combat (Bug #25831). CIS_ManagerScript: Added sanity checks to avoid log spam caused by the interaction scene handling for Curie and Deacon (Bug #25150). Default2StateActivator: Added code to the SetOpen() function to further improve the handling of animation calls on unloaded references (Bug #25838). DefaultCollectionAlias: Added a check to handle cases where another counter script running on the same collection alias removed references before this script could handle them. If the collection alias contained only one reference at quest start, this script would find it empty when it started running and would create a zero-length array on purpose, on which all subsequent operations failed. In the worst case, this could result in quests not properly advancing (Bug #25819). DLC04:DLC04ArcadeController: Added a missing 3D check (Bug #25635). DLC04:DLC04ArcadeNukaZapperRaceRocket: Added a missing 3D check (Bug #27228). DLC04:DLC04ArcadeShootingGallery, DLC04:DLC04ArcadeShootingGalleryTarget: Added missing 3D checks (Bug #27306). DLC04:DLC04KiddieKingdomMainQuestScript: Fixed a loop through a reference collection that was mistakenly using the size of a different reference collection to evaluate its end index and thus occasionally failed with 'index out of range' errors (Bug #27330). DLC04:DLC04NukaRacersScript: Added missing 3D checks (Bug #27243). DLC04:DLC04RideControllerAnimDrivenScript: This script did not properly update its animation state tracking variable and eventually started spilling errors because animations were called out of order. Also added missing 3D checks (Bug #27242). DLC04:DLC04_BloatedAmbushScript: Added a missing 3D check (Bug #27342). DLC06:PipboyMiscItemScript: Fixed a vanilla sanity check that was not working as intended (Bug #26196). EMSystemTurfScript: Added an unbound script check to a lengthy loop through an actor array because there's evidence that the actors and/or the reference the script is running on unload while the array is processed. Also added a check to skip some code that should not run once this has happened (Bug #27421). FXScatterImpactEffectsOnDeath: Improved the unbound script checks added to this script by UFO4P 2.0.3 (Bug #26237). HoveringVertibirdScript: Added code to stop impact effects from being played if the parent cell detaches before the reference unloads, since this won't work in unloaded cells, irrespective of whether the reference still has 3D or not (Bug #25529). MasterAmbushActorScript: Added an unbound script check to avoid occasional log spam (Bug #25693). MinDestBOSScript: Added a sanity check for none objects that may be passed by workshop events after a code change on WorkshopParentScript (Bug #26238). Also added an empty handler for WorkshopEnterMenu events to avoid log spam (Bug #26236). MS02PeriscopeScript: Added a quest stage check that was mentioned in a designer note but had never been added to the actual script although it was necessary for it to shut down the periscope. Without this check, the script continued to call animations on the periscope even after MS02 had been completed and the submarine had technically left the harbour. In addition, a number of missing 3D checks were added (Bug #25575). PerkRootedScript: Added missing checks (Bug #27329, Bug #27404). PowerArmorFXScript: Added an unbound script check (Bug #27220). REObjectJS01Note: This script was missing a state change to prevent it from calling REObjectJS01 again if the player reads the note more than once (Bug #26736). REScript: Added a sanity check to handle cases where non-RE quests running this script are using the RangeCheckDistance property for custom purposes. If this property is set to anything else than zero, REScript automatically tries to register for distance events with the trigger but this fails with an error on all quests that are not random encounters because they have no triggers (Bug #25354). RETriggerScript: Added code to defend trigger sabotage attempts discovered on some random encounter quests added by the DLCs. The start fragments of these quests contain a separate line that runs after the startup function on REScript has been called and for no obvious reason overwrites the valid myQuest property on RETrigger Script that was previously passed by REScript with an invalid one that turns into a broken pointer once the offending quests shut down (Bug #27394). 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.
  2. Unofficial Skyrim Special Edition Patch Version: 4.2.1 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 Wolf howls when idling has been fixed officially, thus making our own fix for this redundant. Navmesh fixes in Solitude have been merged with the edits done to provide Creation Club support for the Saints & Seducers dungeon. Item Fixes Kleppr and Frabbi's merchant chest did not benefit from the Master Trader perk. [MerchantMarkarthSilverFishInnChest] (Bug #27783) The Repel Undead staff was incorrectly set to use the same enchantment as the Lesser Repel Undead staff. [StaffEnchRepelUndead] (Bug #27758) The Ahzidal's Genius ability improperly restricted its use to exactly 4 items with the correct keyword when it should be 4 or MORE items. [DLC2dunKolbjornSetAbility] (Bug #27611) Mesh and Texture Fixes The sigil stone in The Midden had some bad alpha settings causing the sphere to be black instead of translucent like it was in Skyrim LE. The static version of the mesh could also be knocked out of position on the pedestal because it was cloned from the Havok enabled version. (meshes\clutter\quest\sigilstone.nif, meshes\clutter\quest\sigilstonestatic.nif) (Bug #27608, Bug #27606) Quest Fixes A dialogue scene between Hillevi and Nilsine in Windhelm is interrupted when Nilsine leaves for no reason. The DialogueWindhelmMarketSceneNilsineHillevi quest had Nilsine's alias mistakenly filled with Nils instead, which caused her to use his AI packages instead of her own. (Bug #27707) The scripts that handle collecting logs to build a Hearthfire house lacked a proper inventory event filter causing it to generate stack dumps on occasion in large operations in completely unlreated parts of the game. BYOHHouseBuildingPlayerScript required a new OnInit() event to set up the filter. (Bug #27626) The objective to report to the Jarl of Whiterun after the Battle of Whiterun will become permanently stuck in your quest log if you never speak to him before the end of the Civiil War. (Bug #27753) Placement/Layout/Ownership and other World Object Fixes 00060A22: A road chunk was set to the wrong type in a snowy location. It also needed to be rotated to match the direction of other nearby road pieces. (Bug #27618) 000C681D: A sculpture head was set to the wrong type in a snowy location. (Bug #27618) 05014773: Rock cliff piece added to cover a large gap in the side of a mountain. (Bug #27618) 000FF27E: Adjusted lean marker placement because the NPC that uses it was clipping in and out of the wall. (Bug #27673) 04036AF9: Adjusted snow drift that was floating on one end. (Bug #27797) 05049514: Snow drift added to cover a gap in a mountain trim piece. (Bug #27800) 000BABB7: Chest clipping with wall. (Bug #27804) 0004002C, 04037A4E: Misplaced rock and boulder pile. (Bug #27809, Bug #27805) 000E4998: A shrub that was the wrong type for a snowy area. (Bug #27830) 0201318B: Floating chest. (Bug #27854) 0503080D, 0503080E, 05032515, 05032516, 05032517, 05032518, 05032519, 0503251A, 05038306, 05038307, 05038308, 05038309, 0503830A, 05045C44, 05045C45, 05045C46, 05045C47, 05045C48, 05047618, 05047619, 0504761A, 0504761B, 0504761C, 0504C723, 0504C724, 0504C725, 0504C726, 0504C727, 0504C728, 0504C729, 05051833, 05056943, 05056944, 0506AD4D: Dirt mounds added to cover various gaps in cave floors. (Bug #27867, Bug #27855, Bug #27854, Bug #27834, Bug #27833, Bug #27807, Bug #27806, Bug #27805, Bug #27803, Bug #27799, Bug #27798) 00039EEE, 0007298A, 0007B963, 0007C488, 0007C48A, 000860BA, 000C776D, 000C776F, 000E4998, 000ED17A, 000ED17C, 000ED17F, 000ED180, 000ED19C, 000ED1A1, 010015B9, 0200F95B, 0200F95E, 0200F965, 0200F966, 0200F972, 0200F973, 020120AE, 020120AF, 04038DBC, 04038DBD, 04038DBE, 04038DE3: Misplaced thickets, shrubs, and other plants. (Bug #27929, Bug #27854) 00107C48: Floating leveled creature spawn marker. (Bug #27930) 000B1A2B, 000B1B1E: Misplaced White Cap mushroom clusters. (Bug #27931) 0008E036: Floating tree. (Bug #27932) 05014770, 05014771, 05014772, 05016905, 05020880, 05023F00, 05023F01, 05023F02, 05023F03, 050334A0, 0504761E, 0504D220, 0504D221, 0504D222, 05051832, 05056934, 05056935, 05056936, 0505BA45, 0505BA46, 05074550: Rocks and boulders added to cover various gaps. (Bug #27952, Bug #27856, Bug #27840, Bug #27839, Bug #27836, Bug #27835, Bug #27808, Bug #27806, Bug #27805, Bug #27716, Bug #27618) Text Fixes The Necromancy perk description now reflects what actually happens in the game: "Greater duration for reanimated undead." -> "Greater duration for reanimated or summoned undead." Falmer Poison provided no description in the UI when the player was affected with it. [crFalmerFFContact] (Bug #27613) dunAlftandJournalUmana01: "We've manage to break through into another section of the ruins," -> "We've managed to break through into another section of the ruins," (Bug #27607) DLC2RR02AdrilEvidenceBranchTopic03: "You've proven devastating to their plans and they'd stop at nothing to hunt you down." -> "You've proven devastating to their plans, and they'd stop at nothing to hunt you down." (Bug #27674) DialogueRiftenBrandSheiBranchTopic: "You have an odd name for a dark elf." -> "You have an odd name for a Dark Elf." (Bug #27675) DLC2TelMithrynVaronaElyneaScene01 [0401F8C7]: "An old dunmer like me can't afford it." -> "An old Dunmer like me can't afford it." (Bug #27676) FFRiften08BrandSheiBook: "If nothing else, as a reminder to other dunmer that the Telvanni were once a proud and noble people." -> "If nothing else, as a reminder to other Dunmer that the Telvanni were once a proud and noble people." (Bug #27677) Book3ValuableTheDragonWar: "In the ancient nordic tongue it was drah-gkon." -> "In the ancient Nordic tongue it was drah-gkon." (Bug #27678) DLC2HirelingQuestIdles [04038B6A]: "I was briefly in the employ of an orc warrior once." -> "I was briefly in the employ of an Orc warrior once." (Bug #27679) DialogueWindhelm [000A17E2]: "A few dark elves getting shoved around doesn't really amount to much." -> "A few Dark Elves getting shoved around doesn't really amount to much." (Bug #27680) SkillRestoration2: "The reproductive biology of orcs is at present not well understood," -> "The reproductive biology of Orcs is at present not well understood," / "Surely any normal Bosmer or Breton impregnated by an orc would keep that shame to herself, and there's no reason to suppose that an orc maiden impregnated by a human would not be likewise ostracized by her society." > "Surely any normal Bosmer or Breton impregnated by an Orc would keep that shame to herself, and there's no reason to suppose that an Orc maiden impregnated by a human would not be likewise ostracized by her society." (Bug #27681) Book0PallaV1: "An orc warlord entertained a giggling princess with tales of rape and pillage." -> "An Orc warlord entertained a giggling princess with tales of rape and pillage." (Bug #27682) SkillConjuration3: "As he spoke, a horde of orcs surged into the field," > "As he spoke, a horde of Orcs surged into the field," / "Turala had seen orcs before," -> "Turala had seen Orcs before," / "One of the orcs heard something though," -> "One of the Orcs heard something though," / "The orcs flew backwards, falling dead on their backs." -> "The Orcs flew backwards, falling dead on their backs." / "the woman turned to look at the orcs feasting on the remains of the horse," -> "the woman turned to look at the Orcs feasting on the remains of the horse," / ""What did you do to those orcs?" asked Turala." -> ""What did you do to those Orcs?" asked Turala." / "To fell those orcs," -> "To fell those Orcs," / "Your kind destroyed the orc homeland two thousand years ago." -> ""Your kind destroyed the Orc homeland two thousand years ago." (Bug #27683) Book1CheapKolbAndTheDragon: "Following the stench, Kolb found a filthy orc! The orc snarled and charged Kolb with his spiked club." -> "Following the stench, Kolb found a filthy Orc! The Orc snarled and charged Kolb with his spiked club." / "The orc cackled as his club splintered Kolb's shield and smashed into his face. There Kolb died, and the orc had soup from his bones." -> "The Orc cackled as his club splintered Kolb's shield and smashed into his face. There Kolb died, and the Orc had soup from his bones." / "Before the orc could strike, Kolb swung his mighty axe. The orc's head and club fell uselessly to the floor." -> "Before the Orc could strike, Kolb swung his mighty axe. The Orc's head and club fell uselessly to the floor." (Bug #27684) SkillConjuration4: "Cassyr recognized at once the signs of an orc raid." -> "Cassyr recognized at once the signs of an Orc raid." (Bug #27685) SkillLockpicking2: "My sire, the King of Solitude, doesn't care if Princess Galana looked like an orc." -> "My sire, the King of Solitude, doesn't care if Princess Galana looked like an Orc." (Bug #27686) SkillBlock3: "with a close minority of orcs." -> "with a close minority of Orcs." / "The question, of course, is what is to be made of this apparent reference to orcs occupying the region?" -> "The question, of course, is what is to be made of this apparent reference to Orcs occupying the region?" / "Tradition has it that the orcs were not born until after the Aldmer had settled the mainland," -> "Tradition has it that the Orcs were not born until after the Aldmer had settled the mainland," / "So, Topal setting sail from Firsthold heads north-east," -> "So, Topal setting sail from Firsthold heads northeast," / "Perhaps the orcs were an aboriginal tribe predating the Aldmeri colonization." -> "Perhaps the Orcs were an aboriginal tribe predating the Aldmeri colonization." / "whose name was to be given the orcs in a different era." -> "whose name was to be given the Orcs in a different era." / "we have caught glimpses of ancient orcs (perhaps)," -> "we have caught glimpses of ancient Orcs (perhaps)," (Bug #27687) Book0WolfQueenV3: ""I must still be drunk. It looks like orcish."" -> ""I must still be drunk. It looks like Orcish."" (Bug #27688) Book2ReligiousAncestorsandtheDunmer: "However, Dark Elves consider the human and orcish races to be little more than animals." -> "However, Dark Elves consider the human and Orcish races to be little more than animals." (Bug #27689) DLC2Book1CheapPoisonSong1: ""Orsinium was the home of the orcs, off in the Wrothgarian Mountains." -> ""Orsinium was the home of the Orcs, off in the Wrothgarian Mountains." / "The orcs would come down out of the mountains and rape and pillage all over High Rock." -> "The Orcs would come down out of the mountains and rape and pillage all over High Rock." (Bug #27690) DLC2Book2CommonHouseofTroubles: "The Dark Elves say he is Malak, the god-king of the orcs." -> "The Dark Elves say he is Malak, the god-king of the Orcs." (Bug #27691) DLC2Book3ValuableVarietiesofFaithintheEmpire: "the Dark Elves say he is also Malak, the god-king of the orcs." -> "the Dark Elves say he is also Malak, the god-king of the Orcs." (Bug #27692) SkillTwoHanded1: "A pack of orcs had stolen some gold from a local chieftain in Meditea," -> ""A pack of Orcs had stolen some gold from a local chieftain in Meditea," / "I heard the grunts of orcs nearing in."" -> "I heard the grunts of orcs nearing in."" / "The orcs had gathered in a circle around me," -> "The Orcs had gathered in a circle around me," (Bug #27693) DA16VerenGoodbye: "The orcs could breach the inner sanctum at any moment!" -> "The Orcs could breach the inner sanctum at any moment!" (Bug #27694) DA16Thorek01: "The orcs have breached the inner sanctum, Brother Veren." -> "The Orcs have breached the inner sanctum, Brother Veren." (Bug #27695) DialogueWindhelmBlacksmithScene1 [00038278]: "Don't even bother with that one. Leave it to the orcs." -> "Don't even bother with that one. Leave it to the Orcs." (Bug #27696) DA16ErandurBarrierIntroBranchTopic03: "When the orcs invaded the temple, I fled." -> "When the Orcs invaded the temple, I fled." (Bug #27697) DA16ErandurBarrierIntroBranchTopic05: "Do you realize when the orcs attacked, I was only concerned with myself?" -> "Do you realize when the Orcs attacked, I was only concerned with myself?" (Bug #27698) DA16ErandurBarrierIntroBranchTopic04: "When the orcs raided the temple, I fled." -> "When the Orcs raided the temple, I fled." (Bug #27699) DA16ErandurOutsideBranchTopic03: "I'm concerned that when this place is unsealed, the Miasma will dissipate and they'll awaken; both orcs and priests alike." -> "I'm concerned that when this place is unsealed, the Miasma will dissipate and they'll awaken; both Orcs and priests alike." (Bug #27700) DA16ErandurOutsideBranchTopic02: "No. Knowing they could never defeat the orcs, the priests of Vaermina released what they call "The Miasma," putting everyone to sleep." -> "No. Knowing they could never defeat the Orcs, the priests of Vaermina released what they call "The Miasma," putting everyone to sleep." (Bug #27701) DA16ErandurAfterLabBranchTopic: "I'm relieved you discovered a bottle intact; this place looks as though it was ransacked by the orcs." -> "I'm relieved you discovered a bottle intact; this place looks as though it was ransacked by the Orcs." (Bug #27702) DA16Attacks [000BBE30]: "How dare you defile this temple, orc!" -> "How dare you defile this temple, Orc!" / [000BBE3A]: "Die, foul orc!" -> "Die, foul Orc!" (Bug #27703) DA06Stage50AtubMalacathFollowUp: "He demands loyalty and strength from his orcs." -> "He demands loyalty and strength from his Orcs." (Bug #27704) DialogueWhiterun [000D3BDA]: "Everything you see here was made with skill and care by my wife Adrianne." -> "Everything you see here was made with skill and care by my wife, Adrianne." (Bug #27717) TG06EnthirIntroBranchTopic: "Do you have Gallus's Journal?" -> "Do you have Gallus' Journal?" (Bug #27774) DLC2TT2Prisoners: "Horrible things. Experiments...and worse." "-> "Horrible things. Experiments... and worse. (Bug #27775) DLC01SoulCairnHorseQuestEndTopic: "Arvak...You saved him! His soul is free, I can feel it!" -> "Arvak... You saved him! His soul is free, I can feel it!" (Bug #27776) DLC2InitVendorTopic [0401EEAD]: "Haggling with you can be so...entertaining." -> "Haggling with you can be so... entertaining." (Bug #27777) Favor205 [000AD09A]: "Don't forget. You find Queen Freydis's Sword, I'll reward you." -> "Don't forget. You find Queen Freydis' Sword, I'll reward you." (Bug #27778) DLC2DialogueGenericCommandedDarkElf [04033A64]: "You...must...die." -> "You... must... die." (Bug #27779) DLC2DialogueGenericCommandedDarkElf [04033A65]: "Must...kill." -> "Must... kill." (Bug #27780) DLC2DialogueGenericCommandedDarkElf [04033B20]: "Free...again." -> "Free... again." (Bug #27781) CW02BABoutCrownTopic: "The crown is made from the bones and teeth of ancient dragons, and it is said to contain a portion of the power of every king who has worn it." -> "The crown is made from the bones and teeth of ancient dragons, and it is said to contain a portion of the power of every king who has worn it." (Bug #27782) DLC2DialogueTelMithryn [04026724]: "Uh...now it's my turn!" -> "Ow... now it's my turn!" (Bug #27785) DLC2DialogueTelMithryn [04026725]: "Ah...damn you!" > "Ah... damn you!" (Bug #27786) DLC2DialogueTelMithryn [04017E74]: "I could really use a fresh toe for... nevermind." -> "I could really use a fresh toe for...nevermind." (Bug #27787) DLC2DialogueTelMithryn [04019592]: "My new steward is...acceptable." -> "My new steward is... acceptable." (Bug #27788) DLC2DialogueTelMithryn [04017E7B]: "Sometimes being Master Neloth's apprentice is...painful." -> "Sometimes being Master Neloth's apprentice is... painful." (Bug #27789) DLC2DialogueBandits [04026221]: "...captain promised me a life o' adventure on the high seas...instead I'm stuck on this cesspit of an island..." -> "...captain promised me a life o' adventure on the high seas... instead I'm stuck on this cesspit of an island..." (Bug #27790) DLC1RadiantDisguised1Topic [0201577F]: "W..Where's the sun?" -> "Wh- Where's the sun?" (Bug #27791) FFRiften20BranchTopic [00085D35]: "Yes, I'm afraid we're aware of Sarthis's presence in the warehouse." -> "Yes, I'm afraid we're aware of Sarthis' presence in the warehouse." (Bug #27811) FFRiften01JarlIntroBranchTopic01 [00085DF5]: "It won't take long for Sarthis's associates to learn of his death." -> "It won't take long for Sarthis' associates to learn of his death." (Bug #27832) Book1CheapOlafAndTheDragon, FavorAdonatoBook: "It is one the most celebrated legends of the Nords," -> "It is one of the most celebrated legends of the Nords," (Bug #27877) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  3. Version 2.1.0

    813 downloads

    Unofficial Fallout 4 Patch - BETA Release 2.1.0 This is a BETA release of the Unofficial Fallout 4 Patch. DO NOT use this on a save you intend to keep! It is intended for testing and to provide access so translators can update the language files prior to issuing a live release. Once testing is complete, this file entry will be disabled and the live release will take its place on the standard file mirrors. See the full changelog for details.
  4. Version 4.2.1

    3203 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 3.0.15

    18367 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. Version 2.0.9

    3979 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.
  7. 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.
  8. Version 3.5.6a

    14112 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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
  14. 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:
  15. Version 1.1

    63 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
  16. 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
  17. Version 1.2.1

    8650 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.
  18. Version 1.5.9

    4600 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.
  19. Version 24

    4484 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
  20. 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.
  21. 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.)
  22. 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.
  23. 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.
  24. Version 1.0

    113 downloads

    Compatibility patch for CRF and Elemental Staves
  25. Version 1.0

    134 downloads

    Add's staff enchanter recipes for the new Cutting Room Floor Staves Requires Dragonborn and Cutting Room Floor.

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