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Found 20 results

  1. Unofficial Skyrim Special Edition Patch Version: 4.1.9 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 1.5.80 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 Merged the fix for the Solitude Fletcher's inventory with the crossbow items update from Patch 1.5.80. The fix previously applied to the Abandoned Shack exterior chimney has been modified to a more fitting form. (Bug #26810) Location Fixes The navmesh on the north cell border for Lakeview Manor has a broken border connection to the lake road. (Bug #26808) Hag's End has no acoustic space setting applied which results in no reverb being present as it should be. (Bug #26802) Mesh and Texture Fixes The metal railing on top of the Solitude tower walls was pointing to the wrong texture file. (meshes\architecture\solitude\cwtowerwall01.nif) (Bug #26792) Three varieties of downed tree have transparent roots. (meshes\landscape\trees\treepineforestuprooted01.nif, meshes\landscape\trees\treepineforestuprootedstump01.nif, meshes\landscape\trees\treepineforestuprootedstump01sn.nif) (Bug #26793) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  2. Unofficial Fallout 4 Patch Version: 2.0.8 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 Landscape collision was unexpectedly restored at Hopesmarch Pentecostal Church due to a bug in xEdit when it copied the CELL record during routine merging prior to the 2.0.7 release. This has now been corrected. (Bug #26603) The corpses at Kingsport Lighthouse had been flagged for cleanup by one of our scripts but already had a cleanup tag of their own that was controlling things. (Bug #26292, Bug #25992) Actor Fixes Curator Givens spawns with no clothes because his outfit lacks the proper item for it (DN011CuratorOutfit) (Bug #24487) Mel (and anyone else using the same package) should no longer continue to walk away while the player is talking to them. The REPatrol package did not have a condition to prevent this from happening. (Bug #26774) Swan's corpse should now clear up on its own instead of lingering forever. (Bug #26641) [NR] Rust Devils and Brotherhood of Steel were not set as enemies and thus would never attack each other when they appeared together. (Bug #21539) DLC04_lvlRadAntAmbush did not have the Aggression and Suspicion actor values filled in on its scripts which resulted in errors in the logs when trying to set these values during an ambush. (Bug #25641) Two settlers (EncWorkshopNPCMaleFarmer01Template and EncWorkshopNPCMaleFarmer05) have the same exact face. This has been corrected by generating a different appearance for EncWorkshopNPCMaleFarmer05. (Bug #26842) Audio Fixes Two combat music tracks did not conclude with the proper finale versions when the fights ended. (MUSzCombatHigh07, MUSzCombatBossLegendary05) (Bug #26673) Two Minutemen audio recordings in the quest "Pinned" use the word "sir," but don’t have an alternate response if the player character is female. Since no acceptable sample of the word "ma'am" is available for the "MaleBoston" voice, the word "sir" has been trimmed off in both instances. (Sound\Voice\Fallout4.esm\MaleBoston\0009A653_1, Sound\Voice\Fallout4.esm\MaleBoston\0009A65D_1) (Bug #25857) One of the Minutemen Radio audio lines during the quest "Taking Independence" is grammatically unsound. The recording is using the word "holed," but it should be "hole" instead. (Sound\Voice\Fallout4.esm\NPCMMinuteMenRadioVoice\0012A210_1.fuz) (Bug #26217) One of Vadim’s Bobrov’s audio lines in the quest "Confidence Man" is grammatically unsound. The audio was using the word "messing," but it should be "mess" instead. (Sound\Voice\Fallout4.esm\NPCMVadimBobrov\00019335_1.fuz) (Bug #26322) One of Vadim Bobrov’s audio lines in the quest "Confidence Man" had the word "money" partially cut off in the recording. (Sound\Voice\Fallout4.esm\NPCMVadimBobrov\0003F46C_1.fuz ) (Bug #26323) One of Bert Riggs' audio lines in the quest "Brain Dead" was mispronouncing "Alzheimer's" as "Alzheimer." (Sound\Voice\DLCCoast.esm\DLC03MaleBertRiggs\03049620_3.fuz) (Bug #26409) One of Erikson’s audio lines during his initial conversation when the player first meets him is grammatically unsound. The recording uses the words "a trade," but it should just be "trade." (Sound\Voice\DLCCoast.esm\DLC03SuperMutantErikson\0304E75D_3.fuz) (Bug #26460) One of MacCready’s audio lines related to Covenant had the word "if" cut off at the beginning of the sentence, making it grammatically unsound. (Sound\Voice\Fallout4.esm\NPCMMacCready\00173C1B_1.fuz) (Bug #26465) One of the audio lines in the random encounter "Escaped Synth" had an awkward pause in the middle of the recording and didn’t match the subtitle. (Sound\Voice\Fallout4.esm\MaleEvenToned\001A950E_1.fuz) (Bug #26469) A shared Diamond City security guard hello topic has been spliced because the two recordings didn’t quite match. (Sound\Voice\Fallout4.esm\GuardMaleDiamondCity02\0017180E_1.fuz) (Bug #26583) One of Curie’s combat lines was referring to the player as "Monsieur" regardless of whether they were male or female. Since no acceptable sample of the word "Madam's" is available, the word "Monsieur's" has been trimmed off in the recording. (Sound\Voice\Fallout4.esm\NPCFCurie\0010BB82_1.fuz, Sound\Voice\Fallout4.esm\RobotCurie\0010BB82_1.fuz) (Bug #26585) Corrected audio in several shared settler dialogue topics where the recordings don’t match each other, don’t match the subtitle, and/or don’t make sense grammatically. (Sound\Voice\DLCCoast.esm\MaleEvenToned\0304AB7A_1.fuz, Sound\Voice\DLCCoast.esm\FemaleEvenToned\03048E6C_1.fuz, Sound\Voice\DLCCoast.esm\MaleEvenToned\0303EF25_1.fuz, Sound\Voice\DLCCoast.esm\FemaleEvenToned\0304DA85_1.fuz, Sound\Voice\DLCCoast.esm\DLC03MaleMaineAccent\03048E48_1.fuz, Sound\Voice\DLCCoast.esm\FemaleEvenToned\03048E48_1.fuz, Sound\Voice\DLCCoast.esm\MaleEvenToned\03048E48_1.fuz) (Bug #26626, Bug #26617, Bug #26616, Bug #26615, Bug #26614) One of the male player character’s greetings in the quest "Kid in a Fridge" had unintended background noise before any actual words are spoken in the recording. This has been corrected by splicing out that portion of the audio. (Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00028620_1.fuz) (Bug #26651) One of Bullet’s hellos in the quest "Kid in the Fridge" had part of the word "off" cut from the recording. This has been corrected by splicing in audio from another recording. (Sound\Voice\Fallout4.esm\NPCMBullet\0019FFB6_1.fuz) (Bug #26655) One of four shared audio recordings for a Brotherhood of Steel soldier hello topic was using the word "doing" instead of "do." This was inconsistent with the other three recordings. (Sound\Voice\Fallout4.esm\BoSMale02\00147969_1.fuz) (Bug #26658) A topic in one of Preston’s relationship scenes had two out of three audio files that were using the wrong file paths in the BA2. This was preventing the audio from playing out as intended. (Sound\Voice\Fallout4.esm\NPCMPrestonGarvey_000FAEBF_2.fuz, Sound\Voice\Fallout4.esm\NPCMPrestonGarvey_000FAEBF_3.fuz) (Bug #26661) Corrected audio in several shared raider dialogue topics in DN031 where one or more of the shared recordings don’t match each other and the subtitles. (Sound\Voice\Fallout4.esm\RaiderFemale01\001A7327_1.fuz, Sound\Voice\Fallout4.esm\RaiderFemale01\001A7323_1.fuz, Sound\Voice\Fallout4.esm\RaiderMale01\001A7323_1.fuz, Sound\Voice\Fallout4.esm\RaiderMale02\001A7337_1.fuz, Sound\Voice\Fallout4.esm\RaiderFemale01\001A7334_1.fuz) (Bug #26685, Bug #26684, Bug #26683, Bug #26682) Two of eight shared topics in part of a scene in the quest "REParent" didn’t match the other recordings. (Sound\Voice\Fallout4.esm\FemaleRough\0005DB8E_1.fuz, Sound\Voice\Fallout4.esm\MaleGhoul\0005DB8E_1.fuz) (Bug #26719) A shared audio recording in a hello topic in the quest "MinRecruit05" didn’t match the rest. (Sound\Voice\Fallout4.esm\FemaleGhoul\00160443_1.fuz) (Bug #26720) Various shared topics in "MinRecruit07" don’t match the others or the subtitles. (Sound\Voice\Fallout4.esm\FemaleRough\0018668F_1.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\0018668F_1.fuz, Sound\Voice\Fallout4.esm\FemaleBoston\0018668E_1.fuz, Sound\Voice\Fallout4.esm\FemaleEvenToned\0018668E_1.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0018668E_1.fuz, Sound\Voice\Fallout4.esm\FemaleRough\0018668E_1.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\0018668E_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\0018668E_1.fuz, Sound\Voice\Fallout4.esm\MaleGhoul\0018668E_1.fuz, Sound\Voice\Fallout4.esm\MaleRough\0018668E_1.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0018668E_2.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0018668C_1.fuz, Sound\Voice\Fallout4.esm\FemaleEvenToned\0019EE13_1.fuz, Sound\Voice\Fallout4.esm\FemaleEvenToned\0019EE0C_1.fuz, Sound\Voice\Fallout4.esm\MaleRough\0019EE0C_1.fuz) (Bug #26761, Bug #26760, Bug #26759, Bug #26758, Bug #26757) The audio recordings in two shared dialogue topics in "DialogueCovenantGenericNPCs" didn't match each other or the subtitle. (Sound\Voice\Fallout4.esm\FemaleEvenToned\0017FC91_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\0017FC91_1.fuz, Sound\Voice\Fallout4.esm\FemaleEvenToned\0017FC8E_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\0017FC8E_1.fuz, Sound\Voice\Fallout4.esm\MaleOld\0017FC8E_1.fuz) (Bug #26764, Bug #26763) 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\00065EFA_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0018206E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0018206E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00028621_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0005E122_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00028614_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00028608_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00028601_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00028617_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00028629_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002862C_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002A740_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00106C87_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000C3F32_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00072C87_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00067FBD_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0015FCCD_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00194325_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001647AE_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000EAE98_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0002BFCC_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01/00065F07_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0011531E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00112ED4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00054DB8_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00079253_1.fuz, Sound\Voice\DLCCoast.esm\PlayerVoiceFemale01\03025056_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00075E7C_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00075E82_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale\001437DC_1.fuz, Sound\Voice\DLCCoast.esm\PlayerVoiceFemale01\0302F087_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0002BFEF_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0002BFEE_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002BFD9_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0002BFED_1.fuz, Sound\Voice\DLCCoast.esm\PlayerVoiceMale01\030482B9_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001AC228_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000E2E56_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000E2E4F_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000F936C_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000EAE90.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000EAE90.fuz) (Bug #27019, Bug #26772, Bug #26654, Bug #26650, Bug #26649, Bug #26648, Bug #26647, Bug #26646, Bug #26645, Bug #26644, Bug #26643, Bug #26442, Bug #26607, Bug #26584, Bug #26581, Bug #26559, Bug #26548, Bug #26545, Bug #26544, Bug #26543, Bug #26525, Bug #26519, Bug #26518, Bug #26517, Bug #26494, Bug #26475, Bug #26474, Bug #26461, Bug #26453, Bug #26410, Bug #26405, Bug #26404, Bug #26403, Bug #26402, Bug #26363, Bug #26333, Bug #26332, Bug #26326, Bug #26325) Item Fixes DLC03_ll_Caltrop75 incorrectly had the construction formula for Caltrop Grenades assigned when it should have been the weapon version. This caused the 2 vendors who should offer this item to have none available. (Bug #26828) "Leather Coat" (Armor_Raider_Suit_02A_GlovesC) and "Traveling Leather Coat" (Armor_Raider_Suit_02B_GlovesC) should have offered up 1 leather in scrap rather than 1 cloth. They both appear to have been initially duplicated from the actual cloth Raider gloves listed above these 2 in the CK. (Bug #26717) One of the two versions of the BoS Uniform (Armor_BoS_Soldier_Underarmor) didn’t yield one piece of cloth like was intended. This was due to it not being included in the appropriate FormList (modScrapRecipe_NullMelee_Cloth). (Bug #26721) Quest Fixes Several NPC corpses lingered at the Fort Hagen Satellite Array after the completion of Headhunting (DLC01MQ04) because the underlying control quest (DLC01FortHagenSatelliteArrayQuest) was not also stopped at the end stage. (Bug #26693) 3 additional NPCs need to have their shock collars removed if you complete Open Season by killing all the raiders. (Bug #25526) [NR] At the end of Defend the Castle (MinDefendCastle) it was possible for Ronnie Shaw to fail to deliver the proper dialogue if the quest was against the Brotherhood of Steel. (Bug #22422) At the end of Last Voyage of the U.S.S. Constitution (MS11) the quest holding the first wave of scavenger aliases is never shut down, resulting in the corpses lingering forever. (Bug #26819) When speaking to Roger Warwick for the first time, the response where the player says his wife is dead needs to be conditioned for male players because the female response is a completely incorrect line from the other dialogue branch. (Bug #25769) The 3 dogs you can buy from Erikson in Far Harbor were supposed to be cleared from alias in his control quest (DLC03_ADV017) but this could not be done because those aliases were not marked optional. (Bug #26610, Bug #26509) [NR] During Emergent Behavior (COMCurieQuest) the alias for her old form is unable to be cleared when called for by the script due to not being marked optional. (Bug #26551) Also during Emergent Behavior the quest was attempting to remove Curie's old outfit but the command was trying to remove the outfit and not the armor item. (Bug #26550) And once more during Emergent Behavior the quest is attempting to enable the player's memory chair directly instead of using the proper enable parent. (Bug #26549) Several workshop radiant attacks (DLC03WorkshopRadiantOwned01, DLC03WorkshopRadiantOwned02, DLC03WorkshopRadiantOwned03, DLC03WorkshopRadiantOwned04, DLC03WorkshopRadiantOwned05Starter) fail to process a check for Preston Garvey properly because they did not fill his alias property. (Bug #26412, Bug #26512) Allie Filmore will continue to use her post-game dialogue at the Institute because it was not checking the conditions that should have been set to make her only say it once. (Bug #26834) DLC03BostonArrivalAndDeparture - This activator is used during The Great Hunt (DLC03FarHarborS03) and is supposed to advance the quest to say the Mariner killed the Red Death if you leave the island. This was not actually able to happen due to the quest property being missing on the object. (Bug #26358) Hull Breach 3 (DLC03FarHarborFF03c) should no longer keep prompting for the count on carapaces after you've obtained the 3rd one. (Bug #26826) Corpses for Margaret, Russel, and Mary Sutton can disappear from the game before the player has a chance to encounter them. They were supposed to be part of an unmarked DN132 quest which was never created. We have created a substitute replacement for it that will preserve their corpses until all 3 of the avaialble notes have been read. When they have, the quest holding their aliases will shut down so the corpses can be removed afterward. (Bug #25791) [NR] Anne Hargraves should no longer have topics about the radio station once she's been made a settlement trader. (Bug #26812) When accessing the Wind Farm on Far Harbor, the quest (DLC03MQ06_WindFarmBuildingQuest) attempts to clear some aliases that don't need to be because the quest will be shutdown shortly afterward anyway. (Bug #26511) Cleared an invalid property from DLC03MQ06_WindFarmBuildingQuest. (Bug #26510) The Changing Tide (DLC03FarHarborM03) attempts to set 3 quest objectives that don't exist (700,800,900). (Bug #26487) Invalid properties removed from DLC03FarHarborS01_Misc. (Bug #26486) Invalid propertied removed from DLC03WorkshopRadiantOwned05. (Bug #26373) Where You Belong (DLC03MQ03) attempts to set 2 quest objectives that don't exist (38,42). (Bug #26362) Cleared invalid property from DLC03AcadiaM01. (Bug #26361) Cleared invalid property from DLC01COMRobotCompanionBleep. (Bug #26335) Cleared invalid properties from RECheckpoint02_SynthAttackers. (Bug #26205) During Vision of the Future (DLC06E03) Canditate One's alias cannot be cleared as directed because it was not set to be optional. (Bug #26197) [NR] Cleared invalid properties from RR302. (Bug #26184) Cleared invalid property from RECheckpointMinWon05_Init. (Bug #26173) MS13 [0003B2BA]: One of Darcy Pembrook's dialogue responses was only intended to play if the player character is female, but was missing the proper condition check. (Bug #26337) COMDeacon [0002997E]: One of Deacon’s hellos shouldn’t have been able to play if the Brotherhood of Steel has been destroyed, but was missing the proper condition check. (Bug #26334) COMOldLongfellowIdle [0300F163]: One of Old Longfellow’s idles specifically refers to it being dark outside, but was missing the proper condition check to make sure it was actually nighttime. (Bug #26411) COMOldLongfellowIdle [00011E75]: One of Old Longfellow’s idles shouldn’t have been able to play outside of Far Harbor, but was missing the proper condition check. (Bug #26468) COMDeacon [000F7830]: One of Deacon’s hellos doesn’t make sense if the Institute has been destroyed. (Bug #26501) COMCurie [0010BA80, 0010F1DD]: Two of Curie’s dialogue topics were only intended to play if the player character is female, but were missing the proper condition check. (Bug #26564, Bug #26563) Papyrus Fixes DN054PaintJobCertificateScript: When using the Atom Cats paint job certificate to obtain the paint job, the item was set to be deleted. Inventory objects cannot be deleted in this manner so the script needed to be changed to remove it from the player's inventory after using it. (Bug #26833) MinRadiantOwnedBuildResourceScript: Script is missing an event handler for WorkshopEnterMenu, resulting in unnecessary log spam. (Bug #26807) DLC03:DLC03BoatAnimScript: No sanity check for disabled objects before trying to run anims on them. (Bug #26488) DLC03:DLC03_WESafeEnableMarkerScript: Improper use of the GetParentCell() function. (Bug #26420) FireFightStall_MasterScript: Missed an instance where the tracking quest property wasn't being checked for validity first. (Bug #26392) DLC03:DLC03DialogueV118Script: Array bounds violations when running functions on RefCollection aliases. (Bug #26389) DLC03:TrapBear: No validation to make sure triggering references on the trap were actually Actors. (Bug #26360) ProjectorScript: Array out of bounds access when deleting the projector slides. (Bug #26353) GlowingSeaPOIJS01Script: No sanity check to make sure the second turret and protectron actually exist. (Bug #26298) DLC06:WorkshopAutoRepairScript: No validation to make sure the workshop has been made ready before trying to register it for remote events. (Bug #26017) BoS303LabSandboxTriggerScript: Script needs to validate whether or not Ingram's alias is actually filled before trying to get her to evaluate packages. (Bug #25850) MinRadiantOwned04Script: Script was missing an event handler for WorkshopEnterMenu. (Bug #26241) DN136_SynthShutdownScript: Script attempts to play an idle on an actor it already turned off AI processing on. (Bug #26189) DN084_GlassElevatorScript: Several attempts to run commands on the myCageDoor property even if it doesn't exist in the elevator setup. (Bug #26187) CompanionCrimeFactionHostilityScript: Several attempts to process myCrimeFaction even when it's not valid. (Bug #25840) Terminal Fixes Slag's Terminal (DN121_BossTerminal) was missing the property to add the map marker for Dunwich Borers. (Bug #26290) "Clubhouse Terminal" (DN035_ClubhouseTerminal) at Easy City Downs erroneously had "Eager Ernie's Key" (DN035_EasyCityDownsKey) assigned as the key that unlocks it. The correct key is "Eager Ernie's Password" (DN035_EasyCityDownsPassword). (Bug #26526) BoS_DN130_GarageTerminal: Missing hacking holotape setting. (Bug #26566) Placement/Layout/Ownership and other World Object Fixes Text Fixes The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  3. Version 2.0.9

    557 downloads

    Unofficial Fallout 4 Patch - BETA Release 2.0.9 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 4.1.9

    3006 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

    17702 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 2.0.8a

    3754 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

    13603 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: 3.0.14 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 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. Version 1.2.1

    8577 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.
  14. Version 1.5.9

    4484 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.
  15. Version 24

    4378 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
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. Now that this kalpa for the USKP is complete (for you non-lorehound types, kalpa = cycle) it's probably time we make public our plans for the next one. Due to an increasing number of odd engine related bugs it's been decided among the team that we will need to convert the USKP (and therefore all the DLC patches too) into what's called a "False ESM". That is, and ESP file which is flagged as an ESM by way of changing the flag in TES5Edit. So why would we want this? There are a few classes of bugs this has already been shown to help with in internal testing: Seemingly random crashes in and around major cities, and other areas where a lot of data is edited. Especially navmeshes. The "landscape foliage" bug in which a child worldspace begins displaying landscape foliage from its parent worldspace because an object in the parent worldspace was edited. This is readily apparent in Darkwater Pass. The "LOD trees show up at close range" bug. This is where you will sometimes see trees that are clearly intended to be displayed as LOD sitting within the currently loaded cells, sometimes even merged into the real trees. As described here. There may be others, but these 3 classes of bugs are confirmed to be correctable by converting to a false ESM. So you might be asking then. Why not a proper ESM file? Two reasons mainly: 1. Steam cannot support ESM files, we'd have to cease distribution there all together and not just for the USKP. 2. Other mods are relying on the filenames being ESP files and not all of those mods are currently being maintained anymore. It's already been verified that Wrye Bash is OK with changing the flag. It will not complain when the files get bumped up into the ESM section. With proper CRC checks, BOSS won't complain either. Though I'm hoping some other method can be used to detect it ongoing because having a growing mountain of CRC checks won't be helpful. Perhaps version number parsing from the description field. I cannot vouch for how NMM will react since I don't use it, and I'm not sure anyone else on the team has tried it either. Who knows what Mod Organizer will think. We will bump all the version numbers on all the patches up to 2.0 when this happens. We don't have a time frame yet, because there's also a giant mountain of vanilla bugs piled up in the tracker to address too. But when it happens, all of the patches will be updated at the same time. Our proposed changes in the load order for the game will look like this: Skyrim.esm Update.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp Hearthfires.esm Unofficial Hearthfire Patch.esp Dragonborn.esm Unofficial Dragonborn.esp [The rest of your stuff] The main reason for this should be obvious. It will generate much less interference with things following on in the ESM group, and at the same time allow us to undo some of the changes in each DLC patch that are only there because the USKP canceled them out due to its own edits. Best of all, thus far in testing, it poses no risk for converting them in the middle of an active playthrough, even with a lot of other mods loaded. So anyway, that's where we're headed now. We've already kind of leaked hints at it, so now it can be considered confirmed rather than rumor The ESM Conversion Checklist Wrye Bash Support - Supported as of release 304.2. NMM Support - Works as expected, NMM flags the files with a warning but allows them to move into the ESM group. Mod Organizer Support - v1.0.0rc1 and up has been confirmed to work. TES5Edit Support - Supported as of release 3.0.31. BOSS Support - Working in 2.1.1. (was some confusion here, but it *IS* working) Checklist items need to be completed before we move forward on this. BETA Scheduling We're planning to go into beta on all 4 patches Saturday (October 5). I expect we'll have a minimum of 2 weeks testing, perhaps longer, to see how all this affects things and to validate that none of the new fixes coming in with this are broken. With that in mind, I figured this is as good a time as any to say so. Once this round of beta testing is complete, the USKP will no longer be distributed on Steam. Leaving the 1.3.2c version up there is already causing us problems and we can't in good conscience leave it up there after 2.0 has gone live. So anyone still using Steam to get the USKP needs to transition to one of the other available download sites. We're also going to have to check to see if Steam will accept a falsely flagged ESP file and deliver it back to the user intact as such. I mention this now because if it doesn't, then ALL of the unofficial patches will have to be taken down from Steam and everyone using those too will need to make provisions to change to another download site. So keep that in mind for those of you using Steam.

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