Arthmoor Posted October 26, 2016 Posted October 26, 2016 Unofficial Skyrim Special Edition Patch Version: 4.3.4 By the Unofficial Patch Project Team Download it from AFK Mods Download it from ModDB Download it from SSE Nexus Download it from Bethesda.net - PC + XB1 Requires Skyrim Special Edition 1.6.1130 or greater. Works with Steam, GoG, and Epic Games Store releases. Documentation + Credits - PC, XB1 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 Skyrim Anniversary Update If you are running the full AE Upgrade, it is strongly recommended you download and install Garthand's Creation Club Patches. These patches resolve conflicts between the DLCs and the USSEP that are caused by how load ordering works in the game. All Creation Club content is loaded before anything user generated, like the USSEP and any other ESM flagged mods you may have. The PC version can be found here: Unofficial Skyrim Creation Club Content Patches Please direct any questions about these patches to Garthand over on Nexus. USSEP Fixes The "boss" vampire NPCs in Movarth's Lair should never have been set to be Boss reference types as neither of them is set to respawn and therefore ends up breaking radiant quests if they attempt to assign themselves to Movarth's Lair. Reverts Bug #12526. [0001F593, 000D3BEB] (Bug #34637) The north gate to Riften had z-fighting introduced on the moss in USKP 1.0. This has been corrected along with the fixed UV that was done in the original fix. [meshes\architecture\riften\rtnorthgate01.nif] (Bug #34615) An invalid cover flag was removed from the navmesh near Fort Sungard. (Bug #34652) Previously fixed assets for the female Forsworn armor went missing from the archive at some point. The fixes have been remade using vanilla SE meshes. [meshes\clothes\forswornarmor\forswornarmorf_0.nif, meshes\clothes\forswornarmor\forswornarmorf_1.nif] (Bug #34774) Actor and AI Fixes Barknar needed further adjustments to his location data to be able to fulfill his intended AI packaging. (Bug #34552) Horses should no longer continuously spam their idle sounds. [meshes\actors\horse\animations\idle_head3.hkx, meshes\actors\horse\animations\idle_head1.hkx, meshes\actors\horse\behaviors\horsebehavior.hkx] (Bug #34655) The dragons at both Arcwind Point and Saering's Watch were missing persist locations, along with the spawns at both locations. All other dragon lairs have this set, and these 2 lairs have been known to have issues with their encounters. (Bug #34827) The 3 NPCs outside of Redwater Den did not have their persist locations set. (Bug #34828) Faction Fixes ccBGSSSE001_CrabMQ4GuardFaction was intended to be allies with PlayerFaction, RiftenFisheryFaction, FishermanFaction, and PlayerFollowerFaction, but the reverse affiliations were never added to the respective records so the relationships don't actually work. (Bug #34871) Game Settings NPC Maximum Block Time [fCombatBlockTimeMax] is set to an insane value that will often cause them to stand in block stance "forever". It's actually about 10000 seconds, but that's close enough. It should have been set to 16 like all the other games have it. (Bug #34502) Item Fixes Wedding Sandals have no footstep sounds. [WeddingSandals01AA] (Bug #34681) WRWaterPool01 and Water1024WR (the ones in the pool below the Dragonsreach bridge) were incorrectly flagged by an official update to disable water displacement when swimming in them. (Bug #34771) Location Fixes Broken navmesh links in cell 29, -1. (Bug #34502) Bad navmesh setup in the Whiterun Imperial Camp cells. (Bug #34632) Fixed a missing navmesh connection at Battle Born Farm. (Bug #34747) The navmeshes in the Palace of the Kings main hall, and both upstairs areas was a complete mess of floating nodes and portions buried in walls and furniture. This led to incidents of NPCs getting stuck and unable to wander these cells or to get stuck after going through a door somewhere never to return. (Bug #34759) Fixed a ton of navmesh issues in and around Riverwood which may be causing any number of problems with NPCs becoming stuck in places throughout the village. (Bug #34787) Whiterun's city navmeshes were an absolute mess of floating nodes and triangles where they didn't belong. The entire city's navmesh has thus been overhauled to correct all of these issues plus to extend navmesh into some parts that had none. (Bug #34820, Bug #34814) Magic, Perk and Skill Fixes Sun Bane is not marked as hostile which means it also cannot be resisted. [DLC1SunDamageFFAimedArea] (Bug #34645) It was not possible for a player to apply a Fortify Stamina Regen enchantment to a ring even though such items are readily available in loot tables. [Formlist: EnchantmentStaminaRegen] (Bug #34486) Mesh and Texture Fixes Fixed a blotch on the normal map used by several wooden parts in the Whiterun set. [textures\architecture\whiterun\wrwoodfloorint01_n.dds] (Bug #34809) Numerous UV issues have been corrected on several instances of the meshes for Spriggans. [meshes\_byoh\architecture\byohhouse\trophy\byohhousetrophyspriggan01.nif, meshes\actors\dlc01\spriggan\character assets\sprigganmatronvariant.nif, meshes\actors\dlc02\sprigganburnt\sprigganburnt.nif, meshes\actors\spriggan\character assets\sprigganmatron.nif, meshes\actors\spriggan\character assets\spriggan.nif, meshes\loadscreenart\loadscreenspriggan.nif] (Bug #13608) Dragonscale Boots had a twisted right foot animation due to an issue with the bone setup. [meshes\armor\dragonscale\dragonscalebootsm_1.nif, meshes\armor\dragonscale\dragonscalebootsm_0.nif] (Bug #26252) Bone Chime traps do not settle back into place once triggered due to a missing Havok flag. [meshes\traps\bonealarm01\trapbonealarmhavok01.nif, meshes\traps\bonealarm02\trapbonealarmbhavok.nif] (Bug #29189) Weapon rack meshes have been refreshed from SSE vanilla to ensure no lingering issues due to bad LE conversions from 2016 remain. [meshes\clutter\weaponrack\wrplaque01.nif, meshes\clutter\weaponrack\wrplaqueleft01.nif, meshes\clutter\weaponrack\wrplaqueright01.nif, meshes\clutter\weaponrack\wrplaqueshield01.nif, meshes\clutter\weaponrack\wrsingle01.nif] (Bug #34257) Fixed a gap in the legs when wearing the Emperor's Robe with a pair of Fine Boots. [meshes\clothes\fineclothes01\bootsm_0.nif, meshes\clothes\fineclothes01\bootsm_1.nif] (Bug #33716) Fixed several issues with UVs and gaps in trees for The Reach. [meshes\landscape\trees\tundradriftwood02.nif, meshes\landscape\trees\reachclifftree01.nif, meshes\landscape\trees\reachclifftree02.nif, meshes\landscape\trees\reachtree01.nif, meshes\landscape\trees\reachtree02.nif, meshes\landscape\trees\tundradriftwood01.nif] (Bug #34461) Fixed gaps and missing parts on the Whiterun castle bridge. [meshes\architecture\whiterun\wrbuildings\wrcastlebridge01.nif] (Bug #34471) Missing collision on the roof above the Fletcher's shop in Solitude. Plus other issues. [meshes\architecture\solitude\sblacksmith.nif] (Bug #34740, Bug #34506) Bad collision materials on the catapults. [meshes\clutter\civilwar\catapult\civilwarcatapult01.nif] (Bug #34527) Fixed motion settings on one of the Dwemer partition pieces. [meshes\dungeons\dwemer\partitions\dweptnwallhalf01.nif] (Bug #34541) Interior silo window is missing its emittance settings. [meshes\architecture\solitude\farms\sfarmhousesilo.nif] (Bug #34547) Fixed a number of issues with the blood explosion effect from Dawnguard. [meshes\dlc01\effects\dlc1bloodexplosion500.nif] (Bug #34565) Bad collision fixed on Elven arrows and bow. [meshes\weapons\elven\elvenbowskinned.nif, meshes\weapons\elven\elvenarrow.nif, meshes\weapons\elven\elvenarrowflight.nif] (Bug #34571) Fixed several issues with Juniper plants. [meshes\plants\florajuniper01.nif] (Bug #34577) Collision issues fixed on the Basic Tankard. [meshes\clutter\dining set\basictankard01.nif, meshes\dlc01\clutter\dlc01tankardblood.nif] (Bug #34580, Bug #34847) Cave pillars had their collision updated to prevent clipping through them in some cases, along with preventing placed objects near them from being inaccessble. [meshes\dungeons\caves\green\pillars\cavegepillar01.nif, meshes\dungeons\caves\green\pillars\cavegepillar02.nif, meshes\dungeons\caves\green\pillars\cavegepillar03.nif, meshes\dungeons\caves\green\pillars\cavegepillar04.nif, meshes\dungeons\caves\green\pillars\cavegepillar05.nif, meshes\dungeons\caves\green\pillars\cavegepillar06.nif] (Bug #34606) Blackreach pillars and walls had collision updates to prevent clipping through them and/or prevent objects near them from being inaccessible. [meshes\dungeons\caves\blackreach\blackreachepillar01.nif, meshes\dungeons\caves\blackreach\blackreachepillar02.nif, meshes\dungeons\caves\blackreach\blackreachepillar03.nif, meshes\dungeons\caves\blackreach\blackreachepillar04.nif, meshes\dungeons\caves\blackreach\blackreachepillar05.nif, meshes\dungeons\caves\blackreach\blackreachepillar06.nif, meshes\dungeons\caves\blackreach\blackreachewallup01.nif, meshes\dungeons\caves\blackreach\blackreachewallup02.nif, meshes\dungeons\caves\blackreach\blackreachewallup03.nif, meshes\dungeons\caves\blackreach\blackreachewallup04.nif] (Bug #34607) Fixed UV issues, window emittance, and collision materials on the Solitude Castle mesh. [meshes\architecture\solitude\scastle.nif] (Bug #34608, Bug #34816) Fixed an issue causing a random black spot on the inside of vampire coffins. [meshes\dlc01\clutter\vampirecoffinhoriz\vampirecoffinhoriz01.nif] (Bug #34609) Fixed excessively large and inaccurate collision on bookshelves in Nord ruins. [meshes\clutter\ruins\ruinshelfsmallfull01.nif] (Bug #34610) Fixed collision and z-fighting issues with the Bee & Barb building in Riften. [meshes\architecture\riften\rtbeebarb01.nif] (Bug #34605) UV issue and collision materials fixed for several of the larger Windhelm ground path meshes. Including heavily optimizing the collision to perform better. [meshes\architecture\windhelm\whcenter6.nif, meshes\architecture\windhelm\whcenter.nif, meshes\architecture\windhelm\whcenter2.nif, meshes\architecture\windhelm\whcenter3.nif, meshes\architecture\windhelm\whcenter4.nif, meshes\architecture\windhelm\whcenter5.nif] (Bug #34612) Fixed UV issues on top of the grey quarter in Windhelm. [meshes\architecture\windhelm\whgrayquarter02.nif] (Bug #34613) UV issues on the other grey quarter mesh have also been fixed. [meshes\architecture\windhelm\whgrayquarter01.nif] (Bug #34616) Broken UVs and a gap along one wall in wrhousewind02. [meshes\architecture\whiterun\wrbuildings\wrhousewind02.nif] (Bug #34617) Yet more UV issues and a mesh gap, this time for the Windhelm Prison tunnel. [meshes\architecture\windhelm\whprison01.nif] (Bug #34618) What a surprise - more UV issues and wall gaps for the Windhelm Docks. [meshes\architecture\windhelm\whdocks1.nif] (Bug #34619) Fixed issues with windows on the Windhelm Palace. [meshes\architecture\windhelm\whpalace1.nif] (Bug #34620) Closed a gap on one of the prison wall caps in Windhelm. [meshes\architecture\windhelm\whprisonwallcap01.nif] (Bug #34621) Fixed more z-fighting on sections of the Windhelm bridge. [meshes\architecture\windhelm\windhelmbridge2.nif] (Bug #34624) Fixed bad collision on ice wraith teeth. [meshes\clutter\ingredients\icewraithteeth.nif] (Bug #34625) Fixed wildly oversized collision and material types for the Coda Flower. [meshes\creationclub\bgssse037\clutter\ingredients\codaflower.nif] (Bug #34626) UV errors on the underside of the Riften canal bridges. [meshes\architecture\riften\rtcanalsbridge03.nif, meshes\architecture\riften\rtcanalsbridge04.nif, meshes\architecture\riften\rtcanalsbridge01.nif, meshes\architecture\riften\rtcanalsbridge02.nif] (Bug #34627) Gaps, bad UVs, and z-fighting on section 3 of the Talos Temple in Windhelm. [meshes\architecture\windhelm\whtempletalos3.nif] (Bug #34628) Fixed z-fighting, incorrect collision materials, inaccurate collision on the Windhelm braziers. [meshes\architecture\windhelm\whfirebrazier01.nif] (Bug #34638) Fixed UV issues and incorrect collision materials on some random piece of stonework for Windhelm. [meshes\architecture\windhelm\whlandfront.nif] (Bug #34639) Fixed z-fighting and UV issues with the Stone Quarter housing in Windhelm. [meshes\architecture\windhelm\whstonequarterhouses01.nif] (Bug #34641) Fixed collision materials on Farmhouse interior 5. [meshes\architecture\farmhouse\interior\farmintinnend05.nif] (Bug #34642) Fixed collision materials on the Farmhouse basement stairs. [meshes\architecture\farmhouse\interior\farmintwbasementent01.nif] (Bug #34643) Collision fixes for 3 rugs. [meshes\clutter\common\rug14.nif, meshes\architecture\whiterun\wrclutter\wrrughallofdead01mid.nif, meshes\architecture\whiterun\wrclutter\wrrughallofdead01end.nif] (Bug #34644) Fixed material types on the Whiterun totem arch. [meshes\architecture\whiterun\wrcitywalls\wrwalltotem01.nif] (Bug #34646) Fixed gaps and seams in the indoor Whiterun firepit. [meshes\architecture\whiterun\wrinteriors\wrdungeon\wrdunintarch768fireplace01.nif] (Bug #34647) Sealed a large gap in one side of the façade for Markarth's trade shop. [meshes\architecture\markarth\mrkarnleiftrading01.nif] (Bug #34648) Fixed bad UV mapping with a section of the Windhelm graveyard walls. [meshes\architecture\windhelm\whlanddead9.nif] (Bug #34649) Fixed UV errors and emittance settings on windows for the Windhelm stables. [meshes\architecture\windhelm\whstables.nif] (Bug #34650) Fixed a number of UV issues with the second section of the Talos Temple in Windhelm. Plus a gap. [meshes\architecture\windhelm\whtempletalos2.nif] (Bug #34651) Fixed UVs and a clipping roof segment on the Clan Shattershield house in Windhelm. [meshes\architecture\windhelm\whclanshattershield.nif] (Bug #34654) Fixed z-fighting, UVs, collision materials, and collision complexity for the Grey Quarter ground mesh in Windhelm. [meshes\architecture\windhelm\whgqground.nif] (Bug #34656) Optimized the collision complexity on the Telvanni Roots. [meshes\dlc02\architecture\telvannitower\dlc2telvanniroot03.nif, meshes\dlc02\architecture\telvannitower\dlc2telvanniroot01.nif, meshes\dlc02\architecture\telvannitower\dlc2telvanniroot02.nif] (Bug #34658) Fixed UV errors and emittance settings on the windows of Candlehearth Hall in Windhelm. [meshes\architecture\windhelm\whcandlehearthinn.nif] (Bug #34659) Fixed several gaps and a translucent doorway for Elenwen's Solar. [meshes\architecture\solitude\sthalmorhouse.nif] (Bug #34660) Numerous fixes for UV issues, bad vertex colors, and gaps in things in many of the meshes associated with the Thalmor Embassy. [meshes\architecture\solitude\spatiowallstairs01.nif, meshes\architecture\solitude\spatiowallstairs02.nif, meshes\architecture\solitude\spatiowallsteps01.nif, meshes\architecture\solitude\spatiowallsteps02.nif, meshes\architecture\solitude\sthalmorbarracks.nif, meshes\architecture\solitude\sthalmorembassy.nif, meshes\architecture\solitude\spatiocor01.nif, meshes\architecture\solitude\spatiowall01.nif, meshes\architecture\solitude\spatiowall02.nif, meshes\architecture\solitude\spatiowall03.nif, meshes\architecture\solitude\spatiowall30.nif, meshes\architecture\solitude\spatiowall45.nif, meshes\architecture\solitude\spatiowallentrance.nif] (Bug #34666) Banner anchors in Skuldafn had unnecessary alpha and double sided settings on them. [meshes\clutter\skuldafn\skuldafnbanneranchor.nif, meshes\clutter\skuldafn\skuldafnbanneranchor02.nif] (Bug #34668) Fixed a number of UVs, gaps, and z-fighting issues with the Solitude double stairway. [meshes\architecture\solitude\interiors\smdastasol02.nif] (Bug #34670) All 10 ground objects for circlets have bad UVs, collision, shaping, and material types. [meshes\armor\circlets\circlet1_go.nif, meshes\armor\circlets\circlet2_go.nif, meshes\armor\circlets\circlet3_go.nif, meshes\armor\circlets\circlet4_go.nif, meshes\armor\circlets\circlet5_go.nif, meshes\armor\circlets\circlet6_go.nif, meshes\armor\circlets\circlet7_go.nif, meshes\armor\circlets\circlet8_go.nif, meshes\armor\circlets\circlet9_go.nif, meshes\armor\circlets\circlet10_go.nif] (Bug #34677) Destroyed urns had massively oversized collisions which caused them to float in many cases. [meshes\clutter\ruins\ruins_largeurndestroyed.nif] (Bug #34678) Broken UVs, and bad vertex coloring for some Whiterun palace walls. [meshes\architecture\whiterun\wrinteriors\wrcastle\wrintcastlewallbasestrdouble02.nif, meshes\architecture\whiterun\wrinteriors\wrcastle\wrintcastlewallbasestrdouble01.nif, meshes\architecture\whiterun\wrinteriors\wrcastle\wrintcastlewallbasestrdouble01ext.nif] (Bug #34686) Broken UVs and vertex color issues in Dragonsreach wall pieces. [meshes\architecture\whiterun\wrinteriors\wrcastle\wrintcastlewallstrtrans512.nif, meshes\architecture\whiterun\wrinteriors\wrcastle\wrintcastlewallstrtrans512r.nif] (Bug #34689) Winterhold meshes missing their window emittance settings. [meshes\architecture\winterhold\winterholdtowerintwall09.nif, meshes\architecture\winterhold\winterholdtowerintwall01.nif, meshes\architecture\winterhold\winterholdtowerintwall02.nif, meshes\architecture\winterhold\winterholdtowerintwall04.nif, meshes\architecture\winterhold\winterholdtowerintwall05.nif, meshes\architecture\winterhold\winterholdtowerintwall06.nif, meshes\architecture\winterhold\winterholdtowerintwall07.nif, meshes\architecture\winterhold\winterholdtowerintwall08.nif] (Bug #34692) Bad UVs on the metal bars attached to Windhelm fence sections. [meshes\architecture\windhelm\whvalunstrad21.nif] (Bug #34696) UVs on some Dwemer platform stairs had "parallax crawl" issues with their UV mapping. [meshes\dlc2\dungeons\dwemer\platforms\dlc2dweplatwallstair01.nif, meshes\dlc2\dungeons\dwemer\platforms\dlc2dweplatwallstair02.nif, meshes\dungeons\dwemer\platforms\dweplatwallstair01.nif, meshes\dungeons\dwemer\platforms\dweplatwallstair02.nif] (Bug #34697) Mead barrels had visible missing parts on their undersides along with bad collision materials. [meshes\clutter\meadery\meadbarrel01.nif] (Bug #34701) The castle stairway in Whiterun has bad UVs, broken triangle faces, and the wrong collision material on the stairs. [meshes\architecture\whiterun\wrterrain\wrcastlestairs01.nif] (Bug #34703) Gaps and bad vertex colors corrected for the Dragonsreach main mesh. [meshes\architecture\whiterun\wrbuildings\wrcastlemainbuilding01.nif] (Bug #34704) Bad UVs, collision with floating verts, and grass that was clipping through walls. [meshes\architecture\whiterun\wrterrain\wrmainroadplains.nif] (Bug #34708) Fixed a number of gaps, bad UVs, bad collision, and an incorrect collision material on the metal grate for Carlotta's house plot in Whiterun. [meshes\architecture\whiterun\wrterrain\wrcarlottaplatform01.nif] (Bug #34710) Broken UVs, gaps, and collision materials fixed for the stairway into the big pond in Whiterun. [meshes\architecture\whiterun\wrterrain\wrpondstairs02.nif, meshes\architecture\whiterun\wrterrain\wrpondstairs01.nif] (Bug #34711) UV issues corrected on the Whiterun interior beam section. [meshes\architecture\whiterun\wrinteriors\wrintbeamwall01.nif] (Bug #34718) Bad UVs around the grate in the Dragonsreach Dungeon. [meshes\architecture\whiterun\wrdungeon\wrdunintcor01vent.nif] (Bug #34702) Bad UVs on the top piece for Dragonsreach. [meshes\architecture\whiterun\wrbuildings\wrcastlestonetowertop01.nif] (Bug #34707) Bad UVs and z-fighting for the scaffold pieces in Whiterun. [meshes\architecture\whiterun\wrscaffold\wrscafstr02.nif] (Bug #34720) Grass clipping through the stone wall for the common housing section of Whiterun. [meshes\architecture\whiterun\wrterrain\wrcommonhouseplatform01.nif] (Bug #34721) UV issues with one of the Wind District houses in Whiterun. [meshes\architecture\whiterun\wrbuildings\wrhousewind01.nif] (Bug #34723) UV issues and gaps on one of the Wind District houses in Whiterun. [meshes\architecture\whiterun\wrbuildings\wrhousewind03.nif] (Bug #34723) UV issues with one of the Wind District houses in Whiterun. [meshes\architecture\whiterun\wrbuildings\wrhousewind04.nif] (Bug #34723) UV issues with one of the shacks in Whiterun. [meshes\architecture\whiterun\wrbuildings\wrhouseshack02.nif] (Bug #34723) Missing geometry on a destroyed shack in Whiterun. [meshes\architecture\whiterun\wrbuildings\wrhouseshack01destroyed.nif] (Bug #34729) A collision hole allowed access to the back side of the Dragonsreach tower. Plus corrections for a number of UV issues. [meshes\architecture\whiterun\wrbuildings\wrcastlestonetower01.nif] (Bug #34732) Fixed several issues causing transparent rendering of the Whiterun city wall columns. [meshes\architecture\whiterun\wrcitywalls\wrwallcap01nohighcol.nif, meshes\architecture\whiterun\wrcitywalls\wrwallcap01.nif] (Bug #34735) Bad vertex colors, broken UVs, and some gaps fixed on the Whiterun stables. [meshes\architecture\whiterun\wrbuildings\wrhousestables01.nif] (Bug #34737) Collision on the Steel Bow caused it to float. [meshes\weapons\steel\steelbow.nif] (Bug #34739) UV issues fixed on rockcliff04. [meshes\landscape\rocks\rockcliff04.nif] (Bug #34741) UV issues fixed on rockcliff07. [meshes\landscape\rocks\rockcliff07.nif] (Bug #34741) Fixed a large gap in the Solutide castle walls. [meshes\architecture\solitude\scastlewall06.nif] (Bug #34743) Fixed gaps, bad UVs, and stray triangles in the Whiterun main gate. [meshes\architecture\whiterun\wrcitywalls\wrwallmaingate01.nif] (Bug #34744) UV issues with interior Whiterun beams. [meshes\architecture\whiterun\wrinteriors\wrshintbeam512.nif, meshes\architecture\whiterun\wrinteriors\wrintbeam512.nif] (Bug #34746) Bad UVs and collision inaccuracies on the terrain base for House Grey-Mane. [meshes\architecture\whiterun\wrterrain\wrgreymanebase.nif] (Bug #34777) Bad UVs, incorrect collision materials, and a gap fixed on the Whiterun waterway stairs. [meshes\architecture\whiterun\wrcitywalls\wrstairswater01.nif] (Bug #34788) Fixed floating collision on the toll skull, as well as a missing ragdoll flag. [meshes\clutter\bones\trollskull.nif] (Bug #34791) Fixed collision materials and made the collision itself more accurate. [meshes\architecture\whiterun\wrterrain\wrgreathouseplatform01.nif] (Bug #34792) Bad UVs on the Whiterun blacksmith house. [meshes\architecture\whiterun\wrbuildings\wrhouseblacksmith01.nif] (Bug #34793) Fixed UV issues with the Bannered Mare building. [meshes\architecture\whiterun\wrbuildings\wrhousebanneredmare01.nif] (Bug #34794) UV issues fixed on the Honningbrew Meadery building. [meshes\architecture\whiterun\wrbuildings\wrhousemeadery01.nif] (Bug #34799) Broken UVs on the wooden loft pieces for Whiterun. [meshes\architecture\whiterun\wrinteriors\wrintloftmid01.nif] (Bug #34802) The human bones found throughout the game had collision which often caused them to float above surfaces. [meshes\clutter\bones\humanarmrightstatic.nif, meshes\clutter\bones\humanarmleft.nif, meshes\clutter\bones\humanarmleftstatic.nif, meshes\clutter\bones\humanarmright.nif, meshes\clutter\bones\humanlegrightstatic.nif, meshes\clutter\bones\humanlegleft.nif, meshes\clutter\bones\humanlegleftstatic.nif, meshes\clutter\bones\humanlegright.nif] (Bug #34803, Bug #34806) Bad UVs and inaccurate collisions on cave icicles. [meshes\dungeons\caves\ice\clutter\caveiiciclemed01.nif, meshes\dungeons\caves\ice\clutter\caveiiciclemed02.nif, meshes\dungeons\caves\ice\clutter\caveiiciclemed03.nif, meshes\dungeons\caves\ice\clutter\caveiiciclemed04.nif, meshes\dungeons\caves\ice\clutter\caveiiciclemed05.nif, meshes\dungeons\caves\ice\clutter\caveiicicle01.nif, meshes\dungeons\caves\ice\clutter\caveiicicle02.nif, meshes\dungeons\caves\ice\clutter\caveiicicle03.nif, meshes\dungeons\caves\ice\clutter\caveiicicle04.nif, meshes\dungeons\caves\ice\clutter\caveiicicle05.nif, meshes\dungeons\caves\ice\clutter\caveiicicle06.nif, meshes\dungeons\caves\ice\clutter\caveiiciclelarge01.nif, meshes\dungeons\caves\ice\clutter\caveiiciclelarge02.nif, meshes\dungeons\caves\ice\clutter\caveiiciclelarge03.nif, meshes\dungeons\caves\ice\clutter\caveiiciclelarge04.nif] (Bug #34804) Missing collision on Whiterun post stubs. [meshes\architecture\whiterun\wrinteriors\wrintfreewallcolum02nubs.nif] (Bug #34807) Poor collision accuracy and bad materials fixed for the Hall of the Dead terrain segment in Whiterun. [meshes\architecture\whiterun\wrterrain\wrhallofdeadplatform01.nif] (Bug #34808) Fixed UVs and collision materials on the Hall of the Dead building for Whiterun. [meshes\architecture\whiterun\wrbuildings\wrhallofthedead01.nif] (Bug #34810) UV issues with the beams on House Grey-Mane. [meshes\architecture\whiterun\wrbuildings\wrhousegreymane01.nif] (Bug #34811) Bad UVs on the beams and roof of Belethor's shop in Whiterun. [meshes\architecture\whiterun\wrbuildings\wrhousestores01.nif] (Bug #34812) Bad UVs on the beams and roof of Arcadia's shop in Whiterun. [meshes\architecture\whiterun\wrbuildings\wrhousestores02.nif] (Bug #34813) Fixed a gap in the ground on Sstyrr's house. [meshes\architecture\solitude\sstyrrshousedestroyed.nif, meshes\architecture\solitude\sstyrrshouse.nif] (Bug #34817) UV issues on the handles for Hoes. [meshes\animobjects\animobjecthoe.nif, meshes\clutter\common\hoe.nif] (Bug #34819) Incorrect material type on Scattered Embers. [meshes\dlc2\landscape\dlc2scatteredembers01.nif, meshes\dlc2\landscape\dlc2scatteredembers02.nif] (Bug #34821) Fixed UVs, gaps, and collision materials for the Bannered Mare terrain segment in Whiterun. [meshes\architecture\whiterun\wrterrain\wrbanneredmarebase01.nif] (Bug #34823) Fixed UVs, gaps, collision materials, and inaccurate collision in general on the shack terrain segments for Whiterun. [meshes\architecture\whiterun\wrterrain\wrshacksbase02.nif, meshes\architecture\whiterun\wrterrain\wrshacksbase01.nif] (Bug #34824) Bad UVs, z-fighting, gaps under the stairs, inaccurate collision, and bad collision materials all fixed for the Blacksmith shop terrain segment in Whiterun. [meshes\architecture\whiterun\wrterrain\wrblacksmithbase.nif] (Bug #34831) UV issues, gaps, and collision materials fixed for the Whiterun drawbridge. [meshes\architecture\whiterun\wrcitywalls\wrwallgatedrawbridge01.nif] (Bug #34832) Bad geometry fixed for the Elven Longsword. [meshes\weapons\elven\elvengreatsword.nif, meshes\weapons\elven\1stpersonelvengreatsword.nif] (Bug #34833) Fixed a gap in part of the Blue Palace in Solitude. [meshes\architecture\solitude\sbluepalace.nif] (Bug #34834) Fixed gaps in the stone walls on the large Solitude terrain segment. [meshes\architecture\solitude\solitudebase.nif] (Bug #34836) Thieves Guild gauntlets were set to the wrong emission color. [meshes\armor\thievesguild\m\1stpersonbracersvariant_0.nif, meshes\armor\thievesguild\m\1stpersonbracersvariant_1.nif] (Bug #34518) Fixed bad UVs, gaps, collision, and material types for the Arcadia's Cauldron terrain segment in Whiterun. [meshes\architecture\whiterun\wrterrain\wrarcadiabase01.nif] (Bug #34837) Fixed bad UVs, gaps, collision, and material types for the terrain segment for Belethor's shop in Whiterun. [meshes\architecture\whiterun\wrterrain\wrdrunkenhuntsmanbase.nif] (Bug #34838) Fixed yet more bad UVs and bad collision on the terrain segment for the Drunken Huntsman in Whiterun. [meshes\architecture\whiterun\wrterrain\wrdrygoodsbase.nif] (Bug #34839) Bad UVs and vertex colors on one of the Whiterun houses. [meshes\architecture\whiterun\wrbuildings\wrhouse02.nif] (Bug #34840) Fixed collision issues on the 3 main city wall parts for Windhelm. [meshes\architecture\windhelm\whwallolaf.nif, meshes\architecture\windhelm\whwallwulfharth.nif, meshes\architecture\windhelm\whwallharald.nif] (Bug #34841) Fixed UV issues and a small gap on Evette San's house in Solitude. [meshes\architecture\solitude\sevette san house.nif] (Bug #34842) Fixed UVs, several gaps, and some collision issues with Jorvaskr. [meshes\architecture\whiterun\wrbuildings\wrjorvaskr01.nif] (Bug #34843) Fixed UV issues on two interior wall pieces for the Whiterun Temple. [meshes\architecture\whiterun\wrinteriors\wrtempintstr01.nif, meshes\architecture\whiterun\wrinteriors\wrtempintcor01.nif] (Bug #34846) Bar counters had bad normals and tangent settings. [meshes\clutter\counterset\counterstraight01.nif, meshes\clutter\counterset\countercornerin01.nif, meshes\clutter\counterset\countercornerout01.nif, meshes\clutter\counterset\counterleft01.nif, meshes\clutter\counterset\counterright01.nif] (Bug #34851) Bad UVs and some gaps on the dead version of the Gildergreen. [meshes\landscape\trees\wrtempletree01.nif] (Bug #34853) Bad UVs, gaps, and large collision fixes for the terrain segment containing the lower Dragonsreach stairs. [meshes\architecture\whiterun\wrterrain\wrterwind01.nif] (Bug #34856) Fixed collision issues on the terrain segment in Whiterun where Heimskr preaches. [meshes\architecture\whiterun\wrterrain\wrulfberhplatform01.nif] (Bug #34857) Bad UVs, collision materials, and one incorrect vertex coloring on the stairs leading away from the Gildergreen. [meshes\architecture\whiterun\wrterrain\wrstairsplatform01.nif] (Bug #34860) Bad UVs, missing geometry, and incorrect material types on the terrain segmment in front of Dragonsreach. [meshes\architecture\whiterun\wrterrain\wrtercloud01.nif] (Bug #34861) Z-fighting on the generic dock corner piece. [meshes\architecture\docks\dockcorsol01.nif] (Bug #34863) Bad UVs and incorrect collision fixed for the Gildergreen sapling. [meshes\landscape\trees\wrtempletreesapling01.nif] (Bug #34865) Bad UVs, and bone issues on the Eldergleam Root meshes. [meshes\landscape\trees\wrtempletree02rootanim01.nif, meshes\landscape\trees\wrtempletree02roots.nif, meshes\landscape\trees\wrtempletree02root\wrtempletree02root.nif] (Bug #34864) Collision issues fixed on some landscaping rocks. [meshes\dungeons\caves\green\rocks\cavegrockl04.nif, meshes\dungeons\caves\ice\rocks\caveirockl04.nif, meshes\landscape\rocks\rockl04.nif] (Bug #34712) Virya's texture set was missing the environment and cube map overrides. [ccBGSSSE001_ViriyaPetMudcrabTS] (Bug #34778) Bad UVs on the branches of the Gildergreen Sapling object you carry back to Whiterun. [meshes\clutter\wrtempletreesaplingsample01.nif] (Bug #34866) Bad UVs and normals on most of the Windhelm marketplace base pieces. [meshes\architecture\windhelm\whmarket04.nif, meshes\architecture\windhelm\whmarket01.nif, meshes\architecture\windhelm\whmarket02.nif, meshes\architecture\windhelm\whmarket02destroyed.nif, meshes\architecture\windhelm\whmarket03.nif] (Bug #34835) Clipping grass and bad collisions on the Plains District terrain segment in Whiterun. [meshes\architecture\whiterun\wrterrain\wrmainroadplains02.nif] (Bug #34875) Bad tangents and normals which affect lighting of the ruins cage door. [meshes\dungeons\nordic\doors\animated\cagedoor\norbridgecageexsm01.nif] (Bug #34873) UV misalignment on the planks for the walls on Farmhouse05. [meshes\architecture\farmhouse\farmhouse05.nif] (Bug #34876) Papyrus Fixes ccBGSSSE001_RadiantItemQuest: Quest journal counters could display negative values. (Bug #34026) DLC2EncExplodingSpiderSCRIPT: Log spam when the script tries to set alpha on a dead actor. (Bug #34676) QF_TGRSL_0002893E: This script was incorrectly using GetBaseObject() calls to remove an item which the quest currently has held in an alias. This can result in the wrong instance of the item being removed from their inventory when turning the quest in. (Bug #34398) DLC2MiraakScript: Race condition possible with the crossfaded effect on Miraak. (Bug #34782) With permission from Enai, the "Modern Brawl Bug Fix" has been merged, affecting the following: BladesSparringScript, C00JorrvaskrFightAthisScript, C00JorrvaskrFightNjadaScript, C00TrainerScript, C00VilkasScript, CompanionsSingleCombatantScript, DGIntimidateAliasScript, DGIntimidatePlayerScript, MS11CalixtoScript. (Bug #34767) Quest and Dialogue Fixes Boethiah's Calling [DA02] can become stuck if the player kills the priestess before talking to Boethiah. [DA02Script] (Bug #24551) [NR] Miirak's Unrelenting Force shout incorrectly references the Greybeard version for the "Ro Dah" part. [04039F9C] (Bug #34595) The control quest for Broken Oar Grotto [dunBrokenOarQST] may become stuck due to an engine issue with scenes that have AI packages covering their final phases. A workaround has been applied in hopes of avoiding the problem. (Bug #34594) Intimidation fails in WERoad09 because the property for the response was not filled. (Bug #34600) In Tusked Terror [ccBGSSSE001_Misc_Windhelm] the bounty letter is not properly marked as a quest item. (Bug #34274) Frozen Fish [ccBGSSSE001_Fish_MQ3] will attempt to remove a courier note from his container even if it isn't present because the quests were done in a different order. [QF_ccBGSSSE001_Fish_MQ3_050009E8] (Bug #34298) The world encounter with a vampire and their thrall [WERJ07] had an issue where they would sheath their weapons and walk away because the quest didn't properly update their aggression toward you. (Bug #34500) In WICastMagic04, the "letter from a friend" is not marked as a quest item. (Bug #34682) The occupants of Redwater Den don't use their aliased names when the control quest is active because the aliases were never set to store the text. (Bug #29086) During "Hail Sithis!" [DB11] the combat taunts from the guards aboard the Katariah are used against dragons or other targets because they weren't checking to see if the target was in the Dark Brotherhood. (Bug #31693) Yngol Barrow [dunYngolBarrowQST] needs an "allow reserved" flag on it to prevent soft-locks in combination with Favor158. Though this is daft and makes no logical sense given how these flags are SUPPOSED to work. (Bug #34438) If Aela's Shield is pickpocketed off of here after you've given it to her (we'll ignore the ludicrousness of being able to do that), it will end up getting stacked with other common Steel Shields, causing the entire stack to in essence become her shield. The alias on quest C00 that holds the shield needs the stores text flags on it. (Bug #34557) Fixed an issue with Gunmar and Ingard's ending scene at the end of the Dawnguard quest line. [DLC1VQ08DawnguardCelebrate] (Bug #34784) Due to the "Say Once" bug, Eydis at Old Hroldan will repeat her initial line about being frightened by the ghost even after the situation has been resolved. A workaround has been added to only let her do that at the initial stages of the quest. (Bug #34769) Temba and Gwilin have two scenes to run in Ivarstead that make no sense to run while they're both inside the inn. They have now been restricted to only run when they're outside. [SMQN:IvarsteadTembasMillScenes] (Bug #33961) Placement/Layout/Ownership and other World Object Fixes 00080C1C: Portcullis base piece in the wrong part of the cell. (Bug #34231) 06001020: Ore clipping with a crate. (Bug #34476) 000C1E2D: Bench clipping a wall. (Bug #34480) 000F4B2B: Wine bottle clipping a shelf. (Bug #34480) 08015910: Icicle added in Windhelm to cover up a portion of the Grey Quarter clipping through a wall. (Bug #34491) 000A9EBF, 000A9ED6, 000AD713: Object in Folgunthur clipping other objects. (Bug #34493) 00078A96, 00078A19, 00038388, 0003838A, 0003831D, 00078A13, 00078AA8, 00038320, 00078A17, 00038319, 0003831B, 0003833B: Occlusion markers in Windhelm which were sticking out from inside their buildings. (Bug #34494) 000FBA9C: Floating plant in Pinemoon Cave. (Bug #34496) 000D9B7A: Arrow set to respawn that shouldn't. (Bug #34512) 04028681, 040240C2, 07005A89, 07005A8A, 07005A8B, 07005A8C, 07005A8D: Corrected floating objects and covered up large gaps under a glacier. (Bug #34517) 0007A726, 0007A8D1, 0007A8D2: Bushes outside the playable area in POIFallForest17. (Bug #34519) 07005A8E thru 07005A94: Rocks added to close a huge gap between two large cliff/rock pieces. (Bug #34532) 000ED7D2, 000ED7D3, 000F1CAC: Floating embers. (Bug #34533) 000369FC, 00076FEE: Misplaced objects at Broken Tower Redoubt. (Bug #34534) 000B8AE8: Thistle ingredient missing ownership. (Bug #34535) 000C79D9, 000D5F88, 000D5F8C, 000D5F8E, 00090D08, 00090CBD, 00090CE4, 0009063E, 00090C48, 00043EB4, 00076E0A, 00076E38, 000EFB74, 000F3899, 000C2158, 000F7D7B, 0007E961, 000F7D7C, 000D5F8A: Floating objects. (Bug #34538) 0200DDE5, 0200DDE6, 0200DE8D, 0200DE8E, 0200DE90, 0200DDC2, 0200DDC5, 0200DDC6, 02019238: Floating objects in the Forgotten Vale. (Bug #34539) Several placement issues addressed on the Ice Runner. (Bug #34588) Several issues fixed in Broken Oar Grotto. (Bug #34591) 00061581, 00061582, 00061583: Z-fighting objects repositioned to correct it. (Bug #34614) 00089455, 00089488: Z-fighting leaves in Riften. (Bug #34629) Fixed some underwater placements around Windhelm. (Bug #34630) 07005913: Covered a mesh gap next to the city wall in Windhelm. (Bug #34631) Fixed several icicles in Bleakcoast Cave not being attached to the ceiling. (Bug #34633) 000FD0E9, 000FD13B, 000FD153: Misplaced rocks underwater. (Bug #34634) 00081E18, 00081EA2: Salmon meat clipping plates. (Bug #34635) 0010363F: Missing the script property for the fire damage effect. (Bug #34657) 000EA759: Dummy potion clipping with objects on a table. (Bug #34602) 000217A5: Cave wall in Darkshade that needed a multibound assignment to stop it from disappearing. (Bug #34664) Material and placement fixes for the Thalmor Embassy. (Bug #34667) Several issues with object placement fixed in the Blue Palace. (Bug #34669) 0004614B, 0007C6E9, 000A39B9: Misplaced objects in Haemar's Shame. (Bug #34671) Fixed room bounding markers in White Ridge Barrow. (Bug #34672) 00105d36: Cooking pot out of alignment. (Bug #34673) 000cf269: Another cooking pot out of alignment. (Bug #34674) 00027DD6, 0008E132, 000A2F89: Clipping objects at Serpent's Bluff Redoubt. (Bug #34679) 00048915, 00109E1A: Clipping barrels. (Bug #34680) 0190001E: Rock added to cover up a gap outside of Breezehome. (Bug #34684) 00070C83: Floating shield. (Bug #34691) 00055FCB: Windhelm south gate had a gap on the left side. (Bug #34693) 000D2F6C, 000DB937, 000507F2, 000CE115, 000D1AC1, 000D1ABB, 000D2F5B, 000D2F7C: Floating objects in Blackreach. (Bug #34694) 070059AB: Rock added to cover a hole in the worldspace in Whiterun. (Bug #34705) 0006B099, 0006B09A: Minor adjustments for a z-fighting scaffold. (Bug #34706) 000B2E5C, 000B4D82, 000B4D87: Rock gap and floating shrubs. (Bug #34709) 0005386F: Firewood pile clipping stairs. (Bug #34713) 000C2CAF, 000C2CB0: Floating banner in Helgen. (Bug #34719) 00039EE6, 00066352: Gap in the entry to the Whiterun Guard Tower. (Bug #34722) 0007F3E0: Misplaced cooking pot. (Bug #34725) 07005A99, 07005A9B, 07005A9C: Collision markers added to account for missing collision on the Castle Dour mesh. (Bug #34730) 07005A9D, 07005A9E, 07005A9F: Collision markers added to account for missing collision on the Temple of the Divines mesh. (Bug #34731) Fixed gaps in the walls and several clipping sacks in the Solitude Dungeons. (Bug #34733) 0005C7A3, 000A2358, 000B86EE: Misplaced objects in the Riften Ratway. (Bug #34734) 0004368F, 0009143E, 000BFFB8, 000BFFC4, 000BFFC5: Clipping objects in Faldar's Tooth. (Bug #34738) 0010BF47: Floating potion bottle. (Bug #34745) 000A8233, 000A8237, 000A8238, 000A8C19, 000A8C23: Clipping objects in Riften Jail. (Bug #34752) 0008DF01: Clipping piece of slaughterfish. (Bug #34755) 000351A7, 000D81C8, 000D81CF, 000D81D0, 000D81E6, 000FCF15, 000EE2CB: Misplaced objects in Cragslane Cavern. (Bug #34756) 00073A12: Armor clipping through a wall. (Bug #34760) 00107DD6: z-fighting floor section in Ironbind Barrow. (Bug #34761) 00107E08: Rubble clipping with a chest. (Bug #34762) 00051915: Occlusion plane sticking out too far across the Riverwood Trader front door. (Bug #34764) Various floating objects on Solstheim. (Bug #34765) Fixed a number of misplaced underwater objects. (Bug #34766) 00083E05, 000F3427: Clipping objects in Druadach Redoubt. (Bug #34768) 000b60da: Misplaced shrub. (Bug #34780) 000a06bc, 000a0643, 000a063c: Misplaced objects near Bonestrewn Crest. (Bug #34781) 00048949, 000488e1, 0001c55e, 0001c40b: Misplaced objects in Lost Knife Cave. (Bug #34783) 01002E1A: Missing encounter zone setting to prevent it from resetting in a non-resetting zone. (Bug #34785) 0700598A: Rock added to close a gap between 2 boulders. (Bug #34786) 00080447, 000856DB, 000858F8, 000B71CB, 000B71CC, 000B71CD, 00085A1C: Placement issues in Angarvunde. (Bug #34790) 0003C552, 000486D2, 0005977B, 000746EE, 000B159B, 000BD933, 000C3AC9, 000E241C, 000E2427, 000B7258: Misplaced plants and shrubs. (Bug #34795) 000C52A4: Mountain Flower in an inaccessible area. (Bug #34797) 000E5DA8, 000E5DAA, 000E5DAC, 000E5DB0: Pheasants disconnected from their racks. (Bug #34805) 000ADD72: Fixed a gap under a rock pile. (Bug #34815) 00101CBF: Duplicate barrel inside Honningbrew Meadery. (Bug #34818) 000A8A13, 000A89D3: Z-fighting correction in Chillfurrow Farm. (Bug #34822) 07005918: Collision plane added to cover a missing section of the roof on Honeyside. (Bug #34852) 0004706F, 0007ED8C, 0007ED8D: Incorrect bed types - NPCs clipped through walls when getting up. (Bug #34825) 0007ED5A: Mead barrel clipping a shelf. (Bug #34825) 0004CE46: Wrong bed type. (Bug #34826) 00034EAB: Rock clipping a pole. (Bug #34829) 0010C406: Z-fighting stairs. (Bug #34844) Placement issues in Fort Fellhammer fixed. (Bug #34845) 000EF2DE: Z-fighting plank. (Bug #34850) Several placement issues around Forelhost fixed. (Bug #34854) 000B8845, 000B8971, 000B8973: Floating objects. (Bug #34858) 000E0F36, 000E0F37: Bedrolls clipping below the surface. (Bug #34862) Several fixes for bushes in a number of cells. (Bug #34868) 07005911: Dirt mound added to cover a gap. (Bug #34870) 000C32E4, 000C32E5, 000C32E6: Bone alarm traps needed the USSEP parent marker property set since these are controlled by an enable parent. (Bug #34683) 0700083D: The Bitterwitch book is unique and should not respawn. (Bug #34524) 000ECC6F: Sack clipping through a crate. (Bug #34601) 000597A6, 000597A7, 0005A2C1, 0005A2CD, 000EA764: Clipping objects in Hag Rock Redoubt. (Bug #34603) 0004F1A5, 0004F243, 0004F3C7, 0004F3EB, 00069721, 00069722, 00069723, 0006B905, 0006B906, 0006B244: Clipping objects in Cracked Tusk Keep. (Bug #34661) 0003B288, 0004C5E3, 0007585A, 000AA015, 000E972B: Dead shrubs which should have been snow versions. (Bug #34796) 000A9EBC, 000A9EBD, 000A9ED5, 000A9ED6, 000A9ED7: Objects in Folgunthur that should not be respawning. (Bug #34492) 00102EA2: Sack clipping a wall. (Bug #34478) 00100B40: Sack clipping a log. (Bug #34477) Grounded many floating guard patrol markers in Whiterun, Solitude, and Windhelm. Text Fixes Spoiler DialogueWindhelmMarketSceneTorstenAval [0003EDF4]: "own" -> "down" (Bug #34663) Fixed leftover capitalization issues that weren't addressed with USSEP 4.2.7. (Bug #33913) Loadscreen NocturneStatue: "daedric mistress of stealth and shadow" -> "Daedric Mistress of Stealth and Shadow" (Bug #33914) WindhelmHellos [000A344D]: "Northwind" -> "North Wind" (Bug #34292) DA03 [Quest Stage 150]: "Rueful axe" -> "Rueful Axe" (Bug #34757) DA13AfflictedLetter: "sooth" -> "soothe", "Sumerset" -> "Summerset" (Bug #34773) DLC1VQ07GeleborIntroBranchTopic04c [0200A86E]: "empty handed" -> "empty-handed" (Bug #34789) MS06FalkBookReturn0 [000284D1]: "Necromancers" -> "necromancers" (Bug #34623) dunReachwaterRockEdict: Note wasn't set to use the handwritten font. (Bug #34716) The complete changelog for PC and XBox One is available here. Dankrou, smr1957 and StarlightNV 2 1
Arthmoor Posted October 26, 2016 Author Posted October 26, 2016 Reserved for future beta announcements.
Leonardo Posted October 26, 2016 Posted October 26, 2016 Why not reset the USSEP 4.0.0 version back to 1.0.0 instead of continuing the USLEEP version 3.x by starting with the 4.0.0 version for USSEP, especially when SSE is a separate game.
I2edShift Posted October 27, 2016 Posted October 27, 2016 Why not reset the USSEP 4.0.0 version back to 1.0.0 instead of continuing the USLEEP version 3.x by starting with the 4.0.0 version for USSEP, especially when SSE is a separate game. That seems unnecessary & counter-intuitive. I imagine the process will be to fix things in 'classic' Skyrim, then simply re-compile the plugin & archive in the SSE Creation Kit. Keeping the same versions seems much easier to keep track of.
BlackPete Posted October 27, 2016 Posted October 27, 2016 Resetting it back to 1.0.0 would likely add to the amount of confusion for a lot of people especially those who haven't been following the patch project along the way. Also, when bugs reports are being submitted and we refer to the version numbers (in conversations) it could lead to some misunderstandings which are otherwise avoidable if the version number starts at 4.0.0 instead.
Leonardo Posted October 27, 2016 Posted October 27, 2016 Resetting it back to 1.0.0 would likely add to the amount of confusion for a lot of people especially those who haven't been following the patch project along the way. Also, when bugs reports are being submitted and we refer to the version numbers (in conversations) it could lead to some misunderstandings which are otherwise avoidable if the version number starts at 4.0.0 instead. I doubt it will cause confusing since the acronym is USSEP and not USLEEP, but I guess the version number could arise some questions.
Arthmoor Posted October 27, 2016 Author Posted October 27, 2016 The only one questioning the version number is you Leo
alt3rn1ty Posted October 28, 2016 Posted October 28, 2016 I dont know what anyone has been using for extracting the new BSAs so far, but if you havent seen it Sharlikran linked a new tool ( from the new Wrye Bash for SSE description ) that ousnius has put together https://github.com/ousnius/BSA-Manager/releases/tag/v0.5 Same guy who has been doing amazing work on bodyslide and outfit studio
Arthmoor Posted October 28, 2016 Author Posted October 28, 2016 I've been using a private copy of BAE that Jon updated for the beta. Good to know stuff is starting to show up in public though.
Malacath Posted October 29, 2016 Posted October 29, 2016 I would like to report a bug about the wolves not howling but the bugtracker doesn't work for me. It says i'm not authorised.
Zed99 Posted October 29, 2016 Posted October 29, 2016 I understand, (by the text in yellow, at the top of the page), that there is a known issue with load order. Indeed the mod 'Campfire' cant help but stay at the top of my list, no matter how many times I try to move it. Will this affect USSEP, seeing it should come first? (This is using Bethesdas new in game mod menu.) I made a seperate topic concerning this. Thank you for your time, Best Regards
BlackPete Posted October 29, 2016 Posted October 29, 2016 I would like to report a bug about the wolves not howling but the bugtracker doesn't work for me. It says i'm not authorised. This guide should help: http://www.afkmods.com/index.php?/topic/3865-visual-guide-reporting-bugs-with-tracdown/ It sounds like you're not selecting a category and/or subcategory. In this case you would want "Unofficial Skyrim Patch" -> "Audio".
MartinTh3Turtl3 Posted October 29, 2016 Posted October 29, 2016 I would like to report a bug that occurs, from what I can tell, not to everyone, but it did occur to myself. It is on the winterhold college mission "Revealing The Unseen", in which you have to Speak with Mirabelle Ervine. The marker that the game gives me is inside the mountains to the North East of Riften. She's supposed to be inside the College of Winterhold. Can anyone help?
Leonardo Posted October 30, 2016 Posted October 30, 2016 Does a bug exist for Irileth in vanilla or is it fixed in USSEP? The reason I asked is simple, because when I played without any mods she didn't run pass me during the Dragon Rising quest when talking to the Jarl about what happen near the Western Watchtower. But with USSEP and a lot of other mods, mostly Arthmoor's mods and a few other mods, Irileth now run pass me and stops in front of the Jarl Balgruuf the Greater and I cannot see his face. That never happen in SLE with or without mods. The only mod, I am aware of, that could affect Irileth is USSEP. I dunno what is wrong. Has anyone notice the same thing as I have?
Arthmoor Posted October 30, 2016 Author Posted October 30, 2016 USSEP 4.0.1 is out. Should correct the issues people have been seeing. Lots of folks out there awfully damned impatient and spamming forums with a bunch of crap, all of you are repeating the same small set of errors over and over and making a big deal out of nothing.
Maxyb Posted October 30, 2016 Posted October 30, 2016 I love your patch Arthmoor. But I can't seem to download the new patch. The only other mods I have are your open cities and new life mods. I have tried downloading the new patch 3 times but once it gets to 100% it says cannot download. I'm playing the Xbox one. Thanks Max
Arthmoor Posted October 30, 2016 Author Posted October 30, 2016 I had quite a bit of trouble just getting it uploaded. I think their network is being slammed. You may simply need to wait a bit.
NightStar Posted October 31, 2016 Posted October 31, 2016 @arthmoor Went through the OP and a few things could use your attention. Due to the recent changes some of our trusty documents need updating. I've listed the sections that should be looked over by their titles. What needs editing should be pretty obvious. "Frequently Asked Questions - BUGS": Your bug tracker is broken, it says I don't have permission. Several questions in the "Frequently Asked Questions - About the Project" require attention due to USSEP. Many of them are still relevant for the users of the older patches. Do you want to remove/rewrite the obsolete sections or add some kind of way to distinct between information relevant to USSEP and the separate patches? The sections that should be reviewed are: Has the mod been cleaned? Will the mod be released as an ESM file? What is this useless .bsl file for? What is the proper load order for the Unofficial Patches? Do I still need to keep the old patches (USKP/UDGP/UHFP/UDBP) after I upgrade to the Legendary Edition (USLEEP)? I have numerous mods that used one or more of your old patches. What do I do about this? My game won't load now! In addition, since you're linking to "Bug Fixes Recommended in Addition to the Unofficial Patches" from USSEP thread, that page should probably have a mention in its OP that most mods recommended have not yet been updated for SSE and should not be used in their current form until they are (to avoid noobs tripping themselves over by blindly following links and installing things). Also, I remember reading somewhere that Bethesda fixed the lip sync bug in SSE, so would that still be necessary to use? Lastly, couple of typos: handle user generate files --- generate -> generated other than the unofficial patches installed --- we still have several patches, do we? patches -> patch Known issues we're working on for 4.0.2:Flickering LOD on certain buildings. Still looking into it. All LOD resources have been temporarily removed from distribution until we figure it out. You probably already read this (and the following post) about how editing OBND data may cause issues. Relevant?
LunarFern Posted October 31, 2016 Posted October 31, 2016 I'm having trouble marring anyone in the game. I have completed the book of love quest and put the necklace on. The character I'm trying to marry is Derkeethus. Please help.
Arthmoor Posted October 31, 2016 Author Posted October 31, 2016 @Nightstar: Yep, planning to get to those things as soon as possible. @LunarFern: You're going to need to be far more specific than that.
Maxyb Posted October 31, 2016 Posted October 31, 2016 Got the update thanks. But now the Imperial Cloaks mod isn't working. Does that mean that mod creator will have to update his mod to make it compatible again?
Leonardo Posted October 31, 2016 Posted October 31, 2016 I'm having trouble marring anyone in the game. I have completed the book of love quest and put the necklace on. The character I'm trying to marry is Derkeethus. Please help. Did you talked to Maramal in Riften about getting married? After you talked to him you also need to wear an Amulet of Mara before asking Derkeethus for marriage. Did you do that, talk to Marmal and obtain an Amulet of Mara? If you did then you must have a mod(s) that's preventing you from getting married.
LunarFern Posted October 31, 2016 Posted October 31, 2016 @Artmoor sorry I wasn't detailed enough. @Leonardo no I didn't talk to him I'll try it.
alt3rn1ty Posted October 31, 2016 Posted October 31, 2016 @ Arthmoor Reference : All LOD data (meshes+textures) have been removed until we can investigate what needs to be done with the files, or if they're still needed Does that include the textures in terrain \ deepwoodredoubtworld \ *.* Because all of those are still valid fixes from what I have seen - USSEP v4.0.0 on the left, Skyrim SE still with corrupted textures on the right ( I have checked all of them not just the ones currently in Irfanview ) : Edit : Out of the Terrain folder, I think The solstheimworld atlas texture does need pulled, I am listing that texture in the Redundant fixes topic .. Or at least it needs redone with the new SE atlas and add the miraak tower LOD to that instead
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