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Unofficial Skyrim Special Edition Patch


Version: 4.3.5
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.

v4.3.5 (2025-06-21) [SSE 1.6.1130+]

USSEP Fixes

  • Several meshes from a number of previous USSEP versions were stored in incorrect folders. This has now been corrected. (Bug #34977)
  • For some unknown reason, tankards that should have been on the shelf at the end of the hallway next to the added room in The Ragged Flagon had reverted themselves back to their original vanilla positions. (Bug #35510)
  • 07029011: Removed this item since it was an accidental duplicate. (Bug #35553)
  • 000FA2FF: The wrong linked keyword was set on a spawner. (Bug #35048)
  • Regression fix for the Juniper bushes. [meshes\plants\florajuniper01.nif] (Bug #35055)
  • After further discussion on the issue of Red Belly Mine and what to do with the displaced ebony, it was decided to return to using Northwind Mine as the location to place it. This was originally what we had decided, and as it turns out it's also the most compatible way to address the issue should someone decide this isn't acceptable - they can simply revert 3 reference changes rather than having to deal with several additional new objects added to the game. Plus this mine location makes far more sense geographically because Northwind Mine and Red Belly Mine share the same mountain and it is reasonable to think that the ore being drawn from either place could have changed over time. [REFR:0010D8F8, REFR:0010D8FA, REFR:0010D8FC] (Bug #35573)
  • The following voice files have been removed from the archive as they will no longer play while packed within a BSA file: Sound\voice\skyrim.esm\maleorc\VoicePowers_Shout01b_000683B1_1.fuz, Sound\voice\skyrim.esm\malekhajiit\VoicePowers_Shout01b_000683B1_1.fuz, Sound\voice\skyrim.esm\maleeventoned\VoicePowers_Shout01b_000683B1_1.fuz, Sound\voice\skyrim.esm\maleelfhaughty\VoicePowers_Shout01b_000683B1_1.fuz, Sound\voice\skyrim.esm\maleargonian\VoicePowers_Shout01b_000683B1_1.fuz, Sound\voice\skyrim.esm\femaleorc\VoicePowers_Shout01b_000683B1_1.fuz, Sound\voice\skyrim.esm\femalekhajiit\VoicePowers_Shout01b_000683B1_1.fuz, Sound\voice\skyrim.esm\femaleeventoned\VoicePowers_Shout01b_000683B1_1.fuz, Sound\voice\skyrim.esm\femaleelfhaughty\VoicePowers_Shout01b_000683B1_1.fuz, Sound\voice\skyrim.esm\femaleargonian\VoicePowers_Shout01b_000683B1_1.fuz. They cover the Marked For Death bug where the first word is mistakenly recorded for the "Lun" word instead of "Krii".

Actor and AI Fixes

  • The guard who escorts the nobles in WERoad02 has arrest capabilities even though he couldn't actually put you in jail. This same NPC is used as the template master for an Imperial guard outside of Forelhost who would also be unable to properly arrest you. [NPC_:000AAF93:CWSoldierImperialSingleVoiceTypeMaleSoldier] (Bug #33962)
  • Some enemy gargoyles would follow the player forever due to improperly assigned AI packages. [NPC_:0200F4D6:DLC1EncGargoyleSummonAmulet, NPC_:02016907:DLC1EncGargoyleSummon, NPC_:02017702:DLC1EncGargoyleSmall] (Bug #34942)
  • Moth gro-Bagol is not a member of MarkarthGhorzaFaction and should be for ownership and crime purposes. This will allow him to use his bed to sleep among other things. [NPC_:00055A5E:MothgroBagol] (Bug #34949)
  • Vignar Grey-Mane has a non-functional sleep package that he was supposed to use at the Drunken Huntsman, but not only does he not own any of the beds there, the ones that exist are already occupied by the other resident NPCs. He should be using his actual sleep package in Jorrvaskr. [NPC_:00013BB5:VignarGrayMane] (Bug #35015)
  • Alesan's inventory becomes slowly clogged up with baskets he never uses for anything due to a bad scripting setup. This means if you adopt him it could be impossible to give him gifts. The script causing this has been removed and the baskets will be removed from his inventory. [NPC_:0300403C:BYOHUrchin_Alesan] (Bug #35201)
  • Calcelmo and Faleen are supposed to meet for breakfast and dinner each night after their portion of The Book of Love [t02] is completed. Their packages were not set up correctly to allow this to happen at the appropriate time. [PACK:00053808:MarkarthCalcelmoEatWithFaleen6x2Package, PACK:00053809:MarkarthCalcelmoEatWithFaleen20x2Package, PACK:0006478F:MarkarthFaleenEatWithCalcelmo6x2Package, PACK:00064790:MarkarthFaleenEatWithCalcelmo20x2Package, QUST:00017F05:DialogueMarkarth] (Bug #35541)

Item Fixes

  • Elder Vampires could end up using the wrong vampire hood because they were mistakenly added to the Argonian addon record. [ARMA:02019AE9:DLCVampHoodArgAA] (Bug #35158)
  • 220 light source records have been given the "Portal-Strict" flag that they were supposed to have applied so that they will function correctly with room bounds and occlusion systems in the game. This also makes shadow casting lights function as intended. The changes should also improve performance slightly as well. Since there are so many records involved, the ticket has the attached file that shows the details of what was done, and to what. (Bug #35176)
  • Bliss Bug Thorax [INGR:06059155:ccBGSSSE025_Blissbug] is missing the VendorItemIngredient keyword. Also, it plus 71 other ingredient records have unset or incorrect object bounds data which should help with proper culling and light processing where these objects are placed. (Bug #35180)

Location Fixes

  • Navmeshes throughout the city of Windhelm had numerous floating nodes, buried nodes, and sections going straight up walls etc. (Bug #34920)
  • Navmeshes throughout the city of Solitude had numerous floating nodes, buried nodes, and sections going straight up walls etc. (Bug #34921)
  • Navmesh that no longer matched the landscape it was supposed to be on in cells -34,0 and -35,0. (Bug #34922)
  • Navmesh fixes for CronvangrHall01 and CronvangrHall02. (Bug #34931)
  • Navmesh issues fixed in Pine Moon Cave. (Bug #34932)
  • Fixed navmesh issues at Stendarr's Beacon. (Bug #34964)
  • Floating and buried navmesh nodes on the northern side of Kynesgrove. (Bug #34893)
  • Navmesh on the south side of Karthwasten is mostly floating, probably due to a mountain slab that's no longer present. (Bug #34892)
  • Navmesh in the river section east of Deepfolk Crossing was not marked as water. (Bug #34891)
  • Navmesh fixes in Tel Mithryn to prevent NPCs from walking off the edge of the platform where the "elevator" is. (Bug #35008)
  • Fixed broken connection as well as missing cover edges for Markarth. (Bug #35102)
  • Navmesh in Twilight Sepulcher fixed, along with a huge number of placement fixes. (Bug #35112)
  • Fixed navmesh issues in Cragslane Cavern. (Bug #35116)
  • Fixed navmesh issues at Battleborn Farm. (Bug #35117)
  • Fixed navmesh issues in Bits and Pieces in Solitude. (Bug #35118)
  • Fixed navmeshes and some floating lamps in Fahlbtharz. (Bug #35120)
  • Fixed navmeshes and several floating objects in Bloated Man's Grotto. (Bug #35133)
  • Fixed navmeshes and floating objects in Darkwater Pass. (Bug #35142)
  • Fixed broken navmesh links around cell -9, 12. (Bug #35173)
  • Fixed several navmesh issues in the Ratway. (Bug #35590)

Mesh and Texture Fixes

  • The explosion effect model for several Illusion spells that throw off "dark" explosions has a malformed mesh block with numerous bad values that will cause lag at best, and likely CTDs due to the engine becoming overloaded with out of range calculations. [meshes\magic\explosionilusiondark01.nif] (Bug #35179)
  • The explosion effect used for Storm Atronachs has malformed blocks in the mesh that can cause lag in the game and possibly CTDs if enough of these explosions happen on screen at the same time. [meshes\magic\explosionatronachstormattack.nif] (Bug #35396)
  • Fixed issues with internal object bounds on spider webs which may be contributing to crashes in Chillwind Depths. [meshes\effects\fxspiderwebkitwall01.nif, meshes\effects\fxspiderwebkitcorner2.nif, meshes\effects\fxspiderwebkitcorner3.nif, meshes\effects\fxspiderwebkitpost01.nif] (Bug #35517)
  • Nordic Battleaxe has incomplete collision. [meshes\dlc02\weapons\nordic\1stpersonnordicbattleaxe.nif] (Bug #34894)
  • Ice Wraith teeth had the wrong collision type on them, which blocked being able to grab them. [meshes\clutter\ingredients\icewraithteeth.nif] (Bug #34898)
  • 3 Solitude meshes were lacking proper emittance settings for their windows. [meshes\architecture\solitude\interiors\slgfwalsol01.nif, meshes\architecture\solitude\interiors\slgfwalsol02.nif, meshes\architecture\solitude\interiors\slgfwalsol03.nif] (Bug #34900)
  • 90 degree road curves with bad UV mapping, causing black lines where they shouldn't be. [meshes\landscape\roads\roadcurve90r01.nif, [meshes\dungeons\dwemer\roads\dweroadcurve90r01.nif] (Bug #34912)
  • Fixed inaccurate collision, incorrect materials, and bad tangent spaces for the giant roots in Saints & Seducers. Also updated the bounds calculations. [meshes\creationclub\_shared\dungeons\root\clutter\giantroot01.nif, meshes\creationclub\_shared\dungeons\root\clutter\giantroot02.nif, meshes\creationclub\_shared\dungeons\root\clutter\giantroot03.nif, meshes\creationclub\_shared\dungeons\root\clutter\giantroot04.nif] [STAT:01003086:ccBGS_GiantRoot02, STAT:01003087:ccBGS_GiantRoot03, STAT:01003088:ccBGS_GiantRoot04] (Bug #34936)
  • Incorrect collision materials fixed on the Breezehome terrain base. [meshes\architecture\whiterun\wrterrain\wrbreezebase.nif] (Bug #34950)
  • Fixed bad UV mappings on the Frost Spider heads. [meshes\actors\frostbitespider\character assets\frostbitespider.nif, meshes\actors\frostbitespider\character assets\frostbitespidercold.nif] (Bug #34951)
  • Fixed many UV issues with the Breezehome house. [meshes\architecture\whiterun\wrbuildings\wrbreezehome01.nif] (Bug #34597)
  • Fixed further collision issues with the platform stairs near Whiterun's Hall of the Dead. [meshes\architecture\whiterun\wrterrain\wrstairsplatform01.nif] (Bug #34959)
  • Fixed more UV issues with the Whiterun exterior castle stairway. [meshes\architecture\whiterun\wrterrain\wrcastlestairs01.nif] (Bug #34960)
  • Fixed more UV and collision issues with the Whiterun wall totems. [meshes\architecture\whiterun\wrcitywalls\wrwalltotem01.nif] (Bug #34961)
  • Fixed additional UV issues with Uthgerd's house in Whiterun. [meshes\architecture\whiterun\wrbuildings\wrhousewind04.nif] (Bug #34968)
  • Fixed issues with clipping on the Whiterun guardhouse. [meshes\architecture\whiterun\wrbuildings\wrguardhouse01.nif] (Bug #34969)
  • Corrected UV issues on the rims of the noble beds. [meshes\furniture\noble\noblebeddouble01.nif, meshes\furniture\noble\noblebeddouble02.nif[ (Bug #34970)
  • Fixed a gap and some UV issues with the skyforge. [meshes\furniture\blacksmithingskyforgemarker.nif] (Bug #34971)
  • Collision and UV fixes for 3 Windhelm wall pieces. [meshes\architecture\windhelm\whwallwulfharth.nif, meshes\architecture\windhelm\whwallharald.nif, meshes\architecture\windhelm\whwallolaf.nif] (Bug #34972)
  • Fixed some additional UV errors on the Markarth Mines arch. [meshes\architecture\markarth\mrkmines01.nif] (Bug #34973)
  • Fixed UV issues for 2 interior window sections in Windhelm. [meshes\architecture\windhelm\interiorkits\wood\whintwoodwallwindow02.nif, meshes\architecture\windhelm\interiorkits\wood\whintwoodwallwindow01.nif] (Bug #34974)
  • Additional UV fixes for the Grey Quarter housing block. [meshes\architecture\windhelm\whstonequarterhouses01.nif] (Bug #34975)
  • Fixed misaligned collision, bad collision materials, UV issues, and misaligned alpha shapes on the Whiterun terrain piece for Jorrvaskr. [meshes\architecture\whiterun\wrterrain\wrcompanionbase01.nif] (Bug #34976)
  • Fixed UV issues on broom handles. [meshes\clutter\common\broom.nif, meshes\animobjects\animobjectsweeping.nif] (Bug #34958)
  • Fixed UV issues around the perimeter of the Whiterun tower chunks. [meshes\architecture\whiterun\wrcitywalls\wrwalltowerchunk01.nif] (Bug #34978)
  • Fixed gaps and collision issues on Whiterun columns. [meshes\architecture\whiterun\wrinteriors\wrcastle\wrintdragonroomcolbase02.nif] (Bug #34979)
  • Fixed UV issues around the doorway of the Silver-Blood Inn façade. [meshes\architecture\markarth\mrksilverfishinnpart01.nif] (Bug #34980)
  • Additional UV issues fixed for the Whiterun Market stairs. [meshes\architecture\whiterun\wrcitywalls\wrstairswater01.nif] (Bug #34981)
  • Z-Fighting corrected on Whiterun watchtowers. [meshes\architecture\whiterun\wrcitywalls\wrwalltower01.nif] (Bug #34982)
  • UV issues fixed on 6 Dragonsreach interior parts. [meshes\architecture\whiterun\wrinteriors\wrcastle\wrintdragonroomwallstrcustom01.nif, meshes\architecture\whiterun\wrinteriors\wrcastle\wrintdragonroomwallstr01.nif, meshes\architecture\whiterun\wrinteriors\wrcastle\wrintdragonroomwallstr01arch.nif, meshes\architecture\whiterun\wrinteriors\wrcastle\wrintdragonroomwallstr01half.nif, meshes\architecture\whiterun\wrinteriors\wrcastle\wrintdragonroomwallstr01halfext.nif, meshes\architecture\whiterun\wrinteriors\wrcastle\wrintdragonroomwallstr02.nif] (Bug #34983)
  • Incorrect collision materials fixed on one of the Whiterun walls. [meshes\architecture\whiterun\wrinteriors\wrintwallststr01.nif] (Bug #34984)
  • Fixed UV issues on several road pieces. [meshes\dungeons\dwemer\roads\dweroadstrtocurverampr01.nif, meshes\dungeons\dwemer\roads\dweroadstraightlongramp01.nif, meshes\dungeons\dwemer\roads\dweroadstraightlongramp02.nif, meshes\dungeons\dwemer\roads\dweroadstrtocurverampl01.nif, meshes\landscape\roads\roadstrtocurverampr01.nif, meshes\landscape\roads\roadstraightlongramp01.nif, meshes\landscape\roads\roadstraightlongramp02.nif, meshes\landscape\roads\roadstrtocurverampl01.nif] (Bug #34985)
  • Z-Fighting, UV errors, flickering segments, a bad texture path, incorrect collision material, plus huge optimization to the number of collision triangles for the Windhelm Docks warehouse stairs. [meshes\architecture\windhelm\whdockwarehouse.nif] (Bug #34996)
  • Fixed UV errors and collision complexity on one of the large Windhelm walls. [meshes\architecture\windhelm\whinnerwall01.nif] (Bug #34997)
  • Fixed UV and collision issues on the Windhelm outer wall. [meshes\architecture\windhelm\whouterwall1.nif] (Bug #34998)
  • Windows in the Windhelm castle kit were not correctly flagged for emittance. [meshes\architecture\windhelm\interiorkits\castle\whintcastlehallwindow01.nif] (Bug #34999)
  • Bad texture path, UV issues, and collision fixes for the Windhelm outer wall. [meshes\architecture\windhelm\whinnerwall02.nif] (Bug #35000)
  • Fixed several issues with UVs on the Windhelm prison building. Also optimized collision. [meshes\architecture\windhelm\whprison01.nif] (Bug #35001)
  • Fixed a number of placement issues on the second level of the Dragonsreach balcony. (Bug #35002)
  • Fixed UV issues on the Dragonsreach castle entrance. [meshes\architecture\whiterun\wrbuildings\wrcastleentrance01.nif] (Bug #35003)
  • UV and collision fixes for the other Windhelm outer walls. [meshes\architecture\windhelm\whouterwallc1.nif, meshes\architecture\windhelm\whouterwall3.nif, meshes\architecture\windhelm\whouterwall04.nif] (Bug #35004)
  • Collision fixes, gap fixes, UV fixes, and some optimization on the large Windhelm docks section. [meshes\architecture\windhelm\whdocks1.nif] (Bug #35007)
  • Fixed missing geometry and collision issues on the interior Windhelm castle arches. [meshes\architecture\windhelm\interiorkits\castle\whintcastlehallarch03.nif] (Bug #35016)
  • More UV fixes for the Candlehearth Hall exterior. [meshes\architecture\windhelm\whcandlehearthinn.nif] (Bug #35018)
  • Fixed z-fighting and several UV issues on Viola's house in Windhelm. [meshes\architecture\windhelm\whviolagiorano.nif] (Bug #35020)
  • Fixed bad UVs and collision issues with the Whiterun guard tower scaffolds. [meshes\architecture\whiterun\wrscaffold\wrscafguardtowerlarge01.nif, meshes\architecture\whiterun\wrscaffold\wrscafguardtower02.nif] (Bug #35029)
  • UV and collision fixes for Dwemer arches. [meshes\dlc02\dungeons\dwemer\clutter\dlc2dweclutterarchsmall01.nif, meshes\dlc02\dungeons\dwemer\clutter\dlc2dweclutterarchlarge01.nif, meshes\dungeons\dwemer\clutter\dweclutterarchsmall01.nif, meshes\dungeons\dwemer\clutter\dweclutterarchlarge01.nif] (Bug #35019)
  • UV and collision fixed for several interior Windhelm castle hallways. [meshes\architecture\windhelm\interiorkits\castle\whintcastlehall1way01.nif, meshes\architecture\windhelm\interiorkits\castle\whintcastlehall1way02.nif, meshes\architecture\windhelm\interiorkits\castle\whintcastlehall1way03.nif, meshes\architecture\windhelm\interiorkits\castle\whintcastlehall1way05.nif, meshes\architecture\windhelm\interiorkits\castle\whintcastlehall1way06.nif, meshes\architecture\windhelm\interiorkits\castle\whintcastlehall4way01.nif] (Bug #35050)
  • UV, z-fighting, and collision fixes for the ice doors in Karstaag. [meshes\dlc02\dungeons\icecastle\dlc02icedoor.nif] (Bug #35054)
  • UV, gap, and collision fixes for the torches in Karstaag. [meshes\dlc02\dungeons\icecastle\dlc02icetorch01.nif] (Bug #35056)
  • Fixed UV issues on one of the large mountain pieces. [meshes\landscape\mountains\mountaincliff01.nif] (Bug #35060)
  • UV fixes for the stairway leading up to Vlindrel Hall. [meshes\architecture\markarth\mrkvlindrelhallsteps01.nif] (Bug #35061)
  • UV and collision fixes for large icebergs. [meshes\dlc01\landscape\icebergs\dlc1icebergsmall01_1layer.nif, meshes\dlc02\landscape\glaciers\dlc2icebergsmall01.nif, meshes\landscape\ice\icebergsmall01.nif] (Bug #35093)
  • Misplaced geometry and UV fixes for the Honningbrew Meadery building. [meshes\architecture\whiterun\wrbuildings\wrhousemeadery01.nif] (Bug #35103)
  • Fixed collision and UV issues on the stockade lean-to. [meshes\clutter\stockade\stockadeleanto01.nif] (Bug #35108)
  • Fixed additional UV errors on one of the Whiterun terrain pieces. [meshes\architecture\whiterun\wrterrain\wrdrygoodsbase.nif] (Bug #35110)
  • Fixed texture clipping on the main road through the Market District in Whiterun. [meshes\architecture\whiterun\wrterrain\wrmainroadplains02.nif] (Bug #35111)
  • Fixed more issues with gaps, UVs, and collisions on the Whiterun Cloud District terrain. [meshes\architecture\whiterun\wrterrain\wrtercloud01.nif] (Bug #35126)
  • Fixed bad UVs on the farmhouse well. [meshes\architecture\farmhouse\farmwell01.nif] (Bug #35127)
  • Fixed bad UVs on the farmhouse basement well combination. [meshes\architecture\farmhouse\interior\basement\farmbwell01.nif] (Bug #35130)
  • Fixed oversized collision on raw beef. [meshes\clutter\ingredients\beefmeat.nif] (Bug #35134)
  • Fixed UV and collision issues with Dwemer utensils. [meshes\clutter\dwemer\dwespoon.nif, meshes\clutter\dwemer\dwefork.nif, meshes\clutter\dwemer\dweknife.nif] (Bug #35135)
  • Fixed UV issues with the Whiterun market stands. [meshes\architecture\whiterun\wrbuildings\wrmarketstand03destroyed.nif, meshes\architecture\whiterun\wrbuildings\wrmarketstand01.nif, meshes\architecture\whiterun\wrbuildings\wrmarketstand03.nif] (Bug #35136)
  • Fixed UV issues with basic utensils. [meshes\animobjects\animobjectspoon.nif, meshes\animobjects\animobjectsoupspoon.nif, meshes\clutter\dining set\basicknife01.nif, meshes\clutter\dining set\basicfork01.nif] (Bug #35137)
  • Fixed UV, alpha, and collision issues with the Whiterun tower divider. [meshes\architecture\whiterun\wrcitywalls\wrwalltierdivide01.nif] (Bug #35140)
  • Fixed UVs, gaps, and collision materials on the Whiterun bridge gate. [meshes\architecture\whiterun\wrcitywalls\wrwallgatetartrap01.nif] (Bug #35149)
  • Missing collision fixes on DLC1 blood explosion. [meshes\dlc01\effects\dlc1bloodexplosion500.nif] (Bug #35150)
  • Fixed undersized collision on human hearts. [meshes\clutter\ingredients\humanheart.nif] (Bug #35152)
  • Undersized collision on Stahlrim daggers. [meshes\dlc02\weapons\stahlrim\stahlrimdagger.nif] (Bug #35175)
  • Fixed bad vertex colors and shader issues on Dagon's altar. [meshes\clutter\mehrunesdagonaltar\mehrunesdagonaltar01.nif] (Bug #35182)
  • Fixed collision issues with several ingredient meshes. [meshes\plants\birdegg03.nif, meshes\plants\birdegg01.nif, meshes\plants\birdegg02.nif, meshes\clutter\ingredients\trollfat01.nif, meshes\clutter\ingredients\voidsalts.nif, meshes\clutter\ingredients\wispcrystal01.nif] (Bug #35311)
  • UV and collision fixes for the 6 Telvanni gourd house parts. [meshes\dlc02\architecture\telvannitower\dlc2telvannigourdhouseint01.nif, meshes\dlc02\architecture\telvannitower\dlc2telvannigourdhouseint02.nif, meshes\dlc02\architecture\telvannitower\dlc2telvannigourdhouseint03.nif, meshes\dlc02\architecture\telvannitower\dlc2telvannigourdhouseint04.nif, meshes\dlc02\architecture\telvannitower\dlc2telvannigourdhouseint05.nif, meshes\dlc02\architecture\telvannitower\dlc2telvannigourdhouseint06.nif] (Bug #35318)
  • Fixed UV issues, gaps, and vertex alpha settings on the Temple of Kynareth. [meshes\architecture\whiterun\wrbuildings\wrtempleofk01.nif] (Bug #35334)
  • Additional fixed for Wind district housing in Whiterun. [meshes\architecture\whiterun\wrbuildings\wrhousewind02.nif] (Bug #35337)
  • Fixed a gap at the top of the stairs on the common house platform in Whiterun. [meshes\architecture\whiterun\wrterrain\wrcommonhouseplatform01.nif] (Bug #35338)
  • Fixed bad vertex shading on Whiterun house #2. [meshes\architecture\whiterun\wrbuildings\wrhouse02.nif] (Bug #35341)
  • Fixed gaps and incorrect collision on one of the Solitude patio pieces. [meshes\architecture\solitude\spatiowall30.nif] (Bug #35346)
  • Fixed additional UV issues on the Skyforge mesh. [meshes\architecture\whiterun\wrterrain\wrskyforge01.nif] (Bug #35354)
  • Fixed z-fighting windows on Vittoria Vici's house. [meshes\architecture\solitude\svittoriavicihousedestroyed.nif, meshes\architecture\solitude\svittoriavicihouse.nif] (Bug #35391)
  • Fixed gaps, UV issues, z-fighting, and poor quality black window slits on the East Empire Company building at the Solitude docks. [meshes\architecture\solitude\seastempireco.nif] (Bug #35395)
  • Fixed UV issues on all of the broken wooden logs in the shack kit. [meshes\architecture\shackkit\shackwalldoor01.nif, meshes\architecture\shackkit\shackbrokewood01.nif, meshes\architecture\shackkit\shackbrokewood02.nif, meshes\architecture\shackkit\shackbrokewood03.nif, meshes\architecture\shackkit\shackbrokewood04.nif, meshes\architecture\shackkit\shackbrokewood05.nif, meshes\architecture\shackkit\shackbrokewood06.nif, meshes\architecture\shackkit\shackbrokewood07.nif, meshes\architecture\shackkit\shackbrokewood08.nif, meshes\architecture\shackkit\shackbrokewood09.nif] (Bug #35518)
  • Bad collision sizing on human skulls. [meshes\clutter\bones\humanskull.nif] (Bug #35522)
  • Misaligned collision on Ayleid pedestals. [meshes\creationclub\_shared\dungeons\ayleidruins\interior\arpedestal04.nif, meshes\creationclub\_shared\dungeons\ayleidruins\interior\arpedestal02.nif, meshes\creationclub\_shared\dungeons\ayleidruins\interior\arpedestal03.nif] (Bug #35523)
  • Bad UVs on the farmhouse interior fire pit. [meshes\architecture\farmhouse\interior\farmintlhfirepit01.nif] (Bug #35575)
  • Fixed gaps and bad UVs on House Grey-Mane. [meshes\architecture\whiterun\wrbuildings\wrhousegreymane01.nif, meshes\architecture\whiterun\wrbuildings\wrhousegreymane01destroyed.nif] (Bug #35586, Bug #35601)
  • Fixed several UV errors on interior snow elf ruin pieces. [meshes\dlc01\architecture\snowelfruins\interior\seruinshallbg1way01.nif, meshes\dlc01\architecture\snowelfruins\interior\seruinshallbg1way01win01.nif, meshes\dlc01\architecture\snowelfruins\interior\seruinshallbg2way01.nif, meshes\dlc01\architecture\snowelfruins\interior\seruinshallbg2way01winl01.nif, meshes\dlc01\architecture\snowelfruins\interior\seruinshallbg2way01winr01.nif, meshes\dlc01\architecture\snowelfruins\interior\seruinshallbg3way01.nif, meshes\dlc01\architecture\snowelfruins\interior\seruinsrmpartition01.nif, meshes\dlc01\architecture\snowelfruins\interior\seruinsrmwall01.nif, meshes\dlc01\architecture\snowelfruins\interior\seruinsrmwallfree01.nif, meshes\dlc01\architecture\snowelfruins\interior\seruinsrmcorin01winr01.nif, meshes\dlc01\architecture\snowelfruins\interior\seruinsrmcorin01.nif, meshes\dlc01\architecture\snowelfruins\interior\seruinsrmcorin01winl01.nif] (Bug #35594, Bug #35602)
  • Fixed several gaps in the model for Raidiant Raiments. [meshes\architecture\solitude\sraidiantraiments.nif] (Bug #35597)
  • Fixed collision on horse meat, raw and cooked, that was causing them to float. [meshes\clutter\ingredients\horsemeatcooked.nif, meshes\clutter\ingredients\horsemeat.nif] (Bug #35598)
  • Fixed collision in accuracies on several of the main farmhouse inn pieces. [meshes\architecture\farmhouse\interior\farmintlhend02.nif, meshes\architecture\farmhouse\interior\farmintlhfront01.nif, meshes\architecture\farmhouse\interior\farmintlhmid01.nif, meshes\architecture\farmhouse\interior\farmintinnend01.nif, meshes\architecture\farmhouse\interior\farmintinnend02.nif, meshes\architecture\farmhouse\interior\farmintinnend03.nif, meshes\architecture\farmhouse\interior\farmintinnend04.nig, meshes\architecture\farmhouse\interior\farmintinnend05.nif, meshes\architecture\farmhouse\interior\farmintinnend06.nif, meshes\architecture\farmhouse\interior\farmintinnwall01.nif, meshes\architecture\farmhouse\interior\farmintinnwallentrance01.nif, meshes\architecture\farmhouse\interior\farmintlhback01.nif] (Bug #35101)
  • Further alpha fixes to the Whiterun main gate. [meshes\architecture\whiterun\wrcitywalls\wrwallmaingate01.nif] (Bug #35631)

Papyrus Fixes

  • QF_WEJS22_000E8931, DLC2_QF_DLC2WE04_0201F98C: The 3rd bandit generated by these quests is never cleaned up afterward. (Bug #34938) [NR]
  • highGateRuinsLeverPuzzle: Sanity check when the puzzle resets the levers. (Bug #34990)
  • dragonactorscript: When killing the Skeletal Dragon in Labyrinthian, it is incorrectly trying to process the death handling for a normal dragon. (Bug #35013)
  • FXDragonMoundScript: IF no dragon is assigned to the placed ref, the state should be adjusted rather than trying to power through processing something that isn't set up. (Bug #35014)
  • DLC1_QF_DLC1WE05_01017865: For some reason, despite this script being written correctly, the compiled version of it does not execute the cleanup steps in Stage 255. (Bug #35017)
  • QF_dunValtheimKeepQST_000ADFE7: Lack of sanity checking on optional aliases lead to log errors. (Bug #35157)
  • dunGeirmundsBossTrigger: Added in a 3D check delay before playing Geirmund's sound file because of unloaded 3D issues. (Bug #35457)
  • DLC1_QF_DLC1VQ03Vampire_01004C3D: Script attempts to disable a non-existent marker. (Bug #35580)
  • DLC1_QF_DLC1RV01_01004C1B: Reference is not validated when trying to add the map marker. This quest could pick a location whose marker is flagged for civil war use instead. (Bug #35584)
  • BYOHRelationshipAdoptableScript: Setup for the courier event in TriggerStewardCourierEvent should not be delivered at all. This function only runs at the start of a new game and therefore no houses are owned yet. Even if one is using an alt-start mod. Having the courier show up with a delivery for something you can't use yet is out of place. (Bug #35633)

Quest and Dialogue Fixes

  • In Elisif's Tribute [SolitudeFreeform07], Torygg's War Horn is in Elesif's inventory and can be pickpocketed at any time. The item will remain stuck in your inventory forever until you pursue becoming Thane of Solitude and she sends you to take the horn to a Shrine of Talos. Instead, the horn will be spawned as a disabled item in an unreachable place and only become enabled when she's ready to give it to you. [QUST:000E77BA:SolitudeFreeform07, Script:QF_SolitudeFreeform07_000E77BA] (Bug #34902) [NR]
  • After completing Silenced Tongues [dunVolunruudQST], the alias for Kvenel the Tongue does not clear the stored name, which results in respawned versions of him retaining the unique name. [QUST:0008ADFA:dunVolunruudQST] (Bug #35132) [NR]
  • Vigilants of Stendarr do not comment on any of the diseases from traps, the Dragonborn DLC, or Survival Mode like they should. [INFO:000CC96F, INFO:000CC9C0] (Bug #35166)
  • It should not be possible to ask Betrid about being married to Thonar if he's dead. [INFO:00064786] (Bug #35194)
  • It should not be possible to ask Mathies about the funeral in Falkreath if the player hasn't seen it yet. [INFO:0002BE56] (Bug #35199)
  • Your spouse will be unable to talk to you about opening a store if the house you chose to move into after getting married was one of the Creation Club houses. Options did not exist for this to happen. [INFO:000479F5, INFO:000CCD5A, INFO:000CCD5B, INFO:000CCD5C, INFO:000CCD5D, INFO:000CCD5E, INFO:000CCD5F] (Bug #35569)

Placement/Layout/Ownership and other World Object Fixes

  • Fixed a large number of guard references that did not have their Persist Location values set. (Bug #35545)
  • 0009BE57, 0009BE5B, 0004638B, 0004638C, 00046465, 00099511, 00099522, 00099523, 00026CF7, 000285CA, 000994DF, 000994E8, 000994E9, 0009BEEA: Doors in Kilkreath Ruins that should not respawn because they will lock with no way to open them a second time. (Bug #34536) [NR]
  • 00097CDC, 00097CFA, 00097CFB, 00097CFC: Arrows outside the playable boundaries in Bannermist Tower. (Bug #34888)
  • Numerous placement fixes for the Temple of the Divines in Solitude. (Bug #34897)
  • 00050000: Fixed a gap under a mountain. (Bug #34903)
  • 000A81CB, 000A81CC, 000BF293, 000BF294, 000BF295, 000BF296, 000BF297, 000EF532, 000EF4F5, 000EF529, 000EF532, 0003EEFF: Objects in Solitude Jail that clip with other objects. (Bug #34906)
  • 000C4B26: Fixed a road piece gap in Helgen. (Bug #34914)
  • 0008ED4A, 0008ED93, 000D122F, 0008EDE5, 0008EDEA, 0008EDEB, 0008EDFB, 0008EE06, 0008EDC0, 000E7232, 0008F870, 000E7233, 000E7236, 000AB04C, 000AB067, 000AB068, 000537B0, 00053C86, 00053C87, 0008BF4D: Floating objects around Nilhem. (Bug #34916)
  • 000C2C4E: Z-Fighting hay pile. (Bug #34917)
  • 000E2C0A: Z-Fighting along the edge of the Windhelm Stables. (Bug #34919)
  • 0006EEC4, 0006EEC6, 0006EEC7, 010025DC, 00070778: Floating plants outside Reachwater Rock. (Bug #34923)
  • 0007E264: Displaced wine bottle. (Bug #34924)
  • Fixed a large number of displaced objects around DragonMoundFallForest01. (Bug #34928)
  • 07016904: Added rock to cover up a large terrain gap. (Bug #34929)
  • 01002795: Displaced Nightshade branch. (Bug #34934)
  • 000715D3, 000715D4, 000715D6, 0008AD13, 0008AD14, 0008AD15, 0008AD16, 0008AD17, 0008AD18, 000715D5, 0008AD13: Clipping objects in Stumbling Sabrecat. (Bug #34937)
  • 000D30E0, 000D30E1, 000D30E5, 000996F6, 000996F2, 000C9D66: Floating objects around Mount Anthor. (Bug #34941)
  • 0009A048: Fixed a gap with the stairs in Jarl Balgruuf's quarters. (Bug #34962)
  • 00046124: Fixed gaps with the door on the Dragonsreach Balcony. (Bug #34963)
  • 0006632C: Missing a property on it's script that should be set to properly pick reinforcements. (Bug #34965)
  • 071262B1: Rock placed to cover up a large gap under a mountain slab. (Bug #34890)
  • 000298E5, 0007AED0: Objects clipping in Tolvald's Cave. (Bug #34889)
  • 0006903F: Dummy axe clipping a wall. (Bug #34896)
  • 0010FEB3, 0010FECD: Fish barrels on the Honeyside Porch that should not respawn. (Bug #34930)
  • 000CADED: Letter in the Aretino Residence that is too far over the edge of the table. It also should not be a respawning item. (Bug #34933)
  • 000CDD5D: Potato that rolls out of position. (Bug #34896)
  • 000D2B0F: Clipping sack. (Bug #34897)
  • 071262C4: Rock added to seal up a large gap behind an ore vein. (Bug #34991)
  • 000972EB: Removed duplicate archway in Windhelm's palace upstairs. (Bug #34992)
  • 0007D1C9, 0007D1CA: Adjusted 2 roof pieces for z-fighting. (Bug #34993)
  • 070059C6: Snow drift added to cover a gap in Windhelm. (Bug #34994)
  • 07005900: Added a missing burner plate under a lamp in Hag's Cure. (Bug #34995)
  • 000C9CEB: Gap under a rock pile. (Bug #35005)
  • 000B3BBF: Bedroll clipping a tent post. (Bug #35009)
  • 000AE071, 01001EAC, 01001EAE, 01001EAF, 01001EB0, 01001EB1: Gap under a cliff and displace plants. (Bug #35010)
  • 000F6A60, 000F6A61, 000F6A62: Unique letters inside Riftweald Manor that should not respawn. (Bug #35049)
  • 000F1558, 000D7F74, 000D7F75, 000D7FA0, 0003E191, 000A16C9, 000961E8, 000DF9FF, 0201502F, 0200FF2D: Floating objects. (Bug #35053)
  • 0001F1CA, 0001F1CC, 010013DF, 010013E0, 00041FE9: Floating bushes outside Markarth. (Bug #35057)
  • 010025D5, 010025B7: Floating shrubs. (Bug #35058)
  • 00102F84: Gap under a dirt mound in Irkngthand Grand Cavern. (Bug #35096)
  • 000FAAEB, 000FAB04: Clipping barrels. (Bug #35099)
  • 0505C40A, 0505C56D: Books clipping shelves. (Bug #35109)
  • 000F9F1A: Tree with a missing multibound. (Bug #35121)
  • 000C9287: Sack clipping through a shelf. (Bug #35122)
  • 00077E6A: Gap fixed under the mountain. (Bug #35131)
  • 000C5047, 000C5067: Objects sunken under the ground. (Bug #35138)
  • 0009CE9E: Floating radiant item marker. (Bug #35139)
  • 000EA77B: Chest clipping with a scaffold. (Bug #35141)
  • 000EBF33: Icicle cluster clipping through a rock. (Bug #35143)
  • 000E64F2, 00047468: Items in Solitude that should be disabled when the wedding scene is not set up. (Bug #35162)
  • Fixed several placement issues in Dead Man's Drink. (Bug #35163)
  • 000EF08D: Mead barrel clipping a shelf. (Bug #35155)
  • 0007253F: Fixed a gap under a snow drift. (Bug #35160)
  • 07005907: Rock added to cover a gap near Rimerock Burrow. (Bug #35161)
  • 00096130: Floating snow pile in Japhet's Folly. (Bug #35164)
  • 0003CCC9: Wrong NPC type being spawned at Japhet's Folly. (Bug #35165)
  • 000CC1DF, 000CC1E0, 000CC1E1, 000CC1DA: Misplaced objects in Blue Palace. (Bug #35171)
  • 0005FD2F: Floating rock. (Bug #35172)
  • Fixed several placement issues in the Ragged Flagon. (Bug #35183)
  • 0005C869, 0005C88F, 0005C8A3, 0005C8C9, 0005C8CA: Floating objects in Bolli's house. (Bug #35184)
  • 0009DC3F, 0009DC72, 0009DC8E, 0009E17A, 0009E17B: Floating objects in Klimmek's house. (Bug #35185)
  • 04031E7E, 04031E7F, 04031E8B, 04031E8D, 04031E8E, 04031E8F, 04031E94, 04031E95, 04031EAB, 04031EAC, 04031EAD: Displaced objects in Tel Mithryn Apocathary. (Bug #35186)
  • 000E5C99, 000E5C9C, 000E5C9D, 000E5CA2, 000E5CA3, 000E5CFC, 000E5C14, 000E5C34, 000E5C35, 000E5C36: Various fixes at Anga's Mill. (Bug #35187)
  • 000E5537, 000E5549, 000E554D, 000E554F: Clipping objects in Verner's house. (Bug #35188)
  • 00096F11, 0005E471: Floating rubble pile and a duplicate road piece. (Bug #35190)
  • 0008B3CA: Floating coin. (Bug #35192)
  • Floating pelts and radiant marker in Romlyn Dreth's house. (Bug #35193)
  • 0006CDD3, 000A6D9E: Floating pillars. (Bug #35200)
  • 000DF802, 0700590B: Floating bush, and a rock added to cover a gap. (Bug #35204)
  • 0009254E, 0009254F, 00092550, 00092551, 0010B1BF, 0010B1C0, 0010B1C1, 0010B1C2, 0010B1C3, 0010B1C4, 0010B1C5, 0010B1C6, 0010B1C7, 0010B1C8, 0010B1C9, 0010B1CA, 0010B1CB, 0010B1CC, 0010B1CD, 0010B1CE: Floating objects on Solitude Docks. (Bug #35206)
  • 00063D90, 000BFF2D: Clipping mead barrels in Mzinchaleft. (Bug #35207)
  • 000D30F8: Unique jornal in Embershard Mine that shouldn't respawn. (Bug #35209)
  • 000E1C9C, 000E1CBD: Clipping objects in Valthume. (Bug #35210)
  • 0006BE1B: Underground potato. (Bug #35250)
  • 0006EEA4, 0006EEA9, 0006EEAD: Floating bushes near Blind Cliff Cave. (Bug #35283)
  • 000E5764, 000E5765, 000E57B8, 000E57D0: Floating objects in Half-Moon Mill. (Bug #35331)
  • 000B803C: Floating flower in Windhelm. (Bug #35333)
  • 000DCB68, 000DCB69, 000DCB6A, 000DCB6B, 000DCB6C, 000DCDDA: Displaced fire embers in Dragonsreach. (Bug #35422)
  • 0008F742: Unique note in Lost Echo Cave that should not respawn. (Bug #35349)
  • 000F5434, 000F5438, 000F54E9, 000F55B1: Unique journals in Tolvald's Cave that should not respawn. (Bug #35370)
  • 000C0B36: Bush outside the playable area. (Bug #35371)
  • 0004D008, 0004D010, 0004D011, 0004CD8B, 0004CD8D, 0004CDE2, 0004CFF2, 0004CFF5, 0004CFFA, 0004CD8C: Floating shrubs. (Bug #35372)
  • Fixed numerous placement issues inside Pinewatch. (Bug #35380)
  • 020032E5, 020035F9, 02009AEC, 02009B4F: 2 floating objects, a clipping barrel, and removed a ceiling piece outside the playable area in Mouldering Ruins. (Bug #35386)
  • 00054BFA, 000D28B1, 000F2A06, 000F2A14: Floating objects in Halted Stream Camp. (Bug #35395)
  • 000B9C7C, 000B9C7D, 000DDD42, 000DDD43, 000B9C7A, 000B9C7B, 000499F7: Floating bushes. (Bug #35413)
  • 0006C8D4: Floating mountain piece. (Bug #35433)
  • 000A57AD, 000A57AE: Clipping skulls in Hag's End. (Bug #35434)
  • 000510FF: Floating barrel in Whiterun. (Bug #35455)
  • 000A2DA9, 000A2DAA, 000A2DAB, 000A2DAC: Apples embedded into other objects in Heartwood Mill. (Bug #35476)
  • 000BFF0A, 000BFF0B: Bow and arrow markers embedded in a table. (Bug #35478)
  • 07005912: Rock added to cover a gap under a larger slab outside Whiterun. (Bug #35482)
  • 0009020E, 00090214: Unique journal and letter that should not respawn. (Bug #35484)
  • 0003D793, 0003E03C, 0003E281, 00093C22, 00100C68, 00100BCC, 0003E280: Various clipping and floating objects in Ansilvund. (Bug #35485)
  • 000745ED: Sack clipping through a crate. (Bug #35486)
  • 0006EA0C: Gap under a rock pile. (Bug #35435)
  • 0003777E, 00037780, 00037781, 00037782: Floating shrubs in Ustengrav Depths. (Bug #35444)
  • Floating dagger at Hag Rock Redoubt. (Bug #35520)
  • 04026E5D: Floating tree on Solstheim. (Bug #35527)
  • 07061165, 07061166: Added rocks to cover up a gap outside Red Eagle Redoubt. (Bug #35531)
  • 000873A1: Bedroll clipping a boulder in Sightless Pit. (Bug #35538)
  • 00085379, 0008537A, 0008537B, 0008537C, 0008537D, 0008537E, 0008537F, 00085380, 00085381: Items out of place on Addvar's market stall. (Bug #35539)
  • 0005CABB, 0001ED2C, 00055644, 0005CACD: Edge markers in Ivarstead, Brandy Mug Farm, and Morthal that are too high off the ground and could break radiant quests assigned to these locations. (Bug #34207)
  • 00073A07, 0007E6D3, 000CA335: Clipping objects in Fellglow Keep. (Bug #35587)
  • 02015ABC: Trigger box missing a required property. (Bug #35572)
  • 000F6A53, 000F6A66, 000F6A67, 000F6A5E, 000F6A5F, 000F6A63, 000F6A5D, 000F6A5C, 000F6A58, 000F6A59, 000F6A5A, 000F6A5B, 000F6A54, 000F6A55, 000F6A57, 000F6A51, 000F6A52, 000F6A50, 000F6A6C, 000F6A6D, 000F6A6E, 000F6A6F, 000F6A70, 000F6A71, 000F6A72, 000F6A68, 000F6A69, 000F6A6A, 000F6A6B, 000F6A65, 000F6A64, 000BB3D2: Unique letters that should not respawn. (Bug #35565, Bug #35562, Bug #35561, Bug #35560, Bug #35559, Bug #35558, Bug #35557, Bug #35556, Bug #35555, Bug #35554, Bug #35551, Bug #35550, Bug #35549, Bug #35548, Bug #35529)
  • 000A50B7: Sword marker clipping a book. (Bug #35525)
  • 0006482F, 0006482B, 00064828, 00064829: Placement and ownership issues at one of the hunter camps. (Bug #35524)
  • 0700590C: Rock added to cover up a gap in Chillwind Depths. Adjusted 00079E86 to fit with it. (Bug #35589)

Text Fixes
 

  • Spoiler
    • [DIAL:000BCC84:HirelingQuestTopic1] "Consider yourself hired. ()" -> "Consider yourself hired. ( gold)" (Bug #34899)
    • [QUST:0001BAEC:dunNilheimQST] "Telrav has doublecrossed me and he will pay." -> "Telrav has double-crossed me and he will pay." (Bug #34918)
    • [QUST:0001BAEC:dunNilheimQST] "Escort Telrav to his camp." -> "Escort Telrav to his camp" (Bug #34918)
    • [QUST:000376EE:dunMossMotherQST] Objectives for Valdr's quest in Moss Mother Cavern have periods at the end, which is inconsistent with other quest objectives. (Bug #34948)
    • [QUST:000E8BD7:SolitudeFreeform01, QUST:000C7D1C:SolitudeFreeform02, QUST:000C7D42:SolitudeFreeform03, QUST:000E77BA:SolitudeFreeform07] Quest objectives with unneded periods. (Bug #34952, Bug #34953, Bug #34954, Bug #34955)
    • [INFO:000730BA:WISharedShadyBusinessFollowUp1FemaleChild] "any more" -> "anymore" - Grammatically correct usage. (Bug #34988)
    • [BOOK:000A2728:SpellTomeCircleOfProtection] "Circle Of Protection" -> "Circle of Protection" (Bug #35006)
    • [INFO:00030098] "Snow-Shod's" -> "Snow-Shods" (Bug #35113)
    • [INFO:00037DF9] "Snow-Shod's" -> "Snow-Shods" (Bug #35114)
    • [BOOK:000F5CBD:RecipeResistFire1] "Bonemeal" -> "Bone Meal" - Inconsistent spelling. (Bug #35146)
    • [INFO:0009DD6F] "Another merchant's just moved into the space outside the Flagon." -> "Another merchant's moved into the space outside the Flagon." - Subtitle does not match audio. (Bug #35156)
    • [ENCH:040250E3:DLC2EnchAcolyteMaskShock, ENCH:040250E2:DLC2EnchAcolyteMaskFrost] The names on the enchantments for Dukaan's Fury and Zahkriisos' Ire are each on the wrong record. (Bug #35425)
    • [LCTN:00056621:RiftenBlacksmithLocation] "Blacksmith" -> "The Scorched Hammer" - Location name is now more clear when used in radiant quest data. (Bug #35468)
    • [INFO:02015E0F:DLC1RV01CompleteTopic, INFO:02015E10:DLC1RV01CompleteTopic] "trouble maker" -> "troublemaker" - Troublemaker is one word. (Bug #35585)
    • [INFO:04019CB3] "millenia" -> "millennia" (Bug #35582)
    • [INFO:000288E1:TGRDelvinDecline07] "your" -> "you're" - The classic rookie mistake. (Bug #35577)
    • [INFO:0200A294:DLC1RadiantVampireTurnExplain] "blood line" -> "bloodline" - Bloodline is one word. (Bug #35571)
    • [BOOK:000BB3D3:dunShipwreck04TriusNote] Uses wrong font. (Bug #35530)
    • [ARMO:000E0DD4:DBClothesRedguardBoots] "Boots" -> "Redguard Boots" - Inconsistent naming with the rest of the outfit. (Bug #35501)
    • [BOOK:00088FE8:dunMzinchaleftWorkOrder] Uses wrong font. (Bug #35432)
    • [MGEF:02018C56:DLC1HowlWerewolfDetectLifeSearching1] "Predator Searcing" -> "Predator Searching" (Bug #34474)

     

The complete changelog for PC and XBox One is available here.

  • Like 2
  • Thanks 1
Posted

Reserved for future beta announcements.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

The only one questioning the version number is you Leo :P

Posted

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

Posted

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.

Posted

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.

Posted

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

Posted

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?

Posted

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?

Posted

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.

Posted

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

Posted

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.

Posted

@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? :P 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?

Posted

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.

Posted

@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.

Posted

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?

Posted

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.

Posted

@Artmoor sorry I wasn't detailed enough.

@Leonardo no I didn't talk to him I'll try it.

Posted

@ 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 ) :

 

 

kaVXPgt.jpg

 

 

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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