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[Relz] Unofficial Skyrim Special Edition Patch


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Unofficial Skyrim Special Edition Patch


Version: 4.3.2
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
Download it from Bethesda.net - PS4

Requires Skyrim Special Edition 1.6.1130 or greater.
Works with Steam, GoG, and Epic Games Store releases.

Documentation + Credits - PC, XB1
Documentation + Credits - PS4

USSEP Discussion Forum on AFK Mods

This mod is an effort to fix the vast amount of bugs currently existing in Skyrim Special Edition. If you're experiencing a bug with Skyrim Special Edition, please report the bug to us in as much detail as possible on the USSEP bugtracker. Please use search to ensure that you aren't submitting something that is already there. Please also confirm that the bug you are reporting happens with no mods other than the unofficial patches installed. A lot of Skyrim bugs are actually the result of other mods doing things they're not supposed to. Thank you and we hope you have a better Skyrim experience!

(Note that all fixes are retroactive unless otherwise noted)

Frequently Asked Questions - BUGS
Frequently Asked Questions - About the Project
Mods Made Obsolete by the USSEP

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 .esp and .bsa files have been changed to lowercase filenames. This is to help facilitate universal filename compatibility for Steam Deck and regular linux users whose file systems are case sensitive. Many of them make use of the in-game menu to download mods and Bethesda.net ALWAYS downloads in lowercase. For the benefit of people using linux or the Steam Deck, it would be greatly appreciated if any mods which currently use USSEP as a file dependency change the case of that dependency in their master lists. (Bug #34096)
  • Several Solitude meshes with ropes have been removed from the archive because they were apparently fixed in either the 1.6.1130 or 1.6.1170 official patch. This mostly reverts Bug #19524. [meshes\architecture\solitude\clutter\ssighpost02.nif, meshes\architecture\solitude\clutter\smarketstalltop.nif, meshes\architecture\solitude\clutter\sropefestivalline01.nif, meshes\architecture\solitude\clutter\sropefestivalring.nif, meshes\architecture\solitude\clutter\ssighpost.nif, meshes\architecture\solitude\clutter\ssighpost.nif] (Bug #34108)
  • The horse and rider load screen art has been reverted back to the copy from USSEP 4.3.0 due to the flag edits making the skin render either black or invisible. [meshes\loadscreenart\loadscreenhorse_and_rider.nif] (Bug #34039)
  • An old placement fix for Raven Rock Mine has been reworked to more accurately correct gaps and z-fighting in the cell. (Bug #34086)
  • Previous fix to the large metal Windhelm doors has bad tangent spaces. [meshes\architecture\windhelm\doors\whcastledoorentrance.nif] (Bug #33996)
  • A previous fix for chicken nests ended up with some of the straw turning black when eggs were harvested. [meshes\plants\chickennest01.nif, meshes\plants\switchnodechildren\chickennest01_1.nif] (Bug #33970)
  • Phase 1 of the removal of Bitterblade Hollow has been implemented. (Bug #34030)

Actor and AI Fixes

  • The Imperial guard at Salvius Farm should be a "Reach Hold Guard" rather than a "Markarth City Guard" since he's not actually near the city. [GuardSalviusFarmImperial] (Bug #34024)
  • Avulstein Gray-Mane should be exempt from being chosen as a target for Hired Muscle [CR04] since he is exclusively used for a quest. (Bug #33983)
  • Haknir Death-Brand's combat class is erroneously set to favor heavy armor when his entire outfit is composed of light armor pieces. [DLC2dunHaknirClass] (Bug #32563)

Item Fixes

  • Mammoth Snout [DA03FoodMammothMeat] could not be sold to food vendors because it lacked the VendorItemFood keyword. (Bug #33915)
  • Potion of Blood [DLC1BloodPotion] has the wrong usage sound attached. (Bug #34110)
  • Arcane Blacksmith's Apron [ccBGSSSE025_ClothesBlackSmith] is missing the armor addon record for Argonians, resulting in missing horns/hair. (Bug #34035)
  • Gourds are not present in the LItemFoodRawNoMeat list. (Bug #33987)
  • Venison is not present in the LItemFoodRawMeat list. (Bug #33987)
  • Vaermina's Torpor had the wrong use sound set. [DA16TorporPotion] (Bug #34171)
  • Fishing Mastery books do not have weight, unlike every other book in the game. [ccBGSSSE001_FishGuide1, ccBGSSSE001_FishGuide2, ccBGSSSE001_FishGuide3, ccBGSSSE001_FishGuide4, ccBGSSSE001_FishGuide5] (Bug #34178)
  • Potent Aversion to Magic [WeaknessMagic03] should appear in LItemPoisonWeaknessMagicBest at level 20 instead of at level 30 due to a typo when setting the list up. (Bug #33989)
  • The generic "Imperial" push button does not play an animation or sound when clicked. A script has been added to handle this. [ImpButton01] (Bug #32979)
  • Vampire Hood was incorrectly set up as Khajiit only when it should have been set up for everyone to use. This may also have resulted in decapitations on the hoods worn by Vampire Advisors. [DLC01ClothesVampireHood] (Bug #31634)

Location Fixes

  • The river starting at -6.2 and extending west to cell -13,3 was missing numerous namvesh markers to indicate water. (Bug #33974)
  • Several navmesh issues have been corrected in Tovald's Cave. (Bug #34100)
  • Fixed NPCs getting stuck on walls in Forelhost Stronghold, as well as updated cover data. [Forelhost01] (Bug #34034)
  • GloomboundMine01 was assigned to a bad dummy location rather than the proper GloomboundMineLocation. The CK was also showing improper data for the main location and the dummy, which was corrected by changing the cell to the proper location. (Bug #33964)
  • IvarsteadKlimmeksHouseLocation, IvarsteadFellstarFarmLocation, IvarsteadVilemyrInnLocation: The town name is added on to the front of the actual name of the location. This is inconsistent with how every other town in the game is handled. (Bug #33981)
  • IvarsteadFellstarFarmLocation is missing the LocTypeFarm keyword. (Bug #33982)
  • Fixed bad navmesh in Driftshade Refuge, plus and out of place bench, [0003D5AC] (Bug #34150)
  • Navmesh inside Grosta's house at Heartwood Mill had one vertex next to the door that was VERY slightly floating. This was apparently enough to prevent her and Gralnach from exiting their house entirely at 7am when they're supposed to. (Bug #34017)
  • DLC1HunterValleyCave01 had a broken navmesh triangle on the ledge near the jump area.

Magic, Perk and Skill Fixes

  • FoodFortifyHealth, FoodFortifyStamina, FoodFortifyMagicka, FoodRestoreHealthDuration, and FoodRestoreStaminaDuration all lack the MagicAlchBeneficial keyword. (Bug #32975)
  • The Bullseye perk, when triggered, will immediately paralyze the target before the projectile actually hits them. This often results in them falling over before impact which then does no damage, or triggering a failed killcam that misses the target. The perk has been reworked to trigger a projectile hit monitoring event that will only paralyze the victim if they actually get hit by an attacker with a bow. Modified: Bullseye, PerkBullseyeParalyze. Added: USSEPPerkBullseyeMonitor, USSEPParalysisFFActor, USSEPPerkBullseyeEffect. (Bug #25592)

Mesh and Texture Fixes

  • Further fixes for female fine clothes to close up visual gaps. [meshes\clothes\fineclothes01\outfitf_0.nif, meshes\clothes\fineclothes01\outfitf_1.nif] (Bug #34145)
  • The Whiterun drawbridge has what can only be described as an abomination attached to it in the form of exploded polygons. These exploded polygons are not visible in game but take up processing time nonetheless. [meshes\architecture\whiterun\wrdrawbridge01.nif] (Bug #34134)
  • Studded Leather ground models have the wrong havok type. Also corrected bad tangent spaces. [meshes\armor\studded\male\helmet_go.nif, meshes\armor\studded\male\boots_go.nif, meshes\armor\studded\male\gloves_go.nif] (Bug #34105)
  • Elven Armor ground models have the wrong havok type. [meshes\armor\elven\m\gauntletsgnd.nif, meshes\armor\elven\m\bootsgnd.nif, meshes\armor\elven\m\cuirassgnd.nif, meshes\armor\elven\m\cuirassheavygnd.nif] (Bug #34104)
  • Copper fireplace stacks used in Solitude are missing their collision. [meshes\architecture\solitude\interiors\sfireplacestack01.nif] (Bug #34081)
  • Bad bone weighting on Dwarven armor pieces. [meshes\armor\dwarven\dwarvenarmorf_1.nif, meshes\armor\dwarven\dwarvenarmor_0.nif, meshes\armor\dwarven\dwarvenarmor_1.nif, meshes\armor\dwarven\dwarvenarmorf_0.nif] (Bug #34072)
  • Solitude house meshes with incorrect alpha settings on some of their windows. [meshes\architecture\solitude\sbryling house.nif, meshes\architecture\solitude\serikur house.nif, meshes\architecture\solitude\svittoriavicihouse.nif, meshes\architecture\solitude\svittoriavicihousedestroyed.nif] (Bug #34047)
  • Interior metal doors in Windhelm have collision attached to the wrong parent node. [meshes\architecture\windhelm\doors\whintmetalarchdoor.nif] (Bug #34053)
  • Windhelm style fireplace: Bad collision, UV mapping errors, incorrect havok material setting which caused it to bleed when struck. [meshes\architecture\windhelm\interiorkits\castle\whfireplace01.nif] (Bug #33995)
  • Fixed the south gate mesh in Raven Rock so that you can now ride out on horseback properly. [meshes\dlc02\architecture\ravenrock\dlc2rrtunnel01.nif] (Bug #33971)
  • Farmhouse variant 1 destroyed has more visual defects: Missing roof planks, missing vertical beam on the front and back, plus some UV and transparency issues in various places. [meshes\architecture\farmhouse\farmhouse05destroyed01.nif] (Bug #33976)
  • Female necromancer robes have tearing at the bottom when moving. Male necromancer robes clip with boots. [meshes\clothes\necromancer\necromancerrobes_0.nif, meshes\clothes\necromancer\necromancerrobes_1.nif, meshes\clothes\necromancer\necromancerrobes_f_0.nif, meshes\clothes\necromancer\necromancerrobes_f_1.nif] (Bug #34202)
  • Further fixes have been done to the collision on the Dawnguard icicle clumps. [meshes\dlc01\landscape\dlc1icicleclumpcap01.nif, meshes\dlc01\landscape\dlc1icicleclumpcap02.nif, meshes\dlc01\landscape\dlc1icicleclumpcap03.nif] (Bug #34206)
  • Whiterun style interior beam had every conceivable material attached to it, except for the one it's actually made of. Should be all wood. [meshes\architecture\whiterun\wrinteriors\wrintbeamwall01.nif] (Bug #34208)
  • Another Whiterun style beam had collision data well outside the visible boundaries of the mesh. [meshes\architecture\whiterun\wrinteriors\wrintbeam768l.nif] (Bug #34213)
  • Whiterun castle part with incorrect materials. [meshes\architecture\whiterun\wrinteriors\wrcastle\wrintcastlestonecolumn01.nif] (Bug #34209)

Papyrus Fixes

  • ccBGSSSE001_DeleteOnQuestDone: Script unnecessarily calls to clear an alias that isn't optional and is already going to have been cleared because the quest is stopped anyway. (Bug #34113)
  • WICourierScript: The GiveItemsToPlayer function in WICourierScript has been modified so that the generic message will again be shown when the courier delivers items. Too many CC and VC offerings have set things up to use him but he has no dialogue to cover those generic cases. For PC users, if SKSE is installed and properly running, the generic message will only be shown if there are items remaining for him to give you after speaking to him. (Bug #34138)
  • DLC1_QF_DLC1WE06_01017867: Final stage fragment was not cleaning up the generated NPCs for aliases 4, 5, and 6. [NR] (Bug #34082)
  • magicAttachAshPileOnDeath: Missing a check for the MagicNoDistintegrate which can result in double ash piles for ghosts. (Bug #34033)
  • DLC1_TIF__0100D058: Script was not checking visibility on a map marker before adding it. (Bug #34018)

Quest and Dialogue Fixes

  • The extra dragon outside the south exit for Bleak Falls Barrow would leave behind a permanent corpse due to it not only being held in a quest alias, but also as a direct script property. This encounter was also originally mistaken for cut content but a thorough examination of all the components shows that it has always been a standard vanilla encounter. (Bug #15086)
  • Orgnar will incorrectly tell the player they are only the cook after Delphine has formally transferred ownership of the inn. [DialogueRiverwood_Revised -> Misc -> Hellos: 00045443, 00045444] (Bug #34079)
  • Further Study [ccBGSSSE001_Radiant_2] should not be setting the quest target to the alchemist while the objective is still telling the player to obtain the fish. Only objective 200 should be set to target them. (Bug #34066)
  • Heart of Gold [ccBGSSSE001_Misc_WhiterunPartOne] should not be setting the quest target to Mila Valentia until the player is supposed to bring the goldfish to her. (Bug #34114)
  • Two of a Kind [ccBGSSSE001_Misc_WhiterunPartTwo] should not be setting the quest target to Mila Valentia until the player is supposed to bring the goldfish to her. (Bug #34115)
  • Stocking Up [ccBGSSSE001_Radiant_1] should not be setting the quest target to the innkeeper while the objective is still telling the player to obtain the fish. Only objective 200 should be set to target them. (Bug #34140)
  • Further Study [ccBGSSSE001_Radiant_2] cannot pick Lami as a valid alchemist target because she was never added to the ccBGSSSE001_RadiantAlchemists formlist. She meets all of the quest's conditions. (Bug #34116)
  • Harralds relationship with the player does not improve after bringing him his sword. [FreeformRiften16, Stage 200] (Bug #33886)
  • Nerveshatter and the Sword of Jyggalag are not counted toward the achievement for collecting daedric artifacts. (Bug #34196)
  • Ring of Khajiit is not counted toward the achievement for collecting daedric artifacts. (Bug #34195)
  • Skeleton Key is not counted toward the achievement for collecting daedric artifacts. (Bug #34204)
  • Ahtar asks if the player is a sellsword even if he's already tasked you with going to kill bandits. A condition check on his Hello topic was missing. [Favor104] (Bug #33979)
  • During In My Time Of Need [MS08, MS08KematuStage175Branch], if you speak to Kematu you can be offered a topic that prompts "Why are you after Saadia?". This option is incorrectly assigned to him when it should instead be assigned to the 2 Redguards you initially meet if you tell them you know where to find Saadia. (Bug #33868)
  • Caught in the Rain requires that the player read Swims-In-Deep-Water's note before being able to fish for his lucky hat. However, the quest enables the objective and target marker for the fishing spot where the hat is before doing so. This misleads the player into thinking the note is optional, but the progression of the quest requires reading it. To fix this, the objective for fishing up the hat will not be displayed until after the note is read. [ccBGSSSE001_Fish_MQ2, Stage 10, objective call moved to stage 20] (Bug #34201)
  • At the beginning of Blood's Honor, you can mention to Kodlak that he wanted to see you, but this would not be knowledge the player has until speaking to Aela first. This is due to an incorrect condition check on the dialogue. [C04] (Bug #33862)
  • During The Temple of Miraak, Freya can be asked what the Tree Stone is. There is an unnecessary restriction on the topic preventing it from being accessible in an interior. [DLC2MQ02, DLC2MQ02FreaTreeStoneTopic] (Bug #32557)
  • The side quest at Frostflow Abyss will break if you pick the lock on the basement door before you've been given the notification that the quest is active. The door will now require the key in order to proceed so that the quest doesn't completely break. (Bug #33120) [NR]
  • Missing in Action [MS09] should no longer set off trespass warnings when entering Fralia's house. A trigger box outside the home has been added which will enable the public flag on the cell and unlock both doors so you don't have to pick them either. (Bug #21367)

Placement/Layout/Ownership and other World Object Fixes

  • 0800097D: Trigger box for Kinthal's Saints bandit camp tries to disable itself even though it's controlled by an enable parent. Removed the DisableWhenDone flag as it's also flagged DoOnce and won't trigger again anyway. (Bug #34098)
  • 080AF353: Trigger box for Kinthal's Saints bandit camp at Bronze Water Cave tries to disable itself even though it's controlled by an enable parent. Removed the DisableWhenDone flag as it's also flagged DoOnce and won't trigger again anyway. (Bug #34097)
  • 000E3EAE: Added script to this arrow to disable it once Leifnarr's corpse has been deleted. (Bug #34062)
  • Several references which were out of place have been corrected. Mostly lanterns. (Bug #33917)
  • 000AAC31, 0004DE1C, 00050fde, 0004f43C, 000c1ea2: Bushes either buried too deep in the ground or floating above it. (Bug #34090)
  • 0009FB9C, 0701AA00: Corrected wall gaps in the Ratway Warrens. (Bug #34071)
  • 000CF564: Disappearing shelf in Understone Keep. Needed a multibound assignment. (Bug #34063)
  • Several old placed ref fixes from early SSE days have been reworked to fit better with standard methods. These edits may have been made while xEdit was still unavailable for SSE. (Bug #34061)
  • 000D59C4, 000E31B7, 00082A20: 3 refs previously addressed in the patch have been redone in a more proper manner. (Bug #34051)
  • 0007DDC7, 0007DDF0: Misplaced walls in Elenwyn's Solar. Accompanying bench and cabinet (with objects) have been adjusted to match. (Bug #34020)
  • Another batch of placed references corrected. (Bug #34014)
  • 00029E40, 00029E51: Misaligned rock and tree near Anise's Cabin. (Bug #34001)
  • 07000900, 07000901: Rocks added to cover a gap. (Bug #34000)
  • Another batch of various placed reference fixes. (Bug #34000)
  • Still another batch of various placed reference fixes. (Bug #33992)
  • 00030038: Walls in Dragonsreach with a small gap. (Bug #33997)
  • 00087792: Changed trigger property DisableWhenDone to false to prevent the trigger from throwing errors due to it having an enable parent that controls its state. (Bug #29459)
  • 000832c3, 000832c4, 000832c5, 000832c6: Barrels in the player's designated quarters at the College of Winterhold that should not be respawning containers. (Bug #33822)
  • 0002e526: Volendrung is likely to fall off of its initial display area because it needs the DefaultHavokOnload() script attached. (Bug #33861)
  • 000FED31, 000FED33, 000FED34, 000FED37, 000FED39, 000FED3B, 000FED40, 000FED41: Food crates with incorrect ownership applied. (Bug #33963)
  • Several references at Anise's Cabin do not have proper ownership or respawn data on them. (Bug #33972, 33973)
  • 00106876, 001068B4: Campfire and snowdrift floating at Stendarr's Beacon. (Bug #33980)
  • 001068AD, 001068AE, 001068AF: 3 NPCs at Stendarr's Beacon that lacked persist locations. (Bug #33980)
  • Yet another batch of various placed reference fixes. (Bug #33986)
  • Yet another batch of various placed reference fixes. (Bug #34194)
  • Small batch of placed ref fixes and corrections to previous edits. (Bug #34087)
  • 00027E7D: Removed rock pile buried underground. (Bug #34147)
  • 0002CFAC, 0002CFAD: Floating rock piles in Fallowstone Cave. (Bug #34149)
  • 000448B2, 000FBBD9: Clipping bench, floating crate. (Bug #34151)
  • 0004BD68, 0009E2FE, 0004BD69: Floating bedrolls in Northwatch Keep. (Bug #34152)
  • 0004C252, 0004C259: Floating sack, floating candle at Orphan Rock. (Bug #34153)
  • 00057E03: Chair clipping wall in Fort Snowhawk. (Bug #34154)
  • 0005FA29, 000A22C7: Clipping bedroll, floating hay at Orphan's Tear. (Bug #34155)
  • 00098689: Floating bedroll at Falkreath Watchtower. (Bug #34158)
  • 000B4100, 000B41D7, 000B41EC: 2 bushes and a rock that were hidden underground outside of the Tower of Mzark. (Bug #34159)
  • 000BFC29: Barrel clipping a wall at Gallows Rock. (Bug #34161)
  • 000C282A: Bedroll clipping a cave wall in Broken Helm Hollow. (Bug #34162)
  • 000D91CD: Floating rock pile. (Bug #34165)
  • 02012DEC, 02012DBD, 02012e20, 020124a3, 02011251, 020111C3, 02011867, 02011866, 0201188D, 02010B63, 02010B6A, 02012DD4, 02012E20, 02012DDF, 02012E61, 02013029, 02012DEE, 02012DE6, 02012EFD, 02012EFB, 02012E36 02012EDD 0200ECCD 0200FC79 0200FC56 0200FCFC 0200FDFA 0200FD0F, 0200FD0D: Floating shrubs in the Soul Cairn. (Bug #34180)
  • 00019745, 00024F34, 00026119, 0003B1B4, 000B899C, 000B899D: Shrubs that should be snow varieties due to where they were placed. (Bug #34163)
  • 000BF4CE: Spawned weapon marker sunk halfway into a table in Cidhna Mine. (Bug #34160)
  • 00097C69, 00097C6A: Two large venison cuts which are too large to share the single plate they're on. Moved one off onto the table. (Bug #34157)
  • 050F9AB1: Sack clipping a crate and wall. (Bug #34146)
  • 000DD105, 000DD106, 000DD107, 000DD108, 000DD128: Items associated with DLC1VQ03FalmerCartEnableParent that did not have the enable parent link set, which would leave bits of the scene behind. (Bug #34125)
  • 000E1493: Critter spawner with an unnecessary second script attached to it. (Bug #34198)
  • 0008B10D, 000C8E3F, 000C8E40, 000C96EA, 0010959F: Various clipping objects in Fort Neugrad. (Bug #34156)
  • 0002AACE, 0002AACF, 000B6A0B, 000B6A1B, 000D4899, 000D489A, 000D48A1, 000D493F, 000D4940, 000D494D, 000D494E, 000E532C, 000E534D, 000E0586: Badly placed food items. (Bug #34148)
  • 05000B38, 05000B3C: The bandit mages involved in "No Contest" are not supposed to respawn. (Bug #34197)
  • 0005D02B: Sirgar's bed should not be owned by StonehillsSorlisHouseFaction. (Bug #34137)
  • 080B4471, 080B4470, 080B446F: Navcuts associated with stockade activators that have unnecessary enable parents. The navcuts are toggled by the activators themselves. (Bug #34037)
  • 00060FB1: Dog in Brinewater Grotto that was not attached to the bandit enable marker. (Bug #33856)
  • 00083B18: The corpse of Agrius is not disabled with the others when Halldir consumes the bandits. (Bug #34205)
  • 0402C0CC, 0402C0CD: Fish in a net that were using water spawning objects instead of the proper ingredient objects. (Bug #34203)
  • 0010832D: Floating mudcrab marker. (Bug #34212)
  • 0004CE11, 0007E1E5: Embers in torches in Pinemoon Cave that were clipping. (Bug #33958)

Text Fixes

  • Spoiler
    • DLC2TTR8GotSomeTopic [0401f130]: "I have a briarheart." -> "I have a briar heart." (Bug #33916)
    • DialogueRiftenSkoomaBranchTopic [00041e0d]: "I got mine off of a merchant ship in Solitude." - > "I got mine off a merchant ship in Solitude." (Bug #33946)
    • DLC2RRTempleLocation: "Temple Location" -> "Raven Rock Temple" [Ambiguous generic location name] (Bug #33948)
    • DLC2RRTempleTombLocation: ""Temple Location" -> "Temple Ancestral Tomb" [Ambiguous generic location name] (Bug #33948)
    • EmbershardLocation: "Embershard" -> "Embershard Mine" (Bug #33950)
    • ccBGSSSE001_MiscFalkreathNote: "embarassing" - > "embarrassing" (Bug #33952)
    • DialogueRiverwood_Revised [00045447]: "You like Skeever liver?" -> "You like skeever liver?" (Bug #34089)
    • DLC2RavenRock3: "This lead to a mass exodus from the town..." -> "This led to a mass exodus from the town..." (Bug #34040)
    • DialogueWindhelmLonelyGaleTopicCityTopic [000A195A]: "At least not any more." -> "At least not anymore." (Bug #34029)
    • DLC2ColdcinderCaveLocation: "Colcinder Cave" -> "Coldcinder Cave" (Bug #34022)
    • DialogueRiftenHonorhallKidsBranchTopic [0008bbcc]: "... and is trying ..." -> "... and he's trying ..." (Bug #33879)
    • ccBGSSSE025_MadnessOreNote: "My time spent with the sword has had an impact far greater than I ever could have ever imagined!" -> "My time spent with the sword has had an impact far greater than I ever could have imagined!" (Bug #34132)
    • ccBGSSSE001_MiscMorthalBounty: "Let us test our mettle and place bets on who the greatest fisher this side of the Karth river really is." -> "Let us test our mettle and place bets on who the greatest fisher this side of the Karth River really is." (Bug #34177)
    • PerkInvestorBranch1Topic1 [000B1FE4]: "Ah yes, good idea." -> "Oh yes, good idea." (Bug #34124)
    • PerkInvestorBranch1Topic1 [000AE686]: "So be it." -> "Well, so be it." (Bug #34123)
    • PerkInvestorReply2 [000B1FDE]: "... I'll try to think of how best to use this." -> "... I'll try to think how best to use this." (Bug #34122)
    • FFRiften04FinalRewardBranchTopic [0003C492]: "I feel I owe a bit more than some meaningless coin for all your diligence." -> "I feel I owe you a bit more than some meaningless coin for all your diligence." (Bug #34016)
    • DialogueDragonBridgeAzzadaTopicsBranch1Topic [000C3696]: "Karth river" -> "Karth River" (Bug #34007)
    • ccBGSSSE001_MiscFalkreathNote: Text on page 1 of the note was cut off due to using too large a font size. Reduced from 20 to 18. Inserted a forced pagebreak to ensure the pages still flow properly, in case the game decided to uplift a line from page 2. (Bug #33978)
    • ValkyggLocation: "Valkygg" -> "Lost Valkygg" (Bug #33831)

     


The complete changelog for PC and XBox One is available here.
The complete changelog for PS4 is available here.

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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.

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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.

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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.

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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.

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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

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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.

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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

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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".

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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?

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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?

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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.

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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

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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.

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@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?

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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.

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@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.

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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?

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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.

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@ 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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