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[Relz] Unofficial Skyrim Special Edition Patch


Arthmoor

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Unofficial Skyrim Special Edition Patch


Version: 4.3.3
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

  • Smoothed normals and adjusted tangent spaces on the Raven Rock tunnel. [meshes\dlc02\architecture\ravenrock\dlc2rrtunnel01.nif] (Bug #34404)
  • Phase 2 of the removal of Bitterblade Hollow has been implemented. The dungeon no longer exists. (Bug #34030)
  • Faction changes made to Vigilant Tyranus back in 2014 have been reverted to avoid the possibility of breaking the House of Horrors quest. Reverts 14605. (Bug #34255)
  • An undocumented change to LightSconceMarker has been removed. Note that we do NOT think this has anything to do with Delphine being unable to light the torches, but it appears nonetheless that no reason exists for this object to be edited. (Bug #34107)
  • The infamous "Dohvakiin No!" recording was replaced with the French version.

Actor and AI Fixes

  • Barknar's AI schedule is broken due to the time settings in the condition being wrong (2100 instead of 21) and there being no proper ownership on the bed he's supposed to use. (Bug #34354)

Item Fixes

  • Stros M'kai Rum should be marked as a food item so it shows up in the right inventory category. [FavorSorexRum] (Bug #34463)

Location Fixes

  • Fixed navmesh issues in Mara's Eye Pond. (Bug #34363)
  • Corrected the location data for the Solitude Catacombs (aka Hall of the Dead). (Bug #34281)
  • Navmesh fixes for Broken Fang Cave. (Bug #34278)
  • Navmesh near Cragwallow Slope has been fixed up. (Bug #34236)
  • Some navmeshes near Fort Sungard had bad edge connections. (Bug #34448)
  • Navmesh nodes in List Knife Hideout were floating above the ground, causing NPC navigation issues. (Bug #34439)
  • Navmesh nodes in RoriksteadExterior04 are floating above the ground, causing NPC navigation issues. (Bug #34462)
  • Several issues with the navmesh and placed items have been addressed in Ilinalta's Deep. (Bug #34425)
  • All of the navmesh nodes in the Windhelm Stables were floating above the ground which prevents the NPCs from being able to exit properly. They were also unable to access the cooking spit in the house because no triangles existed next to it. (Bug #34294)
  • Riften has no preferred navmesh path leading out the west city gate, and several nodes on the path just outside the west gate were sunken below the walkway. This seems to have led the dock workers to path through the Black-Briar Meadery instead of the city gate. (Bug #34019)

Magic, Perk and Skill Fixes

  • Redwater Skooma should not have resistance to frost. (Bug #34280)

Mesh and Texture Fixes

  • Corrected a gap between the door frame and floor for the basement well. [meshes\architecture\farmhouse\interior\basement\farmbwell01.nif] (Bug #34394)
  • Fixed several issues with the stairway in Jorrvaskr. [meshes\architecture\whiterun\wrinteriors\wrjorvaskr\wrintchfloorwoodplatfloorstairs01.nif] (Bug #34335)
  • Fixed incorrect motion settings on DLC2TelvanniRoot meshes. [meshes\dlc02\architecture\telvannitower\dlc2telvanniroot02.nif, meshes\dlc02\architecture\telvannitower\dlc2telvanniroot03.nif, meshes\dlc02\architecture\telvannitower\dlc2telvanniroot01.nif] (Bug #34315)
  • Fixed incorrect material settings on the Katariah stairs. [meshes\dungeons\ship\katariah\shipkatariahwoodstairs01.nif, meshes\dungeons\ship\katariah\shipkatariahwoodstairs02.nif, meshes\dungeons\ship\katariah\shipkatariahwoodstairs03.nif, meshes\dungeons\ship\katariah\shipkatariahwoodstairs04.nif] (Bug #34311)
  • Fixed collision issues on several icicle meshes. [meshes\dlc01\landscape\iciclebigclump_dlc1.nif, meshes\dlc01\landscape\iciclebigsingle01_dlc1.nif, meshes\dlc01\landscape\iciclebigstrip_dlc1.nif, meshes\dlc01\landscape\iciclethinstrip_dlc1.nif, meshes\landscape\ice\iciclebigclump.nif, meshes\landscape\ice\iciclebigsingle01.nif, meshes\landscape\ice\iciclebigstrip.nif] (Bug #34309)
  • Icicles with the wrong motion system settings. [meshes\dlc01\landscape\dlc1icicleclumpcap01.nif, meshes\dlc01\landscape\dlc1icicleclumpcap02.nif, meshes\dlc01\landscape\dlc1icicleclumpcap03.nif] (Bug #34279)
  • Fixed emmitance, tangent spaces, and collision materials on several Solitude window meshes. [meshes\architecture\solitude\interiors\smdawinsol01.nif, meshes\architecture\solitude\interiors\smdbwinsol01.nif, meshes\architecture\solitude\interiors\smdbwinsol02.nif, meshes\architecture\solitude\interiors\smdcwinsol01.nif, meshes\architecture\solitude\interiors\smdcwinsol02.nif, meshes\architecture\solitude\interiors\smdcwinsol03.nif, meshes\architecture\solitude\interiors\smdcwinsol04.nif, meshes\architecture\solitude\interiors\smdcwinsol05.nif, meshes\architecture\solitude\interiors\smddwinsol01.nif, meshes\architecture\solitude\interiors\smdewinsol01.nif, meshes\architecture\solitude\interiors\smdewinsol02.nif, meshes\architecture\solitude\interiors\smdewinsol03.nif, meshes\architecture\solitude\interiors\smdewinsol04.nif, meshes\architecture\solitude\interiors\smdewinsol05.nif, meshes\architecture\solitude\interiors\smdfwinsol01.nif, meshes\architecture\solitude\interiors\smdfwinsol02.nif, meshes\architecture\solitude\interiors\ssmawinsol01.nif, meshes\architecture\solitude\interiors\ssmawinsol02.nif] (Bug #34259)
  • A portion of the Solitude city walls had bad UVs and inaccurate collision. [meshes\architecture\solitude\scastlewall02.nif] (Bug #34452)
  • Bad UVs on one of the rock pile meshes. [meshes\landscape\rocks\rockshelf02.nif] (Bug #34451)
  • Windhelm plaque walls with bad UVs. [meshes\architecture\windhelm\whwallolaf.nif, meshes\architecture\windhelm\whwallharald.nif] (Bug #34453)
  • Ice wall in Karstaag Castle with bad UVs and collision. [meshes\dlc02\clutter\karstaagskullicewall.nif] (Bug #34447)
  • Windhelm bridge has sections which cause z-fighting. [meshes\architecture\windhelm\windhelmbridge2.nif] (Bug #34458)
  • Bad UVs, bad normals data, fixed collision on the Solitude patio entrance. [meshes\architecture\solitude\spatiowallentrance.nif] (Bug #34457)
  • Fixed UV issues on the roof of House Grey-Mane. [meshes\architecture\whiterun\wrbuildings\wrhousegreymane01.nif] (Bug #34460)
  • Vertex colors, normals, tangent spaces, etc. fixed on Whiterun House 4. [meshes\architecture\whiterun\wrbuildings\wrhousewind04.nif] (Bug #34459)
  • Bad UVs on Sovngarde archways. [meshes\architecture\sovengarde\sovngardeinterior\sovintstropenl.nif, meshes\architecture\sovengarde\sovngardeinterior\sovintstropenr.nif] (Bug #34455)
  • Bad UVs and incorrect normal map on Ratway sewer dropdown holes. [meshes\dungeons\riften\ratwaybarrel\riftenrwroomdropdown01.nif] (Bug #34445)
  • Cave parts with bad collision that often blocks access to objects placed close to them. [meshes\dungeons\caves\green\epic\cavegewallup04.nif, meshes\dungeons\caves\green\epic\cavegewallup01.nif, meshes\dungeons\caves\green\epic\cavegewallup02.nif, meshes\dungeons\caves\green\epic\cavegewallup03.nif, meshes\dungeons\caves\green\pillars\cavegepillar06.nif, 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] (Bug #34444)
  • Nord hero bow, greatsword, war axe, and sword all have bad collision that causes placement issues wherever they're encountered. [meshes\weapons\nordhero\nordherobow.nif, meshes\weapons\nordhero\nordherogreatsword.nif, meshes\weapons\nordhero\nordherohandaxe.nif, meshes\weapons\nordhero\nordherosword.nif] (Bug #34441)
  • Fixed a number of issues with the blacksmith forges by reverting to vanilla and reapplying previous changes. This was done because the converted 2016 USSEP meshes introduced additional issues and broke the spark animations in the process. [meshes\dlc02\architecture\ravenrock\dlc2blacksmithforge01rr.nif, meshes\furniture\smeltermarker.nif, meshes\furniture\blacksmithforgemarker.nif, meshes\furniture\blacksmithforgemarkerwr.nif, meshes\furniture\blacksmithingskyforgemarker.nif] (Bug #34419)
  • Several issues with the Whiterun stairway fixed. [meshes\architecture\whiterun\wrcitywalls\wrstairswater01.nif] (Bug #34364)
  • The MAce of Molag Bal (rusty and normal versions) had loads of bad UV mapping issues. [meshes\weapons\maceofmolagbal\rustymaceofmolagbal.nif, meshes\weapons\maceofmolagbal\testmaceofmolagbal.nif] (Bug #24361)
  • Elven Gauntlets were considerably darker than the rest of the armor set. [textures\armor\elven\m\gauntlets_d.dds] (Bug #26040)
  • Collision radius on Dwemer gears needed to be readjusted from 0.005 to 0.025. [meshes\clutter\dwemer\dwarvengear.nif] (Bug #34449)
  • The right kneecap of the bonemold boots is misaligned in inventory. [meshes\dlc02\armor\bonemold\bootsgnd.nif] (Bug #31580)
  • Fixed a whole host of issues with the Windhelm Palace mesh set. [meshes\architecture\windhelm\whpalace5.nif, meshes\architecture\windhelm\whpalace1.nif, meshes\architecture\windhelm\whpalace2.nif, meshes\architecture\windhelm\whpalace3.nif, meshes\architecture\windhelm\whpalace4.nif] (Bug #34465)
  • Collision fixed on a large interior farmhouse mesh that blocked access to items sitting next to it. [meshes\architecture\farmhouse\interior\farmintlhend01.nif] (Bug #34323)

Papyrus Fixes

  • FXCameraAttachScript: Thread safety checks added. (Bug #34384)

Quest and Dialogue Fixes

  • In "Infiltration" [dunTrevasWatchQST] the bandit boss should be named Brurid according to the dialogue. The NPC is also specifically supposed to be a male bandit, but had been set up to choose from either male or female templates. (Bug #34296)
  • The 4 bounty quests [BQ01, BQ02, BQ03, BQ04] do not clean up the generated letter if the player leaves the location without actually accepting the quest. (Bug #34295) [NR]
  • Evette San has a dialogue option to suggest Spiced Wine to the player is incorrectly conditioned to run while she's not at her stall. (Bug #34377)
  • One of Jala's lines to suggest apples to the player is incorrectly conditioned to run even when she's not at her stall. (Bug #34376)
  • In "Caught in the Rain" [ccBGSSSE001_Fish_MQ2] the fish tank that's supposed to receive the fish you're turning in was never set in the script properties, which will lead to the fish not being added to the same tank the goldfish was added to in the previous quest. (Bug #34297)

Placement/Layout/Ownership and other World Object Fixes

  • 00063E8D, 00063E8E: Embers clipping through the side of torches. (Bug #34393)
  • 000CAC7F, 00029EB4: Floating shrubs. (Bug #34385)
  • 0005F4AE: Z-fighting floor section in Brinewater Grotto. (Bug #34379)
  • 000310CB: Gap between mountain and the terrain. (Bug #34374)
  • 0009E2FE: Z-fighting pelt in Northwatch Keep. (Bug #34373)
  • 000604D0: Gap between dirt mound and rock. (Bug #34356)
  • 0008EC7E: Floating road chunk. (Bug #34355)
  • 000AAE29: Inaccessible book. (Bug #34353)
  • 040217A4: Floating tree. (Bug #34353)
  • 0009FB8F: Fixed a doorway gap in the Riften Ratway. (Bug #34352)
  • 06054048: Unique Madness Ore Note that should not be respawned on cell reset. (Bug #34343)
  • 0603AB3B: Unique note that should not be respawned on cell reset. (Bug #34342)
  • 0001B82E: Chest rotated 180 degrees the wrong way. (Bug #34329)
  • 0007EDAD, 0007EDAE: Z-fighting floor sections in Cronvangr Cave. (Bug #34322)
  • 000F0982, 000F0987, 0002C33F, 000F5C99, 000F5C1B, 000FE731, 0005B121, 0100209F, 0005B187, 01002078, 00039E7A, 01002087, 01002115, 0100211A, 000B8FE5, 000B8FE6, 000C4F55, 000C4F75, 000C4F76, 000E4228, 0004864A, 00048650, 00048651, 00048652, 00048655, 00048656, 000CCB1B, 000CC8B9, 000CC84D, 000CF1AF, 00048624, 00048625, 000A0FDF, 000A0FF2, 000B9271, 000B9272, 0002630B, 00052D57, 00052D66, 0004EB84, 000530D1, 000EA49A, 000FBDA7, 000FBDA4, 000FBD8D, 000FBD96, 000FBDA8, 000FBDAE, 00059B28: Various minor placement fixes. (Bug #34321)
  • 000A80B3: Gap under a cliff. (Bug #34299)
  • 07025913: Small rock added to plug a gap in Solitude. (Bug #34264)
  • Fixed gaps under several objects in Raven Rock Mine. (Bug #34252)
  • 000970ba, 000895d8, 000A39AD, 0004727C, 000A398E, 000A398F, 000A3992, 000A3993, 000A3994, 000A3995: Floating objects. (Bug #34246)
  • 0009208C: Unreachable iron sword. (Bug #34244)
  • 0600102E, 06001035: Moonstone ingots not properly tied to their enable parent. (Bug #34243)
  • 0600103C: Bedroll clipping the ground. (Bug #34241)
  • 061B6924: Trigger box needs to be set to false on the disable property since it's set up to use an enable parent. (Bug #34242)
  • 000BFF4B: Cooking spit and adjoining references repositioned so that when it gets used, the player or NPC isn't standing in the fire. (Bug #34240)
  • 0005F2CF: Gap under a rock. (Bug #34237)
  • Several floating refs in Quicksilver Mine. (Bug #34235)
  • Miscellaneous floating shrubs. (Bug #34223)
  • 07015904: Dirt mound added under a floating podium. (Bug #34222)
  • 000D2293, 01000DF4, 01000E0C, 01000E0B: Duplicated shrubs. (Bug #34215)
  • 000F7077, 000F7078, 000F706C, 00F7006D, 000F7080: Floating thickets. (Bug #34214)
  • 0003EE33: Duplicate beam inside of Breezehome removed. Was causing z-fighting. (Bug #34396)
  • 00028962: Spider ambush marker incorrectly set to DoOnce, causing the spider to fail ambushing after it respawns. (Bug #34446) [NR]
  • 000CE5CF: Cutting axe buried below the landscape. (Bug #34443)
  • 0001BFF1: Cave pillar with a gap under it. (Bug #34440)
  • 00039794, 00042DCE, 00088FFA, 000D212D, 00042DD1, 00042DD0, 00042DCF, 000D212E, 00067561, 000930B9, 0009DB2E, 000D218B, 000D218C, 00045E86, 000E9CD6: Fixes for various trees and bushes. (Bug #34431)
  • 00042671: Floating dagger. (Bug #34430)
  • 00053CF7: Floating candelabra. (Bug #34430)
  • 0004FF4D, 0004FF4F: Barrels clipping walls. (Bug #34429)
  • 0010ACB5: Unique letter that should not respawn once taken. (Bug #34399)
  • 00082B1A, 00082B1B: Removed two benches which were used incorrectly - NPCs would be sitting on them backward in relation to the table they're with. (Bug #34380)
  • 00082B19: Replaced static table with the proper table + 2 bench combo that was intended for the above situation. (Bug #34380)
  • 00079CD1: The cooked fish embedded in a plate that started it all... (Bug #34380)
  • 001073F1: Duplicate FXcameraAttachEffectsACT reference outside Windhelm. (Bug #34467)
  • 0401D2CD, 0402800F, 04021756, 04031634, 0403212b, 0403212e, 04039CAB, 04039BE2: Floating objects. (Bug #34464)
  • 000FB9C0, 000FB9C1: Sacks clipping a rock. (Bug #34450)
  • 0005CDA6, 0005CDA7, 0005CDA8: Tankards marked as owned when they should not be. (Bug #34428)
  • 00073608, 0007360A: Barrels clipping each other. (Bug #34427)
  • 0007F83F: Barrel clipping other barrels. (Bug #34426)
  • 000B3187: Sack clipping a tent and its neighboring sack. (Bug #34424)
  • 000D7D10: Sack clipping a wall. (Bug #34423)
  • 000DAF22: Firewood clipping a building. (Bug #34422)
  • 000ECD38: Floating dummy potion. (Bug #34421)
  • 000EEFCB, 000EEFCC, 000EEFCE, 000EEFCD: Clipping objects. (Bug #34420)
  • 000D120F: Floating hammer. (Bug #34442)
  • 0009FE76, 0009FE77, 0009FE89, 0009FF3B, 000C2286, 000C22B8: Clipping objects in Red Eagle Redoubt. (Bug #34382)
  • 000EE35D, 000EE35E, 000EE360, 000EE361, 000EE362, 000EE363: Clipping objects in Robber's Cove. (Bug #34341)
  • 05000988: Viriya's stall marker is incorrectly owned by Madesi. (Bug #34328)
  • 000FF6EF, 000FF6F0, 000FF6F1, 000FF6F2, 000FF6F3, 000FF6F4: Clipping barrels in Treva's Watch. (Bug #34324)
  • 000DCE58, 000DCE59, 000DCE5B, 000DCE5C, 000DCE5D, 000DCE5E, 000DCE68, 0513BAA0, 0513BAA6, 0513BAA7: Items lacking ownership in Crabber's Shanty. (Bug #34316)
  • 0009C9DD: Leaning marker too close to the edge of the balcony walkway in Markarth. (Bug #34302)
  • 00036F94: Floating guard patrol marker in Markarth.
  • 001015EC, 001015ED: Floating potions. (Bug #34290)
  • 000A85B1, 000A85B2: Baskets erroneously left floating below the Windhelm bridge. (Bug #34288)
  • 07929643, 07929644: Rocks added to cover up mesh gaps in Windhelm. (Bug #34473)

Text Fixes

  • DB09GiannaIngredient2_3Topic: "What next then?" -> "What next, then?" (Bug #34371)
  • BardsCollegeFluteEndTopic [000D93D9]: "you. but" -> "you, but" (Bug #34261)
  • TG04MercerOutroBranchTopic01 [0002CC42]: "No, it.. it can't be." => "No, it... it can't be." (Bug #34397)
  • FFRiften21ReturnBranchTopic [000A3117]: "Journals" -> "journals" (Bug #34350)
  • FFRiften21VekelBranchTopic04 [000A311A]: "Journals" -> "journals" (Bug #34349)
  • DialogueMarkarthListbetStoreTopic [0007537E]: "specially-made" -> "specially made" (Bug #34340)
  • FreeformWinterholdAInitialFinal [00062F4A]: "any more" -> "anymore" (Bug #34229)
  • ccBGSSSE001_Radiant_2_TurnInTopic [05000C88]: "pigmy" -> "pygmy" (Bug #34301)
  • EastmarchHellos [0003A94C]: "brothers" -> "brother's" (Bug #34293)
  • FFRiften16HarraldSword: Not uniquely named despite being a quest item. (Bug #34276)
  • ccBGSSSE025_SaintsNoteOnBlacksmith: "Half Moon Mill" -> "Half-Moon Mill" (Bug #34262)

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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