Arthmoor Posted October 26, 2016 Posted October 26, 2016 Unofficial Skyrim Special Edition Patch Version: 4.3.8 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 - PlayStation 4/5 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 XBox and PlayStation versions can be found here: Unofficial Skyrim Creation Club Content Patch Please direct any questions about these patches to Garthand over on Nexus. PlayStation Support We have officially handed off support of the PlayStation version of the patch. Vexona of Armored Reptile Gaming will now be maintaining a version for PS users from this point forward. Any issues regarding the PS version need to be sent their way. They can be reached at the ARM Discord. Official patch notes for the PS version can be found here: https://vexmodding.com/ussep-ps4-notes/ USSEP Fixes The animated castle fireplace found in Castle Volkihar had an issue with the collision that prevented passing through it. This would in turn block progress through the Dawnguard questline. [meshes/dlc01/dungeons/castle/animated/fireplace/cassmhallfireplaceex01.nif] (Bug #36307) Enthir should no longer have the Staff of Tandil in his vendor inventory after the player brings it back to him. [Script: QF_MGRArniel02_0006A08D] (Bug #36327) [NR] Actor and AI Fixes One of the Dunmer ghosts in Tolvald's Crossing has 4 Elven Maces when it is killed when it's only supposed to have 2. For some reason, setting an NPC inventory to use 2 stacks of 1 weapon gives them 4, whereas 1 stack of 2 gives them the proper amount. [NPC_:00084D18:TGCrownGhost03] (Bug #36048) Lord Tusk should not respawn as it is a unique horker on Horker Island. [NPC_:04026196:DLC2dunHorkerIslandEncHorker, ACHR:040264B4] (Bug #36295) Item Fixes Endon's fence inventory always has 4 of the same kind of enchanted jewelry for sale. He is supposed to stock 4 pieces, but not necessarily always the same ones. [CONT:000D882F:TGFenceMerchantChestEndon] (Bug #35727) Blackreach elevator systems could become stuck in an infinite loop due to timing issues on lower end PCs. [REFR:000F8138, REFR:000F8181, REFR:000F814D, Script:blackreachElevatorButtonScript, Script:blackreachExitElevatorScript] (Bug #36027) Several books and notes in the Saints and Seducers DLC had no object bounds which would impact their use on bookshelves. [See records in ticket] (Bug #36388) Mesh and Texture Fixes Fixed a number of issues with the large rock cliffs added by the Resource Pack. [meshes/_resourcepack/landscape/rocks/desertrockscliff01.nif, meshes/_resourcepack/landscape/rocks/desertrockscliff02.nif, meshes/_resourcepack/landscape/rocks/desertrockscliff03.nif, meshes/_resourcepack/landscape/rocks/desertrockscliff04.nif, meshes/_resourcepack/landscape/rocks/desertrockscliff05.nif] (Bug #35791) Quest and Dialogue Fixes Guards in Kynesgrove should not be commenting on a dragon attack there as though it were another location. [INFO:000DD0BC] (Bug #35741) Faldrus should no longer spawn an encounter after he is killed. [QUST:000B85B8:WEJS10, NPC_:000B85B9:WEJS10Faldrus, Added: GLOB:07014EE3:USSEPWEJS10FaldrusIsDead] (Bug #35832) Haelga's Bunkhouse in Riften needs to be exempt from the Animal Extermination quest that sends you to an NPC's home because the bunkhouse cell will often have numerous other NPCs inside who don't live there that can be easily killed by the animal. This can end up breaking quests due to NPCs who are not flagged essential. [QUST:0001CEEE:CR01] (Bug #36056) Wuunferth has a topic which should not play after Ulfric is dead. [INFO:000C8271] (Bug #36047) Master Borri does not speak the "Kest" word for Whirlwind Sprint when teaching it to you because the dialogue is checking the wrong condition value. [INFO:000C4371] (Bug #36164) The random cultist road encounter on Solstheim can apparently get stuck running until the Dragonborn questline is entirely completed. It appears possible that the encounter can be running at the same time as the usual ambush quest in Skyrim, and no provision was ever made to shut this down at the same time the standard ambush is completed. This causes whichever random road encounter location spawned the world encounter to be disabled for the entire duration of the questline which is not what's intended. [Script: DLC2_QF_DLC2MQ01_02017F8E, Stage 200] (Bug #36226) Hert has a greeting line that should not be played if Hern is dead. [INFO:000217FA] (Bug #36332) Two cultists at Miraak's temple are never removed once DLC2MQ02 is completed. [Script: DLC2_QF_DLC2MQ02_02017F8F, Stage 200] (Bug #36225) Placement/Layout/Ownership and other World Object Fixes 000DD3DB: Candle placed inside a column. (Bug #36324) 00044EDD: Rubble pile with origin outside of the occlusion bounds. (Bug #36283) 000DC127, 000DBF74, 000DC3A9: Player clips into table when sitting on a bench in Mara's Eye Pond. Replaced table with furniture version, removed the original bench, and linked the associated vampire up to use the new table. (Bug #36322) 02017E1B: Floating mead bottle. (Bug #36321) 000A767C: Shrub buried under a rock. (Bug #36313) 00094D6F: Floating bucket. (Bug #36312) 00097CDC: Arrows clipping a table. (Bug #36309) 00068616: Floating hay pile. (Bug #36293) 0010850F: Hole fixed in the Dawnstar Sanctuary. (Bug #36292) 000BBE72, 000BBE95, 000C4706: Adjustments to fix a gap in the Katariah's walls. (Bug #36291) 00069638: Cliff with a gap at its topside base. (Bug #36290) 000C0011, 000ECD3F: Sack and flower clipping with other objects. (Bug #36282) 000A2206: Gap under a boulder pile. (Bug #36276) 0702C9DF, 00100B66: Fixed gap under a dirt mound. (Bug #36275) 000C00C4: Gap under a boulder pile. (Bug #36273) 040272CC: Gap underneath an ash dune. (Bug #36265) 00040313, 00040315, 00040316, 000C9730, 000F7FD4, 000F7FF3, 000F7FF4: Various issues in Illinalta's Deep. (Bug #36258) 0009A625, 000AA627, 000FA524, 000FA53E: Placement issues in Fellglow Keep. (Bug #36250) 0004A1AF: Gap under a rock cliff. (Bug #36249) 04038890, 04038891: Floating axe parts. Also should not respawn as they are supposed to be unique instances. (Bug #36230) 04019995, 040199F0: Chests where terrain was visible inside when opening. (Bug #36200) 0007859C, 000785D6, 000785D7, 0007861B, 000786A6, 000786A7: Various placement issues in Pinewatch. (Bug #36046) 000E5ECB, 000E5ED6, 000E5ED7, 000E5ED8, 000E5ED9, 000E5F1B: Various placement issues in the Dainty Sload. (Bug #36043) 07014EE6, 07014EE7, 07014EE8: Rocks added to cover a gap between 2 mountains. (Bug #35988) 000D4A6E, 000D4A6F, 000D4A74, 000D4A75, 000D4A76, 000D4ACE, 000D4ACF, 000D4AD0, 000D4AD1, 000D4AD2, 000D4AD3, 000D4ADE, 0010A003, 00109FF2, 00109FF4, 00109FF6, 0010A004, 00109FFE, 0010A000, 0010A003: Various placement issues in the Winking Skeever. (Bug #35984) 000DE978, 000DE979, 000DE91F, 000DEA8A, 000DEAC0, 000DEAC3, 000DEAC4, 0010078D, 0010078E, 0010078F, 00100790, 001007A6, 0010079B, 001007DB: Various placement issues on the Red Wave. (Bug #35973) 000772D0, 000772D4: Clipping barrels in Castle Dour. (Bug #35972) 0003D43D, 0003E15C, 0003E57A: Adjustments made to fix a gap under a mountain. (Bug #35951) 000640DA, 00069EBE, 0007C9EC, 0007C9EE, 0007C9EF, 0007C9F1, 000F017E, 000F017F, 000F0180, 00101C08, 0007D2BE, 000F0216: Various placement issues in the Falkreath DB Sanctuary. (Bug #35688) 000EDDA7, 000EDDA8: Floating potions at Whiterun Stormcloak Camp. (Bug #36261) 000B0FBD: Ebony ore not owned by the faction, and also sitting below the playable space. (Bug #36251) 04028FB0, 0402B23C: Journal and note that are unique and should not respawn. (Bug #36237) 0403AD6C, 0403AD6E, 0403AD6A, 0403AD6B, 0403AD6D: Clipping and floating quills in Benkongerike Great Hall. (Bug #36235) 0100280D, 0100280E, 0100280F: Ingredients at Darklight Tower that should not respawn due to the location's encounter zone settings. They were also clipping with previously placed items on the table. (Bug #36281) 040363C1: Shrub on Solstheim that should be using the ash variety instead of snow. (Bug #36219) Text Fixes CWReasonsRikkeDaughter [INFO:000B8EBA]: "long term" -> "long-term" (Bug #35838) CWMission03EnemyFieldCOTopic [000D298E]: "Imperials" -> "Imperial" (Bug #35852) TGPreHellos [000B2975]: "other's" -> "others'" (Bug #35853) DLC2RR03 Stage 30: Removed reference to finding the journal in the satchel since it's actually on the skeleton. [QUST:04018B15] (Bug #36175) DLC2RR03MineBranchTopic [04034F89]: "any more" -> "anymore" (Bug #36229) DLC2TTR4aNo [0401B62E]: "any more" -> "anymore" (Bug #36262) DLC2TT1bDrovasTopic [04019572]: "any more" -> "anymore" (Bug #36263) ccBGSSSE025_HereticalThoughts_Book02: "a honorable one" -> "an honorable one" [BOOK:06000AEC] (Bug #36242) DLC2HrodulfsHouseNote00, DLC2HrodulfsHouseNote01: Written notes that should be displayed with the handwritten font. [BOOK:0402B23A, BOOK:0402B23B] (Bug #36236) SkillConjuration3: "he supposed to be" -> "he's supposed to be" [BOOK:0001AFE9] (Bug #36241) DLC2TT1TooQuick [0401842E]: "my new job" -> "me new job" [Subtitle not matching audio] (Bug #36227) SkillMarksman1: "Did I you see" -> "Did you see" [BOOK:0001B005] (Bug #36308) The complete changelog for PC and XBox One is available here. smr1957, StarlightNV and Dankrou 2 1
Leonardo Posted October 26, 2016 Posted October 26, 2016 Why not reset the USSEP 4.0.0 version back to 1.0.0 instead of continuing the USLEEP version 3.x by starting with the 4.0.0 version for USSEP, especially when SSE is a separate game.
I2edShift Posted October 27, 2016 Posted October 27, 2016 Why not reset the USSEP 4.0.0 version back to 1.0.0 instead of continuing the USLEEP version 3.x by starting with the 4.0.0 version for USSEP, especially when SSE is a separate game. That seems unnecessary & counter-intuitive. I imagine the process will be to fix things in 'classic' Skyrim, then simply re-compile the plugin & archive in the SSE Creation Kit. Keeping the same versions seems much easier to keep track of.
BlackPete Posted October 27, 2016 Posted October 27, 2016 Resetting it back to 1.0.0 would likely add to the amount of confusion for a lot of people especially those who haven't been following the patch project along the way. Also, when bugs reports are being submitted and we refer to the version numbers (in conversations) it could lead to some misunderstandings which are otherwise avoidable if the version number starts at 4.0.0 instead.
Leonardo Posted October 27, 2016 Posted October 27, 2016 Resetting it back to 1.0.0 would likely add to the amount of confusion for a lot of people especially those who haven't been following the patch project along the way. Also, when bugs reports are being submitted and we refer to the version numbers (in conversations) it could lead to some misunderstandings which are otherwise avoidable if the version number starts at 4.0.0 instead. I doubt it will cause confusing since the acronym is USSEP and not USLEEP, but I guess the version number could arise some questions.
Arthmoor Posted October 27, 2016 Author Posted October 27, 2016 The only one questioning the version number is you Leo
alt3rn1ty Posted October 28, 2016 Posted October 28, 2016 I dont know what anyone has been using for extracting the new BSAs so far, but if you havent seen it Sharlikran linked a new tool ( from the new Wrye Bash for SSE description ) that ousnius has put together https://github.com/ousnius/BSA-Manager/releases/tag/v0.5 Same guy who has been doing amazing work on bodyslide and outfit studio
Arthmoor Posted October 28, 2016 Author Posted October 28, 2016 I've been using a private copy of BAE that Jon updated for the beta. Good to know stuff is starting to show up in public though.
Malacath Posted October 29, 2016 Posted October 29, 2016 I would like to report a bug about the wolves not howling but the bugtracker doesn't work for me. It says i'm not authorised.
Zed99 Posted October 29, 2016 Posted October 29, 2016 I understand, (by the text in yellow, at the top of the page), that there is a known issue with load order. Indeed the mod 'Campfire' cant help but stay at the top of my list, no matter how many times I try to move it. Will this affect USSEP, seeing it should come first? (This is using Bethesdas new in game mod menu.) I made a seperate topic concerning this. Thank you for your time, Best Regards
BlackPete Posted October 29, 2016 Posted October 29, 2016 I would like to report a bug about the wolves not howling but the bugtracker doesn't work for me. It says i'm not authorised. This guide should help: http://www.afkmods.com/index.php?/topic/3865-visual-guide-reporting-bugs-with-tracdown/ It sounds like you're not selecting a category and/or subcategory. In this case you would want "Unofficial Skyrim Patch" -> "Audio".
MartinTh3Turtl3 Posted October 29, 2016 Posted October 29, 2016 I would like to report a bug that occurs, from what I can tell, not to everyone, but it did occur to myself. It is on the winterhold college mission "Revealing The Unseen", in which you have to Speak with Mirabelle Ervine. The marker that the game gives me is inside the mountains to the North East of Riften. She's supposed to be inside the College of Winterhold. Can anyone help?
Leonardo Posted October 30, 2016 Posted October 30, 2016 Does a bug exist for Irileth in vanilla or is it fixed in USSEP? The reason I asked is simple, because when I played without any mods she didn't run pass me during the Dragon Rising quest when talking to the Jarl about what happen near the Western Watchtower. But with USSEP and a lot of other mods, mostly Arthmoor's mods and a few other mods, Irileth now run pass me and stops in front of the Jarl Balgruuf the Greater and I cannot see his face. That never happen in SLE with or without mods. The only mod, I am aware of, that could affect Irileth is USSEP. I dunno what is wrong. Has anyone notice the same thing as I have?
Arthmoor Posted October 30, 2016 Author Posted October 30, 2016 USSEP 4.0.1 is out. Should correct the issues people have been seeing. Lots of folks out there awfully damned impatient and spamming forums with a bunch of crap, all of you are repeating the same small set of errors over and over and making a big deal out of nothing.
Maxyb Posted October 30, 2016 Posted October 30, 2016 I love your patch Arthmoor. But I can't seem to download the new patch. The only other mods I have are your open cities and new life mods. I have tried downloading the new patch 3 times but once it gets to 100% it says cannot download. I'm playing the Xbox one. Thanks Max
Arthmoor Posted October 30, 2016 Author Posted October 30, 2016 I had quite a bit of trouble just getting it uploaded. I think their network is being slammed. You may simply need to wait a bit.
NightStar Posted October 31, 2016 Posted October 31, 2016 @arthmoor Went through the OP and a few things could use your attention. Due to the recent changes some of our trusty documents need updating. I've listed the sections that should be looked over by their titles. What needs editing should be pretty obvious. "Frequently Asked Questions - BUGS": Your bug tracker is broken, it says I don't have permission. Several questions in the "Frequently Asked Questions - About the Project" require attention due to USSEP. Many of them are still relevant for the users of the older patches. Do you want to remove/rewrite the obsolete sections or add some kind of way to distinct between information relevant to USSEP and the separate patches? The sections that should be reviewed are: Has the mod been cleaned? Will the mod be released as an ESM file? What is this useless .bsl file for? What is the proper load order for the Unofficial Patches? Do I still need to keep the old patches (USKP/UDGP/UHFP/UDBP) after I upgrade to the Legendary Edition (USLEEP)? I have numerous mods that used one or more of your old patches. What do I do about this? My game won't load now! In addition, since you're linking to "Bug Fixes Recommended in Addition to the Unofficial Patches" from USSEP thread, that page should probably have a mention in its OP that most mods recommended have not yet been updated for SSE and should not be used in their current form until they are (to avoid noobs tripping themselves over by blindly following links and installing things). Also, I remember reading somewhere that Bethesda fixed the lip sync bug in SSE, so would that still be necessary to use? Lastly, couple of typos: handle user generate files --- generate -> generated other than the unofficial patches installed --- we still have several patches, do we? patches -> patch Known issues we're working on for 4.0.2:Flickering LOD on certain buildings. Still looking into it. All LOD resources have been temporarily removed from distribution until we figure it out. You probably already read this (and the following post) about how editing OBND data may cause issues. Relevant?
LunarFern Posted October 31, 2016 Posted October 31, 2016 I'm having trouble marring anyone in the game. I have completed the book of love quest and put the necklace on. The character I'm trying to marry is Derkeethus. Please help.
Arthmoor Posted October 31, 2016 Author Posted October 31, 2016 @Nightstar: Yep, planning to get to those things as soon as possible. @LunarFern: You're going to need to be far more specific than that.
Maxyb Posted October 31, 2016 Posted October 31, 2016 Got the update thanks. But now the Imperial Cloaks mod isn't working. Does that mean that mod creator will have to update his mod to make it compatible again?
Leonardo Posted October 31, 2016 Posted October 31, 2016 I'm having trouble marring anyone in the game. I have completed the book of love quest and put the necklace on. The character I'm trying to marry is Derkeethus. Please help. Did you talked to Maramal in Riften about getting married? After you talked to him you also need to wear an Amulet of Mara before asking Derkeethus for marriage. Did you do that, talk to Marmal and obtain an Amulet of Mara? If you did then you must have a mod(s) that's preventing you from getting married.
LunarFern Posted October 31, 2016 Posted October 31, 2016 @Artmoor sorry I wasn't detailed enough. @Leonardo no I didn't talk to him I'll try it.
alt3rn1ty Posted October 31, 2016 Posted October 31, 2016 @ Arthmoor Reference : All LOD data (meshes+textures) have been removed until we can investigate what needs to be done with the files, or if they're still needed Does that include the textures in terrain \ deepwoodredoubtworld \ *.* Because all of those are still valid fixes from what I have seen - USSEP v4.0.0 on the left, Skyrim SE still with corrupted textures on the right ( I have checked all of them not just the ones currently in Irfanview ) : Edit : Out of the Terrain folder, I think The solstheimworld atlas texture does need pulled, I am listing that texture in the Redundant fixes topic .. Or at least it needs redone with the new SE atlas and add the miraak tower LOD to that instead
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