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[RELz/WIPz] Unofficial Skyrim Patch


Arthmoor

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Anyone else unable to properly start dialog with Galmar outside Korvanjund? I get to the marker and he starts dialog as he should but I have no topic to continue on with the scene. Heading torwards the ruin, there are no imperials outside, instead its bandits.Getting close to the ruin doors gives me a quest update and when I enter they all appear inside however they just stand there from then on. I'm using the 2.0.1 Beta

 

False alarm, seems it was just a blip. Restarting the quest fixed it. No surprise here, wouldn't be a Beth game without a crap load of bugs

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Regarding bug #14184. This "may" need to be marked as non-retroactive in the change log assuming it is indeed fixed with the USKP v. 2.0.1 beta. It appeared in my log on an existing game while testing some things with the beta release.

[01/28/2014 - 07:40:35PM] error: Cannot register for LOS from a None actor
stack:
    [alias Guard2 on quest WIChangeLocation09 (00050AF1)].WIChangeLocation09GuardScript.RegisterForSingleLOSGain() - "<native>" Line ?
    [WIChangeLocation09 (00050AF1)].QF_WIChangeLocation09_00050AF1.Fragment_0() - "QF_WIChangeLocation09_00050AF1.psc" Line 59
[01/28/2014 - 07:40:35PM] error: Cannot register for LOS from a None actor
stack:
    [alias Guard3 on quest WIChangeLocation09 (00050AF1)].WIChangeLocation09GuardScript.RegisterForSingleLOSGain() - "<native>" Line ?
    [WIChangeLocation09 (00050AF1)].QF_WIChangeLocation09_00050AF1.Fragment_0() - "QF_WIChangeLocation09_00050AF1.psc" Line 60
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That's definitely fixed. You'll find the culprit is RFYL, which I forgot to update that section for. Since it's not that big of a thing, it probably won't get updated for awhile either.

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That's definitely fixed. You'll find the culprit is RFYL, which I forgot to update that section for. Since it's not that big of a thing, it probably won't get updated for awhile either.

That's fine. I wouldn't have guessed it was a mod conflict. Thanks for clarifying that.

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Beta updates:

 

Big overhaul to the critter spawn scripts - see the changelog for details. We're hoping this finally puts an end to critter bloat.
The audio splice for Bug #14164 has been removed. It was of too poor a quality to accept. (sound\voice\skyrim.esm\malecommoneraccented\FavorJobsGatherWheat__000A7FE2_1.fuz)
Several text prompts for the remaining fixed audio were missed and have now been added.
QF_WEDL01b_000BFB61 was not checking to be sure the quest was still running before trying to advance to stage 100. (Bug #13867)
Gaps, seams, and missing collision between the two large house platforms in the Wind District of Whiterun have been corrected. (meshes\architecture\whiterun\wrterrain\wrgreathouseplatform02.nif,
meshes\architecture\whiterun\wrterrain\wrcommonhouseplatform01.nif) (Bug #14598, Bug #14676, Regression fix for Bug #13696)
The Clan Shatter-Shield house mesh in Windhelm had numerous issues with texture UV, collision, gaps, holes, etc. (meshes\architecture\windhelm\whclanshattershield.nif) (Bug #13637, Bug #894)
Improper lighting due to bad normals has been corrected on the Dwemer chest. (meshes\clutter\dwemer\dwecontainer01.nif) (Bug #13817)
000B301C: Bear in Helgen Keep incorrectly attached to an enable parent.
Tweaks to the alpha map on the Markarth banner. Added the normal map that was left out by accident.
Fixed a bug in the script for Soul Trap that was still letting Azura's Black Star capture white souls.

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  • The prisoner being escorted by Imperial guards (WE09) did not receive the proper crime faction for crime detection if assaulted.

 

The prisoner becomes hostile if the player attacks or kills the guards. Doesn't make any sense. 

_____________________________________________

 

I also get hovering critters without any flying animation on a new game with just the USKP installed. 

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The prisoner becomes hostile if the player attacks or kills the guards. Doesn't make any sense. 

_____________________________________________

 

I also get hovering critters without any flying animation on a new game with just the USKP installed. 

I've experienced this too and it seems to be related to incurring a bounty; likely from assaulting the Imperial soldier(s).

 

In a different scenario, an Imperial courier (also a wilderness encounter) will sometimes wander into a village or town that is controlled by the Stormcloaks and if I decide to "help" the Stormcloak guards in that town "kill" the Imperial courier, then I get a bounty of 40 or 1000 gold (which also doesn't make sense, given the circumstances). I have no idea whether there is anything that can be done about this or not with the USKP.

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 Prisoner should only become hostile if you hit him. He will, as a witness, be the cause of getting a bounty - unless you kill him too (absent any other witnesses).

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No idea - they have done for me before - not often as they have a habit of getting in the way and getting shot by "mistake" ;)

 

[edit] I do tend, these days, to steer clear of the Prisoner+Escort encounters, except the Thalmoor ones. They're in my "Kill on sight" list :D [/edit]

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Thinking about this: would it be possible for the prisoner to loot a weapon from one of his former guards once they are all dead. And after that unbind his hands. This would probably look the most immersive, otherwise it might require a small leap of imagination to see him running with his hands suddenly unbound.

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I also get hovering critters without any flying animation on a new game with just the USKP installed.

Critter animation bug has already been found and fixed for next release.

Yes, and I've found some more. Fish don't always spawn. Birds still have a conflict where they can try to delete themselves during movement (that only works between movements, I'd fixed them all for fish, but not birds).

About the infinite loops added by USKP 1.3.3 and 2.0.0 -- is there some way to invalidate a stack? Isn't delete killing those loops on the deleted object?

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There's no way to invalidate a stack. This is the #1 complaint everyone who uses Papyrus has. It's why the old clean save procedures don't work now. You're doubly screwed if the vanilla scripts are doing something bad.

 

You may get lucky though and be able to "invalidate" it by going back to where the offending instance is at. Papyrus ought to update the script on the object at that time. It's always worked for my old 2011 saves to get rid of the annoying random dust drop ones.

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I'm pretty sure Arthmoor said (from a PM) that he corrected this for the public release of 2.0.1, but just in case, here is a list of errors (still occurring) with dunPOITundraWitchShackQST (bug #14162) with the most recent release (on 01/29/14) of the USKP 2.0.1 beta. Different issue.

[01/30/2014 - 05:24:54PM] error: dunPOITundraWitchShackQST (000DDF8D): attempting to start event scoped quest outside of story manager.
stack:
    [dunPOITundraWitchShackQST (000DDF8D)].QF_dunPOITundraWitchShackQST_000DDF8D.start() - "<native>" Line ?
    [ (000DDFEB)].defaultsetStageTrigSCRIPT.OnTriggerEnter() - "defaultsetStageTrigSCRIPT.psc" Line 31
[01/30/2014 - 05:24:54PM] error: dunPOITundraWitchShackQST (000DDF8D): attempting to start event scoped quest outside of story manager.
stack:
    [dunPOITundraWitchShackQST (000DDF8D)].QF_dunPOITundraWitchShackQST_000DDF8D.SetCurrentStageID() - "<native>" Line ?
    [dunPOITundraWitchShackQST (000DDF8D)].QF_dunPOITundraWitchShackQST_000DDF8D.SetStage() - "Quest.psc" Line 124
    [ (000DDFEB)].defaultsetStageTrigSCRIPT.OnTriggerEnter() - "defaultsetStageTrigSCRIPT.psc" Line 39
[01/30/2014 - 05:25:58PM] error: dunPOITundraWitchShackQST (000DDF8D): attempting to start event scoped quest outside of story manager.
stack:
    [dunPOITundraWitchShackQST (000DDF8D)].QF_dunPOITundraWitchShackQST_000DDF8D.SetCurrentStageID() - "<native>" Line ?
    [dunPOITundraWitchShackQST (000DDF8D)].QF_dunPOITundraWitchShackQST_000DDF8D.SetStage() - "Quest.psc" Line 124
    [ (000DDF87)].defaultSetStageOnAttacked.OnHit() - "defaultSetStageOnAttacked.psc" Line 28
[01/30/2014 - 05:26:01PM] error: dunPOITundraWitchShackQST (000DDF8D): attempting to start event scoped quest outside of story manager.
stack:
    [dunPOITundraWitchShackQST (000DDF8D)].QF_dunPOITundraWitchShackQST_000DDF8D.SetCurrentStageID() - "<native>" Line ?
    [dunPOITundraWitchShackQST (000DDF8D)].QF_dunPOITundraWitchShackQST_000DDF8D.SetStage() - "Quest.psc" Line 124
    [ (000DDF87)].defaultSetStageOnDeath.OnDeath() - "defaultSetStageOnDeath.psc" Line 14

Edit: see issue #14697 in the tracker.

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These were in my log while using the 2.0.0 versions of all Unofficial Patches. I would assume they are fixed or being looked into with 2.0.1, unless someone can tell me otherwise.

[01/31/2014 - 02:37:24AM] error: Cannot call GetValue() on a None object, aborting function call
stack:
    [ (000E1493)].critterSpawn01.IsActiveTime() - "CritterSpawn.psc" Line 198
    [ (000E1493)].critterSpawn01.shouldSpawn() - "CritterSpawn.psc" Line 187
    [ (000E1493)].critterSpawn01.OnCellAttach() - "CritterSpawn.psc" Line 79
[01/31/2014 - 02:37:24AM] warning: Assigning None to a non-object variable named "::temp26"
stack:
    [ (000E1493)].critterSpawn01.IsActiveTime() - "CritterSpawn.psc" Line 198
    [ (000E1493)].critterSpawn01.shouldSpawn() - "CritterSpawn.psc" Line 187
    [ (000E1493)].critterSpawn01.OnCellAttach() - "CritterSpawn.psc" Line 79

Edit: see tracker issue #14702

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These were in my log while using the 2.0.0 versions of all Unofficial Patches. I would assume they are fixed or being looked into with 2.0.1, unless someone can tell me otherwise.

[01/31/2014 - 02:37:24AM] error: Cannot call GetValue() on a None object, aborting function call
stack:
    [ (000E1493)].critterSpawn01.IsActiveTime() - "CritterSpawn.psc" Line 198
    [ (000E1493)].critterSpawn01.shouldSpawn() - "CritterSpawn.psc" Line 187
    [ (000E1493)].critterSpawn01.OnCellAttach() - "CritterSpawn.psc" Line 79
[01/31/2014 - 02:37:24AM] warning: Assigning None to a non-object variable named "::temp26"
stack:
    [ (000E1493)].critterSpawn01.IsActiveTime() - "CritterSpawn.psc" Line 198
    [ (000E1493)].critterSpawn01.shouldSpawn() - "CritterSpawn.psc" Line 187
    [ (000E1493)].critterSpawn01.OnCellAttach() - "CritterSpawn.psc" Line 79
You're on the wrong topic, laddie.

UPDATE: That's the missing GameHour property bug, it's a Hearthfires bug, and it's been fixed -- both by checking for the missing property in the script to prevent spawning on old saves, and by fixing the missing property in UHFP.

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You may get lucky though and be able to "invalidate" it by going back to where the offending instance is at. Papyrus ought to update the script on the object at that time. It's always worked for my old 2011 saves to get rid of the annoying random dust drop ones.

In that case, it's probable the old looping conditions have been satisfied and it's gone on into another section of script.

Also, I've been removing long wait() where I could turn them into an update instead. OnUpdate() seems to be easily replaced between invocations and not hang around on the stack. That really helps during development and testing. Wait() does stick in the stack and prevent code changes.

In Touring Carriages, I discovered that by using an update instead of a wait() as short as 1 second, it gave more time to the havok engine and allowed the wagon to settle better. You'd think a wait() should do the same thing, but it doesn't....

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Those are vanilla objects though. The UHFP only fixed the GameHour properties for Hearthfire objects. There had never been any reports of vanilla objects with missing properties.

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Not sure if this is a Bug but is it normal for the New Jarls when winning sided War Faction to make me a Steward again while getting the same weapon again.

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Not sure if this is a Bug but is it normal for the New Jarls when winning sided War Faction to make me a Steward again while getting the same weapon again.

Yes, whenever a Jarl is replaced during the Civil War, it is normal for them to need to reinstate you as "thane" of the hold.

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I just had a random thought. Do you know this crafting loop that goes like:

Make potion of enchanting.

Drink it.

Enchant apparel of alchemy

Wear it.

Rince and repeat

(Not to be confused with the old and fixed restoration exploit)

Well, the above loop was never exploitable because of very harsh diminishing returns. Something like half a dozend cycles to get at the most an increase of 10% in potions and apparel. Then it would stop.

But now the potions of enchanting have been changed drastically in their application. Does someone have a suitable character (or cheat module) at hand (100 in each skill with all relevant perks) to test whether this loop still has diminishing returns and where the new max resides now? We'd look stupid if we introduced an exploitable loop ourselves after fixing so many before.

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I know it well - highly useful it is too.

Data from the last save of my last few complete games (May 2013 to December 2013) are similar:-

 

Alchemy Apparel - 28% (each)

Smithing Apparel - 29% (each)

Fortify Enchanting (potion) - 32%

Fortify Smithing (potion) - 127%

Resist Fire, Frost and Shock (potion) - 95%

 

Skills @ 100, Alchemy perks :- Alchemist (5), Physician, Benefactor, Poisoner.

Probably excludes things like Standing Stone effects, Well Rested, Notched Pickaxe, Powers etc.

Those values are the best I could get - add in the other possibilities and remaining perks and you might get the odd extra % or 2.

 

So yes, the law of diminishing returns does apply.

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Hm interesting. I would have guessed you could at least get a few percent extra with the new change. So just to ckarify: with the new 2.0.1 beta, the values did not change compared to december?

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