Jump to content

[RELz/WIPz] Unofficial Skyrim Patch


Arthmoor

Recommended Posts

Backward flying dragons happened on PC too. A prime example of the problem - they were told about that before the patch beta ended and they let it get through anyway. Had they acted on the reports, nobody but the early patch adopters would have seen it.

Link to comment
Share on other sites

So that happen on PC too wow!

 

Well this is similar to what happen when Rome 2 TW came out 3 September 2013 and a least one poster in the TW thread on BSF (read the next post of the same member) was furious about what CA have done, but with the last patch the 10th patch that was released about a week ago the player finally change the attitude towards CA.

 

I believe you're following the right principle here when not rushing the USKP projects to a faster release schedule than it's today.  And let me tell you one thing that I sometimes was a bit annoyed about perhaps I got a little frustrated too was the constant updating of mods when it was most hectic in the Oblivion community 3½ years ago.  In the end I simply stopped updating any mods just because it was updated I didn't care nor did I find it necessary unless there were a reason to actually updating a mod due to a serious issue.

Link to comment
Share on other sites

I will answer here to your comment, because my understanding is that new comments in tracker's fixed issues are easily missed. (By the way am I right about that ?)

 

I still wonder this. Could anyone tell me if new comments in fixed issues are read or if it's best to open a new tracker issue ?

 

EDIT : I think I have my answer, since I can see tracker issues which specifically report patches regressions.

Link to comment
Share on other sites

I'm assuming that this is probably an engine issue, since it was marked as fixed with bug #13925, but I still received the same (or very similar) error in papyrus on a new game with USKP 2.0.3, after picking up the Fragment of Wuuthrad (YsgramorsBladePiece07) in Dustman's Cairn.

[04/02/2014 - 11:29:04PM] error:  (0006E807): has no 3d, and so cannot have its motion type changed.
stack:
    [Item 5 in container  (00000014)].defaultDisableHavokOnLoad.SetMotionType() - "<native>" Line ?
    [Item 5 in container  (00000014)].defaultDisableHavokOnLoad.ReleaseToHavok() - "defaultDisableHavokOnLoad.psc" Line ?
    [Item 5 in container  (00000014)].defaultDisableHavokOnLoad.OnActivate() - "defaultDisableHavokOnLoad.psc" Line ?
[04/02/2014 - 11:29:04PM] error: Object has no 3D
stack:
    [Item 5 in container  (00000014)].defaultDisableHavokOnLoad.ApplyHavokImpulse() - "<native>" Line ?
    [Item 5 in container  (00000014)].defaultDisableHavokOnLoad.ReleaseToHavok() - "defaultDisableHavokOnLoad.psc" Line ?
    [Item 5 in container  (00000014)].defaultDisableHavokOnLoad.OnActivate() - "defaultDisableHavokOnLoad.psc" Line ?

I thought maybe it would be better to re-report it here, instead of making a new tracker issue, since it probably can't be fixed any further.

Link to comment
Share on other sites

Yep, we've pretty much exhausted any hope of trying to fix that. It doesn't happen anywhere near as often but it still does from time to time.

Link to comment
Share on other sites

I see that there have been 4 downloads of http://www.afkmods.com/index.php?/topic/3669-overhauling-the-weapon-rack-scripts/?p=150642 -- has anybody checked the mounting of forsworn bows on tall racks reported by Pete?

 

Nobody has yet tried my latest http://www.afkmods.com/index.php?/topic/3781-the-critter-thread/?p=150853 -- Arthmoor seems to be doing some 2.0.4 now, so should include that.

Link to comment
Share on other sites

  • 3 weeks later...

Is it possible to force Aela to use the correct entrance to the underforge during "The Silver Hand?" She keeps trying to do a lap around Whiterun and enter through the open world entrance. She ends up just standing in front of that giant drop-off in front of the door and the quest doesn't progress.

Link to comment
Share on other sites

Arthmoor confirmed my http://www.afkmods.com/index.php?app=trac&module=issues&section=issues&do=view&id=15143

 

But I was really asking for direction on the fix. Discussion on these trackers isn't happening much.

 

Some places use a stage as a flag to indicate completed dialogue. But DialogueSolitude has no stages.

 

Some places use a script flag to indicate partially completed dialogue threads. But DialogueSolitude has no script.

 

SolitudeFreeform03 has stages and a script, and could be used instead. However, there is a simpler approach.

 

Vanilla only uses Variable09 to condition RoomRent dialogue. But DLC1 uses Variable09 to condition other dialogue, as well as some boss and presence in the SoulCairn.

 

So the cleanest and fewest scripts to use Variable09 as simply as possible on the child: 0 (start), 1 allow dragon question, 2 allow uncle question (SolitudeFreeform03). Removed Goodbye flag after dragon answer, but not after uncle answer. Tested.

fixsvari.7z

Link to comment
Share on other sites

Not sure If I should be posting this here but TracDown seems to be having...issues.

 

Duplicate of post follows

 

The master level destruction spell 'blizzard' is weakened by the player characters own resistance to cold/magic and does not appear to do the damage listed in the spell description.


Curiously the 'North wind' spell (Dragonborn), while seemingly identical in function, does not appear to be weakened by the player characters resistance to cold/magic.


Both spells are not enhanced by the destruction perks Augmented Frost 1 & 2 or the dragon priest mask Dukann.(Dragonborn).


Both spells are enhanced by fortify destruction potions.


I am running a mod that effects destruction magic but I don't believe this has changed the function of these spells.


(A Hypothetical Treachery - Destruction Remastered)


I apologise if I have posted this issue in the wrong place, as this is my first post as a forum member.

 

Duplicate of post ends

 

There is also the matter of many helmets (dragonscale, dragonbone, glass, metal, draugar) no displaying properly on argonian heads. These helmets have the back and sides missing. There is a mod that fixes the appearance of dragonbone helmets but I haven't found on for the others. (Dragon plate helm fix http://www.nexusmods.com/skyrim/mods/7084)

Link to comment
Share on other sites

Version 2.0.4 is now in beta. This is a fairly extensive list of changes, detailed in the second post. We're anticipating a minimum of 2 weeks testing, and would definitely welcome having as many eyes on things as possible.

 

A reminder too, please do not treat these beta releases as final products - they are NOT intended to install as a routine upgrade. While we make every effort to test things as thoroughly as possible, we can't always catch everything and beta bugs CAN result in Bad Things™ we did not anticipate due to initial testing generally being done on a pristine install of the game.

Link to comment
Share on other sites

 

 

The TracDown doesn't have issues. You probably forgot to select "Unofficial Skyrim Patch" then a bug category.

 

I retraced my steps, looks like the bug is reported as a problem with base skyrim, as in a problem the unofficial patch has not fixed, not a problem caused by the unofficial patch. Should I post it again with a change to the version information? It is currently shown  here (http://www.afkmods.com/index.php?/tracdown/categories/19-magic/)

 

Link to comment
Share on other sites

I retraced my steps, looks like the bug is reported as a problem with base skyrim, as in a problem the unofficial patch has not fixed, not a problem caused by the unofficial patch. Should I post it again with a change to the version information? It is currently shown  here (http://www.afkmods.com/index.php?/tracdown/categories/19-magic/)

Arthmoor can move the existing tracker report you've made to the "Dragonborn DLC" category for you (if it's necessary), so there's no need to make another report for the same thing.

Link to comment
Share on other sites

Issue 14136 isn't mentioned in the actual USKP 2.0.4 log. I still haven't checked if the fix has been effectively implemented.

Link to comment
Share on other sites

Also, looks like we have several issues with both sides of Blue Palace porch :

BluePalace01.jpg

BluePalace02.jpg

BluePalace03.jpg

 

Unless someone claims it I may open a tracker entry and upload a fixed mesh within 2 weeks.

 

EDIT :

meshes\architecture\solitude\sbluepalacegate.nif : vertex colors accidentally disabled in NiTriShapeData 30. Restoring it solves the issue, but proper vertex colors need to be reimplemented. I'll fix it soon. I already fixed some remaining UV errors and some wrong vertex colors.

Link to comment
Share on other sites

Got the changelog entry in. That arch is going to be one of the meshes MadCat worked on. I'll see if he knows what happened there.

Link to comment
Share on other sites

beta 2.0.4 reports:

 

bug 15248

http://www.afkmods.com/index.php?/tracdown/issue/15248-see-through-on-cap/

the cap is missing vertex colors for the new vertices (darkened texture inside the cap)

 

bug 15247

http://www.afkmods.com/index.php?/tracdown/issue/15247-uv-error-on-imperial-rubbleramp/

the stretched vertex is still present in the mesh included in the current beta

 

bug 15411

http://www.afkmods.com/index.php?/tracdown/issue/15411-more-missing-shadows-in-whiterun/

was there some decision made, to only fix this bug for walls, that are above a certain height, and not bother with the really low ones? i can see that most serious platforms are fixed, but the smaller ones are not

 

bug 13385

http://www.afkmods.com/index.php?/tracdown/issue/13385-potato-plants-soil-moves-when-harvested/

the soil still moves by a tiny bit

 

 

this covers all bug reports by me, that got fixed for 2.0.4 i.e.: i dod confirm all others to be fixed ingame.

Link to comment
Share on other sites

Gruftlord;

 

Bug 15248 - Vertex colouring was added. Please provide pics of what you are still seeing as wrong.

Bug 15247 - Please provide pics of what you are still seeing as wrong.

Bug 15411 - Well, I didn't fix this, can't respond.

Bug 13385 - You just picked a plant out of the ground, why wouldn't the soil move a bit :)

Link to comment
Share on other sites

bug 15411

http://www.afkmods.com/index.php?/tracdown/issue/15411-more-missing-shadows-in-whiterun/

was there some decision made, to only fix this bug for walls, that are above a certain height, and not bother with the really low ones? i can see that most serious platforms are fixed, but the smaller ones are not

You'll need to provide more specific information than the pics in your bug report then. I shadow flagged everything I could find on the meshes your pics indicated were at fault. I'll need filenames and/or form IDs of the ones you're still seeing to be able to get the rest of them.

Link to comment
Share on other sites

Bug installing http://www.afkmods.com/index.php?/tracdown/issue/15047-northwatch-racks-and-weapons/

 

There was a previous bug in USKP, where the weapon link was removed. This was never documented, and obviously incorrect. I'd carefully indicated (in the report, and the EDID) that the change should be removed from USKP, so that vanilla would prevail.

 

Instead, the activator itself [0009E3D2] was disabled, -30000. So, the sword [0009E3D0] was fixed properly, but its activator moved into the netherworld. Please just remove 0009E3D2 in USKP (presumably with TES5Edit)!

 

I also see that some existing steel weapons were changed to elven weapons. I don't see documentation/rationale of that change.... I'll note my change was only to remove an incorrect leveled list on these non-dummy weapons (causing very strange mounting behavior). LItemThalmorWeapon1H does in fact have steel weapons in it, so I'd left the steel weapons themselves placed by the developers.

Link to comment
Share on other sites

Bug installing http://www.afkmods.com/index.php?/tracdown/issue/14159-da10molagbalmaceeffectsscript-cannot-call-play-on-a-none-object/

 

There are in fact 2 shaders giving those log errors. You filled 00028D36 DA10MolagBalMaceREF, but forgot to fill 000F1AC6 DA10RustyStaticREF.

 

My file http://www.afkmods.com/index.php?/files/file/1049-da10molagbalmaceeffectsscript/ is gone now, but my local copy has both filled, so it must have been a simple copy and paste oversight.

Link to comment
Share on other sites

There isn't anything to fill on the rusty version though. All that has is the no-havok script. To me, that speaks to it not being intended to have the shader. The implication being that the item isn't "powered up" while in the rusty state.

Link to comment
Share on other sites

Gruftlord;

Bug 15248 - Vertex colouring was added. Please provide pics of what you are still seeing as wrong.

Bug 15247 - Please provide pics of what you are still seeing as wrong.

Bug 15411 - Well, I didn't fix this, can't respond.

Bug 13385 - You just picked a plant out of the ground, why wouldn't the soil move a bit :)

Ok, further investigations:

Bug 15248: vertex color present for female hat, all others are clearly white in nifscope in the back and show texture too bright ingame.

Bug: i found that node 24 needs the same uv fix as node 29. There seem to be two layers of texture on that mesh. Also should be duplicated for imperial\exteriorice\impexticewall04

Bug 15411: i found the following formid with missing shadows: 000510e3, 000506e0, 0001a3ca, 0002ac90.

bug 13385: other plants dont behave like this in skyrim. Also the ground doesnt change, it merely moves. So anyway, it can never by realistic ingame. Im just ocd about consistency. :-D leave it as is, as long as there are more important things to fix i guess.

Bad news though: one more report for bug 15410

http://www.afkmods.com/index.php?/tracdown/issue/15410-uv-error-on-ground-in-whiterun/

The vertex with wrong texture on the ground in whiterun, that arthmoor fixed still has a wrong normal and/or specular.

I'm currently on mobile and will provide screenshots once i get any decent upload speeds

Link to comment
Share on other sites

Bug 15411: i found the following formid with missing shadows: 000510e3, 000506e0, 0001a3ca, 0002ac90.

I'll look at those and deal with whatever may be left.

 

Bad news though: one more report for bug 15410

http://www.afkmods.com/index.php?/tracdown/issue/15410-uv-error-on-ground-in-whiterun/

The vertex with wrong texture on the ground in whiterun, that arthmoor fixed still has a wrong normal and/or specular.

As I pointed out on that one triangle, it got lost in Nifskope easily enough and unless you're making it your life's work to spot it in game, it won't be noticed. I don't think it's worth trying to get someone to fix a single triangle that's blended in well enough to hide it now.

Link to comment
Share on other sites

I came across it in bright sunlight and it was shining like crazy. That's the problem with specular in skyrim. It's subtle most of the time, but with direct light at the right angle: supernova.

I'll try to teach myself a bit more nifscope and see what i can do

 

 

edit: i fixed the specular issue and the potatoe plant.

 

the whiterun piece was easy enough to keep track of, if using the node explorer. specular color and strength were set too high on the node. i fixed that and also perfectly aligned the UV. people with high res textures will thank me (or they won't because their observatorial skills are actually not good enough to really appreciate their high res textures :-P)

 

the plant was annnoying. it seems the two branches for the soil were indeed slightly different. i circumvented this, by copying the soil-mesh data from the unharvested branch to the harvested nif-branch.

 

you can get the files here: http://www.afkmods.com/index.php?/files/file/1236-gruftlords-beta-improvements-1/

 

 

currently i'm looking into the fake axe shadow and it's high res version. it seems the affected handle is present indentically in the hammer, mace and axe texture and bethesda covered it up on the diffuse and normal of the mace. strang enough, that part of the texture is unused for the hammer and mace, so not sure what they tried there.

i'll make an alternative version of the fix for the high res dlc by copying the mace part over and make a fitting _m counterpart (bethesda forgot that one).

also, the norma, map fix is still missing for the low res version in the current beta. i'll see how my high res alternative turns out to be, and if it's looking reasonably well itll upload an alternative and complete low res version, too

 

edit 2: picture showing missing vertex colors in cap (bug 15248)

http://www.afkmods.com/index.php?/gallery/image/2050-vertex-color-missing/

clearly the back has no vertex colors (or vertex colors ffffffff)

 

edit 3: progress with the daedric high res texture

http://www.afkmods.com/index.php?/gallery/image/2052-current-progress/

it seems to work, but it's a lot of work. i'll probably won't do it again for the low res version, though it's possible to downscale the high res texture.

work on the glowmap should be similar, but probably faster, too.

not sure yet, how i'm going to fix the normal map, my knowledge in normal maps is very limited

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...