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[RELz/WIPz] Unofficial Skyrim Patch


Arthmoor

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Does anyone else experience lag when near Elks ?

 

I have my game running superbly fps between lowest 30 highest 60 ( its capped at 60 ), average around 37-38, which feels smooth to me 98% of the time

 

But just occasionally, I get a momentary noticeable lag, and it always seems to be when I am near one or two Elks running away from me.

 

I think I have experienced it also near a few goats, but cant be sure if there were no elks around at the same time.

 

 

I also recall back in Oblivion, someone had a fix for four footed animals causing similar problems, and I cant recall if it was a sound related issue - Actually, wasn't it one of the Bashed Patch Tweaks for Oblivion ?

 

Anyway, just curious if maybe an old Oblivion bug has carried forward into Skyrims game engine.

 

 

Probably not detectable by people with machines that can solve weather forecasts for the planet for the next year while having a leisurely cup of tea, but I think my core 2 duo is picking up a possible problem, because otherwise the game is running smooth.

 

 

PS : Got another Placement issue logged if you want another quickie for 205.

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.. And after lots more chasing Elks, I cannot faithfully reproduce it all the time. The game can be smooth as it is anywhere else with Elks in my vicinity, so occasionally there must be something else in combination with Elks <shrugs no clue> - Just .. Skyrim. Not making a bug report.

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From 2.0.4

 

 

  • Scenes when first entering Ustengrav where the necromancers are supposed to be tending bandit thralls would be disrupted because the trigger to start the quest which holds the aliases that should pacify them is inside the dungeon and does not generally have time to run its script before the AI decides to attack each other. The trigger box has now been moved to the outside of the dungeon so that the quest will be started and the pacification aliases will be properly filled before the player gets inside. (Bug #15376)

Every game session until this one, the scene has played correctly.  This session with the 2.0.4 changes in place, the scene never ran.  Instead they were fighting each other.

 

Before (even with 2.0.3) they would start complaining about how poorly the thralls worked then go running off to help fight the draugr. The thralls were always in different states. Sometimes dead, sometimes mining and I killed them, sometimes turned to ash.  This time, they were all definitely going at it as soon as I entered the dungeon.  The conversation never played as one of the necromancers was killed.

 

As far as I can tell nothing else I have installed is modifying any of this stuff.

 

Papyrus related ustengrav errors, one from just outside and two after entering.

[06/18/2014 - 01:36:38PM] Error:  (000299F7): does not have 3d and cannot have an effect shader played on it.
stack:
	[ (00075272)].EffectShader.Play() - "<native>" Line ?
	[ (000235D6)].defaultOwnZombie.MakeZombie() - "defaultOwnZombie.psc" Line 61
	[ (000235D6)].defaultOwnZombie.OnLoad() - "defaultOwnZombie.psc" Line 30
[06/18/2014 - 01:37:25PM] Info: *Achievement 39 awarded - a winnar is you!*
[06/18/2014 - 01:38:54PM] VM is freezing...
[06/18/2014 - 01:38:54PM] VM is frozen
[06/18/2014 - 01:38:56PM] Saving game...
[06/18/2014 - 01:38:56PM] VM is thawing...
[06/18/2014 - 01:38:57PM] Error:  (0002137D): does not have 3d and cannot have an effect shader played on it.
stack:
	[ (00075272)].EffectShader.Play() - "<native>" Line ?
	[ (0002820E)].defaultOwnZombie.MakeZombie() - "defaultOwnZombie.psc" Line 61
	[ (0002820E)].defaultOwnZombie.OnLoad() - "defaultOwnZombie.psc" Line 30
[06/18/2014 - 01:38:57PM] Error:  (0002137C): does not have 3d and cannot have an effect shader played on it.
stack:
	[ (00075272)].EffectShader.Play() - "<native>" Line ?
	[ (0002820E)].defaultOwnZombie.MakeZombie() - "defaultOwnZombie.psc" Line 61
	[ (0002820E)].defaultOwnZombie.OnLoad() - "defaultOwnZombie.psc" Line 31 

I did one hit kill the necromancer on the outside, so that might give explanation for the one.  The other two are because they were killing each other.

 

For what it is worth, I did not run my way down the stairs but sneaked my way as I always do.  Perhaps too much time passed before entering the second trigger (the one that actually starts the scene).  I believe this is why it worked before.  The triggers were closer.  If you wait to enter the second trigger, it delays the scene and allows more fighting to occur.  Perhaps the first trigger should actually be placed closer to the second trigger.  Once the scene starts, any combat they were doing halts.  This would explain why I experienced thralls in different states but always a functioning conversation between the two.

 

EDIT:

The only time I can get this scene to play out correctly is if I throw all caution to the wind and run down to where the second trigger is located.  If I take my time to sneak and check for loot on the bandit bodies, the thralls are in combat with the necromancers.  Should one of the necromancers be killed, the scene will not play at all.  The solution then is not that the aliases need more time to be filled, but that there needs to be less time between trigger one and trigger two.  

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USKP 2.0.5 beta version is now available. Details in the 2nd post.

 

Please be aware that one of the fixes being looked at pertains to the Civil War garrisons and having them reset properly when the game asks for it. There has been an ongoing issue with Riverwood and others where the crime faction settings don't get handled right or where the garrison reset is simply not completed properly.

 

Your Papyrus logs will report several actions with "USKP" in front to indicate what it's trying to do. So long as none of these are ERRORS, it's all working fine. We're just trying to make sure that the change to resolve the issue doesn't have any unintended side effects from other portions of the CW that haven't been anticipated.

 

Yes, those messages will be removed prior to going live. So don't worry. They're not staying forever :P

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So long as none of these are ERRORS, it's all working fine.

 

Thank you for this 2.0.5 update, Arthmoor (and your team), the number of fixes is as always stunning !

 

Should we report errors from this beta in the TracDown or in this thread ? For example I just added this report, sorry if I shouldn't have : http://www.afkmods.com/index.php?/tracdown/issue/16284-uskp-205-beta-error-cannot-call-isdead-on-a-none-object-aborting-function-call/

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This fix seems to be non-retroactive, I could fast travel even with 2.0.5 beta :

 

  • The Shearpoint map marker will no longer be immediately available for fast travel if it is revealed by guards but you've never been there before. (Bug #16138)
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I don't suppose it's a good idea to start a new game with the beta with the intent to just update when it's released as stable and keep playing?

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I noticed while playing today that completeing the "the savior of selveni nethri" misc objective for southfringe sanctum has uped by "side quest" complete counter by one, despite it not being a side quest.

 

*edit*

Ive also found killing Trelav as part of the "nilheim" misc objective also raises the side quest counter.

 

Looking in the CK i can confirm that the

"AchievementsQuest.IncSideQuests()"

Exists in both of these misc objectives, despite neither being a side quest.

 

Only realized something was amis when I magically had 30 side quests done, and 5 more to go, when there are only 33 in the vanilla game, and I had done none of the DLc content.

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I don't suppose it's a good idea to start a new game with the beta with the intent to just update when it's released as stable and keep playing?

 

If you dance around a multi-coloured jubilee barge pole at midnight naked .. maybe. Its Skyrim, with a beta mod :)

 

If anything goes majorly wibble during the beta period Arthmoor will give us all a warning to either go back to pre-beta save with the release version, or start anew if just started with a beta that went sour ..

 

Having tried every beta and release .. I cant say I have even had to do that so far ( I did restart after last beta with one of the other patches but that was purely me being a picky puss about a couple of recurring papyrus entries which were doing no harm whatsoever, they were not even spamming, so it was not necessary to start again, they just bugged me :) ).

 

Continuity is usually good imho - Thats going to depend what else you have installed of course, but if you are pretty much vanilla apart from Cleaning bethsoft plugins and using Unofficial Patch Project, things should just rock on afterwards. Keep an eye out on this or BGS forum for beta discoveries along the way before the release version goes live.

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I don't suppose it's a good idea to start a new game with the beta with the intent to just update when it's released as stable and keep playing?

It is never recommended to continue playing on a character/save used to 'test' the Betas. Feel free to start a new char but you'll want to restart a new char when it goes live.

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Thank you for this 2.0.5 update, Arthmoor (and your team), the number of fixes is as always stunning !

 

Should we report errors from this beta in the TracDown or in this thread ? For example I just added this report, sorry if I shouldn't have : http://www.afkmods.com/index.php?/tracdown/issue/16284-uskp-205-beta-error-cannot-call-isdead-on-a-none-object-aborting-function-call/

Probably best to report Beta issues here. :)

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Thanks for the warning. I think I'll rather wait then, because restarting means having to listen to that imbecile Hadvar talk in his klingon accent, which is almost as pleasant as the day after eating a plate of chilli peppers.

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Arthmoor ..

 

Think I might have a few errors you are looking out for

 

[06/22/2014 - 07:29:58PM] Papyrus log opened (PC)
[06/22/2014 - 07:29:58PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[06/22/2014 - 07:29:58PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[06/22/2014 - 07:29:59PM] Cannot open store for class "xflscript", missing file?
[06/22/2014 - 07:30:08PM] Cannot open store for class "A_MMM_RemovalScript", missing file?
[06/22/2014 - 07:30:24PM] VM is freezing...
[06/22/2014 - 07:30:24PM] VM is frozen
[06/22/2014 - 07:30:24PM] Reverting game...
[06/22/2014 - 07:30:46PM] Loading game...
[06/22/2014 - 07:30:47PM] VM is thawing...
[06/22/2014 - 07:30:47PM] error: File "HearthFires.esm" does not exist or is not currently loaded.
stack:
<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
[alias Player on quest DLC2Init (05016E02)].DLC2InitCrossDLCScript.OnPlayerLoadGame() - "DLC2InitCrossDLCScript.psc" Line 39
[06/22/2014 - 07:34:39PM] VM is freezing...
[06/22/2014 - 07:34:39PM] VM is frozen
[06/22/2014 - 07:34:39PM] Reverting game...
[06/22/2014 - 07:34:48PM] Loading game...
[06/22/2014 - 07:34:48PM] VM is thawing...
[06/22/2014 - 07:34:48PM] error: File "HearthFires.esm" does not exist or is not currently loaded.
stack:
<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
[alias Player on quest DLC2Init (05016E02)].DLC2InitCrossDLCScript.OnPlayerLoadGame() - "DLC2InitCrossDLCScript.psc" Line 39
[06/22/2014 - 07:36:21PM] error: Cannot call ChangeCarryState() on a None object, aborting function call
stack:
[ (0802398E)].ARTH_PF_CRFFrostRiverFarmMove_0302398E.Fragment_2() - "ARTH_PF_CRFFrostRiverFarmMove_0302398E.psc" Line 8
[06/22/2014 - 07:38:14PM] error: Cannot call ChangeCarryState() on a None object, aborting function call
stack:
[ (0802398E)].ARTH_PF_CRFFrostRiverFarmMove_0302398E.Fragment_1() - "ARTH_PF_CRFFrostRiverFarmMove_0302398E.psc" Line 24
[06/22/2014 - 07:45:22PM] VM is freezing...
[06/22/2014 - 07:45:22PM] VM is frozen
[06/22/2014 - 07:45:23PM] Saving game...
[06/22/2014 - 07:45:23PM] VM is thawing...
[06/22/2014 - 07:46:30PM] VM is freezing...
[06/22/2014 - 07:46:30PM] VM is frozen
[06/22/2014 - 07:46:30PM] Saving game...
[06/22/2014 - 07:46:31PM] VM is thawing...
[06/22/2014 - 07:52:10PM] error: Cannot call Stop() on a None object, aborting function call
stack:
[DLC1VQ08 (03007C25)].DLC1_QF_DLC1VQ08_01007C25.Fragment_15() - "DLC1_QF_DLC1VQ08_01007C25.psc" Line 330
[06/22/2014 - 07:53:11PM] error: Cannot call Increment() on a None object, aborting function call
stack:
[ (0300D1AC)].defaultCounterIncrementOnDeath.OnDeath() - "defaultCounterIncrementOnDeath.psc" Line 12
[06/22/2014 - 07:53:20PM] error: Cannot call Increment() on a None object, aborting function call
stack:
[ (0300D1AB)].defaultCounterIncrementOnDeath.OnDeath() - "defaultCounterIncrementOnDeath.psc" Line 12
[06/22/2014 - 07:53:59PM] error: Cannot call Increment() on a None object, aborting function call
stack:
[ (0300D1AE)].defaultCounterIncrementOnDeath.OnDeath() - "defaultCounterIncrementOnDeath.psc" Line 12
[06/22/2014 - 07:54:08PM] error: Cannot call Increment() on a None object, aborting function call
stack:
[ (0300D1AD)].defaultCounterIncrementOnDeath.OnDeath() - "defaultCounterIncrementOnDeath.psc" Line 12
[06/22/2014 - 07:55:17PM] error: Cannot call Increment() on a None object, aborting function call
stack:
[ (0300D1AF)].defaultCounterIncrementOnDeath.OnDeath() - "defaultCounterIncrementOnDeath.psc" Line 12
[06/22/2014 - 07:55:37PM] Info: *Achievement 53 awarded - a winnar is you!*
[06/22/2014 - 07:55:39PM] error:  (03010F2B): cannot start scene because its parent quest was not running.
stack:
[ (03010F2B)].DLC1_SF_DLC1VQ08PostIsranScen_02010F2B.start() - "<native>" Line ?
[DLC1VQ08Post (0301A1C1)].DLC1_QF_DLC1VQ08Post_0101A1C1.Fragment_0() - "DLC1_QF_DLC1VQ08Post_0101A1C1.psc" Line 118
[06/22/2014 - 08:19:10PM] Info: USKP - CWs.GetMyEditorLocationHoldLocation: RefToGetEditorLocHoldFor = [CWFieldCOCrimeFactionScript < (00077DD9)>]
stack:
<unknown self>.Debug.TraceStack() - "<native>" Line ?
[CW (00019E53)].cwscript.GetMyEditorLocationHoldLocation() - "CWScript.psc" Line 1908
[CW (00019E53)].cwscript.setCrimeFactionOnActorForEditorLocationsHold() - "CWScript.psc" Line 2035
[ (00077DD9)].CWFieldCOCrimeFactionScript.OnInit() - "CWFieldCOCrimeFactionScript.psc" Line 21
[06/22/2014 - 08:19:10PM] USKP - CWs.GetMyEditorLocationHoldLocation: EditorLocation = [Location < (00018A58)>]
[06/22/2014 - 08:19:10PM] USKP - CWs.GetMyEditorLocationHoldLocation: returnLocation = [Location < (0001676C)>]
[06/22/2014 - 08:19:15PM] error:  (000A194B): cannot play a None impact effect.
stack:
[ (000A194B)].dragonactorscript.PlayImpactEffect() - "<native>" Line ?
[ (000A194B)].dragonactorscript.OnAnimationEvent() - "dragonActorSCRIPT.psc" Line ?
[06/22/2014 - 08:50:53PM] Info: *Achievement 39 awarded - a winnar is you!*
[06/22/2014 - 08:51:11PM] VM is freezing...
[06/22/2014 - 08:51:11PM] VM is frozen
[06/22/2014 - 08:51:12PM] Saving game...
[06/22/2014 - 08:51:12PM] VM is thawing...
[06/22/2014 - 08:53:30PM] VM is freezing...
[06/22/2014 - 08:53:30PM] VM is frozen
[06/22/2014 - 08:53:31PM] Saving game...
[06/22/2014 - 08:53:31PM] VM is thawing...
[06/22/2014 - 08:53:43PM] VM is freezing...
[06/22/2014 - 08:53:43PM] VM is frozen

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I don't suppose it's a good idea to start a new game with the beta with the intent to just update when it's released as stable and keep playing?

Wouldn't be the recommended thing. If something does happen to explode in our faces, being a beta means it won't be treated the same way as something we'd rertro scrip in a regular update. It would simply get fixed before going live and you'd be stuck with the problem.

 

I'd like to point out a post I made on tracdown. I'd like it to be included in the current beta if possible if it is deemed an actual issue

 

http://www.afkmods.com/index.php?/tracdown/issue/16288-guard-fixes/

I'll take a look, but typically we see reports of stuff about guards that are almost entirely subjective preference issues rather than genuine bugs.

 

@Alt: That's not a CW error. It's a debug stack trace planted to see the chain of where the calls came in from. The CW Officers are one expected entry point and they should be working properly.

 

As for beta updates, yep, just uploaded one. Should solve the error log from the 205 retro script. Plus 2 additional meshes for the Windhelm market area that have been in need of fixing for some time.

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From 2.0.1

  • 0005082A, 0007F6C4: See through cliff. (Bug #13573)

Not completely fixed.

CK screenshot with only Skyrim.esm & Update.esm loaded

SeeBehindRock_zps7db3016f.jpg

 

In game screenshot with USKP & other mods

2014-06-22_00001_zps187babe4.jpg

 

The rock piece that was partially see through is now even more so

FormID #0005eab1

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I dont know if this is a bug per say, but is there a reason that, in the college of winterhold, both Onmund and jizargo's follower quests are counted in the main quest log, whereas brelyna's is just a misc objective?

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Quick beta update, probably silly, but I wanted it out there anyway.

 

The Aspiring Mage encounter fix wasn't quite complete - had to change his AI pack in the scene along with the other parts. Should now be wielding that staff he goes on about. Silly Beth, travel packages don't cut it especially when you've given him his own custom combat style and everything.

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Reporting because the log says to

[06/24/2014 - 02:54:39PM] ERROR: [MQ101DragonAttackQuestScript <MQ101DragonAttack (000D0593)>] not started by [defaultsetStageTrigSCRIPT < (00107A90)>]. Please report this to the USKP team.
[06/24/2014 - 02:55:40PM] ERROR: [MQ101DragonAttackQuestScript <MQ101DragonAttack (000D0593)>] not started by [defaultsetStageTrigSCRIPT < (000D8C81)>]. Please report this to the USKP team.
[06/24/2014 - 02:55:43PM] ERROR: [MQ101DragonAttackQuestScript <MQ101DragonAttack (000D0593)>] not started by [defaultsetStageTrigSCRIPT < (000D9624)>]. Please report this to the USKP team.

I'm using Live Another Life with Helgen Reborn.  I suspect this is due to that combination rather than any actual issue with the game...  But better to inform than ignore it, just in case there is something that needs looked at.

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Yeah. That's likely due to the fact that MQ101DragonAttack won't run unless you're using the vanilla start, which you can't do with HR+LAL installed.

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Quick beta update, probably silly, but I wanted it out there anyway.

 

The Aspiring Mage encounter fix wasn't quite complete - had to change his AI pack in the scene along with the other parts. Should now be wielding that staff he goes on about. Silly Beth, travel packages don't cut it especially when you've given him his own custom combat style and everything.

 

Hi Arthmoor, I noticed there was another update after the Aspiring Mage staff one. Any information about the changes ?

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It was for another tweak to the same encounter. He's a stubborn bastard, but I got him this time.

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