Octopuss Posted September 29, 2014 Share Posted September 29, 2014 They went more than just a little. I just purged a whole mess of Whiterun interior meshes that should not have been there. Stuff for walls and floors that have no light sources to modify. It means they're probably overriding a number of fixes that shouldn't be getting overridden. Think I'm gonna just uninstall it and look for a new lighting mod that doesn't do things like this. RLO is getting a major update soonish Link to comment Share on other sites More sharing options...
Nico coiN Posted September 29, 2014 Share Posted September 29, 2014 I'm a little wary on this particular bug report/fix (Sorry Nico). [snip] Due to a very, very bad connection with many, many failures atm, I'm afraid I can't elaborate on the chat. I answered directly on the issue topic. Arthmoor, I think I never saw the issue you're talking about (black outline on fire textures). Can you tell about a specific place/reference where it is mostly visible ? Link to comment Share on other sites More sharing options...
Arthmoor Posted September 29, 2014 Author Share Posted September 29, 2014 In Helgen, just find a fire and it should become obvious before long. Or use my alt-start and the campsite start. Should be able to spot it quickly that way. It's an issue that cropped up with Patch 1.6 and never went away. Link to comment Share on other sites More sharing options...
VaultDuke Posted September 29, 2014 Share Posted September 29, 2014 What antialiasing settings are you using? I read that those faint outlines around fires and spells can happen if you use an aa setting too high or force it through you grafics card's settings. Link to comment Share on other sites More sharing options...
Nico coiN Posted September 29, 2014 Share Posted September 29, 2014 I personally don't see any issue on fires, but what shape is it supposed to look like ? The 'purple scale' or the 'grey dome' ? Link to comment Share on other sites More sharing options...
Korentin Posted September 30, 2014 Share Posted September 30, 2014 What antialiasing settings are you using? I read that those faint outlines around fires and spells can happen if you use an aa setting too high or force it through you grafics card's settings. It's really noticeable with AA8, not so much with 4 or lower. Link to comment Share on other sites More sharing options...
VaultDuke Posted September 30, 2014 Share Posted September 30, 2014 Yep, 8x aa is notorious, that's what i heard. I just wondered if really that many people would run with that high an aa setting. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 1, 2014 Share Posted October 1, 2014 Quick question regarding this entry: Farkas will no longer lose his Skyforge Steel Greatsword during the Companions quest Proving Honor and then be reassigned an incorrect Iron Greatsword he's stuck with thereafter This only ensures that he is equipped with the correct sword after his transition, correct? It does not remove the sword he dropped during the transition? I'm curious because in my setup his first skyforge steel greatsword is lying on the ground while he has a second one on his back. Link to comment Share on other sites More sharing options...
BlackPete Posted October 2, 2014 Share Posted October 2, 2014 This only ensures that he is equipped with the correct sword after his transition, correct? It does not remove the sword he dropped during the transition? Yes, that is correct. He would be stuck with an iron greatsword for the remainder of the game like the change log says. I'm curious because in my setup his first skyforge steel greatsword is lying on the ground while he has a second one on his back. This was determined to not be a bug: Tracker issue: http://www.afkmods.com/index.php?/tracdown/issue/14502-farkas-drops-copy-of-skyforge-steel-greatsword-during-c01/ Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 2, 2014 Share Posted October 2, 2014 Yes, that is correct. He would be stuck with an iron greatsword for the remainder of the game like the change log says. This was determined to not be a bug: Tracker issue: http://www.afkmods.com/index.php?/tracdown/issue/14502-farkas-drops-copy-of-skyforge-steel-greatsword-during-c01/ Alright... It is an oddity at the moment to see one on the ground and a new one on his person. However, I can attest to the fact that it does clean up. I had no lockpicks going in. Finally obtained a couple at the end of the dungeon. Went back through the zones picking all the locks I had passed, the sword along with that scene's corpses were all gone. Link to comment Share on other sites More sharing options...
Nico coiN Posted October 3, 2014 Share Posted October 3, 2014 Typo errors in the latest changelog : Mesh and Texture FixesKhajiit tales do not light properly in shadows - the shadow map is reversed. (textures\actors\character\khajiitfemale\femalebody_msn.dds, textures\actors\character\khajiitmale\bodymale_msn.dds) (Bug #16906) Text FixesDialogueWhiterun (Hello) [0002F6AE]: "The only grownups who talk to me are the kind I don't want talking to me." -> "The only grown-ups who talk to me are the kind I don't want talking to me." (Bug #17622) Is in fact 0202F6AE Link to comment Share on other sites More sharing options...
Arthmoor Posted October 4, 2014 Author Share Posted October 4, 2014 Beta file was updated: * Removed excess normal maps for Bug #17344 * Updated the fix for pixelated Hagraven veins. * Fixed a minor glitch in the new retro script if MGR10 isn't running. * Some more minor text and dialogue issues have been fixed. Link to comment Share on other sites More sharing options...
maboleth Posted October 5, 2014 Share Posted October 5, 2014 I don't know if this fix is retroactive but isn't working for me.Discerning the Transmundane (DA04) appears to have lost several properties due to unknown causes, possibly from bad official patches that have since been undone. Not many people seem to have been affected by this so it may have been caused by a Steam beta patch that went bad and was quickly corrected. These properties will now be restored allowing the quest to be completed. (Bug #13934) Link to comment Share on other sites More sharing options...
Arthmoor Posted October 5, 2014 Author Share Posted October 5, 2014 It was retroactive and fixed whatever the problem was at the time. If it's broken itself again for you then you may have another mod that's caused the same thing to happen. The actual cause was never pinned down. It's only speculation that it came from a bad official patch. Link to comment Share on other sites More sharing options...
maboleth Posted October 5, 2014 Share Posted October 5, 2014 Hm! Except for all unofficial patches, I'm using only few mods and mostly those that alter saturation, flora richness, sit anywhere and such. No particular overhauls and drastic game changes, pretty much straight vanilla game. However, that thing from Septimus never worked for my character, even with your fix applied. But since the problem was never pinned down, I guess it won't be fixed until I start a new game. Link to comment Share on other sites More sharing options...
Eternity Posted October 6, 2014 Share Posted October 6, 2014 Posting this here since I'm not sure if you would consider this a bug or not. It is about Winterhold College lectures and dead actors. College lectures wouldn't start for me, not matter what. Except the Colette lecture. Then, I checked in Creation Kit (with USKP 2.0.6 loaded, of course), and I saw that the main difference of Colette lecture and all others, is that all spectactors of Colette lecture were alive in my game. All other lectures had Mirabelle and Ancano, which were already dead. (they also have Arniel and Nyria, which can both die in the game). I reverted to an old save before they died and the lectures played fine. So, I took a look at the Creation Kit, at the MGCollegeLectureInfos quest. In quest aliases, all these actors had the optional flag. But, in scenes -> Edit Actor behaviour, the Death End checkboxes were checked in all lectures for all characters. I unchecked them for Nirya, Mirabelle, Ancano and Arniel, in all lectures (except Colette lectures, where they aren't), and now all lectures can be played even if some of those spectators are dead. Now the question is wether you consider this a bug or not. I personally think that a few spectators missing should not be reason for the lectures not to happen. Mainly since the main quest is so short and two of them are gonna die not matter what, it doesn't give time to listen to the lectures. EDIT: I just saw that the Faralda scene Action 15 has conditional lines for wether Savos Aren is dead or not. And after Savos Aren is dead, the hall of elements is not safe until main quest is completed. In other words, after Ancano and Mirabelle are dead. So definitely, this scene should also be played after the main quest. EDIT2: just added to the bugtrack, since I think it belongs there. Link to comment Share on other sites More sharing options...
BMR Posted October 6, 2014 Share Posted October 6, 2014 Argonian helmet problem comment added. Turns out the notifications for this site were going into my junk mail folder. Link to comment Share on other sites More sharing options...
matin Posted October 7, 2014 Share Posted October 7, 2014 hi i found problem not in the patch in the game the resist to poison and disease for vampires don't work can you fix it ? please Link to comment Share on other sites More sharing options...
Deathbydestiny Posted October 7, 2014 Share Posted October 7, 2014 hi i found problem not in the patch in the game the resist to poison and disease for vampires don't work can you fix it ? please Going to need more detail with that, I have never encountered any issue Link to comment Share on other sites More sharing options...
matin Posted October 7, 2014 Share Posted October 7, 2014 I am Vampire and I must have 100 % resist to poison when i fight with frostbite spider or any creature have poison when they hit me (Frostbite Spider throw a poison) the game said your poisened and yes it's ture effect of the poison gets me (sorry if i have mistake in writing) Link to comment Share on other sites More sharing options...
Arthmoor Posted October 7, 2014 Author Share Posted October 7, 2014 The game has an internal hard cap on all resistance values of 85%. There is no true immunity in Skyrim. Link to comment Share on other sites More sharing options...
Deathbydestiny Posted October 7, 2014 Share Posted October 7, 2014 Indeed, for the sake of vampire and such the resistances should have used a separate cap value then elemental ones Link to comment Share on other sites More sharing options...
matin Posted October 7, 2014 Share Posted October 7, 2014 Thanks For The Answer Link to comment Share on other sites More sharing options...
alt3rn1ty Posted October 8, 2014 Share Posted October 8, 2014 I have turned off the debug log for the 2.0.7 beta .. So far as I have seen there is no point having it on Link to comment Share on other sites More sharing options...
tyrel68 Posted October 8, 2014 Share Posted October 8, 2014 I have turned off the debug log for the 2.0.7 beta .. So far as I have seen there is no point having it on The ass kissing is strong with this one XD haha just playing with ya ya 2.07 seems very stable so cant wait for the release Link to comment Share on other sites More sharing options...
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