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Arthmoor

[RELz/WIPz] Unofficial Skyrim Special Edition Patch

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Unofficial Skyrim Special Edition Patch


Version: 4.1.7
By the Unofficial Patch Project Team


Download it from AFK Mods
Download it from SSE Nexus
Download it from Bethesda.net - PC
Download it from Bethesda.net - XB1
Download it from Bethesda.net - PS4

Requires Skyrim Special Edition 1.5.73 or greater.

Documentation + Credits - PC, XB1
Documentation + Credits - PS4

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

USSEP Fixes

  • The enchantments governing the Pale Blade had once been fixed to provide an extra stamina effect to satisfy the double stamina damage. However this was incorrect because the standard frost damage effect already has a second AV weight of 2 which doubles that damage. Thus the blade was incorrectly delivering 3x stamina damage. This reverts Bug #10179. (Bug #25291)
  • Argonian Ale and Cyrodilic Brandy have received fixes in official SSE updates and have had their edits removed from the patch. (Bug #25736)
  • The fixed Dawnguard Rune Hammer effect (UDGPDLC1HunterHammerRuneFireFFLocation) was missing the MagicDamageFire keyword that it should have had. (Bug #25589)
  • After receiving confirmation that the magic effect duration reversals for Salmon Roe (introduced with the Hearthfire DLC in 2012) were in fact intentional, we have removed these edits from the patch. This reverts Bug #15093.
  • crReduceDamage05, crReduceDamage075 and crReduceDamage035 were altered in USKP 2.1.3. Since no documentation of the original report exists to explain why this was done, these changes are being removed. (Bug #25813)
  • An old fix in USKP 1.2.4 to keep Farengar's scene in The World-Eater's Eyrie (MQ303) from playing if he was dead was incorrectly checking his alias without making sure it was actually filled first. If he's been dead a long enough time, it won't fill, but Papyrus will return a result as though he were still alive and then runs the scene anyway. (Bug #25519)
  • The bright outline issue with the Blue Palace meshes has been officially addressed and should no longer be too bright in the rain. Our edits have thus been removed from the patch. This reverts Bug #8755. (meshes\architecture\solitude\sbluepalaceentrance.nif, \meshes\architecture\solitude\doors\shousedoor01.nif)
  • Patch 1.5.73 fixes FoodRestoreHealthDuration. This cancels out Bug #24582.

Actor Fixes

  • Wisp Mothers have a spell which should be possible for them to dual cast and benefit from the Impact perk, but they were never given the actual perks to enable that. (Bug #25516)

Item Fixes

  • Rocksplinter could not be tempered because it did not inherit from the base pickaxe template. (Bug #25590)
  • Poacher's Axe, Pickaxe, Notched Pickaxe, and both versions of Ancient Nordic Pickaxe were lacking the VendorItemTool keywords. (Bug #25590)
  • Bonemold Gauntlets and Improved Bonemold Gauntlets did not have keywords to enable the Fists of Steel perk. Regular bonemold now has the keyword for steel, and improved bonemold has the keyword for dwarven. Both of these are based on the closest equivalent weight for vanilla gauntlets. (Bug #25730)
  • Stalhrim Light Bracers incorrectly had a keyword for the Fists of Steel perk. They are light armors. (Bug #25730)
  • The Poacher's Axe (dunHaltedStreamPoachersAxe) had an enchantment charge of 0 which resulted in the enchantment not actually working. (Bug #25456)
  • The Bloodskaal Blade could fail to produce its proper energy wave effect because the object was set to respawn. Which for whatever crazy reason caused the engine to delete the original object despite it being stored in an active quest alias. The replacement would spawn correctly but because it didn't get stored in the alias, the blade broke. Unfortunately this is not possible to fix if this issue has already happened. You will need to restore a save prior to having visited the dungeon. (Bug #25785) [NR]

Location Fixes

  • A broken navmesh on the path from the main road up to Clearspring prevents followers (and other NPCs in general) from being able to get up to the location. (Bug #25775)

Magic, Perk & Skill Fixes

  • Sinderion's Serendipity wrongly applies a 26% chance to work instead of the stated 25% due to the incorrect use of a <= operator. (Bug #25482)
  • The Warmaster perk incorrectly applies a 26% chance to cast instead of the stated 25% due to the incorrect use of a <= operator. (Bug #25455)
  • The conjuration spells for flame, frost, and storm atronachs - as well as their potent counterparts - were only providing half of the expected skill experience per use due to a quirk in how the magic system interprets a spell with 2 effects. This resulted in it taking an abnormally long time to level conjuration using these spells. (Bug #21400)
  • Detect Dead was mistakenly flagging mages with reanimated thralls as undead actors due to checking for the summoned spell effect when they shouldn't have. (Bug #25875)
  • The visual effects for the 3 Labyrinthian weapons (DraugrMagicSwordStreak, DraugrMagicAxeStreak, DraugrMagicBowStreak) were not completely set up and thus did not display properly when used. (Bug #25585)

Quest Fixes

  • Quest objectives for In My Time Of Need (MS08) get scrambled in the display due to bad handling when stage 175 is trying to clear them out after deciding to turn Saddia in. (Bug #25774)
  • If their initial scene in Winterhold is interrupted for some reason, Birna and Ranmir will be forever stuck standing outside her shop. This was both due to the scene not being marked as interruptible (dragon attacks, random wildlife etc can interrupt it) and due to each of them having an alias looking for a condition that will never be set once it's been interrupted. Interrupting it would cause the scene quest to stall and never be terminated. [DialogueWinterholdInitialScene]
  • Vigilants of Stendarr are supposed to confront vampire lord players before attacking but could not do so due to a bad condition check in the dialogue. (Bug #25874)

Papyrus Fixes

  • CCHouseQuestScript: Initialization of the house quest arrays is not thread safe and leads to broken setups when starting a new game. (Bug #25562)
  • defaultDisplayUniqueItemScript: Certain weapons displayed on unique weapon racks for Creation Club DLCs are prone to falling on the floor when you leave the room and return later. We have included a crude workaround for this problem that should solve most cases of returning to find your hard earned treasures scattered about the room. (Bug #25561)
  • DLC1TestPhilAtronach: Found an old copy of the script from 1.5.3 and compiled it in to silence the Papyrus log error about it being missing. (Bug #25560)

Placement/Layout/Ownership and other World Object Fixes

  • 02001785: Closed gap under a dirt ramp. (Bug #25559)
  • 050A2657, 050A2658: Rock piles added to cover a gap in a cave floor. (Bug #25527)
  • 050A2656, 050A2659: Rocks added to cover a gaps in a rock cliffs. (Bug #25569, Bug #25518)
  • 000C076B, 000C076D, 000C076E, 000C076F, 000C0770, 000C0773, 000C0774, 000C0779, 000C077A, 000C077B, 000C077D, 000C077E, 000C077F, 000C0780, 000C0781, 000C0782, 000C0783, 000C0784, 000C0785, 000C0786, 000C078A: Floating crops. (Bug #25757)
  • 0004D735, 000F72E0, 000F72FC, 000F72FD, 000F72FF, 000F7302, 000F7303, 000F7304, 000F7305, 000F730A, 000F92D1, 000F92D5, 000F92D6, 000F92D7, 01001165, 01001166: Misplaced thickets, shrubs, and other plants. (Bug #25963)
  • 01001109, 01001172, 01002029, 0100202A: Misplaced mountain flower plants. (Bug #25964)
  • 000F92DE: Misplaced tree. (Bug #25965)
  • 050A265A, 050A265B: Rocks placed to close a gap in Whiterun's terrain mesh. (Bug #25821)

Text Fixes

  • MGR10Note: "Sergius's Note" -> "Sergius' Note" (Bug #25521)
  • TG05GallusJournalPre: "Gallus's Encoded Journal" -> "Gallus' Encoded Journal" (Bug #25522)
  • LetterRiftenRaggedFlagon03: "Give Me A Chance" -> "Give Me a Chance" (Bug #25523)
  • SkillAlchemy5: The text on the title page wasn't properly aligned and centered. (Bug #25524)
  • DialogueWindhelm [000CD8F0]: "You come here where you're not wanted, you eat our food, you pollute our city with your stink and you refuse to help the Stormcloaks." -> "You come here where you're not wanted, you eat our food, you pollute our city with your stink, and you refuse to help the Stormcloaks." (Bug #25554)
  • DialogueDragonBridgeAzzadaTopicsBranch3Topic: "You ask if I'm worried? I'm terrified, if you want to truth of it." -> "You ask if I'm worried? I'm terrified, if you want the truth of it." (Bug #25556)
  • DialogueDragonBridgeHorgeirTopicsBranch2Topic: "I swear that woman is the most spiteful shrew in all Skyrim. I think there's a chunk of ice where her heart ought to be." -> "I swear that woman is the most spiteful shrew in all of Skyrim. I think there's a chunk of ice where her heart ought to be." (Bug #25557)
  • DA15Paranoia [000B81E5]: "With the threat gone Pelagius is under the delusion that he is safe, which means you've helped him... sort of. And we're that much closer to home." -> "With the threat gone Pelagius is under the delusion that he's safe, which means you've helped him out... sort of. And we're that much closer to home." (Bug #25558)
  • CharacterSkillIllusion: "The School of Illusion focuses on the manipulation of an enemy's mind, and is used to cast spells like Fear, Charm and Invisibility." -> "The School of Illusion focuses on the manipulation of an enemy's mind, and is used to cast spells like Fear, Charm, and Invisibility" (Bug #25567)
  • CharacterSkillOneHanded: "The One-Handed skill improves the use of weapons such as daggers, swords, maces and war axes." -> "The One-Handed skill improves the use of weapons such as daggers, swords, maces, and war axes." (Bug #25568)
  • dunMiddenTreasureMap, dunTreasMapRiverwood: Removed the description text from these two treasure maps, because it is inconsistent with the other maps in the game that don't have a description. (Bug #25598)
  • DLC2MH01BujoldLetsGo: "Well let's not waste time talking about it, then!" > "Well, let's not waste time talking about it, then!" (Bug #25767)
  • DA11Intro [Objective 15]: "Tell Verulus the Hall of the dead is safe" > "Tell Verulus the Hall of the Dead is safe" (Bug #25772)
  • Bladesman90: "Attacks with a swords have a 20% chance of doing even more critical damage." -> "Attacks with swords have a 20% chance of doing even more critical damage." (Bug #25814)

The complete changelog for PC and XBox One is available here.
The complete changelog for PS4 is available here.

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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.

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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.

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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.

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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.

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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

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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".

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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?

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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?

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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.

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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

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@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? :P 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?

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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.

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@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.

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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?

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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.

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@ 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 ) :

 

 

kaVXPgt.jpg

 

 

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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