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[Relz] Unofficial Skyrim Special Edition Patch


Arthmoor

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Xbox One doesn't have Official Patch 1.3 yet, so the issue with slow time isn't fixed for us yet. We aren't due a patch until next week.

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They haven't sent you guys 1.3 yet? Are you sure? That was supposed to have been done months ago.

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People have been complaining about the lack of patch 1.3 on XBox over on the Beth forums for a while. Remember the "User Generated ESMs load in the wrong order" thread that you made in the Skyrim Support - PC section?

People keep asking Bethesda on that thread when this fix will be available on XBox, but no response has come from any Beth reps on the issue.

I am happy I play on PC...

Edited by Nebulous112
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Here's proof that Xbox One will get a patch next week, along with PS4 and PC. Looks like they're skipping patch 1.3 on Xbox One and are just going to give us patch 1.4 instead.
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1 hour ago, JackDRipper410 said:

Finally! I hope 1.4 will fix the slow time shout bug for XB1. Since it was not stated in their changelog. Thanks. 

Pretty sure that and everything else from 1.3 will be included for those who play on XB1 since it got skipped for whatever reason. If not, that would be really lame on their part. Honestly, I doubt that will happen though otherwise people would be rightly upset; they probably just didn't list the 1.3 fixes for those on XB1.

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Maybe they let the people on PC test the patches for a while, then make corrections and roll them out with a delay on XB1 ?

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15 hours ago, JackDRipper410 said:

Finally! I hope 1.4 will fix the slow time shout bug for XB1. Since it was not stated in their changelog. Thanks. 

It wont. Bethesda stopped fixing bugs since i think Fallout 4 1.5 and Skyrim SE 1.3

All they care about doing is "fixing" the ingame mod menu and nothing else so far :(

It takes years to fix 1 engine bug and you need a programmer to make the fix into a mod. (which mostly likely requires the script extender or some other 3rd party method)

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Thanks guys. Well SE 1.3 fixed the slow time shout on PC and PS4 I think. But not in XB1. Since they will release patch 1.4 for all platforms. I guess 1.4 patch already includes 1.3 fixes and so on. 

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On 26/10/2016 at 10:48 PM, Arthmoor said:

[snip] Mesh and Texture Fixes

  • Some Windhelm Palace ceiling parts had no endcap attached. Created a free standing endcap, placed 4 to cover the gaps. (meshes\usleep\architecture\windhelm\usleepwindhelmpalaceceilingplug.nif) (Bug #21596)

This one is listed 3 times, same thing for USLEEP log.

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Camilla Valerus can sometimes get stuck in front of the Sleeping Giant, possibly due to the space between her AI markers being too far apart. (Bug #21734) :

Confirmed fixed, I just did a new game start to let her escort me to the bridge, not even a momentary pause in front of the sleeping giant. I remember she was fixed before, but occasionally if you were not a few feet in front of her she could pause at that spot and needed the player to try different positions away from her before she started moving again

 

Karan (spawned corpse in The Reach) had the black face bug and needed new facegen created. (Bug #21749) :

Also confirmed fixed, went to have a look before starting a new game ..

uuQwJfq.jpg

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This sounds like the beginning of a new game we're all invited to participate in (or not). It's called the "Revenge Of Tannin."

But really? There's nothing in the description page directing mod authors to include an "info.xml" in their packages.

 

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7 hours ago, Artaios said:

I was wondering if you guys could add a fomod info.xml to your mods to prevent the mod names appearing twice in NMM: http://imgur.com/a/olpoG

I believe I am having less issues with NMM updating version numbers with mods that include one.

This is actually due to how the mod is uploaded on nexus. when uploaded there's a section where you add name and description when you add the name and nmm downloads it, it adds the name of the download AND the name you entered. Thus it is often repeated aso most mod authors put simply the name of the mod in the first box.

 

A better solution would be to ask nexus to slightly change the code of nmm to prevent duplication  like that. That would be a super easy modification instead of arguing with a thousand mod authors. I, for one am absolutely not adding a xml to my mods that are simply a esp and bsa. There's absolutely no reason to go through the extra work.

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I agree with Kelsenellenelvian. That's not something mod authors should be needing to do, especially with a simple archive. They need to fix NMM so it doesn't do that because I'm not going to go fishing for their undocumented process to deal with it on almost 100 mods when there's nothing to be gained by it.

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Alright, sorry if this seemed inappropriate. I personally do it for the few mods I have released so far because of OCD reasons. Having to do that a hundred times including the repacks is of course too much to ask and I did not mean to imply that anyone should. Thanks for the feedback!

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A hotfix has been issued:

USSEP Fixes

  • Culsits gloves and boots suffered an unknown malfunction somewhere in between testing and release and the fixes for them needed to be redone. They should no longer be exploding into polygon hell or have leg gaps.
  • Female elf circlet files somehow got moved out of their resource location in the file structure, resulting in them becoming invisible when worn. (Bug #22060)
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1 hour ago, Arthmoor said:

A hotfix has been issued:

USSEP Fixes

  • Culsits gloves and boots suffered an unknown malfunction somewhere in between testing and release and the fixes for them needed to be redone. They should no longer be exploding into polygon hell or have leg gaps.
  • Female elf circlet files somehow got moved out of their resource location in the file structure, resulting in them becoming invisible when worn. (Bug #22060)

Why was the file size increased so much for just two little fixes. Finding a extra 250mb will probably break many game saves including mine. Is this an error or am I going to have to remove a large chunk of my mods to keep this essential patch?

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Huh?

USSEP is only around 163mb compressed. Not sure how you figure it was increased by 250mb.

And where did you get the idea that additional file size breaks saves? If that was the case, the many GB of textures I have installed would undoubtedly have destroyed my game (and the games of almost everyone else who mods).

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