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[Relz] Unofficial Skyrim Special Edition Patch


Arthmoor

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Unofficial Skyrim Special Edition Patch


Version: 4.3.0
By the Unofficial Patch Project Team


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

Requires Skyrim Special Edition 1.6.1130 or greater.
Works with Steam, GoG, and Epic Games Store releases.

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

Skyrim Anniversary Update

If you are running the full AE Upgrade, it is strongly recommended you download and install Garthand's Creation Club Patches. These patches resolve conflicts between the DLCs and the USSEP that are caused by how load ordering works in the game. All Creation Club content is loaded before anything user generated, like the USSEP and any other ESM flagged mods you may have.

The PC version can be found here: Unofficial Skyrim Creation Club Content Patches

Please direct any questions about these patches to Garthand over on Nexus.

Official 1.6.1126 Patch Update Reconciliation

  • dunCragslaneLvlBanditGuard had its activation name changed from a blank spot to "Bouncer". This modifies our fix in Bug #12481 where the USSEP had it labeled "Bandit" instead.
  • An undocumented USSEP fix for WEServicesHunterFaction not having a vendor chest set has been fixed in Patch 1.6.1126. Therefore our added container for this fix will be removed as it is no longer needed [USKPWEServicesHunterFactionContainer].
  • FarmhouseWindMillWR activation text removed.
  • EnchArmorIronBandedCuirassRestoration02 fix was duplicated officially.
  • 2 hay bales in Nchuand-Zel Control had their positions corrected.
  • Argonian Assemblage roof tile position has been corrected.
  • Dwemer Scrap Metal can be sold in shops now.
  • Merged changes to the Matching Set perk for light armor due to the addition of a new Orcish Light set.
  • Merged changes to the Matching Set perk for heavy armor.
  • Several daggers and other weapons had their sound data and critical hit values corrected.
  • The stray collision plane outside of Windhelm was deleted.
  • The following files have been officially corrected by the patch and have been removed from the USSEP archive:
    • textures\actors\character\character assets\tintmasks\femaleheaddirt_01.dds
    • textures\actors\dragon\dragon_swamp.dds
    • textures\armor\blades\bladesarmor.dds
    • textures\clothes\farmclothes02\m\farmcloth02body_n.dds

USSEP Fixes

  • When addressing the Thieves Guild master trainers in 32449, some of the responses were overlooked while being patched and led to an inconsistent response state when talking to Vipir or Niruin about Archery or Pickpocketing. (Bug #33058)
  • When Redbelly Mine was fixed, its ebony nodes were relocated to Northwind Mine. This has now been updated to instead relocate them to a new small cave just to the east of Shor's Stone. The cave houses the Ebony nodes and a small pack of wolves, nothing more. (Bug #33087)
  • The Skyforge Dagger tempering recipe was erroneously removed in the USSEP 4.2.9 update. It has been restored since the one in the Fishing DLC is actually for Nord Hero Daggers. (Bug #32957)
  • All included .psc files for Papyrus have been relocated to Data\Source\Scripts which complies with the default configuration of the SSE CK. This should have been done ages ago. [Affects PC Only - Does not affect the game, only the CK]

Item Fixes

  • MineOreCorundum01_LTundraRocks, MineOreCorundum01_LSnow, MineOreCorundum02_LTundraRocks, MineOreCorundum03_LTundraRocks, MineOreCorundum04_LTundraRocks, MineOreGold01_LTundraRocks, MineOreGold02_LTundraRocks, MineOreGold03_LTundraRocks, MineOreIron03_LTundraRocks, MineOreOrichalcum03_LTundraRocks, MineOreQuicksilver02_LTundraRocks, MineOreQuicksilver04_LTundraRocks, MineOreSilver01_LTundraRocks, MineOreIron02_LFieldGrass01, MineOreIron03_LFieldGrass01, MineOreIron03_LPineForest02, MineOreIron04_LFieldGrass01, MineOreCorundum02_ReachGrass, MineOreEbony03CaveDirt, and MineOreEbony04_LRiverMud all lacked a proper alternate texture setting for their depleted states. (Bug #33109)
  • StockadeScaffoldStairs01 incorrectly had alternate textures applying snow to them despite this static never being used in snowy areas. The game uses StockadeScaffoldStairs01Light_SN for those instances. (Bug #32885)
  • Daggers added by Fishing and Saints & Seducers were not able to be given as gifts to adopted children because the daggers were never added to the relevant formlists. (Bug #33100)

Location Fixes

  • Lod's house has a broken navmesh triangle that isn't linked properly. Moved it out of the way and linked up a new one in its place. (Bug #33007)
  • Riften Fishery was not flagged as a public location, which leads to trespassing crimes. This location is required to be accessible to do any of the quests from the Fishing DLC. (Bug #32993)
  • Disconnected navmesh edge on the south side of Dawnstar. (Bug #32988)
  • Drunken Huntsman and Belethor's General Goods both had incorrect world location markers set. Each one was referencing the other's marker, which can lead to incorrect location information being relayed to the player. (Bug #33597)
  • Navmesh at DragonMoundVolcanicTundra03 (31,1) had several floating verts. (Bug #33611)
  • Several sections of the navmesh in Morthal are underwater but not flagged as such in the game. (Bug #33634)
  • Removed a navmesh island in Blackreach cell 4,1 accidentally created by USSEP and then corrected the remaining vanilla navmesh to cover the gaps left by the removal. (Bug #33642)
  • Navmesh in the area of Ancients Ascent and Bloodlet Throne was partially buried underground. (Bug #33613)
  • Navmesh in the corner of 31,1 required adjustment after moving a large rock. (Bug #33611)
  • Navmesh border disconnection between cells 21,-15 and 20,-15. (Bug #33610)
  • Corrected several missing edge links and floating verts for the navmesh in cell -38, 23. (Bug #33609)
  • Fixed navmesh in Ravenscar Hollow not reflecting where the water was, as well as connecting a dangling edge. (Bug #33446)
  • Broken navmesh connection between cells 6, -23 and 6, -22. (Bug #33397)
  • Several navmesh triangles at Mzninchaleft were running straight up a wall, and there was a disconnected border on the north side of the exterior. (Bug #33311)
  • Missing navmesh triangle in MzinchaleftExterior01. (Bug #33310)
  • Fixed a broken border connection outside of Southwind Sanctum. (Bug #33608)
  • Navmesh in Mossy Glen Cave had several issues with triangles going up walls, broken links, and a complete lack of cover data. (Bug #33306)
  • Broken edge connections and disconnected links in the navmeshes near Cragwallow Slope. (Bug #33305, 33304)
  • Removed a navmesh island and extended the main one within the Blackreach War Quarters cell. Also added a jump marker on the ledge so that if the player uses the shortcut, any NPCs following them will do the same instead of taking the long route around. (Bug #33302)
  • Silent City Catacombs had numerous issues with its navmesh, including broken links, missing sections, inaccessible islands, and verts at too steep an angle to navigate. Practically the entire cell has been cleaned up and readjusted. (Bug #33301)
  • Missing navmesh edge connection in cell 3, 23 connecting to 3, 22. (Bug #33296)
  • Broken navmesh edge connection in cell 8,8 connecting to 8,7. (Bug #33288)

Magic, Perk and Skill Fixes

  • FoodFortifyMagicka is missing the MagicAlchRestoreMagicka keyword. (Bug #32976)
  • ccBGSSSE037_NightEyeEffect erroneously included a dispel keyword for MagicAlchBeneficial which caused unrelated beneficial effects to get removed when a potion of Night Eye is consumed. (Bug #32974)
  • ReanimateFFTargetActor0, ReanimateFFTargetActor50, and ReanimateFFAimed50 lack the WISpellDangerous keyword which the other levels of reanimation have. (Bug #33300)
  • EnchRobesResistMagicConstantSelf erroneously had the MagicAlchResistMagic instead of the proper MagicEnchResistMagic effect. (Bug #25454)

Mesh and Texture Fixes

  • It was not possible to harvest Creep Cluster in a garden planter because the soil object had a set of invalid invisible collision walls around it for some reason. These were not present on the same mesh in Skyrim LE, so those walls were deleted from the mesh and the remaining collision layer aligned more evenly with the visible dirt object. [meshes\_byoh\clutter\house crafting\soil01.nif] (Bug #21364)
  • Deer skull props had too large a collision radius, resulting in them floating above objects. [meshes\clutter\bones\deerskullprop.nif] (Bug #33020)
  • Interior windows in Solitude all have emmitance data set, but the meshes were not flagged to support it properly. [meshes\architecture\solitude\interiors\smdbwinsol01.nif, meshes\architecture\solitude\interiors\smdbwinsol02.nif] (Bug #32990)
  • Cooking spits have no sound material set on them. [meshes\clutter\woodfires\spitwall01.nifm meshes\clutter\woodfires\spit01.nif] (Bug #33187)
  • Giant campfires with rocks around them have no material sound set. The rocks should be set for stone. [meshes\clutter\giant\giantcampfire01burning.nif] (Bug #33184)
  • The stone portions of the blacksmith forge at Thirsk Meadhall has no material sound set. [meshes\dlc02\clutter\dlc2blacksmithforge01.nif] (Bug #33183)
  • whintdockfloormid01, whintdockfloorwall01, whintdockfloorwall02, whintdockfloorwall03, whintdockfloorwall04, whintdockfloorcorner01,whintdockfloorcorner02, whintdockfloorcorner03, whintdockfloorcorner04, whintdockflooricorner01, whintdockflooricorner02, whintdockflooricorner03, and whintdockflooricorner04 all incorrectly have their material sound set to stone instead of wood. [meshes\architecture\windhelm\interiorkits\docks\whintdockfloorcorner01.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockfloorcorner02.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockfloorcorner03.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockfloorcorner04.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockflooricorner01.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockflooricorner02.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockflooricorner03.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockflooricorner04.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockfloormid01.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockfloorwall01.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockfloorwall02.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockfloorwall03.nif, meshes\architecture\windhelm\interiorkits\docks\whintdockfloorwall04.nif] (Bug #33182)
  • wrbridge01 is incorrectly set to use Heavy Stone sounds when it's made of wood. [meshes\architecture\whiterun\wrbuildings\wrbridge01.nif] (Bug #33181)
  • The chains on the Whiterun drawbridge have no material sound set. [meshes\architecture\whiterun\wrdrawbridge01.nif] (Bug #33180)
  • The fire pillar in the Midden lacked a proper material sound setting on the coals. [meshes\effects\mgmagicfirepillarmidden01.nif] (Bug #33179)
  • The walkways up Telvanni house ramps have the wrong sound material set on them. [meshes\dlc02\architecture\telvannitower\dlc2telvannigourdhouseramp01.nif, meshes\dlc02\architecture\telvannitower\dlc2telvannigourdhouseramp02.nif] (Bug #33176)
  • Chaurus eggs are missing the proper material sound setting. [meshes\clutter\chauruseggs\eggsacs.nif, meshes\clutter\chauruseggs\eggsacs01.nif, meshes\clutter\chauruseggs\eggsacs02.nif] (Bug #33185)
  • Nordic trap pedestals have no material sound set on them. [meshes\traps\pedestaltrap\trapnorpedestal01.nif] (Bug #33174)
  • Thalmor Embassy corner blocks have no material sound set. [meshes\architecture\solitude\spatiocor01.nif] (Bug #33172)
  • Several Dwemer metal partitions and walls incorrectly have stone materials set when they should be metal. [meshes\dungeons\dwemer\partitions\dweptndoor01.nif, meshes\dungeons\dwemer\partitions\dweptnwall01.nif, meshes\dungeons\dwemer\partitions\dweptnwall01a.nif, meshes\dungeons\dwemer\partitions\dweptnwall02.nif, meshes\dungeons\dwemer\partitions\dweptnwallcap01.nif, meshes\dungeons\dwemer\partitions\dweptnwallexbgframe01.nif, meshes\dungeons\dwemer\partitions\dweptnwallhalf01.nif] (Bug #33171)
  • The large flat Dwemer shelving units incorrectly have stone material sounds instead of metal. [meshes\dungeons\dwemer\clutter\dweshelflargebottom01.nif, meshes\dungeons\dwemer\clutter\dweshelflargemid01.nif, meshes\dungeons\dwemer\clutter\dweshelflargetop01.nif] (Bug #33170)
  • Dwemer endposts and endcaps have no material sound set. [meshes\dungeons\dwemer\clutter\dwecivwarwallendcap01.nif, meshes\dungeons\dwemer\clutter\dwecivwarwallendpost01.nif] (Bug #33169)
  • Retractable Dwemer bridges incorrect have the stone material sound set on them. They are entirely made of metal. [meshes\dungeons\dwemer\clutter\retractablebridge\dweretractablebridge01.nif] (Bug #33168)
  • The large pedestal inside High Hrothgar has part of its structure set to snow material when it should have been stone. [meshes\furniture\highhrothgar\hhlightpedestal02.nif] (Bug #33167)
  • Noble bench type 4 is missing its sound material setting. [meshes\furniture\noble\noblebench04.nif] (Bug #33166)
  • Broken thrones in Nordic ruins are missing their sound material setting. [meshes\clutter\ruins\ruinsfurniturerubble13.nif] (Bug #33165)
  • Icicle clumps missing proper material sounds and bad tangent space settings. [meshes\dlc01\landscape\dlc1icicleclumpcap01.nif, meshes\dlc01\landscape\dlc1icicleclumpcap02.nif, meshes\dlc01\landscape\dlc1icicleclumpcap03.nif] (Bug #33164)
  • Broken benches in various Nordic ruins have terrible collision that could potentially let the player fall through in places or to be unable to access items leaned against them. [meshes\clutter\ruins\ruinsfurniturerubble12.nif] (Bug #33604)
  • The wooden bridge in Darkfall Cave is incorrectly set to stone material. [meshes\dlc01\clutter\quest\vq07scaffoldbridge01-s0.nif] (Bug #33163)
  • The wells in the Skaal Village and Raven Rock have incorrect material settings on the metal grates. [meshes\dlc02\architecture\ravenrock\redoran\redoranwell01.nif, meshes\dlc02\architecture\skaalvillage\dlc2skaalvilfarmwell01.nif] (Bug #33161)
  • The static coffin found in Haemar's Shame has incorrect material settings on some of its collision chunks. [meshes\clutter\coffins\nordiccoffinstatic03.nif] (Bug #33160)
  • Stone floors used in Mistveil Keep are incorrectly flagged as wood material. [meshes\architecture\riften\interior\bigroomkeep\rifrmbgkeepfloorstone01.nif, meshes\architecture\riften\interior\bigroomkeep\rifrmbgkeepfloorstone02.nif] (Bug #33159)
  • 3 Telvanni root objects have incorrect sound materials set as well as poorly made collision. [meshes\dlc02\architecture\telvannitower\dlc2telvanniroot03.nif, meshes\dlc02\architecture\telvannitower\dlc2telvanniroot01.nif, meshes\dlc02\architecture\telvannitower\dlc2telvanniroot02.nif] (Bug #33150)
  • The various bridge cages used in Nordic ruins all have incorrect sound material settings on them. [meshes\dungeons\nordic\bridges\norbridgecage01x256a.nif, meshes\dungeons\nordic\bridges\norbridgecage01x256c.nif, meshes\dungeons\nordic\bridges\norbridgecage01x512a.nif, meshes\dungeons\nordic\bridges\norbridgecage01x512b.nif, meshes\dungeons\nordic\bridges\norbridgecage01x512c.nif, meshes\dungeons\nordic\bridges\norbridgecage02a.nif, meshes\dungeons\nordic\bridges\norbridgecage02b.nif, meshes\dungeons\nordic\bridges\norbridgecage02c.nif, meshes\dungeons\nordic\bridges\norbridgecageendcap01.nif, meshes\dungeons\nordic\bridges\norbridgecagemid01.nifmeshes\dungeons\nordic\, meshes\dungeons\nordic\bridges\norbridgecagemid02.nif, meshes\dungeons\nordic\bridges\norbridgecagemidcap01.nif] (Bug #33155)
  • Wooden stairways in Nordic ruins have the wrong material sound setting. [meshes\dungeons\nordic\shafts\norrmshaftmidstair01.nif, meshes\dungeons\nordic\shafts\norrmshaftmidstairbot01.nif] (Bug #33156)
  • Some Falmer city meshes had no sound material setting applied. [meshes\dlc01\architecture\falmerhuts\falmercityhutdoor01.nif, meshes\dlc01\architecture\falmerhuts\falmercityhutnodoor01.nif, meshes\dlc01\architecture\falmerhuts\falmercityroundramp01.nif, meshes\dlc01\architecture\falmerhuts\falmercityroundramp02.nif] (Bug #33162)
  • Pigmy Sunfish are missing their glowmaps. Glowmaps provided by dinosgamez. [textures\creationclub\bgssse001\critters\fish\fishpigmysunfish01\FishPigmySunfishCooked01_g.dds, textures\creationclub\bgssse001\critters\fish\fishpigmysunfish01\fsihpigmysunfish01_g.dds] (Bug #32998)

Papyrus Fixes

  • dunHalldirRotatingDoorPuzzle: The script calls on 4 trap activators, but only one has been placed and only one property actually set. The missing 3 merely result in error spam in the logs. (Bug #33031)

Quest and Dialogue Fixes

  • Skjor will mistakenly tell you to go to the Underforge "tonight" even if it's actually night. The dialogue condition should have been an "AND" condition instead of "OR". (Bug #33016)
  • The cage key for the animal pens in Faldar's Tooth is never added anywhere despite being set up for use in dunFaldarsToothQST. It has been added to the alias inventory on the Boss NPC. (Bug #33009) [NR]
  • In The Jagged Crown [CW02A,CW02B] if you originally escaped Helgen with Ralof, but side with the Imperials, Hadvar is never enabled even though he's supposed to be. Similarly if you escaped Helgen with Hadvar but joined the Stormcloaks, Ralof is never enabled. Both characters have lines assigned for switching sides, and their aliases in each quest will not fill which will have lasting effects on their future relationships with the player. Their aliases both neglected to check the "Allow Disabled" box, which broke the intended interactions in Stage 30. Due to the complexities involved, it will not be possible to entirely reverse the issues caused by this if you are already past this point in the game. (Bug #33002) [Partially NR]
  • In Bleak Falls Barrow [MQ103] Delphine's scene dialogue with Farengar overlaps when she points out he has a visitor. This causes Farengar's line to be truncated and his next one to begin, creating an awkward transition. (Bug #33190)

Placement/Layout/Ownership and other World Object Fixes

  • A gargantuan number of placement and duplicate item fixes has been provided by DarthVitrial, covering 6 "mega tickets" worth of work and affecting literally thousands of references. (Bug #33644, 33624, 33616, 33612, 33587)
  • 0003FB00: The Whirlwind Sprint trigger at High Hrothgar had an instance of the TRIGGER script attached when it shouldn't have. (Bug #33038)
  • 00082743: Dock piece disconnected from the ropes on the connecting dock. (Bug #33032) [Reverts Bug #32653]
  • 000e99b3: Moved rubble to cover a gap in the adjacent mountain. (Bug #33034)
  • 000D6823, 000D6822, 000D6821, 000D6824, 000D6825: Covered walkways in Dawnstar are not the snow covered type. (Bug #33022)
  • 000D3AEF, 000D3AED, 000D3AEE: Covered walkways at Nightgate Inn are not the snow covered type. (Bug #33027)
  • 07029005: Rock added to close a gap in a mountainside. (Bug #33018)
  • 0702E106: Rock added to cover a landscape gap in a mountain. (Bug #33017)
  • 070127B6: Previously added rock was not completely covering the gap it was placed for. (Bug #33013)
  • 0702E108: Rock added to cover a gap between several large pieces. (Bug #33012)
  • 0004f6C9: Rock adjusted to cover exposed underside. (Bug #33008)
  • 000820CA: Wall pelt in Lod's house clipping through the wall. (Bug #33006)
  • 04032475: Floating ash pile. (Bug #32998)
  • 0703830A: Rock added to cover a gap in the cliff face. (Bug #32987)
  • 07047613: Rock placed to cover up the exposed bars of the barred gate above once it's been opened. (Bug #32712)
  • 07047615: Rock placed to cover a space in between several other stone parts. (Bug #33035)
  • 0703D40C: Added column at the Windhelm bridge to cover up an exposed gap. (Bug #33093)
  • Several woven fences in Dawnstar and the Brandy Mug Farm were not using their snow covered variants. (Bug #33015)

Text Fixes

Spoiler

DialogueWhiterun [0002AB9E]: "council" -> "counsel" (Bug #32981)

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 dont know what anyone has been using for extracting the new BSAs so far, but if you havent seen it Sharlikran linked a new tool ( from the new Wrye Bash for SSE description ) that ousnius has put together

 

https://github.com/ousnius/BSA-Manager/releases/tag/v0.5

 

Same guy who has been doing amazing work on bodyslide and outfit studio

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I've been using a private copy of BAE that Jon updated for the beta. Good to know stuff is starting to show up in public though.

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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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I had quite a bit of trouble just getting it uploaded. I think their network is being slammed. You may simply need to wait a bit.

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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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