Jump to content

[Skyrim Special Edition] Official Patch 1.6.323


Arthmoor
 Share

Recommended Posts

Skyrim Special Edition 1.1.51
 
Fixes

  • General performance and optimization improvements
  • Fixed rare issue with NPCs not appearing in proper locations
  • Fixed issue with saves erroneously being marked as Moddded, even though no mods are active
  • Updated some sound files to not use compression

Skyrim Special Edition 1.2.39
 
Fixes

  • General stability and performance improvements
  • Fixed issue related to using alt-tab while playing the game (PC)
  • Fixed issue with water flow not rendering properly
  • Fixed crash related to changing from werewolf back to human form
  • Fixed crash related to reloading after changing Load Order of mods
  • General bug fixing and improvements with browsing Mods
  • Fixes crash-related to xaudio drivers

Skyrim Special Edition 1.3.5.0 Update

Fixes

  • General stability and performance improvements
  • Fixed an issue where Slow Time effects weren't behaving properly
  • Better support for 144hz displays

Skyrim Special Edition 1.3.9.0 Update

Fixes

  • General stability and performance improvements
  • Support for Featured Mods
  • Fixed an issue with not being able to log in to the Mods menu

Skyrim Special Edition 1.4.2.0 Update

New Features

  • Added Featured category for mods
  • Added ability to sort Highest Rated and Most Favorited filters by today, week, month and all time
  • Added number of ratings count to Mods Browsing Menu
  • Added number of favorites count to Mod Details page
  • Added required dependencies to Mod Details page
  • Added latest version number and notes to Mod Details page


Fixes

  • General performance and stability improvements
  • Improvements to Reporting mods categories
  • Fixed occasional crashes while scrolling through Load Order menu
  • Improved Bethesda.net error messaging

Skyrim Special Edition 1.5.3 Update

New Features

  • Creation Club
  • Message of the Day
  • Support for ESL file format
  • Mods - patch version numbers and notes added to Mod Details page

Bug Fixes

  • Minor fixes to Bethesda.net functionality

The Elder Scrolls V: Skyrim Special Edition 1.5.16 Update

Bug Fixes

  • Fixed issue with rate of critters respawning in world
  • Fixed crash related to changing profiles (Xbox One only)
  • Fixed issues with screenshots displaying incorrectly in Creation Club/Mods
  • Message of the Day heading revised
  • Changed logic for how Creation Club content is initialized
  • Minor bug fixes to Bethesda.net

The Elder Scrolls V: Skyrim Special Edition 1.5.23 Update

New Features

  • Official support for Xbox One X

Bug Fixes

  • Updated script functions to support new Creations
  • Removed Report button from Mods (Users should report Mods on Bethesda.net)

Skyrim Special Edition Update 1.5.39

New Features

  • Support for additional player homes

Bug Fixes

  • Minor bug fixes for Bethesda.net
  • Updated script functions for new Creations
  • Wolves have regained the ability to howl

Skyrim Special Edition Update 1.5.50

No official changelog was provided.

Skyrim Special Edition Update 1.5.53

No official changelog was provided.

Skyrim Special Edition Update 1.5.62

No official changelog was provided.

Support for new CC content was added.
Thieves Guild Hood will no longer disappear if player is a vampire.
Fixed specular with "Mourner's Hat" and "Hat" on male Argonians.
Fixed skinning and restored bridles on Imperial Saddle.

Skyrim Special Edition Update 1.5.73

No official changelog was provided.

Support for new CC content was added.
Thieves Guild Hood will no longer disappear if player is a vampire (second variant fixed now).
Vegetable Soup and Venison Stew now properly restore health (FoodRestoreHealthDuration fixed).
Transparency issues with the Blue Palace entry way and door have been fixed.

Note: SSE CK has also been updated to match 1.5.73.

Skyrim Special Edition Update 1.5.80

No official changelog was provided.

Support for new CC content was added.
A shader bug that involved specular lighting on skin not displaying properly when the player wasn't facing north has been fixed.

Skyrim Special Edition Update 1.5.97

No official changelog was provided.

Support for new CC content was added.
Wolves will now howl properly when idle.
Additional art resources centering around content for Shivering Isles has been included with the base game as modders' resources.

Skyrim Special Edition Update 1.6.318

Base Game

Fixed crash when calling function OnStoryCraftItem()
Fixed game version number
Fixed AO on Haypiles and smelter coal piles.
Fixed NavMesh issue causing NPCs to get stuck inside Labyrinthian
Fixed Hide Helmets causing 3rd Person arms to distort
Fixed Jester Hats on Argonians
Fixed Elven Light Armor, Embellished Robes, and Refined Tunic inventory items for female characters
Fixed missing calf geometry when wearing female Redguard Outfits
Fixed clipping of female Redguard Outfits when wearing gauntlets.
Fixed misalignment of Dwarven Armor on male characters
Fixed missing VendorItemFood keyword from gourds, preventing them from being sold to food vendors
Fixed lighting issue on tails of Khajiits.
Fixed lighting issues on pelts.
Fixed lighting issues of Honey Jars and labels of Firebrand Wines.
Fixed some assets not properly using their high resolution textures.
Fixed rendering issue on Sigil Stones, preventing them from appearing as they should.
Fixed rendering issue on Ideal Masters in Soul Cairn, resulting in them appearing grey.
Fixed rendering and UV issues on a variety of pine forest logs and stumps.
Fixed rendering issues on wall mounted goat heads.
Fixed Ash Creep Cluster's Ingredient object being red instead of yellow.
Fixed gap in wall in Goldenrock Mine.
Fixed gap in floor in Wolfskull Cave.
Fixed floating shrub by mill in Falkreath.
Fixed missing audio on Apple Cabbage Stew, Gourds, Flin, Matse, Shein and Sujamma
Fixed missing audio for Apiary at Lakeview Manor
Fixed missing audio while bashing with a Daedric bow
Fixed misaligned lumbermill elements at Anga’s Mill.
Additional art resources centering around content for Ayleid Ruins have been included with the base game as modders' resource.

Survival Mode

The rate at which your Hunger increases has been reduced by 25%.
The rate at which your Fatigue increases has been reduced by 10%.
The weapon speed penalties incurred while penalized by Hunger have been adjusted to 10% (Peckish), 20% (Hungry), 30% (Famished),
40% (Starving). Was 30% / 40% / 40% / 40%.
The Magicka and Stamina regeneration penalties incurred while penalized by Fatigue have been adjusted to 25% (Drained), 50%
(Tired), 75% (Weary), 100% (Debilitated). Was 40% / 60% / 80% / 100%.
Hunger now increases more quickly while sleeping.
Sound effects for Hunger and Fatigue now play less frequently.
Potion of Blood now restores Hunger if the player is a Vampire.
Fixed an issue where Seared Slaughterfish and Charred Skeever Meat restored less Hunger than intended.
Fixed an issue where you would not warm up while in warm weathers or in warm interiors while transformed into a Werewolf or Vampire Lord.
Fixed an issue where Cold penalties on the Health meter would not update immediately after transforming back from a Werewolf or
Vampire Lord.
Fixed an issue where the player continued to incur Survival penalties while in the Dreamstride during the quest Waking Nightmare.
Fixed a grammatical issue in the Fatigue tutorial prompt.
Fixed an issue where certain foods and beverages did not make the correct sounds when consumed, picked up, and dropped.
The following armor and clothing is now classified as cold:  Armor of the Old Gods & Wedding Sandals
The following armor and clothing is now classified as warm:  Boots of the Old Gods, Embellished Robes, Fur-Trimmed Cloak, Nobel Clothes, Refined Tunic & Ulfric’s Clothes.

Saints and Seducers

Fixed rendering issues with Amber ore.
Fixed crash that can occur when wearing the Madness Cuirass
Golden Saints Gauntlets and Madness Gauntlets now correctly work with the Fists of Steel perk.
Fixed exploit allowing the player to obtain an infinite number of copies of Staada's helmet.
Fixed summoned Staada using the wrong voice type.
Removed errant Falmer sword floating near Bleakwind Basin
Fixed blood not appearing correctly on some weapons.
Fixed barricade collisions sometimes not disappearing when barricade was destroyed.
Fixed errors that were generating papyrus warnings.

Rare Curios

Silver bolt quiver is no longer embedded in the player’s back
Corkbulb, Iron, Silver, Orcish and Bonemold bolts now make sounds when being dropped or picked up.

Skyrim Special Edition Update 1.6.323

Fixed an entitlement issue that occurred when purchasing the Anniversary Edition upgrade on PS4 and then switching to PS5.
Fixed an issue where catching a fish wouldn’t trigger the appropriate animation on PS4.
Fixed a problem preventing some doors in Rielle from opening properly.
Fixed an issue where Russian and Polish notes were not displaying text properly.
Fixed an issue where German and French players were given incorrect menu text when leveling up.
Fixed an issue where players were experiencing a “black screen” and upon launching.

Link to comment
Share on other sites

 

  • Updated some sound files to not use compression

 

 

Well that officially confirms what we have known for a long time, over-compressing sound files ( in the sound files format and / or BSA compression ) causes problems

 

An experienced guess would be they caused load / cue / playback timing issues

Link to comment
Share on other sites

So the loadorder bug still exist?

 

I think I want to wait a little longer, I was hoping that Bethesda would fix the loadorder bug in their first game patch.  Anyway, thanks for posting this.

Skyrim.ini

[Bethesda.net]
bEnablePlatform=0
 
[General]
sTestFile1=Skyrim.esm
sTestFile2=Dawnguard.esm
sTestFile3=HearthFires.esm
sTestFile4=Dragonborn.esm

Do not use Bethesda Net, do not use ADD-ONS and MODS in the main menu and load order bug does not occur.

Link to comment
Share on other sites

About this load order bug:

 

I know we have traditionally always used the DLCs release order. But considering that:

1) The game now load them in this order except if you force it through INIs like IP mentioned (which most players won't)

2) This same older is the default one for the CK (I haven't tested, but I guess this is still based on the timestamp)

 

What about adopting this new load order as standard ? This is the one most players, especially casuals, and necessarily all console players, will have anyway. There might be a few adjustment to do for big mods (USSEP and Open Cities), but I believe in the end it would make everything way simpler for EVERYONE. I personnaly ignore reports of "masters in wrong order" and explain to people that this is actually plain wrong, since this is the order their masters actually are loaded in their game. And I believe I am doing the right thing here.

Link to comment
Share on other sites

Skyrim.ini

[Bethesda.net]
bEnablePlatform=0
 
[General]
sTestFile1=Skyrim.esm
sTestFile2=Dawnguard.esm
sTestFile3=HearthFires.esm
sTestFile4=Dragonborn.esm

Do not use Bethesda Net, do not use ADD-ONS and MODS in the main menu and load order bug does not occur.

That's great, I'll test this shortly.  Thanks for posting it. :D

Link to comment
Share on other sites

About this load order bug:

 

I know we have traditionally always used the DLCs release order. But considering that:

1) The game now load them in this order except if you force it through INIs like IP mentioned (which most players won't)

2) This same older is the default one for the CK (I haven't tested, but I guess this is still based on the timestamp)

 

What about adopting this new load order as standard ? This is the one most players, especially casuals, and necessarily all console players, will have anyway. There might be a few adjustment to do for big mods (USSEP and Open Cities), but I believe in the end it would make everything way simpler for EVERYONE. I personnaly ignore reports of "masters in wrong order" and explain to people that this is actually plain wrong, since this is the order their masters actually are loaded in their game. And I believe I am doing the right thing here.

No, it's a bug. One they had in FO4 that they fixed for FO4 but never backported for SSE.

 

The CK still loads by timestamp and is treating things correctly as long as you keep the official DLCs in the right timestamp order.

 

Further, the key component of this bug, user generated ESM files end up loading before the official content. ALL of it, including Update.esm. That's is very obviously wrong and cannot be fixed by users because they won't even know it's been messed up until it's way too late.

 

"Masters in the wrong order" is an entirely legitimate bug report that people SHOULD be reporting to mod authors too, because it carries the potential for your edits being reverted in strange ways and causes general incompatibilities all around.

Link to comment
Share on other sites

 

Exactly, my mistake!

 

Thank you hlp.

 

It should be.

[Bethesda.net]
bEnablePlatform=0
 
[General]
sTestFile1=Skyrim.esm
sTestFile2=Update.esm
sTestFile3=Dawnguard.esm
sTestFile4=HearthFires.esm
sTestFile5=Dragonborn.esm

This is also missing.

 

sLanguage=ENGLISH

 

It should be above the list of the official esm in the General section.

Link to comment
Share on other sites

This is also missing.

 

sLanguage=ENGLISH

 

It should be above the list of the official esm in the General section.

I meant to add these entries to the INI only.

My intention was not to show how [General] section in Skyrim.ini should look.

Next time I will be more detailed with descriptions. :P

Link to comment
Share on other sites

Well that officially confirms what we have known for a long time, over-compressing sound files ( in the sound files format and / or BSA compression ) causes problems

 

An experienced guess would be they caused load / cue / playback timing issues

 

No, the issue is that there was a considerable loss in sound quality. There have been articles about it, just search the net for Skyrim special edition sound (turns up tons of German articles for me and am too lazy to dig down to any language filters)

Link to comment
Share on other sites

[Bethesda.net]
bEnablePlatform=0
 
[General]
sTestFile1=Skyrim.esm
sTestFile2=Update.esm
sTestFile3=Dawnguard.esm
sTestFile4=HearthFires.esm
sTestFile5=Dragonborn.esm

 

Thank you for this! Appears to work perfectly.

 

Also, you can add it to SkyrimCustom.ini instead and avoid editing Skyrim.ini

Link to comment
Share on other sites

Regarding the order of the DLCs, I was always under the impression that Hearthfires had been intended as original content.  The reason I have suspected this is that it lacks Update.esm as a master. The sawmills with the ability to let the player use them are in the stock game. Plus the fact that it was really inexpensive when compared to the other DLC.  It may very well be that Hearthfires content was not included in the base game simply due to timing of the game's release.  Then they didn't want the first DLC released to appear to be something that by all appearances should have been in the game from the start. Furthermore, if the timestamps from Bethesda place Hearthfires before Dawnguard then it lends credence to Hearthfires having been made first.

 

The real bug would then be the INI entry where the BSAs are listed. That entry simply had the next BSA added as its DLC was released.

 

At any rate, couldn't USSEP avoid the load order bug by adding itself to the INI file as sTestFile6 and thus remain an ESM?

Link to comment
Share on other sites

HF was the product of the Game Jam session that took place shortly after the game's release. It's lack of Update.esm doesn't prove anything, nor does it's use of stock assets. There is no reason to suspect they intended the load order to be this way all along.

 

INI tricks are not a valid solution to this either because they won't apply to consoles and most PC players won't bother with them either.

 

This isn't an issue of timestamps, because the files on your drive get timestamped in the order they're downloaded from Steam. Dawnguard.esm is the first one that comes down after Skyrim.esm and Update.esm.

 

Plus people seem to be oddly leaving out that this load order bug is pushing user generated esm files above ALL of the official files except Skyrim.esm and that's objectively wrong.

Link to comment
Share on other sites

You're welcome.

 

Also, you can add it to SkyrimCustom.ini instead and avoid editing Skyrim.ini

 

I do not use the **Custom.ini in Beth games.

But it's good advice for all people who use. -> I can not guarantee that it will work the same way, simply because I did not test it that way.

 

Also I do not use none of Beth ****Launcher.exe (beyond the initial game(s) start-up) erased it from all game(s) directory so I am not afraid to reset my INI and I do not run Beth games through STEAM.

Before anyone starts to spread any accusation, ask ourselves how FOSE, NVSE, F4SE or SKSE does the same if STEAM run in background.  :innocent: 

Link to comment
Share on other sites

If you don't want to be wrongly accused you should be clear with what you do. Because anybody pretending he doesn't run the games with steam should be banned immediately.

Also custom is just for that. You can do in custom anything you can do in all the others ini, and custom will never be touched by steam updates. So there is no reason to try and circumvent how steam handles your game updates.

 

You still have to control when updates happen by running steam in offline mode so you don't loose xSE functionality and always backup the game right after it got updated though.

I have around of 150 GB of archive only for Fallout4 vanilla versions so far.

Link to comment
Share on other sites

Because anybody pretending he doesn't run the games with steam should be banned immediately.

I do not run Beth games through STEAM but STEAM must be running in the background otherwise it does not work. (to bypass all *Launcher.exe for Beth games)

 

I started doing it on a laptop with two graphics cards, because dumb *Luncher.exe can not detect another graphics card beyond that which is in the CPU.

 

All Script Extender (FOSE,NVSE,F4SE,SKSE) versions work same. (bypass *Launcher.exe)

 

You still have to control when updates happen......

I have the entire partitions allocated for this purpose (500GB for all Beth games)

 

 

....and custom will never be touched by steam updates....

 

Also

%USERPROFILE%\Documents\My Games\Skyrim Special Edition\Skyrim.ini

%USERPROFILE%\Documents\My Games\Skyrim Special Edition\SkyrimPrefs.ini

they are not modified in any way by STEAM but only by SkyrimSELauncher.exe

So when I bypass *Launcher.exe I have no problems with reset my INI(s)

Link to comment
Share on other sites

I have yet to have the SE Launcher reset anything in my ini except when the beta patch kicked over and it dropped my shadow settings without asking. Simply starting the game with it hasn't done that though.

Link to comment
Share on other sites

I have yet to have the SE Launcher reset anything in my ini except when the beta patch kicked over and it dropped my shadow settings without asking. Simply starting the game with it hasn't done that though.

Because you do not have a laptop with two graphics cards Intel and Nvidia (Optimus)

 

In my case Launcher resets the graphics card to that from CPU Every Time It Is Running It is at least annoying.

So I got rid of that trash. (*Launcher.exe)

Link to comment
Share on other sites

[snip] In my case Launcher resets the graphics card to that from CPU Every Time It Is Running It is at least annoying. [snip]

You can normally go to the nVidia control panel and force a specific exe to run on the GPU or on the intel integrated graphics...  :huh:

Link to comment
Share on other sites

You can normally go to the nVidia control panel and force a specific exe to run on the GPU or on the intel integrated graphics...  :huh:

I tried that.

I even set steam.exe, SkyrimSE.exe and SkyrimSELauncher.exe to run by nVidia GPU in nVidia Control Panel and still the same Launcher(s) reset to GPU from CPU.

The only thing that helps in my case is to get rid of *Launcher.exe.

Link to comment
Share on other sites

  • Arthmoor changed the title to [Skyrim Special Edition] Official Patch 1.6.323

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...