Unofficial Skyrim Patch
Version: 1.2.7By the Unofficial Patch Project Team
http://skyrim.nexusmods.com/mods/19
http://steamcommunity.com/sharedfiles/filedetails/?id=87144366
http://tesalliance.org/forums/index.php?/files/file/1303-unofficial-skyrim-patch/
http://www.darkcreations.org/forums/files/file/289-unofficial-skyrim-patch/
Requires Skyrim version 1.8.151.0.7 or greater.
http://afkmods.iguanadons.net/index.php?/forum/345-unofficial-skyrim-patches/
This mod is an effort to fix the vast amount of bugs currently existing in Skyrim. If you're experiencing a bug with Skyrim, please report the bug to us in as much detail as possible on http://afkmods.iguanadons.net/index.php?/tracdown/categories/12-unofficial-skyrim-patch/. Please use search to ensure that you aren't submitting something that is already there. There are conglomerate entries for object placement (if it doesn't affect gameplay), text errors, and inappropriate dialog (again, that doesn't affect quests or other gameplay) so please use those entries if that's what you're reporting. 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)
Previous Threads: http://www.gamesas.com/index.php?showtopic=1358353, http://www.gamesas.com/index.php?showtopic=1359350, http://www.gamesas.com/index.php?showtopic=1362032, http://www.gamesas.com/index.php?showtopic=1364672, http://www.gamesas.com/index.php?showtopic=1366865, http://www.gamesas.com/index.php?showtopic=1376513, http://www.gamesas.com/index.php?showtopic=1383605, http://www.gamesas.com/index.php?showtopic=1387617, http://www.gamesas.com/index.php?showtopic=1396806, http://www.gamesas.com/index.php?showtopic=1401060, http://www.gamesas.com/index.php?showtopic=1404641, http://www.gamesas.com/index.php?showtopic=1408369, http://www.gamesas.com/index.php?showtopic=1411328, http://www.gamesas.com/index.php?showtopic=1413944, http://www.gamesas.com/index.php?showtopic=1416394, http://www.gamesas.com/index.php?showtopic=1420181, http://www.gamesas.com/index.php?showtopic=1423833, http://www.gamesas.com/index.php?showtopic=1429096, http://www.gamesas.com/index.php?showtopic=1432087, http://www.gamesas.com/index.php?showtopic=1433407, http://www.gamesas.com/index.php?showtopic=1435968, http://www.gamesas.com/index.php?showtopic=1436913, http://www.gamesas.com/index.php?showtopic=1438579, http://www.gamesas.com/index.php?showtopic=1439653
Credits:
AndalayBay - For hosting the USKP Beta and providing it a forum, as well as help with transferring control of the bug tracker information to Bugzilla.
Arthmoor - For stepping in to take over the unofficial patch projects and coordinating the various community reports and submissions into the final products.
BlueDanieru - For the Ancient Knowledge fix
Brumbek - For the fixed Thalmor Embassy building and entranceway
MadCat221 - For the fixed female Blades, Ebony, Iron (and Banded) Steel (and Plate) Cuirasses
Martigen, ThrottleKitty and Amgepo - For the fixed permanent remains and stacking Nirnroot glows
Phitt - For the fixed male Ebony Cuirass
PrinceShroob - For numerous fixes to quests, NPCs, items and more
DayDreamer - For help with porting the bug tracker over to Dark Creations and for help with fixing bugs
Jackstarr - For the audio fix correcting "Morang Tong" -> "Morag Tong"
alt3rn1ty - For the replacement archery target textures.
Frequently Asked Questions - BUGS
What constitutes a bug?
A bug is defined for our purposes as a defect in the game that can be factually proven to be broken. This can be anything from a quest that won't advance a stage when it should, to a typo in a book, and pretty much everything in between. Some judgment is used for issues that are more cosmetic than functional, such as the lack of heat blurs on smelters and forges. The game will obviously function just fine without those, but they constitute unrealistic visual presentation.
How do I report a bug?
Gather as many details as possible. Where did it occur? What did you expect to happen instead? What form IDs (if any) are involved? Are there any specific circumstances that can help narrow things down, like time of day, whether you're a vampire or not, what part of which quest you're on, etc.
Be prepared to justify the report and be as detailed as possible. Details, details, details! You need to be able to provide as many as possible.
Post your report on our bug tracker. Posts to forum threads are too easily lost. Posts to Nexus are going to get hopelessly buried. In fact, posting to any forum at all is just as likely to get ignored due to the high turnover rates. The forums are appropriate for discussing details, not for filing initial reports.
"It's broke, fix it." ---> This is BAD! Always bad, because, well, WHAT is broken?!?
"This armor has bad stats." ---> This is also BAD!
"I found a floating tree 5 miles from Windhelm." ---> BAD!
"There's a house in Solitude with ugly columns." ---> BAD!
"Fix the Gelebor bug." ---> BAD! (What bug?!?)
"It's broke. Stage 15 did not get set as expected when I turned in the Macguffin. Instead I ended up at stage 12 and some idiot told me to kill a zombie instead of a bear." ---> Better.
"This armor should have 15 points of protection. The game is only showing me 10." ---> Better.
"In the tundra southeast of Windhelm, I found a floating tree. It's form ID is [form ID]. Here's a screenshot." ---> Better.
"The alchemy store in Solitude has front support columns that are too short. Here's a screenshot." ---> Better.
"Gelebor won't walk over and activate the wayshrine after he called to me and we talked about his brother. Here's a save to show you." ---> Better.
What kind of evidence is accepted as proof?
Your bug report must first and foremost be reproducible on a vanilla setup using no mods other than the unofficial patches. If this is not the case, no amount of proof is going to sway the decision to fix something. A lot of people have simply stated "it's on the internet" or "the wiki has it listed". This is *NOT* sufficient proof, even if you provide a link directly to a report on a wiki that describes it in detail. All bugs handled by the Unofficial Patch Projects are independently verified before being fixed. There are too many reports in too many unreliable places of "that bug" that are caused by external factors.
Acceptable proof, in no particular order:
- A mod which actually fixes the problem and can be downloaded from a trusted source. No shady off the wall file sharing sites. They tend to be havens for piracy and viruses.
- A saved game with as few mods as possible that will immediately or very shortly exhibit the problem.
- For quests: Logs from quest stages that detail the current state of things, vs what you think they should be at a given moment. The Conskrybe utility is invaluable for this purpose.
- For scripts: Output from the Papyrus logs is best as they will generally detail what precisely is wrong if a script is not working as it should be.
- For weapons & armors: A clear example of what you're reporting. What stats are wrong? Is it a typo? A bad sound setting? An armor model that's pointing to the wrong thing?
- For meshes, a detailed description of what the precise problem is. Overlapping polygons? Bad UV mapping? Holes? Warped posts or doors? Collision that isn't working? Whenever possible, provide the path to the actual model file if you can. Otherwise, get a form ID from the object or something immediately nearby. Provide a screenshot as well because it isn't always obvious when looking at these things in the CK.
- For anything else, provide as many details as possible, screenshots where applicable, and a healthy dose of patience
What kinds of issues can be fixed by the Unofficial Patch Projects?
We can fix the following things:
Actors: Anything that can be edited in the CK. Traits tab, stats tab, AI tab, etc. This also includes issues with facegen textures.
Audio: We have limited ability to splice in segments of audio which are proven to be incorrect. Whether an audio issue can be fixed or not is handled on a case by case basis.
Crashes: We have extremely limited ability to do anything with this. If something that the CK can edit will resolve a CTD, then we will do so. Otherwise don't hold out much hope.
Havok: This generally covers issues with animation and some cases of collision. The ability to fix these types of issues relies on the state of external utilities such as Nifskope. Often times, even with appropriate tools, someone with the experience to know how to use them is required. Issues in this area may take a long time to get fixed.
Interface: As a general rule, the Unofficial Patch Projects will not address interface issues due to the high probability of generating conflicts with both the official game updates and with other UI mods. We strongly advise you to take advantage of SkyUI to resolve most of the issues with the PC UI. That said, if a strong enough case can be made that the unofficial patches should address the issue, knowledge of Flash and Scaleform will be required to fix the problem.
Items: This covers all manner of objects the player can pick up and possess: Weapons, armors, ore, plants, cups, plates, ingredients, etc. This covers the BASE objects. That is, the records the game uses to generate the actual items you see in the world. The CK can fix nearly all issues associated with items.
Locations: Generally covers things like cells, navmeshes, landscape, interior data, and other forms of world data. The CK can fix nearly all issues associated with locations.
Magic: Anything to do with magic, shouts, powers, spells, or their underlying effects. The CK is generally able to fix most issues involving magic.
Meshes: The actual 3D models that make up everything you see in the game, from buildings to rocks, birds, and trees. Knowledge of external programs such as 3DS Max, Blender, and Nifskope are required to work with mesh files. The CK has no functionality to address these issues beyond assignment of texture sets.
Perks and Skills: Any issue which involves a perk or a skill you can access via the levelup menu. Issues ranging from faulty descriptions to perk formulas and advancement problems. Certain things, such as actor values and the layouts of the perk trees, in the UI are not editable via the CK. Attempting to edit an Actor Value will crash the CK.
Placed References: Problems with the actual objects placed within the game world: floating trees, rocks, misaligned walkways, buildings turned on their sides, etc. The CK can fix all issues relating to placed references.
Quests: Anything that shows up in your journal as a task to perform is considered a quest. All dialogue in the game is also a quest within the underlying structures. Any issues with aliases, stage progression, dialogue scenes, journal entries, and objectives will be found here. The CK can fix all issues relating to quests.
Scripts: The actual source code and/or compiled files which drive all scripted events. These are all external files stored outside of the plugin files. While the CK is capable of editing them internally, it's generally best to do so using a text editor such as Notepad++. Knowledge of the Papyrus language is required to fix issues in scripts.
Text: Minor text issues such as typos, misspelled words, or other trivial issues. All such problems can be fixed via the CK.
Textures: Everything you see in the game has a texture. They are what provide the details, on top of the meshes, to render the complete presentation. Textures are stored in .dds files. Knowledge of a graphical editing tool that can handle this format is required (Photoshop, Paint.NET, Gimp, etc). The CK has no functions for editing textures at all.
What kinds of issues CANNOT be fixed by the Unofficial Patch Projects?
Anything which is a fault in the executable code for the game engine is something the project cannot address.
A few examples:
- NPCs not having enough time to complete their dialogue.
- NPCs interrupting themselves because the player bumped into them or got too close.
- The orientation of the player swimming in 3rd person.
- The issue that causes Khajiit tails to wave even when dead.
- Objects making the wrong noises when picked up (provided they have the correct sound setting in the CK).
- The way the player clips and sometimes becomes invisible when riding horses in confined spaces.
- The way mounting a horse in the water will cause it to move as though you're on land.
- Giants sending people flying several cells through the air.
- Unowned items being marked stolen when your followers pick them up.
- Corpses that fall through the ground, spring up from underground, or fall from the sky on you.
- Being entirely helpless while swimming.
- The way items sometimes just blip out when you're staring right at them.
- Mouse lag in the menu to load a game.
- Glitches with transformation into a werewolf or a vampire lord.
- That ugly ass outline around fire effects that showed up after Patch 1.6.
I gave you all the details you asked for, supplied proof, and even gave you 3 of my saves. Why hasn't the bug been fixed yet?
Some bugs are easy to fix. A dagger that should do 5 points of damage that only does 4 is a 10 second number edit.
Some bugs are very difficult to fix. Don't understand why "the Gelebor bug" isn't fixed yet? That's because none of us knows what the problem is, even if you supply saves that clearly illustrate that the problem exists. So these bugs take much longer to work through. Consequently, they are also much more satisfying to see fixed.
There is a lot of variation in difficulty for things in between: Quests take time to pick apart. Scenes take time to parse. AI packs sometimes break for mysterious reasons. Certain quests may simply be riddled with bugs, like our old pal Blood on the Ice. Meshes need time for someone to import them, work on them, and export them back.
Posting comments to Nexus every 2 days about how X is still broken and why haven't we fixed it won't get it fixed any faster. All that does is irritate us, and waste your time.
Some bugs we may not be able fix yet, but are things we think could be fixed once tools advance further to allow it. Wondering why it took so long to fix something so "simple" as missing heat blurs on forges and smelters? Nifskope wasn't up to the task until recently. It couldn't copy the block containing that effect.
I have a fix, or found a fix I'd like to contribute. How do I do that?
If you found a fix that isn't yours, provide us a link. The mod in question absolutely MUST have clear permissions listed saying that the assets within the file can be used freely. If this information is not readily visible, we will not pursue it further. Though it may seem otherwise, we have little time to chase these sorts of things down.
If you authored a fix yourself, report it to the bug tracker. Archive the fix (zip, rar, 7z, etc) and attach it to the bug report. If you have posted it to Nexus or another mod hosting site, you can instead provide us the link to that and we'll download it there. Make sure you specify that you are giving permission for us to use the fix. Be aware that if you provide us a fix, and that fix is implemented in a public release, we are under no obligation to later remove that fix. If you want your fix removed, make sure you ask us to do so BEFORE the beta cycle for the upcoming release it will be implemented in. If you have a certain way you'd like to be credited for a fix, let us know that too, so we can make sure the readme is correct.
We take the issue of permissions very seriously and documentation of everything is kept, and will be provided as needed, when asked by any of the sites the unofficial patches are hosted with. Having to remove something because it has inadequate proof of permission wastes our time, and hurts the users as well, when a fix has to be backed out because of it.
If you provide us a fix under false pretenses (ie: it's not yours, but you lied and said it was) the fix will be removed and we will no longer accept further submissions from you. Your privileges on the bug tracker will likely also be revoked permanently.
What if I find a bug in the unofficial patch?
Bugs in the unofficial patches should be reported the same way as any other bug, using the above methods. We are only human, mistakes will happen, but we need the details or nothing can be done about it.
Frequently Asked Questions - About the Project
What happens if Bethesda releases a patch for something you already fixed?
Should this happen, then the next available release of the affected unofficial patch will remove the changes we've made - assuming the issue is completely fixed by Bethesda's patch. In cases where they are not completely fixed, we will remove only those portions of our changes that are confirmed to be fixed.
Has the mod been cleaned?
Yes. All of the unofficial patch mods have been cleaned using the latest available version of TES5Edit. You do not need to clean them yourselves.
Do I need to do a clean save when upgrading?
No! When upgrading one of the unofficial patches, you simply need to copy the new files in and overwrite the old ones. NEVER follow advice given by someone to do a "clean save". In Skyrim, there is no such thing. Performing one can lead to corrupting your save, and nobody really wants that.
Is it safe to install the unofficial patch on an existing save?
Yes. All of the unofficial patches come with scripts designed to go over the state of things we've fixed and make sure your save is up to date with those. You can install them at any point during your game, whether you've completed the entire main quest or you just left Helgen for the first time.
Some issues may not be possible to fix retroactively. Those which can't are listed in the version history with an [NR] tag. Only starting a new game will resolve those issues.
Will the mod be released as an ESM file?
No, at this time, there is no particular reason to expect that any of the unofficial patches will be released as an ESM file. If this should change in the future, we will let you know.
DO NOT use an unofficial patch mod that someone else provides you as an ESM. The only two such examples known are both constructed improperly and will corrupt your saves. They were also released without our approval, on shady file sharing sites.
What is this useless .bsl file for?
The .bsl file included with the package is not entirely useless. If you use the archive.exe file shipped by Bethesda to open the .bsa, the .bsl file is necessary to decode it. Without it, all you'll get is garbage.
Have you included the source code to the modified Papyrus scripts?
Yes. All of the modified and added script source code is included in the .bsa. You'll need to unpack the file in order to be able to view them.
What if I want to use something the unofficial patches have provided? Can I do that?
Yes. You are allowed to use any assets contained in the mod: Scripts, meshes, textures, text, etc. You do not need to obtain permission beforehand. In fact, it is strongly encouraged that you check regularly with the unofficial patch and see if you have edited anything with your own mods that might cancel out a fix. If you find that you have, you may feel free to copy whatever is needed in order to retain the fixes.
In fact, with the nature of Papyrus, it is almost critical that you check to see if a script you intend to change has been upated by the project. Papyrus conflicts can result in CTDs, bloated saves, and performance degradation.
If you feel it necessary, you may also use the unofficial patch as a master to your own mod in order to be sure you're not overwriting a fix. It is up to you to inform your users of this, if you wish to use our file as a master for your own.
The only thing we will not permit is distributing a modified version of the whole package.
The unofficial patch changed something that conflicts with my mod. Can you fix this?
No, unfortunately not. The unofficial patches are only answerable to Bethesda's updates and to the bugs in the vanilla game. We are not responsible for any problems fixing a bug may cause in your mod, no matter how popular it may be. It would be best to incorporate the fix into your work so as to avoid the issue to begin with.
There can be certain exceptions made in some scenarios, but they will be handled on a case by case basis. If you feel you have grounds for such an exception, make your case on the official Bethesda forum. Do yourself a favor and don't waste your time trying to rally support by getting a bunch of Nexus users to comment about it. Such tactics will be ignored.
Does text edited by the patch show up in English in non-English games?
Yes, it does, unfortunately. At the moment the only viable way to fix this is for translators to manually update the text in the ESP file and issue a translated package in their preferred language. It's a tedious process, but at present the only one available that doesn't risk corrupting the file.
As the state of translation tools progresses, it may become possible in the near future to issue the ESP file in localized format with external string files that can be translated into other languages more easily, thus allowing for the possibility that the mod could be distributed in one location with multiple translation files available.
I opened the mod in the Creation Kit and saw errors. Shouldn't you fix this?
As of version 1.2.6 of the USKP, there are some records which are being injected into the Skyrim.esm namespace. The process of this is somewhat technical and requires some knowledge of the internals to work with. You will see something like this reported in your EditorWarnings.txt file:
MASTERFILE: ===========================================================FORMS: File 'Unofficial Skyrim Patch.esp' contains a form with a master file ID but no match in the master file: (00900000)FORMS: File 'Unofficial Skyrim Patch.esp' contains a form with a master file ID but no match in the master file: (00900001)FORMS: File 'Unofficial Skyrim Patch.esp' contains a form with a master file ID but no match in the master file: (00900002)
This is intentional. These records, and any future ones like it which may come to exist, are provided for compatibility purposes with mods which may need to make edits to highly visible sources of conflicts.
Other errors that may get generated are simply due to bugs in the CK itself and should be nothing to worry about. If in doubt, ask.
Version: 1.2.7
USKP Fixes
- Changed the dead body container used by the USKP to clean up corpses that have no assigned grave so they will use the vanilla container designated for this purpose and thus propagating this fix to other mods that change the same NPCs will be possible without requiring the USKP as a master.
- A new version tracking system is in use now to ensure that retroactive scripts are run in sequence in case future retro-scripts need to rely on anything done in a previous one.
- The changes to Flame, Frost, and Shock Cloaks originally added by USKP 1.0 have been reverted since the vanilla implementations of these was actually correct.
- The previous fixes for the Caravans quest ended up causing the caravans to stall at their last location unless a new game was started. This has now been corrected. (Bugzilla #9351)
- Babette had a set of facegen files that should have been removed during one of the prior fixes for vampire facegen data. (Bugzilla #10253)
- Heimskr's preaching scene after moving into the jail has been corrected so he won't wander out unintentionally.
- Updated voice work for Mirmulnir has been provided, thanks to Euther.
- Locked containers that are not animated will not open when picked, requiring a second activation to open them. In the vanilla game, the only 3 container base objects affected are TreasFalmerChestEMPTY, TreasFalmerChest, and TreasFalmerChestBoss. The two meshes used by these 3 objects also needed a dummy animation added on (falmercontainer.nif, falmercontainer02.nif). (Bugzilla #9714)
- Leveled list SubCharBandit02Melee2HBerserk was mistakenly populated with Bandit01 NPCs instead of Bandit02 NPCs. (Bugzilla #9330)
- Leveled list SubCharBandit01Missile incorrectly contained an entry for EncBandit01Melee1HRedguardM that should have been EncBandit01MissileRedguardM. (Bugzilla #9276)
- AI pack WhiterunDanicaSleep24x8 has been changed to a sleep in cell package due to the original condition having too small of a radius. (Bugzilla #9201)
- AI pack RiftenDrifaSleep0x6 had too small of a radius on it which would cause Drifa to fail to sleep. (Bugzilla #9201)
- AI pack EmbrySleep0x7 had too small of a radius on it which would cause Embry to fail to sleep. (Bugzilla #9201)
- AI packs SolitudeSawmillWork0x16 and SolitudeSawmillWork8x16 were both set to the wrong kind of sandbox package, resulting in the sawmill operators just standing around doing nothing. (Bugzilla #9152)
- AI pack DA11FINVerulusForcegreetPackage will no longer cause Verelus to repeatedly forcegreet the player if DA11 ends prematurely with Eola's death.
- The fixes for the Matching Set perk also needed to be reflected in the PerkMatchingSet spell that actually makes the perk's effects take place.
- Enchantment TGNightingaleArmorBoots03 was erroneously set to a magnitude of 35, which instead of making you quieter it made you extremely noisy. The correct value for the progression when compared to the other two enchantment levels should be 0.75. (Bugzilla #9006)
- The tempering recipe for the Mask of Clavicus Vile was using steel instead of ebony as expected.
- If Yamarz is kept pacified, Cursed Tribe (DA06) will still complete but won't acknowledge he is still alive. Magic effect InfluenceAggDownFFAimedArea has been modified to make Yamarz immune to Pacify and other spells which use this effect. (Bugzilla #266)
- Fort garrisons do not properly repopulate after you've taken the first one in the Civil War due to the garrison quest (CWFortObserver) not stopping itself properly after each battle.
- TES5Edit revealed that an extra script for Louis Letrush that was added by Patch 1.8 had been canceled out. This has been corrected.
- Odfel does not carry his unique pickaxe named Rocksplinter even though it exists in the game. (Bugzilla #9649)
- Heratar (DA05Hunter13_04Melee_Heratar) has a female voice type assigned but is actually male. (Bugzilla #9592)
- Gerdur does not unlock the house when she comes home as would be expected. AI packs GerdurReturnHome16xHalf, GerdurReturnHome15xHalf, GerdurEatHome12x1, GerdurReturnHome11xHalf, GerdurReturnHome10xHalf, GerdurReturnHome9xHalf, and GerdurEatHome19x1 have all been flagged to unlock the doors upon arrival. (Bugzilla #9211)
- Kharag gro-Shurkul never sleeps due to his sleep package being blocked entirely by his work package at the sawmill.
- Thongvor Silver-Blood will now visit Moth gro-Bagol instead of his sister Ghorza, and only if Moth is not dead.
- Thongvor Silver-Blood is now considered to be friends with Moth gro-Bagol rather than his sister Ghorza. This and the preceding change were made because all of the recorded dialogue is between Thongvar and Moth.
- Thongvor Silver-Blood will no longer spend his entire time slumped against a wall in Markarth's keep. He will be there from seven in the morning until five in the afternoon, and will otherwise spend his time with the rest of his family in the Treasury (unless he's Jarl, of course). (Bugzilla #9119)
- If Elisif cries out in terror while fleeing combat, it will no longer cause all the Blue Palace's guards to become permanently hostile if Boethiah's Calling (DA02) is running. This was related to a section of cut content that no longer applies.
- Giraud offers the player a topic to ask if this is the Bards College even when they are not actually inside the building. (Bugzilla #9093)
- The two Thalmor soldiers in Understone Keep (MarkarthImperialThalmor) have been modified so their base data does not inherit the respawn flag from their root template. This should allow for them to remain dead when killed after the Stormcloaks take Markarth. If they are alive, they will be killed again and disabled as they should have been. (Bugzilla #8999)
- Sorex Vinius had a line of dialogue set to be used inside the Winking Skeever that was inaccessible due to a bad condition. (Bugzilla #8935)
- Several books and notes were incorrectly flagged as the wrong type which results in an incorrect inventory icon being used. These have been corrected via TES5Edit since the CK controls for this no longer exist. (Bugzilla #9747)
- General Tullius' Armor (GeneralTulliusArmor) has an entirely wrong set of keywords. (Bugzilla #9657)
- Rocksplinter (SSDRocksplinterPickaxe) did not have the appropriate damage statistics to match it with a normal pickaxe.
- The Home Decorating Guide for Windhelm talks about a guest room which is not an available purchase option. (Bugzilla #9200)
- Savior's Hide was marked as Ebony material when it should be scaled, based on the appearance of the game model and on its tempering recipe.
- The Psiijic hood, Hooded Monk Robes, Hooded Mage Robes, and Hooded Thalmor Robes will all appear properly on Khajiit players now.
- The Adept Hood and Apprentice Hood will now appear properly on orcs as was fixed for the Novice Hood.
- Dead salmon have no activation text and are also a potential source of save bloating. (Bugzilla #9884)
- The spawned hawk containers that are used for dead hawks are not properly cleaned up during cell resets because they have no delete script. (Bugzilla #9882)
- The key to Potema's dungeon (dunPotemaSewerKey) has weight and value when no other key in the game does. (Bugzilla #9837)
- Iron shields were incorrectly set to use impact sounds for light armor and were incorrectly flagged as light shield material.
- Imperial shields were incorrectly set to use impact sounds for light armor and were incorrectly flagged as light shield material.
- Elven shields were incorrectly set to use impact sounds for heavy armor and were incorrectly flagged as heavy shield material.
- Glass shields were incorrectly set to use impact sounds for heavy armor and were incorrectly flagged as heavy shield material.
- Dragonscale shields were incorrectly set to use impact sounds for heavy armor and were incorrectly flagged as heavy shield material.
- Orcish shields were incorrectly flagged as light shield material.
- Ancient Nord Armor, Boots, Helmet, and Gauntlets were incorrectly flagged as Daedric material when they should be steel.
- The Saarthal Amulet (MG02Amulet) was missing the ClothingNecklace keyword.
- The Mystic Tuning Gloves (MGR02Gloves) were missing the ClothingHands keyword.
- The Ring of Hircine (DA05HircinesRing) was missing the ClothingRing keyword.
- The Ring of Namira (DA11RingofNamira) was missing the ClothingRing keyword.
- The Gauldur Amulet Fragments and the completed Gauldur Amulet were all missing the ClothingNecklace keyword. The completed amulet also had zero weight despite the components each weighing 0.5 units.
- Spellbreaker (DA13Spellbreaker) was not flagged as being made of Dwemer material.
- Ogmund's Amulet of Talos (MarkarthFreeformTalosAmulet) was missing the ClothingNecklace keyword.
- Nightweaver's Band was missing the ClothingRing keyword.
- The Jeweled Amulet (DBJeweledAmulet) was missing the ClothingNecklace keyword.
- Fur Armor, Boots, Bracers, and Helmet were all missing the ArmorMaterialHide keyword.
- Fjotli's Silver Locket (TGTQ04Locket) was missing the ClothingNecklace keyword.
- The Silver Amethyst Ring was missing the JewelryExpensive keyword.
- The Silver Garnet Ring was missing the JewelryExpensive keyword.
- Andurs' Amulet of Arkay (WhiterunArkayAmulet) was missing the ClothingNecklace keyword.
- The Amulet of Articulation (TGAmuletofArticulation01) was missing the ClothingNecklace and ArmorJewelry keywords.
- The Shield of Solitude was incorrectly set to use impact sounds for light armor and incorrectly flagged as light shield material.
- Amulets of Akatosh, Dibella, Julianos, Kynareth, Stendarr, Talos, Arkay, Zenithar, and Mara were missing the ClothingNecklace keyword.
- Amulet of the Elder Council was missing the ClothingNecklace keyword.
- Ancient Nord Amulet was missing the ClothingNecklace keyword.
- Shrouded Robes, Hood, and Hand Wraps were all incorrectly flagged with armor keywords when they are clothing items.
- The Strange Amulet (MS11InnocuousAmulet) was missing the ClothingNecklace keyword.
- Forsworn Armor, Boots, Headdress, and Gauntlets were all incorrectly tagged as clothing when they should be hide armors.
- Armor, Boots, Helmet, and Gauntlets of the Old Gods were all incorrectly tagged as clothing when they should be hide armors.
- Savos Aren's Amulet was missing the ClothingNecklace keyword.
- Kyne's Token was missing the ClothingNecklace keyword.
- Volendrung was not flagged as being made of Dwemer material.
- Correction to the Daedric shield so that it does not glow when not being used, to remain consistent with the other pieces of Daedric armor. (Bugzilla #9992)
- ImperialCuirassLightAA and ImperialCuirassMediumAA both had an incorrect weapon adjust value (0.1 instead of 0.3) which caused weapons to be positioned badly on the backs. (Bugzilla #915)
- The female Archmage Robes (Clothes\Archmage\F\ArchmageRobesF_1(0).nif), the female Novice/Apprentice robes (Clothes\MageApprentice\MageApprenticeRobesF_1(0).nif), and the female Expert/Master robes (Clothes\MageJourneyman\MageJourneymanRobesF_1(0).nif) have the calves partition too high/Body partition too low, making the knee are disappear when worn with certain boots. (Bugzilla #9510)
- Blue Palace bannister railing (Architecture\Solitude\Interiors\SLGCStaSpiral01.nif) has a seethrough underside. (Bugzilla #9262)
- The end of the stone railing next to Solitudes forge is hollow. (Architecture\Solitude\SBlackSmith.nif) (Bugzilla #9261)
- Seethrough hole in Architecture\WhiteRun\WRInteriors\WRDungeon\WRDunIntArchDoorwayTrans01.nif. (Bugzilla #9260)
- Bad UV mapping on the Whiterun city gate. (Architecture\WhiteRun\WRDoorMainGate01.nif) (Bugzilla #9259)
- Bad UV mapping on dungeons\Imperial\jail\Impjailpole01.nif. (Bugzilla #9226)
- Bad UV mapping on Architecture\WhiteRun\WRBuildings\WRHouseShack02.nif. (Bugzilla #9065)
- Belethor's shop has a small hole in the mesh above the back door (Architecture\WhiteRun\WRBuildings\WRHouseStores01.nif) (Bugzilla #9064)
- The stairway in back of Proudspire Manor has a small seethrough hole. (Architecture\Solitude\SHouseForSale.nif) (Bugzilla #9062)
- A thin pixel width line of the texture is visible at the bottom edge of the Whiterun city banners. (Architecture\WhiteRun\WRClutter\CityBannerWhiterun01InsideTall.nif) (Bugzilla #9061)
- UV errors on Architecture\Windhelm\WHclancruelsea.nif and Architecture\Windhelm\WHclancruelseaDestroyed.nif. (Bugzilla #9052)
- UV errors on Whiterun Stables (WRHouseStables01.nif). (Bugzilla #9050)
- The Solitude Bards College interior mesh has multiple seethrough holes. (Architecture\Solitude\Interiors\SMdAStaSol03.nif) (Bugzilla #9048)
- A portion of the city gate tower in Solitude had a hole visible. (Architecture\Solitude\SCastleWall01.nif) (Bugzilla #9047)
- The female farm clothing #2 ground model had bad UV mapping for the neck area, resulting in a black texture. (meshes/clothes/farmclothes02/f/dressgnd.nif) (Bugzilla #8851)
- There is an invisible barrier on the outside support walls for the Winking Skeever building mesh due to bad collision extending too far from the visible area. (Architecture\Solitude\SThe Winking Skeever.nif) (Bugzilla #8247)
- One of the ceiling parts in Dragonsreach has a large gap between the wall and the slope. (Architecture\WhiteRun\WRInteriors\WRCastle\WRIntCastleRoofBaseCorInLTrans01.nif) (Bugzilla #8158)
- A wall at the Windhelm docks has several UV errors. (architecture/windhelm/whouterwall3.nif) (Bugzilla #8152)
- The missing heat blur effect has been added to the Skyforge. (furniture\blacksmithingskyforgemarker.nif) (Bugzilla #9761)
- Mountain flowers have white speckled edges on them due to alpha settings being wrong. (plants\mountainflower01blue.nif, plants\mountainflower01purple.nif, plants\mountainflower01red.nif, animobjects\animobjectbaskethandled.nif) (Bugzilla #9713)
- ClothesFarmHat03 is not properly removed from the neck when an NPC is decapitated. (clothes\farmclothes03\farmerhatf.nif, clothes\farmclothes03\farmerhatm.nif) (Bugzilla #9689)
- The upper class end table mesh has wood blocking where the open drawers should be. (clutter\upperclass\upperendtable02.nif) (Bugzilla #9067)
- Jazbay Graqe plants do not have a "harvested" mode. (plants\florajazbay01.nif) (Bugzilla #8589)
- Carrots do not cast or receive shadows. (clutter\ingredients\carrot01.nif) (Bugzilla #9891)
- UV mapping errors fixed on the blacksmith forge meshes. (blacksmithforgemarker.nif and blacksmithforgemarkerwr.nif)
- UV mapping errors fixed on several Nordic hall pieces. (dungeons\nordic\catacombs\bghalls\norcathallbg1way01.nif, dungeons\nordic\catacombs\bghalls\norcathallbg1way02.nif, dungeons\nordic\catacombs\bghalls\norcathallbg1wayendcap01.nif, dungeons\nordic\catacombs\bghalls\norcathallbg1wayramp256.nif, dungeons\nordic\catacombs\bghalls\norcathallbg2way01.nif, dungeons\nordic\catacombs\bghalls\norcathallbg3way01.nif, dungeons\nordic\catacombs\bghalls\norcathallbg3way02.nif)
- The upper class single and double beds have poor collision allowing objects placed on them to sink in. (Clutter\Upperclass\UpperBedDouble01.nif, Clutter\Upperclass\UpperBedSingle01.nif) (Bugzilla #1119)
- Two of the doorway partitions in Breezehome were missing a collision triangle, allowing items to pass through the wall. (Architecture\Whiterun\WRInteriors\wrintloftwallroofdoor01a.nif) (Bugzilla #335)
- Bad collision on the double doors in the Blue Palace. (Architecture\Solitude\Doors\SDoubleDoorInt01.nif) (Bugzilla #4360)
- The various insect critter spawns will no longer prevent Dovahkiin from being able to walk past them. (critters\bee\bee.nif, critters\dragonfly\critterdragonfly01.nif, critters\dragonfly\critterdragonfly02.nif, critters\firefly\firefly.nif, critters\moths\crittermothblue.nif, critters\moths\crittermothgreen.nif, critters\moths\crittermothmonarch.nif) (Bugzilla #142)
- Bad UV mapping on the Candlehearth Inn. (Architecture\Windhelm\whcandlehearthinn.nif) (Bugzilla #9964)
- Several gaps in the mesh that Warmaidens sits in were fixed. (Architecture\WhiteRun\WRTerrain\WRBlackSmithBase.nif) (Bugzilla #8166)
- Shrines have no collision audio and arrows pass right through them. (meshes\clutter\shrines\shrineakatosh.nif, meshes\clutter\shrines\shrinearkay.nif, meshes\clutter\shrines\shrinebase.nif, meshes\clutter\shrines\shrinedibella.nif, meshes\clutter\shrines\shrinejulianos.nif, meshes\clutter\shrines\shrinekynareth.nif, meshes\clutter\shrines\shrinemara.nif, meshes\clutter\shrines\shrinestendarr.nif, meshes\clutter\shrines\shrinetalos.nif, meshes\clutter\shrines\shrinezenithar.nif) (Bugzilla #9946)
- Several visible holes in the Solitude city gate structure have been corrected. (Architecture\Solitude\SCWgate.nif) (Bugzilla #9078)
- Some flying stones and bad UV mapping have been corrected on the Windhelm Stables. (Architecture\Windhelm\WHstables.nif) (Bugzilla #9838)
- A gap between the market area and the stairs to the temple district in Whiterun has been corrected. (Architecture\WhiteRun\WRTerrain\WRCommonHousePlatform01.nif) (Bugzilla #10083)
- The two stairways in the Whiterun Hall of the Dead (and other places using this piece) made wooden sounds on the stone steps due to an incorrect havok flag. (Dungeons\Nordic\Catacombs\BgHalls\NorCatHallBg1wayStairs256.nif) (Bugzilla #10085)
- A wall in the Whiterun Hall of the Dead has z-fighting issues due to an overlapping panel. (Architecture\WhiteRun\WRInteriors\WRDungeon\WRDunIntCorDoubleHigh01.nif) (Bugzilla #10081)
- Merchants clothing had missing knees and some bad clipping with other outfits. (clothes\merchantclothes\outfitm_0.nif, clothes\merchantclothes\outfitm_1.nif) (Bugzilla #9272)
- Nordic steel gauntlets have improper light shading properties, as well as several other defects. (meshes\armor\steel\[a whole lot of files]) (Bugzilla #9144)
- The severely pixilated dragons' wings have been corrected. Raised from a ridiculously low resolution to 1024x2048. (Actors\Dragon\translucentwings.dds, Actors\Dragon\translucentwings_boss.dds, Actors\Dragon\translucentwings_earth.dds, Actors\Dragon\translucentwings_ohdaviing.dds, Actors\Dragon\translucentwings_snow.dds) (Bugzilla #8588)
- Hollow underside on a door piece used in Nordic ruins. (Dungeons\Nordic\Doors\Animated\MediumDoor\RuinsMediumDoor01.nif) (Bugzilla #9760)
- Male and female Elven armor has bad rigging, resulting in distortions and stretched appearance. (armor\elven\f\cuirass_0.nif, armor\elven\f\cuirass_1.nif, armor\elven\f\cuirasslight_0.nif armor\elven\f\cuirasslight_1.nif, armor\elven\m\cuirass_0.nif, armor\elven\m\cuirass_1.nif, armor\elven\m\cuirasslight_0.nif, armor\elven\m\cuirasslight_1.nif) (Bugzilla #10084)
- The scabbard fixes for the Blades sword, Dwarven sword, and Nightingale blade have been updated. (weapons\akaviri\bladessword.nif, weapons\dwarven\dwarvensword.nif, weapons\nightingale\nightingalesword.nif) (Bugzilla #10172)
- Missing scabbards for the Dwarven mace, Dragon Priest Dagger, and Iron mace have been added. (weapons\dwarven\dwarvenmace.nif, weapons\iron\1stpersonironmace.nif, weapons\dragonpriest\dragonpriestdagger3rd.nif) (Bugzilla #10172)
- Sanguine Rose had alpha blending turned on which produced pixilation around the edges. (weapons\sanguinerose\sanguinerose.nif) (Bugzilla #10168)
- Bolli delivers a line during Caught Red Handed (FreeformRiften11) about his wife, Drifa. His wife is really Nivenor though. (Bugzilla #9138, FreeformRi_FFRiften11Suito_00041E40_1.fuz)
- A rumor in Whiterun mentioning avoiding Brittleshin Pass "to the southeast" is wrong. Brittleshin Pass is southwest of Whiterun. (Bugzilla #837, dialoguewhiterun__000da63d_1.fuz)
- WICourier.psc is throwing errors due to some locations being listed as NONE values. The script has been modified to allow NONE locations for the courier to process and allow whatever mission he's on to continue operating.
- GenericLocCrimeFactionObjRef.psc would fail because it had been set up to use a location alias, but those can't be checked without an associated quest. The script has been rewritten to check the location directly from the actor that is calling it. This should result in any actors using it now being assigned to the proper crime faction in the hold they spawn from.
- FXfakeCritterScript.psc does not reset its doOnce variable when the scripted object resets itself. (Bugzilla #9882)
Spoiler
Text Fixes- 000B1694: Gunjar's body never disables itself after Helgen is taken over by bandits. (Bugzilla #10031)
- The Windhelm Blacksmith's house only had one bed, but two people live there so one of them would always be unable to sleep. A second bed has been added. Ownership of each bed is now per NPC so they pick the same one each time. The navmesh has also been adjusted to accommodate this. (Bugzilla #9023)
- The COC marker (000BB3D4) at Nilheim erroneously had a script attached that is intended to extend an actor. A COC marker is obviously not an actor so the script has been removed. [NR]
- The triggers at each of the Standing Stone sites can be reused once the cells respawn, resulting in rediscovering the stone and incrementing the achievement even if it hasn't been properly completed. These triggers have now been marked as non-respawning: 000F964C, 000F964D, 000F964E, 000F964F, 000F9650, 000F9651, 000F9652, 000F9653, 000F9654, 000F9655, 000F9656. (Bugzilla #9684)
- 000E8239: The trigger box that runs the secret exit from the Riften jail was respawning when it shouldn't have been. (Bugzilla #10167)
- 000E6721: Road piece slightly tilted above the other road pieces.
- 000F62DA: Hammer stuck inside of a wall collision.
- 00045D7D: Misplaced stone platform in BlackreachSewer01 removed. (Bugzilla #9589)
- 000E4EFA, 0003EE33: Switched the disabled status on these two beams, then made the second one always on since it creates visual anomalies when purchasing the alchemy lab for Breezehome.
- 0003EE35: beam moved up to close a gap.
- 0003EE72: bread grounded, havok disabled.
- 000CB42A and 000CB42B: wall parts moved down to close a gap.
- 000CB4A5: double door moved down to fit the doorway.
- 000CA124 and 000CA125: wall parts moved down to close a gap.
- 000CB4A6: the double door has been centered in its doorway in order to close a gap on one side and slightly moved down to close a gap caused by moving 000CA124 and 000CA125.
- 0003EE6D: basket grounded, havok disabled.
- 000CB486: basket grounded and repositioned, havok disabled.
- 000CB487: basket grounded, havok disabled.
- 000CB48E: basket grounded and havok disabled.
- 000CB4E0: bread grounded, havok disabled.
- 000CB4E5: bread moved near the plate and grounded (didn't want to stay in). Havok disabled : strange centre of gravity (mesh may be wrong).
- 000CB4E4: cake grounded, havok disabled.
- 000CB48C: firewood pile slightly moved (had a collision with a column from children bedroom in Hearthfire DLC).
- 000CB4DC and 000CB4DD : these raw rabbit legs where properly positioned in their plate and havok disabled to prevent one of them to "jump" by itself.
- 000F5794: Lantern buried in the ground raised to hang from the appropriate beam. Light source 00065259 has been moved over to match up with it. (Bugzilla #9568)
- D6A8D, D6A8E: Clothes stuck in wall
- D5E23: Floating Candle
- D6A93: Skull intersecting shelf
- FD919: Chest intersecting rope
- 9695B: Barrel intersecting rope
- 9695A: Badly balanced Barrel
- 84B46: Flying Shrub
- 82876, 82881, 8287E, 8287B: Floating Braziers (Also moved the fires, 82875, 82880, 8287D, 8287A)
- 87866, 87864: Misaligned Wall Sections, seethrough gaps into the void. Better now but probably not perfect.
- 2E4DA, 2E4D9: Floating Shrubs
- FF9D1, FF9D2: Floating Candle Sticks
- 37320, 37321, 3731F: Seethrough gap between the top of the stairs and the ground at the top
- D4C97: Wallmounted slaughter fish nearly completely hidden in a wall
- D4EF7, D4EF6: Crates intersecting other Crates
- DA1E4, DA1E3, DA1E2: Apples intersecting Shelf
- D4C3B: Flying Chest
- D4F14: Flying ice wraith teeth
- D4CB8: Flying Bench intersecting wall (can be seen on the other side of the wall)
- D4D3D: Floating Table
- D4D3C: Flying Sack
- D4D49: Chair badly intersecting wall
- 9AF6A, 9AF6B: Flying snow drifts, still not perfect
- 9E16B, E5C70, 2B9C4, 38B9F, E08EE, 9F436: Wreaths too far from wall
- 9E177, E5C61, 2B9D0, 36BFE, E08E2, 9F41E - Removed these in place "duplicate" walls
- 10EB9F: Flying werewolf head spike
- 5966A: Pressure Plate intersecting floor
- F4747: Wooden Plate that tend to sink into the stone its placed on
- F475C, F4759, F475D, F4758, F475B, F4756, F4757, F475E, F475A: Pile of floating Crates
- F4752, F4753 - Floating Lanterns
- A3647, A3644: Floating Crates
- F5298: Removed this in place duplicate bowl
- 167FE: Seethrough gaps into the void on both sides of this door since its scale is less than 1.0
- D1867: Candle intersecting wall
- 8DD47, 8DCE4: Flying Tree
- 8B754: Hollow snow drift
- D00A4: Battleaxe intersecting shelf
- E275C: Flying herb rack
- BB0E1, BB0E3: Very noticeably flying dwemer sconces
- BB16C: Hitch Post that needs to be lowered a bit
- EB305: Incence Burner stuck in a wall, still looks a bit odd but it's better at least
- 77D00, 77D01: Skulls intersecting shelf, once havok settles they often get stuck half over, half under the shelf
- 77D7D, 77D7C: Floating Candle Stick
- C7EBE, E4059: Large Hollow Rocks
- B1164, B1167: Flying centurion ports
- A6700: Book intersecting rock
- EE401: Flying Sack
- DD4B9, C8560: Books that often sinks into the surface they are placed on (why are the bounding boxes so incorrect on books in the CK?)
- 6CD04: Chair intersecting planter
- CCFF7: Plate intersecting table, often get stuck in odd angles when havoks settles (Also moved CCFFA, CCFF9, CCFF8 on top of it)
- 402E1: Removed this bridge section, it's unneeded and cause flickering since it's occupying the same space as another piece
- F72FB, F72FE, F7300, F7301: Flying Shrubs
- C6E45: Floating Alchemy Workbench
- B967A: Floating Bar Stool
- A8AD6, A8AD7, A8AD8, A8AD9: Floating Barrels
- C9308: Barrel half hidden in wall
- 9A010, CB52B, EC158, 9D206, 9D1B1, E82EA, DA3D2, DA3D0, D641E, 7CE7C: Bed with one marker inside the wall, replaced it with a R or L version
- E2871, E2870, 10FCA5, 10FCA6, 10FCA3, 10FC90, D4C2F: Floating Benches
- C8FF7, D7568, D217E: Floating Candles
- D585D: Candles intersecting Shelf
- E5E78, E5E72, 10FC97, D132A, D2199, D4842, D6434, D4845, CD43C, CD43B, D2522, D2523, D2524, D4843, D4844, D23DD, C111C, C111B, C0E67, C0E50, D4858, C0E89, D4856, D6437, D6436, D6438, D6439, D4857, D4858, D4830, D4872, D4873, D4874, D4875, D483E, D483F, D4840, D4841, C71DF, C71DB, C71DA, C71D9, C71D8, C71D7, C71E4, C71E3, C71E2, C71F4, C71F7, FFAA2, 9B2BE, CB5BF, CB605, CB606, CB604, CB727, CB81D, CB717, CB718, CB7D3, E4C3C, CB728, CB81E, E4C2F, E4C2B, E4C2C, E4C29, E4C25, E4B2E, E4B00, E4B01, E4B02, E4C1B, E4B08, E4B09, E426C, E426B, E426D, E2A7E, E2AA7, E2A91, DEE33, DEE34, E27EC, E27EB, E27A5, DEE31, DEE32: Floating Candle Sticks
- 29DBE, E5C8C, E5CC9, E5CCA, E5CCB, 8C473, 8C49B, BEB6F, 5C00A, 5A437, 5ABDF, 5C00C, C115C, C0C6D, 78018, DD51A, F6856: Floating Candle Horns
E5C5F, E5CE6, C8F05, C8F04, 3F064, 3F065, 3F063, 38B35, 5AD52, 38B20, 5B0CD, 5BFB9, D626E: Floating Chairs - DCB5F: Flying Chair
- CB6B8, CB6B9, CB6FA, 914F8: Sunken Chairs
- C93AE, 7CBAA, 7CBAD: Chair with marker in bad place, replaced with other marker configuration
- A93FA: Chair intersecting wall skirting
- DCBE6: Chair intersecting Barrel
- C931B: Bucket intersecting wall
- C8F16, 16DB7, 7574F, CD42B, CEF16, 9CF47: Floating Chests
- 5A3B6: Chest intersecting wall
- 9CF58: Chest intersecting Floor
- 47038: Chest intersecting Dresser
- 9CF44, C0E43, C955D: Chests facing the wrong way
- DD53E: Flying Crate
- D475C, DCCD0: Floating Crates
- E8130, C9327, C93F8, DD546, DD547: Crates intersecting wall
- 61783, C8EC3: Floating Display Shelves
- DCC2F: Floating Divider
- DD53F, DD534: Floating Hay Mound
- C94BC: Sunken Cart
- E7D8A, E7D7C, A035A, E08DF: Invisible Chair Markers with markers in bad places, replaced with more suitable versions
- C934A: Knapsack intersecting Crate
- C9506: Knapsack leaning against thin air
- CC2DB, 403DF, C8F81, D46EE, CB57F, 3FDD8, D255E, C115D: Floating Lanterns
- D6206, D621C, F3CCC, F3CCD, C94F0, C94C3, C94C4, C94C5, D26E8, D26C8, D26E7, D26CD, D26CF, D26CE, D26D0, D6390, D6391, C94C6, C94C7, C3C2A, A822C, C9351, C9350, C9480, 10E051, 10E050, C0E88, D643A, C3BF8, C93DF, D6435, C93DE, C947E, C93DD, C93DC, C93E0, C93DB, C93E2, C93E1, C9485: Sunken Lanterns
- 2E113: Sunken Lean Marker, NPCs feet hidden in ground and hands clipping into the table
- D46EC: Floating Mead Barrel with exposed hollow underside
- CD3B0, CD3B2, CD3B4: Floating Mead Barrels
- DD504: Mead Barrel intersecting another Mead Barrel
- E8157: Mead Barrel intersecting wall
- C8F76, C8F73, C8F74, C8F75, CA083, C83F1, C83EA: Floating Rolled Rugs
- C933E: Rolled Rug intersecting wall
- CB7B2, D58A4: Floating Rug
- CB7B1: Rug intersecting floor, cutting it in two
- CB613: Rug intersecting floor, hiding some of the tassels
- D216E, BEE58, BF873, BF6E7, D2429, DD535, 8E37D, BC5AE, BC275, 8E34B, 8E34C, B566F, C933D, CB83B, C8F7A, D58E1, D58E2, D4766, D4767, D4779, D4769, D4768, C83E9: Floating Sacks
- C944F, C9696, C965F, C0CD2, BEE4F: Unrealisticly balanced or too rigid Sack
- CB83A, A8C42, A8C45: Sunken Sacks that can be seen through the ceiling
- E8172: Sack seen through the underside of a Table
- E8147, E814F: Sacks intersecting Dresser
- D5864: Floating Sack, replaced with non-flat version since the surface it's placed on isn't flat
- E8146: Sack intersecting Crate
- D12C8: Flying Shelf
- 71856: Floating Shrine
- CB7AA: Silver Plate stuck inside an End Table, moved it to a Cupboard
- A8AF0: Flying Table (Also had to move items on top of it, D5884, D5885, D5886, D5887, D5848, D5849, D584A, D5896, D5893, D5892, D5895, 1077CA, 1077C9, D588D, D588E, D588F, D5894, D5890, D5891, D5843, 1077C8, D4885, A8AF3)
- 824C8: This CommonTable has a separate bench in front of it instead of using a CommonTableOneBench. This places the bench markers inside the table which causes a mess whenever it's used. Replaced Table with a CommonTableOneBench and disabled the old bench (82663)
- DD4D9: Floating Torture Rack
- D58A7: Wall Basket too far from wall
- C83F8: Wall Mounted Potato
- B96C0, 7AD71, C7217, C9616: Wall Mounted Antlers too far from wall
- 75DB6, 75D43, 75D44: Wall Mounted Elks too far from wall
- 79520, 794D8, 794DA, 794D6: Wall Sconces intersecting wall
- 794DC, 794DD, 794D7, 795BB: Wall Sconces too far from or not aligned with wall
- 5C93F, CB50E, 756EC, CB50D, C961E: Wall Shelves too far from wall (Also moved some items on top of them, CB587, CB588, CB585, CB586, C961D)
- 101617: Floating Alchemy Workbench
- 4472C: Bar Stool intersecting rock
- 380B0, 38139, 37F36, 37F35, 73B2D, 9D1b1, 9D206, 5C4C4: Bed with one marker in a wall, replaced with R or L version of the bed
- 9A399, 9A39A, 9A39D, 9A39E, 9A39F, 9A394, 9A395, 9A391, 9A392: Barrels intersecting other Barrels (Also moved F474A and F4749 on top of them)
- D9D4A: Bed intersecting wall
- CC287: Floating Bench
- 94F70, B3947: Floating Blacksmith Sharpening Wheels
- FF89D: Book that often gets stuck in table when havok settles
- 57C5C, 57C59: Sunken Candle Horns
- CC10E, 825F7, 825F8, E5375, D83BA, D83B9, D83B8, D83B7, 3B27B, EFE0E, EFE0D, EFE0C, EFE0B, 63CC7, 63CC8, 63CC9, 3A3F4, 3A3EF, 3A3F1: Floating Candle Sticks
- 3B27C: Candle Stick stuck under a staircase, moved it to a nearby shelf
- CC0AC, 6FD77, 6FD78, 6FD79, 3A3F1, 3A3D6, 3A3F0, 3A3F3, 3A3F4, 3A3F2, 3A3D7: Sunken Candle Sticks
- CC148: Sunken Chair, person intersecting rug and table
- 525E1, ECD84, ECD85: Floating Chairs
- D46ED: Floating Chest
- CC0FA: Chest intersecting bed
- 7F479, 7F47B, E72CF, 721D9, 91515, 88C74, 88C76, 88C75, BE4ED, BFDFC, BE5A5: Dwemer Wall Sconces too far from wall
- 7C04F, 7C037, 42A21: Floating Egg Sacks
- B06CA: Floating Ferns
- 9BD9F, 8EB3C, 88C9E, 88C9C, 88C98, 88C97, F0D65: Sunken Lanterns
- D46EE, FC432: Floating Lanterns
- D46EC: Floating Mead Barrel, exposed hollow underside
- 59B62: Mead Barrel intersecting table
- CBFCB, CC051: Floating Planters
- 9BD4A: Sconce intersecting wall
- 9BD4B, 72B58, 73B52, 7162D, 69113, 71635, 71636, 71637, C5437, C5436: Sconce too far from wall
- E2FBD, 9E35C, 9E35B, 19479, 19484, C53BD, C53BC: Sconces intersecting walls
- 72859: Flying Shelf (Also moved 369F0, 369F1, 369F2, 369F4, 369F5 on top of it)
- E46C4: Shelf too far from wall, also had to move E46C5 on top of it)
- 769F8, 769F7, 97AE3, 5FECC, 5FECD, B0557, AC1CC, AF118, AF119, AF116, AF11B, AF11A, C21C7, 8DBB8: Flying Shrubs
- C3652, C3651, C3648, C3658, C3646, C3647, C3645, C3641: Top half of this Skeleton was in one bed (and rotated the wrong way, with the head in the foot end), the lower half and hands were in another. This makes no sense since its cause of death was suicide by poison. Moved all pieces to the same bed, and rotated it around so its head is on the pillow.
- 8DEB7: Skull intersecting table
- A45A7: Floating Snow Drift
- 89626, E7181, 48DBE, 48DBF, 48DA4, B278B, B25E8, B2691, 4CE79, 76925: Floating Trees
- 3A5DA: Floating Urn
- 8B484: Wall Mounted Antlers intersecting wall
- 8322F: Wreath too far from wall
- 716A8: Floating Arch Support
- C8F39, C8EED: Barrels intersecting Wall (Also had to move C915D, C91AC, C91BF, C91C0, C915C, C9063)
- A4A88, 3D5A0, 3D5A4: Badly balanced Bench
- 3D5A7, 9B8CF: Flying Benches
- 8014C, 2D445, 2D461: Sunken Benches
- 1AC1B: Floating Campfire
- 9D442, 801A9: Floating Candle Sticks
- 1DB5D, 45DE4, 2D467: Badly balanced Candelabra
- 9D776, 1DB00, 202CC, 202CA, B5B97: Flying Chair
- 3D639: Rotated and grounded the tipped over Chair to make the hollow legs less noticeable
- A4C80: Chair intersecting Shelf, also rotated it slightly to make the hollow legs less noticeable
- A52A0: Chair intersecting Table
- A4E16: Chair too close to Table
- A4E29: Crate intersecting another Crate
- B588F: Coffin leaning against thin air
- A4E34: End Table facing the wrong way
- C5017: Flying Flora
- A4153: Floating Hay Mound
- 9CA1F, 36FA3: Floating Idle Markers causing NPCs to slightly levitate
- A4DFE, A4E1D: Badly balanced Lanterns
- C864E: Mead Barrel intersecting Crate
- 8B20D: Basket intersecting Shelf
- 8A9BC: Flying Rock
- 8C195: Floating Rocks, hollow underside exposed
- F33F6: In-place duplicate Rubble
- F8299: Flying Rubble
- 40980, 35366, 35367, 596C3, C59E2, FB425: Flying Shrubs
- A55DA, A55D8: Sconces too far from walls
- 76149: Skull stuck in Table
- 5F32D, 5E230, 5EE85, A9913, A9A3F, A9944, A9911, 1743F, 4EE27, 4B838: Flying Trees
- A90B2: Soaring Tree
- 609D3: Misaligned wall section with seethrough gaps and ugly clipping
- Thanks to Gruftlord, the previous placement fixes for the wheat stalks has been refined for more precise placement. (Bugzilla #9022)
- 0009ccff: Valindor's bed was not owned by him, preventing him from sleeping in it.
- Quest MGRArniel03, Objective 16: "warpred" -> "warped"
- The 3 abilities recieved from meditating on a word of power (GreybeardsAbFeim, GreybeardsAbFus, GreybeardsAbYol) do not have the brackets to highlight the numerical value. (Bugzilla #9665)
- The Resist Magic (AbResistMagic) effect has no descritpion but is used on a few things. New description added: "Increases Magic Resistance by %." (Bugzilla #9656)
- Loading screen RacialPowersBreton incorrectly describes "Breton Blood" as being 50% magic resistence. It is actually 25%. (Bugzilla #9654)
- Book1CheapNineHolds: "the seat of High King" -> "the seat of the High King" (Bugzilla #9256)
- WIAddItem07Note: "Letter from Calcemo" -> "Letter from Calcelmo" (Bugzilla #9749)