[RELzWIPz] Unofficial Dragonborn Patch - Thread #1

Post » Wed Feb 06, 2013 10:24 am

Unofficial Dragonborn Patch

Version: 1.0.0
By the Unofficial Patch Project Team

http://skyrim.nexusmods.com/mods/31083
http://steamcommunity.com/sharedfiles/filedetails/?id=125322852
http://tesalliance.org/forums/index.php?/files/file/1457-unofficial-dragonborn-patch/
http://www.darkcreations.org/forums/files/file/586-unofficial-dragonborn-patch/


Requires Skyrim version 1.8.151.0.7 or greater and the official Dragonborn DLC.

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 Dragonborn. If you're experiencing a bug with Dragonborn, 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. Use the "Dragonborn DLC" option to tag your report for Dragonborn. 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)

Credits:
Arthmoor - For stepping in to take over the unofficial patch projects and coordinating the various community reports and submissions into the final products.

Previous Threads:

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 :)
Make sure any evidence being supplied is done with a save that has no mods other than the unofficial patches installed. All too often we find that there is nothing wrong because the vanilla game has no defect to fix. Check first. It's very easy for mods to not only undo official fixes, but also too undo or alter things that the unofficial patches have already addressed.

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.
There's more, if you're in doubt, just ask.

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 USKP 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: 1.0

Game Mechanics Fixes
  • Dragonborn.esm wiped out the body part changes in Update.esm that shipped with official patch 1.8 that made dragon riding possible. These have been restored. (Bug #11916)
  • Copied 3 cell entries that Dragonborn added location data for on the pathway to High Hrothgar that were overwritten by the USKP.
Quest Fixes
  • The USKP made some corrections to the battle taunts which Dragonborn has changed. These changes have been merged.
  • The USKP made corrections to two of the trainer topics that were missing properties in their scripts. Dragonborn added a new trainer to these records. The changes have been merged.
  • The USKP added missing Throat of the World checks to WICastMagic04. Dragonborn added an exemption for Solstheim. These changes have been merged.
  • Due to a botched INFO form assignment, Dragonborn makes it impossible to dismiss Onmund as a follower.
Script Fixes
  • Unknown changes have been made to DragonActorScript.psc. The USKP removed debug statements from this, which is causing the result to be overridden. Until CK scripts for Dragonborn are released, the compiled copy from Dragonborn will be supplied with the UDBP. (Bug #11915)

The complete changelog is http://www.iguanadons.net/Unofficial%20Dragonborn%20Patch%20Version%20History.html.
User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Wed Feb 06, 2013 1:23 pm

Reserved for future betas.

Yes. We're skipping beta on this one.
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Phoenix Draven
 
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Post » Wed Feb 06, 2013 10:22 am

not published yet
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Vickey Martinez
 
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Post » Wed Feb 06, 2013 8:11 am

Okay, just so I'm totally clear:

-In Dragonborn.esm, there is no edit to the DA04 quest record, yet there is an edit to the quest script.
-In Dawnguard.esm, there is an edit to the quest record because of a new QF property and additional QF scripting.
-Dawnguard did not edit DA04QuestScript; even though the Dawnguard source files edited it, it was included erroneously.

If the above are true, we can't implement the vampire blood harvesting for DA04 into Dragonborn now, but once we have the source scripts, it can be merged with the USKP edits.

Dawnguard and vanilla will use the same DA04QuestScript with additional scripting for vampire blood harvesting, with the same edits to DA04.

Now here's the tricky part:

Editing the script to work with vampire races requires adding new properties, which means editing the quest record. Now, Dawnguard also edits DA04. USKP and UDGP are okay having the same fix (script) applied to each, since Dawnguard will retain its changes because the UDGP loads after the USKP, and effectively contains Dawnguard's edits plus the USKP fix.

But Dragonborn will have to include the USKP-UDGP plus Dragonborn scripting. But it cannot actually edit DA04. That means an implicit dependency on the USKP/UDGP -- in theory, the new USKP-added properties will be filled by edits in the USKP/UDGP, and Dragonborn's scripting, lacking properties that need filling, will still work.


Ooooooooooooooooooooooooooooooooorrrrrrrrrrrrrrrrrrrrr...

DA04QuestScript wasn't actually edited; it was included by mistake and we have nothing to worry about save porting the USKP fixes into the UDGP.

Thank God that vampire blood harvesting is hardly a pertinent issue, eh?

Is there any means of determining if a compiled script is identical to another?
User avatar
John N
 
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Joined: Sun Aug 26, 2007 5:11 pm

Post » Wed Feb 06, 2013 9:28 am

I assume you mean on Nexus. It's published in all 4 places. Apparently Nexus has made some changes to new file uploads since I did one last.

Thank God that vampire blood harvesting is hardly a pertinent issue, eh?

Is there any means of determining if a compiled script is identical to another?
Dude. Chill. That change hasn't gone out in a live release yet. It'll get dealt with. It seems far more important to me to make sure that whatever DB did to that doesn't get shredded instead.

BTW - Translators take note. The UDBP ships as a localized ESP file with string files in the BSA.
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Kitana Lucas
 
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Post » Wed Feb 06, 2013 8:12 am

this fast o_O
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Paula Ramos
 
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Joined: Sun Jul 16, 2006 5:43 am

Post » Wed Feb 06, 2013 10:34 pm

That was quick. I really appreciate your efforts in making all these patches, Arthmoor.
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leni
 
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Joined: Tue Jul 17, 2007 3:58 pm

Post » Wed Feb 06, 2013 11:36 pm

Uhm... is it possible that you forget to put the BSA into the download? Only the esp and the fomod data in there. :)
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Sxc-Mary
 
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Joined: Wed Aug 23, 2006 12:53 pm

Post » Wed Feb 06, 2013 3:29 pm

I discovered a mesh bug I'll be having at once I've had my first fill of the DLC: Cultist mask decapitation.

In the myriad times I tested in the effort to find the proverbial spanner in the dragon soul absorption works, I had them accost me lots of times. A few of those times, I took their head... except I didn't. The head and mask and stuff stayed on, and this odd little bloody... thing rolled way attached to an invisible head.

I suspect some dismember partitions weren't set up correctly with it.
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..xX Vin Xx..
 
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Post » Wed Feb 06, 2013 6:51 pm

Yeah, no .bsa file in the UDBP?
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bonita mathews
 
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Joined: Sun Aug 06, 2006 5:04 am

Post » Wed Feb 06, 2013 9:59 pm

You forgot the bsa :cool:

Totally understandable though considering the pressure you're probably under right now. Thanks for the hard work.
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Roy Harris
 
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Post » Wed Feb 06, 2013 11:23 pm

Uhm... is it possible that you forget to put the BSA into the download? Only the esp and the fomod data in there. :smile:
DOH! Well at least the Steam copy won't have that problem :P

Fixed btw. Assuming Nexus isn't lying to me.
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luis ortiz
 
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Post » Wed Feb 06, 2013 4:42 pm

I discovered a mesh bug I'll be having at once I've had my first fill of the DLC: Cultist mask decapitation.

In the myriad times I tested in the effort to find the proverbial spanner in the dragon soul absorption works, I had them accost me lots of times. A few of those times, I took their head... except I didn't. The head and mask and stuff stayed on, and this odd little bloody... thing rolled way attached to an invisible head.

I suspect some dismember partitions weren't set up correctly with it.

Damn, was just coming in here to report this. Got a screenshot too (I think).
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biiibi
 
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