[WIPAnnounce] Unofficial Skyrim Patch

Post » Fri May 18, 2012 2:37 pm

http://www.gamesas.com/index.php?/topic/1258913-they-need-to-fix-this-stupid-censored-asap/ needs to be fixed ASAP!

I completely agree.

I get it also say when you open drawers with a pot or bowl or something on top of it, they go flying when you open the drawers. Also they don't seem to settle either, and I get the sound of them constantly hitting the floor even though I can't see them. Happens everywhere, mainly inside.

Another bug I've encountered is near water or over water on a bridge or something, the screen flickers. And I get half a second of the sound you hear when underwater proper. Water must be underneath even though you're walking on what should be solid ground. I think it gets confused.
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Steve Smith
 
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Post » Fri May 18, 2012 11:47 am

How do i get location coordinates with console?

I know in Oblivion, in the console put sdt 0 (set debug text to the first set of display options) then tdt to toggle debug text on. It's probably the same.




I haven't even started playing Skyrim yet. My activation code reseller bailed, so I cancelled and got it elsewhere. It's finally installed. I didn't want to leave the USIP not updated, so I just finished that and I'm preparing to upload it.

When that's finally overwith and all the pages updated, I can finally get into Skyrim, and for the long haul. It's going to need it. If what's showing up on the tracker is mostly good, there's a lot to do. Who ever figured otherwise? :) Up to over 120 bugs in a single day. I've had a preliminary look through and removed only a couple of duplicates and so forth.
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Ruben Bernal
 
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Post » Thu May 17, 2012 10:58 pm

Compounding the various other UI issues (which have their own thread), key bindings are a godawful mess.

All the configurable binding options refer to game mode functions, but most of them also apply to the menu functions which use the same key. For instance, "ready weapon" is R -- rebinding it also changes the key used to drop an item from inventory. (It does NOT change the "take all" key when looting. That's one of the "exception" keys which simply can't be re-bound.)

The key icons within the menus that tell you which key does which function are sometimes accurate to current key bindings, but sometimes show defaults. It depends on the specific menu and key.

"Set Favorite" (which is also "Toggle FOV") has a fun little glitch: it doesn't work for items if you set it to T. (Still works for spells.) May or may not have similar issues on other keys, dunno... I've got it parked on Z right now and that works.

I mentioned that R for "take all" is immutable. This closes the container and returns you to game mode... where, near as I can tell, the R registers and only some of the standard binds know to ignore it because you were just in a container. I haven't checked everything, but "Ready" (the default R bind) is OK, as is Auto-Move. Toggle POV and (...goddammit...) Use Power, however, trigger instantly.

There is, as far as I can tell, no keybind at all for the Yes/No prompt. (Also no quantity dialog for crafting. This makes smelting just a wee bit tedious.)

I'm sure there's more but I'm honestly trying to play the game this time. Farthest I ever got in Oblivion was closing the Kvatch gate, never even found Martin... :P
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Jonathan Montero
 
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Post » Fri May 18, 2012 1:28 pm

Kivan
I spent over two years working on the Unofficial Oblivion Patch (UOP), Unofficial Shivering Isles Patch (USIP) and Unofficial Official Mods Patch (UOMP), to the detriment of much else. They were a contributing factor to the loss of my spouse*, career, house, vehicle and possibly some sanity...

:touched: :bowdown: :trophy:

Much thanks and gratitude :smile:
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[ becca ]
 
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Post » Fri May 18, 2012 11:46 am

I've confirmed Quarn's onboard, so let this be the official notice of the unofficial: that we'll be producing Unofficial Patches for Skyrim and its expansion(s) and/or DLC... just like old times!

Oh thank you God! And Kivan and Quarn of course! :P

EDIT: I don't know if it will be of any use to you, but I've started my own bug "journal" here: http://www.gamesas.com/index.php?/topic/1259749-1st-day-report/

I'll be updating it regularly as I encounter things. I do tend to be pretty thorough, and sometimes my bugs will end up being repeats of what other people have already announced, but hopefully you can get some use out of it.
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Jerry Jr. Ortiz
 
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Post » Fri May 18, 2012 11:41 am

There's also another Bugs List here http://www.gamesas.com/index.php?/topic/1253720-bug-list/

KillerGymSox has started periodically updating the OP, I made a post referencing the BugTracker and this topic too so hopefully (yeah I know :)) people will read and cut down on the flood of same problem posts.
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Jimmie Allen
 
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Post » Fri May 18, 2012 4:16 am

I will mention it here again because it is such a horrible bug:

- Turning speed (looking around) is dependant on framerate, making looking up and down almost impossible in low-fps areas.

Turning speed should only be influenced by mouse sensitivity and nothing else!!!!
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Deon Knight
 
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Post » Fri May 18, 2012 12:28 pm

Great news USP Quarn and Kivan
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Isabel Ruiz
 
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Post » Fri May 18, 2012 2:20 am

Before i start contributing to the bug tracker i could use some clarification.

Regarding flickering meshes where in two mesh's triangles are trying to res their textures in the exact same location, what category of report would that be considered?
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Quick draw II
 
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Post » Fri May 18, 2012 1:24 pm

Before i start contributing to the bug tracker i could use some clarification.
Regarding flickering meshes where in two mesh's triangles are trying to res their textures in the exact same location, what category of report would that be considered?

If you're not sure, don't worry about category. The important thing is if it's a static (building, rock, etc.) to get the form ID by opening the console, clicking it and noting the hexadecimal 0-9/A-F digits. And thanks. :)
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Josh Sabatini
 
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Post » Fri May 18, 2012 8:40 am

If you're not sure, don't worry about category.
I guess I'll just call it a mesh issue since it can be fixed by altering the position of one of the two meshes. You'll be getting a lot of these reports from me because I'm a avid explorer and I tend to look at just about everything from just about every angle. I'm making these a priority specifically for your benefit because i honestly don't see Beth fixing these.

Admittedly, I have not been a great supporter of your work in the past and for that I apologize. I'm here to make amends though so I'll keep you posted and thank you.

One more question before I get to it. Would you prefer that each object report be separate or can I include a list of IDs in a single report?
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Katie Louise Ingram
 
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Post » Fri May 18, 2012 7:15 am

I've seen people mentioning that accessing the console counts as cheating and therefor disables steam achievments, but I did access it and still got an achievment. So what's the deal? It would be convinient if I didn't have to have two separate characters for playing and for bugreporting.
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Veronica Flores
 
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Post » Fri May 18, 2012 3:52 am

Kivan - In case you dont pop back there, made a post on TESNexus comments for USIP - Does the oblivion USIPS Additional Changes.esp not require any Bash Tags?

I have asked for it to be included in the BOSS masterlist too http://www.gamesas.com/index.php?/topic/1233101-rel-boss-better-oblivion-sorting-software/page__view__findpost__p__19207053 .. But if you re-up obviously there will be a change to the CRC too.
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Bonnie Clyde
 
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Post » Fri May 18, 2012 4:41 am

One more question before I get to it. Would you prefer that each object report be separate or can I include a list of IDs in a single report?

Floaties and misplacements should all go in one. Just add comments to # 130 if possible. I'm closing the others as duplicates and putting the findings in there.


I've seen people mentioning that accessing the console counts as cheating and therefor disables steam achievments, but I did access it and still got an achievment. So what's the deal? It would be convinient if I didn't have to have two separate characters for playing and for bugreporting.

Some games do disable them for using the console for future use of that character, but I don't think Skyrim does. Simple way around it even if it does is just to save beforehand, do your console stuff, quit and reload.
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Sarah Edmunds
 
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Post » Fri May 18, 2012 3:22 am

If it's like Fallout New Vegas, console usage will disable steam achievements for that session. So exit and then re-enter if you are going to get a Steam achievement after using the console.
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joannARRGH
 
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Post » Fri May 18, 2012 1:15 am

If it's like Fallout New Vegas, console usage will disable steam achievements for that session. So exit and then re-enter if you are going to get a Steam achievement after using the console.

I got achievements right after using the console, so either I'm very lucky, or nothing happens when you use the console.
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Kit Marsden
 
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Post » Fri May 18, 2012 3:09 pm

Boss man, what say we consolidate all static collision problems(being able to look inside meshes) to one report on the tracker. This is another one i think Beth isn't going to bother with and unlike the floaties this will probably require mesh alteration or collision box placement so it's a seperate class of fixes from them(floaties).

What say ye?
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~Sylvia~
 
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Post » Fri May 18, 2012 4:00 am

Not sure if this is a bug or not, but my playthrough so far has been focusing on doing the town quests of whiterun and the companions. I've been avoiding the main quest and even after starting it went back and reloaded a save to avoid it more so.

Kinda spoiler stuff below ...
Spoiler
What I learned though from this is that if you do something like clear a dungeon (by the companions) and then later get sent to kill the leader of bandits there - the quest would not progress in the questlog. This blocked getting a new quest for a while. I'm not certain what caused it to finally go into resolve mod. I had to travel to the dungeon and the quest marker was there floating on top of the dead bandit leader - went back and still it was that I had to kill that guy. I think taking on an unrelated quest and resolving that updated this quest as well. No dialogue option to clear it either.

Now in contrast with the dragon stone at the dungeon near the start - I cleared it with regard to the golden claw, so when I talked to the wizard at Whiterun who sends me to find the stone - all I have to do is talk to him again and end the quest right there.

Also learning dragon shouts - my character who has avoided the main quest and learned two but can't use them yet. Big dramatic scenes about learning them, but nothing to indicate what they mean or why he should care or where to go about them. It seems that instead of learning them he should get a pointer to go somewhere or a not to self comeback when things are clearer. It just seems sloppy.

========================

[edit]
Also - what is up with http://www.uesp.net/wiki/Skyrim:Louis_Letrush.

I go to the Rifkin Barb and Bee and he starts attacking and has no dialogue and is essential. So after I put him down a few times he then just gets back up and follows wherever I go and persists in attacking. The answer is to not go there right now. Did a forum search on him and found http://www.gamesas.com/index.php?/topic/1267669-the-magical-mystical-louis-letrush/ - though this looks to be a console video.
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Shirley BEltran
 
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Post » Fri May 18, 2012 2:23 am

Also learning dragon shouts - my character who has avoided the main quest and learned two but can't use them yet. Big dramatic scenes about learning them, but nothing to indicate what they mean or why he should care or where to go about them. It seems that instead of learning them he should get a pointer to go somewhere or a not to self comeback when things are clearer. It just seems sloppy.



you have to spend dragon souls to fuel the new shouts you have learned. Every dragon you kill allows for you to activate another word. The main quest has nothing todo with this. it just is not well explained. When you open up your magic menu, you will find that any new dragon shouts will be grey instead of white. Clicking on them will give you the option to spend a dragon soul to activate that word. Hope that makes sense.
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Milagros Osorio
 
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Post » Fri May 18, 2012 12:53 am

you have to spend dragon souls to fuel the new shouts you have learned. Every dragon you kill allows for you to activate another word. The main quest has nothing todo with this. it just is not well explained. When you open up your magic menu, you will find that any new dragon shouts will be grey instead of white. Clicking on them will give you the option to spend a dragon soul to activate that word. Hope that makes sense.
He already knows what they are, he is just complaining (in several threads) that the game does not hold his hand and explain this to him.
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clelia vega
 
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Post » Fri May 18, 2012 6:47 am

Cleitanious? NGB? The modder with a 1000 names?

Ohh folks really are showing back up.

Well it was two threads - so got me there.

The point being that a giant production is made that you found a dragon shout by going into this tunnel vision with chants and drums, but my character hasn't even connected what all that is about. I get it, of course, but from the point of view of my character - I guess it should be that there is an inherent memory/role to be played out and he is waking up to it?

Even if that were the case there is no explanation for it. Nothing - you just learn a shout and it has no context.

But people complained the last game that there was too much hand holding. Not so much with this one, but the problem with that is that there is also not much explanation. My character just took out the Silver Hand leader and in a hidden chamber found a body. When I clicked on the body I was told that I needed to inform the family of the death, but I can't scroll back through other quest points to know that at some point I was supposed to look for the body. Hence, I also have no leads to where the family is - so then why must I inform them? Map functions reveal nothing. I was just plunked into the tail end of a quest and it again means little.
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Symone Velez
 
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Post » Fri May 18, 2012 10:50 am

Also - what is up with Louis Letrush.

I go to the Rifkin Barb and Bee and he starts attacking and has no dialogue and is essential. So after I put him down a few times he then just gets back up and follows wherever I go and persists in attacking. The answer is to not go there right now. Did a forum search on him and found another bug - though this looks to be a console video.

In my game there are or were 3 of him at one time lol.
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IsAiah AkA figgy
 
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Post » Fri May 18, 2012 11:51 am

His confusion and complaint are legitimate. There is a lot going on in these quests and the story without any sort of framework to place it in. There's not a series of quest steps or journal entries to look back through for assistance. This really bites you in the buttocks if you are an extremely casual player, or you pick up a quest and forget about it for a few weeks, and then come back and have no idea what it was about.
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Sarah Bishop
 
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Post » Fri May 18, 2012 1:39 pm

Ehh Don't worry about it. I did repeat myself a few times that is really what 300 was commenting on.

======

Recently had sky textures go kinda whacky .. going up to see the greybeards and there is a giant square around the sun where the sky is colored differently. Reload and it went away - will keep watching for it.

======

A real issue was that at an abandoned camp I find a skillbook called 'Black Arts Trial' that cannot be read - you just get a skill up and then only can see the cover - not read it.

======

And I'm having a hell of a time getting soul trap to work. I'm certain I cast it and then still not capturing?
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Rex Help
 
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Post » Fri May 18, 2012 5:44 am

I deleted the last dozen posts or so. Please do not hijack someone's WIP threads to vent your issues with Bethesda's development/creativity/whatever. Start your own topic if you wish, but it is rude to hijack someone's thread.

Hi Kivan - don't let this consume you this time!! :)
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Emily abigail Villarreal
 
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