[WIPAnnounce] Unofficial Skyrim Patch

Post » Thu May 17, 2012 11:51 pm

Unofficial Skyrim Patch
by Quarn and 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... :bonk:

... and I can't wait to get back on it. :)

*It's all good; she came back, and I'm much happier with just her without the rest of it... including the sanity... hah.

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! (Happy Birthday UOP whose five-year anniversary was this July 5th.) I know it's months off and all, but just gotta get the word out there, given how much I'm looking forward to this. (Also it's great to be back here!) I'll try to commit at least two years to the project, and won't do any other mods during it so won't get (too) distracted. I think it will go much more smoothly, given the experience we've had with Oblivion.

As with Oblivion, as we don't want to take the place of or conflict with the official patches, we'll probably release the first USP after the first official patch comes out. Before that, we'll certainly be collecting bugs as they are found. Of course, we'll offer all of the installation options: self-installer, manual installer and whatever variant of mod manager archive (ie OBMM, BAIN) are ported over for Skyrim mods. I'd also like to start up a proper online bug-tracker to manage submissions and solutions, which is something I'll be looking at in the coming months.
(Unfortunately, we can still only fix the PC version, of course. Perhaps if and when third-party mods come to console platforms this will change.)

The other reason for starting this thread: even though Skyrim is months away and hasn't even gone alpha yet, we do know, from Bethesda announcements, some of what we'll find in it. As the technologies, file formats and other game mechanics and features become known, we can keep a running list of things to watch out for when the big Six Ones arrives. (I'm very fortunate to live in Canada where November 11th is already the Remembrance Day statutory holiday, so I already have a paid Skyrim day off then, if I can get it in time!)

So, here are a few things that are confirmed will be in Skyrim, and the possible bugs that we'll be looking for based on them:




Havok - Havok Physics once more will be used, which was the case in Oblivion. Havok Behavior will also be used, which was not. (Havok Behavior is a character physics and animation system.) I'll be checking for:
  • Items that fall through the floor/ground when dropped (especially pointy objects)
  • Fallthrough floors and jumpthrough walls
  • Small items missing their Havok mesh or using the incorrect type so don't behave normally (paintbrushes, anyone?)
  • Collision repulsion causing objects to float off the surface they should be sitting flush with, or to move or even fly off in the case of small objects when the player approaches
  • Overcomplex meshes causing FPS drop when near (Havok is a CPU-only technology)

NIF - NIF meshes are also confirmed to have returned. While not a perfect format, their presence is actually amazingly good news because we have a complete set of community-developed apps. and utilities to work with them that took years to get to their current level of sophistication. So we can expect to see Bethesda-quality creature, armor and clothing mods (and bugfixes! :) ) shortly after Skyrim's release. Given that I can imply the same or similar NIF exporters will be used by the developers, I will be looking for and am expecting to see:
  • Seethrough gaps and flickery duplicate-in-place facets in meshes esp. architecture
  • UV mapping errors on curved objects
  • Possibly, overlapping alpha issues ie disappearance, depending on how the engine was rewritten to cope with this (this was already noticed in one of the promo screenshots although I don't doubt that it's still being worked on)
  • Weighting errors on clothing and armor (although fewer due to the confirmed merging of cuirass and greaves)
  • Armor or clothes with swapped or missing ground/world mesh (disappears when dropped or hovers and can't be picked up)
  • Meshes benefitting from optimization (unwelded vertices, strips vs. shapes, excessive alpha.)
One aspect of mesh modding that may be changing is animation, due to Havok Behavior being used: it uses .HKT rather than .KF animation file format (is there even an exporter for this for Blender?)

Real-Time Dialog - Unlike Oblivion where conversation was "modal" in that nothing else happened in the gameworld while the player was talking to an NPC, in Skyrim the gameworld will continue on, and even the NPC in conversation will continue to do other things. If there aren't proper safeguards taken, this could cause a lot of problems, such as broken quests. What happens when a random beastie decides to munch on the all-important questgiver just before the handover of the all-important quest item? Sure he might be "essential" and all, but if his dialog is interrupted, this might cause variables to be set wrong, items to not be handed over or taken, quest logs to not update... chaos.

Minimal Attributes - Only three attributes will remain for Skyrim: Health, Stamina and Magic. With only three numbers to watch, anything that fails to update them correctly is going to get spotted pronto.

Books! - Three hundred of them at least. This means that most, if not all, of the Oblivion books will get carried over, and many of those were already carried over from Morrowind, with their typos and other errors intact. I expect them to be carried over similarly again. :)

Mountainous terrain - If tree placement (dropping in place) in the Creation Kit is anything like with Oblivion's Construction Set, I'll expect to see plenty of floaty trees with their trunks out of the ground (drop is stopped when the horizontal branch touches the hillside) or branches "waving" through solid rock, on steep hillsides. Another complete cell audit may be in order, certainly when the higher-priority stuff has been dealt with. The gameworld will be handcrafted, though, so I doubt there will be as many errors.

Radiant Story - This is an update and expansion of "Radiant AI" as it was called in Oblivion. I don't worry about it half as much as one might expect. Why? Because I'm sure it will get severely scaled down by release time, as Radiant AI was.When Oblivion was first demo'ed, Radiant AI had a similar degree of control over the gameworld. By the time it hit the shelves, Radiant was practically gone. Why? It broke quests and caused chaos in the gameworld. Elder Scrolls RPG's are story-driven, not randomly generated, and overshadowing all else, the Main Quest must absolutely work. Given the number of leftover bugs it's difficult enough to get all of the quests working smoothly together, without some random AI element additionally breaking them.




Of course, these are things over and above the usual quest, item, dialog and other errors that would be present regardless of any of the technologies used in Skyrim that we'll also be looking for.

Curse my na?ve optimism, but I really do think that Skyrim will give us much less work to do than Oblivion did. Bethesda Softworks has a far larger team working on it--more eyes catch more mistakes--and has the benefit of experience from Oblivion. So let's hope for the best.

Discuss! :)
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Stephy Beck
 
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Post » Fri May 18, 2012 3:22 pm

Is there a Win7 64bit thingie in there somewhere for the PC. :blush2:
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Samantha Jane Adams
 
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Post » Fri May 18, 2012 1:14 am

Is there a Win7 64bit thingie in there somewhere for the PC. :blush2:

Sure, if Bethesda Softworks gives us the source code.

Something tells me they are not going to give us the source code. :D
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gandalf
 
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Post » Fri May 18, 2012 6:16 am

Good to know you guys will be back at work. We all really appreciate what you did for OB and can't wait for what you can turn out here. :celebration:
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Peter P Canning
 
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Post » Fri May 18, 2012 3:50 am

Excellent.
Everyone with a brain uses the OB patches, so this is good news indeed. :)

Mountainous terrain - If the tree placement algorithm is anything like Oblivion's, I'll expect to see plenty of floaty trees
I thought that Bethesda decided to place everything by hand this time. No more generated forests.
Although, either way, there still will be floaters to find.
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KRistina Karlsson
 
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Post » Fri May 18, 2012 11:32 am

Good to know you guys will be back at work. We all really appreciate what you did for OB and can't wait for what you can turn out here. :celebration:

Thanks! :) The only pay we get is the appreciation so I am always happy to know it was worth it.

Excellent.
Everyone with a brain uses the OB patches, so this is good news indeed. :)

I thought that Bethesda decided to place everything by hand this time. No more generated forests.
Although, either way, there still will be floaters to find.

Heh... thanks. :)

Don't know about the new "CK" but with the old one "TESCS" it holds when you dropped a tree it would stop as soon as it touched the ground. If the ground was sharply inclined the tree would be balanced on the rim of the (hollow) trunk which could be seen into. Hope this gets fixed. The tedium!
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Connie Thomas
 
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Post » Fri May 18, 2012 6:08 am

Brilliant to hear you and others are taking this labour on again. Thanks :thumbsup:!

But do try not to overdo it this time. Life comes first and all that :).

One aspect of mesh modding that may be changing is animation, due to Havok Behavior being used: it uses .HKT rather than .KF animation file format (is there even an exporter for this for Blender?)
I've looked quickly on the Niftools forum and I couldn't find anything about this. I'm guessing (cynical bastard that I am) that this would have to be reverse engineered for the NifTools exporter - if anyone is able and willing to do so.
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His Bella
 
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Post » Fri May 18, 2012 11:44 am


But do try not to overdo it this time. Life comes first and all that :).

come 11.11.11, life = skyrim :tongue:
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Code Affinity
 
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Post » Fri May 18, 2012 1:37 am

Yeah they did a morrowind style hand made world this time round...the flora generator didnt leave much for unique creativity is what they said...i.e compare oblivions 3 different looking forest areas and snow place to skyrims 6 completely different and varied terrain..the difference is like vanilla oblivion and the shivering isles lol
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Kyra
 
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Post » Fri May 18, 2012 9:40 am

:o

such selfless sacrifice :angel:

:bowdown: :bowdown: :bowdown: :bowdown:
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Breanna Van Dijk
 
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Post » Fri May 18, 2012 9:35 am

But do try not to overdo it this time. Life comes first and all that :).
Blasphemy?? ;)
People are still finding things to fix in Morrowind! There is no rest when it comes to finding & fixing bugs. :P

I am also glad to see Nif files returning. I'm comfortable with modding them, and this will make mod conversions very quick. (Nico's Dreadweave on November 12th, yes please)

edit: Thanks for starting one of the first threads in the Skyrim forum that is actually necessary.
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Siobhan Wallis-McRobert
 
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Post » Fri May 18, 2012 4:25 am

Awesome! ^_^ USP will undoubtedly be a staple of any modded load order. Thanks for your work on UOP, and good to hear Quarn is back! :tops:

I reeeeeaaaaalllly hope Elminster's making a TES5Edit
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Ernesto Salinas
 
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Post » Fri May 18, 2012 3:10 pm

Oh great master :bowdown:

can you make awesome cloaks/capes this time around??!!

cause after playing Batman AA I really got the cape/cloak cravings :)

what I mean will it be possible to make them .... well not static!!!?? given your vast knowledge in the electronic universe can you say its possible
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Jani Eayon
 
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Post » Fri May 18, 2012 7:33 am

*bows down*

Thank you.
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katsomaya Sanchez
 
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Post » Fri May 18, 2012 12:37 pm

Brilliant to hear you and others are taking this labour on again. Thanks :thumbsup:!

But do try not to overdo it this time. Life comes first and all that :).


I've looked quickly on the Niftools forum and I couldn't find anything about this. I'm guessing (cynical bastard that I am) that this would have to be reverse engineered for the NifTools exporter - if anyone is able and willing to do so.

I know there's one for Max, but as Blender's by far the most popular platform (free as opposed to $2K!) it would definitely need one if it hasn't one...

come 11.11.11, life = skyrim :tongue:

Heh... I missed an opportunity: there was a thread called "Will we all be in diapers again when Skyrim is released?" of course it was referring to character underwear. If there weren't near 200 posts already, my reply would have been "Yes, because bathroom breaks break immersion." :D

:o

such selfless sacrifice



Aw thanks... but I do love doing it. :) If it was awful then it would be a sacrifice.

Blasphemy?? ;)
People are still finding things to fix in Morrowind! There is no rest when it comes to finding & fixing bugs. :P

I am also glad to see Nif files returning. I'm comfortable with modding them, and this will make mod conversions very quick. (Nico's Dreadweave on November 12th, yes please)

edit: Thanks for starting one of the first threads in the Skyrim forum that is actually necessary.

The signal-to-noise ratio in here does sometimes need some work. yes. :) And thanks for reminding me about the hand-placed world. I updated the first post with it as I will continue to do.
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Josh Lozier
 
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Post » Fri May 18, 2012 1:22 am

Kivan, have you tried to contact BGS about getting information about the creation kit or information about the creation kit / how modding in Skyrim works, in order to prepare for modding it?
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Talitha Kukk
 
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Post » Fri May 18, 2012 11:28 am


Heh... I missed an opportunity: there was a thread called "Will we all be in diapers again when Skyrim is released?" of course it was referring to character underwear. If there weren't near 200 posts already, my reply would have been "Yes, because bathroom breaks break immersion." :D

LOL diapers, several cases of mountain dew, the family sent away for an extended vacation somewhere and domino's on speed dial (make sure they have a key to the house and my credit card number so i don't have to get up when they ring the doorbell) LOL

in all seriousness though i know lots of people will be asking for lots of things to be added/modded but i think most people would like bugs fixed first. additions/wishes come after that. please. :biggrin:
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Abi Emily
 
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Post » Fri May 18, 2012 6:13 am

So good news!! I really appreciate the work you all (Quarn/Kivan/Arthmoor/all the other who collaborated on the patch) did. UOP/UOMP/USIP were simply a must in all my Oblivion installations!

A question, though...when will you begin it? Right after Skyrim is released, or when it's confirmed that there won't be any more patches for it? And if it's the first, what if Beth "officially" patches something the USP (Unofficial Skyrim Patch) has already patched? (My bad, didn't read all out of excitement :P).

Again, thanks. Those news made my day :D
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Sarah MacLeod
 
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Post » Fri May 18, 2012 2:04 pm

Good news Kivan, we will help where we can.
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Felix Walde
 
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Post » Fri May 18, 2012 6:19 am

BTW, your post doesn't mention dragons, while the game seems to be pretty centered about them...do you expect any bugs in them? (AI, mostly, maybe their levelled lists, etc..).
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Kathryn Medows
 
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Post » Fri May 18, 2012 12:48 pm

can you make awesome cloaks/capes this time around??!!

what I mean will it be possible to make them .... well not static!!!?? given your vast knowledge in the electronic universe can you say its possible

1) No. Just bugfixes. Can't get distraacted.

2) No idea! :) I bet that they will be if Havok Behavior is in...


*bows down*

Thank you.

You're welcome. :)

Kivan, have you tried to contact BGS about getting information about the creation kit or information about the creation kit / how modding in Skyrim works, in order to prepare for modding it?

Nope. I know that Bethesda Softworks policy is usually against giving out advance info, so I haven't asked and probably won't. Since it will be inevitably a couple of months until the first official patch I'll have that time to ramp up. It has been stated that much of it is similar to TESCS, which is good for the designers as well so that they have more time to design versus learning the toolset.

LOL diapers, several cases of mountain dew, the family sent away for an extended vacation somewhere and domino's on speed dial (make sure they have a key to the house and my credit card number so i don't have to get up when they ring the doorbell) LOL

in all seriousness though i know lots of people will be asking for lots of things to be added/modded but i think most people would like bugs fixed first. additions/wishes come after that. please. :biggrin:

Indeed. For me, bugfixes only. I regret having left (I'm very glad Arthmoor fixed some of the stuff in the UOP that we left unresolved) so I don't want to devote effort to anything else to avoid leaving mistakes for other people to fix.

So good news!! I really appreciate the work you all (Quarn/Kivan/Arthmoor/all the other who collaborated on the patch) did. UOP/UOMP/USIP were simply a must in all my Oblivion installations!

Again, thanks. Those news made my day :D

Happy to have. :)

Good news Kivan, we will help where we can.

Thanks! And I'll need it too... I've forgotten a lot from the years off. Last night I thought my NIF exporter was broken as one of the two shapes kept being exported without any texture. Finally I figured it out: black vertex colors. I'm a newb again. :)
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Alina loves Alexandra
 
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Post » Fri May 18, 2012 11:05 am

You said that the use of Havok Behaviour affects animation for mesh modding, just wondering whether the 'light target magnetism' will have a bearing on this, and what is your take on that subject?
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Marie
 
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Post » Fri May 18, 2012 3:42 am

You said that the use of Havok Behaviour affects animation for mesh modding, just wondering whether the 'light target magnetism' will have a bearing on this, and what is your take on that subject?

No idea if it does... hasn't been confirmed if animations will remain KF with the same format as Oblivion's, or be HKT this time around. If there are any more fan interviews this would be an excellent question as animation is, in my opinion, the most complex aspect of modding and needs the most prep time!

"Light target magnetism".. no idea what that even is. :) I've no experience with Havok Behavior.
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Manny(BAKE)
 
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Post » Fri May 18, 2012 3:48 am

Thank you and everyone else who patches the game for us. :D
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Gracie Dugdale
 
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Post » Fri May 18, 2012 2:35 am

BTW, your post doesn't mention dragons, while the game seems to be pretty centered about them...do you expect any bugs in them? (AI, mostly, maybe their levelled lists, etc..).

Because of them being forefront, I expect they'll be pretty thoroughly tested. I only hope they don't turn into Cliff Racers 2011 by being too common. :D

Thank you and everyone else who patches the game for us. :D

You're welcome. :)
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Devils Cheek
 
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