[BETA] Unofficial Skyrim Patch - Thread # 4

Post » Sat May 26, 2012 8:39 am

This is a recently released fix for Mannequins Mesh, and it fixes the underwear to show as bethesda originally intended. Take a look at it, and perhaps you would look into adding it til the next update or the one after that.
http://skyrim.nexusmods.com/downloads/file.php?id=14181
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Nicole Kraus
 
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Post » Fri May 25, 2012 7:01 pm

Great work :smile:

Just out of curiosity...will there ever be an "Unofficial Official Hi-Res Texture Pack Patch" that fixes issues like the bright wooden logs in bonfires, or the http://skyrim.nexusmods.com/downloads/file.php?id=12856?

This is a recently released fix for Mannequins Mesh, and it fixes the underwear to show as bethesda originally intended. Take a look at it, and perhaps you would look into adding it til the next update or the one after that.
http://skyrim.nexusmods.com/downloads/file.php?id=14181

Wow, Bethesda REALLY didn't tested the mannequins, not even for a second. I've never seen such a small feature so messed up (bad scripting, incorrect meshes....).
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Laura Hicks
 
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Post » Fri May 25, 2012 6:59 pm

Great work :smile:

Just out of curiosity...will there ever be an "Unofficial Official Hi-Res Texture Pack Patch" that fixes issues like the bright wooden logs in bonfires, or the http://skyrim.nexusmods.com/downloads/file.php?id=12856?

There is one, got out a few days after the Hi-Res Pack, look for it on Nexus.
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Bambi
 
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Post » Sat May 26, 2012 8:36 am

Just completed Blood On The Ice with a game started at 1.5 and USKP 1.03 installed before beginning the quest. Was able to speak to all npc's, enter hjerim, and identify calixto. Thank you for your work on that!!

After talking to Jorleif for the final time, the quest completed twice. Not sure if that's bethesda or uskp.

Haven't finisihed the civil war for the imperials yet, so I don't know if the new jarl will offer me hjerim.
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Karl harris
 
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Post » Sat May 26, 2012 6:26 am

I got the "double complete" too, thinking about it.

As for Hjerim, I'd actually prefer Calixto's old place - but then I always did have odd tastes in housing.
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Dorian Cozens
 
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Post » Sat May 26, 2012 5:17 am

Hey guys,
I just found an exploit and I haven't seen it addressed, so here it is:
Spoiler
Protecting Circles (I mean Restoration spells for repelling undead) restore your Magicka (very fast, in fact) if you have Atronach perk.
It looks like the Circle is constantly casting some spell on everybody inside it, and my character is absorbing it.

EDIT: on the other hand, this unforeseen effect is partially compensated by necessity to be inside the circle, that can be a problem for pure mage char. So maybe it's not too unbalancing, especially since this feature is available for Alteration master only.
In other words: loosing an exploit is always a pain :P
I'm sorry if it's already fixed (or not considered a bug).
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Adam
 
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Post » Fri May 25, 2012 9:54 pm

Reported the innacurate Shield Wall Descriptions, not sure how that didn't get menitioned until now. Kivan, FYI the Version dropbox for the bugtracker only goes to 1.4.27, current version is 1.5.26.0.5.
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Guy Pearce
 
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Post » Fri May 25, 2012 11:36 pm

Great work :smile:

Just out of curiosity...will there ever be an "Unofficial Official Hi-Res Texture Pack Patch" that fixes issues like the bright wooden logs in bonfires, or the http://skyrim.nexusmods.com/downloads/file.php?id=12856?

There is already a http://skyrim.nexusmods.com/downloads/file.php?id=8236 that addresses these issues, but the mod replaces the affected textures with the low-resolution textures. A proper fix will have to come from Bethesda.
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Connie Thomas
 
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Post » Fri May 25, 2012 5:58 pm

I'm looking at this change to the CWSoldierExtraDamageToPlayer perk on guards and soldiers. I'm not sure what's going on but without the patch active a guard will fire an arrow at the player that will do e.g. 62 damage. This is with no armor. Then with the patch enabled, under the exact same circumstances, that same guard will do 560 damage. That's with an imperial bow and a steel arrow. This is at level 28 so the multiplier should be 3 but it is clearly not.

At first I thought it was some weird new bug with the ModAttackDamage entry point, because it appears that the multiplier is being applied twice. This affects CWGuardExtraDamageToPlayer as well. When I removed those perks from the ActorBase the damage was around 40, then with just CWGuardExtraDamageToPlayer it's 62.5 (not 40 * 1.25 = 50 as expected, but rather 40 * 1.25^2 = 62.5). Then with the 1.03 patch it's around 560, and you'll note that 40 * 1.25^2 * 3^2 = 562.5. Using a few other values quickly confirmed the issue - the multiplier applied is always the square of what you enter in the perk. However, it's not the function, because e.g. Armsman and Barbarian are not affected by this bug.

I don't know why it's happening. My best guess it that maybe leveled characters are getting upstream perks applied twice or something, but that's a total shot in the dark. I don't think there's any way to fix that though, if that is indeed the issue. One possible fix is to change the multipliers on these two perks to the square root of what they are now. That way when they're applied twice the total works out the way it should. Another fix could be to change these to abilities, assuming that abilities don't suffer from the same issue.
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helen buchan
 
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Post » Sat May 26, 2012 7:01 am

I did a little bit more testing, and although the above is correct, the issue pops up only with the first save you load after starting the game, and only until you switch cells (or reload the same save or another save). I was doing some testing for something else on the Dragonsreach porch when I noticed the guards were dealing insane damage to my character and so then did this investigation, but it appears the extent of it is much more limited than it first appeared. There seem to be a lot of engine bugs related to loading of saves and entering/exiting cells, and this is one of them I guess. It would be nice if the USKP could fix this but I'm not holding my breath :-)
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Chris Jones
 
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Post » Sat May 26, 2012 12:12 am

Now I've got some questions that I'm wondering about with this here.

Is there a paticular order in which things should be loaded with this patch and mods?

Using steam which loads your selected mods how would I make sure this gets loaded in the order it should be loaded?

As for the Civil War soldiers being made harder. Does this also effect other battles in the game to where when you are higher level they aren't so easy? Even on Master level? As the game is way to easy when you get up around level 30 or so.

Thanks for the info.
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Damien Mulvenna
 
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Post » Sat May 26, 2012 12:10 am

Thank you so much for this patch it has made my game 100% more stable, :banana:
Greg
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Steeeph
 
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Post » Sat May 26, 2012 8:02 am

Use BOSS, making sure you're using the 2.0 version that understands the new load ordering. The USKP will be positioned correctly using that. Otherwise just make sure it loads more or less at the top of the order, after any individual bugfix mods you may have.
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Solène We
 
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Post » Sat May 26, 2012 1:59 am

Use BOSS, making sure you're using the 2.0 version that understands the new load ordering. The USKP will be positioned correctly using that. Otherwise just make sure it loads more or less at the top of the order, after any individual bugfix mods you may have.

What in the world is BOSS? As I use steam and what ever programs is included with that for installing/updating mods.
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Laura Samson
 
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Post » Fri May 25, 2012 8:11 pm

What in the world is BOSS? As I use steam and what ever programs is included with that for installing/updating mods.

It sorts your mods according to the correctly reported load order.

See: http://www.gamesas.com/topic/1362267-rel-boss-for-skyrim/
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Sophie Payne
 
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Post » Sat May 26, 2012 7:16 am

one thing ive always wondered ......

Would it not be better to run the Unoffical patch near the end of my load order rather than at the beginning.

Reasoning ---- i run alot of mods, some of which may include unintended references from the vanilla game etc.. The Unoffical patch fixes alot of the vanilla game bugs... so why would i not want to load it last just incase some mods have unintellionaly added the bugs back in via unintended refs ??

I understand if a mod is altering land area or vanilla quests it would be needed to load after the unoffical patch but as for others...... opinions ?
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Anne marie
 
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Post » Sat May 26, 2012 1:18 am

But then it would reset all of your customizations back to vanilla. Once Wrye Bash is fully functional for Skyrim, you'll be able to create a Bash patch which will give you the best of both worlds - the fixes from the USKP and the customizations from other mods.

There are some cases where you might want to incorporate some fixes from the USKP into another mod. But those are under specific circumstances. The best practice is to load the USKP first and let other mods override it.
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Elizabeth Falvey
 
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Post » Sat May 26, 2012 7:14 am

No, because the USKP is meant to be treated as though it were an official fix. So anything it changes should be freely allowed to get changed by other mods. If you load it too far down, it becomes a compatibility issue and can easily lead to reverting intentional changes right along with dirty edits from dirty mods.

As Andalay points out, Bash will resolve a lot of this once it becomes fully functional. Plus, TES5Edit will take care of the dirty edits once that appears on the scene.
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candice keenan
 
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Post » Fri May 25, 2012 6:40 pm

But then it would reset all of your customizations back to vanilla. Once Wrye Bash is fully functional for Skyrim, you'll be able to create a Bash patch which will give you the best of both worlds - the fixes from the USKP and the customizations from other mods.

not sure i understand. what sort of customisations do your mean ?

edit... thanks Andalay and Arthmoor. I understand a bit better now
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RaeAnne
 
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Post » Sat May 26, 2012 5:00 am

Yes but will the BOSS work if you use Steam for your mods?
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Janine Rose
 
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Post » Sat May 26, 2012 12:11 am

Yep. BOSS works just fine with Steam, as long as you're using BOSS 2.0. Just don't fiddle with the order in the game launcher after you've let BOSS do its thing.
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Breautiful
 
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Post » Fri May 25, 2012 5:07 pm

Yes but will the BOSS work if you use Steam for your mods?

Yes
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cheryl wright
 
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Post » Sat May 26, 2012 2:26 am

Yep. BOSS works just fine with Steam, as long as you're using BOSS 2.0. Just don't fiddle with the order in the game launcher after you've let BOSS do its thing.

As subscribed mods update while the game launcher is open sometimes adding new mods to the active data files list, do we need to keep an eye out for when this happens and subsequently restart BOSS as well as the Skyrim launcher?
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TOYA toys
 
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Post » Sat May 26, 2012 2:22 am

Yes, you'd need to run BOSS if any new mods are added, or if any subscribed mods are updated because the launcher will rearrange things in alphabetical order. Which is not ideal.
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Felix Walde
 
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Post » Sat May 26, 2012 8:48 am

Yes, you'd need to run BOSS if any new mods are added, or if any subscribed mods are updated because the launcher will rearrange things in alphabetical order. Which is not ideal.
And is this Boss version still closed beta?
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Mr. Allen
 
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