[BETA] Unofficial Skyrim Patch - Thread # 4

Post » Fri May 25, 2012 6:01 pm

Nope. It's the new http://skyrim.nexusmods.com/downloads/file.php?id=6 that got released recently.
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Luis Reyma
 
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Post » Fri May 25, 2012 5:19 pm

Nope. It's the new http://skyrim.nexusmods.com/downloads/file.php?id=6 that got released recently.
Ahh - I misread the release date and thought those were older. Thanks
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james tait
 
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Post » Fri May 25, 2012 11:43 pm

Regarding; After the Thieves Guild initiation quest "A Chance Arrangement", Brand-Shei will no longer remain permanently in the Riften jail; he was intended to be released in just over two minutes of real time, but a bug prevented this (New in 1.03)

So, when reading post #1, I noticed that Brand-Shei was fix. I unloaded a NEXUS fix for this same issue, and went into the game. I waited for about 5 minutes, moved time ahead 48 hours, and the dude is still in prison. I dont see how this is working. I finished the thieves guild quest may hours ago... Do I need to do anything else?
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Roy Harris
 
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Post » Sat May 26, 2012 12:53 am

Regarding; After the Thieves Guild initiation quest "A Chance Arrangement", Brand-Shei will no longer remain permanently in the Riften jail; he was intended to be released in just over two minutes of real time, but a bug prevented this (New in 1.03)
So, when reading post #1, I noticed that Brand-Shei was fix. I unloaded a NEXUS fix for this same issue, and went into the game. I waited for about 5 minutes, moved time ahead 48 hours, and the dude is still in prison. I dont see how this is working. I finished the thieves guild quest may hours ago... Do I need to do anything else?

Nope... there was a mistake in the onload. Inverted the variable. Too many late nights. :) I've fixed it and it works fine now.

I've been waiting a few days without making any changes to see if anything like this came in. So far only the Minecraft grindstones (confirmed fixed) and this. I have a four-day weekend coming up Friday to Monday inclusive, so looking at finally releasing it then.
Also needed a couple days off of modding to get caught up on other stuff. It was productive, so I'll be probably starting on 1.1 immediately after 1.0 gets rolled.
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Jessie Rae Brouillette
 
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Post » Fri May 25, 2012 4:30 pm

Glad I can help... :smile: I thought about not saying anything... but then said wth. :smile:

I might have found another bug... during http://www.uesp.net/wiki/Skyrim:Rescue_from_Fort_Kastav you have the option of telling the freed legionaries to "stay here" before entering the for courtyard (while still in the prison)... yea, they dont listen.. and die since they dont use the weapons at their side... they use their fists... silly.
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Rachyroo
 
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Post » Fri May 25, 2012 11:56 pm

Nope... there was a mistake in the onload. Inverted the variable. Too many late nights. :smile: I've fixed it and it works fine now.

I've been waiting a few days without making any changes to see if anything like this came in. So far only the Minecraft grindstones (confirmed fixed) and this. I have a four-day weekend coming up Friday to Monday inclusive, so looking at finally releasing it then.
Also needed a couple days off of modding to get caught up on other stuff. It was productive, so I'll be probably starting on 1.1 immediately after 1.0 gets rolled.

Are you saying this was fixed in 1.03 or is it a post-1.03 fix you've made for a future release? I'm curious because I'm using 1.03 and I noticed Brand-Shei back at his stall for the first time ever. All previous games have had him stay permanently in prison.
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Anna Kyselova
 
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Post » Sat May 26, 2012 6:01 am

Had the same issue as Euther. Uninstalled a steam workshop fix for brand-shei. Installed uskp 1.03 and he was back in prison.

I believe kivan is saying he's fixed it on his end, and it will be in the 1.0 release. We've had betas so far.
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rolanda h
 
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Post » Fri May 25, 2012 8:40 pm

I can't find this on the list of current fixes, so:

The quest "In My Time of Need" gets stuck at quest stage 100 if Kematu dies before talking to the player. (UESP notes that this can happen through use of a Frenzy spell effect; I encountered it with an increased spawns mod when the bandits stepped in an Alik'r trap, aggroed on them, and slaughtered Kematu and his men.) If this happens, there does not appear to be any way to continue or complete the quest other than by using SetStage in the console.
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Ownie Zuliana
 
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Post » Sat May 26, 2012 7:46 am

3 I noticed.

1. Sometimes when you see the Imperial soldiers escorting a Stormcloak prisoner they are just stopped on the road and not moving.
2. After completing "In My Time of Need" the Alik'r warriors remain in the Swindler's Den.
3. "Totems of Hircine" The quest for some reason completes the first 2 stages so you are no longer offered the quest. CR12, you need to manually reset the quest but even then stages 1 and 2 keep getting marked as completing and you are unable to get this quest from Aela. (Dropping the witch heads on the ground seems to fix this issue, thus resetting the quest, very odd)

Thanks and keep up the awesome work!
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Cat
 
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Post » Sat May 26, 2012 5:28 am

Really loved the UOP, and it's Skyrim ecquivalent is proving to be just as fundamental to a clean game.
I do have one small problem though. The quest "Blood on the Ice" in Windhelm appears to be have been a bit broken by the patch. It might just be my game, but the quest will not finish with the patch active. Upon reporting back to Jorleif, the game will alert me that I have completed the quest, but the quest will forever stay active in my journal with the task "talk to Jorlief". I tried disabling USP and the quest finished perfectly.

I don't suppose anyone could try recreating this bug to see if it's just me or not. If it is just me, will it be safe to disable USP, report to Jorlief, finish the quest and then re enable USP?
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D IV
 
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Post » Sat May 26, 2012 3:44 am

Hint: If using BOSS, run the BOSS GUI, and set USKP to load "First in the 'vanilla fixes' group" - always puts it directly under the DLC files, allowing it to bugfix the DLCS as they come out.

Might be another mod playing about, but does anyone else have a dodgy set of floor tiles just inside the Hall of the Dead in Whiterun? I have two tiles that are fighting to overlap each other. Not running the HD DLC.
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Marguerite Dabrin
 
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Post » Fri May 25, 2012 10:46 pm

The NPC "Hert" looks having the face messed up with USKP installed. The face is very dark while the body is notmal, and her eyes are red. When i disable the Unofficial patch she returns normal. I didn't go much into the game with the patch installed, so i suspect this isn't the only NPC affected!
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elliot mudd
 
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Post » Fri May 25, 2012 7:59 pm

Really loved the UOP, and it's Skyrim ecquivalent is proving to be just as fundamental to a clean game.
I do have one small problem though. The quest "Blood on the Ice" in Windhelm appears to be have been a bit broken by the patch. It might just be my game, but the quest will not finish with the patch active. Upon reporting back to Jorleif, the game will alert me that I have completed the quest, but the quest will forever stay active in my journal with the task "talk to Jorlief". I tried disabling USP and the quest finished perfectly.
I don't suppose anyone could try recreating this bug to see if it's just me or not. If it is just me, will it be safe to disable USP, report to Jorlief, finish the quest and then re enable USP?

You're probably still using 1.02. 1.03 fixes this.

The NPC "Hert" looks having the face messed up with USKP installed. The face is very dark while the body is notmal, and her eyes are red. When i disable the Unofficial patch she returns normal. I didn't go much into the game with the patch installed, so i suspect this isn't the only NPC affected!

Yup... known engine issue with modifying vampire faces. The eye fix brings it out. I thought (hoped?) for some reason it would be fixed in the last patch. It wasn't, so I'll be removing that for the release version.
Edit: (Is there a workaround with exporting facegen? I need to check...)
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Elisabete Gaspar
 
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Post » Sat May 26, 2012 2:32 am

Edit: (Is there a workaround with exporting facegen? I need to check...)
Nope. doesn't work for regular .esp files.
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Anthony Santillan
 
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Post » Sat May 26, 2012 3:17 am

Nope. doesn't work for regular .esp files.

Thanks. Didn't think so... ah well. Besides, in a world where sunglasses have yet to be invented, those red eyes are too obvious anyways. :smile:
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Sheeva
 
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Post » Fri May 25, 2012 8:08 pm

The NPC "Hert" looks having the face messed up with USKP installed. The face is very dark while the body is normal, and her eyes are red. When i disable the Unofficial patch she returns normal. I didn't go much into the game with the patch installed, so i suspect this isn't the only NPC affected!

Now that you point it out, this occurs to me too. I met Hert at Half-Moon Mill and also spawned her a couple of times using the console. Seems like she has a redguard face with a nord body now. Here are some screenshots: http://i.imgur.com/T7pFI.jpg, http://i.imgur.com/s3TYg.jpg, http://i.imgur.com/SqoAI.jpg. And http://images.uesp.net/5/56/SR-npc-Hert.jpg is how she looked in vanilla (source: UESP).

So this is due to her being a vampire. Ah well, vampire face bugs have plagued Elder Scrolls games since Oblivion. I guess Skyrim's no exception :/
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Alan Cutler
 
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Post » Sat May 26, 2012 5:30 am

Interesting, but she is ok in my setup (1.5.24.0.5/1.03) However, I still have bugged blood on ice and really messed up civil war glitches. Legate Rikke rarely doesn't have progress dialogues, before acquiring new mission to attack Windhelm a dragon appears and whole camp went to aggressive state while I was talking to Legate Rikke. Of course, talk was interrupted but after dragon flew away I talked to her again, she said "go to Windhelm!" and nothing happens, no new journal entry, no new objective added. Reloading save and talking to her after dragon flew away resolved this however she got some flying in air skull behind her. And game crashes as soon as I enter Ulfric's palace. Perhaps, game hints me to play on stormcloacks side? :D
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Elea Rossi
 
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Post » Sat May 26, 2012 5:45 am

By the way, does doing any of the following (in any combination) introduce quest bugs by creating timing issues? Because if they do, that would explain a LOT about why people are having issues with certain quests (with vanilla or USKP) while some seem to complete the quests fine.
  • Increasing the ugrids setting to a value more than 5
  • Disabling vsync and running Skyrim at >60 FPS
  • Capping Skyrim to run at a fixed FPS.
  • Mods that hook into d3d9.dll or dinput.dll (ENB, FXAA, ScriptDragon)
It's true that these things can cause weird stuff to happen like physics glitches, graphics corruption etc. I just want to know if they can cause quest bugs too.
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Laura-Lee Gerwing
 
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Post » Fri May 25, 2012 7:49 pm

I don't know if this has always been a problem with stacking in the game, but it certainly has always been in all versions of Skyrim, before and after USKP.

I have a necklace for smithing, a ring for smithing, and bracers for smithing. When I equip all of them, in the Active Effects it lists the rings power and necklace twice. Bracers don't even show up. I've tried different strengths of bracers and necklaces, and the necklace always shows up twice while bracers do not. Anyone else have a similar problem?
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CArlos BArrera
 
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Post » Sat May 26, 2012 1:54 am

Kivan, is USKP compatible with Better Sorting?

I ask because Wrye Bash for SK doesn't still allow to import names, so maybe some edits can be overriden, and i prefer fixes to sorted names :tongue:
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Timara White
 
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Post » Fri May 25, 2012 6:23 pm

One of the necklaces in active effects is probably the bracers with the wrong text displayed. I have seen this happen with other items.
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Rozlyn Robinson
 
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Post » Sat May 26, 2012 4:45 am

You're probably still using 1.02. 1.03 fixes this.
....You have no idea how much I'm face palming at myself now. Sorry about that T_T
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butterfly
 
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Post » Sat May 26, 2012 8:31 am

Closed seethrough gaps of missing polys all around the end of the shaft of the Elven Warhammer (Meshes\Weapons\Elven\ElvenWarhammer.NIF)

On that note, while the gaps are now gone (huzzah), blood decals are now floating/detached from the warhammer's head when using that mesh fix. http://i.imgur.com/SYc3M.jpg; it occurs both when the weapon is stowed and wielded. Apologies for not noticing that earlier. :) I posted it on the bug tracker, but since the bug was already marked closed I suspect it was missed.
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Jessie Rae Brouillette
 
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Post » Sat May 26, 2012 3:49 am

....You have no idea how much I'm face palming at myself now. Sorry about that T_T

Heh no worries... I miss enough these days myself. :smile:

On that note, while the gaps are now gone (huzzah), blood decals are now floating/detached from the warhammer's head when using that mesh fix. http://i.imgur.com/SYc3M.jpg; it occurs both when the weapon is stowed and wielded. Apologies for not noticing that earlier. :smile: I posted it on the bug tracker, but since the bug was already marked closed I suspect it was missed.

Ah thanks. The replacement did have an offset and I wondered if there would be any effect to it. I'll fix that up tonight.
I have been rather lazy recently and haven't read the tracker in a few days. That changes with the four day weekend coming up.
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Dalley hussain
 
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Post » Fri May 25, 2012 4:51 pm

i post again since you missed it :P

Kivan, is USKP compatible with Better Sorting?

I ask because Wrye Bash for SK doesn't still allow to import names, so maybe some edits can be overriden, and i prefer fixes to sorted names :tongue:
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Motionsharp
 
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