[BETA] Unofficial Skyrim Patch - Thread # 4

Post » Sat May 26, 2012 8:35 am

Two things, both easy fixes:

-If Eola is killed before asking the player to eat Verelus, Verelus repeatedly attempts to forcegreet the player because the package for it is checking for the failed stage of "The Taste of Death" (set when Eola dies) but also checking if a stage is done on DA11FIN that can't be reached unless Verelus rewards you for saving him.
-When Delvin asks you to get a mark's item, the objective says "return the X to Delvin"; should be "return X to Delvin" because the item's name includes the person's name (it shows up like "return the Tacitus' Emerald to Delvin").
User avatar
Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Sat May 26, 2012 4:15 am

Was about to download a tiny mod that removes any Argonian breathing when resurfacing from water but then noticed the exact thing in the changelog :tops: (I know it isnt present yet) so I am looking forward to that small immersion fix!

Thanks Kivan and co!
User avatar
Rob
 
Posts: 3448
Joined: Fri Jul 13, 2007 12:26 am

Post » Fri May 25, 2012 6:10 pm

Any update on 1.03? :)
User avatar
Robert Devlin
 
Posts: 3521
Joined: Mon Jul 23, 2007 2:19 pm

Post » Fri May 25, 2012 11:03 pm

Not sure if you would consider this a bug, but I noticed something that is a bit odd (not broken or anything but just a bit odd) After you defeat your second dragon in Kynesgrove Delphine tells you to meat her back at the inn in Riverwood. After your meeting in the secret room she returns upstairs and returns to her normal barmaid routine. Except she is still wearing her armor and brandishing her blades sword. Wouldnt it be more.... I dont know imersive if she changed back into the clothes she was in before? This would probably have to be done for every singe event afterwards when she goes back and forth.

Not sure if this is something you guys would cover but it is something that sticks out to me.
User avatar
Alada Vaginah
 
Posts: 3368
Joined: Sun Jun 25, 2006 8:31 pm

Post » Sat May 26, 2012 6:08 am

Not sure if you would consider this a bug, but I noticed something that is a bit odd (not broken or anything but just a bit odd) After you defeat your second dragon in Kynesgrove Delphine tells you to meat her back at the inn in Riverwood. After your meeting in the secret room she returns upstairs and returns to her normal barmaid routine. Except she is still wearing her armor and brandishing her blades sword. Wouldnt it be more.... I dont know imersive if she changed back into the clothes she was in before? This would probably have to be done for every singe event afterwards when she goes back and forth.

Not sure if this is something you guys would cover but it is something that sticks out to me.

After these events (much earlier, in fact), her cover is blown and you know her identity. After these events, it would actually seem more strange if she were to put on her barmaid clothing and act as if the main quest hadn't started.

... tells you to meat her back at the inn in Riverwood. After your meeting in the secret room...

Was there a reason you spelled these words differently? :wink:
User avatar
Richard Dixon
 
Posts: 3461
Joined: Thu Jun 07, 2007 1:29 pm

Post » Sat May 26, 2012 6:35 am

http://www.darkcreations.org/forums/files/file/205-unofficial-skyrim-patch/

Here's the complete changelog so you don't have to pick it out of the first posts:

Updated/Fixed USKP Changes
  • Fixed Blood on the Ice not completing from quest journal
  • Corrected cleanup which made it that Wisp Cores sometimes didn't provide Glow Dust when activated until the player did a cell transition
  • Removed all changed player home containers as it could not be recreated that their NoRespawn zone type failed to keep them from respawning
  • The fix to Tolfdir's mini-quest to find his Alembic will now work; was missing script files
  • Removed two instances of USKPSPatioWallColumn.NIF placed at the Thalmor Embassy as the problem was more properly fixed by a mesh edit
  • Redid the fix for the shaft of the grindstone on blacksmith sharpening wheel stations (Meshes\Furniture\Clutter\BlacksmithSharpeningWheelAnimating.NIF) as some people were indicating that the texture turned into a pixellated random mess; changes done 100% in NIFSkope this time
  • Corrected description of Matching Set light and heavy armor perks (51B17, 107832) as it indicated a 25% bonus but was providing 20% (Changed in 1.03 to fix the description rather than the magnitude)
  • Closed a large hole introduced into Snow Veil Sanctum when I fixed a small gap in the ceiling and failed to rotate the replacement piece 5579A into place (NorRmSmWallFront04)
New Fixes
  • All Civil War soldiers (both Imperial and Stormcloak) and guards in all holds will no longer be very easy opponents at higher player levels, as the leveling multiplier intended to scale damage to the player's level was broken due to bad condition checks
  • The torches on sconce activators will no longer duplicate-in-place (also adding slightly to bloat) when their cells respawn; the duplicate(s) would remain when the player picked up the newest torch
  • Added Guild Master's and Linwe's armors to Matching Set fix as they didn't have it
  • After the Thieves Guild initiation quest "A Chance Arrangment", 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
  • The misc. quest (Favor110) to bring a copy of The Mirror to Captain Aldis, and the misc. quest (SolitudeFreeform01) from Angeline Morrard to ask Captain Aldis about her daughter will both now terminate properly if he's removed from the gameworld by the Stormcloaks capturing Solitude
  • The misc. quest (FreeFormMorthalB) to deliver Gorm's letter to to Captain Aldis will now terminate properly if he's removed from the game by the Stormcloaks capturing Solitude, and will display its quest objective and target
  • The mini-quest that can occur when the player assaults an NPC will now work properly: removed a leftover debug message, fixed quest objectives displaying script code and the quest letter will now properly advance the quest when read
  • Farkas will no longer lose his Skyforge Steel Greatsword during the Companions quest Proving Honor and then be reassigned an incorrect Iron Greatsword he's stuck with thereafter
  • After the Restoration Ritual Spell quest, Colette Marence will offer the spell Guardian Circle for sale as she was supposed to
  • Faendal will no longer continue to visit Camilla Valerius if she's married to the player (and living in the player's house)
  • Ulfric Stormcloak and Galmar Stone-Fist's hands will no longer go through the map table in Windhelm's Palace of the Kings when they lean over it due to misaligned markers
  • If Illia is dismissed or otherwise loses her follower status, this will no longer prevent her from being talked to and recruited again (may have to talk to her twice to get her to follow if she's gotten into this state as the first attempt will fix the problem)
  • Randomly encountered thieves in the wilderness will now properly recognize if the player has Guild Master's or Nightingale armor equipped and defer accordingly
  • Brenuin's (Whiterun) urn in the catacombs will now properly enable if he dies (ref. was pointing to a fire shader instead of the urn)
  • Numerous NPC's corpses throughout Skyrim will now clean up properly when dead (especially in towns) as they were missing their dead body cleanup script
  • Added end pieces with collision to resolve hollow/seethrough fence beam ends and missing stone fenceposts on the Thalmor embassy entrance (Data\Meshes\Architecture\Solitude\SThalmorEmbassy.NIF)
  • Added end pieces with collision to resolve hollow/seethrough fence beam ends and missing stone fenceposts on the Thalmor embassy entrance (Data\Meshes\Architecture\Solitude\SThalmorEmbassy.NIF)
  • Closed a seethrough triangular hole of missing polys at the roof apex of inn side room meshes Meshes\Architecture\Farmhouse\Interior\FarmIntInnEnd03/4/6.NIFs
  • Fixed overlapping faces, added a missing stone pillar to properly complete the fence including new collision for it Fixed Havok collision on the back door which was allowing the player to walk through the mesh, and removed a bad node that was causing problems with snow shader mods in the exterior Thalmor Embassy building (Meshes\Architecture\Solitude\SThalmorEmbassy.NIF)
  • Closed seethrough gaps between the top stairs (both sides) and the landing, between the lower landing and banister and in the lowest step of the stairway to High Hrothgar (Meshes\Architecture\HighHrothgar\HighHrothgarFloor01.NIF)
  • Fixed bad UV texture mapping on the Riften north gate's stonework (Meshes\Architecture\Riften\RTNorthGate01.NIF)
  • Eliminated Z-fighting flickering from overlapping and duplicate faces on the base of a column of a Solitude house interior piece found in Proudspire and other places (Meshes\Architecture\Solitude\Interiors\SSmaBalSol02.NIF)
  • Eliminated Z-fighting flickering from overlapping and duplicate faces on Tamriel road pieces RoadStraight01End.NIF and RoadStraight02.NIF
  • The Gauntlets (EAFD2) and Boots (EAFD3) of the Old Gods will no longer disappear if the full set is being worn
  • The Grand Staff of Charming (29B91) now has the correct enchantment of mass charm, not calm as the weaker Staff of Calm does
  • Corrected the Flawless Amethyst item (6851E) being miscategorized as clutter rather than a gem
  • The Bond of Matrimony (C5809) and Linwe's Boots/Armor/Gloves/Hood (108543/4/5/6) are now blocked from disenchanting as they should have been, as the resulting enchantment can't be applied to anything
  • Fixed the following Tamriel-worldspace load doors incorrectly using non-animated object FarmhouseDoor01 rather than FarmhouseDoorL01 so they didn't animate when activated: DB0E8 (-23,4), 1F7D7 (-37,3), 19974 (-29,1), 1656B/D (26,-2), 1636E (-11,-15), 16365 (7,6), 16356 (36,8), 16353 (35,8), 1633A (34,6), 1630A (26,8), 162D5 (27,8) [also had a seethrough gap as was misaligned], 177B9 (-9,16), 177B4 (-10,17), 177B2/8 (-9,15), 177AF/BB (-10,16), 17752 (-25,19), 177BD/DFF11 (-10,-15)
  • Fixed the following load doors incorrectly using non-animated object FarmhouseDoor01 rather than FarmhouseDoorL01 so they didn't animate when activated: 240CA (DawnstarSilussHouse), 1F7EA (KolseggrMinePavosHouse), 13CE1 (DawnstarIrgnirsHouse), DB208 (LundsHut01), 175AE (WinterholdRanmirsHouse), 13D41 (DawnstarWindpeakInn), 175BE (WinterholdKorirsHouse), 13C11 (DawnstarBeitildsHouse)
  • Moved an animated load door (58E22) so that the stonework behind it doesn't clip through it in Mzinchaleft Gatehouse
  • Cleared the erroneous ownership on a Deathbell ingredient (FB51E) that made it a stolen item in Snapleg Cave
  • Two rugs (D8A7A/D89C8) in Proudspire Manor under the tables in the living room areas that were tied to an unused enable parent are now tied to the living room upgrade so will appear when it is purchased
  • Corrected name MS11NecromancerAmulet "Necromancer Amulet" ? "Necromancer's Amulet" [this is how it is referred to during the quest Blood on the Ice]
  • Corrected The Fishing Job (TGRGF) objective 20: "Return the to Delvin" (Removed "the" as ItemToGet begins with the mark's name)
  • Corrected Contract: Kill Beitild (DBSideContract03) stage 200: "Betild is dead,..." ("Betild" ? "Beitild")
  • Corrected Hitting the Books (MG03) stage 30: "Urag suggested that useful books may have been stolen from the Arcanaeum by Othorn,..." ("Othorn" ? "Orthorn")
  • Corrected AD8DE NoteFreeformMorthalB "Gorm's Letter" [Improved title to "Gorm's Letter to Captain Aldis as otherwise the player could forget what it was and read it to find out, then remember that Gorm asked that the player not read it; note that there are no consequences if the player does]
  • Corrected 90213 dunAnsilvundLetter04 "Lu-ah's Journal" [Corrected title to "Lu'ah's Journal" to match her name], and "I would see both the Empire and these sons of Skyrim into Oblivion myself." ("Skyrim into" ? "Skyrim into") [double space]
  • Corrected F4530 Book3ValuableBlades "The Rise and Fall of the Blades": "Fragments of from late 1st era texts…" ("of from" ? "from")
Amazing... I got it finished, packed, written up and posted before 2 am... 10 minutes before. :smile:
So it's bedtime and I'll try to answer any questions on it in about 8 hours when I'm back at work.
User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

Post » Sat May 26, 2012 3:47 am

Not sure if you would consider this a bug, but I noticed something that is a bit odd (not broken or anything but just a bit odd) After you defeat your second dragon in Kynesgrove Delphine tells you to meat her back at the inn in Riverwood. After your meeting in the secret room she returns upstairs and returns to her normal barmaid routine. Except she is still wearing her armor and brandishing her blades sword. Wouldnt it be more.... I dont know imersive if she changed back into the clothes she was in before? This would probably have to be done for every singe event afterwards when she goes back and forth.

Not sure if this is something you guys would cover but it is something that sticks out to me.

If there had been a "secret exit/entrance" from her secret room, then she could have left and returned in her armour, changed back, and carried on incognito. However, having blundered through the main room of the inn wearing full armour, it's a little late to go back. Maybe once people are used to the CK, something could be done with a secret passage. In the meantime, having worn the armour, if she known people (like the Thalmor perhaps) are hunting Blades, staying in armour is safer.
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Sat May 26, 2012 4:04 am

After these events (much earlier, in fact), her cover is blown and you know her identity. After these events, it would actually seem more strange if she were to put on her barmaid clothing and act as if the main quest hadn't started.

Delphines cover is now known to you the dragonborn. But not to anyone else in Skyrim. I believe she would maintain her cover to the people of Riverwood.
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Fri May 25, 2012 9:39 pm

If you could post that on the tracker it would be appreciated. If not I'll get to it... eventually.
Done.

Here's another bug. Unfortunately, it's Script-based.
When a vampire and are are scheduled to change, but you are in combat, you gain another 12 hours of your current stage. And the value of FeedTimer gets corrupted. This is because the PlayerVampireQuestScript is registered to be updated only every 12 in-game hours. E.g. RegisterForUpdateGameTime (12):
Spoiler
Event OnUpdateGameTime()	;Feed timer	FeedTimer = GameDaysPassed.Value - LastFeedTime; 	debug.trace(self + "Feed Timer is:" + FeedTimer + "days")			;Vampire progression should not happen if player is in combat or controls are locked or the player can't fast travel 	If  Game.IsMovementControlsEnabled() && Game.IsFightingControlsEnabled() && Game.GetPlayer().GetCombatState() == 0
The fix: If the player is in combat, UnregisterForUpdateGameTime () and RegisterForUpdateGameTime(0.25) and update FeedTimer inside the positive block:
Spoiler
Event OnUpdateGameTime()	If !Game.IsMovementControlsEnabled() || !Game.IsFightingControlsEnabled() || Game.GetPlayer().GetCombatState() != 0		UnregisterForUpdateGameTime ()		RegisterForUpdateGameTime (0.25);every 15 in-game minutes		Return	EndIf		;Vampire progression should not happen if player is in combat or controls are locked or the player can't fast travel 	If  Game.IsMovementControlsEnabled() && Game.IsFightingControlsEnabled() && Game.GetPlayer().GetCombatState() == 0		;Feed timer		FeedTimer = GameDaysPassed.Value - LastFeedTime; 		debug.trace(self + "Feed Timer is:" + FeedTimer + "days")

Someone, please check this over. If found to be valid, please let me know and I'll add it to the bug-list tracker. (Or, feel free to add it yourselves, of course.)
User avatar
John N
 
Posts: 3458
Joined: Sun Aug 26, 2007 5:11 pm

Post » Sat May 26, 2012 2:48 am

Just installed the 1.03 Beta on a savegame with the completed-but-bugged "Blood on the ice" - seems to have made no difference to the incomplete quest stage flags - do I have to wait / talk to someone / do something?
User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

Post » Sat May 26, 2012 1:47 am

If there had been a "secret exit/entrance" from her secret room, then she could have left and returned in her armour, changed back, and carried on incognito. However, having blundered through the main room of the inn wearing full armour, it's a little late to go back. Maybe once people are used to the CK, something could be done with a secret passage. In the meantime, having worn the armour, if she known people (like the Thalmor perhaps) are hunting Blades, staying in armour is safer.

I see your point. However, I think she would wear innkeepers clothing when working in the inn. And change to armor when leaving to go on a quest.
User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Fri May 25, 2012 9:25 pm

http://www.darkcreations.org/forums/files/file/205-unofficial-skyrim-patch/ Here's the complete changelog so you don't have to pick it out of the first posts: Amazing... I got it finished, packed, written up and posted before 2 am... 10 minutes before. :smile: So it's bedtime and I'll try to answer any questions on it in about 8 hours when I'm back at work.

Thank you so much for this change log!!! Makes it so much easier to know what has been changed/added to this version.

You rock!! Thank you again for your hard work on this.
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Fri May 25, 2012 5:20 pm

Kivan, what is the preferred placement of the USKP in the load order? Should it be loaded right after update.esm?
User avatar
Jason White
 
Posts: 3531
Joined: Fri Jul 27, 2007 12:54 pm

Post » Fri May 25, 2012 6:37 pm

Well, quest fixes cannot do anything if the quest has already passed the stage that was bugged. I suppose the fix would work if you activated before completing the quest.

Just installed the 1.03 Beta on a savegame with the completed-but-bugged "Blood on the ice" - seems to have made no difference to the incomplete quest stage flags - do I have to wait / talk to someone / do something?
User avatar
lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am

Post » Sat May 26, 2012 5:50 am

Thank you, Kivan, and everyone who helps in this effort, for all your hard work and dedication. You're awe-inspiring.
User avatar
Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Sat May 26, 2012 1:46 am

Just installed the 1.03 Beta on a savegame with the completed-but-bugged "Blood on the ice" - seems to have made no difference to the incomplete quest stage flags - do I have to wait / talk to someone / do something?
Well, quest fixes cannot do anything if the quest has already passed the stage that was bugged. I suppose the fix would work if you activated before completing the quest.
Depends how the fix was done: There are at least three bugs in my saved version - two "failed to clear" quest stage markers and an unidentified Necromancer's Amulet. The two quest markers don't auto-clear, that's certain. When I get home again, I'll talk to Wuunferth and see if he identifies the amulet and clears THAT problem. It may need a "clean up all the stages" script attached to an event like him I.D.ing the amulet to retroactively fix a bugged quest. Or, I guess, I can restore an earlier game and re-do the quest.

I guess it's time I learned to script myself - if I can come up with a fix routine, maybe it could be added later.
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Sat May 26, 2012 1:28 am

Kivan, what is the preferred placement of the USKP in the load order? Should it be loaded right after update.esm?
Yep, official content first including Update.esm
then USKP
then mods - including dlc's. We can probably expect more dlc in future and if so just like oblivion a seperate Unofficial patch would probably be required for those loading after the dlc's concerned. USKMP ?
User avatar
Peter lopez
 
Posts: 3383
Joined: Mon Sep 10, 2007 5:55 pm

Post » Fri May 25, 2012 11:23 pm

Done.
Here's another bug. Unfortunately, it's Script-based.
....

I don't think it's been added to the tracker yet so if you want to that would be appreciated. I'll have a look at that script tonight.

Kivan, what is the preferred placement of the USKP in the load order? Should it be loaded right after update.esm?

That's correct.

Thank you, Kivan, and everyone who helps in this effort, for all your hard work and dedication. You're awe-inspiring.

Thanks. :smile:

Depends how the fix was done: There are at least three bugs in my saved version - two "failed to clear" quest stage markers and an unidentified Necromancer's Amulet. The two quest markers don't auto-clear, that's certain. When I get home again, I'll talk to Wuunferth and see if he identifies the amulet and clears THAT problem. It may need a "clean up all the stages" script attached to an event like him I.D.ing the amulet to retroactively fix a bugged quest. Or, I guess, I can restore an earlier game and re-do the quest.
I guess it's time I learned to script myself - if I can come up with a fix routine, maybe it could be added later.

Spoiler
I still have to look at the non-clearing objectives. I haven't looked at the dialog to determine if Wuunferth was supposed to transform the amulet, but if there's no bugged code in there then I would conclude it's working as intended. It's a Necromancer's Amulet, he isn't a Necromancer, and Calixto is; perhaps a necromantic ritual (and Calixto's journals indicate he was doing them) or spell or something equivalent, even being worn by a necromancer, was required to unlock it.
User avatar
Yonah
 
Posts: 3462
Joined: Thu Aug 02, 2007 4:42 am

Post » Fri May 25, 2012 8:18 pm

Just wanted to say huge thanks for doing this, your fixes are going to make the game so much more enjoyable for tons of people! :smile:

Also a quick question: Is there any problem extracting your .bsa file and then .rar'ing it at all up (minus the .bsa of course) and installing with Wrye Bash? This way I can manage what other mods are in conflict, at least with individual files?

For one your mod fixes these meshes:

meshes\architecture\farmhouse\interior\farmintinnend03.nif
meshes\architecture\farmhouse\interior\farmintinnend04.nif
meshes\architecture\farmhouse\interior\farmintinnend06.nif
meshes\architecture\solitude\spatiowallentrance.nif

So has Brumbek in his mod: http://skyrim.nexusmods.com/downloads/file.php?id=8655

I sent him a PM about this over at Nexus, I bet you two overlap more and more going forward. I know his mod goes beyond just bug fixes but maybe some collaboration or communication would helpful?
User avatar
Chavala
 
Posts: 3355
Joined: Sun Jun 25, 2006 5:28 am

Post » Fri May 25, 2012 8:26 pm

Yep, official content first including Update.esm
then USKP
then mods - including dlc's. We can probably expect more dlc in future and if so just like oblivion a seperate Unofficial patch would probably be required for those loading after the dlc's concerned. USKMP ?
Yes, but in the case of DLC for Skyrim it's virtually assured they'll come as .esm files and will therefore load before the USKP.
User avatar
Charlotte X
 
Posts: 3318
Joined: Thu Dec 07, 2006 2:53 am

Post » Fri May 25, 2012 4:38 pm

Just wanted to say huge thanks for doing this, your fixes are going to make the game so much more enjoyable for tons of people! :smile:
Also a quick question: Is there any problem extracting your .bsa file and then .rar'ing it at all up (minus the .bsa of course) and installing with Wrye Bash? This way I can manage what other mods are in conflict, at least with individual files?
For one your mod fixes these meshes:
meshes\architecture\farmhouse\interior\farmintinnend03.nif
meshes\architecture\farmhouse\interior\farmintinnend04.nif
meshes\architecture\farmhouse\interior\farmintinnend06.nif
meshes\architecture\solitude\spatiowallentrance.nif
So has Brumbek in his mod: http://skyrim.nexusmods.com/downloads/file.php?id=8655
I sent him a PM about this over at Nexus, I bet you two overlap more and more going forward. I know his mod goes beyond just bug fixes but maybe some collaboration or communication would helpful?

I've already been talking to Brumbek; he contributed two files (they're in the credits/changelog.) I did those ones myself before I found he'd fixed all three. However, I don't want to hi-poly them as this falls outside the scope of bugfixing.
As far as I understand it, loose files win over BSAs, and files in BSAs obey the "rule of one" so you can leave them in the BSA and another mod's BSA or files will override them. The critical thing is that the USKP be at the top of the load order under the ESMs so it loads first to allow this to happen.
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Sat May 26, 2012 8:10 am

Cool on talking with Brumbek, you both are doing some amazing work!
User avatar
Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Sat May 26, 2012 4:13 am

Any 'fix' mods we should disable after upgrading to 1.03?
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Fri May 25, 2012 6:40 pm

Spoiler
I still have to look at the non-clearing objectives. I haven't looked at the dialog to determine if Wuunferth was supposed to transform the amulet, but if there's no bugged code in there then I would conclude it's working as intended. It's a Necromancer's Amulet, he isn't a Necromancer, and Calixto is; perhaps a necromantic ritual (and Calixto's journals indicate he was doing them) or spell or something equivalent, even being worn by a necromancer, was required to unlock it.

Spoiler

Now that you mention it, I once had the unidentified amulet in my inventory at the time I confronted Wuunferth (with Calixto still alive). He was speaking of it in the past tense, something among the lines "how did it look like?". That implies one never shows/gives it to him for identification, one just mentions it. I'd say it works as intended.
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Fri May 25, 2012 7:46 pm

All Civil War soldiers (both Imperial and Stormcloak) and guards in all holds will no longer be very easy opponents at higher player levels, as the leveling multiplier intended to scale damage to the player's level was broken due to bad condition checks (New in 1.03)

That sounds really nice, but does that need some further fixups? Madanach's escape comes to my mind, where he and his crew are battling all of Markarth's guards.
User avatar
Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

PreviousNext

Return to V - Skyrim