[BETA] Unofficial Skyrim Patch - Thread # 4

Post » Sat May 26, 2012 5:17 am

Any 'fix' mods we should disable after upgrading to 1.03?

That depends, what kind of fix mods are you using?
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Horror- Puppe
 
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Post » Sat May 26, 2012 2:29 am

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.
gamesas keeping us on our toes :)
So then we would need .. Official content, Update, DLCs, USKP, USKMP (if there becomes a need for one, but would probably make sense to keep it separate from USKP in case users do not have a DLC installed) .. Then mods.
Just speculation at this time of course.

Kivan - Thank you for 1.03 - Just had an hour with it installed. Also installed it for multiple users on our desktop ... See if any of my family members can randomly come across any problems not found yet ( I seem to find stuff, pop in here and the bug tracker to see if its listed, and so far find someone else has already found the problem - One of these days :) )
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Kari Depp
 
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Post » Fri May 25, 2012 10:44 pm

Cool on talking with Brumbek, you both are doing some amazing work!

Thanks. :smile: Hope we can send plenty of files back and forth. There's a lot to do. I already noticed I missed some of the road meshes. :biggrin:

Any 'fix' mods we should disable after upgrading to 1.03?

https://unofficialskyrimpatch.16bugs.com/projects/7078/bugs/214876

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.

Good point and another good reason to keep it as-is.

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.

Nope, it only affects the player.

Kivan - Thank you for 1.03 - Just had an hour with it installed. Also installed it for multiple users on our desktop ... See if any of my family members can randomly come across any problems not found yet ( I seem to find stuff, pop in here and the bug tracker to see if its listed, and so far find someone else has already found the problem - One of these days :smile: )

Thanks for the confirmation. :smile:
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Shaylee Shaw
 
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Post » Fri May 25, 2012 11:56 pm

I don't know if this is the patch that should fix this, but there is a major bug with enchanted items value. Due to some messed up calculation, less enchanting skill you have and weaker the soul gem is, more gold the enchanted items are worth. I was using the "banish" enchantment on the iron daggers. I made a lot of them (I was saving gems and daggers) and by the time I skilled up 50 poitns, the dagger was worth half its price...
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gandalf
 
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Post » Sat May 26, 2012 6:21 am

I'm still getting the pixellated grindstones with v 1.03.
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NEGRO
 
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Post » Sat May 26, 2012 8:49 am

I don't know if this is the patch that should fix this, but there is a major bug with enchanted items value. Due to some messed up calculation, less enchanting skill you have and weaker the soul gem is, more gold the enchanted items are worth. I was using the "banish" enchantment on the iron daggers. I made a lot of them (I was saving gems and daggers) and by the time I skilled up 50 poitns, the dagger was worth half its price...

Yup, this has been known since release; I reported it to gamesas as well. Haven't remembered to investigate it. It could be as simple as a game setting, but if so I doubt it wouldn't have been found/fixed yet. This is seems like an ideal fix for a small SKSE plugin otherwise.

I'm still getting the pixellated grindstones with v 1.03.

Great. :facepalm: This would mean it's the texture, not the mesh. I take it you didn't install the NIF as a separate file in Data\Meshes, correct? As otherwise it will override the BSA. (Also I did confirm with a couple of people that the new NIF fixed it, Bizarre.)

Anyone else?
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Sudah mati ini Keparat
 
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Post » Sat May 26, 2012 6:52 am

my grindstone is multi-colored and all i have installed is the unofficial patch...no nif files or anything.
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Kirsty Collins
 
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Post » Fri May 25, 2012 7:38 pm

my grindstone is multi-colored and all i have installed is the unofficial patch...no nif files or anything.

Thanks... so either GIMP corrupted the texture or some combination of card/drivers don't like the DXT compression on it.
When I get home I'll PM you (if it's OK) and post a file https://unofficialskyrimpatch.16bugs.com/projects/7078/bugs/220010 (the stock texture) to see if it resolves it.

Edit: If some brave soul wants to try this:
Open the Unofficial Skyrim Patch.bsa using Archive.exe (in the main Skyrim folder)
Navigate to Textures\Clutter\Blacksmith\
Delete BlacksmithSharpeningWheel01.DDS and then save the BSA.
See if the problem goes away.
At least that will pin it down to the texture.
Thanks. :smile:
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Jessie Butterfield
 
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Post » Fri May 25, 2012 5:33 pm

I also have minecraftian grindstones.
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CSar L
 
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Post » Sat May 26, 2012 7:14 am

you can pm me just make sure i understand what you want me to do...ok :)
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The Time Car
 
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Post » Sat May 26, 2012 12:23 am

Regarding the grindstone. I don't know if it can have any effect, but your texture seems to be saved with an alpha channel (just white) and the vanilla texture doesn't have that channel.
Also, I noticed this texture conflicts with the Skyrim HD Texture Pack. Maybe there's the problem.

//Edit: Btw. I can't open your blacksmithsharpeningwheel01.dds texture with AMD's The Compressonator. I think this points to texture corruption when you saved it.

Another conflict with the HD textures is this texture: Textures\Armor\Blades\BladesArmor.DDS
from this fix: Fixed clipping on the skirt and Pauldrons and fit the belt to its alpha on the female Blade Cuirass
I know USKP won't release fixes based on the HD texture, but for personal use I tried to apply those fixes on the HD textures myself.
For the blacksmithsharpeningwheel01.dds I loaded it with the PS DDS plugin (Load using Default Sizes and no options checked) and changed only this, as I didn't notice any other differences:
http://img692.imageshack.us/img692/1999/blacksmithsharpeningwhe.jpg
I saved it as DXT1 RGB 4 bpp | no alpha, Generate MIP maps and left everything else as default.

For the BladesArmor.dds I loaded it with PS the same way, then copied the alpha channel from the USKP texture, scaled it up to 200%, rotated it 90° CCW.
I saved it as DXT5 ARGB 8 bpp | interpolated alpha, Generate MIP maps and left everything else as default.

Please tell me, if I did something wrong :confused:

Last thing I noticed:
For some reason there's this archive included: meshes\architecture\farmhouse\interior\farmintinnend04&6.7z
Oversight?
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Nathan Barker
 
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Post » Sat May 26, 2012 3:51 am

Just to let you know, the grindstones are fine on my system.
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Melis Hristina
 
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Post » Fri May 25, 2012 7:40 pm

I checked the grindstones in Whiterun - both at the Skyforge and Warmaidens - and they look normal. Are people making sure that they don't have older versions of the USKP archive in their mods folder if using a mod manager?

As a side note, BOSS likes to move the USKP after the HRTP files. Anyone that's using NMM will have their load order changed automatically. I had set it to load right after Update.esm, but it gets moved to right after the HRTP files. I suspect this is fine since they are official files. I've tried loading with the USKP before and after these files to try to reproduce the grindstone issue but haven't had any luck.
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Cody Banks
 
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Post » Sat May 26, 2012 4:08 am

Yup, not everyone affected. It's a graphic weirdness. The pattern is different for everyone and it looks random which seems to indicate that random data is getting into the texture memory. All I can conclude from this is that it's hitting a driver bug, possibly because I used a different DXT.
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Amie Mccubbing
 
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Post » Sat May 26, 2012 1:09 am

Yeah using the latest Nvidia 301.10 drivers here but the grindstone has never looked wrong.
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Rob Davidson
 
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Post » Fri May 25, 2012 9:07 pm

Yeah using the latest Nvidia 301.10 drivers here but the grindstone has never looked wrong.
Same here.
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Cheville Thompson
 
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Post » Sat May 26, 2012 1:21 am

thanks Kivan (and other helpers!) for the latest patch.

just wanted to report all is working well for me on 2 different PCs, no grindstone issues etc.

is the bow damage sorted that was introduced in the official patch? I don't use them myself, but my flatmate does...

xTx
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Steph
 
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Post » Sat May 26, 2012 2:13 am

The grindstone looks perfectly normal here (no mods other than USKP, catalyst 12.1 drivers). I'm strangely getting some Z-fighting while looking at the distant mountains near whiterun (where you fight your first dragon), but I discovered it's a vanilla issue after disabling USKP and it's already reported on the USKP bug-tracker. Odd thing though, I never saw this Z-fighting issue before and it only occurs in that specific place.
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Tracy Byworth
 
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Post » Sat May 26, 2012 12:37 am

Blood on the Ice quest - restarted from beginning. Seems ok so dar, with two marginal oddities...

(1) After interviewing the witnesses, and talking to the guard again, I went to talk to Jorleif. After talking to him, I immediately get a quest entry for "Assistance from Jorleif" but no dialogue option related to it...

(2) The grave where the body was found is indicated with a quest marker, rather than (as i would have expected) the first blood splash of the blood trail.

I'll carry on later and check for anything else - but the first "bug" cleared perfectly this time.

P.S. Regarding the grindstone - No HD DLC running, and no texture bug here - latest nVidia driver on a GeForce GT 430 card / Windows 7 x64
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Eoh
 
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Post » Fri May 25, 2012 10:45 pm

is the bow damage sorted that was introduced in the official patch? I don't use them myself, but my flatmate does...

xTx

It's been reported elsewhere that the bow damage is INDICATED as too high, but actually seems to DO the right amount. Odd, but not game-breaking
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carrie roche
 
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Post » Fri May 25, 2012 5:23 pm

Good work, finally Lydia is not in my room.
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Taylor Thompson
 
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Post » Fri May 25, 2012 5:50 pm

I've heard the whole bow damage thing is actually, the UI combining bow + arrow damage now, whereas previously it only displayed bow damage and you had to mentally factor in the arrow damage to get the actual damage being dealt.
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maria Dwyer
 
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Post » Fri May 25, 2012 4:30 pm

Thank you Kivan and team, that is a rather big log for 1.03 :D

Will download. FYI, My grindstone was fine with 1.5 and USKP 1.02.
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Mason Nevitt
 
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Post » Fri May 25, 2012 8:20 pm

It's been reported elsewhere that the bow damage is INDICATED as too high, but actually seems to DO the right amount. Odd, but not game-breaking

I've heard the whole bow damage thing is actually, the UI combining bow + arrow damage now, whereas previously it only displayed bow damage and you had to mentally factor in the arrow damage to get the actual damage being dealt.

ah cool - interesting... thanks :smile:

xTx
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Rachael Williams
 
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Post » Fri May 25, 2012 4:34 pm

My Grindstone is still fine with 1.5 and USKP 1.03 :D

I will post later if I run into any issues. If none, I will post my play sessions without anything major :)
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Emma Parkinson
 
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