[RELzWIPz] Unofficial Skyrim Patch - Thread #15

Post » Sun Sep 30, 2012 10:38 am

Unofficial Skyrim Patch

Version: 1.2.1
By Kivan & Arthmoor

http://skyrim.nexusmods.com/mods/19
http://steamcommunity.com/sharedfiles/filedetails/?id=87144366
http://tesalliance.org/forums/index.php?/files/file/1303-unofficial-skyrim-patch/
http://www.darkcreations.org/forums/files/file/289-unofficial-skyrim-patch/


Requires Skyrim version 1.7.7.0.6 or greater.

http://www.darkcreations.org/forums/forum/169-unofficial-skyrim-patch/

This mod is an effort to fix the vast amount of bugs currently existing in Skyrim. If you're experiencing a bug with Skyrim, please report the bug to us in as much detail as possible on http://bugzilla.darkcreations.org/describecomponents.cgi?product=Unofficial%20Skyrim%20Patch%20%28USKP%29. Please use search to ensure that you aren't submitting something that is already there. There are conglomerate entries for object placement (if it doesn't affect gameplay,) text errors and inappropriate dialog (again, that doesn't affect quests or other gameplay) so please use those entries if that's what you're reporting. Thank you and we hope you have a better Skyrim experience!

(Note that all fixes are retroactive unless otherwise noted)

Credits:
AndalayBay - For hosting the USKP Beta and providing it a forum, as well as help with transferring control of the bug tracker information to Bugzilla.
Arthmoor - For the fixes to the Roggvir's Amulet of Talos and player assault quests, the Ulfric/Galmar map placement, and much help with the tracker as well as stepping in to assume control during Kivan's absence.
BlueDanieru - For the Ancient Knowledge fix
Brumbek - For the fixed Thalmor Embassy building and entranceway
MadCat221 - For the fixed female Blades, Ebony, Iron (and Banded) Steel (and Plate) Cuirasses
Martigen, ThrottleKitty and Amgepo - For the fixed permanent remains and stacking Nirnroot glows
Phitt - For the fixed male Ebony Cuirass
PrinceShroob - For numerous fixes to quests, NPCs, items and more
DayDreamer - For help with porting the bug tracker over to Dark Creations and for help with fixing bugs
Jackstarr - For the audio fix correcting "Morang Tong" -> "Morag Tong"

Frequently Asked Questions
Q: "Will the USKP be fixing the hi-res texture DLC?"
A: Not directly, no. If it gets done by the project at all, it would be a separate fix so that those who don't use it won't get stuck with fixes for it they don't want. In the meantime, http://skyrim.nexusmods.com/mods/8236 out that addresses this nicely.

Q: "How come {my unfavorite bug} isn't fixed yet?"
A: It's just getting started. This is now when the subtle and devious quest bugs are coming out of the woodwork, so expect many of those to get fixed soon. The Unofficial Oblivion Patch including the Shivering Isles and DLCs took over three years to get to a near-complete state. I expect this will take about two.

Q: "Will the USKP be an ESM file?"
A: No. At this time, there is no reason for the USKP to be issued as an ESM fle. If this changes in the future, we will let you know.

Q: "What other fix mods does the USKP replace?"
A: You can find an ongoing list http://bugzilla.darkcreations.org/show_bug.cgi?id=410. An attached ODT file (use Libre Office or Microsoft Excel to view it) contains the information from 16bugs. Any new stuff will go into Bugzilla's comments and we'll figure out some way to mark this stuff as obsolete. It's unlikely we'd simply take these fixes as-is since most of them predate the CK by several weeks.

Q: "What if Bethesda Softworks fixes something the USKP already does?"
A: Then, if it's fixed completely, the change will be removed from the USKP.

Q: "How can I get the USKP?"
A: When it's released, it will be posted (at least) on Steam Workshop, Skyrim Nexus, TES Alliance, and Dark Creations. Perhaps on other places as well. While in Beta, it's just at Dark Creations.

Q: "Will any text fixes appear in English in my non-English Skyrim?"
A: Unfortunately, yes. Editing the Strings resource files can be done to cause text fixes to only show on the English version of Skyrim, but as these are original resource files, Steam will end up replacing them with the original unmodified ones without asking. The only way I know of to keep the changes is hard-code them in the ESP. Please advise if there's another Strings-based method as I would definitely use it, or if there are translations of the USKP available anywhere. http://www.elderscrolls.net/conference/index.php?act=ST&f=82&t=5303&st=0.

Q: "Are the scripting source .PSC files included?"
A: Yes, they're packed in Unofficial Skyrim Patch.bsa along with all the other USKP resources. You can use Archive.exe in your main Skyrim folder to browse and extract files from it.

Q: "Why do you include the useless file 'Unofficial Skyrim Patch.bsl' with the BSA version of the USKP?"
A: It actually has a use: without it, if you open Unofficial Skyrim Patch.bsa with the official Bethesda BSA utility Archive.exe (in your Skyrim main folder) the filenames will all turn into gibberish. Third-party BSA utilities still display the proper filenames, but as I want to support the official toolset, I'll include the file so Archive.exe will be able to unpack the Unofficial Skyrim Patch.bsa properly.

Known/Possible Issues
  • The USKP (and other mods) can sometimes cause Skyrim to crash when quitting to the main menu (Esc menu -> Quit -> Main Menu). This doesn't cause any problems as the player was quitting anyways and can just relaunch (which is a better idea than reloading in-game anyways as it ensures that leftover session data is cleared) but it still shouldn't happen. It's probably caused by the engine cleaning up the active session and finding data it doesn't like.
  • The USKP (and other mods) may cause temporary missing statics (walls, floors) in interiors if more than one mod is active; it has never been observed with just one, and may occur in cells that neither mod even touch. This also seems to be an engine problem with layering. Usually, quitting and reloading will resolve the problem. Currently, its cause is unknown.
Previous Threads: http://www.gamesas.com/index.php?showtopic=1358353, http://www.gamesas.com/index.php?showtopic=1359350, http://www.gamesas.com/index.php?showtopic=1362032, http://www.gamesas.com/index.php?showtopic=1364672, http://www.gamesas.com/index.php?showtopic=1366865, http://www.gamesas.com/index.php?showtopic=1376513, http://www.gamesas.com/index.php?showtopic=1383605, http://www.gamesas.com/index.php?showtopic=1387617, http://www.gamesas.com/index.php?showtopic=1396806, http://www.gamesas.com/index.php?showtopic=1401060, http://www.gamesas.com/index.php?showtopic=1404641,
http://www.gamesas.com/index.php?showtopic=1408369, http://www.gamesas.com/index.php?showtopic=1411328

Version: 1.2.1

Quest Fixes
  • The previous fix for "The Man Who Cried Wolf" (MS06Start) which stopped the quest on completion has been reverted. This quest will now be terminated when "The Wolf Queen Awakened" (MS06) has officially started. Aliases have been adjusted in MS06 so that they will not get lost during the transition. (Bugzilla #3505)
  • Numerous dialogues that have race checks attached to them would not work for the vampire versions of those races. (Bugzilla #425)
  • Awkward dialogue has been adjusted to only show up when appropriate, so long as it doesn't block possible quest progression. (Bugzilla #307)
  • Some more guard dialogue in cities that wasn't accesible due to bad condition checks has been unlocked.
  • Four dialogue responses that TES5Edit reveals had bad condition checks on them have been repaired.
    • A random line Runil has in Falkreath about the graveyard.
    • Being able to ask Balgruuf and Proventus about shouts, in addition to Ulfric and Farengar.
    • Being able to ask Arniel to remind you what his quest wants you to do.
    • A random line Lilith Maiden-Loom says about horses in Whiterun Stables.
  • During "The Forsworn Conspiracy" it was possible, though unlikely, that Legate Emmanuel Admand could be picked for one of the guards to ambush you in the Talos shrine due to an oversight in the alias setup in MS01GuardAmbushQuest. This WILL NOT fix itself retroactively if the ambush stage has already been reached. (Bugzilla #3442)
  • Using your Unrelenting Force shout at any time between being told to go get an Elder Scroll and arriving at the College would block dialogue allowing you to ask for entry because you're looking for a scroll. (Bugzilla #2827)
  • Boti and Jofthor will no longer talk about Fastred being in Riften when she hasn't been moved there yet. (Bugzilla #2639)
  • The Companions radiant quest "Escaped Criminal" appears to not spawn a target and eventually ends itself and causes the quest to become stuck. Possibly due to CR07QuestScript using GetReference instead of GetActorReference on the alias for the criminal. (Bugzilla #921)
  • Guard dialogue intended to be heard at Half Moon Mill was instead available to every guard in Falkreath Hold. (Bugzilla #359)
  • "Ice Cold" (FreeformRiften07) could become stuck in a loop due to the failure to end the inventory event filter for ice wraith teeth. (Bugzilla #3687)
  • Dialogue for Dravin's quest (FreeformMerryfairFarm) was not linked up properly. The player could ask about what happened to his bow without knowing it had been stolen yet.
  • One of Arngeir's scene dialogues at High Hrothgar was set to the wrong sound output mode. (Bugzilla #3764)
  • Paarthurnax has several dialogue lines in his introduction scense that are not loud enough to hear from the distances involved. (Bugzilla #4074)
  • "Alteration Ritual Spell" (MGRitual05) was listed as a side quest, which displayes the wrong artwork. It has been corrected to list as a Mages Guild quest.
  • The quest "Dark Brotherhood" registered a continuous update loop that is never shut down regardless of how the Dark Brotherhood quest line is resolved. Note that this quest will NOT be stopped due to dialogue and aliases within it that are used elsehwere.
  • In "Blood on the Ice" (MS11), the player's chest in Hjerim would not enable unless Wuunferth was arrested for the crime. (Bugzilla #4070)
  • Viola and Arivanya are both required NPCs for "Blood on the Ice" (MS11) but were not properly added to the pre-quest that holds their essential aliases. If they die, MS11 will not start. If they are dead and MS11 has not yet started, they will be retroactively resurrected.
  • In MS11, the objective "Get Assistance from Jorleif" is never cleared during the quest.
  • MS11 was never counted toward the "Sideways" Steam achievement.
  • If Tova Shatter-Shield is dead (actually just disabled, but that's another story) because you completed "Mourning Never Comes" (DB03) before MS11, a substitute key for Hjerim will be made available by the USKP.
  • If the player chooses not to sell the amulet to Claxito during MS11, they will have it identified when Wuunferth realizes what it is.
  • If MS11 has already past the stage where it could be identified and the player is still carrying around the Strange Amulet, it will be swapped out for the Necromancer's Amulet they should have received.
  • MS11 would fail to start if the dead body in the Hall of the Dead in Windhelm had been purged by the corpse cleanup code. A new replacement body is generated to correct this as well as making the body's alias optional so the quest will start.
Game Mechanics Fixes
  • The necromancers for "The Man Who Cried Wolf" are not friendly toward the generic necromancers or draugr that are in the dungeon with them. (Bugzilla #1455)
  • Lost Echo Cave's location data is parented to the wrong hold. Falkreath->Haafingar. (Bugzilla #3652)
  • Several spells could be blocked by spell absorb/reflect and have been corrected to prevent that. (Bugzilla #445)
  • Fortify One-Handed did not work for daggers. (Bugzilla #226)
  • The matching set perks for light and heavy armor have had their conditions changed so that they're now looking for >= 4 instead of just == 4 to qualify for the perk. (Bugzilla #3645)
  • The Tower of Strength perk was not functional when wearing more than one piece of heavy armor.
  • Navmeshes have been corrected in the following locations:
    • Silver-Blood Inn (MarkarthSilverBloodInn, 00016DFE - No cover edging)
    • Olava the Feeble's house (WhiterunOlavatheFeeblesHouse, 000165AE - Fixed islands)
    • War Maiden's (WhiterunWarmaidens, 0001DB4E - Fixed islands)
    • Breezehome (WhiterunBreezehome, 000165A8 - Fixed islands)
    • NorthwindMineExterior01, 0000BB4A - Unconnected door
    • FortSungardExterior04, 00009A79 - Unconnected door
    • FortAmolExterior, 00009664 - Fixed islands
    • FortAmol04, 00009683 - Corrupted section overlapping the real navmesh
    • RiftWatchtowerExterior01, 000097B4 - Disconnected from the neighboring navmesh preventing navigation
    • RobbersGorge01, 000778F1 - Invalid placement for the door marker over water
    • AbandonedPrison01, 00021594 - Unfinalized navmesh
    • MzinchaleftExterior, 00008F56 - Disconnected from the neighboring navmesh preventing navigation
    • LostProspectMine01, 0005554A - Needed jump connectors from the raised section down to the ground level
    • WhiterunExterior16, 0000963A - Broken connection to neighboring cell along the road, causing disruption in pathfinding
    • SolitudeDocksEntrance, 00009279 - Broken connection along the road, disrupting pathfinding
Item Fixes
  • Banded Iron Armor and the Banded Iron Shield have been switched to use the iron material keyword so they will apply to the matching set perk. (Bugzilla #3645)
AI Fixes
  • Due to a bug in the vanilla GetQuestCompleted function, SolitudeOpeningAhtarPostExecution would hold Ahtar stuck on the platform following Rogviir's execution.
  • AI pack T02BassianusSleepInBunkhouse20x8 had an invalid target causing Bassianus to wander Riften all night. (Bugzilla #2640)
  • FalkreathIndaraFarmingSandbox4x16 was pointing to an invalid marker underground and has been adjusted to use FalkreathFarmingmarker instead. (Bugzilla #2438)
  • FalkreathSandboxEditorLocation512 had a radius of 0 instead of 512 as expected.
NPC/Creature Fixes
  • Narri was not assigned to the proper innkeeper and merchant factions.
  • Sirgar did not have the CarryActorScript necessary to make his firewood AI package work.
Script Fixes
  • SF_MS08AmbushScene_00057FAC contained a stray debug message that has now been commented out. (Bugzilla #389)
  • Civil war map flags are not displaying properly. This is due to a bug in CWMapActivatorScript which does not clean up placed flag activators. The fix also removes bloat from excess flags that have been accumulating. It will be necessary to visit each affected map twice before the cleanup can take effect on existing saves though. (Bugzilla #126)
  • The alias scripts attached to the player house doors could sometimes fail to complete the objectives due to badly unoptimized logic.
  • MS11SecretDoorActivatorScript has been fixed to keep it from trying to run Blood on the Ice content when that quest is not running.
NIF Mesh and Texture Fixes
  • The Windhelm Docks mesh (Meshes\Architecture\Windhelm\whdocks1.nif) has had several defects corrected. (Bugzilla #3855)
Placement/Layout/Ownership and other World Object Fixes
  • The dead goat in Glenmoril Coven (000A83EF) could become stuck in the table. It needed the "do not havok settle" box checked. (Bugzilla #79)
  • Boulder poking through a wall: 000CD62F
  • Falmer trap embedded in rocks: 000A30F2
  • Door from WinterholdCollegeHallofCountenance to WinterholdCollegeMidden01 does not match types. (Bugzilla #207)
  • A table (0009B0BD) and its contents were overlapped on top of a bookshelf (0009B0C1) and its contents. These have been separated, the navmesh adjudted, and the book originally reported as inaccessible has been replaced with Book1CheapNineHolds. (Bugzilla #321)
  • At MilitaryCampHjaalmarchSons (cell -3,20) several of the camp pieces were not assigned to the enable parent marker. (Bugzilla #1083)
  • There was no chopping block at Heartwood Mill.
  • Helgen Keep had no north marker.
The complete changelog is http://www.iguanadons.net/Unofficial%20Skyrim%20Patch%20Version%20History.html.
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Sun Sep 30, 2012 6:15 pm

Space reserved for beta versions when available.
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Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Sun Sep 30, 2012 12:56 pm

From previous thread, someone reported that ebony helmet was not casting shadows. I've uploaded a possible fix http://www.4shared.com/archive/G3nH9toH/ebonyhelmfixmaybeidunno.html.

If anyone can confirm the bug, test the fix, and report its efficacy, that would be grand :)
User avatar
Shelby McDonald
 
Posts: 3497
Joined: Sat Jan 13, 2007 2:29 pm


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