Unofficial Skyrim Patch
Version: 1.2.7By the Unofficial Patch Project Team
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 1.8.151.0.7 or greater.
http://afkmods.iguanadons.net/index.php?/forum/345-unofficial-skyrim-patches/
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://afkmods.iguanadons.net/index.php?/tracdown/categories/12-unofficial-skyrim-patch/. 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. Please also confirm that the bug you are reporting happens with no mods other than the unofficial patches installed. A lot of Skyrim bugs are actually the result of other mods doing things they're not supposed to. Thank you and we hope you have a better Skyrim experience!
(Note that all fixes are retroactive unless otherwise noted)
http://afkmods.iguanadons.net/index.php?/topic/3580-frequently-asked-questions-bugs/
http://afkmods.iguanadons.net/index.php?/topic/3581-frequently-asked-questions-about-the-project/
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, http://www.gamesas.com/index.php?showtopic=1413944, http://www.gamesas.com/index.php?showtopic=1416394, http://www.gamesas.com/index.php?showtopic=1420181, http://www.gamesas.com/index.php?showtopic=1423833, http://www.gamesas.com/index.php?showtopic=1429096, http://www.gamesas.com/index.php?showtopic=1432087, http://www.gamesas.com/index.php?showtopic=1433407, http://www.gamesas.com/index.php?showtopic=1435968, http://www.gamesas.com/index.php?showtopic=1436913, http://www.gamesas.com/index.php?showtopic=1438579, http://www.gamesas.com/index.php?showtopic=1439653, http://www.gamesas.com/index.php?showtopic=1440785
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 stepping in to take over the unofficial patch projects and coordinating the various community reports and submissions into the final products.
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"
alt3rn1ty - For the replacement archery target textures.
Version: 1.2.7
USKP Fixes
- Changed the dead body container used by the USKP to clean up corpses that have no assigned grave so they will use the vanilla container designated for this purpose and thus propagating this fix to other mods that change the same NPCs will be possible without requiring the USKP as a master.
- A new version tracking system is in use now to ensure that retroactive scripts are run in sequence in case future retro-scripts need to rely on anything done in a previous one.
- The changes to Flame, Frost, and Shock Cloaks originally added by USKP 1.0 have been reverted since the vanilla implementations of these was actually correct.
- The previous fixes for the Caravans quest ended up causing the caravans to stall at their last location unless a new game was started. This has now been corrected. (Bugzilla #9351)
- Babette had a set of facegen files that should have been removed during one of the prior fixes for vampire facegen data. (Bugzilla #10253)
- Heimskr's preaching scene after moving into the jail has been corrected so he won't wander out unintentionally.
- Updated voice work for Mirmulnir has been provided, thanks to Euther.
- Locked containers that are not animated will not open when picked, requiring a second activation to open them. In the vanilla game, the only 3 container base objects affected are TreasFalmerChestEMPTY, TreasFalmerChest, and TreasFalmerChestBoss. The two meshes used by these 3 objects also needed a dummy animation added on (falmercontainer.nif, falmercontainer02.nif). (Bugzilla #9714)
- Leveled list SubCharBandit02Melee2HBerserk was mistakenly populated with Bandit01 NPCs instead of Bandit02 NPCs. (Bugzilla #9330)
- Leveled list SubCharBandit01Missile incorrectly contained an entry for EncBandit01Melee1HRedguardM that should have been EncBandit01MissileRedguardM. (Bugzilla #9276)
- AI pack WhiterunDanicaSleep24x8 has been changed to a sleep in cell package due to the original condition having too small of a radius. (Bugzilla #9201)
- AI pack RiftenDrifaSleep0x6 had too small of a radius on it which would cause Drifa to fail to sleep. (Bugzilla #9201)
- AI pack EmbrySleep0x7 had too small of a radius on it which would cause Embry to fail to sleep. (Bugzilla #9201)
- AI packs SolitudeSawmillWork0x16 and SolitudeSawmillWork8x16 were both set to the wrong kind of sandbox package, resulting in the sawmill operators just standing around doing nothing. (Bugzilla #9152)
- AI pack DA11FINVerulusForcegreetPackage will no longer cause Verelus to repeatedly forcegreet the player if DA11 ends prematurely with Eola's death.
- The fixes for the Matching Set perk also needed to be reflected in the PerkMatchingSet spell that actually makes the perk's effects take place.
- Enchantment TGNightingaleArmorBoots03 was erroneously set to a magnitude of 35, which instead of making you quieter it made you extremely noisy. The correct value for the progression when compared to the other two enchantment levels should be 0.75. (Bugzilla #9006)
- The tempering recipe for the Mask of Clavicus Vile was using steel instead of ebony as expected.
- If Yamarz is kept pacified, Cursed Tribe (DA06) will still complete but won't acknowledge he is still alive. Magic effect InfluenceAggDownFFAimedArea has been modified to make Yamarz immune to Pacify and other spells which use this effect. (Bugzilla #266)
- Fort garrisons do not properly repopulate after you've taken the first one in the Civil War due to the garrison quest (CWFortObserver) not stopping itself properly after each battle.
- TES5Edit revealed that an extra script for Louis Letrush that was added by Patch 1.8 had been canceled out. This has been corrected.
- Odfel does not carry his unique pickaxe named Rocksplinter even though it exists in the game. (Bugzilla #9649)
- Heratar (DA05Hunter13_04Melee_Heratar) has a female voice type assigned but is actually male. (Bugzilla #9592)
- Gerdur does not unlock the house when she comes home as would be expected. AI packs GerdurReturnHome16xHalf, GerdurReturnHome15xHalf, GerdurEatHome12x1, GerdurReturnHome11xHalf, GerdurReturnHome10xHalf, GerdurReturnHome9xHalf, and GerdurEatHome19x1 have all been flagged to unlock the doors upon arrival. (Bugzilla #9211)
- Kharag gro-Shurkul never sleeps due to his sleep package being blocked entirely by his work package at the sawmill.
- Thongvor Silver-Blood will now visit Moth gro-Bagol instead of his sister Ghorza, and only if Moth is not dead.
- Thongvor Silver-Blood is now considered to be friends with Moth gro-Bagol rather than his sister Ghorza. This and the preceding change were made because all of the recorded dialogue is between Thongvar and Moth.
- Thongvor Silver-Blood will no longer spend his entire time slumped against a wall in Markarth's keep. He will be there from seven in the morning until five in the afternoon, and will otherwise spend his time with the rest of his family in the Treasury (unless he's Jarl, of course). (Bugzilla #9119)
- If Elisif cries out in terror while fleeing combat, it will no longer cause all the Blue Palace's guards to become permanently hostile if Boethiah's Calling (DA02) is running. This was related to a section of cut content that no longer applies.
- Giraud offers the player a topic to ask if this is the Bards College even when they are not actually inside the building. (Bugzilla #9093)
- The two Thalmor soldiers in Understone Keep (MarkarthImperialThalmor) have been modified so their base data does not inherit the respawn flag from their root template. This should allow for them to remain dead when killed after the Stormcloaks take Markarth. If they are alive, they will be killed again and disabled as they should have been. (Bugzilla #8999)
- Sorex Vinius had a line of dialogue set to be used inside the Winking Skeever that was inaccessible due to a bad condition. (Bugzilla #8935)
- Several books and notes were incorrectly flagged as the wrong type which results in an incorrect inventory icon being used. These have been corrected via TES5Edit since the CK controls for this no longer exist. (Bugzilla #9747)
- General Tullius' Armor (GeneralTulliusArmor) has an entirely wrong set of keywords. (Bugzilla #9657)
- Rocksplinter (SSDRocksplinterPickaxe) did not have the appropriate damage statistics to match it with a normal pickaxe.
- The Home Decorating Guide for Windhelm talks about a guest room which is not an available purchase option. (Bugzilla #9200)
- Savior's Hide was marked as Ebony material when it should be scaled, based on the appearance of the game model and on its tempering recipe.
- The Psiijic hood, Hooded Monk Robes, Hooded Mage Robes, and Hooded Thalmor Robes will all appear properly on Khajiit players now.
- The Adept Hood and Apprentice Hood will now appear properly on orcs as was fixed for the Novice Hood.
- Dead salmon have no activation text and are also a potential source of save bloating. (Bugzilla #9884)
- The spawned hawk containers that are used for dead hawks are not properly cleaned up during cell resets because they have no delete script. (Bugzilla #9882)
- The key to Potema's dungeon (dunPotemaSewerKey) has weight and value when no other key in the game does. (Bugzilla #9837)
- Iron shields were incorrectly set to use impact sounds for light armor and were incorrectly flagged as light shield material.
- Imperial shields were incorrectly set to use impact sounds for light armor and were incorrectly flagged as light shield material.
- Elven shields were incorrectly set to use impact sounds for heavy armor and were incorrectly flagged as heavy shield material.
- Glass shields were incorrectly set to use impact sounds for heavy armor and were incorrectly flagged as heavy shield material.
- Dragonscale shields were incorrectly set to use impact sounds for heavy armor and were incorrectly flagged as heavy shield material.
- Orcish shields were incorrectly flagged as light shield material.
- Ancient Nord Armor, Boots, Helmet, and Gauntlets were incorrectly flagged as Daedric material when they should be steel.
- The Saarthal Amulet (MG02Amulet) was missing the ClothingNecklace keyword.
- The Mystic Tuning Gloves (MGR02Gloves) were missing the ClothingHands keyword.
- The Ring of Hircine (DA05HircinesRing) was missing the ClothingRing keyword.
- The Ring of Namira (DA11RingofNamira) was missing the ClothingRing keyword.
- The Gauldur Amulet Fragments and the completed Gauldur Amulet were all missing the ClothingNecklace keyword. The completed amulet also had zero weight despite the components each weighing 0.5 units.
- Spellbreaker (DA13Spellbreaker) was not flagged as being made of Dwemer material.
- Ogmund's Amulet of Talos (MarkarthFreeformTalosAmulet) was missing the ClothingNecklace keyword.
- Nightweaver's Band was missing the ClothingRing keyword.
- The Jeweled Amulet (DBJeweledAmulet) was missing the ClothingNecklace keyword.
- Fur Armor, Boots, Bracers, and Helmet were all missing the ArmorMaterialHide keyword.
- Fjotli's Silver Locket (TGTQ04Locket) was missing the ClothingNecklace keyword.
- The Silver Amethyst Ring was missing the JewelryExpensive keyword.
- The Silver Garnet Ring was missing the JewelryExpensive keyword.
- Andurs' Amulet of Arkay (WhiterunArkayAmulet) was missing the ClothingNecklace keyword.
- The Amulet of Articulation (TGAmuletofArticulation01) was missing the ClothingNecklace and ArmorJewelry keywords.
- The Shield of Solitude was incorrectly set to use impact sounds for light armor and incorrectly flagged as light shield material.
- Amulets of Akatosh, Dibella, Julianos, Kynareth, Stendarr, Talos, Arkay, Zenithar, and Mara were missing the ClothingNecklace keyword.
- Amulet of the Elder Council was missing the ClothingNecklace keyword.
- Ancient Nord Amulet was missing the ClothingNecklace keyword.
- Shrouded Robes, Hood, and Hand Wraps were all incorrectly flagged with armor keywords when they are clothing items.
- The Strange Amulet (MS11InnocuousAmulet) was missing the ClothingNecklace keyword.
- Forsworn Armor, Boots, Headdress, and Gauntlets were all incorrectly tagged as clothing when they should be hide armors.
- Armor, Boots, Helmet, and Gauntlets of the Old Gods were all incorrectly tagged as clothing when they should be hide armors.
- Savos Aren's Amulet was missing the ClothingNecklace keyword.
- Kyne's Token was missing the ClothingNecklace keyword.
- Volendrung was not flagged as being made of Dwemer material.
- Correction to the Daedric shield so that it does not glow when not being used, to remain consistent with the other pieces of Daedric armor. (Bugzilla #9992)
- ImperialCuirassLightAA and ImperialCuirassMediumAA both had an incorrect weapon adjust value (0.1 instead of 0.3) which caused weapons to be positioned badly on the backs. (Bugzilla #915)
- The female Archmage Robes (Clothes\Archmage\F\ArchmageRobesF_1(0).nif), the female Novice/Apprentice robes (Clothes\MageApprentice\MageApprenticeRobesF_1(0).nif), and the female Expert/Master robes (Clothes\MageJourneyman\MageJourneymanRobesF_1(0).nif) have the calves partition too high/Body partition too low, making the knee are disappear when worn with certain boots. (Bugzilla #9510)
- Blue Palace bannister railing (Architecture\Solitude\Interiors\SLGCStaSpiral01.nif) has a seethrough underside. (Bugzilla #9262)
- The end of the stone railing next to Solitudes forge is hollow. (Architecture\Solitude\SBlackSmith.nif) (Bugzilla #9261)
- Seethrough hole in Architecture\WhiteRun\WRInteriors\WRDungeon\WRDunIntArchDoorwayTrans01.nif. (Bugzilla #9260)
- Bad UV mapping on the Whiterun city gate. (Architecture\WhiteRun\WRDoorMainGate01.nif) (Bugzilla #9259)
- Bad UV mapping on dungeons\Imperial\jail\Impjailpole01.nif. (Bugzilla #9226)
- Bad UV mapping on Architecture\WhiteRun\WRBuildings\WRHouseShack02.nif. (Bugzilla #9065)
- Belethor's shop has a small hole in the mesh above the back door (Architecture\WhiteRun\WRBuildings\WRHouseStores01.nif) (Bugzilla #9064)
- The stairway in back of Proudspire Manor has a small seethrough hole. (Architecture\Solitude\SHouseForSale.nif) (Bugzilla #9062)
- A thin pixel width line of the texture is visible at the bottom edge of the Whiterun city banners. (Architecture\WhiteRun\WRClutter\CityBannerWhiterun01InsideTall.nif) (Bugzilla #9061)
- UV errors on Architecture\Windhelm\WHclancruelsea.nif and Architecture\Windhelm\WHclancruelseaDestroyed.nif. (Bugzilla #9052)
- UV errors on Whiterun Stables (WRHouseStables01.nif). (Bugzilla #9050)
- The Solitude Bards College interior mesh has multiple seethrough holes. (Architecture\Solitude\Interiors\SMdAStaSol03.nif) (Bugzilla #9048)
- A portion of the city gate tower in Solitude had a hole visible. (Architecture\Solitude\SCastleWall01.nif) (Bugzilla #9047)
- The female farm clothing #2 ground model had bad UV mapping for the neck area, resulting in a black texture. (meshes/clothes/farmclothes02/f/dressgnd.nif) (Bugzilla #8851)
- There is an invisible barrier on the outside support walls for the Winking Skeever building mesh due to bad collision extending too far from the visible area. (Architecture\Solitude\SThe Winking Skeever.nif) (Bugzilla #8247)
- One of the ceiling parts in Dragonsreach has a large gap between the wall and the slope. (Architecture\WhiteRun\WRInteriors\WRCastle\WRIntCastleRoofBaseCorInLTrans01.nif) (Bugzilla #8158)
- A wall at the Windhelm docks has several UV errors. (architecture/windhelm/whouterwall3.nif) (Bugzilla #8152)
- The missing heat blur effect has been added to the Skyforge. (furniture\blacksmithingskyforgemarker.nif) (Bugzilla #9761)
- Mountain flowers have white speckled edges on them due to alpha settings being wrong. (plants\mountainflower01blue.nif, plants\mountainflower01purple.nif, plants\mountainflower01red.nif, animobjects\animobjectbaskethandled.nif) (Bugzilla #9713)
- ClothesFarmHat03 is not properly removed from the neck when an NPC is decapitated. (clothes\farmclothes03\farmerhatf.nif, clothes\farmclothes03\farmerhatm.nif) (Bugzilla #9689)
- The upper class end table mesh has wood blocking where the open drawers should be. (clutter\upperclass\upperendtable02.nif) (Bugzilla #9067)
- Jazbay Graqe plants do not have a "harvested" mode. (plants\florajazbay01.nif) (Bugzilla #8589)
- Carrots do not cast or receive shadows. (clutter\ingredients\carrot01.nif) (Bugzilla #9891)
- UV mapping errors fixed on the blacksmith forge meshes. (blacksmithforgemarker.nif and blacksmithforgemarkerwr.nif)
- UV mapping errors fixed on several Nordic hall pieces. (dungeons\nordic\catacombs\bghalls\norcathallbg1way01.nif, dungeons\nordic\catacombs\bghalls\norcathallbg1way02.nif, dungeons\nordic\catacombs\bghalls\norcathallbg1wayendcap01.nif, dungeons\nordic\catacombs\bghalls\norcathallbg1wayramp256.nif, dungeons\nordic\catacombs\bghalls\norcathallbg2way01.nif, dungeons\nordic\catacombs\bghalls\norcathallbg3way01.nif, dungeons\nordic\catacombs\bghalls\norcathallbg3way02.nif)
- The upper class single and double beds have poor collision allowing objects placed on them to sink in. (Clutter\Upperclass\UpperBedDouble01.nif, Clutter\Upperclass\UpperBedSingle01.nif) (Bugzilla #1119)
- Two of the doorway partitions in Breezehome were missing a collision triangle, allowing items to pass through the wall. (Architecture\Whiterun\WRInteriors\wrintloftwallroofdoor01a.nif) (Bugzilla #335)
- Bad collision on the double doors in the Blue Palace. (Architecture\Solitude\Doors\SDoubleDoorInt01.nif) (Bugzilla #4360)
- The various insect critter spawns will no longer prevent Dovahkiin from being able to walk past them. (critters\bee\bee.nif, critters\dragonfly\critterdragonfly01.nif, critters\dragonfly\critterdragonfly02.nif, critters\firefly\firefly.nif, critters\moths\crittermothblue.nif, critters\moths\crittermothgreen.nif, critters\moths\crittermothmonarch.nif) (Bugzilla #142)
- Bad UV mapping on the Candlehearth Inn. (Architecture\Windhelm\whcandlehearthinn.nif) (Bugzilla #9964)
- Several gaps in the mesh that Warmaidens sits in were fixed. (Architecture\WhiteRun\WRTerrain\WRBlackSmithBase.nif) (Bugzilla #8166)
- Shrines have no collision audio and arrows pass right through them. (meshes\clutter\shrines\shrineakatosh.nif, meshes\clutter\shrines\shrinearkay.nif, meshes\clutter\shrines\shrinebase.nif, meshes\clutter\shrines\shrinedibella.nif, meshes\clutter\shrines\shrinejulianos.nif, meshes\clutter\shrines\shrinekynareth.nif, meshes\clutter\shrines\shrinemara.nif, meshes\clutter\shrines\shrinestendarr.nif, meshes\clutter\shrines\shrinetalos.nif, meshes\clutter\shrines\shrinezenithar.nif) (Bugzilla #9946)
- Several visible holes in the Solitude city gate structure have been corrected. (Architecture\Solitude\SCWgate.nif) (Bugzilla #9078)
- Some flying stones and bad UV mapping have been corrected on the Windhelm Stables. (Architecture\Windhelm\WHstables.nif) (Bugzilla #9838)
- A gap between the market area and the stairs to the temple district in Whiterun has been corrected. (Architecture\WhiteRun\WRTerrain\WRCommonHousePlatform01.nif) (Bugzilla #10083)
- The two stairways in the Whiterun Hall of the Dead (and other places using this piece) made wooden sounds on the stone steps due to an incorrect havok flag. (Dungeons\Nordic\Catacombs\BgHalls\NorCatHallBg1wayStairs256.nif) (Bugzilla #10085)
- A wall in the Whiterun Hall of the Dead has z-fighting issues due to an overlapping panel. (Architecture\WhiteRun\WRInteriors\WRDungeon\WRDunIntCorDoubleHigh01.nif) (Bugzilla #10081)
- Merchants clothing had missing knees and some bad clipping with other outfits. (clothes\merchantclothes\outfitm_0.nif, clothes\merchantclothes\outfitm_1.nif) (Bugzilla #9272)
- Nordic steel gauntlets have improper light shading properties, as well as several other defects. (meshes\armor\steel\[a whole lot of files]) (Bugzilla #9144)
- The severely pixilated dragons' wings have been corrected. Raised from a ridiculously low resolution to 1024x2048. (Actors\Dragon\translucentwings.dds, Actors\Dragon\translucentwings_boss.dds, Actors\Dragon\translucentwings_earth.dds, Actors\Dragon\translucentwings_ohdaviing.dds, Actors\Dragon\translucentwings_snow.dds) (Bugzilla #8588)
- Hollow underside on a door piece used in Nordic ruins. (Dungeons\Nordic\Doors\Animated\MediumDoor\RuinsMediumDoor01.nif) (Bugzilla #9760)
- Male and female Elven armor has bad rigging, resulting in distortions and stretched appearance. (armor\elven\f\cuirass_0.nif, armor\elven\f\cuirass_1.nif, armor\elven\f\cuirasslight_0.nif armor\elven\f\cuirasslight_1.nif, armor\elven\m\cuirass_0.nif, armor\elven\m\cuirass_1.nif, armor\elven\m\cuirasslight_0.nif, armor\elven\m\cuirasslight_1.nif) (Bugzilla #10084)
- The scabbard fixes for the Blades sword, Dwarven sword, and Nightingale blade have been updated. (weapons\akaviri\bladessword.nif, weapons\dwarven\dwarvensword.nif, weapons\nightingale\nightingalesword.nif) (Bugzilla #10172)
- Missing scabbards for the Dwarven mace, Dragon Priest Dagger, and Iron mace have been added. (weapons\dwarven\dwarvenmace.nif, weapons\iron\1stpersonironmace.nif, weapons\dragonpriest\dragonpriestdagger3rd.nif) (Bugzilla #10172)
- Sanguine Rose had alpha blending turned on which produced pixilation around the edges. (weapons\sanguinerose\sanguinerose.nif) (Bugzilla #10168)
- Bolli delivers a line during Caught Red Handed (FreeformRiften11) about his wife, Drifa. His wife is really Nivenor though. (Bugzilla #9138, FreeformRi_FFRiften11Suito_00041E40_1.fuz)
- A rumor in Whiterun mentioning avoiding Brittleshin Pass "to the southeast" is wrong. Brittleshin Pass is southwest of Whiterun. (Bugzilla #837, dialoguewhiterun__000da63d_1.fuz)
- WICourier.psc is throwing errors due to some locations being listed as NONE values. The script has been modified to allow NONE locations for the courier to process and allow whatever mission he's on to continue operating.
- GenericLocCrimeFactionObjRef.psc would fail because it had been set up to use a location alias, but those can't be checked without an associated quest. The script has been rewritten to check the location directly from the actor that is calling it. This should result in any actors using it now being assigned to the proper crime faction in the hold they spawn from.
- FXfakeCritterScript.psc does not reset its doOnce variable when the scripted object resets itself. (Bugzilla #9882)
Spoiler
Text Fixes- 000B1694: Gunjar's body never disables itself after Helgen is taken over by bandits. (Bugzilla #10031)
- The Windhelm Blacksmith's house only had one bed, but two people live there so one of them would always be unable to sleep. A second bed has been added. Ownership of each bed is now per NPC so they pick the same one each time. The navmesh has also been adjusted to accommodate this. (Bugzilla #9023)
- The COC marker (000BB3D4) at Nilheim erroneously had a script attached that is intended to extend an actor. A COC marker is obviously not an actor so the script has been removed. [NR]
- The triggers at each of the Standing Stone sites can be reused once the cells respawn, resulting in rediscovering the stone and incrementing the achievement even if it hasn't been properly completed. These triggers have now been marked as non-respawning: 000F964C, 000F964D, 000F964E, 000F964F, 000F9650, 000F9651, 000F9652, 000F9653, 000F9654, 000F9655, 000F9656. (Bugzilla #9684)
- 000E8239: The trigger box that runs the secret exit from the Riften jail was respawning when it shouldn't have been. (Bugzilla #10167)
- 000E6721: Road piece slightly tilted above the other road pieces.
- 000F62DA: Hammer stuck inside of a wall collision.
- 00045D7D: Misplaced stone platform in BlackreachSewer01 removed. (Bugzilla #9589)
- 000E4EFA, 0003EE33: Switched the disabled status on these two beams, then made the second one always on since it creates visual anomalies when purchasing the alchemy lab for Breezehome.
- 0003EE35: beam moved up to close a gap.
- 0003EE72: bread grounded, havok disabled.
- 000CB42A and 000CB42B: wall parts moved down to close a gap.
- 000CB4A5: double door moved down to fit the doorway.
- 000CA124 and 000CA125: wall parts moved down to close a gap.
- 000CB4A6: the double door has been centered in its doorway in order to close a gap on one side and slightly moved down to close a gap caused by moving 000CA124 and 000CA125.
- 0003EE6D: basket grounded, havok disabled.
- 000CB486: basket grounded and repositioned, havok disabled.
- 000CB487: basket grounded, havok disabled.
- 000CB48E: basket grounded and havok disabled.
- 000CB4E0: bread grounded, havok disabled.
- 000CB4E5: bread moved near the plate and grounded (didn't want to stay in). Havok disabled : strange centre of gravity (mesh may be wrong).
- 000CB4E4: cake grounded, havok disabled.
- 000CB48C: firewood pile slightly moved (had a collision with a column from children bedroom in Hearthfire DLC).
- 000CB4DC and 000CB4DD : these raw rabbit legs where properly positioned in their plate and havok disabled to prevent one of them to "jump" by itself.
- 000F5794: Lantern buried in the ground raised to hang from the appropriate beam. Light source 00065259 has been moved over to match up with it. (Bugzilla #9568)
- D6A8D, D6A8E: Clothes stuck in wall
- D5E23: Floating Candle
- D6A93: Skull intersecting shelf
- FD919: Chest intersecting rope
- 9695B: Barrel intersecting rope
- 9695A: Badly balanced Barrel
- 84B46: Flying Shrub
- 82876, 82881, 8287E, 8287B: Floating Braziers (Also moved the fires, 82875, 82880, 8287D, 8287A)
- 87866, 87864: Misaligned Wall Sections, seethrough gaps into the void. Better now but probably not perfect.
- 2E4DA, 2E4D9: Floating Shrubs
- FF9D1, FF9D2: Floating Candle Sticks
- 37320, 37321, 3731F: Seethrough gap between the top of the stairs and the ground at the top
- D4C97: Wallmounted slaughter fish nearly completely hidden in a wall
- D4EF7, D4EF6: Crates intersecting other Crates
- DA1E4, DA1E3, DA1E2: Apples intersecting Shelf
- D4C3B: Flying Chest
- D4F14: Flying ice wraith teeth
- D4CB8: Flying Bench intersecting wall (can be seen on the other side of the wall)
- D4D3D: Floating Table
- D4D3C: Flying Sack
- D4D49: Chair badly intersecting wall
- 9AF6A, 9AF6B: Flying snow drifts, still not perfect
- 9E16B, E5C70, 2B9C4, 38B9F, E08EE, 9F436: Wreaths too far from wall
- 9E177, E5C61, 2B9D0, 36BFE, E08E2, 9F41E - Removed these in place "duplicate" walls
- 10EB9F: Flying werewolf head spike
- 5966A: Pressure Plate intersecting floor
- F4747: Wooden Plate that tend to sink into the stone its placed on
- F475C, F4759, F475D, F4758, F475B, F4756, F4757, F475E, F475A: Pile of floating Crates
- F4752, F4753 - Floating Lanterns
- A3647, A3644: Floating Crates
- F5298: Removed this in place duplicate bowl
- 167FE: Seethrough gaps into the void on both sides of this door since its scale is less than 1.0
- D1867: Candle intersecting wall
- 8DD47, 8DCE4: Flying Tree
- 8B754: Hollow snow drift
- D00A4: Battleaxe intersecting shelf
- E275C: Flying herb rack
- BB0E1, BB0E3: Very noticeably flying dwemer sconces
- BB16C: Hitch Post that needs to be lowered a bit
- EB305: Incence Burner stuck in a wall, still looks a bit odd but it's better at least
- 77D00, 77D01: Skulls intersecting shelf, once havok settles they often get stuck half over, half under the shelf
- 77D7D, 77D7C: Floating Candle Stick
- C7EBE, E4059: Large Hollow Rocks
- B1164, B1167: Flying centurion ports
- A6700: Book intersecting rock
- EE401: Flying Sack
- DD4B9, C8560: Books that often sinks into the surface they are placed on (why are the bounding boxes so incorrect on books in the CK?)
- 6CD04: Chair intersecting planter
- CCFF7: Plate intersecting table, often get stuck in odd angles when havoks settles (Also moved CCFFA, CCFF9, CCFF8 on top of it)
- 402E1: Removed this bridge section, it's unneeded and cause flickering since it's occupying the same space as another piece
- F72FB, F72FE, F7300, F7301: Flying Shrubs
- C6E45: Floating Alchemy Workbench
- B967A: Floating Bar Stool
- A8AD6, A8AD7, A8AD8, A8AD9: Floating Barrels
- C9308: Barrel half hidden in wall
- 9A010, CB52B, EC158, 9D206, 9D1B1, E82EA, DA3D2, DA3D0, D641E, 7CE7C: Bed with one marker inside the wall, replaced it with a R or L version
- E2871, E2870, 10FCA5, 10FCA6, 10FCA3, 10FC90, D4C2F: Floating Benches
- C8FF7, D7568, D217E: Floating Candles
- D585D: Candles intersecting Shelf
- E5E78, E5E72, 10FC97, D132A, D2199, D4842, D6434, D4845, CD43C, CD43B, D2522, D2523, D2524, D4843, D4844, D23DD, C111C, C111B, C0E67, C0E50, D4858, C0E89, D4856, D6437, D6436, D6438, D6439, D4857, D4858, D4830, D4872, D4873, D4874, D4875, D483E, D483F, D4840, D4841, C71DF, C71DB, C71DA, C71D9, C71D8, C71D7, C71E4, C71E3, C71E2, C71F4, C71F7, FFAA2, 9B2BE, CB5BF, CB605, CB606, CB604, CB727, CB81D, CB717, CB718, CB7D3, E4C3C, CB728, CB81E, E4C2F, E4C2B, E4C2C, E4C29, E4C25, E4B2E, E4B00, E4B01, E4B02, E4C1B, E4B08, E4B09, E426C, E426B, E426D, E2A7E, E2AA7, E2A91, DEE33, DEE34, E27EC, E27EB, E27A5, DEE31, DEE32: Floating Candle Sticks
- 29DBE, E5C8C, E5CC9, E5CCA, E5CCB, 8C473, 8C49B, BEB6F, 5C00A, 5A437, 5ABDF, 5C00C, C115C, C0C6D, 78018, DD51A, F6856: Floating Candle Horns
E5C5F, E5CE6, C8F05, C8F04, 3F064, 3F065, 3F063, 38B35, 5AD52, 38B20, 5B0CD, 5BFB9, D626E: Floating Chairs - DCB5F: Flying Chair
- CB6B8, CB6B9, CB6FA, 914F8: Sunken Chairs
- C93AE, 7CBAA, 7CBAD: Chair with marker in bad place, replaced with other marker configuration
- A93FA: Chair intersecting wall skirting
- DCBE6: Chair intersecting Barrel
- C931B: Bucket intersecting wall
- C8F16, 16DB7, 7574F, CD42B, CEF16, 9CF47: Floating Chests
- 5A3B6: Chest intersecting wall
- 9CF58: Chest intersecting Floor
- 47038: Chest intersecting Dresser
- 9CF44, C0E43, C955D: Chests facing the wrong way
- DD53E: Flying Crate
- D475C, DCCD0: Floating Crates
- E8130, C9327, C93F8, DD546, DD547: Crates intersecting wall
- 61783, C8EC3: Floating Display Shelves
- DCC2F: Floating Divider
- DD53F, DD534: Floating Hay Mound
- C94BC: Sunken Cart
- E7D8A, E7D7C, A035A, E08DF: Invisible Chair Markers with markers in bad places, replaced with more suitable versions
- C934A: Knapsack intersecting Crate
- C9506: Knapsack leaning against thin air
- CC2DB, 403DF, C8F81, D46EE, CB57F, 3FDD8, D255E, C115D: Floating Lanterns
- D6206, D621C, F3CCC, F3CCD, C94F0, C94C3, C94C4, C94C5, D26E8, D26C8, D26E7, D26CD, D26CF, D26CE, D26D0, D6390, D6391, C94C6, C94C7, C3C2A, A822C, C9351, C9350, C9480, 10E051, 10E050, C0E88, D643A, C3BF8, C93DF, D6435, C93DE, C947E, C93DD, C93DC, C93E0, C93DB, C93E2, C93E1, C9485: Sunken Lanterns
- 2E113: Sunken Lean Marker, NPCs feet hidden in ground and hands clipping into the table
- D46EC: Floating Mead Barrel with exposed hollow underside
- CD3B0, CD3B2, CD3B4: Floating Mead Barrels
- DD504: Mead Barrel intersecting another Mead Barrel
- E8157: Mead Barrel intersecting wall
- C8F76, C8F73, C8F74, C8F75, CA083, C83F1, C83EA: Floating Rolled Rugs
- C933E: Rolled Rug intersecting wall
- CB7B2, D58A4: Floating Rug
- CB7B1: Rug intersecting floor, cutting it in two
- CB613: Rug intersecting floor, hiding some of the tassels
- D216E, BEE58, BF873, BF6E7, D2429, DD535, 8E37D, BC5AE, BC275, 8E34B, 8E34C, B566F, C933D, CB83B, C8F7A, D58E1, D58E2, D4766, D4767, D4779, D4769, D4768, C83E9: Floating Sacks
- C944F, C9696, C965F, C0CD2, BEE4F: Unrealisticly balanced or too rigid Sack
- CB83A, A8C42, A8C45: Sunken Sacks that can be seen through the ceiling
- E8172: Sack seen through the underside of a Table
- E8147, E814F: Sacks intersecting Dresser
- D5864: Floating Sack, replaced with non-flat version since the surface it's placed on isn't flat
- E8146: Sack intersecting Crate
- D12C8: Flying Shelf
- 71856: Floating Shrine
- CB7AA: Silver Plate stuck inside an End Table, moved it to a Cupboard
- A8AF0: Flying Table (Also had to move items on top of it, D5884, D5885, D5886, D5887, D5848, D5849, D584A, D5896, D5893, D5892, D5895, 1077CA, 1077C9, D588D, D588E, D588F, D5894, D5890, D5891, D5843, 1077C8, D4885, A8AF3)
- 824C8: This CommonTable has a separate bench in front of it instead of using a CommonTableOneBench. This places the bench markers inside the table which causes a mess whenever it's used. Replaced Table with a CommonTableOneBench and disabled the old bench (82663)
- DD4D9: Floating Torture Rack
- D58A7: Wall Basket too far from wall
- C83F8: Wall Mounted Potato
- B96C0, 7AD71, C7217, C9616: Wall Mounted Antlers too far from wall
- 75DB6, 75D43, 75D44: Wall Mounted Elks too far from wall
- 79520, 794D8, 794DA, 794D6: Wall Sconces intersecting wall
- 794DC, 794DD, 794D7, 795BB: Wall Sconces too far from or not aligned with wall
- 5C93F, CB50E, 756EC, CB50D, C961E: Wall Shelves too far from wall (Also moved some items on top of them, CB587, CB588, CB585, CB586, C961D)
- 101617: Floating Alchemy Workbench
- 4472C: Bar Stool intersecting rock
- 380B0, 38139, 37F36, 37F35, 73B2D, 9D1b1, 9D206, 5C4C4: Bed with one marker in a wall, replaced with R or L version of the bed
- 9A399, 9A39A, 9A39D, 9A39E, 9A39F, 9A394, 9A395, 9A391, 9A392: Barrels intersecting other Barrels (Also moved F474A and F4749 on top of them)
- D9D4A: Bed intersecting wall
- CC287: Floating Bench
- 94F70, B3947: Floating Blacksmith Sharpening Wheels
- FF89D: Book that often gets stuck in table when havok settles
- 57C5C, 57C59: Sunken Candle Horns
- CC10E, 825F7, 825F8, E5375, D83BA, D83B9, D83B8, D83B7, 3B27B, EFE0E, EFE0D, EFE0C, EFE0B, 63CC7, 63CC8, 63CC9, 3A3F4, 3A3EF, 3A3F1: Floating Candle Sticks
- 3B27C: Candle Stick stuck under a staircase, moved it to a nearby shelf
- CC0AC, 6FD77, 6FD78, 6FD79, 3A3F1, 3A3D6, 3A3F0, 3A3F3, 3A3F4, 3A3F2, 3A3D7: Sunken Candle Sticks
- CC148: Sunken Chair, person intersecting rug and table
- 525E1, ECD84, ECD85: Floating Chairs
- D46ED: Floating Chest
- CC0FA: Chest intersecting bed
- 7F479, 7F47B, E72CF, 721D9, 91515, 88C74, 88C76, 88C75, BE4ED, BFDFC, BE5A5: Dwemer Wall Sconces too far from wall
- 7C04F, 7C037, 42A21: Floating Egg Sacks
- B06CA: Floating Ferns
- 9BD9F, 8EB3C, 88C9E, 88C9C, 88C98, 88C97, F0D65: Sunken Lanterns
- D46EE, FC432: Floating Lanterns
- D46EC: Floating Mead Barrel, exposed hollow underside
- 59B62: Mead Barrel intersecting table
- CBFCB, CC051: Floating Planters
- 9BD4A: Sconce intersecting wall
- 9BD4B, 72B58, 73B52, 7162D, 69113, 71635, 71636, 71637, C5437, C5436: Sconce too far from wall
- E2FBD, 9E35C, 9E35B, 19479, 19484, C53BD, C53BC: Sconces intersecting walls
- 72859: Flying Shelf (Also moved 369F0, 369F1, 369F2, 369F4, 369F5 on top of it)
- E46C4: Shelf too far from wall, also had to move E46C5 on top of it)
- 769F8, 769F7, 97AE3, 5FECC, 5FECD, B0557, AC1CC, AF118, AF119, AF116, AF11B, AF11A, C21C7, 8DBB8: Flying Shrubs
- C3652, C3651, C3648, C3658, C3646, C3647, C3645, C3641: Top half of this Skeleton was in one bed (and rotated the wrong way, with the head in the foot end), the lower half and hands were in another. This makes no sense since its cause of death was suicide by poison. Moved all pieces to the same bed, and rotated it around so its head is on the pillow.
- 8DEB7: Skull intersecting table
- A45A7: Floating Snow Drift
- 89626, E7181, 48DBE, 48DBF, 48DA4, B278B, B25E8, B2691, 4CE79, 76925: Floating Trees
- 3A5DA: Floating Urn
- 8B484: Wall Mounted Antlers intersecting wall
- 8322F: Wreath too far from wall
- 716A8: Floating Arch Support
- C8F39, C8EED: Barrels intersecting Wall (Also had to move C915D, C91AC, C91BF, C91C0, C915C, C9063)
- A4A88, 3D5A0, 3D5A4: Badly balanced Bench
- 3D5A7, 9B8CF: Flying Benches
- 8014C, 2D445, 2D461: Sunken Benches
- 1AC1B: Floating Campfire
- 9D442, 801A9: Floating Candle Sticks
- 1DB5D, 45DE4, 2D467: Badly balanced Candelabra
- 9D776, 1DB00, 202CC, 202CA, B5B97: Flying Chair
- 3D639: Rotated and grounded the tipped over Chair to make the hollow legs less noticeable
- A4C80: Chair intersecting Shelf, also rotated it slightly to make the hollow legs less noticeable
- A52A0: Chair intersecting Table
- A4E16: Chair too close to Table
- A4E29: Crate intersecting another Crate
- B588F: Coffin leaning against thin air
- A4E34: End Table facing the wrong way
- C5017: Flying Flora
- A4153: Floating Hay Mound
- 9CA1F, 36FA3: Floating Idle Markers causing NPCs to slightly levitate
- A4DFE, A4E1D: Badly balanced Lanterns
- C864E: Mead Barrel intersecting Crate
- 8B20D: Basket intersecting Shelf
- 8A9BC: Flying Rock
- 8C195: Floating Rocks, hollow underside exposed
- F33F6: In-place duplicate Rubble
- F8299: Flying Rubble
- 40980, 35366, 35367, 596C3, C59E2, FB425: Flying Shrubs
- A55DA, A55D8: Sconces too far from walls
- 76149: Skull stuck in Table
- 5F32D, 5E230, 5EE85, A9913, A9A3F, A9944, A9911, 1743F, 4EE27, 4B838: Flying Trees
- A90B2: Soaring Tree
- 609D3: Misaligned wall section with seethrough gaps and ugly clipping
- Thanks to Gruftlord, the previous placement fixes for the wheat stalks has been refined for more precise placement. (Bugzilla #9022)
- 0009ccff: Valindor's bed was not owned by him, preventing him from sleeping in it.
- Quest MGRArniel03, Objective 16: "warpred" -> "warped"
- The 3 abilities recieved from meditating on a word of power (GreybeardsAbFeim, GreybeardsAbFus, GreybeardsAbYol) do not have the brackets to highlight the numerical value. (Bugzilla #9665)
- The Resist Magic (AbResistMagic) effect has no descritpion but is used on a few things. New description added: "Increases Magic Resistance by %." (Bugzilla #9656)
- Loading screen RacialPowersBreton incorrectly describes "Breton Blood" as being 50% magic resistence. It is actually 25%. (Bugzilla #9654)
- Book1CheapNineHolds: "the seat of High King" -> "the seat of the High King" (Bugzilla #9256)
- WIAddItem07Note: "Letter from Calcemo" -> "Letter from Calcelmo" (Bugzilla #9749)