Patch 1.4 Unoffical Thread #3 With Changelog!

Post » Sat Jun 09, 2012 10:51 am

This is the thread to discuss the upcoming patch for the game. Note, as of the posting of this thread, the patch is not out yet. It is expected to be released the week of the 27th. All threads wanting to discuss the upcoming patch will be redirected here.

http://www.gamesas.com/topic/1332244-patch-14-discussion-merged-similar-topics/
http://www.gamesas.com/topic/1335196-patch-14-discussion-includes-changelog/

From the Bethblog Post:

It’s been a few weeks since our last update on Skyrim’s status, so we wanted to share details on what we’re working on.

The Creation Kit and Steam Workshop are nearly ready. We’re currently working with members of Valve and our modding community to do some final testing, and we’re on track for a public release near the end of the month. We think Skyrim modding is one of the game’s best features, and we have the best modders of any game. It’s been a lot of exciting work for us, and we can’t wait to unleash it.

Skyrim’s 1.4 update is currently undergoing testing on all three platforms. The update will include fixes and optimizations for the most common issues people have been reporting (see below). We’re hoping to finalize this next week, and submit it to the console manufacturers for certification, as well as release on PC.

Our current update plan for the PC is to first release our updates as “beta” versions through Steam. This is something you’ll be able to opt into through Steam and back-out of if needed. This is an extra safety check for everyone going forward and should expedite and improve our updating process for our PC users. We’ll have more info soon on how this will work.

Echoing what we said back in December, we’ll continue to look into issues that are being reported and subsequent updates will follow. You have all supported Skyrim in a huge way, and we’ll be supporting all of you, and continue to make the game better.

After the break, check out the current changelog for 1.4.

Patch Release Notes

http://www.bethblog.com/2012/01/19/news-on-the-creation-kit-and-game-updates/

NEW FEATURES
  • Skyrim launcher support for Steam Workshop (PC)
BUG FIXES
  • General optimizations for memory and performance
  • Fixed occasional issue with armor and clothing not displaying properly when placed on mannequin’s in player’s house. (PS3)
  • Improved compiler optimization settings (PC)
  • Long term play optimizations for memory and performance (PS3)
  • Memory optimizations related to scripting
  • Fixed crashes related to pathing and AI
  • Fixed crash in Haemar’s Shame if player had already completed “A Daedra’s Best Friend”
  • Fixed rare crash with loading saved games
  • Fixed issue with accented characters not displaying properly at the end of a line
  • Master Criminal achievement/trophy unlocks properly in French, German, Spanish and Italian
  • Fixed issue where dragon priest masks would not render correctly
  • Fixed issue where quests would incorrectly progress after reloading a save
  • Fixed issues with placing and removing books from bookshelves in the player’s home
  • Fixed issue where weapon racks and plaques would not work correctly in player’s house if player immediately visits their house before purchasing any furnishing.
  • Fixed issue where the player house in Windhelm would not clean up properly
  • Fixed crash related to giant attacks and absorb spells
  • Fixed issue with ash piles not cleaning up properly
  • Fixed occasional issue where overwriting an existing save would fail
  • Fixed memory crash with container menu
  • Fixed infinite loop with bookshelves
  • Fixed issue where traps in Shalidor’s Maze would not work properly in French, German, Spanish and Italian versions
  • Fixed issue where transforming back to human from werewolf would occasionally not fail
  • Bows and daggers will display properly when placed on weapon racks
QUEST FIXES
  • The Unusual Gem inside the Thalmor Embassy is now accessible after finishing “Diplomatic Immunity”
  • In “Breaching Security”, the quest token is no longer required to receive a fortune reading from Olava the Feeble
  • Fixed issue where Galmar would not complete Joining the Stormcloaks properly if “Season Unending” was an active quest
  • Fixed issue where starting “Season Unending” after finishing “Joining the Stormcloaks” would prevent “The Jagged Crown” from starting properly.
  • Fixed issue progressing through “Message to Whiterun” while “Season Unending” was still open would block progression for both quests.
  • In “Arniel’s Endeavor”, fixed issue where a quest journal would trigger multiple times
  • In “Forbidden Legend”, the amulet fragment can no longer disappear after player leaves a dungeon without taking it
  • Fixed rare issue in “Forbidden Legend” where killing Mikrul Gauldurson while sneaking would make his corpose unaccessible
  • In “The White Phial”, the phial can no longer disappear if player leaves dungeon without taking it
  • “The White Phial” will now start properly if player already has a briar heart in their inventory
  • Player can no longer get stuck in Misty Grove after completing “A Night to Remember”
  • Fixed issue where leaving Riften during “A Chance Arrangement” would prevent quest from progressing
  • In “Darkness Returns”, a door in Twilight Sepulcher will properly open if the player leaves the dungeon for an extended period of time before completing the quest
  • In “Under New Management”, if the player leaves the Oculory for an extended period of time after placing the focusing crystal and returns, the quest will proceed correctly
  • “Onmund’s Request” will now start properly if player has already found Enthir’s staff before receiving this quest
  • Fixed instance where Tonilia would stop buying stolen items and also would not give Guild Leader Armor
  • “Repairing the Phial” will start properly if player already has unmelting snow or mammoth tusk in their inventory
  • Finding Pantea’s Flute before speaking with Pantea no longer prevents her quest from updating
  • In “The Coming of the Dawn”, fixed rare instance where a quest object would spawn incorrectly on the Katariah during Hail Sithis
  • Fixed rare issue in “The Mind of Madness” where player is unable to equip the Wabbajack
  • Fixed issue in “Pieces of the Past” where Mehrunes Dagon’s Razor will not trigger properly if player leaves the cell for extended period of time before activating it
  • “Blood’s Honor” will start properly if you visited and completed Driftshade and an extended period of time passes before starting the quest.
  • Fixed rare issue where “Dampened Spirits” would not start properly
  • Fixed issue where player would be unable to become Thane of Riften if they purchased a home first
  • Fixed issue where killing guards in Cidhna Mine woud block progression for “No One Escapes Cidhna Mine”
  • Fixed numerous issues with “Blood on the Ice” not triggering properly
  • In “Blood on the Ice”, Calixto can now be killed if player owns a house in Windhelm
  • In “The Cure for Madness”, killing Cicero then resurrecting him no longer impedes quest progress
  • Fixed rare issue in “To Kill an Empire” where an NPC would fail to die properly
  • Clearing Knifepoint Ridge before starting “Boethiah’s Champion” no longer prevents quest from starting.
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Kayleigh Mcneil
 
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Post » Sat Jun 09, 2012 8:37 am

I think the whole community wants to give Beth a big ol' hug for this one.
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sharon
 
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Post » Sat Jun 09, 2012 3:26 pm

They definitely delivered. Huge sigh of relief.
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Katey Meyer
 
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Post » Sat Jun 09, 2012 2:07 pm

I'll pose the question here again: will the house weapon slot fixes also fix exisiting homes or only ones bought and upgraded after patching?
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darnell waddington
 
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Post » Sat Jun 09, 2012 5:55 am

Nice to see all those fixes.
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patricia kris
 
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Post » Sat Jun 09, 2012 3:12 am

If it fixes the PS3 lag then I'll go on Skyrim for the first time in a month and a half and if it doesn't well Skyrim will probably find a new home ( the second option is more likely)
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Jason Wolf
 
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Post » Sat Jun 09, 2012 2:10 pm

I must have did everything right because i haven't had a bug at all.
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Bloomer
 
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Post » Sat Jun 09, 2012 4:06 pm

I'll pose the question here again: will the house weapon slot fixes also fix exisiting homes or only ones bought and upgraded after patching?

Based on happened in the last patch, it will fix existing Homes. However, you may need to take your weapons off of the rack and put them back on. Also, if the rack threw the weapons into the void, then the patch will not recover them. However, the game seems to know you still have them, at least on mine it did.

Might as well answer the quest fixes one here. Most quest fixes in the patch are supposed to fix glitched or bugged quests that are in progress. However, not all conditions that lead to issues can be "patched out" of the game save files. Some quests will require to load a save from before you got the quest or perhaps some early stage of the quest before the problem condition or variable caused the glitch.


\
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Angus Poole
 
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Post » Sat Jun 09, 2012 5:36 pm

I must have did everything right because i haven't had a bug at all.

I have not had a bug either. Most bugs are really glitches and loading an earlier save will fix it. However, game conditions can be fragile, for lack of a better word, and can more easily cause a quest to mess up. Most patching is really just making the quest conditions more robust so that weird things don't cause problems.
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Sweet Blighty
 
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Post » Sat Jun 09, 2012 4:53 am

Nah it didn't put them in the void; it's ironic really, in every FO/TES game I've bought before, the first thing I do after buying a home is go and look at the interior, prior to upgrading lol. So the plaques/racks never worked at all. -.-
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m Gardner
 
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Post » Sat Jun 09, 2012 9:06 am

I think the whole community wants to give Beth a big ol' hug for this one.
I think the whole community wants to give Beth a big ol' hug for this one.
I'll wait until I test it before I say anything like that.
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keri seymour
 
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Post » Sat Jun 09, 2012 3:06 pm

Nah it didn't put them in the void; it's ironic really, in every FO/TES game I've bought before, the first thing I do after buying a home is go and look at the interior, prior to upgrading lol. So the plaques/racks never worked at all. -.-

Well, according to this, they fixed the exact issue you are talking about

Fixed issue where weapon racks and plaques would not work correctly in player’s house if player immediately visits their house before purchasing any furnishing.

I never used a rack until my houses were upgraded, and all my racks work.
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Stay-C
 
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Post » Sat Jun 09, 2012 5:31 am

Fingers crossed then!
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kirsty joanne hines
 
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Post » Sat Jun 09, 2012 3:29 am

Are redundant jounal entries being fixed too? It doesn't seem to be shown anywhere in this patch note.
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Sophie Louise Edge
 
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Post » Sat Jun 09, 2012 11:44 am

Any information about the CK content? Someon knows how easy will be to use it?
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He got the
 
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Post » Sat Jun 09, 2012 6:36 am

Save game bloat and CTD's. That's the 800 lb gorilla that isn't addressed in the change log.
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Sara Johanna Scenariste
 
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Post » Sat Jun 09, 2012 5:30 pm

wait a moment...a patch? I can't remember doing a update or patch. When was this?
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Rex Help
 
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Post » Sat Jun 09, 2012 1:49 pm

D'oh, no Legate Rikke / Reunification of Skyrim dialogue fix on the changelog.
At least the CK will be out soon to fix it ourselves :)
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no_excuse
 
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Post » Sat Jun 09, 2012 2:36 pm

wait a moment...a patch? I can't remember doing a update or patch. When was this?

It's not out yet.
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Tarka
 
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Post » Sat Jun 09, 2012 9:03 am

Ohh! My bad. :wallbash:
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Lisha Boo
 
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Post » Sat Jun 09, 2012 2:08 pm

Save game bloat and CTD's. That's the 800 lb gorilla that isn't addressed in the change log.
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Tha King o Geekz
 
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Post » Sat Jun 09, 2012 4:11 pm

Because my Stepfather has so many Letrushes (at least 10 now) outside whiterun, his game crashes anywhere near Whiterun causing it to be unplayable. I haven't experienced it but other's have and I have SEEN it with my own eyes. Is this problem mentioned in the patch log? -I couldn't see it.

Just asking.
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mimi_lys
 
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Post » Sat Jun 09, 2012 2:47 am

Any information about the CK content? Someon knows how easy will be to use it?

Some Beth people said that some modders have been given the CK early to test it for bugs. Not sure if they want, or can, say anything about it yet.
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Mrs Pooh
 
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Post » Sat Jun 09, 2012 7:56 am

Changelog is looking good :) i have not started most of the quests named in the list but at least i wont have to check UESP bugs section for those :D

Display fixes :clap:
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carly mcdonough
 
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Post » Sat Jun 09, 2012 6:30 am

I hope they will still have some bits left for fixing The Way o fThe Voice and Greybeards stuck in idle anim but I'm not really counting on it
Good thing about that one, it made me reroll for a Bosmer Archer and I'm loving it
Hopefully when CK will be out USP will be able to fix the looooong bug list from unofficial bugs thread
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Stephanie Valentine
 
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