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Found 26 results

  1. Unofficial Skyrim Special Edition Patch Version: 4.1.3 By the Unofficial Patch Project Team Download it from AFK Mods Download it from Bethesda.net - PC Download it from Bethesda.net - XB1 Download it from SSE Nexus Requires Skyrim Special Edition 1.5.39 or greater. USSEP Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Skyrim Special Edition. If you're experiencing a bug with Skyrim Special Edition, please report the bug to us in as much detail as possible on the USSEP bugtracker. Please use search to ensure that you aren't submitting something that is already there. 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) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by the USSEP USSEP Fixes 050CB06A: Moved a column in Bloodskal Barrow that was mistakenly placed in the wrong part of the cave in a previous update. (Bug #23863) Fixed incorrect lighting data in Soul Cairn weathers left over from the initial port to SSE. (Bug #23903) Fixed gaps in female merchant clothing causes by a bad mesh port. (meshes\clothes\merchantclothes\1stpersontorsof_1.nif, meshes\clothes\merchantclothes\1stpersontorsof_0.nif) (Bug #23452) Fixed smoke not appearing on smelters. (meshes\furniture\smeltermarker.nif) (Bug #23184) Merged updates from official patch 1.5.39. Actor Fixes The encounter faction orcs belong to for random encounters against Forsworn is not set to be their enemies, so they never attack each other until the player initiates combat. (Bug #23632) Drovas was still trying to sleep at the Wretching Netch after becoming Neloth's new steward. (Bug #23116) Item Fixes It is no longer possible to obtain 2 Dawnbreakers. This weapon was never intended to duplicate. The developers changed the method by which it was to be acquired but forgot to disable the original alias for it. [NR] Urag gro-Shub has no scrolls in his vendor inventory despite clearly stating he sells them when asked about it. (Bug #23821) Fixed circlets clipping with the Dark Elf outfits added by Dragonborn. (Bug #23217) Magic, Perk & Skill Fixes Guardian Circle effects were not lasting the same duration as the visuals presented due to a mismatch in durations between the main spell and its hazard spawner (HazardGuardianCircleSpell). (Bug #22959) Guardian Circle also would not properly heal the player if they had 100% spell absorbtion in place due to the lack of proper flags to override that. (Bug #23315) Mesh and Texture Fixes Several meshes with invalid havok sound materials have been corrected. (meshes\clutter\stockade\stockadeleanto01.nif, meshes\clutter\woodfires\campfire01landoff.nif, meshes\clutter\woodfires\campfire01landburning.nif, meshes\dungeons\dwemer\clutter\mrkmillgearassembly01.nif, meshes\dungeons\nordic\doors\animated\cagedoor\norbridgecageexsm01.nif, meshes\dungeons\nordic\doors\animated\portcullis\norportcullisgate01.nif, meshes\furniture\blacksmithforgemarker.nif) (Bug #23736) Fixed a gap under the brick wall near the Bannered Mare. (meshes\architecture\whiterun\wrterrain\wrbanneredmarebase01.nif) (Bug #23248) Fixed stairway gaps near the shacks on the south side of Whiterun. (meshes\architecture\whiterun\wrterrain\wrshacksbase01.nif) (Bug #23247) Fixed Dwemer bowls so they no longer float when placed. (meshes\clutter\dwemer\dwebowl02.nif) (Bug #23046) Fixed gaps in Skyhaven Temple near the grindstone area. (meshes\architecture\skyhaventemple\skyhaventempletemplayout01.nif) (Bug #22494) Fixed a hole in the lumber mills. (meshes\architecture\farmhouse\lumbermill01.nif) (Bug #24108) Fixed gaps in the exterior walkway areas of High Hrothgar. (meshes\architecture\highhrothgar\highhrothgarfloor01.nif) (Bug #23311) Fixed hand seams when wearing Stormcloak armor. (meshes\armor\stormcloaks\cuirasssleeved_1.nif, meshes\armor\stormcloaks\1stpersoncuirassm_0.nif, meshes\armor\stormcloaks\1stpersoncuirassm_1.nif, meshes\armor\stormcloaks\1stpersoncuirasssleeved_0.nif, meshes\armor\stormcloaks\1stpersoncuirasssleeved_1.nif, meshes\armor\stormcloaks\cuirassm_0.nif, meshes\armor\stormcloaks\cuirassm_1.nif, meshes\armor\stormcloaks\cuirasssleeved_0.nif) (Bug #18585) Fixed large gap in Fine Clothes #2 when casting spells in 1st person. (meshes\armor\clothes\fineclothes02\1stpersonoutfitm_1.nif, meshes\armor\clothes\fineclothes02\1stpersonoutfitf_0.nif, meshes\armor\clothes\fineclothes02\1stpersonoutfitf_0a.nif, meshes\armor\clothes\fineclothes02\1stpersonoutfitm_0.nif) (Bug #23708) Nordic stone dungeon pieces with invalid havok materials. (meshes\dungeons\nordic\exterior\nortmpextdebris08.nif, meshes\dungeons\nordic\exterior\nortmpextdebris01.nif, meshes\dungeons\nordic\exterior\nortmpextdebris02.nif, meshes\dungeons\nordic\exterior\nortmpextdebris03.nif, meshes\dungeons\nordic\exterior\nortmpextdebris04.nif, meshes\dungeons\nordic\exterior\nortmpextdebris05.nif, meshes\dungeons\nordic\exterior\nortmpextdebris06.nif, meshes\dungeons\nordic\exterior\nortmpextdebris07.nif, meshes\dungeons\nordic\exterior\animated\norlabyrinthiandoor\norlabyrinthianactivateddoor01.nif) (Bug #24344) Quest Fixes The player could comment about helping the snow-elf priests while playing the vampire side of the quest. This was due to a missing variable check to be sure the player is in fact playing for Harkon's side. (Bug #23451) Lisette delivers a greeting telling the player to feel free to make requests even when she is not currently performing at the inn. (Bug #23375) It was possible to ask Balgruuf which side of the war he was on even after the scene started where he discussed committing for the Empire. (Bug #23177) It was possible to bypass attacking a fort during the Civil War by forcing the Jarl to submit instead, but doing so would permanently break the further progression of the quest line at that point. This appears to be one contributing factor to Rikke or Galmar no longer giving missions out for additional battles. (Bug #23062) During Missing in Action (MS09), Jon Battle-Born never takes back Olfina's letter to him if you pickpocketed it from him as a way to get the evidence. (Bug #23902) Honeyside (house in Riften) could be erroneously purchased for as little as 5000 gold due to dialogue checking the variable for Whiterun instead. (Bug #24335) Hjerim (house in Windhelm) could be erroneously purchased for the wrong amoung due to dialogue checking the variables for Markarth instead. (Bug #24335) Thonar Silver-Blood could be delayed arriving outside the ruins in No One Escapes Cidhna Mine (MS02) due to a control quest checking for the wrong location starting up. The delay was sometimes significant enough that he could be missed entirely and leave the quest hanging. (Bug #24201) Placement/Layout/Ownership and other World Object Fixes Moved two crates that were clipping into the wall of a ship. (Bug #24313) 03010de6: Chimney not enabled when the kitchen is built at Heljarchen Hall. (Bug #23102) 0500082A, 0500082B: Road chunks added to cover gaps. (Bug #23242) 052601c1: Rock added to cover gap in Helgen north gate. (Bug #24059) 052601c3: Rock placed to cover gap in Whiterun. (Bug #23458) 04019382: Fixed a room bounds issue causing the platform to disappear at certain angles. (Bug #23729) 000787A5, 000787A1: Support ropes disappearing due to room bound placement issues. (Bug #23728) 000b1a3d: Fixed a room bounds issue causing a rock to vanish when standing nearby. (Bug #23242) 00027D7E, 00027D67, 000E0603, 000E0607, 000E5474, 000E5478, 000E5656, 000E5659: Bowls and tankards placed outside of the playable area in several inns. (Bug #23782) 00073918: Clipping bench. (Bug #23804) 02010F8B: Book placed outside of the playable area in Fort Dawnguard. (Bug #23806) 00038395: Table clipping into a wall. Two items [Ref 00038394, 00038396] on top of it were also moved. (Bug #23808) 0007989C: Embers not visible in a brazier because they erroneously had the initially disabled flag set. (Bug #23808) 0500080D: Rock cliff added to cover gap in a mountainside. (Bug #23820) 0006F186, 0006F187, 0006F18E: Floating lockpicks. (Bug #23846) 00061EEA: Misplaced road chunk. (Bug #23897) 05000815, 05000819: Rock piles added to cover up gaps. (Bug #23897, Bug #23855) 0007C927: Cave lamp clipping into a mountain cliff. Its embers and light source [Ref 0007C926, 000C9DAD] needed to be moved along with it. (Bug #23960) 0007A959: A boulder is the wrong base type for a snowy location. (Bug #23966) 0007C389, 0007C38A, 000F58A4: Floating rock and boulder piles. (Bug #23966, Bug #23897) 00091B5D: Misaligned door. (Bug #23970) 000F668D: Misplaced staff. (Bug #23974) 02015592: Clipping planter. Also moved a deathbell flower [Ref 020155B9] inside of it. (Bug #23981) 020155D7, 020155DA, 020155DC: Misplaced braziers. (Bug #23981) 05000802, 05000803, 05000804, 05000805, 0500080C, 0500080E, 0500080F, 05000810, 05000811, 05000812, 05000813, 05000814, 05000817, 05000818, 0500081A, 0500081B, 0500081C, 0500081D, 0500081E, 0500081F, 05000820, 05000823, 05000824, 05000827, 05000828, 05000829, 05079F40, 05079F41: Rocks and boulders placed to cover various gaps. (Bug #23982, Bug #23966, Bug #23897, Bug #23861, Bug #23855, Bug #23820) 00015906, 00015946, 0003BA5B, 0003BA5C, 00046338, 00046351, 00046D10, 00046D11, 0004B147, 0004C0C1, 0004CC30, 0004D75A, 0004F444, 0004F445, 000506E3, 000506E5, 00051106, 0005344B, 0006B0DB, 00071B1C, 00071B1D, 00088ED3, 0006E0D8, 00088ED9, 00088EDE, 00088EDF, 00088F28, 00088FA5, 00090D1E, 00090D20, 00090D27, 000941E6, 000941E7, 00099F5F, 00099F61, 000A0981, 000A7651, 000A7669, 000A7693, 000B40A6, 000C0AFE, 000C0AFF, 000C0B0F, 000C0B10, 000C1E9D, 000C1E9F, 000C1EA3, 000C1EA4, 000C1EA6, 000C68D2, 000C68D6, 000C68DB, 000C9B1E, 000C9B1F, 000C9B21, 000C9B22, 000C9B23, 000CB121, 000CB122, 000CED23, 000CED25, 000CED26, 000D9952, 000D9953, 000D9954, 000D9956, 000E920C, 000E920E, 020155D3: Misplaced thickets, shrubs, and various other plants. (Bug #24000) 000DE931, 001007A8: Adjusted a clipping shelf and cupboard. A number of items [Ref 000DEA94, 000DEA9E, 000DEA9F, 001007A2, 001007A3, 001007A4, 001007A5, 001007A6, 001007A7, 001007A9, 001007AA, 001007AB, 001007AC, 001007D2, 001007D4, 001007D5, 001007D6, 001007D7, 001007D8, 001007D9, 001007DA, 001007DB, 001007DC 001007DD, 001007DE, 001007DF, 001007E0, 001007E1, 001007E2, 001007E3] placed on them were also moved. (Bug #23985) 000DE93C, 000DE93D, 000DE93E, 000DE93F, 000DE940, 000DE941, 000DE942, 000DE9E4, 000DE9E5, 000DE9E6, 000DE9E7, 000DE9FB, 000DEA16, 000DEA17, 000DEA18, 000DEA1A, 000DEA1C, 000DEA1D, 000DEA1F, 000DEA20, 000DEA22, 000DEA24, 000DEA25, 000DEA26, 000DEA2C, 000DEA2D, 000DEA2E, 000DEA2F, 000DEA30, 000DEA31 000DEA33, 000DEA34, 000DEA35, 000DEA36, 000DEA37, 000DEA38, 000DEA3C, 000DEA3D, 000DEA3F, 000DEA40, 000DEA41, 000DEA43, 000DEA40, 000DEA41, 000DEA43, 000DEA44, 001007D1: Misplaced barrels. (Bug #23985) 001007AF, 001007D3: Tankard and plate placed outside of the playable area in Red Wave. (Bug #23985) 05005900, 05005902, 05005903, 05005904, 0500590D, 0500590E, 0500590F, 05005910, 05079F42, 05079F43, 05079F44, 05079F45, 05079F46, 05079F47, 05079F48, 05079F49: Dirt mounds added to cover gaps in cave floors. (Bug #24061, Bug #24028, Bug #23966, Bug #23808) 000E6B73, 000E6B76, 000E6B79, 000E6B7C, 000E6B7F: Misplaced stone wall pieces. (Bug #24168) 000FBE13, 000FBE14: Slaughterfish eggs on the outside of The Icerunner not linked to the proper enable parent marker. (Bug #24188) 05000816, 05000825: Rubble piles added to cover gaps in a dungeon floors. (Bug #24198, Bug #23879) 0200E62E, 0200E62F: Misplaced wall platform pieces. (Bug #24199) 0200E817, 0200F24F, 0200F253, 0200F25B, 0200F27C, 0200FA56, 0201138E: Misplaced bone piles. (Bug #24199) 05000826: Bone pile placed to cover a gap underneath another bone pile. (Bug #24199) 000C85F3, 000C85F4, 040332A0, 040332A1: Misplaced crates. (Bug #24290, Bug #24280) 000DEA9D, 000DEAAE, 000DEAB5, 000DEAB6, 000DEAB7, 000DEAB8, 04033287: Misplaced baskets. (Bug #24290, Bug #23985) 020028F7, 0403329D: Misplaced lanterns. (Bug #24290, Bug #23981) 000CA428: Misplaced critter landing marker. (Bug #24291) 00052769, 000C9B2F: Misplaced lavender plants. (Bug #24292) 0005171C, 000C33E0, 000E6B90, 000E6B91, 000E6B92: Misplaced mountain flower plants. (Bug #24293) 000C33DF, 000C9B39, 000E6B8E: Misplaced tundra cotton plants. (Bug #24294) 00073837, 0008CF42: Misplaced trees. (Bug #24295) 000CED28, 000CED29, 000E90EA: Misplaced snowberry bushes. (Bug #24296) 00071AFD: Potato plant clipping with fence. (Bug #24297) 0200B13B: Misplaced spiky grass plant. (Bug #24298) 0001FB65, 0001FB69, 00042B40, 000627AE, 000627AF: Misaligned fence pieces. (Bug #24299) 000C0B0A: Floating gourd cluster. (Bug #24300) 01000B03, 01000B04, 01000B31, 01000B33, 01000C4B, 01000F0B, 01000F51, 01000F52, 01000F53, 01000F54, 01000F5C, 01000F5D, 01000F5E, 01000F5F, 01000F60, 01000F63, 0100109D, 010010AB, 010010AD, 01001141, 01001148, 0100114A, 010011C5, 010011CC, 010011CD, 0100124F, 01001258, 0100125B, 0100125C, 0100125D, 0100125E, 0100125F, 01001262, 0100126A, 0100126B, 0100127D, 01001282, 01001287, 01001295, 0100129B, 0100129C, 010012A2, 010012A3, 010012A4, 010012AF, 010012C3, 010012C7, 010012CE, 010012D0, 010012D7, 010012E0, 010012E4, 010012E5, 010012E6, 010012F2, 010012FF, 01001302, 01001393, 010013CC, 010013D1: Misplaced thickets, shrubs, and various other plants. (Bug #24304) 010010A0, 010011DA, 01001256, 01001257, 0100126C, 0100129D, 0100129F, 010012D6, 010012FB, 010013C9, 010013CA: Misplaced flowers and other flora. (Bug #24305) Text Fixes DraugrBattleAxeHoned: "Honed Ancient Nord Battle Axe" -> "Honed Ancient Nord Battleaxe" (Bug #23822) EnchDraugrBattleAxeFrost01: "Ancient Nord Battle Axe of Cold" -> "Ancient Nord Battleaxe of Cold" (Bug #23822) EnchDraugrBattleAxeFrost02: "Ancient Nord Battle Axe of Frost" -> "Ancient Nord Battleaxe of Frost" (Bug #23822) EnchDraugrBattleAxeFrost03: "Ancient Nord Battle Axe of Ice" -> "Ancient Nord Battleaxe of Ice" (Bug #23822) EnchDraugrBattleAxeHonedFrost01: "Honed Ancient Nord Battle Axe of Cold" -> "Honed Ancient Nord Battleaxe of Cold" (Bug #23822) EnchDraugrBattleAxeHonedFrost02: "Honed Ancient Nord Battle Axe of Frost" -> "Honed Ancient Nord Battleaxe of Frost" (Bug #23822) EnchDraugrBattleAxeHonedFrost03: "Honed Ancient Nord Battle Axe of Ice" -> "Honed Ancient Nord Battleaxe of Ice" (Bug #23822) NordHeroBattleAxe: "Nord Hero Battle Axe" -> "Nord Hero Battleaxe" (Bug #23822) C00VilkasSword: "Vilkas's Sword" -> "Vilkas' Sword" (Bug #23826) DialogueRiverwood_Revised [000BCC9C]: "Yep. Ale's going bad." -> "Yep. Ale's goin' bad." (Bug #23840) DialogueRiverwood_Revised [0004541B]: "A new face. And a right ugly one at that. No offence." -> "A new face. And a right ugly one at that. No offense." (Bug #23841) MS13LucanCamillaScene [000382C5]: "Well what are you going to do then, huh? Let's hear it!" -> "Well, what are you going to do then, huh? Let's hear it!" / [0003834A]: "Well one of us has to do something!" -> "Well, one of us has to do something!" (Bug #23853) DialogueSolitudeAngelineFavorAccept: "Oh that's very sweet of you." -> "Oh, that's very sweet of you." (Bug #24038) SkillAlchemy5: "Herbalist's guide to Skyrim" -> "Herbalist's Guide to Skyrim" (Bug #24094) Book4RareNerevarMoonandStar: "Nerevar Moon and Star" -> "Nerevar Moon-and-Star" (Bug #24117) dunSteamcragCampNote: "Official warning" -> "Official Warning" (Bug #24118) LetterRiftenSMFRInitialLetter: "To A Concerned Citizen" -> "To a Concerned Citizen" (Bug #24119) Book3ValuableDragonLanguage: "Dragon Language: Myth no More" -> "Dragon Language: Myth No More" (Bug #24220) Book2CommonCakeandTheDiamond: "The Cake and The Diamond" -> "The Cake and the Diamond" (Bug #24170) DLC2SV02ThalmorNote: "Hand-written Note" -> "Handwritten Note" (Bug #24171) dunFrostflowAbyssNote03: "Scrawled page" -> "Scrawled Page" (Bug #24172) DLC1Book3ValuableFurTrader: "Confessions Of A Khajiit Fur Trader" -> "Confessions of a Khajiit Fur Trader" (Bug #24173) TGHellos [000E50B7]: "Let's talk for moment." -> "Let's talk for a moment." (Bug #24259) DLC2DialogueTelMithryn [040266F6]: "So you chose to day to die..." -> "So you chose today to die..." (Bug #24284) DLC2TelMithrynTelvanniMembershipTopic: "In the mean time, we would keep a bed and chest here for you." -> "In the meantime, we would keep a bed and chest here for you." (Bug #24286) DLC2TTR3bDeliverBookTopic: "In the mean time, take this for helping me." -> "In the meantime, take this for helping me." (Bug #24287) WhiterunAdrianneIdolafEstablishingScene [000CC7AE]: "We'll pay whatever it takes. But we must have more swords for the Imperial soldiers." -> "We'll pay whatever it takes, but we must have more swords for the Imperial soldiers." (Bug #24303) The complete changelog is available here.
  2. Version 4.1.3b

    1881 downloads

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Special Edition. The goal of the Unofficial Skyrim Special Edition Patch (aka USSEP) is to eventually fix every bug with Skyrim and its 3 DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. Warning: Only use the Unofficial Skyrim Special Edition Patch with the latest release version of Skyrim Special Edition patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates. See the full changelog for details.
  3. Unofficial Oblivion Patch By Quarn, Kivan, Arthmoor, and PrinceShroob This mod is a joint effort to fix the vast amount of bugs currently existing in Oblivion v1.2.0.416, fixing over 2,300 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try to fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls/objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt, click the item, note the Cell (not PC Cell) and form ID value (the eight hexadecimal digits at the top, ie 00123ABC) and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience! Downloads AFK Mods Nexus Mods Dark Creations TES Alliance The Assimilation Lab Warning: Only use the Unofficial Oblivion Patch with the version of Oblivion is was created for! Using it on an older version than v1.2.0.416 of Oblivion may cause bugs or things not to be fixed that were advertised as such! Oblivion Citadel Door Fix.esp The Oblivion Citadel Doors' opening/closing sounds were played quite a distance away from the actual doors and fixing this problem meant that all instances of this door had to be repositioned in the game; it was made a separate ESP because a misaligned door in another mod is worse then a little door sound. UOP Vampire Aging & Face Fix.esp This plugin disables the ugly vampire aging effect which causes the bug where when the player is cured of vampirism, their face resets to the default male (even for a female player) face for their race. If you're already using another vampire fix such as EggDropSoap's or Scanti's OBSE fixes, or an alternate vampirism mod, then don't enable this one. It's a very small and simple change to a single game setting. To save a mod slot if you have many mods active this separate plugin can be merged with the UOP or with any other mod that is dependent only on Oblivion.esm. v3.5.6 (2018-06-02) UOP Fixes Fixes to the Bravil entrance gatehouse mesh and the water gate mesh have been completely redone to address some missed issues and undesired changes that were not originally bugfixes at all. (Meshes\Architecture\Castle\Bravil\bravilentancegate01.nif, Meshes\Architecture\Castle\Bravil\bravilwatergate01.nif) Texture seams and UV mapping errors corrected on the Skingrad Castle Gatehouse mesh. (Meshes\Architecture\Castle\Skingrad\skcastlegatehouse.nif) Animation Fixes Idle animation file for potion drinking has been corrected so that the NPCs don't shove potions through their noses anymore. (meshes\characters\_male\idleanims\drinkbottleidle.kf) Mesh & Texture Fixes Texture orientation and UV mapping fixes for farmhouse meshes. (Meshes\Architecture\FarmHouse\farmhouse01.nif, Meshes\Architecture\FarmHouse\farmhouse01snow.nif, Meshes\Architecture\FarmHouse\farmhouse02.nif, Meshes\Architecture\FarmHouse\farmhouse02snow.nif) Collision and UV mapping fixes done on 24 of the 26 Imperial City interior ground floor meshes. (Meshes\Architecture\ImperialCity\Interior\ICGroundFloor26.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor01.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor02.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor03.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor04.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor05.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor06.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor07.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor08.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor09.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor10.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor11.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor12.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor13.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor14.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor15.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor16.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor18.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor19.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor20.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor21.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor22.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor23.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor25.NIF) Placement, Layout and Ownership Fixes 000aee65: Gap in the fort wall at Fort Naso. Text & Subtitle Fixes The Collector (MS21) Stage 58: "I have brought Umbacano a eighth Ayleid statue." -> "I have brought Umbacano an eighth Ayleid statue." Topic MG11ChoiceHeretohelp: "If there's anything specific you need, that may be more reasonable then just asking me about Necromancers." -> "If there's anything specific you need, that may be more reasonable than just asking me about Necromancers." The previous version history can be found here as it is too large to put in one post.
  4. Arthmoor

    Unofficial Oblivion Patch

    Version 3.5.6

    11318 downloads

    This mod is a joint effort to fix the vast amount of bugs currently existing in Oblivion v1.2.0416, fixing over 2,500 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls/objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt, click the item, note the Cell (not PC Cell) and form ID value (the eight hexadecimal digits at the top, ie 00123ABC) and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience! Warning: Only use the Unofficial Oblivion Patch with the version of Oblivion is was created for! Using it on an older or newer version then v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such! The complete changelog is available here.
  5. Unofficial Fallout 4 Patch Version: 2.0.4 By the Unofficial Patch Project Team Download it from AFK Mods Download it from Bethesda.net - PC Download it from Bethesda.net - XB1 Download it from Fallout 4 Nexus Requires Fallout 4 version 1.10.89 or greater. Requires Official Automatron DLC. Requires Official Wasteland Workshop DLC. Requires Official Far Harbor DLC. Requires Official Contraptions Workshop DLC. Requires Official Vault-Tec DLC. Requires Official Nuka-World DLC. UFO4P Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Fallout 4. If you're experiencing a bug with Fallout 4, please report the bug to us in as much detail as possible on the UFO4P bugtracker. Please use search to ensure that you aren't submitting something that is already there. Please also confirm that the bug you are reporting happens with no mods other than the unofficial patches installed. A lot of Fallout 4 bugs are actually the result of other mods doing things they're not supposed to. Thank you and we hope you have a better Fallout 4 experience! If your bugs is of the more important variety, such as a broken quest, broken settlement mechanics, broken perks, etc, you should also submit the report of your issue to Bethesda as well. Use their feedback form to do so and provide them as much detail as you would us. We would all prefer the bigger things to be fixed by them, right? (Note that all fixes are retroactive unless otherwise noted) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project UFO4P Fixes Reverted the edit to the north marker in Vault 88. Internal signs are wrong and there is no correct one to exchange to make things right, so undoing the marker edit was easier. (Bug #24219) Removed the fix to a property on topic info fragment TIF_RECamp02_0003D617 (UFO4P 2.0.3 Bug #23162) because it broke the dialogue. To eliminate log spam, the affected topic info fragment has been compiled down to a stub instead. (Bug #23997) Actor Fixes Eve did not drop a synth component when killed even though she is a synth. (Bug #24346) Roger Warwick did not drop a synth component when killed even though he is a synth. (Bug #24323) Arlen Glass and Deirdre were not flagged as protected. (Bug #24416) LCharBloatfly, LCharViciousDog and LCharViciousDogAlpha were missing the 'calculate for each item in count' and 'calculate from all levels <= player's level' flags. (Bug #24229) Mutant Hounds being sold by Erickson should not be damaging the player with radiation. (Bug #24006) Guard Gutsy robots at the General Atomics Galleria have no voices. (Bug #24043) Animation Fixes The Railroad version of the Stealth Boy did not have proper activation animations like the normal one does. (Bug #23859) Audio Fixes Eddie Winter's line when the player confronts him in Long Time Coming lacked a female response line and was defaulting to a male line. (Bug #24125) Effect Fixes Sabotaging turrets would routinely fail due to the controlling effect being marked as a spell instead of an ability. (Bug #24248) abRadstagRaceEffect: The script on this effect was using the wrong actor value to make radstags aggressive. The respective script property has been modified to point to aggression instead of confidence. (Bug #23270) Item Fixes Violent (mod_Legendary_Weapon_DamageLimbRecoil) is described as giving 25% to damage and limb damage but is actually set to give 30 limb damage. This should have been set to 25 as the description calls for. (Bug #24339) Unyielding (DLC03_mod_Legendary_Armor_LowHealthIncreasesStats) was missing the +3 boost for Endurance in the all stats enchantment it adds (DLC03_ench_mod_Legendary_Armor_LowHealthIncreasesStats). It now matches what the description calls for. (Bug #24319) Reduced the weight of Tato Flowers (TatoWild) from 0.5 to 0.1 units to be consistent with other flowers and blossoms in the game. (Bug #23923) Two versions of the Vault 88 Jumpsuit (DLC06Armor_Vault88_UnderwearClean, DLC06Armor_Vault88_Underwear_Dirty) have no value. This is inconsistent with all others in the game which have a value of 20. (Bug #23969) Armor_MiningHelmet was missing naming rules to discern the eight color variants. (Bug #24501) Armor_RaiderMod_Torso was missing naming rules to discern the six light torso variants. (Bug #24258) Armor_VaultTecSecurity111, Armor_VaultTecSecurity111_Clean, Armor_VaultTecSecurity81 and Armor_VaultTecSecurityCovenant had no instance naming rules specified. (Bug #24321) FallingDust activator: missing impact data set property added on FallingRocksAndDustActivatorScript. (Bug #24421) FollowersCompanionVertibirdSnapIntoPackage: 3D check missing on package fragment. (Bug #24358) LL_Armor_Forged_Helmets: this list mistakenly contained a torso armor item. (Bug #24330) Package BoSPAScenePASoldierTravelPackageExit: invalid property removed from package fragment. (Bug #24189) Shipment_steel_250, shipment_wood_250, shipment_rubber_large, shipment_ceramic_large, shipment_copper_large, DLC02shipment_Concrete_100 and DLC02shipment_Concrete_200 had wrong scrap amounts specified on ShipmentScript. (Bug #24505) Strong's super mutant chains are not intended to be equipped by the player. (Bug #23734) T-51 Power Armor was not set up correctly to change the look of the "A" level pieces. (Bug #23972) Nuka-World weapons with rocket attachments are missing the proper idles and swing sounds. (Bug #24046) Location Fixes No north markers are present inside Vault 81. (Bug #24124) [NR] TrinityTowerLocation: world location marker incorrectly pointing to TrinityPlazaMapMarkerRef. (Bug #24195) Outpost Zimonja had its world location marker pointing to Abernathy Farm instead of the marker intended for it at the outpost itself. This resulted in NPCs such as the Caretaker not staying there when they should and ending up trying to get to Abernathy Farm instead. (Bug #20865) [NR] Mesh Fixes Fruit would not disappear when harvesting wild mutfruit. (meshes\landscape\plants\FloraMutFruit02Wild.nif) (Bug #24337) It was not possible to harvest wild razorgrain due to missing collision on the object. (meshes\landscape\plants\WildRazorgrain01.nif) (Bug #24336) Baseballs had too large a collision block on them which results in floating objects. (meshes\Props\Baseball.nif) (Bug #23628) Armor\DCGuardMOutfitGO.nif did not accept material swaps because it had no material name specified. (meshes\Armor\DCGuardMOutfitGO.nif) (Bug #20300) Quest Fixes Father's speech during Institutionalized (MQ207) will claim you got help from the wrong faction to teleport into the Institute. This should now be corrected to check to see who actually helped you teleport in, not just which factions you may have joined as tokens early in the game. (Bug #24406) At the end of Duty or Dishonor (BoSM02, BoSM02Postquest) the game needs to determine what to do with Clarke. It appears as though making a GetRef() call during the stage that is starting the quest can result in the call failing and passing a None along to the remainder of the fragment. This then results in several failures in dealing with where to move Clarke to. An added timer event should prevent this from happening again but obviously cannot fix things if this part of the game has already been completed. (Bug #24383) Incorrect dialogue conditions allowed two female responses in the male branch during Piper's interview with the player in Diamond City. (Bug #24178) After killing the corsair in Hunting the Hunter (DLC03AcadiaM02) every NPC the player tries to speak to will result in the player simply saying "Hey, Dejen" until the quest is completed. The greeting in the quest needed a target to make sure that prompt only ran when the NPC is Dejen. (Bug #24096) Diamond City Security officers would sometimes comment about it being a "nice night" during the daytime due to an incorrect condition check on a dialogue topic. (Bug #23818) BoS201: removed several lines from the quest script that referenced non-existing objectives on this and other quests. (Bugs #24024, #24434) BoS201: removed a line that tried to enable an enable-parented guard whose enable parent was already enabled by an earlier running stage of this quest. (Bug #24356) BoS201: added a line to the stop stage fragment to remove BoS201RadioScene from the scene array on DNMasterQuest, in order to avoid log spam from RadioFailsafeScript. (Bug #24055) BoS201: added a line to the scene fragment SF_BoS201_02_VertibirdFlight_00121F31 to wait for 3D before calling an animation on the Prydwen's vertibird perch. (Bug #24126) BoS201, MQ106: fixed an issue with a door inside Fort Hagen which MQ106 tried to open after BoS201 disabled it. This door will now be handled by MQ106. The line to disable it has been removed from the script of BoS201. (Bug #24039) BoSEnable: fixed issues with animation graph errors thrown by two doors at Boston Airport which this quest tried to open while the player was at Fort Hagen. Also removed a line that tried to enable an enable-parented ref whose parent was already enabled by an earlier stage of this quest. (Bug #24021) BoSM00: null pointer property corrected on scene fragment SF_BoSM00_Kells_Intro_Initia_00142F87. (Bug #24381) BoSM02: corrected three null pointer properties. (Bug #24374) BoSR03: fixed an issue where a quest fragment could set the stop stage before it had finished all operations on the quest aliases. (Bug #24475) DLC03MQ00: removed invalid properties and restored missing ones. (Bug #23356) DLC03MQ01: script property modified to point to an enable marker instead of to a ref that is enable-parented to that marker. (Bug #23911) DLC03MQ02Fight: several quest aliases flagged as optional so the quest script can clear them. (Bug #23914) DN015: missing property added on scene fragment SF_DN015_RewardScene_0002CC45. (Bug #23989) DN033: several quest aliases flagged as optional so the quest script can clear them. (Bug #23932) DN119Fight: fixed issues with the scavenger being unresponsive after the mole rat fight and the quest not shutting down properly. (Bug #23807) DN130: removed a line from the quest script that referenced a non-existing marker .(Bug #24023) FFDiamondCityWanted04: invalid script properties removed. (Bug #23901) MinRecruit02: invalid property removed from topic info fragment TIF_MinutemenCentralQuest_000A02BC. (Bug #23802) MQ106Investigations: added a script property for a can trap (refID 00137C61) that was mistakenly enable-parented to MQ106InvestigationItemsMarker (this left the trap non-functional), unlinked the trap from the marker, and added a line to the quest script to enable the trap separately. (Bug #24016) MQ201: null pointer property corrected. (Bug #24022) MS01: object reference property mistakenly pointing to a random encounter quest. Also corrected a null pointer property. (Bug #24093) MS01: corrected a quest stage fragment that referenced the wrong objective on quest MS01MiscObj. (Bug #24495) MS02: corrected three quest stage fragments that referenced a non-existing objective. (Bug #24476) MS10b: the trigger alias on this quest could be filled with a leveled supermutant because the trigger's LocRefType was not unique. Which reference ended up in the alias at quest start was entirely random. (Bug #24115) MS10b: removed two superfluous animation calls on the power lift doors that always failed with animation graph errors because the doors had already been moved in the correct position by DN161PowerLiftButton script. (Bug #24116) MS11: added a missing sound property. (Bug #24418) REAssaultKMK_MQ101: an encounter with named feral ghouls that should not have been repeatable. (Bug #24012) RECampSC03: missing property added on topic info fragment TIF_RECamp02_0003D60C. (Bug #23997) REChokepointRJ01: invalid properties removed from topic info fragments TIF_REChokepointRJ01_001AC241 and TIF_REChokepointRJ01_001AC242. (Bug #23990) The alias for the Vault-Tec Rep was not set to protected status on WorkshopParent. (Bug #24488) Several of X6-88's idle comments were referencing the wrong target for gender specific dialogue checks. (Bug #23930) Living on the Edge (DLC03FarHarborM02) tries to set invalid objectives during the quest. (Bug #23913) To the Mattresses (RRR08) is missing the sound for completing the quest, and two dialogues are missing conditions for the status of the quest when completed. (Bug #24310) Erikson uses incorrect dialogue for the player when Longfellow is with you due to the gender check being done on Erikson instead of the player. (Bug #24351) WorkshopSynthInfiltrator01: this quest could not be completed due to the infiltrators never becoming hostile because the quest cleared their alias before a subsequent stage could update their faction relationships. (Bug #24539) Papyrus Fixes WorkshopSynthAttackScript: was missing a check for the quest this script was called from, which resulted in leaving the player only one game hour to react after the attack notification had been displayed. (Bug #24537) Fragments:Quests:QF_MS05B_0014B717: No check for validity of the companion alias before doing distance calculations on them. (Bug #24424) Fragments:Quests:QF_MS05B_0014B717: AddItem will remove the reference from its existing container before putting it in the new one. The line prior to the call moving the Deathclaw egg back into the nest has been commented out as it is not needed. (Bug #24423) Fragments:Quests:QF_MS05B_0014B717: Several stages attempting to complete Objective 100, which does not exist. (Bug #24422) AttractionObjectScript: corrected a check for deleted references in the OnLoad() event to bail out if a reference is deleted instead of continuing to process the event which then started to throw errors. (Bug #24413) BehemothSlamsFXScript: checks added to prevent the script from running after the magic effect has expired. (Bug #20619) BirdCritterScript: further modifications to reduce glitches with birds and to improve performance. (#24367) BoS302_DisableFastTravelTrigger: missing sanity check. (Bug #23860) BoSKellsPAScript: did not check whether the parent quest was running before it tried to start a scene. (Bug #24372) BoSVBAliasBoardingScript: missing a check for a non-existing passenger alias, since at least one of the quests that have this script attached to a vertibird alias handle the boarding procedure on a separate script and do not have a passenger alias. (Bug #24357) DefaultClearLocationOnTriggerScript: added a bool property to specify whether the trigger should disable itself after the script has run because some triggers running this script have their enable state controlled by enable parents. (Bug #24415) DefaultDisableHavokOnLoad: corrections made to prevent this script from trying to run operations on deleted references. (Bug #24194) DefaultStartSceneOnActivate: did not check whether the parent quest was running before it tried to start a scene. (Bug #24278) DLC01:DLC01_CompanionSelfDestructScript: OnInit() event missing a line to initialize a script property. Also added a check for a valid soundID. (Bug #23749) DLC06:DLC06OverseerHandlerScript: sanity check missing for cases where script functions are called without a terminal reference passed in, e.g. during quest initialization. (Bug #23351) DLC06:DLC06CompanionTrackerScript: sanity check for 'none' actors missing. (Bug #23621) DLC06:WorkshopAutoRepairScript: fixed an issue that caused massive log spam if the vault workshop DLC was installed at game start because the script tried to access data on WorkshopParentScript before they had been initialized. (Bug #23075) DN029CannonMasterScript: missing checks for valid sound instances. (Bug #24414) DN142_FollowerMoveScript: sanity checks missing for empty follower aliases. (Bug #23978) DN161PowerLiftButton: fixed animation graph errors. (Bug #22364) FollowersScript was missing a sanity check for 'none' locations. (Bug #24382) FXShaderOnDeath: checks added to prevent the script from running after the magic effect has expired. (Bug #23935) LoadElevatorPanelScript: 3D check missing. (Bug #24355) MagazineRackContainerScript: 3D checks missing. (Bug #23856) MirelurkHarvestableScript: corrected an issue that forced all refs with this script attached into an infinite reset loop because the script called Reset() in the OnReset() event. (#24370) MQ106InvestgationDummySCRIPT: script property and condition check added to prevent the script from trying to add dead actors and various static objects to the player's inventory. To make this work, script properties had to be updated on the following refs: 00085339, 001342C7, 001342D7, 001342D8, 00137C61, 001476F2, 001476F7, 001476FC, 001476FE, 00147702, 00147704, 00147706, 00147707, 00148233, 0014A136, 00154AB4, 00156937. (Bugs #23756, #24017) MQ203Script was causing log spam because it performed condition checks in the wrong order. (Bug #24486) MS02InstallItem: added states to avoid more than one activation of the refs this script is attached to, since any subsequent activation failed with animation graph errors due to the animation sequence played upon activation not being repeatable. (Bug #24493) OxygenTankScript: missing checks for valid soundID and to prevent it from trying to manipulate disabled references. (Bug #23579) POISC12_RobotManagerScript: invalid target passed to the RegisterForHitEvent() function. (Bug #24060) REAliasScript, RECollectionAliasScript: checks added to prevent them from calling functions on REParent script to kill actors that were dead already, since this did fail with an error most of the time. Also corrected a bad 3D check in the KillActor() function of REParent script. (Bug #20583) REScript: checks added to skip cleanup events received while another cleanup event was being processed already or after the quest was shut down, since handling them could result in quests being restarted by setting the stop stage twice. (Bug #23269) ShipmentScript: fixed an exploit that allowed to obtain unlimited scrap and made the script functional again since Bethesda had compiled it down to a stub. (Bug #24169) SimpleElevatorMasterScript: more sanity checks added for missing linked refs because some of the objects controlled by that script are not elevators and thus do not possess all elevator parts. (Bug #24426) SpotlightTriggerScript: fixed an issue that caused massive log spam because a function that was supposed to return a bool did not return anything due to a badly constructed condition check. (Bug #20876) SpotlightTriggerScript: missing check for array indices out of range. (Bug #24056) TrapBarnacle: removed a line that tried to delete a reference that is deleted by the engine already before the script gets to this point. (Bug #22216) TrapBase: this script was not checking whether a trap was a physical trap before it called the TrapHitBase script which doesn't exist on traps that are not physical traps. (Bug #24220) TrapGun: 3D checks missing in several places. (Bug #23606) TrapGun: checks added to prevent the script from giving an XP reward if the gun is grabbed after the trap itself has been disarmed already or after the trap has fired. (Bug #23109) TrapGun: check added to prevent the script from trying to fire the gun after it was grabbed. (Bug #24485) TrapRadiationScript: sanity check missing to handle traps with no trigger sound specified. (Bug #24217) TrapTripwire: check added to prevent the script from running on a non-existing reference after the player reloaded a save made in the same area before the trap was triggered. (Bug #23613) TrapTripwire: 3D check missing for cases where a trap is rearmed by a call from an external script. Also added checks to avoid animation graph errors in the same situation. (Bugs #24058, #24484) TunnelingRaceFX: checks added to prevent the script from running after the magic effect has expired. (Bug #23289) WorkshopAttackScript: workshop attacks flagged as night attacks could be delayed for an overly long time because the script did not calculate an appropriate delay. This increased the risk of getting attack messages for two different workshops within a short period of time because the workshop scripts continue to check all workshops for attacks once per game day, irrespective of whether previously triggered attacks have actually started running or not. (Bug #24455) WorkshopAttackScript, WorkshopParentScript: improved the reset handling for workshops under attack. (Bug #24503) WorkshopObjectScript: sanity check added to handle rare cases where the script tried to enable a deleted reference because of events firing out of order. (Bug #23755) WorkshopNPCScript: check added to prevent the script from running on a non-existing actor if the player reloaded a save made before that actor had been created. (Bug #24437) WorkshopParentScript: sanity checks added to the GetWorkshop() and UpdateActorsWorkObjects_Private() functions to handle cases where an invalid workshopID is passed in. (Bugs #23803, #23948) WorkshopParentScript: a further modification to the ProduceFood() function was necessary because the current version did not produce anything if WorkshopScript called it on a workshop that was never player owned. Also added a workaround for cases where the total food resource value is not equal to the sum of the individual food resource values, by normalizing the production chance values to the grand total. (Bug #23996) WorkshopParentScript counted provisioners as unassigned. They are doing a job though and therefore should count as assigned. (Bug #24261) WorkshopParentScript: AddActorToWorkshop() called ClearFromOldLocations() only on actors that were tagged as synths, but this function should be called on all in-game created actors. (Bug #24262) WorkshopParentScript: there was a rare case where the script could assign a boss LocRefType to an actor who was subsequently removed from a workshop. (Bug #24263) WorkshopParentScript: removed some code from the UnassignActorFromObject() and UnassignActor() functions that was needlessly repeating operations that had been carried out already by previously called sub-functions. (Bug #24264) WorkshopParentScript: the UnassignObject() function did not properly update an actor's status if some, but not all of his work objects were unassigned. (Bug #24273) WorkshopParentScript: modified the SetUnassignedPopulationRating() function to accept an actor array, so the ResetWorkhop() function can pass its own actor array and doesn't have to rely on SetUnassignedPopulationRating() to create a new one. Otherwise, the operation would fail if the workshop had unloaded needlessly so because ResetWorkshop already had a valid actor array. (Bug #24274) WorkshopParentScript: due to inappropriate handling of damaged objects, it was possible that an actor could get more work objects assigned than allowed by his production limit. (Bug #24311) WorkshopParentScript: To improve performance, the ResetWorkshop() function and the "core functions" that handle actor and object assignment have been completely rewritten. Workshop resets are now 25% faster, on average, which is significant but admittedly only a minor improvement for overly large workshops. The resource assignment procedures however, which run in regular intervals while the player stays at a workshop and also are called every time a resource object is built are more than 90% faster now. This greatly helps in reducing the number of threads that are alive on WorkshopParentScript at the same time and makes script lag issues that could still occur after the reset had finished running less likely. This also required minor modifications to WorkshopScript and WorkshopObjectScript. (Bug #24312) WorkshopParentScript assigned beds to robots. (Bug #24408) WorkshopParentScript: it was possible that workshop resets were queued if the player quickly fast traveled between workshops, and if they eventually started running, they would have run on workshops that were not loaded anymore. A check has been added to the ResetWorkshop() function to skip resets if the workshop they are supposed to run on is not loaded. (Bug #24411) WorkshopScript, WorkshopParentScript: The location check performed by WorkshopScript before running a resource calculation had to be further improved because a bogus location may be returned for the player's current location if the player is in workshop mode. The improved check has also been applied to a function on WorkshopParentScript that checks whether the most recently visited workshop is still loaded. (Bug #24122) Settlement & Workshop Fixes The scrap recipe for certain pieces of wood furniture (workshop_co_ScrapFurnitureWood) erroneously specifies that 20 pieces of wood should be returned when it should only be 2 pieces. (Bug #24257) Removed actor ownership from all pre-placed beds in settlements because it broke bed assignment by the workshop scripts. This affected Abernathy Farm, Finch Farm, The Slog and Warwick Homestead. (Bug #24531) Terminal Fixes Invalid properties cleared from DN035_RobotControlTerminal_SelfDestruct. (Bug #24210) DN033_Station1Terminal, DN039_SecurityTerminal: Terminals that were supposed to be allowing holotapes to be used but weren’t set to do so. (Bug #24432, Bug #23789) East City Downs terminal was not configured to allow hacking even though it has linked turrets. (Bug #24230) Placement/Layout/Ownership and other World Object Fixes 001BD3BC, 001BD3BD, 001BD3BE, 001BD3BF, 001BD3C0: Items missing ownership at Kendall Parking. (Bug #23633) 00064ED4, 00064EE2, 00064F01: Tesla traps at The Castle that were the wrong type. (Bug #23106) 0021E02A: bool property on DefaultClearLocationOnTriggerScript set to 'false' to prevent this trigger from disabling itself after the script has run because its enable state is controlled by an enable parent. (Bug #24415 00129AF9: misplaced wall that left gaps on either side of it. Because that wall is in a precomb, another wall piece has been added to close both gaps. (Bug #23705) 00239A20: moved a tire that could end up floating once the road piece it was sitting on got disabled after the Institute had been blown up. (Bug #23829) 0003F2BF: leveled mirelurk with properties missing on AmbushArtFX script. (Bug #23988) 00181274: leveled raider linked to a distant cloud instead of an EMSystemTurf trigger. (Bug #24308) 00190B5D: spotlight light mistakenly enable-parented. (Bug #23891) 000E8514, 000E84FA: ghoul corpses added to the Sunhsine Tidings cleanup procedure. (Bug #23763) [NR] 000FA720: invalid property removed from DN049_PlayerAtDirectorTriggerScript. (Bug #23699) 00157A86, 001B0174, 0011C6D8, 001A76CC, 001D49B8: simple elevators missing a required linked ref to play a sound from .(Bug #20736) 0010784D: removed a script from a Pulowski shelter that conflicted with the PulowskShelterScript and did not work anyway because the linked ref it was relying on did not exist. (Bug #23082) 00182E0E, 00182E0F, 00182E12, 00182E1A, 00182E1D, 00182E1E, 00182E21, 00183262, 0018326C, 00183274, 0018328A, 00183C6D, 00183C6E, 00183C6F, 00183C70, 00183CA0, 00183CA1, 0018F02F: properties modified on AttractionObjectScript to prevent errors from being thrown if the script tries to enable or disable them. (Bugs #23616, #23618) 0003C2FF, 0003C403, 000CAE32, 001322B4, 001E8119, 00204478, 00225E5E, 00225E84, 00225EBB: static objects with a DefaultDisableHavokOnLoad script attached. 001322B4 also had ragdoll data specified. Removed the script and the ragdoll data and also cleared the 'don't havok settle' flag. (Bug #23924) 0014770C, 0014A133: triggers mistakenly enable-parented. (Bug #24015) 0003A6E2, 000EFF3B, 001344C1: chained doors with script properties missing. (Bug #24019) 0021973A: non-functioning spotlight (no trigger) duplicated in the place of a functioning spotlight. Both spotlights were sharing the same light, resulting in massive log spam. Unlinked the light from the non-functioning spotlight and disabled that spotlight. (Bug #24114) 00196357: unlinked this marker from its enable parent because the quest BoSPrydwenScene_FlightDeck is handling its enable state. (Bug #24127) 00182E34: the ElevatorMasterScript running on this reference failed to start two scenes because the respective script properties were locally flagged as 'removed'. Changed these flags to 'edited'. (Bug #24128) 0303251D: unlinked this ref from its enable parent because it's running a script to handle its enable state. (Bug #24176) 00180FC0: unlinked this note from its enable parent because the quest BoSM02 is handling its enable state. (Bug #24375) 002169D2: invalid property value corrected on DefaultMusicActivateScript. (Bug #24192) 00160AEC: missing sound property added on DN144DeathclawDustWalkTrigger script. (Bug #24420) 00117FFD: spotlight missing a trigger. Also specified super mutants as owning faction since this spotlight is mounted on a building populated by super mutants. (Bug #24454) 00077CF0, 00077CF6: spotlights missing an owning faction. (Bug #24512) 00075FE9: removed a script from this ref whose only purpose was to enable a linked ref. Because there is no linked ref existing, it only spilled errors. (Bug #24474) 001e479f, 001e4793: Terminal and turrent linked incorrectly, causing the hacking routine to fail. (Bug #24354) 00078E42: Incorrect placement of a quest specific container with a unique object. It should have been the generic version of the container. (Bug #24072) 0701289A: Trash pile added to cover gap between a wall and the floor. (Bug #20539) 0701289C: Cave mound placed underneath a wooden shack floor piece that exposes the worldspace void. (Bug #21439) 001D1F28, 001D1F29, 001D1F2A, 001D1F2B, 001D1F2C, 001D1F32: A bed and several other items were marked as owned, but shouldn’t have been. (Bug #22417) 0701289E, 0701289F, 070128A0, 070128A1, 070128A2, 070128A3: Trash piles added to cover up a large gap underneath a building. (Bug #22762) 0701289B: Rubble piece placed to cover a gap in a wall. (Bug #23688) 070128A5, 070128A6: Sand piles placed underneath a floating car. (Bug #23689) 0009E5E8: Misaligned door. (Bug #23713) 001BE45A: Motorcycle clipping through the wall of a trailer. (Bug #23722) 00131E3C: Adjusted a cabinet that was clipping into a wall. The items [Ref 00131E40, 00131E41, 00131E42, 00131E43, 00131E44, 00131E45, 00131E46, 00131E4E, 00131E54] placed on it needed to be adjusted as well. (Bug #23742) 00093324: Floating helmet. (Bug #23743) 00177A4D: Misplaced barrel. (Bug #23745) 001E79AB, 001E79AC, 001E8295, 001E82E2, 001E82E3, 001E8301, 001E8346, 002031EB, 00203232: Misplaced hubflower plants. (Bug #23761) 001A8A16: Raised an NPC spawn marker that was placed partially beneath the ground. (Bug #23775) 001A857A: Misplaced magazine. (Bug #23781) 070128A7: Gravel pile added to hide a gap beneath another gravel pile that is floating. (Bug #23785) 06023DBB: Misplaced bobby pin. (Bug #23833) 001505F6: Moved a news stand that was clipping into a Nuka-Cola machine. (Bug #23850) 0301700F: Adjusted a VIM Machine that would clip with the ground when its door was opened. (Bug #23866) 060319F2: Floating gun. (Bug #23886) 0300556F, 03005570, 03005571, 03005572, 03005573, 03005574, 0302C23F, 0302C240, 0302C241, 0302C242, 0302C243, 0302C244, 0302C245, 0302C246, 0302C247, 0302C248, 0302C24A, 0302C24B, 0302C24C, 0302C24D, 0302C24E, 0302C24F, 0302C250, 0302C251, 0302C252, 03002C253, 0302C254, 0302C255, 0302C256, 0302C257, 0302C258, 0302C259, 0302C25A, 0302C25B, 0302C25C, 0302C25D, 0302C25E, 0302C25F, 0302C260: A number of bowling pins are marked as owned at Beaver Creek Lanes that shouldn’t be. (Bug #23918) 000F130E: Grounded a turret that was floating in the air. (Bug #23926) 0302C1B4: Jukebox placed backwards. (Bug #23927) 000A2D1A, 000A2D1B, 000A2D1C, 000A2D1D, 000A2D1E, 000A2D1F, 000A2D20, 000A2D21, 000A2D22, 000A2D23, 000A2D24, 000A2D25: Misplaced shopping cart with various other items floating above or below it. (Bug #23953) 00159FF0, 00159FF1, 00159FF2, 00159FFE, 001BB28C, 001E4BFB, 001E4BFF: Clipping mutfruit bushes. (Bug #23965, Bug #23701) 0021782E, 0021782F, 00217830, 00217831, 00217832, 00217833, 00217834, 00217835, 00217836, 0021783A, 0021783B: Grounded floating idle patrol markers. (Bug #23973) 000F1F35, 000F1F36, 000F1F37, 000F1F38, 000F1F39: Misplaced ghoul spawn markers. (Bug #23984) 00148D96, 00148D97: Floating patio chairs. (Bug #23992) 001C64C2, 001C64C3: Nuka-Cola machines that were the wrong base type. (Bug #23992) 0701289D: Cement block piece placed underneath a floating patio table. (Bug #23992) 001C64B7: Gunner spawn marker placed partially below the surface. (Bug #23999) 00209792: Misplaced suitcase. (Bug #24047) 0022F6E7: Misplaced car seat. (Bug #24048) 001B372C: Nuka-Cola machine that was clipping with rubble when opened. (Bug #24049) 00090B0B: Misplaced lamp. (Bug #24051) 0017BFD8: Ice box clipping into a car. (Bug #24074) 0017C012: Car that wasn’t havok settled properly. (Bug #24074) 00097C15: Misplaced doghouse. (Bug #24182) 0019293D: Misplaced rifle. (Bug #24197) 00058819: Misplaced caps stash. (Bug #24205) 001D1F28: Misplaced sleeping bag. (Bug #24209) 001552E2, 001552E3, 00193EF6: Misplaced beds. (Bug #24225, Bug #23883) 000556E9, 000EF63C, 0019293B, 0019293C, 0019291A, 0301FB77: Misplaced ammo boxes. (Bug #24226, Bug #24197, Bug #23865) 000C4556, 00145860, 001C64A1: Misplaced ammo. (Bug #24226, Bug #24010, Bug #23992) 00186762: Misplaced desk. (Bug #24231) 001C3394, 001E8BC0: Floating lobster float. (Bug #24231, Bug #24223) 0003B666, 000670C3, 000EFB1E, 0012DCB1, 00138CA4, 0017E6B4, 00247A71: Misplaced toolboxes. (Bug #24234, Bug #24226, Bug #24183, Bug #24047, Bug #24035, Bug #24026, Bug #24010) 070128A4: Trash clump added to cover up a gap underneath another trash clump. (Bug #24241) 000E0FD2, 00132326, 0013233C, 00132347, 001AF344, 001C99FD, 0021183F, 03018FD3: Misplaced trash cans. (Bug #24244, Bug #24105, Bug #24026, Bug #23780, Bug #23778, Bug #20539) 002493D6: Misplaced lunch pail. (Bug #24245) 000556DA, 000556DC, 000610C1, 000670C4, 000670C5, 000670C6, 000670C7, 0008ADC4, 0008ADC7, 0008ADC8, 0008ADC9, 0008ADCE, 0009B73A, 0009B73C, 000B0D0B, 000E0DF4, 000EC637, 0012DD69, 00138C5F, 00138C62, 00138C65, 00138C67, 00148D98, 00148D99, 00166A91, 00166A93, 00166A94, 00166A97, 00166A98, 00166AA7, 0017BFEE, 001956ED, 001A4DD0, 001A4DD2, 001A7F01, 001A7F02, 001B266C, 001C2015, 001D1F2A, 001D1F2B, 001D1F2C, 001D83DF, 001D83E0, 03032D6C, 0302BFDB, 0302BFDC, 060442C5: Various misplaced consumables. (Bug #24379, Bug #24249, Bug #24209, Bug #24204, Bug #24197, Bug #24104, Bug #24074, Bug #24050, Bug #24035, Bug #24031, Bug #24010, Bug #23992, Bug #23929, Bug #23887, Bug #23866, Bug #23809, Bug #23795, Bug #23791, Bug #23733, Bug #23661, Bug #23657, Bug #23624) 001F99D0, 001F99D1, 001F99D2, 0602E68D, 0602E68F: Misplaced fragmentation mines. (Bug #24442, Bug #23828) 0005C206: Raised a bloodbug spawn marker that was placed below the ground. (Bug #24443) 00112609, 0011260D, 00112611, 00112615: Misplaced oxygen tanks. (Bug #24446) [NR] 00023597, 0003731F, 0003B66A, 0003B66C, 0003B66D, 00060C56, 00060C57, 00086696, 000A2CBF, 000A2CC2, 000A2CC4, 000EF359, 000FEDDA, 0016BC75, 0017BFDC, 0017C7DE, 0017E6B6, 001A7F35, 001B61BD, 001BA6CA, 001BA6F8, 002096E5: Misplaced barrels, baskets, boxes, bins, and crates. (Bug #24448, Bug #24256, Bug #24255, Bug #24226, Bug #24103, Bug #24074, Bug #24026, Bug #23964, Bug #23779, Bug #23762, Bug #23723, Bug #23701) 000ACC65: Floating mailbox. (Bug #24449) 000C7EF4: Misplaced bobby pin box. (Bug #24450) 0003B674, 0003B677, 0003B678, 00056CB9, 000610B8, 000610BA, 000610BB, 000610BC, 000610BD, 000610BE, 000610BF, 000610C0, 0006553B, 000670BF, 000670C0, 000670C1, 00070058, 00072080, 000752AF, 00075380, 00075381, 00075383, 0007E497, 0007E498, 0007E499, 000866B0, 000866B1, 000887D5, 0009376E, 0009469C, 0009469D, 000946A0, 000A2CF7, 000A2CC3, 000AE134, 000AE135, 000B0CE9, 000B157A, 000B157C, 000C26E6, 000D678D, 000E0DF1, 000E0DFB, 000EF34F, 000EF5C7, 000EF5C8, 000EF5C9, 000FF214, 00100FDF, 00100FE0, 00100FE1, 00101001, 00101002, 0011B03D, 001233F4, 001233F5, 0013C0F7, 0013C0F8, 0013C2BD, 0013C2C8, 0013C2E0, 00144D79, 00144D7E, 00144D7F, 00165340, 0016BC29, 0016BC2A, 0016BCB0, 0017E6B9, 00188C37, 00188C38, 00188C3A, 00188C3B, 00190317, 00193EF6, 00193F12, 00193F13, 0019B0A5, 0019B0AB, 0019B0AE, 0019B0AF, 001A7679, 001A7F2F, 001A7F30, 001A7F3C, 001AF2C8, 001A4E0B, 001A4E0C, 001A5BED, 001A749C, 001A856B, 001A856C, 001A856E, 001A856F, 001A8570, 001A8571, 001A8572, 001A8575, 001A8576, 001A8582, 001B0A68, 001B1329, 001BA4D9, 001BDF53, 001BDF54, 001BDF57, 001BE6EB, 001C4B67, 001C64A0, 001C6C7E, 001CB8C0, 00203352, 00203353, 00203354, 002096ED, 002096EE, 0020BAEB, 0020E7FC, 0020E7FD, 0022489E, 002278C5, 0022B99E, 0023D024, 0023D025, 03018FD3, 03038E87, 03042ADA, 03042ADB, 0304B8B8: Various misplaced junk items. (Bug #24451, Bug #24448, Bug #24447, Bug #24440, Bug #24379, Bug #24256, Bug #24255, Bug #24243, Bug #24240, Bug #24233, Bug #24227, Bug #24226, Bug #24224, Bug #24223, Bug #24222, Bug #24207, Bug #24203, Bug #24184, Bug #24106, Bug #24103, Bug #24052, Bug #24051, Bug #24035, Bug #24034, Bug #24027, Bug #24026, Bug #24010, Bug #23992, Bug #23964, Bug #23963, Bug #23949, Bug #23929, Bug #23883, Bug #23878, Bug #23877, Bug #23868, Bug #23834, Bug #23816, Bug #23815, Bug #23796, Bug #23792, Bug #23790, Bug #23781, Bug #23779, Bug #23778, Bug #23677, Bug #23776, Bug #23750, Bug #23744, Bug #23741, Bug #23733, Bug #23723, Bug #23658, Bug #23630, Bug #23628, Bug #23623, Bug #23622) 000637CE, 000BB682, 000A9ECB, 000FF33D, 0015345A, 0018B811, 0018B813, 001929AF, 001D0394, 001D0395, 001D63A0, 001E96D4, 001E96D5, 001FACF6, 001FACF7, 002121D2: Misplaced corpses and skeletons. (Bug #24482, Bug #24255, Bug #24244, Bug #24197, Bug #23753, Bug #23721, Bug #23704, Bug #23660, Bug #23643, Bug #23641, Bug #23640) 000E852B, 000E852C, 000E852D, 000E852E, 000E852F, 000E8530, 000E8531, 000E933F, 000E9360, 000E9361, 000E9362, 000E9363, 000E9364, 000E9365, 060186EB, 060186EC, 060186ED, 060186EE, 060186EA, 060186EF, 060186F0, 06056D9C, 06056D9D, 06056D9E, 06056D9F, 06056DA0, 06056DA1, 06056DA2: Misplaced Nuka-Cola machines and Nuka-Cola bottles. (Bug #24526, Bug #24444)
  6. Arthmoor

    Unofficial Fallout 4 Patch

    Version 2.0.4

    2308 downloads

    A comprehensive bugfixing mod for Fallout 4. The goal of the Unofficial Fallout 4 Patch (aka UFO4P) is to eventually fix every bug with Fallout 4 not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. Warning: Only use the Unofficial Fallout 4 Patch with the latest release version of Fallout 4 patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates. See the full changelog for details.
  7. Unofficial Skyrim Legendary Edition Patch Version: 3.0.13a By the Unofficial Patch Project Team Download it from AFK Mods Download it from Steam Workshop Download it from Skyrim Nexus Download it from TES Alliance Download it from Dark Creations Download it from The Assimilation Lab Requires Skyrim version 1.9.32.0.8 or greater. Requires Official Dawnguard DLC. Requires Official Hearthfire DLC. Requires Official Dragonborn DLC. USLEEP Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Skyrim and its 3 official DLCs. If you're experiencing a bug with Skyrim or one of the DLCs, please report the bug to us in as much detail as possible on the USLEEP bugtracker. Please use search to ensure that you aren't submitting something that is already there. 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) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by Unofficial Patches Bug Fixes Recommended in Addition to the Unofficial Patches v3.0.13a (2018-04-28) USLEEP Fixes Some old files from previous bug fixes somehow got missed and have now been properly added to the archive. v3.0.13 (2018-04-20) USLEEP Fixes 050CB06A: Moved a column in Bloodskal Barrow that was mistakenly placed in the wrong part of the cave in a previous update. (Bug #23863) Actor Fixes The encounter faction orcs belong to for random encounters against Forsworn is not set to be their enemies, so they never attack each other until the player initiates combat. (Bug #23632) Drovas was still trying to sleep at the Wretching Netch after becoming Neloth's new steward. (Bug #23116) Item Fixes It is no longer possible to obtain 2 Dawnbreakers. This weapon was never intended to duplicate. The developers changed the method by which it was to be acquired but forgot to disable the original alias for it. [NR] Urag gro-Shub has no scrolls in his vendor inventory despite clearly stating he sells them when asked about it. (Bug #23821) Fixed circlets clipping with the Dark Elf outfits added by Dragonborn. (Bug #23217) Magic, Perk & Skill Fixes Guardian Circle effects were not lasting the same duration as the visuals presented due to a mismatch in durations between the main spell and its hazard spawner (HazardGuardianCircleSpell). (Bug #22959) Guardian Circle also would not properly heal the player if they had 100% spell absorbtion in place due to the lack of proper flags to override that. (Bug #23315) Mesh and Texture Fixes Several meshes with invalid havok sound materials have been corrected. (meshes\clutter\stockade\stockadeleanto01.nif, meshes\clutter\woodfires\campfire01landoff.nif, meshes\clutter\woodfires\campfire01landburning.nif, meshes\dungeons\dwemer\clutter\mrkmillgearassembly01.nif, meshes\dungeons\nordic\doors\animated\portcullis\norportcullisgate01.nif, meshes\furniture\blacksmithforgemarker.nif) (Bug #23736) Fixed a gap under the brick wall near the Bannered Mare. (meshes\architecture\whiterun\wrterrain\wrbanneredmarebase01.nif) (Bug #23248) Fixed stairway gaps near the shacks on the south side of Whiterun. (meshes\architecture\whiterun\wrterrain\wrshacksbase01.nif) (Bug #23247) Fixed Dwemer bowls so they no longer float when placed. (meshes\clutter\dwemer\dwebowl02.nif) (Bug #23046) Fixed gaps in Skyhaven Temple near the grindstone area. (meshes\architecture\skyhaventemple\skyhaventempletemplayout01.nif) (Bug #22494) Fixed a hole in the lumber mills. (meshes\architecture\farmhouse\lumbermill01.nif) (Bug #24108) Fixed gaps in the exterior walkway areas of High Hrothgar. (meshes\architecture\highhrothgar\highhrothgarfloor01.nif) (Bug #23311) Fixed hand seams when wearing Stormcloak armor. (meshes\armor\stormcloaks\cuirasssleeved_1.nif, meshes\armor\stormcloaks\1stpersoncuirassm_0.nif, meshes\armor\stormcloaks\1stpersoncuirassm_1.nif, meshes\armor\stormcloaks\1stpersoncuirasssleeved_0.nif, meshes\armor\stormcloaks\1stpersoncuirasssleeved_1.nif, meshes\armor\stormcloaks\cuirassm_0.nif, meshes\armor\stormcloaks\cuirassm_1.nif, meshes\armor\stormcloaks\cuirasssleeved_0.nif) (Bug #18585) Fixed large gap in Fine Clothes #2 when casting spells in 1st person. (meshes\armor\clothes\fineclothes02\1stpersonoutfitm_1.nif, meshes\armor\clothes\fineclothes02\1stpersonoutfitf_0.nif, meshes\armor\clothes\fineclothes02\1stpersonoutfitf_0a.nif, meshes\armor\clothes\fineclothes02\1stpersonoutfitm_0.nif) (Bug #23708) Nordic stone dungeon pieces with invalid havok materials. (meshes\dungeons\nordic\exterior\nortmpextdebris08.nif, meshes\dungeons\nordic\exterior\nortmpextdebris01.nif, meshes\dungeons\nordic\exterior\nortmpextdebris02.nif, meshes\dungeons\nordic\exterior\nortmpextdebris03.nif, meshes\dungeons\nordic\exterior\nortmpextdebris04.nif, meshes\dungeons\nordic\exterior\nortmpextdebris05.nif, meshes\dungeons\nordic\exterior\nortmpextdebris06.nif, meshes\dungeons\nordic\exterior\nortmpextdebris07.nif, meshes\dungeons\nordic\exterior\animated\norlabyrinthiandoor\norlabyrinthianactivateddoor01.nif) (Bug #24344) Quest Fixes The player could comment about helping the snow-elf priests while playing the vampire side of the quest. This was due to a missing variable check to be sure the player is in fact playing for Harkon's side. (Bug #23451) Lisette delivers a greeting telling the player to feel free to make requests even when she is not currently performing at the inn. (Bug #23375) It was possible to ask Balgruuf which side of the war he was on even after the scene started where he discussed committing for the Empire. (Bug #23177) It was possible to bypass attacking a fort during the Civil War by forcing the Jarl to submit instead, but doing so would permanently break the further progression of the quest line at that point. This appears to be one contributing factor to Rikke or Galmar no longer giving missions out for additional battles. (Bug #23062) During Missing in Action (MS09), Jon Battle-Born never takes back Olfina's letter to him if you pickpocketed it from him as a way to get the evidence. (Bug #23902) Honeyside (house in Riften) could be erroneously purchased for as little as 5000 gold due to dialogue checking the variable for Whiterun instead. (Bug #24335) Hjerim (house in Windhelm) could be erroneously purchased for the wrong amoung due to dialogue checking the variables for Markarth instead. (Bug #24335) Thonar Silver-Blood could be delayed arriving outside the ruins in No One Escapes Cidhna Mine (MS02) due to a control quest checking for the wrong location starting up. The delay was sometimes significant enough that he could be missed entirely and leave the quest hanging. (Bug #24201) Placement/Layout/Ownership and other World Object Fixes Moved two crates that were clipping into the wall of a ship. (Bug #24313) 03010de6: Chimney not enabled when the kitchen is built at Heljarchen Hall. (Bug #23102) 0500082A, 0500082B: Road chunks added to cover gaps. (Bug #23242) 052601c1: Rock added to cover gap in Helgen north gate. (Bug #24059) 052601c3: Rock placed to cover gap in Whiterun. (Bug #23458) 04019382: Fixed a room bounds issue causing the platform to disappear at certain angles. (Bug #23729) 000787A5, 000787A1: Support ropes disappearing due to room bound placement issues. (Bug #23728) 000b1a3d: Fixed a room bounds issue causing a rock to vanish when standing nearby. (Bug #23242) 00027D7E, 00027D67, 000E0603, 000E0607, 000E5474, 000E5478, 000E5656, 000E5659: Bowls and tankards placed outside of the playable area in several inns. (Bug #23782) 00073918: Clipping bench. (Bug #23804) 02010F8B: Book placed outside of the playable area in Fort Dawnguard. (Bug #23806) 00038395: Table clipping into a wall. Two items [Ref 00038394, 00038396] on top of it were also moved. (Bug #23808) 0007989C: Embers not visible in a brazier because they erroneously had the initially disabled flag set. (Bug #23808) 0500080D: Rock cliff added to cover gap in a mountainside. (Bug #23820) 0006F186, 0006F187, 0006F18E: Floating lockpicks. (Bug #23846) 00061EEA: Misplaced road chunk. (Bug #23897) 05000815, 05000819: Rock piles added to cover up gaps. (Bug #23897, Bug #23855) 0007C927: Cave lamp clipping into a mountain cliff. Its embers and light source [Ref 0007C926, 000C9DAD] needed to be moved along with it. (Bug #23960) 0007A959: A boulder is the wrong base type for a snowy location. (Bug #23966) 0007C389, 0007C38A, 000F58A4: Floating rock and boulder piles. (Bug #23966, Bug #23897) 00091B5D: Misaligned door. (Bug #23970) 000F668D: Misplaced staff. (Bug #23974) 02015592: Clipping planter. Also moved a deathbell flower [Ref 020155B9] inside of it. (Bug #23981) 020155D7, 020155DA, 020155DC: Misplaced braziers. (Bug #23981) 05000802, 05000803, 05000804, 05000805, 0500080C, 0500080E, 0500080F, 05000810, 05000811, 05000812, 05000813, 05000814, 05000817, 05000818, 0500081A, 0500081B, 0500081C, 0500081D, 0500081E, 0500081F, 05000820, 05000823, 05000824, 05000827, 05000828, 05000829, 05079F40, 05079F41: Rocks and boulders placed to cover various gaps. (Bug #23982, Bug #23966, Bug #23897, Bug #23861, Bug #23855, Bug #23820) 00015906, 00015946, 0003BA5B, 0003BA5C, 00046338, 00046351, 00046D10, 00046D11, 0004B147, 0004C0C1, 0004CC30, 0004D75A, 0004F444, 0004F445, 000506E3, 000506E5, 00051106, 0005344B, 0006B0DB, 00071B1C, 00071B1D, 00088ED3, 0006E0D8, 00088ED9, 00088EDE, 00088EDF, 00088F28, 00088FA5, 00090D1E, 00090D20, 00090D27, 000941E6, 000941E7, 00099F5F, 00099F61, 000A0981, 000A7651, 000A7669, 000A7693, 000B40A6, 000C0AFE, 000C0AFF, 000C0B0F, 000C0B10, 000C1E9D, 000C1E9F, 000C1EA3, 000C1EA4, 000C1EA6, 000C68D2, 000C68D6, 000C68DB, 000C9B1E, 000C9B1F, 000C9B21, 000C9B22, 000C9B23, 000CB121, 000CB122, 000CED23, 000CED25, 000CED26, 000D9952, 000D9953, 000D9954, 000D9956, 000E920C, 000E920E, 020155D3: Misplaced thickets, shrubs, and various other plants. (Bug #24000) 000DE931, 001007A8: Adjusted a clipping shelf and cupboard. A number of items [Ref 000DEA94, 000DEA9E, 000DEA9F, 001007A2, 001007A3, 001007A4, 001007A5, 001007A6, 001007A7, 001007A9, 001007AA, 001007AB, 001007AC, 001007D2, 001007D4, 001007D5, 001007D6, 001007D7, 001007D8, 001007D9, 001007DA, 001007DB, 001007DC 001007DD, 001007DE, 001007DF, 001007E0, 001007E1, 001007E2, 001007E3] placed on them were also moved. (Bug #23985) 000DE93C, 000DE93D, 000DE93E, 000DE93F, 000DE940, 000DE941, 000DE942, 000DE9E4, 000DE9E5, 000DE9E6, 000DE9E7, 000DE9FB, 000DEA16, 000DEA17, 000DEA18, 000DEA1A, 000DEA1C, 000DEA1D, 000DEA1F, 000DEA20, 000DEA22, 000DEA24, 000DEA25, 000DEA26, 000DEA2C, 000DEA2D, 000DEA2E, 000DEA2F, 000DEA30, 000DEA31 000DEA33, 000DEA34, 000DEA35, 000DEA36, 000DEA37, 000DEA38, 000DEA3C, 000DEA3D, 000DEA3F, 000DEA40, 000DEA41, 000DEA43, 000DEA40, 000DEA41, 000DEA43, 000DEA44, 001007D1: Misplaced barrels. (Bug #23985) 001007AF, 001007D3: Tankard and plate placed outside of the playable area in Red Wave. (Bug #23985) 05005900, 05005902, 05005903, 05005904, 0500590D, 0500590E, 0500590F, 05005910, 05079F42, 05079F43, 05079F44, 05079F45, 05079F46, 05079F47, 05079F48, 05079F49: Dirt mounds added to cover gaps in cave floors. (Bug #24061, Bug #24028, Bug #23966, Bug #23808) 000E6B73, 000E6B76, 000E6B79, 000E6B7C, 000E6B7F: Misplaced stone wall pieces. (Bug #24168) 000FBE13, 000FBE14: Slaughterfish eggs on the outside of The Icerunner not linked to the proper enable parent marker. (Bug #24188) 05000816, 05000825: Rubble piles added to cover gaps in a dungeon floors. (Bug #24198, Bug #23879) 0200E62E, 0200E62F: Misplaced wall platform pieces. (Bug #24199) 0200E817, 0200F24F, 0200F253, 0200F25B, 0200F27C, 0200FA56, 0201138E: Misplaced bone piles. (Bug #24199) 05000826: Bone pile placed to cover a gap underneath another bone pile. (Bug #24199) 000C85F3, 000C85F4, 040332A0, 040332A1: Misplaced crates. (Bug #24290, Bug #24280) 000DEA9D, 000DEAAE, 000DEAB5, 000DEAB6, 000DEAB7, 000DEAB8, 04033287: Misplaced baskets. (Bug #24290, Bug #23985) 020028F7, 0403329D: Misplaced lanterns. (Bug #24290, Bug #23981) 000CA428: Misplaced critter landing marker. (Bug #24291) 00052769, 000C9B2F: Misplaced lavender plants. (Bug #24292) 0005171C, 000C33E0, 000E6B90, 000E6B91, 000E6B92: Misplaced mountain flower plants. (Bug #24293) 000C33DF, 000C9B39, 000E6B8E: Misplaced tundra cotton plants. (Bug #24294) 00073837, 0008CF42: Misplaced trees. (Bug #24295) 000CED28, 000CED29, 000E90EA: Misplaced snowberry bushes. (Bug #24296) 00071AFD: Potato plant clipping with fence. (Bug #24297) 0200B13B: Misplaced spiky grass plant. (Bug #24298) 0001FB65, 0001FB69, 00042B40, 000627AE, 000627AF: Misaligned fence pieces. (Bug #24299) 000C0B0A: Floating gourd cluster. (Bug #24300) Text Fixes DraugrBattleAxeHoned: "Honed Ancient Nord Battle Axe" -> "Honed Ancient Nord Battleaxe" (Bug #23822) EnchDraugrBattleAxeFrost01: "Ancient Nord Battle Axe of Cold" -> "Ancient Nord Battleaxe of Cold" (Bug #23822) EnchDraugrBattleAxeFrost02: "Ancient Nord Battle Axe of Frost" -> "Ancient Nord Battleaxe of Frost" (Bug #23822) EnchDraugrBattleAxeFrost03: "Ancient Nord Battle Axe of Ice" -> "Ancient Nord Battleaxe of Ice" (Bug #23822) EnchDraugrBattleAxeHonedFrost01: "Honed Ancient Nord Battle Axe of Cold" -> "Honed Ancient Nord Battleaxe of Cold" (Bug #23822) EnchDraugrBattleAxeHonedFrost02: "Honed Ancient Nord Battle Axe of Frost" -> "Honed Ancient Nord Battleaxe of Frost" (Bug #23822) EnchDraugrBattleAxeHonedFrost03: "Honed Ancient Nord Battle Axe of Ice" -> "Honed Ancient Nord Battleaxe of Ice" (Bug #23822) NordHeroBattleAxe: "Nord Hero Battle Axe" -> "Nord Hero Battleaxe" (Bug #23822) C00VilkasSword: "Vilkas's Sword" -> "Vilkas' Sword" (Bug #23826) DialogueRiverwood_Revised [000BCC9C]: "Yep. Ale's going bad." -> "Yep. Ale's goin' bad." (Bug #23840) DialogueRiverwood_Revised [0004541B]: "A new face. And a right ugly one at that. No offence." -> "A new face. And a right ugly one at that. No offense." (Bug #23841) MS13LucanCamillaScene [000382C5]: "Well what are you going to do then, huh? Let's hear it!" -> "Well, what are you going to do then, huh? Let's hear it!" / [0003834A]: "Well one of us has to do something!" -> "Well, one of us has to do something!" (Bug #23853) DialogueSolitudeAngelineFavorAccept: "Oh that's very sweet of you." -> "Oh, that's very sweet of you." (Bug #24038) SkillAlchemy5: "Herbalist's guide to Skyrim" -> "Herbalist's Guide to Skyrim" (Bug #24094) Book4RareNerevarMoonandStar: "Nerevar Moon and Star" -> "Nerevar Moon-and-Star" (Bug #24117) dunSteamcragCampNote: "Official warning" -> "Official Warning" (Bug #24118) LetterRiftenSMFRInitialLetter: "To A Concerned Citizen" -> "To a Concerned Citizen" (Bug #24119) Book3ValuableDragonLanguage: "Dragon Language: Myth no More" -> "Dragon Language: Myth No More" (Bug #24220) Book2CommonCakeandTheDiamond: "The Cake and The Diamond" -> "The Cake and the Diamond" (Bug #24170) DLC2SV02ThalmorNote: "Hand-written Note" -> "Handwritten Note" (Bug #24171) dunFrostflowAbyssNote03: "Scrawled page" -> "Scrawled Page" (Bug #24172) DLC1Book3ValuableFurTrader: "Confessions Of A Khajiit Fur Trader" -> "Confessions of a Khajiit Fur Trader" (Bug #24173) TGHellos [000E50B7]: "Let's talk for moment." -> "Let's talk for a moment." (Bug #24259) DLC2DialogueTelMithryn [040266F6]: "So you chose to day to die..." -> "So you chose today to die..." (Bug #24284) DLC2TelMithrynTelvanniMembershipTopic: "In the mean time, we would keep a bed and chest here for you." -> "In the meantime, we would keep a bed and chest here for you." (Bug #24286) DLC2TTR3bDeliverBookTopic: "In the mean time, take this for helping me." -> "In the meantime, take this for helping me." (Bug #24287) WhiterunAdrianneIdolafEstablishingScene [000CC7AE]: "We'll pay whatever it takes. But we must have more swords for the Imperial soldiers." -> "We'll pay whatever it takes, but we must have more swords for the Imperial soldiers." (Bug #24303) The complete changelog is available here.
  8. Version 3.0.13a

    14636 downloads

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Legendary Edition. The goal of the Unofficial Skyrim Legendary Edition Patch (aka USLEEP) is to eventually fix every bug with Skyrim and its 3 DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. Warning: Only use the Unofficial Skyrim Legendary Edition Patch with the latest release version of Skyrim patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates. See the full changelog for details.
  9. Unofficial High Resolution Patch Version: 1.2.1 By the Unofficial Patch Project Team Download it from AFK Mods Download it from Steam Workshop Download it from Skyrim Nexus Download it from TES Alliance Download it from Dark Creations Download it from The Assimilation Lab Requires Skyrim version 1.9.32.0.8 or greater and the official High Resolution DLC. This mod is no longer being supported and will receive no further updates. USLEEP Discussion Forum on AFK Mods This mod is an effort to fix the bugs currently existing in the High Resolution DLC. If you're experiencing a bug with the High Resolution DLC, please report the bug to us in as much detail as possible on the UHRP bugtracker. Please use search to ensure that you aren't submitting something that is already there. Use the "Hi-Res DLC" option to tag your report for the Hi-Res DLC. 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) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by Unofficial Patches Bug Fixes Recommended in Addition to the Unofficial Patches Credits: Quarn - For compiling together the initial release, including all of the adjustments after Bethesda's gigantic update in February of 2013. Nico coiN - The much improved version of the Tamriel objects normal map which includes Castle Volkihar for Dawnguard. Madcat221 - The missing hi-res environment map for Stalhrim shields, and for the hi-res fixes for the Dawnguard crossbow bolts. Texture Fixes Fixed a texture seam in the Thalmor robes for the loading screen. (textures\clothes\thalmor\thalmorrobes.dds) (Bug #21333) The complete changelog is available here.
  10. Unofficial Shivering Isles Patch By Quarn, Kivan, Arthmoor, and PrinceShroob This mod is a joint effort to fix the vast amount of bugs currently existing in the Shivering Isles expansion pack for Oblivion v1.2.0416, fixing over 300 bugs so far! If you're experiencing a bug with Oblivion with or without Shivering Isles and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try to fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls/objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt please note the Cell (not PC Cell) and Pos values and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience! Downloads AFK Mods Nexus Mods Dark Creations TES Alliance The Assimilation Lab Warning: Only use the Unofficial Shivering Isles Patch with the version of Oblivion it was created for! Using it on an older or newer version than v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such! v1.5.9 (2016-08-13) USIP Changes/Fixes The USIP edited Haskill’s suit, Thadon’s robe, and Syl’s dress to show the wearer’s arms in first-person; however, the meshes were partitioned incorrectly, causing the wearer’s entire body to render while in first-person view. Now only the arms will render, as intended (Meshes\Clothes\SEHaskill\Suit.nif, Meshes\Clothes\SEDuke\Robe.nif, and Meshes\Clothes\SEDuchess\Dress.nif). NPC, Creature & AI Fixes Reverted a dirty change to the Bandit Wizard class. Quest & Dialogue Fixes It was possible to escape the Palace through Xirethard during “The End of Order.” Mesh & Texture Fixes Corrected Haskill’s hands floating in his sleeves (Meshes\Clothes\SEHaskill\Suit.nif). Corrected the female Apostle robe having no legs underneath the robe; also corrected emissive settings so that the runes glow as they do on the male robe (Meshes\Clothes\Apostle\ApostleRobeF.nif). Text & Subtitle Fixes “While I believe that you should be attending to your duties…” -> “While I believe you should be attending to your duties…” Grommok’s Journal: “Sure enough, not only did it do more frost damage than normal...” -> “Sure enough, not only did it do frost damage like normal...” The previous version history can be found here as it is too large to put in one post.
  11. Unofficial Oblivion DLC Patches By Quarn, Kivan, Arthmoor, and PrinceShroob The aim of this mod is to fix the bugs existing in the official mods released by Bethesda. NOTE: These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. Because of this, these are not standard plug-in ESP files. Merging, editing or otherwise modifying them using the Elder Scrolls Construction Set or other utilities may cause them to stop functioning or cause severe bugs in your game! These plugins MUST load after the DLC's that they patch; reversing this load order, or activating the UODP ESP's without the official DLC's that they patch present, can cause Oblivion to crash on launch or load of a save. (The self-installing version will set the appropriate dates; use OBMM or equivalent if you use the manual version to adjust the load order.) The UODP is currently not compatible with the JOG's Official Plugins Unnerfed mod because it modifies the original Bethesda plug-in ESP files. If you use the UODP overtop of Unnerfed, Oblivion may crash on launch. The UODP is compatible with S.M. Plug-In Refurbish (move the S.M. ESP's after the UODP ones with OBMM or equivalent.) If you use the Horse Armor Pack patch with Slof's Armored Horses, the Slof's horses' reins may disappear. Use dev_akm's compatibility patch instead. It is recommended to not activate the Thieves Den' SSSB (Sigil Stone Sound Bug) fix plug-in "DLCThievesDen - Unofficial Patch - SSSB.esp" on an existing game, but rather only on a new game, as otherwise the middle deck of the Black Flag could lose its doors (as their position is stored in the save file) and/or any objects already dropped in this cell could be lost. If you find any bugs with the fixes or any bugs with the official mods themselves please report them to either of us. Downloads AFK Mods Nexus Mods Dark Creations TES Alliance The Assimilation Lab Knights of the Nine bugs fixed (v1.1.9): Corrected the dead versions of Errandil and Ohtesse looking nothing like them. Corrected the Prophet mispronouncing “Adabal-a” as “Abadal-a” (Sound\Voice\Knights.esp\Imperial\M\NDConversations_NDProphetSpeechUmaril_00002A5D_1.mp3 and NDConversations_NDProphetSpeechUmaril_00002A5D_1.lip). Corrected several responses to the “Prophet” topic that set a quest stage suggesting that the player go listen to his preaching only appearing after the player had already met the Prophet and agreed to quest for the Crusader’s Relics. The Prophet’s “loremasters” speech will no longer link back to his main speech – if this happened, and his speech tried to link to the “loremasters” rant again, it would cause him to say goodbye to himself. “Look well upon the Chapel of Dibella…” -> “Look well upon this Chapel of Dibella…” “Repent! I say again, REPENT!” -> “Repent! I say, REPENT!” “Umaril -- yes, your children know that name…” -> “Umaril -- yes, your children know that name…” (extra space) Horse Armor bugs fixed (v1.0.9): Corrected the plugin’s quest triggering prematurely (other plugins had conditions which prevented them from starting until the player left the Sanctum). The Orrery bugs fixed (v1.0.7): Corrected the plugin’s quest triggering prematurely (other plugins had conditions which prevented them from starting until the player left the Sanctum). Thieves Den bugs fixed (v1.0.15): Corrected the plugin’s quest triggering prematurely (other plugins had conditions which prevented them from starting until the player left the Sanctum). Corrected changes from version 1.0.14 not being mirrored into the SSSB plugin. The previous version history can be found here as it is too large to put in one post.
  12. I've been modding Skyrim SE ever since I bought. I have yet to play it due to the many wonderful mods I found and the excellent modding community. Now that SKSE and SKYUI are out, I'm determined to find my sweet spot between the different skills and leveling mods, the combat options, and the game play effects and changes. The real trick is to avoid CTDs which I was successful when I finalized my load order. My question is: What is the difference to having a mod being loaded last versus using a patch? For instance, if I have Wildcat, Combat Evolved and Deadly Combat loaded in that order, would there need to be a patch used in that scenario? What if I added Advanced Adversary Encounters to the list of mods and placed it last after Deadly Combat. What happens to the records without a merged or bashed patch? Is it always true - Last Mod Wins? Strat
  13. longpinkytoes

    get the patch, he says...

    it's easy, he says... the bottom one skips to fail instantly, the top one doesn't even want to hear it... i need one big egg timer hourglass that lasts 3 hours... yay...! it worked...! plot twist. :skull:
  14. Enter_77

    Expanded Greetings

    Version 1.1

    47 downloads

    This mod will allow NPCs to recognize all of the player character's talents and make the skill-based dialogue greetings (such as "you're a sneaky looking sort" and "look at the muscles on you!") less redundant once the player has reached high levels. The reason these dialogue lines may have never been spoken depends on what order the playable character's skills increased throughout the game. Eventually, once most/all skills have been maxed, the dialogue gets "stuck" at the top of the dialogue tree. The only modifications are the conditions that regulate how an NPC greets the playable character. Not only does this expand talent-based greetings, but also recover the generic "hello" greetings that are lost as the character becomes more powerful and famous/infamous. Testing the Mod Make sure the playable character has at least two attributes that are 70+ or two skills that are 70+. Otherwise, effects will not be experienced until later. Go up to NPCs (Imperial City Market will have the most during the day). They will usually greet the player with a generic "hello" dialogue line but other times they will comment on the player's skills. Mirrors Assimilation Lab Dark Creations Mod DB Nexus Mods TES Alliance
  15. Hi there, I'm currently working on a mod that adds factions and radiants tags (and icons) on quests, and asking myself a few questions about the best way to provide compatibility with changes mades in UFO4P (which I use too). Here is the mod : Factions and radiants quests tags (made with Beth.'s CK) I actually have non clue how ( or if possible ) to make a merge patch in the Creation Kit ... but have a few hours using FO4Edit ... so I started from there. I've spotted 4 quests I changed that are also patched in UFO4P : Min02, Taking independance > a `CNAME - Log Entry` moved from stage 40 to stage 45 BoSM01, The Lost Patrol > removed Properties `BoSM01DanseStage150CMPFinalReport0` from script managements RRR10, A clean equation & RRR11, High ground > Few conditions changes and additions My game didn't crash so far with the merge patch ... but I haven't stressed it enough so I'll have to push alpha tests further. Anyway, what I would like to ask is : 1. would you mind if I release the merge patch packed in my mod ( that would replace my esp depending of the choice of the user ) ? 2. could you confirm that the FO4Edit is a smart way to do it ... or not ... or if there is a better way ( like the CK ) ? 3. give me any tips or resources to go further (beside the classic CK Tutorials) ? I wouldn't find out ( or worse, that an user of my mod ) figured out that I didn't spotted and forgot changes,forms, ... anything. Regards, Aogara
  16. Arthmoor

    Unofficial High Resolution Patch

    Version 1.2.1

    8075 downloads

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - High Resolution DLC, the goal of the Unofficial High Resolution Patch (aka UHRP) is to eventually fix every bug with the High Resolution DLC not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. The complete changelog is available here.
  17. Arthmoor

    Unofficial Shivering Isles Patch

    Version 1.5.9

    3877 downloads

    This mod is a joint effort to fix the vast amount of bugs currently existing in the Shivering Isles expansion pack for Oblivion v1.2.0416, fixing over 200 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls\objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt please note the Cell (not PC Cell) and Pos values and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience! Warning: Only use the Unofficial Shivering Isles Patch with the version of Oblivion is was created for! Using it on an older or newer version then v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such! The complete changelog is available here.
  18. Arthmoor

    Unofficial Oblivion DLC Patches

    Version 24

    3752 downloads

    The aim of this mod is to fix the bugs existing in the official mods released by Bethesda. NOTE: These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. Because of this, these are not standard plug-in ESP files. Merging, editing or otherwise modifying them using the Elder Scrolls Construction Set or other utilities may cause them to stop functioning or cause severe bugs in your game! These plugins MUST load after the DLC's that they patch; reversing this load order, or activating the UODP ESP's without the official DLC's that they patch present, can cause Oblivion to crash on launch or load of a save. The UODP is currently not compatible with the JOG's Official Plugins Unnerfed mod because it modifies the original Bethesda plug-in ESP files. If you use the UODP overtop of Unnerfed, Oblivion may crash on launch. The UODP is compatible with S.M. Plug-In Refurbish (move the S.M. ESP's after the UODP ones) If you find any bugs with the fixes or any bugs with the official mods themselves please report them in the Official forum thread. Complete changelog
  19. Ok, so for those of you who were wondering, yes, we're planning to go ahead with doing an Unofficial Fallout 4 Patch. It may be a bit early for this, all depends on how aggressively Bethesda begins patching the game, but we figure it's best to get off the ground sooner rather than later so that we know more or less what to expect once the official tools are released. We will not begin any kind of proper work on the first release of the UFO4P until after the official CK/GECK is available. In addition, we probably won't be taking on any mesh or texture fixes until community tools have progressed far enough to handle these properly. Many of them are already making good progress, but they need to be in solid working order before anyone with 3D and/or texturing skills can really do effective fix work. There is little point in trying to fix much of anything until then. For now, just play, and enjoy the game like we are. There's no rush. Post any bug reports you have in our collection thread. This was basically to let folks know that we're on board for this. If you run into a quest bug, script bug, etc, please also report those here: http://forums.bethsoft.com/topic/1544248-bug-report-index-pc/- Bethesda can't attempt to fix what we don't report, and it's best for everyone if they do. The less we need to deal with when the time comes, the better.
  20. I just tested it out in game. When I have USLEP (Unofficial Skyrim Legendary Edition Patch) running, the FNIS spells do not work on npcs at all. However, when I turn it off and try again, this time the FNIS animations work. FNIS is necessary in order to run other animations... but USLEP is also necessary to run without bugs... any way to make them compatible? Whether FNIS or USLEEP is on individually or together - Mod Organizer, LOOT, and the mods themselves do not report any issues... they only happen when it comes to spells in game. I've tried using TES5Edit to change FNIS's masters if it relied on individual unofficial patches, but I noticed it's master is only Skyrim.esm so I canceled out of it. Before anyone asks, I'm not running a crap ton of mods right now and my pc is not at fault. I only have 6 mods which are all basic mods: (USLEEP, FNIS + Creature pack + spells pack, SkyUI, SKSE and Unofficial Hi-rez Pack.)
  21. Unofficial Skyrim Legendary Edition Patch [uSLEEP] As many of you may remember, last year around this time we conducted a poll on whether or not it was the right time to consider unifying the unofficial patches into a single package. At the time, about 25% of those who responded to the poll were still in a position where they did not have all 3 DLCs for the game. So we decided against merging everything at that time. Fast forward to today, it's become quite clear that that 25% is far less than it was, and more and more people have been asking when we're going to be doing this. This post is your answer. Shortly after the release of USKP 2.1.3, we will begin the process of unification to merge the vanilla USKP plus all of the DLC patches into one all encompassing mod, which will be known as "Unofficial Skyrim Legendary Edition Patch", or USLEEP for short. A mouthful, but a catchy acronym. We have decided that the best course of action will be to rename the esp to match the mod's updated name. It will remain an ESP file flagged as an ESM as that makes the process of working on it less of a hassle for us and as has been proven, the game, CK, and existing mod management tools are completely fine with it. We have also verified that switching the ESP name will not cause any scripts modified by the project, or added new to the project, to throw Papyrus errors. The only side effect will be that the retroactive update scripts will all run again. That shouldn't cause any problems though and we'll make sure any scripts manipulating formlists are safeguarded against generating duplicate references in them. The hi-res DLC patch will remain a separate entity as many people do not use it for one reason or another and it's not considered part of the "Legendary Edition" of the game either. We estimate the time needed to do the work of merging everything together and then putting it through testing will take a few months. So we are not anticipating another release for the project between now and November while this work is done. Time commitments to other things are the main reason for this, so we figure giving ourselves enough time for that is prudent. Plus this also gives enough warning ahead of time that we're going forward with this. As many existing issues as we could resolve for the 2.1.3 release cycle have now been cleared from the tracker and any issues remaining that are not feasible to fix have been closed appropriately. Any new issues submitted after this point will need to wait until the unification process is complete before we will even begin to consider touching them. Please, DO report them, just don't expect action for awhile. If it should become necessary (God forbid) for a hotfix to be released before the unification is done, then that will be the ONLY issue that will be addressed and will be handled only in whatever patch it may affect. After the unification process is done, the existing separated patches will no longer receive updates. The files will remain up in their existing entries but will be frozen and the comment threads closed where possible. All future support will be handled on a single file entry for the unified project on each site it is hosted on. Mods which rely on using the USKP/UDGP/UHFP/UDBP are strongly urged to make plans to switch over to the new master file when it's ready. Other mods which import fixes from the unofficial patches are also strongly urged to make sure they are up to date before November. It would also be best if any translated versions of the patches out there get synced up with 2.1.3 so that as many people as possible will have access to them while the unification is underway. We will have a testing release at some point before the unified patch is ready to go live. The usual cautions against using beta copies on saves you intend to keep will apply. That step is going to last no less than a full month so that there's time enough to shake out any bugs that result from the process. ======================== Some of you may also be wondering what this means for my own projects that make use of the unofficial patches as masters. These will all be converted as needed to run using the unified patch file. Post-unification, I will not release mods that rely on the individual patch files. So things like Bring Out Your Dead, Cutting Room Floor, Ars Metallica, and other stuff, will all get taken care of on whatever schedule fits best as the process moves along. In the case of Cutting Room Floor, this will also open the door to adding cut DLC content that's been getting logged to the tracker. So it'll be worth it Once I make these transitions, any old copies relying on the old patch files will be frozen.
  22. Unofficial Hearthfire Patch Version: 2.1.3 By the Unofficial Patch Project Team These files are no longer available for download - please use the Unofficial Skyrim Legendary Edition Patch instead. Requires Skyrim version 1.9.32.0.8 or greater and the official Hearthfire DLC. USKP Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Hearthfire. If you're experiencing a bug with Hearthfire, please report the bug to us in as much detail as possible on the USKP bugtracker. Please use search to ensure that you aren't submitting something that is already there. Use the "Hearthfire DLC" option to tag your report for Hearthfire. 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! A special note for reporting placement errors for Hearthfire. Due to the nature of the mod, the CK is bogged down with hundreds of references overlapping each other visually. It is impossible to do placement corrections without a form ID for the reference you're reporting. Please include this information in any placement error reports. From this point forward, any bugs submitted to the tracker without this information will be closed without investigation. Any posts to the forums without this information will be ignored. There simply isn't any other feasible way to fix these. Thank you for understanding. (Note that all fixes are retroactive unless otherwise noted) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by Unofficial Patches Bug Fixes Recommended in Addition to the Unofficial Patches List of known conflicts and fixes for Hearthfire. Good info for when you're having problems and need to locate a potentially conflicting mod. Audio Fixes The player's adopted children would attend the player's wedding, but they had no dialogue recorded; created new dialogue lines for them (Sound/Voice/Unofficial Hearthfire Patch.esp/FemaleChild/Relationsh_RelationshipMar_0004CC90_1.fuz, Sound/Voice/Unofficial Hearthfire Patch.esp/FemaleChild/Relationsh_RelationshipMar_0004CC91_1.fuz, Sound/Voice/Unofficial Hearthfire Patch.esp/MaleChild/Relationsh_RelationshipMar_0004CC90_1.fuz, Sound/Voice/Unofficial Hearthfire Patch.esp/MaleChild/Relationsh_RelationshipMar_0004CC91_1.fuz). Script Fixes BYOHRelationshipAdoptionChildScript: Using EquipItem() and RemoveItem() along with SetOutfit() is redundant and can lead to inventory duplication. SetOutfit() already takes care of removing the relevant items. The script was also erroneously setting the sleep outfits instead of the normal ones. Placement/Layout/Ownership and other World Object Fixes 0300BEFF, 03015245, 03017544: Clipping sacks. (Bug #19417) The complete changelog is available here.
  23. Deathbydestiny

    CRF Elemental Staves Patch

    Version 1.0

    106 downloads

    Compatibility patch for CRF and Elemental Staves
  24. Deathbydestiny

    CRF Staves for DB Staff Enchanter

    Version 1.0

    124 downloads

    Add's staff enchanter recipes for the new Cutting Room Floor Staves Requires Dragonborn and Cutting Room Floor.
  25. Unofficial Dragonborn Patch Version: 2.1.3 By the Unofficial Patch Project Team These files are no longer available for download - please use the Unofficial Skyrim Legendary Edition Patch instead. Requires Skyrim version 1.9.32.0.8 or greater and the official Dragonborn DLC. USKP Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Dragonborn. If you're experiencing a bug with Dragonborn, please report the bug to us in as much detail as possible on the USKP bugtracker. Please use search to ensure that you aren't submitting something that is already there. Use the "Dragonborn DLC" option to tag your report for Dragonborn. 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) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by Unofficial Patches Bug Fixes Recommended in Addition to the Unofficial Patches UDBP Fixes A navmesh connection on the Windhelm docks had become broken at some point and needed to be repaired. Actor Fixes Corrected several male bandits that improperly had "opposite gender anims" set. Audio Fixes Several vanilla combat taunts were broken by the DLC when it deleted a topic. The topics were recreated in the DLC with new IDs but the audio files are missing and needed to be copied over from vanilla in order to work. (sound\Voice\Dragonborn.esm\MaleSoldier\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\FemaleOrc\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\MaleNord\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\FemaleCommander\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\FemaleEvenToned\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\MaleCondescending\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\MaleCommander\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\MaleSlyCynical\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\MaleCommoner\dgintimidatequest__00028EAB_1.fuz) (Bug #19211) Item Fixes DLC2ChitinHeavyBootsAA had incorrect footstep sounds set. (Bug #19356) DLC2SkaalChildShoesAA had no footstep sounds set. (Bug #19356) DLC2SkaalHatArgAA, DLC2SkaalHatKhaAA, DLC2TemplePriestHoodKhaAA, and DLC2TemplePriestHoodArgAA all incorrectly had races other than what could wear them set. (Bug #19356) Draw and sheathe sounds have been removed from DLC2BoundWeaponDagger and DLC2BoundWeaponDaggerMystic to fit with the previous weapon test done on the Bound Sword. (Bug #19259) Numerous armor add-ons that were hiding amulets and shouldn't, along with numerous add-ons that display them and shouldn't, have been corrected. Magic, Skill & Perk Fixes DLC2FortifyOnehandedFFSelf, DLC2FortifySpeechcraftFFSelf, DLC2ResistMagicFFSelf, and dlc2MerchBowOfTheStagBlessEffect were all erroneously set in the Restoration school. (Bug #18867) Quest Fixes Corrected Falx Carius' alert lines not having random flags. Script Fixes DragonActorScript: Scenes for when the player kills a dragon and starts to absorb the soul are skipping dialogue due to the order of two statements in the OnDeath event. (Bug #19214) Placement/Layout/Ownership and other World Object Fixes 030186B0, 030186B1: Dwemer lift housing rotated out of position with visible gaps. (Bug #19016) 030186B4: Lift platform does not match the type used on the inside of the structure. (Bug #19016) 030353cc, 030353c7, 030353aa, 030353a9, 0302c1b1, 0302c1b0, 0302c1a8, 0302c1a7: Exploding Riekling barrels which were not set up correctly. (Bug #14968) 0303ACEA, 0303ACEB: Sacks clipping with each other. (Bug #19425) The complete changelog is available here.

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