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Arthmoor

[RELz/WIPz] Unofficial Skyrim Legendary Edition Patch [USLEEP]

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5 hours ago, Sladen2019 said:

Hopefully something similar can someday be done for Critter related papyrus spam. It happens less these days, but still shows up occasionaly. I can't reliably reproduce the spam though.

If you happen to grab a critter during flight/movement, when the game engine tries to finish the action, the critter object no longer exists. The only fix that I could dream up involved turning the critter invisible and untouchable until it finished moving, but was never able to come up with a working technique. Papyrus is too slow. Really needs a game engine fix instead.

EDIT: Also, there's the problem that the savegame doesn't seem to keep the current movement information for animations. Again, a game engine fix is needed.

But we cannot do game engine fixes.

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Hi

I have Skyrim standard edition with none of the DLC apart from the free texture pack update. But this patch says the DLC is mandatory. I assume that means I cannot use this patch? Is there an alternative version that does not require me to buy all the DLC.

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There is, only available on Nexus, but we no longer provide any support for it. It's now over 2 years out of date and will only become moreso as time goes on. You'd really be better off nabbing SSE on a Steam sale and going from there. They won't be putting individual DLCs on sale anymore.

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Apologies for placing this here, as opposed to bug report section - you might want to consider this:

Under Location record for Skyrim.esm and Hearthfires.esm (record 0005E0FD) in xEdit, Honeyside has the keyword: LocTypeInn [KYWD:0001CB87], when it should be: LocTypeHouse [KYWD:0001CB85]

I cannot see anything pointing to this as other than a mistake. The developer assigned to this section probably just entered the wrong value without realizing it (as a former game designer/developer, albeit back in the boardgame era, I know how easy it is to enter the wrong values when going through a list - and not catch it before release).  It is not currently fixed by the Unofficial patches.

Thanks for everything - great job!

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That issue was fixed way back in 2012 in UHFP v.1.0.1 (which is also included in USLEEP).

Quote

Location data for Honeyside in Riften was erroneously tagged with LocTypeInn.

 

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Hearthfire bug? When I fast travelled back to Lakeview Manor, some bandits spawned in the space occupied by the house, so I couldn't get at them. I could hear them talking and once they realized I was there, enemy targets showed up on my HUD, but I couldn't interact with them until I entered the house and then exited again. After that, they were outside and I could deal with them. I have a save just before I fast travelled to Lakeview and it happens every single time, so I can pass along that file if needed.

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We're aware of it but have no idea why it happens. There should be no way for it to be possible since all of the spawn points they use are outside the building area and are on valid navmeshes. So it doesn't make any sense.

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In the base game (i.e. without Hearthfires installed), are there any spawn points in the place where the house is supposed to be once Hearthfires gets installed ? If so, what happens when you move them out of the way (i.e. edit it in the base game and then let the DLC overwrite those changes - well, if that's possible at all) ?

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There are 3 leveled predator markers there but those are being disabled when the house parts start being built. There are no bandit spawn markers of any sort, and no location reftype markers in the house are at all until HF is active. For SSE this should obviously not even be an issue, but the reports of it persist.

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This one is a stretch, but would you consider replacing the rock warbler nest at Windstad Manor with a hawk nest? I think this is a mistake by Bethesda because Rock Warblers make their nests on the ground, not in trees or on roof tops. You can also find hawk feathers around the nest. Not a biggie since chicken eggs have the same effects, so it's just a thought.

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This one is a bug: periodically, bandits spawn where Lakeview Manor stands so the only way to get at them is to toggle collision so I can walk through the walls, or move them to my location outside. I have a saved game in which this has occurred. I also have a screenshot that shows one of the three way up in the air outside the manor. Would you like my saved game and screenshot?

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Can i ask you? USLEEP fix such scenes as WhiterunHouseGrayManeScene1-2, WhiterunBraithLarsScene1-3 and others (game developers forgot to put "Begin on quest start\Stop quest on end"), but it doesn't fix scenes in quests such as:
DialogueRiftenGrandPlazaScene25
DialogueRiftenGrandPlazaScene22
DialogueRiftenGrandPlazaScene21
DialogueRiftenGrandPlazaScene19
DialogueRiftenGrandPlazaScene18
DialogueSolitudeMarketplaceSilanaAdvarScene1
DialogueRiftenKeepScene01Alternate01 (02\03\04\05\06\07\08)
... etc.
What is the reason?

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54 minutes ago, Arthmoor said:

USLEEP 3.0.11 is now in beta. Second post has the details. We would anticipate about a week or so before this goes live.

Just curious.  I assume there won't be more than 2-3 probably up to 5 updates left before USLEEP are being *abandoned* by the USKP team due to for bug fixing an old game and Skyrim Classic is an old game.

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Interesting question here:

HOW many total fixes are included in USLEEP? Like in the whole package? That would included the fixes carried over from the 4 DLC based patches when the Legendary patch was made.

I would like to know the number...

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It's huge. There are 14259 lines of text in the changelog. Not all of which is listing an actual bug in each case due to HTML formatting. That would be the high side estimate.

SQL query to the tracker returns 10019 tickets in total for USLEEP for as far back as we're able to track. So that would be the low side estimate.

We don't have a real number to pin it down to from there, so it's somewhere between 10K and 14K.

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