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Unofficial Skyrim Patch


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#3401
AdicusDio

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My map marker for Nightingale Hall disappeared from the world map apparently after adding the most current Unofficial Patch (first of the "Unofficial" patches I ever used). I tried the "tmm 1 0 0" in the console and it's still getting ignored, despite the fact I already finished the quests 50 hours ago. Revisiting the area does nothing. Is there an easy fix on my end for this?

Also, the misc. quest for Esbern where you bring him the dragon bones and dragon scales is apparently broken again. I played 80 hours (back in 2011) then quit playing until last week. So, up until that point NO updates or "mods" were added. I added the most current Official Update, played some, then added the most current 13.b? "Unofficial Patch" and that quest was still bugged in the journal. Using console command had no effect. I unchecked the USKP and was able to finally manually reset that quest and console it as finished and it removed the reference from the journal. The Dragon Infusion active effect never disappeared though during the reset so it seems that was in the save file?

Also, I had not added any DLC yet, so it further narrows us down to the most recent Unofficial Patch.

BTW, you guys are doing a VERY commendable job here with this. Bethesda should be paying YOU guys for this dedicated work!! Kinda irritates me that they aren't as dedicated to "fixing" their broken game as you guys are. They seem to rush a game to the stores shelves and Steam, then half-ass updates for it. Seriously gives the impression of a shotty built car with the fenders glued on and the bumper duct taped, hoping it just gets "sold" on the new car lot crossing their fingers the new "owner" drives away before noticing. They have the money to set aside guys like you and do these repairs "Officially", but they seem more interested in the next project. Federal Laws need to be seriously updated to include "virtual" clunkers as this is a royal bait and switch scam if I've ever seen one. Could you imagine buying a new car that stalled randomly, had electrical shortages, air bags only worked when certain conditions were met..... sorry for rant, but "WE" the buyers need to get more vocal about this. Had they spent an extra year developing, half these issues wouldn't be an issue.

Edited by AdicusDio, 30 July 2013 - 11:29 AM.


#3402
grega544

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i'm here to report a problem - in the throne room of the dungeon you enter for the quest "the helm of winterhold" is a standard barred door and a button next to the heavy entrance door that you open with the coral dragon claw. the button should open the smaller door, but it doesn't do anything. you have my sicerest apologies if im reporting something old, and good luck with the fine work you are doing.


#3403
sclerocephalus

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In response to post #8598390.

Could you please specify your problem ? What exactly is broken ? Are all caravans affected or only a single one ? Have they stopped moving (if so, where are they staying now ?) or ist just the old bug with their tents not being enabled ?

#3404
RautaPalli

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snip

Edited by RautaPalli, 30 July 2013 - 12:12 PM.


#3405
RautaPalli

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In response to post #8598390. #8598678 is also a reply to the same post.

"The previous fixes for the Caravans quest ended up causing the caravans to stall at their last location unless a new game was started. This has now been corrected. (Bug #9351)"

I'd assume it's still this same problem. They have stopped moving completely, the tents are there however since the global variables point out that they are camped.
None of the CaravanIsCampedX and CaravanLocationX variables update. CaravanLocationX is supposed to cycle every 24 hours as long as the player is not near it. For me it doesn't change even if I wait for weeks, which results to the caravan being stuck in it's current location.

I took a really long break from Skyrim so I can't say whether this issue got reintroduced later or it simply got never fixed even though the changelog claims it did.

#3406
redactedname

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In response to post #8598390. #8598678, #8599066 are all replies on the same post.

Pretty sure the fix is not retroactive, meaning the fix will only take effect on a new game. If you have started a new game after the fix was introduced, but it stills acts broken, then you have a mod conflict causing the issue.

#3407
RautaPalli

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In response to post #8598390. #8598678, #8599066, #8599434 are all replies on the same post.

Read the quote again. It specifically states that it should now get fixed retroactively. In my case however it didn't.

#3408
bwog

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In response to post #8534009. #8543850, #8545416, #8546176, #8547498, #8552625, #8565058, #8565259, #8565489, #8568229, #8568774, #8569041, #8569339, #8569716, #8572225, #8575231, #8581451 are all replies on the same post.

Thanks for the extensive answers.

Quoting Sclero: "twog wrote: "I have never used mannequins or weaponracks because (someone said) they are buggy. So, I could disable or MarkforDelete the weaponracks in custom homes, would that help?"

1) You can't delete them, because all racks are persistent references. While you still can mark them for deletion, the system won't do anything with them.

2) So you didn't use them because they were glitchy and now that even the faintest glitches have been removed entirely you do consider going even farther and deleting them ? "

No, I am a new user of USKP, I see a lot of warnings in papyrus and my first guess is that I should get rid of those warnings. I asked about markfordelete because I "repaired" a custom home earlier by deleting all mannequins and some inhabitants. My guess was: maybe that would help with the weaponracks in custom homes.

So, it is not a comment on the quality of your bug fixes.



#3409
sclerocephalus

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In response to post #8598390. #8598678, #8599066, #8599434, #8599482 are all replies on the same post.

It got fixed and it is working, at least in my game (I'm using very few mods though). There is POTENTIALLY still a minor glitch with a caravan after the civil war quest, but this is still under investigation and it would only affect the group travelling on the Solitude-Windhelm route, not all three of them.

The caravan system is kept running not by the caravan script (which is inactive most of the time) but by calls of that script from the group leader's travel package and from an OnUpdate event on the group leader's quest alias. The former call enables the camp and updates the globals which deactivate the travel package and activate the sandbox package, and the latter call inverts the situation. Troubleshooting therefore is rather simple and indicates in your case that the script is never called from any of the quest aliases. I have checked this in USKP 1.3.3, but those records are all properly configured and there are also the correct scripts packed in the BSA. Thus, it's not a problem on our end.

I suspect that this is a mod conflict, but not a conventional one (i.e. not a deliberate edit of the caravan quest or script; I'm not aware of any mod that deals with the caravans specifically), but probably one that is caused by dirty edits (the infamous ITMs and UDRs). The problem wit those ITMs is that they cause all sorts of weird glitches or CTDs out of nowhere which usually are difficult to reproduce. It is a sad fact that many authors do not take the time to clean their mods before they go live, although it is well known that the CK tends to include tons of unwanted records in an esp, and sometimes, just clicking on an object to have a closer look results in a copy of that record being included although it was not even changed (i.e. many ITMs are in fact created by the CK; that's not even new to Skyrim but has been the same with the CS in Oblivion). Situations, where content of other mods (e.g. individual USKP fixes) appears to have been disabled is a very common side effect of those dirty edits.

I strongly recommend to check all running mods in TESVEdit and clean them, if necessary (do not forget Update.esm and the official plugins). That's something that should be done on a regular basis with all new mods installed. Eventually, BOSS will warn you when there is a mod that requires this sort of action, but it always takes some time until they get aware and verify those problems.

EDIT:

RautaPalli wrote: "I also tried loading a much, much older save where the caravan changes were not implemented yet. They worked fine there, but after loading up that same save with the newest USKP version they were borked again."

I agree that logics appear to indicate in this case that USKP is the culprit. Though, you forget that each mod installed in the meantime did bake data in your savegame, which can conflict with any mod that is installed later. They even do so when the offending mod has been uninstalled a long time ago (and, in some cases, uninstallation even worsens the situation). You can read more about this here:

http://afkmods.iguanadons.net/index.php?/topic/3676-skyrim-information-baked-into-saves/

Edited by sclerocephalus, 31 July 2013 - 12:50 PM.


#3410
DarkGenius

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In response to post #8549822. #8551547, #8556392, #8558068, #8563976, #8564348, #8590340, #8595408 are all replies on the same post.

@glow90, which patch? could you link it here, or if possible PM 2 me?




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