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Unofficial Skyrim Special Edition Patch


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#6881
Arthmoor

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In response to post #70141708. #70142533, #70142983, #70143058, #70143448, #70164618, #70165258, #70197668, #70197718 are all replies on the same post.


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No matter how you dress it up, piracy is still piracy just like theft is still theft. Computer games are luxury items, not life necessities.

I'm glad you eventually ponied up, but the reason we come down on it so harshly is because pirates feel they are entitled to MORE support than legit users - and as DarkDominion said it's a taboo subject here at Nexus (and any other respectable hosting site).

#6882
Dweep90

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In response to post #70157393. #70197743 is also a reply to the same post.


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Don't know.I never had this problem before.They become hostile and attack me with their curved swords if i reject kematus offer.

#6883
DarkDominion

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In response to post #70157393. #70197743, #70207973 are all replies on the same post.


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but it has nothing to do with Unofficial Skyrim Special Edition Patch...see last sticky

#6884
syntarro

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I just started playing this game and I encountered a bug in the Blades radient quest, Kill the dragon at Anthor mountain. I read all the forums posts from 2014 tried all the console commands, slept 30 days nothing worked I think my blades faction is finished at this point. the dragon doesn't exist, the quest isn't there, one quest marker is in margarth the other is alittle bit north of the mountain zone. Nothing has worked. I even tried a player.moveto dragons prid and crashed my game I thnk it was 32Ca2 something like that. any advice?? or should I just hang it up on the blades?

#6885
FranciscoJCG

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Does this patch fix that "npc that are killed drop their weapons to the ground which will never despawn" bug?

#6886
3aq

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Hello Unofficial Patch Project Team,

I am wondering if it's possible to adopt renketsu0's Attack Speed Framework concept into future version of the unofficial patch?

From my understanding, how the game currently handles weapon speed is that weapon speed AV starts at 0.00 and then this modifier is compared with the currently equipped weapon, this makes for stacking more than one attack speed modifier wonky (as can be witnessed when using Dual Flurry + Elemental Fury + etc etc). Buffs do not properly apply, and similarly too do debuffs seem more of a joke than anything else. Worse still is the fact that there is an entire facet of the game left unexplored due to this age old bug, that being the weapon/attack speed management, which in one of the top games about sword n' board and magic pretty inexcusable.

Good news though, a modder known as renketsu0's devised a concept which works to alleviates this issue by raising the base weapon speed to a standard AV of 1.00 while removing the speed buff/debuff AV padding of 1.00.

Base Scenario: Player character simply buffs himself with Dual Flurry and Elemental Fury.
Old to new base weapon speed (0.00 --> 1.00) ,Old to new elemental fury (1.50 --> 0.50), Old to new dual flurry (1.20 --> 0.20)
Currently: 0.00 + 1.50 + 1.20 = 270% attack speed
Proposed: 1.00 + 0.50 + 0.20 = 170% attack speed

Scenario 1: The player character, stumbles upon a slow trap while assaulting a pack of enemies.
Old to new base weapon speed (0.00 --> 1.00) ,Old to new elemental fury (1.50 --> 0.50), Old to new dual flurry (1.20 --> 0.20), a slow debuff (-0.45)
Currently: 0.00 + 1.50 + 1.20 - 0.45 = 225% attack speed <-- that debuff will buff right out
Proposed: 1.00 + 0.50 + 0.20 - 0.45 = 125% attack speed <-- that debuff is more concerning now.

In effect it would add more flavor to a game about swords, boards, and magic; as weapon speed or the lack thereof is now more emphasized and realistically reflected within Skyrim universe.

Scenario 2: The player character, who is fatigued, stumbles upon slow trap and proceeded to be assaulted by warlocks specialized in frost spells.
Old to new base weapon speed (0.00 --> 1.00), Old to new elemental fury (1.50 --> 0.50), Old to new dual flurry (1.20 --> 0.20), a slow debuff (-0.45), a frost debuff (-0.35), a fatigue debuff (-0.50), a frenzy buff (1.20 --> 0.20), a pair of gloves of haste (1.15 --> 0.15)

Currently: 0.00 + 1.50 + 1.20 - 0.45 - 0.35 - 0.50 + 1.20 + 1.15 = 375% attack speed <-- for the record this would be like Flash in his Flash time.
Proposed: 1.00 + 0.50 + 0.20 - 0.45 - 0.35 - 0.50 + 0.20 + 0.15 = 75% attack speed <-- a more accurate depiction of someone taking his/her last stand.

There's also the bugged Scenario 3: Where in order to compensate for vanilla's weapon speed application, mods that deal with debuff erroneously applies it so that, literally every debuff shuts everything down.
Old to new base weapon speed (0.00 --> 1.00), a slow debuff (-1.45 --> 0.45)

Currently: 0.00 - 1.45 = 0% attack speed <-- completely rigid at this point
Proposed: 1.00 -0.45 = 55% attack speed <-- a more accurate depiction of something slowed

Why am I bringing to USSEP in particularly?--Because quite simply, USSEP (and USLEP by extension), establishes the standard for Skyrim modding. And this is one aspect of the that requires conforming to properly (or rather more successfully) apply it to the game.

I am hoping this would be worth while to consider as this would IMHO be one of the biggest thing to improve the game play of Skyrim at the present moment.

Kind Regards,
Sean

Notes:
Attack Speed Framework
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Edited by 3aq, 22 May 2019 - 11:16 am.


#6887
Madcat221

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In response to post #70212373.


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Yes. The weapons remain part of the NPC even if they appear to be dropped.

#6888
Dweep90

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In response to post #70157393. #70197743, #70207973, #70208823 are all replies on the same post.


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I have 2 other glitches.!)when i save while i'm riding a horse and load that save the horse starts flying 2)When i cast dual wield illusion spell very quickly to anybody the game sometimes crash.Does this happen to you?I'm getting pretty sick of skyrim.

Edited by Dweep90, 20 May 2019 - 02:36 am.


#6889
Arthmoor

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In response to post #70157393. #70197743, #70207973, #70208823, #70246113 are all replies on the same post.


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These are things you need to troubleshoot on the forums as they have nothing to do with this patch and are not vanilla bugs either.

#6890
Legioner66

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Nevermind I see it answered on the Gildergreen mod comments

Edited by Legioner66, 22 May 2019 - 01:16 am.





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