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    Arthmoor 1159 kudos 6851 posts

    Errors During NMM Installation

    If you get the following error:

    BOSS_API_ERROR_INVALID_ARGS: Master files must load before other plugins. The mod was not installed.

    You need to perform the following steps:

    - Uninstall and delete all the Unofficial patches in NMM.
    - Exit NMM.
    - Launch NMM again.
    - Download and install all of the updated Unofficial patches.
    - Run LOOT to sort your load order.

    Cannot Absorb Dragon Souls

    Make sure your load order is right!

    [Other ESMs]
    Official hi-res DLC
    [Other ESPs]

    Use BOSS - you'll enjoy life more.

    Loose Scripts in DataScripts

    Check for: dragonactorscript.pex and/or mqkilldragonscript.pex. Remove them if present. They are from dragon mods that came as loose files.

    DSAMG - Dragon Soul Absorb More Glorious, and Diversified Dragons are known to cause this. Those mods need to be updated with a Dragonborn patch that incorporates the fixes from the UDBP.

    Skyrim Unbound ( will cause this as well due to the script being unaware of the changes for Dragonborn.

    Others may be a factor as well.

    Note too that the offending mod may have the script packaged inside a BSA. That will need to be handled by that mod's author.

    If you are using Mod Organizer and are here to report issues with dragon souls, sorry, but you're on your own as we do not support issues caused by incorrectly letting that program modify the BSA load order system the game has. Your post is likely to just be ignored. We don't have time to keep fending off false bug reports caused by people who insist on unpacking their BSA files using the program and thus subverting the entire system the game relies on for proper behavior.

    I've seen something called the Skyrim Misc Patches Collection (aka USKP_Addon)? What is this? Do I need it? Is it safe?

    The mod known as the Skyrim Misc Patches Collection (aka USKP_Addon) is not an approved extension and does not have the support of the Unofficial Patch Project. It's author has decided to make some deeply subjective design changes to the game and has chosen to market in such a way as to make it seem as though our project approves of its existence. We do not. This mod is not only full of subjective game design changes but also contains poorly implemented replacements for several fixes we've already made that in turn generate conflicts in the game and can even lead to save game corruption.

    We have on several occasions attempted to contact the author, who has contributed fixes directly into the patches before and has ALSO provided Italian translations. He refused to address the issue, in fact refused to acknowledge our concerns at all and has continued to operate as though nothing is wrong.

    You are strongly advised NOT to use this mod as it will be damaging to your game. We will NOT provide support to anyone who is using it in their games.

    We will rescind this warning if and ONLY if these issues are resolved. Further details available.

    If after reading the details available you still wish to use SMPC, please be sure to install the SMPC Overwrite Fix file that's listed on the optional files tab below the USKP's main file.

    DO NOT INSTALL this file if you are not using SMPC - your game will crash.
  2. premium

    Arthmoor 1159 kudos 6851 posts

    Alright, in light of the new sticky comment ability, let's trial reopening the thread.


    First, some misinformation needs to be cleared up:

    1. The patch is not the cause of your game crashing. Before each full public release, the patch enters a beta stage where several knowledgeable people put it through its paces. On only one occasion has there been any hint of a possible CTD, and that turned out to be due to another mod's influence.

    If you're getting CTDs, you need to look elsewhere for the cause. Either you have outdated mods which need to be fixed, you haven't updated your game, or your save has reached a point of no return. Removing the patch because you think it caused the problem will only result in further damaging your save (see #3).

    2. When we report an issue as being fixed, it's been fixed. Continuing to report the same issues as still being broken indicates either a failed update on the user's part or another mod that is overriding the fix.

    3. There is no such thing as a clean save. It does not matter who tells you there is, it doesn't exist in Skyrim. You cannot remove any mod, not even the patch, without there being some data that's been permanently changed. Doing this repeatedly WILL damage your save and WILL eventually lead to it becoming corrupt and unusable. Bethesda's own developers have confirmed the only way to properly remove a mod is to load a save made BEFORE that mod was introduced into the game. If you started a new game with 10 mods installed, you're going to be stuck with those 10 forever.

    This is not something the patch broke. It's just the way Skyrim works. The old days of installing and removing mods at will and without consequences that people are used to from Fallout and Oblivion are gone.

    4. The releases made here are not "beta quality". They aren't betas at all. They have been tested. They are known to work. While it is definitely true that bugs can be introduced, these are relatively easy to spot and they get fixed with the next update cycle. Not everything will be caught though. We're all human.

    5. Scripts that log messages are not the cause of whatever is crashing the game. There's no guarantee that a script is even what the problem is. Reports of "this script crashed my game because Papyrus said so" will be ignored from now on.
  1. Marcius 6 kudos 146 posts

    Not sure where this could be occurring but I have been having issues with Enthir and Faralda being stuck in the hall of countenance breaking Enthir from selling. Probably the scene where he's suppose to ask about the dragons with Faralda. Only occurred after the completion of MG08. Removing anything and everything except USKP results in the same situation.

    I'm not sure what could be done to stop that scene, since all the usual console commands result in them returning to their positions.
  2. metalstorm1999 0 kudos 1 posts

    Does this mod fix the bug in the mind of madness quest where the game crashes?

    AaronOfMpls 27 kudos 1291 posts

    In response to post #17624919.

    I don't know; I don't think my game ever crashed during that quest.

    The changelog (link on the description page) shows several fixes to The Mind of Madness (DA15). Maybe one of these fixed your problem.

    Thelios 39 kudos 462 posts

    In response to post #17624919. #17638674 is also a reply to the same post.

    Skyrim used to crash during Mind of Madness if you tried to save game after using the potion. Edit: This issue was caused by a patch from Bethesda.

    I do not know if this has been fixed as I no longer try to save game until the quest is done and my character is back outside of the building.
  3. daventry 21 kudos 5125 posts

    I Killed Madanach and he's Gang before we're about to take Markarth in witch Thonar and he's Wife are Saved to give a little more Life at the Treasury House, hence the Girl at the Desk is Alive aswell. Anyway, now Thonar Constantly stands at the spot where the Assualt was suppose to happen, plus the Dead Escaped Miner Briarhearts never clears.
    The Quest marker at the Collage always directs me through the Archmage quarters instead of to the Library, plus everyone keeps walking through the Archmage Quarters instead of going through the Door leading to the Library.

    Investigate the Boehethia Cultist still stuck in my Journal, even though im done already.

    Just saw an Imperial Prefect with a bunch of Falkreath Stormcloak Guards in the Cave where im going to get the Ebony Mail
  4. DraconX3 0 kudos 10 posts

    I have the patches all installed, and they worked as intended, perfectly. But now yet again my conjuration is failing as before with the Atronach stone active. As if the patch isnt functioning for that, or the Aetheral crown either.
    WIll deleting the old Skyrim unofficial patch and reinstalling it fix this or is there something possibly conflicting with it?

    AaronOfMpls 27 kudos 1291 posts

    In response to post #17492334.

    That fix isn't marked [NR] in the changelog, so it should probably be working.

    Does conjuration still fail if you start a new game? If so, you probably have another mod interfering, which doesn't include the fix.

    DraconX3 0 kudos 10 posts

    In response to post #17492334. #17495354 is also a reply to the same post.

    Thats what i figured, now the task comes of finding what mod is interfering with it x.x I have two possible suspicions, Undeath or mayby Wyrmtooth.
    What would be a good way of going about rectifying this?

    Arthmoor 1159 kudos 6851 posts

    In response to post #17492334. #17495354, #17552019 are all replies on the same post.

    They're just spell records, so they should be working fine and don't need a new game to take effect.

    Likely something is reverting the fixes. That should be relatively easy to find if you load all your mods into TES5Edit, then expand the "Spell" section in the USKP and see what is editing each entry.

    I can tell you straight up that Wyrmstooth is not causing it.

    The only other thing I can think of is that perhaps you're using a mod which has different spells for conjuring things and those new spells have not been flagged properly. If that's the case, only that mod's author could fix it.

    DraconX3 0 kudos 10 posts

    In response to post #17492334. #17495354, #17552019, #17565309 are all replies on the same post.

    Oooh. ok. Well I shall try this then, IM still trying to figure everything out in TES5Edit lol. Thanks for the input though! Im big on conjuration in Skyrim, and furthermore I have Apocalypse spells, so that might possibly be whats doing it. Ill check and see.

    DraconX3 0 kudos 10 posts

    In response to post #17492334. #17495354, #17552019, #17565309, #17614764 are all replies on the same post.

    Ah ha, it is undeath. Frost atronach for sure is affected by it, and oddly enough Familiar is too. Which I noticed. So hmmm.....I might have to just remove that mod alltogether. I Mean it is nice but, at the same time it is glitchy rather.....And theres no cure for being a lich either so you can revert back to go try out vampirism or a werewolf =P

    DraconX3 0 kudos 10 posts

    In response to post #17492334. #17495354, #17552019, #17565309, #17614764, #17614869 are all replies on the same post.

    Ok for reference, that has fixed it. Im also removing wyrsmtooth, its conjuration spells arnt affected by the USKP so they bug all the time =| That mod was interesting but not worth keeping imo. So im good. Thanks for all the help \o

    Arthmoor 1159 kudos 6851 posts

    In response to post #17492334. #17495354, #17552019, #17565309, #17614764, #17614869, #17615249 are all replies on the same post.

    Heh. I hadn't even noticed that Wyrmstooth adds some of its own spells. That's probably an issue worth reporting to the author in case he decided to do another update.
  5. looooots 10 kudos 2124 posts

    Hi can anyone help me about receiving a SUM error when unofficial patches installed? i receive an error and reproccer doesnt patch. any clue? thanks

    sum link -

    raulfin 93 kudos 3188 posts

    In response to post #17597079.

    Issues involving the Reproccer should be put on the Reproccer page.
    Also when you post there, you will need to supply more information.
    Check your =--Debug Overview--=.txt for ERROR or EXCEPTION lines & if they point to a line in the Asynchronous log.txt those lines will also be needed.

    looooots 10 kudos 2124 posts

    In response to post #17597079. #17597194 is also a reply to the same post.

    uhh i posted here, since older versions of unofficial patches, are patched by sum, so all my patches, ASIS, reproccer etc. are all patched. its only the NEW versions of unofficial patches WHEN INSTALLED, gets broken. using all latest versions. so the faulty isnt in reproccer.

    [166] [ERROR] /=== ERROR!
    [167] [ERROR] (==== File: SkyProcDebug/Mod Import/12 - Reproccer.esp.txt
    [168] [ERROR] \=== Line: 5
    [169] [ERROR] \== Message: skyproc.exceptions.BadMod: Ran into an exception, check SPGlobal.logs for more details.
    [170] [ERROR]

    raulfin 93 kudos 3188 posts

    In response to post #17597079. #17597194, #17597859 are all replies on the same post.

    Reproccer works just fine with the current USKPs, I literally just patched with them with no issue. Not gonna troubleshoot a non-USKP issue on the USKP page.
  6. Xion the Dragonheart 0 kudos 35 posts

    Deleted by user
  7. PsYchotic666Joker 3 kudos 881 posts

    I am having trouble absorbing Dragon souls all dragon souls i tried Every fix i chould find anyhelp???? or fix for this

    Mahlzeit88 30 kudos 1491 posts

    In response to post #17518154.

    There is more advice about that over at the Unofficial Dawnguard Patch in the sticky.

    Edit: Uhm ... no ... just the same.
    But you have the other U-patches as well, do you ?

    Or get "Run for your lives" and " Deadly Dragons" and hope that they fix it.
    Don't ask me why
    Just a hunch and an attempt that will not hurt.

    PsYchotic666Joker 3 kudos 881 posts

    In response to post #17518154. #17518459 is also a reply to the same post.

    run for you lives and DD both ininstalled and stilldidnt work looks like i have to re mod everything blah lol

    AaronOfMpls 27 kudos 1291 posts

    In response to post #17518154. #17518459, #17525154 are all replies on the same post.

    Are you sure you have the patches and the DLCs in the correct order in your load order? (See the sticky above, or the description tab.)

    looooots 10 kudos 2124 posts

    In response to post #17518154. #17518459, #17525154, #17562709 are all replies on the same post.

    do you have dragon stalking fix? if so remove it. and check.
  8. PouletFurtif 0 kudos 53 posts

    I won't use USKP anymore until there's a merged patch :/

    Arthmoor 1159 kudos 6851 posts

    In response to post #17428834.

    That seems like an extreme position to take for something not planned to happen until well into 2015.

    Krucify 3 kudos 83 posts

    In response to post #17428834. #17437834 is also a reply to the same post.

    Why would you decline to use the patches because they are not merged? Extreme is an understatement.

    udontnoudontno 0 kudos 55 posts

    In response to post #17428834. #17437834, #17464149 are all replies on the same post.

    Is a merged patch even really that necessary? It saves you a few minutes for downloads/installation but you're still downloading the same size of files and if someone doesn't have every DLC then it'd take up unnecessary space for them. The other USKP's are already compatible with each other and you can mix and match according to what DLC's you have which makes things simpler. Honestly one of the simplest series of mods you can install and a merged patch would just be unnecessary as you'd have to download a huge pack every time one of the USKP's updates, but that's just my two cents.

    FallingStar7777 7 kudos 1211 posts

    In response to post #17428834. #17437834, #17464149, #17468284 are all replies on the same post.

    Well... My take on this is you need to take a look at the full changelog for the USKP before you decide to stop using it. The amount of things the USKP fixes that Bethesda left hanging after the last official update is phenomenal. This... position.. you're taking makes no sense to me.

    PouletFurtif 0 kudos 53 posts

    In response to post #17428834. #17437834, #17464149, #17468284, #17469964 are all replies on the same post.

    I'm simply using more than 255 .esp.
    I'll use USKP again when bugs piss me off enough.

    Octopuss 19 kudos 2072 posts

    In response to post #17428834. #17437834, #17464149, #17468284, #17469964, #17561574 are all replies on the same post.

    I am sure you would find numerous mods you don't really need if you tried

    Finxert 2 kudos 202 posts

    In response to post #17428834. #17437834, #17464149, #17468284, #17469964, #17561574, #17561809 are all replies on the same post.

    Do you know that you can merge esps right?
  9. circ 2 kudos 225 posts

    Would this qualify as a bug? Outside Blue Palace in Solitude:

    No mods that affect Solitude or Blue Palace. Texture mods that might do that that I have installed are Bethesda HD textures and Skyrim HD 2k textures. Actually the latter has some Solitude textures but haven't looked at them closer.

    Penetrator3 5 kudos 179 posts

    In response to post #17571619.

    I have the same problem on this door, dont know what mod it is causing or its a vanilla bug.

    Arthmoor 1159 kudos 6851 posts

    In response to post #17571619. #17580804 is also a reply to the same post.

    That's coming from some kind of conflict with a texture (or mesh) mod. The vanilla door with or without the USKP doesn't have that issue.
  10. lidowxx 8 kudos 527 posts

    I am running into a bug while doing the "Message to whiterun" quest on imperial's side, when I return Balgruff's axe to whiterun and report back to legate Cipius, he doesn't give me orders to prepare for battle and only greets with generic dialogues, "disable" then "enable" him does nothing, save at the point and then reload doesn't help either. I can use console command to end the quest but it won't start the next "Battle for whiterun" quest.

    I have no mods that alter the civil war at all. Can you look into what causing the problem? Thank you!!
  11. Crystalking52 1 kudos 127 posts

    Greetings sir, I have read that the SoljundsSinkholeLocation is missing a keyword to enable Stormcloak guard replacements after the Civil War questline is over and I was unsure if it had been brought to your attention before. I also wanted to suggest maybe renaming the "Markarth City Guard"s to just Markarth Guard"s for consistency. Again, if I should be posting this and my other two posts on the bug tracker, somebody do let me know.
  12. garbagewebsite69 0 kudos 5 posts

    Hopefully someone can help with this...

    When I equip an enchanted shield via a hotkey the enchants are not in the "active effects". For example, enchant a shield with a health enchant and equip via hotkey and health does not increase.

    Now, if I equip the shield via my inventory - even as simple as unequipping it and equipping it again - then the enchants work and show up in "active effects"

    The only mod that I have that would affect hotkeys is SKYUI, I have no mods related to extra shields or anything like that. All stupid things checked, game up to date, all other mods up to date, etc.

    Thanks, let me know if you need more info.

    noobzor 56 kudos 1876 posts

    In response to post #17528204.

    There is a known engine limitation with Skyrim where any items equipped via script do not apply the enchant effects. This has been a known issue for a long time, and as far as I know there is no way to fix it.

    garbagewebsite69 0 kudos 5 posts

    In response to post #17528204. #17528699 is also a reply to the same post.

    Thanks for the fast reply.

    Excuse the possibly dumb question: Why only for shields?

    I mean if use hotkeys to equip a necklace, for example, then it's enchant shows up. Same with armor, helm, rings, etc, etc. Just not shields for me.

    noobzor 56 kudos 1876 posts

    In response to post #17528204. #17528699, #17528914 are all replies on the same post.

    Well, I'm not sure exactly what factors come into play here...your issue may not even be the same thing as what I was talking about. A normal hotkey does not use the script-equip stuff that I was referring to. I don't know what SkyUI does differently with hotkeys, though, or how it handles the equipment groups. It could be that if your necklace, etc. were on normal hotkeys but your shield is on an equip group hotkey, then maybe it is just the equip group hotkey that is using a script-equip. I really don't know.

    I am not aware of any particular issue with shields specifically, though. As far as I know, the script-equip enchant effect issues affect everything equally.

    garbagewebsite69 0 kudos 5 posts

    In response to post #17528204. #17528699, #17528914, #17529104 are all replies on the same post.

    Ahh, I think I found it.

    It wasn't the shield per se, it was that my shield was custom enchanted. It appears that switching equipment with enchants via hotkey only works with already existing enchants - not anything you custom enchant at the table. Well, that sucks, lol.

    noobzor 56 kudos 1876 posts

    In response to post #17528204. #17528699, #17528914, #17529104, #17529379 are all replies on the same post.

    Yes, I'm sorry, I meant to say that the script-equip issue applies to *custom* enchants, but I left out a word, hehe.