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 (http://steamcommunity.com/sharedfiles/filedetails/?id=16937212 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.
Alright, in light of the new sticky comment ability, let's trial reopening the thread.
PLEASE READ THIS STUFF!
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. are these safe to update mid-game now? i've encountered problems with that before. 2. why isn't the infamous 'trinity restored' bug fixed yet? (where karliah turns around and doesn't open the gate, breaking the quest)
Just have a few minor things I noticed, but I don't have an AFK account for the tracker.
In Kynesgrove, there seems to be a dialogue confusion between Kjeld and his son, Kjeld the younger. On more than one occasion I have heard Kjeld (the father) saying (in his usual voice) something like 'Father, mother is trying to make me work again' and his son, Kjeld the Younger (in his own voice' says something like 'What did you say to her son?' to which he replies something like 'I said I didn't want to' and then Kjeld the Younger finishes by saying, to his father, something like 'That's it son, be your own man'.
It seems their roles are the wrong way around during this conversation. The correct voice actors seem to be in place, but the scripts/roles are the wrong way around :S. Why would Bethesda use the father's voice to speak as the son and visa-versa in that scenario :-S?!
In Lost Prospect Mine, there is a cluster of two mushrooms (Imp and Fly I think I can't remember) that cannot be harvested at all. This is a short bit after the waterfall ledge, en route to the gold veins.
Similarly, at Red Road Pass, there are two clusters of Namira's Rot, one in from of the chest that is in the felled tree and the other, which cannot be interacted with, is just behind the chest.
In Falkreath's Dark Brotherhood Sanctuary, there are some mushrooms (Bleeding Crown I think...maybe Whitecap, I forget) where Festus is initially standing whilst they share their kill stories, which cannot be harvested.
On a weird note...I was in Sarethi Farm and dropped my own woodcutting axe...it became tagged as no longer mine immediately and went red and highlighted as 'steal'...it's happened a few times in various places...is it normal for my own items to no longer be considered mine if I drop them on someone's property?
Finally, my Blood on the Ice is still a bit...broken...
On two playthroughs, the guard has not appeared and I've had to skip that section...but there were no corpses anywhere in Windhelm, other than Susanna's , to indicate said guard had been killed by a vampire...there were no vampire corpses either :-S.
On all other playthroughs, the Butcher is bugged. After speaking with Wuun and him predicting the next kill, the victim stands in the marketplace as normal. However, previously the Butcher would walk to the Stone Quarter and murder her in broad daylight. Now, instead, he does not walk there but instead spawns immediately behind his victim, killing her the same seconds he's spawning, making her unsaveable. He also only does it at night now, which is more friendly to the discussions about him, I prefer his night-time only strikes...but instead of walking and stalking her there he just insta-spawn-kills her.
I only use the unofficial patches because of the stability and because they are required for certain other modifications. I do not like the "fixes" to things such as Dremora and High Mer Vampires now using head tracking. Also the thing I do not like most is not being able to pick up weapons from a slain enemy, and how the weapons will be heavy and oddly attached to the body moving it about.. even though that fix can help bloat if you were to always leave weapons around.. -_-
I do wish I could revert those two or more changes.
I am following all said steps but after uninstalling and deleting all the Unofficial Patchs and restarting as told too when I redownload and go to install the Unofficial Skyrim Patch I am STILL getting the Error Message... Any solutions to that issue??
Please Help me understand what is happening here as I am attempting to update my Unofficial Patches and the fact that I am following every step told to do to solve this issue and yet when I reinstall the main patch I am hitting the same issue which the steps I followed should of stopped has me at my Wits end.
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.
Hi All, I am having some problems with the Alduin's Bane Quest. I have the 1.9.32 Legendary Skyrim release. I recall there was some issues with this quest long ago where Alduin would sometimes becomes invincible. I seem to be having some similar issues and the Legendary version was supposed to have a fix for this. Does this patch attempt to fix amy part of that quest?
Here is the issues I have. Alduin will sometimes not land to begin the Nordic Hero's Fight from the past. (he will just keep flying over the Heros and the rock formation where he should land to begin the fight). Rarely, after several reload attempts when I can get Hero's battle to work; After learning Dragonrend and it is time to engage Alduin in battle if his wings are spread while talking you can damage him when the fight starts however, he uses his Meteor shower attack and never lets up. Trying to beat him on Legendary is near impossible. If you die the game restarts with Alduin perched on an invisible mountain or rock high above you and begins the voice dialogue again for the battle. When the battle takes place again constant meteor shower attack and won't let up and he becomes invincible. I'm a little frustrated at this glitch right now but I'm going to try the fast travel invincibility work around and see if that helps. I'll check back later with an update and to see if anyone has any suggestions or knows whats up with these issues. Thanks.
Many thanks for these unofficial patches, but I was wondering; when are these going to return to Steam Workshop? While I still often visit nexus because it's easier to find mods, I like being able to then just find the Steam Workshop version and subscribe to it, but all the unofficial patches seem to have disappeared from there.
Was the updated fix for the female ebony armor deformations included in 2.0.7? A USKP modder said he fixed it in the bug tracker but it's still only marked as confirmed and it's not mentioned in the patch notes...
The arthmoor made an incorrect fix, it probably increased the time of the hazard of guardian-circle to 60, but that only changes the place of problem, correcting the spell and changing the scroll of the spell, The correct fix for the time of hazard of the two circles, is to mark the "inherit from spawn spell duration" in hazards: - CircleOfProtectionHazard" - GuardianCircleHazard" - GuardianCircleTurnHazard"
When I was trying to fix this glitch, I made that mistake too. But following it there, the two circles back to normal, leaving only the interconnection with perks.
And about the glitch of the circle of protection do not have the time doubled by double-cast. It is because the multiplier of double-cast is the value 0.5000 and non 1.0000.