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    Arthmoor 1201 kudos 6992 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!

    Skyrim.esm
    Update.esm
    USKP
    Dawnguard.esm
    UDGP
    Hearthfires.esm
    UHFP
    Dragonborn.esm
    UDBP
    [Other ESMs]
    Official hi-res DLC
    UHRP
    [Other ESPs]

    Use LOOT - you'll enjoy life more.

    Loose Scripts in Data\Scripts

    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.

    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.
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    Arthmoor 1201 kudos 6992 posts

    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.
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    Jumpypsyco 0 kudos 22 posts

    With the unofficial patches is it required to use the esp's or can i just hide them in my mod organizer?
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    pStyl3 5 kudos 375 posts

    In response to post #18646294.

    "Unofficial High Resolution Patch.esp" can be deactivated in MO, the rest not (as they are no dummy plugins).
  2. JohnLR 0 kudos 97 posts

    Could fix the duration of circle spells in school restoration?
    Guardian Circle lasts 30s instead of 60.
    And Protection Circle of lasts 30s in Dual Cast instead of 60 as well.

    I tested the two spells starting a new game, just with the unofficial patch of Skyrim and DLCs and mods: Skyrim Uncut and Cutting Room Floor.

    Edit:
    I tested again without these mods and starting a new game, and the duration is still buggy for two spells.

    Please, does anyone know a mod that has corrected these spells?

    Edit²:
    After searching on google I saw that practically no one noticed this error, I found one or two posts about it besides my own, and a comment in the discussion area of the Guardian Circle spell in UESP site that says that the duration is no more than 30s, I sought youtube videos that showed the length, I found a gameplay which showed that the duration does not reach 1m, I do not know exactly how many seconds, but it seemed to be around the 40s or 35s because the player was looking the other way when the duration was around the 30s and because of that I could not count the time.

    ##Edit³
    Really is not possible to fix this?
    Every time I question about this bug, it is ignored.

    JohnLR 0 kudos 97 posts

    In response to post #18526714.

    Sorry, but I need to at least know why this is being ignored.
    There's so much, much smaller being corrected.

    svarr 0 kudos 59 posts

    In response to post #18526714. #18578774 is also a reply to the same post.

    Neat find! Hopefully it'll be noticed.
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    jakejoachim2013 0 kudos 64 posts

    In response to post #18526714. #18578774, #18617829 are all replies on the same post.

    i have no answer for you as i never found this bug before but i can say try look for other patches that will fix it here on the nexus.

    JohnLR 0 kudos 97 posts

    In response to post #18526714. #18578774, #18617829, #18631894 are all replies on the same post.

    I searched, I have not found something to correct, well, could test them in your game and tell me if they are working as they should?
    At least I would have a greater certainty of the existence of the bug.
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    jakejoachim2013 0 kudos 64 posts

    In response to post #18526714. #18578774, #18617829, #18631894, #18633684 are all replies on the same post.

    What do you mean by if i could test them in my game? test what?

    JohnLR 0 kudos 97 posts

    In response to post #18526714. #18578774, #18617829, #18631894, #18633684, #18633894 are all replies on the same post.

    Sorry, I speak of those spells I mentioned.
    Circle of Protection and Guardian Circle.
    Check if the durations are consistent with the effects menu.
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    jakejoachim2013 0 kudos 64 posts

    In response to post #18526714. #18578774, #18617829, #18631894, #18633684, #18633894, #18634414 are all replies on the same post.

    I will check them and when i do ill let you know

    JohnLR 0 kudos 97 posts

    In response to post #18526714. #18578774, #18617829, #18631894, #18633684, #18633894, #18634414, #18634699 are all replies on the same post.

    Thank you XD
    Do not get me wrong for all this "desperation" by the correction.
    It is to be ignored meaningless frustrates a bit.

    I really do not like to bother, or draw attention somehow, but this issue being ignored, started getting sooo bizarre.

    edit:
    I asked for a little help and a guy saw it really is impossible to create a circle that is affected by perks and double cast. At least the game engine can not.

    edit²:
    The only problem is the duration of the hazard [the effect of the circle in creation kit], it lasts 30 seconds, and makes it so this time in any situation, regardless of perks, scroll or regular invocation.
    The only way I imagined it would be scripted if it is possible to change the duration of a hazard by scripts.
  3. DaZKon275 0 kudos 10 posts

    Hey, what if I don't have Skyrim.esm and Update.esm in my Data Files?
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    noobzor 68 kudos 2036 posts

    In response to post #18349764.

    Then you are either using a pirated version of Skyrim, or you did not install the game.

    Maddy21 0 kudos 91 posts

    In response to post #18349764. #18350599 is also a reply to the same post.

    you cannot run the game without those files

    FallingStar7777 10 kudos 1744 posts

    In response to post #18349764. #18350599, #18400114, #18632119 are all replies on the same post.

    You may be making a simple error here : Skyrim.esm and Update.esm are REQUIRED for the game to even launch, so they don't appear in the default launcher when viewing data files. I've just double-checked this.
    Assuming you have a legit copy of Skyrim that requires Steam to run, you just made the error of assuming that you don't have Skyrim.esm and Update.esm because they don't appear in your Data Files window through the default Skyrim launcher.

    TL ; DR : The files exist, but are not shown in the Data Files window.

    EDIT: @ DazKon275: They are still in your actual files. They do not display in the default Steam launcher data files window to prevent you from breaking the game by unchecking them.
    Some images to illustrate what I think your issue is. Data Files Issue
    As you can see, the Skyrim Data Files Window does not display Skyrim.esm and Update.esm
    However, they are clearly there in the actual files of the computer, under C:\Program Files (x86)\Steam\SteamApps\common\skyrim\ Data

    IF YOUR FILES ARE NOT IN Steam\SteamApps\common\skyrim\ Data
    , that's a problem.

    This also explains to anyone else what I was getting at with what I think this guy's confusion was.

    Extra space after \ and before Data to avoid annoying smiley
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    jakejoachim2013 0 kudos 64 posts

    In response to post #18349764. #18350599, #18400114, #18455004 are all replies on the same post.

    Even with a Pirated skyrim /Bought Skyrim, you will still NEED Update.esm and Skyrim.esm. without those you will never play skyrim, its like taking a phone and taking out its battery, you will never get to use it without the missing parts to it.
  4. stewjo004 0 kudos 10 posts

    I went through ten pages to see if it has been asked so I guess not but it appears I have got a broken script because Maramel won't do the preaching scene when you first enter the bee and barb i tried using the console commands "completequest DialogueRiftenSS05" and "setstage 5ce25 100" still nothing can anyone tell me how to fix the script myself? Thanks
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    jakejoachim2013 0 kudos 64 posts

    In response to post #18488839.

    Have you tried deleting mods to fix this error or a new save if you use the same one for every mod even if you deleted them your save can become corrupt.
  5. Danielzxzx 0 kudos 32 posts

    Question About Nexus Mod Manager.

    I have never used it before I was wondering if after I set the load order for the mods, if I have to start launching Skyrim from NMM or if I can just continue launching it from Steam?
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    jazzak25 5 kudos 372 posts

    In response to post #18489299.

    Shouldn't matter either way.
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    jakejoachim2013 0 kudos 64 posts

    In response to post #18489299. #18525864 is also a reply to the same post.

    You can launch it from ether one, both will launch the same way.
  6. malevolent3 0 kudos 57 posts

    I installed the new patch and now the world space is bright and has weird lighting issues going, mostly to do with things being really bright, whereas interiors appear to be just fine... I use RCRN and Pure weather, however disabling these mods as a test appears to have made the effects worse... Now I have the brightness at 100% to be fair, however, to scale the brightness lower means that my interiors will be completely devoid of any light whatsoever, including night vision (I use predator vision) and torches. As a side note, the light is reminiscent of when fog gets the overly bright weird lighting issue, and everything is kind of hazy.

    I'm frankly quite confused. They appear to be un-related and the load order is fine. Could it be an incompatability with the newest version or something else?
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    Arthmoor 1201 kudos 6992 posts

    In response to post #18527549.

    I don't see how. If you've got the USKP in the proper position in your load order, anything RCRN and Pure Weather changes should be taking precedence.
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    jakejoachim2013 0 kudos 64 posts

    In response to post #18527549. #18536479 is also a reply to the same post.

    it could be your save, maybe try a new one?
  7. xXWhiteMasterXx 0 kudos 1 posts

    This work great, thanks so much!!!
  8. Marcelievsky 0 kudos 140 posts

    I'm having the bug "invisible shield" and I am not with vampirism. I have several mods and I would like to know more details of this bug, in TES5Edit if I can find it and how? Grateful!
  9. AshleyVega 0 kudos 2 posts

    Already answered, pls delete.
  10. GravityQueen 1 kudos 68 posts

    Does this implement the Brawl Bug Patch or do I have to use both mods?

    blackpete8427 0 kudos 20 posts

    In response to post #18586159.

    You will have to use both mods. It was determined that it wasn't suitable to include directly in the USKP.
  11. zzxxccvvbb 0 kudos 44 posts

    hello guys!!

    Brawl Bugs Patch has been integrated into USKP?

    blackpete8427 0 kudos 20 posts

    In response to post #18536729.

    No, you will need to download it separately, because it was determined that it would not be suitable to include directly in the USKP.
  12. jkabrink 0 kudos 2 posts

    It looks like the jeweled goblet fix messed up jeweled goblets that were already in place. The jeweled goblet that was on the Thieves Guild reward shelf is stuck on the ground and if you try to interact with it, it floats away. I can provide a screenshot if need be. Thanks

    blackpete8427 0 kudos 20 posts

    In response to post #18567094.

    This is being addressed in the next update.