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    Arthmoor 1524 kudos 8152 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 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 ( 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 1524 kudos 8152 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.

    6. Rude, abusive, trollish, or just plain untrue posts where it's obvious the poster is LYING will result in an immediate download block. Pick your words carefully people. We don't have to put up with you, and from now on, we simply won't. Trolls will also be forwarded to the moderators for appropriate action as needed.
  1. WSChase 0 kudos 99 posts

    Horse will fall through the platform of the three standing stones west of Riverwood.
  2. gmahadhika 3 kudos 143 posts

    If I'm using the newest SMPC, will I still need the SMPC overwrite files? Thank you.
  3. kingwilfre16 2 kudos 722 posts

    is there any cheats for Galmar's Reporting in bug?
  4. kaimelar 0 kudos 3 posts

    hello bugsquashers,

    I just had an annoying bug during the 'Blood on the Ice' quest: the characters I had to talk to in order to proceed, namely Viola Giordano and Calixto Corrium, did not have any dialogue options. the solution to this was rather simple, as mentioned en passant on the Wiki: the note 'Beware of the Buther!' is not checked as a quest item, and since it was no longer in my inventory, it didn't trigger the proper reactions of these persons.
    maybe this could be fixed in an upcoming version of the USP, if there's still a need?

    (meanwhile, for any user with this problem: simply put "Player.AddItem 00021683 1" into the console).

    Tanker1985 5 kudos 453 posts

    In response to post #25293914.


    Or you could pick up the notes and hang onto them until the quest is finished. This is a quest where everything must be done exactly right. I did it 10 times on Xbox without a single glitch, except the first time when I didn't know you must sell the amulet to Calixto.
  5. premium

    hullmat991 0 kudos 26 posts

    So maybe its just me but when attempting to install with Skyrim Mod Organizer the installation stops around 82% and a message pops up saying the mod was not fully installed

    Arthmoor 1524 kudos 8152 posts

    In response to post #25029109.


    That's something you'll need to take up with the MO people. It has nothing to do with us.

    AaronOfMpls 38 kudos 2420 posts

    In response to post #25029109. #25029494 is also a reply to the same post.


    Is your game on a 32-bit system, with only 2-4 GB of RAM? I know people on 32-bit systems sometimes get an "out of memory" error when they try to install very large mods like the USKP through NMM. Perhaps something similar happens in MO.*

    Otherwise, I'd try re-downloading the USKP. Maybe part of the files got mangled in transit.

    * I'm on a 64-bit system with 8 GB of RAM myself, so I can't exactly test this.

    Phenom2122 0 kudos 6 posts

    In response to post #25029109. #25029494, #25058924 are all replies on the same post.


    I have never ever had any problems with Mod Organizer. People like to make it sound bad because they want you to only use Nexus Mod Manager and it drives me nuts. Mod Organizer is a far superior solution, NMM is the old way. Have you tried opening the zip file? My guess is that it didn't download properly. Otherwise, simply extract it into a new folder called 'Unofficial Skyrim Patch' or whatever you want it to be called in your 'mods' folder that should be in the same place as your MO installation.

    Demonlord091 0 kudos 22 posts

    In response to post #25029109. #25029494, #25058924, #25089214 are all replies on the same post.


    I've encountered the same issue with the Unofficial Patches and other mods.

    The easiest solution (in my personal opinion) is to just install the stuff with Nexus Mod Manager and leave the Organizing of the mods to Mod Organizer. Makes life slightly easier.
  6. nexusEDy 0 kudos 3 posts

    I've updated the mod (to 2.1.1v) and when I loaded my game, my mage's hands are gone. The mage gloves are making them invisible. How can I solve this?

    nexusEDy 0 kudos 3 posts

    In response to post #25329134.


    Nevermind. I've reinstalled the mod, and they're back. LOL
  7. premium

    Faelrin 29 kudos 716 posts

    So I noticed there's a glow map texture for deathbell but neither the ingredient mesh or flora meshes are set to use it (and instead has its diffuse texture linked twice). Will this need to be fixed? I didn't see anything in the changelog for it. Only noticed because I'm doing a red variant for a mod I'm working on currently.

    blackpete8427 8 kudos 221 posts

    In response to post #25284114.


    Added this to our bug tracker. It may be something that should be addressed in a future update.

    blackpete8427 8 kudos 221 posts

    In response to post #25284114. #25294104, #25314769 are all replies on the same post.


    After further evaluation we determined that fixing this would cause the deathbell flowers to glow way too brightly. As a result, this disqualifies it as something that we would considering adding into the USKP. Apparently, Bethesda didn't make those changes for a good reason.

    Faelrin 29 kudos 716 posts

    In response to post #25284114. #25294104, #25312549 are all replies on the same post.


    I noticed when it made my red variants more on the pink side after adding it on the meshes. Guess that's why. Will the double diffuse texture stay there on the meshes then?

    Arthmoor 1524 kudos 8152 posts

    In response to post #25284114. #25294104, #25312549, #25314769 are all replies on the same post.


    Yes. We'll be leaving that alone as it appears to have been intentionally set that way.
  8. KamSolastor 15 kudos 1977 posts

    For some reason, with the Unofficial Skyrim Patch (and JUST it, the Update, and Skyrim, I noticed that my Papyrus log jumps from being about 99kb in a 3 minute new game, to over 2Mb for about 3 minutes in a new game. Any ideas why the USKP is spamming my log? It all seems to have to do with weaponrackactivator trying to find stuff?

    Is this a symptom of a larger issue? Nothing to even worry about?

    ArturoPlayerOne 7 kudos 151 posts

    In response to post #25250409.


    I think you have Mods that severely conflict with the USKP. Those Mods change vanilla edits that the USKP fixes, which brings the bugs back. The problem with editing vanilla codes instead of adding new edits (Not your fault, it's the fault of the Modder/s) is that if you edit only one editable section of a, let's say, a weapon file which has 20+ editable sections and 3 of them have bugs fixed by the USKP, all 20 sections of the Mod will be considered by the game, and therefore will disable any fixes that the USKP can do to that weapon.

    In order to solve these issues, Modders have to make their plugins without touching vanilla edits, as much as possible, so the plugins can be compatible with the Unofficial Patches, and in case it's impossible, Modders should update their Mods with every UP release.

    KamSolastor 15 kudos 1977 posts

    In response to post #25250409. #25251204 is also a reply to the same post.


    How would I figure out what mods are doing this in my load order? Also, I tested it with just Skyrim.esm, Update.esm, and Unofficial Skyrim Patch.esm - I did have my other mods installed, but deactivated. Would I be able to just open Tes5Edit and see what files are overriding the USKP values with the value from vanilla Skyrim and override it with the USKP value? Or is the problem deeper than that?

    ArturoPlayerOne 7 kudos 151 posts

    In response to post #25250409. #25251204, #25254914 are all replies on the same post.


    Remove all scripts from the Scripts Folder, and SKSE plugins too (Just leave them in another folder outside the game folder), some of them work even if the plugins are deactivated. Same thing happens with skeletons, animations, special patches and any other loose files which don't depend on plugins activation (Meshes and textures don't affect the game unless they are replacers and they are corrupt).

    Another thing would be to clean with TES5Edit all the DLC .esm files you have, and the Update.esm too.

    KamSolastor 15 kudos 1977 posts

    In response to post #25250409. #25251204, #25254914, #25259309 are all replies on the same post.


    So ANY scripts in the Data/scripts folder should be removed? Don't mods... use those? Would this be only for testing (and then, put them back in later)? And also remove the SKSE plugins? Don't I need those? Sorry - just a bit confused - I wanna know what I'm doing and why so I can learn what to do in similar situations in the future.

    ArturoPlayerOne 7 kudos 151 posts

    In response to post #25250409. #25251204, #25254914, #25259309, #25259774 are all replies on the same post.


    Just leave the scripts of the Mods you are gonna use (SKSE, for example, I'm assuming you have it and you wanna use it) and remove all scripts of deactivated plugins, because they can work even with the plugins deactivated.

    I recommend that when you wanna test Skyrim with the essential Mods only, relocate all the contents of all Mods you won't use to another place, plugins deactivation only works with Mods that don't add loose files.

    Arthmoor 1524 kudos 8152 posts

    In response to post #25250409. #25251204, #25254914, #25259309, #25259774, #25280479 are all replies on the same post.


    We'd need to see your Papyrus log before any meaningful help could be offered.

    At a guess, since you mention weapon racks, you have another mod which has altered those scripts and isn't based on the fixed versions found in the USKP. Won't be able to tell for sure though without seeing the log output.
  9. Deathjester90 0 kudos 42 posts

    I'm still getting poisoned as a vampire. An oversight perhaps?

    And i was under the impression that was only to remove bugs and glitches and not nerf powers? I'm referring to the Necromage perk.
    That said, any other nerfs i should know about?

    Arthmoor 1524 kudos 8152 posts

    In response to post #25295614.


    Either an oversight or something else in your load order alters vampires and overwrote the fix in the script.

    Necromage was a bug fix. Not a nerf for preference.
  10. Vitak0 0 kudos 74 posts

    Can you releas version that doesn't fix necromage, Hircine's quest and other usefull things? or make it optional in MCM.

    When I disable unofficial patches some clothes disappear from mannequins.

    blackpete8427 8 kudos 221 posts

    In response to post #25266139.


    Sorry, we don't release separate versions that omit certain fixes. That would be much too difficult to maintain and support.

    Also, as mentioned in the sticky post, disabling the USKP (or any other mods for that matter) on an existing game is never recommended and will almost certainly cause damage to your save that cannot be reversed.
  11. OhSoulless 6 kudos 126 posts

    Solitude guards don't recognize me as thane when they attempt to arrest me. I know this patch fixes that but it's not working for me for some reason.

    Can anyone help?

    blackpete8427 8 kudos 221 posts

    In response to post #25278704.


    Is this the first time you have been arrested in Haafingar Hold in this game? Keep in mind that you can only use your status as Thane once in each of the nine holds to get out of trouble. So if you've used the "thane arrest dialogue" option before in Haafingar then that would be normal.

    Otherwise, the only other likely reason for that to happen is if you have another mod that modifies or overrides that dialogue quest in some way. A mod that makes changes to guard dialogue or the crime system could possibly cause something like that.

    OhSoulless 6 kudos 126 posts

    In response to post #25278704. #25289974 is also a reply to the same post.


    Yeah it's my first arrest attempt in Haafingar. But I was Thane at the time, I didn't see the dialogue choice when the guard spoke to me.

    Honestly, I don't think I have any mods installed that changes the guards' dialogue or the crime system. I only have cosmetic mods, one armor mod, one weapon animation mod installed, and all of USKP patches available. But I have a theory that maybe one of the animation mods might be the culprit. I don't know, i'll try disabling all active mods except the UKSP and try again.

    It's just that little thing that's bothering me. Thanks for the reply by the way.

    Edit:Tried disabling all active mods, except UKSP. Solitude Thane dialogue option still is missing.

  12. EraktheBrave 0 kudos 19 posts

    I have this bug where Uthgerd the Unbroken doesn't give money and isnt available as a follower after winning the brawl, instead you can brawl her again and again and again