Comments (10681)

Comments locked
The author of this mod has locked this comment topic for the time being

View forum thread Comments locked
  1. Arthmoor 1801 kudos 9456 posts

    USLEEP is now live. As was mentioned months ago, we are now closing the comment sections on the individual patch files as they are no longer being supported. Please direct all further inquiries to the USLEEP file entry.
  2. Arthmoor 1801 kudos 9456 posts


    Mod Organizer Users:

    If you are having trouble with the USKP being listed with the ESP files and other mods claiming they're missing a master, you need to update to MO version 1.3.8 or higher. OLDER VERSIONS WILL NOT WORK.

    If you cannot update MO because your OS is no longer supported, this is 2015, get a copy of Windows 7. Or use another mod manager that doesn't have this issue, like Wrye Bash or NMM.

    (Yes, I mean Windows 7. I may be a jackass, but I'm not evil and won't suggest you get 8, 8.1, or 10.)

    Skyproc Users:

    Get the author of the SkyProc patcher you're using to update their patcher files. The issues with SkyProc have been fixed for over a month now and there is no longer any excuse for them not being updated.

    If the author of your patcher is inactive or refuses to update their work, you should strongly consider dropping their mods from your load order and finding current alternatives that are being properly maintained.

    The old workaround is no longer something we recommend people do as they are routinely skipping steps and corrupting their games by using it, then blaming us for their errors.
  3. Arthmoor 1801 kudos 9456 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.
  4. Arthmoor 1801 kudos 9456 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. naviprostar 0 kudos 97 posts

    Does this mod include bug fix from other mod like walking Mannequin fix, brawl bug patch, etc?

    Capostrophic 3 kudos 189 posts

    In response to post #30057945.


    It doesn't for Brawl Bugs Patch, because there are some reasons for not including its scripts in USKP.
    There _are_ mannequin scripts in USKP's bsa, though I'm not sure if they fix mannequins walking.
    Anyway, these are recommended bugfixes in addition to UP series. Some fixes cannot be included in UPs 'cause, again, reasons.

    Arthmoor 1801 kudos 9456 posts

    In response to post #30057945. #30058675 is also a reply to the same post.


    Mannequins walking is generally a sign of one of two things:

    1. The location they're in has bad navmeshes. (we fixed all the vanilla + DLC occurrences of this)
    2. Heavy script lag. (vanilla + DLC have no scenarios where this applies)

    So the only real way you'd get this at this point is from a mod that either has poor navmeshing indoors under where the mannequins go, or has far too many of them in the cell.

    It's also worth making sure you don't have house mods that included mannequin scripts thinking they were fixing the problem only to make it worse, not better.
  2. 2ndWind 0 kudos 69 posts

    I have 2 small things to report. Using patch 2.1.3b
    [edit] Scratch that, it's only 1 thing. [/edit]

    For the civil war questline I was riding to the Winterhold Imperial Camp (I sided with the empire).

    *removed -- was not an issue*

    Unlike in the previous missions in the civil war questline, this time there was no marker on the head of Legate Rikke. I believe it's a bug, as the marker was there in the previous 2 missions to regain the Pale first and the Rift then. And, I'm not too sure about it, but shouldn't there be a specific quest that would tell me to go to the Winterhold Imperials Camp?
    There isn't any this time -- and the missing marker on Rikke's head would be placed by this quest I reckon.
    Can I correct it in some way?
  3. daventry 26 kudos 5647 posts
    I was killing off People just for fun, when i got a Journal Update that i must Report to Skulvar, yet theres no Dialogue or anything, but the Quest Arrow is stuck on him.

    Arthmoor 1801 kudos 9456 posts

    In response to post #30008055.


    Quests that trigger that way only do so via courier notes. Not by spawning an arrow directly over the NPC without a reason. You would have known exactly why you were sent, and there's nothing in the vanilla dialogue that can be blocked when one of them is active.
  4. Faelrin 31 kudos 843 posts

    So I'm still using the USLEEP beta, and I've got some odd issues, that I'm assuming are vanilla bugs, and I'm not sure if they're strictly Hearthfire issues or not, or even vanilla bugs. Load order is small, but its this: Skyrim.esm, Update.esm, Dawnguard.esm, Hearthfires.esm, Dragonborn.esm, Unofficial Skyrim Legendary Edition Patch.esp, SkyUI.esp, Footprints.esp, Alternate Start - Live Another Life.esp, and lastly Alternate Start - New Beginnings.esp.

    So right after getting my start chosen, I go do the fetch quest for Sylgja and then marry her. After a bit of mining, fetch quests, picking crops for farmers, and saving enough I get Lakeview Manor built and go to her to move her in. When I go to tell her to move, she no longer has the dialogue for the homecooked meal (even though its been more then a day), and after her moving it has not returned. She's also constantly mining at the clay out front, but I'm assuming that's due to her packages. At least the store profit and the option to sell things work after moving her to Lakeview Manor. Though was she supposed to have these options at her house?

    She's also doing this odd thing where it looks like she's walking slightly backwards to the side, but in place, all around the yard, and inside the house. I'm not sure what could have caused this. I can take a screenshot of it if needed. Those are the only things I've run into so far trying out USLEEP and minimal mods. Well, technically there's also the flora respawn bug, but that's because I decided to not use a fix for that on this new game, so that one's on me.
  5. ehchung7 1 kudos 32 posts

    is there anyone has texture flickring bugs at the riften ratway? i have 3 places where have that bugs. (ratway vault) (ratway warren) (ratway)

    blackpete8427 12 kudos 358 posts

    In response to post #30000070.


    If you could provide RefIDs of an object near where the flickering occurs (in all three instances) we might be able to fix them, but with only screenshots it would more than likely be too difficult to locate the areas with the problem.

    ehchung7 1 kudos 32 posts

    In response to post #30000070. #30025055 is also a reply to the same post.


    thanks for replying

    ratway - 000eabf6, 000eabf5

    ratway vault - 000a3cb6, 000a3cb7

    ratway warren - 0009fb61

    blackpete8427 12 kudos 358 posts

    In response to post #30000070. #30025055, #30028735 are all replies on the same post.


    Okay thanks. I've made a note in our bug tracker list and we'll take a look and see if those can be corrected at some point when our fixes resume after the New Year.

    ehchung7 1 kudos 32 posts

    In response to post #30000070. #30025055, #30028735, #30032485 are all replies on the same post.


    you're right i saw 0009fb61 is at the changelog so i thought that my skyrim has problem, but after i clean install vanilla skyrim, the problem just keeps happen. anyway thanks.
  6. Wrolly13 0 kudos 29 posts

    Has the issue with the fence in the Greymane's yard been fixed in 2.1.3b?

    blackpete8427 12 kudos 358 posts

    In response to post #30026530.


    Yes, we fixed that a long time ago in USKP 2.0.1:

    "Gaps, seams, and missing collision between the two large house platforms in the Wind District of Whiterun have been corrected. (meshes\architecture\whiterun\wrterrain\wrgreathouseplatform02.nif, meshes\architecture\whiterun\wrterrain\wrcommonhouseplatform01.nif) (Bug #891, Bug #14598, Bug #14676, Regression fix for Bug #13696)"
  7. 2ndWind 0 kudos 69 posts

    I completed the Companions questline and cured myself of lycanthropy.
    Now I'm left with 3 heads I can't ditch.
    I just learned that I'm supposed to be able to cure the twins of lycanthropy, and that I should talk to them to start this new quest.
    But I'm not getting such request from either one. And what if I cure both twins, won't this clear 2 heads out of the 3? What do I do with the 3rd head? Can Aela be cured too? I find no mention of it.

    Somebody that knows for sure how this thing is meant to go, please tell me -- at the cost of a spoiler, I don't care.
    I don't want those ugly heads in my pockets.

    Thenryb 35 kudos 2790 posts

    In response to post #29996915.


    The quest to cure the twins has traditionally been buggy. It works best if you ask Farkas for quests first. Eventually, you will have a dialogue topic of "Is there any work to be done?" rather than "I am looking for work". His request to be cured of Lycanthropy will likely occur in response to that (although he may just want to hunt a dragon). You take him back to the tomb and go through the process you went through for yourself. After you finish with Farkas, start the same process with Vilkas. When you finish with both the heads will no longer be quest items and may be dropped. For some reason, starting with Vilkas makes the quest go haywire. Frankly, I am not sure the latest patch addresses that and it may have been addressed many patches ago, but I always start with Farkas to make sure it works.

    ShawnDriscoll 19 kudos 3807 posts

    In response to post #29996915. #29997125 is also a reply to the same post.


    It's working for me. Seems to be a random quest they give out. They're not in any rush to be cured.

    Arthmoor 1801 kudos 9456 posts

    In response to post #29996915. #29997125, #29998660 are all replies on the same post.


    Shawn is correct. This quest is radiant, so it will generate semi-randomly and will become available once the faction quest line is over.

    Thenryb 35 kudos 2790 posts

    In response to post #29996915. #29997125, #29998660, #29999940 are all replies on the same post.


    Yes, you may have to do a few of Farkas' silly "beat up Maramal" quests before he will ask for a cure. Same with Vilkas.

    2ndWind 0 kudos 69 posts

    In response to post #29996915. #29997125, #29998660, #29999940, #29999995 are all replies on the same post.


    Yes, you may have to do a few of Farkas' silly "beat up Maramal" quests before he will ask for a cure. Same with Vilkas.

    lol, it's exactly what he asked me to do! Maramal in Riften.
    So I'll stick with them, do what they say, and eventually they'll ask me to cure them. Fine. Thank you
  8. potNpans 0 kudos 2 posts

    I thank those involved with this mod for the hard work and efforts that enrich the Skyrim environment.
    I have a request if you could explain the handling of the unofficial skyrim patch configuration settings file. I went through the post pages, but I must of missed the explanation.
    Best regards
  9. daventry 26 kudos 5647 posts

    How does the USP handle Essential Quest Related Characters, i know there are Mods that Protects them, but lets say i have a Quest Item that i must give to said Perosn, but He/She dies right in front of me, will the Quest Break, or has USP made sure Quest Related People are Protected.

    For Example Runil of Falkreath. Lets say Bera from the Skaal asks me to deliver the Amulet to him and Runil dies, can i give the Amulet to Kurst or does the Quest simply say Fail and the Amulet is mine or is Runil Essential now.

    Another good example is Karthwasten Everyone can actually die in that Village where the UESP Website States the Village will Never respawn again as if you are walking into a Ghost Town, or has USP made them Essential or supposedly a Mod could be made so New People can take over the Town or Quest Item could be given to the Next Person.

    I can understand its Immersion Breaking to make People Essential, but its Unrealistic witch is also a bad thing for when you can all of a sudden go willy nilly by Killing Children in witch i do not accept. Thanks on that one Bethesda.
  10. priceisrite 0 kudos 1 posts

    Good Afternoon. Soooo I'm using MO v1.3.11, which is after 1.3.8 and I am still having the USKP not being recognized issue. Should I go back to 1.3.8 or is it something else? Thanks.

    fuiery 2 kudos 98 posts

    In response to post #29976650.


    Are you using Dual Sheath Redux by any chance?
  11. fff_xcom 2 kudos 191 posts

    I know the horses from Riften and Solitude is not free to take anymore.
    There is still a free horse.

    Southeast from Winterhold on the coast. The camp of the two dead horker hunters (with the treasure map X).

    Even if the hunters are dead, you just kind of can't take a horse for free.
    Shouldn't it be tagged owned and marked steal if you take it?

    blackpete8427 12 kudos 358 posts

    In response to post #29955095.


    Not really necessary to tag the horse near the horker hunter's camp because (1) the hunters are dead and can't do anything about it such as alerting the guards, and (2) from what I can tell you never can own that horse by taking it. In other words, I'm pretty sure it will path back to the camp location as soon as you have dismounted it. It is also in a spot that is really far away from any towns or populated locations, so it's safe to assume the horse not being tagged as owned was deliberate.
  12. daventry 26 kudos 5647 posts

    Did Arthmoor fix the Missing Apprentices Quest, i mean that i just arrived at the Collage and its midnight where theres a Dialogue to Phinis about the Missing Mages, yet theres Dialogue but no talking, he just sits there looking at me. When i click to skip, he starts to talk, hence the Quest does begin. When i bring back the Objucts, he still looks at me with no talking, but the dialogue is there

    blackpete8427 12 kudos 358 posts

    In response to post #29897920.


    Missing Apprentices is a quest that was restored by Arthmoor's Cutting Room Floor mod [ ] and isn't even in the vanilla game so the USKP doesn't touch it.

    BTW: The change log in his readme for CRF should detail anything he has fixed.

    Arthmoor 1801 kudos 9456 posts

    In response to post #29897920. #29900145 is also a reply to the same post.


    That said, yes, the dialogue issue was fixed but will only be in the Legendary Edition once USLEEP rolls out. Had something to do with the way the SEQ file system works.