Recently, with Version 2.1.2 of the Unofficial Skyrim Patch, SkyProc and certain older versions of Mod Organizer have started malfunctioning when attempting to read the USKP.
The root cause is a mismatch in the integer size for indices for things like the ONAM record in a Master module's header. The game itself, the CK, and a variety of other mod utilities read it as a 32-bit integer, but SkyProc and the old versions of MO are set to use a 16-bit integer.
With the release of USKP 2.1.2, the ONAM subrecord count in its ESMified header is now at an unprecedented 18102, which is apparently too large to fit in the 16-bit integer; with 2^14 (or 16384) available values x 4 (2^2) for each record overwritten, the index size has less than the space needed for 18102 ONAM subrecords. This results in the malfunctioning behavior now seen with SkyProc patchers and older versions of MO.
This is not the USKP's fault. Its ONAM record is now unprecedentedly huge, but still within the limits of (most importantly) the Skyrim engine itself, and a myriad of other mod utilities. The SkyProc development team are hard at work solving this problem, and Mod Organizer had already released versions with the proper 32-bit integer recognized.
There is a temporary workaround to restore SkyProc functionality with USKP 2.1.2, formulated by Axonis, and requiring some operational knowledge of TES5Edit to perform:
1. Install TES5Edit. 2. Install the new Unofficial Skyrim Patch 2.1.2. 3. Start TES5Edit and select the Unofficial Skyrim Patch.esp only. 4. Wait until the message log states "Background Loader: finished". 5. Select and delete the entire Cell group. Click yes on both warnings to do so. 6. Close TES5Edit and click OK to save the modified Unofficial Skyrim Patch.esp. 7. Run your Skyproc-based patcher. 8. IMPORTANT: As a final step, you MUST reinstall the original Unofficial Skyrim Patch 2.1.2. As Arthmoor said: "for the love of Talos, don't forget to put back the proper version once you're done! BAD THINGS™ happen otherwise."
Once the SkyProc team gets an official fix out, all the various modders who made patcher apps with it will need to recompile theirs to work properly. If you use such a patcher, do note the urgency of the problem in that mod's comments thread. An official fix is already being tested by Requiem users and should be out soon. MO users should update to the latest version already available.
And finally, The Unofficial Patch Project team will not be rolling back the official released version to 2.1.1. It is counteractive to the very nature of the Unofficial Patch Project's mission.
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.
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.
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.
The short integer in each record gives you the size of the record in bytes, so it is 2^14 entries * 4 byte for each overwritten FormID = 2^16 bytes record size. (just to clarify the small mystery in your sticky post)
The latest USKP 2.1.2 is working perfectly in its function which is to fix the vanilla game. However, if you are using a mod that depends on a Skyproc-based patcher, you may be unable to create your auto-generated patch. Here is a temporary workaround to this problem:
1. Install TES5Edit. 2. Install the new Unofficial Skyrim Patch 2.1.2. 3. Start TES5Edit and select the Unofficial Skyrim Patch.esp only. 4. Wait until the message log states "Background Loader: finished". 5. Select and delete the entire Cell group. Click yes on both warnings to do so. 6. Close TES5Edit and click OK to save the modified Unofficial Skyrim Patch.esp. 7. Run your Skyproc-based patcher. 8. IMPORTANT: As a final step, you MUST reinstall the original Unofficial Skyrim Patch 2.1.2. As Arthmoor said: "for the love of Talos, don't forget to put back the proper version once you're done! BAD THING™ happen otherwise."
You can now play your game. Skyproc patchers, as far as I know, do not modify cell entries therefore your automatically generated patch will be perfect.
Ok, have been awhile, decided to play the game again, never had problems with unofficial patches, and now can't move Skyrim Unofficial Patch.esp before other unofficial patches esps, and ReProccer won't do it's job, because it says that masters are missing, can anyone point me to where can I find how to fix that, or explain it here?
Sorry I don't follow forums, to get new info on mods, and didn't find fix on the mod page. Thanks in advance.
EDIT: In MO all other unofficial patches esps are bolded, just Skyrim one is not, so I am guessing its not a master esp, or something?
I use MO and have just now replaced the Unofficial Skyrim Patch (working perfectly) with this latest one. I get the below error report in MO and there is no way I can move the Unofficial Skyrim patch esp just below the "Update esm" as per STEP. Could it be that I also need to update the Dawnguard/hearthfire/Dragonborn unofficial patches? I am using the 1.2.18 MO version.
Nooby123 wrote: Would it be possible for you to upload previous versions? A lot of us didn't keep backups and can't effectively play with reproccer-mods.
, on 1 January 1970 1:00:00, said:
alt3rn1ty wrote: The UPP team do not keep or support old versions, its been said many times in these comments before.
Beta testing is usually announced on AFK mods forum and Bethesda forum topics a week in advance of the latest version going live, the last announcement and beta upload was on the 20th Jun, here in this post, and also here in this post, one week later it was uploaded to nexus.
That week before release would have been the ideal time for anyone using java based patchers to actually test it. Its a community, we help each other to help ourselves, if everyone just takes and does not contribute nothing gets done, no advancements are made, no bugs are solved before they create a much bigger problem. I participated, and made a backup of my save games in case things became broken while testing .. But I dont use any kind of SkyProc patchers, nor does any of the team who tested it, so the problem was not brought out into the light during beta testing <shrugs>
Making these plugins is also quite a complex procedure, so churning out an old version again just isnt viable. And there is too much potential for support issues to be caused by anyone refusing to update their games.
Considering how important this one plugin is to the community, its surprising that there are not a thousand and one eager eyes on during beta testing periods.
If I wrote a Modding 101 - No1 would be "Make backups of your mod zips, and test each mod before moving on, only installing one mod at a time"
, on 1 January 1970 1:00:00, said:
KennyTheKlever wrote: In case Requiem is the problem, ogerboss has released a hotfix already. Just read his blogpost on the issue.
I'm afraid it's PerMa and Dual Sheath Redux. Yeah I did have a backup of all my mods dated February but ironically I deleted it last week because I noticed a lot of updates. In hindsight, real stupid move.
If you would be bothered to do the workaround that is mentioned in this thread (i.e. install a second copy of USKP 2.1.2, lable it USKP -SkyProc Version, open it in TES5Edit, delete the entire CELL records subtree, save the ESP, load this edited ESP in MO instead of the unedited version, run your SkyProc patchers, deactivate the edited ESP, activate the unedited ESP, and play-on) you would be able to play the game.
Problems with solutions tend to work when the instructions are followed.
Since this most recent update the other unofficial patches (dawnguard, hearthfire and dragonborn) doesn't recognize the unofficial skyrim patch. I try to use a skyproc patch, and it just tells me that the unofficial dawnguard patch has some missing masters: unofficial skyrim patch.
I don't know if this has ever been reported but why is it when one completes the Civil War for the Imperials that Jarl Ulfric's & Galmar Stone-Fist's bodies never clean up properly/are never purged when enough time passes? I've been using the various unofficial patches since Day 1 of buying the PC version of Skyrim (over 2 years now) & have yet to see a fix for this bug. I literally have to drag both corpses away from the throne so poor Brunwulf Free-Winter can sit down without said bodies clipping through him when he holds court. Thanks.
i am still not understand,i had a old save with USKP 2.1.1 what will happen if i del the old USKP and replace by new 2.1.2?i read some cmmt,some said it is safe to replace all and continue play on the old save file,some said i had to play a new game..
Is anyone else having issues with the Volunruud quest Silent Tongues starting? Every playthrough, I cannot get Silenced Tongues to fire when I read the journal, activate the door to the Elder's Cairn, or pick up the Ceremonial Sword/Ceremonial Axe.
USKP seems to be not registering in the load order as a master (or in correct place), and causing about a dozen other mods that rely on it as one to fail and cause CTD.
Have ran both BOSS and NMM Auto Sort; doesn't help.
Checked Skyprocer patchers' Debug.txt files. Seems they are registering USKP as in the 32th load order slot instead of the 3rd on (Skyrim, Update, ___)
NMM and BOSS both register USKP as 3rd. Also downloaded and ran LOOT in case that'd say something different. LOOT reports USKP as third. Manually checked the Loadorder.txt, also registers USKP as third.