Comments (6589)

View forum thread Add Comment
  1. premium
    report

    Arthmoor 1122 kudos 6640 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 BOSS - you'll enjoy life more.

    Loose Scripts in DataScripts

    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.
  2. premium
    report

    Arthmoor 1122 kudos 6640 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.
  1. light9871 0 kudos 28 posts

    So my forsworn briarhearts no longer have torsos... 

    RanShak 2 kudos 101 posts

    In response to post #16452360.

    The culprit is probably Cloaks of Skyrim, else it's some other mod that adds armor to the leveled lists.

    DUBALADO 0 kudos 42 posts

    In response to post #16452360. #16478749 is also a reply to the same post.

    Same problem... I have Cloaks of Skyrim for a long time and never had any problem...

    mongbong 0 kudos 10 posts

    In response to post #16452360. #16478749, #16484694 are all replies on the same post.

    I fiexed this myself. Must use TesVEdit, remove 1st line of new entry BriarHeart. Then With BSAopt extract from Skyrim - Meshes original nif's and make sure filenames are now as in patch. Pretty dumb errors becasue most mod use old system. Now is different system with heart added as nif.

    RanShak 2 kudos 101 posts

    In response to post #16452360. #16478749, #16484694, #16533154 are all replies on the same post.

    The USP changes values that Cloaks of Skyrim uses to give Briarhearts capes. In this case, CoS would have to be patched to support the newest USP.

    JustinJNB 1 kudos 81 posts

    In response to post #16452360. #16478749, #16484694, #16533154, #16571619 are all replies on the same post.

    Same problem except my briarhearts are just naked and no heart showing.


    I disabled cloaks of skyrim but it still happens. Never happened before.

    RanShak 2 kudos 101 posts

    In response to post #16452360. #16478749, #16484694, #16533154, #16571619, #16573229 are all replies on the same post.

    It doesn't fix bodies or Quest-specific Briarhearts that were flagged before the USKP was installed. Try finding a new Briarheart you haven't yet. Alternately, open the console, click on the broken Briarheart body, and type "resetinventory." If his body reverts to the correct Briarheart body, then you can confirm that Cloaks of Skyrim was the culprit. I'm working on an ESP patch for it.

    srayesman 7 kudos 291 posts

    In response to post #16452360. #16478749, #16484694, #16533154, #16571619, #16573229, #16602699 are all replies on the same post.

    CCOR ( http://www.nexusmods.com/skyrim/mods/49791 ) has Cloaks of Skyrim included, so I'm sure that the conflict is in there as well.
    premium

    DarthOmnis 1 kudos 62 posts

    In response to post #16452360. #16478749, #16484694, #16533154, #16571619, #16573229, #16602699, #16658519 are all replies on the same post.

    Could you go a little more into detail about how and what I'm changing with TES5Edit? I'm completely lost when it comes to manually fixing these types of issues and I really dont want to mess something up.

    JustinJNB 1 kudos 81 posts

    In response to post #16452360. #16478749, #16484694, #16533154, #16571619, #16573229, #16602699, #16658519, #16692909 are all replies on the same post.

    I believe you open the cloaks of skyrim.esp up with TESVEdit. Once TESVEdit is open and you chosen the cloaks of skyrim.esp you go to the outfit section and delete the briarheart edit. then close out TESVEdit and it should ask you to back up your .esp and say yes. It should fix the problem.

    RanShak 2 kudos 101 posts

    In response to post #16452360. #16478749, #16484694, #16533154, #16571619, #16573229, #16602699, #16658519, #16692909, #16714379 are all replies on the same post.

    CCOR doesn't contain any Briarheart OTFT data, so it shouldn't cause a problem.
  2. paddy1 1 kudos 39 posts

    i was going a speed test a skyrim the bug i posted is........ the game spawns a giant instead of the framer hearding his cow it happens in around whiterun but i have also seen the giant and the cow appear in winterhold too or around the winterhold area as well is its defo a scripting bug
    premium

    AaronOfMpls 23 kudos 989 posts

    In response to post #16685919.

    Which farmer where? Is he on the road, or on one of the farms (and if so, which one)?

    If on the road, then that's not a bug; that's just a random encounter. There are lots of places around Skyrim where those encounters can happen, and the list of what can happen at them is quite long. Next time you go by there, you might get Legion soldiers, or Stormcloaks, or wolves, or Thalmor, or M'aiq the Liar, or that roving bard, or a thief trying to rob you, or nothing at all.

    paddy1 1 kudos 39 posts

    In response to post #16685919. #16695524 is also a reply to the same post.

    AaronOfMpls ya its random encounter yes but after a 1000 hours a skyrim im sure those random encounters are bugged im still seeing the giant with the cow appear in place they should not be
    premium

    Arthmoor 1122 kudos 6640 posts

    In response to post #16685919. #16695524, #16702234 are all replies on the same post.

    If you're reporting something that happened during a "speed test", which typically involves extended use of the console, that's not something we'll even consider looking into. That is not a normal method for playing the game.
  3. lil8up 0 kudos 3 posts

    This is so confusing to download yet alone have to fix the broken file itself. I have an idea, not trying to sound rude, but. Update your file with said patch, we don't need an Unofficial Skyrim Patch: Patch. Two patches at once, it's unbearable.

    chuckos8 0 kudos 314 posts

    In response to post #16701589.

    This can not be a serious post ... right?
    premium

    AaronOfMpls 23 kudos 989 posts

    In response to post #16701589. #16702449 is also a reply to the same post.

    You don't need that second file, lil8up, unless you have the SMPC mod.

    The SMPC is a different mod by a different author (not Arthmoor), and is probably not endorsed by Arthmoor or the USKP team. Some of its changes undo some fixes made by the Unofficial Skyrim Patch, and it's somewhat widely-used. Thus, there's a patch for that mod, to re-do those fixes for people who use both.

    But you don't need to use both unless you want to.
  4. TheDeathChicken 0 kudos 1 posts

    This might be dumb to say but the highres and dawnguard patches are causing my game to crash after the bethesda logo. I have deactivated all other mods and tried it with these two patches individually and together. when they are deactivated the game starts up just fine. Please help!!!
    premium

    AaronOfMpls 23 kudos 989 posts

    In response to post #16697519.

    Crashing at the main menu usually means you have a missing master: one mod enabled that depends on another (or on one of the DLCs) that's not enabled.

    Do you have Dawnguard and all of the the hi-res pack enabled along with their respective unofficial patches? (The hi-res pack seems to have three parts -- HighResTexturePack01.esp, HighResTexturePack02.esp, and HighResTexturePack03.esp -- though its unofficial patch is only one part.)

    EDIT: Do you have them in the correct order, as shown on the description page or in the sticky post above?
  5. paddy1 1 kudos 39 posts

    hey guys i have a bug i get random gaints and a cow spawning in some time it doesn't happen a lot but it does happen from time to time any one else have this problem or see this bug ??
  6. WOL_OIF 0 kudos 142 posts

    cannot turn in wedding ring for A night to remember to ysolda. no dialogue option after retrieving the ring.

    raxo2222 0 kudos 79 posts

    In response to post #16599519.

    I had same bug, but used console commands to poke it forward.

    So its kinda minor bug.
  7. raxo2222 0 kudos 79 posts

    I'm getting spam from WeaponRackTriggerSCRIPT and WeaponRackActivateSCRIPT scripts in papyrus logs. It doesn't actually do anything, but it bloats logs.
    I'm sure it comes from this patch. as modorganizer says, that its overwritten by Unofficial Skyrim Patch and bu no other mods. Does it do something?
    Is it known bug here? I'm using latest Skyrim Legendary Edition and unofficial patches versions.
  8. pmzq 2 kudos 127 posts

    Has anyone else had Brelyna's Practice Spell added to their castable spell list (not the active spell list) when doing her quest?
  9. Garul 0 kudos 70 posts

    any chance for a bundled version of all the patches?^^
    supporter

    Elgar82 13 kudos 1033 posts

    In response to post #16647389.

    Express your opinion here : http://forums.bethsoft.com/topic/1504125-unofficial-patches-legendary-edition-or-separate-files/

    The poll is not closed yet.
  10. Saywhaaaaat 0 kudos 8 posts

    Help?! i wasn't able to start up my game and kept getting CTD's at the start of the main menu so i changed the load order and a few other thing i thought might work but nothing did. Then i looked at the plugin for this on NMM and it said this: "WARNING: This plugin has the file extension .esp. but its file header marks it as an esm!" Im not sure about how to fix this issue or if its what is causing my CTD's. Does anyone know how to fix this?
    premium

    AaronOfMpls 23 kudos 989 posts

    In response to post #16665979.

    A CTD at the main menu usually means you have a missing masterfile: one of your mods depends on another (or on one of the DLCs), but that other mod isn't enabled.

    Saywhaaaaat 0 kudos 8 posts

    In response to post #16665979. #16666504 is also a reply to the same post.

    Turns out, these patches werent the problem at all. The CTD's were caused by a patch to COT called the weather patch. I uninstalled it and the CTD's stopped. ill check on that to make sure it isnt a problem with the load order.. But thanks for the help!
  11. rostsit 0 kudos 64 posts

    lol you claim your patches are not the reason of CTD while CTD started IMMEDIATELY after installing said patches And yes, my download order is right and I have the latest version of the game. And no, I don't have any other global mod running.
    premium

    noobzor 44 kudos 1412 posts

    In response to post #16524879.

    Correlation does not imply causation.

    toynbeeidea 0 kudos 120 posts

    In response to post #16524879. #16526804 is also a reply to the same post.

    The 54,000+ endorsements seem to indicate otherwise.
    premium

    Arthmoor 1122 kudos 6640 posts

    In response to post #16524879. #16526804, #16527274 are all replies on the same post.

    LOL! Yes, we claim that because it's true

    Anyway... this just worked for someone else. So I'll ask: Are you using SKSE? If so, are you using the memory patch? If so, what values are you setting the two block numbers to?

    rostsit 0 kudos 64 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543569 are all replies on the same post.

    Yes, I use SKSE, and your patch seems to mess it up, as after uninstalling it I had to reinstall SKSE and JContainers (http://www.nexusmods.com/skyrim/mods/49743/?) because they refused to work - after reinstalling SKSE CTDs were gone, but some mods depended on it still didn't work until I reinstalled SKSE plugin JContainers.
    No, I don't use any memory patch.
    I'm pretty sure my save would be ruined if I didn't create a separate one to test your patches

    raulfin 76 kudos 2552 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519 are all replies on the same post.

    These work fine with SKSE.
    premium

    Arthmoor 1122 kudos 6640 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519, #16543569 are all replies on the same post.

    Sorry, try again. The USKP has deliberately stayed out of the way of any of the files SKSE would need to edit. Or SkyUI for that matter.

    If you had to reinstall SKSE, and some other random mod, then your problem was with the setups on those. Not with the USKP.
    premium

    noobzor 44 kudos 1412 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519, #16543569, #16544224 are all replies on the same post.

    Not only do these patches work fine with SKSE, there is not one single file or record anywhere in the whole of the Skyrim folder that is modified by both. It is no more possible for these patches to corrupt SKSE than it is possible to catch herpes from a TV commercial, or for a moth to crap a rainbow at the center of the Sun. The very idea that you have presented here is so far from the realm of reality that everyone else who has visited this page since your post is now less knowledgable for having been exposed to it. I award you no points, and may God have mercy on your soul.

    Also, not using the memory patch is probably the source of your CTD's. Your game will CTD again.

    rostsit 0 kudos 64 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519, #16543569, #16544224, #16544429 are all replies on the same post.

    @Arthmoor JContainers is not some "other random mod", it's SKSE plugin that is needed for other mods to use. But no other mods were affected in any way. The only ones corrupted were SKSE itself and JContainers.

    @noobzor - perfect nickname for someone like you. My game NEVER CTD, that is, when not using Unofficial Patches, of course. In fact, I didn't experience most of the problems those patches fixes. But I really love some ideas like corpses/ashes cleaning, removing dread hunting bows or fixing post-civil war quests for destroying camps. Not that I couldn't do all of these with console commands, but those are not too convenient. So GTFO with your dumb s***, I'm not interested
    premium

    AaronOfMpls 23 kudos 989 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519, #16543569, #16544224, #16544429, #16545419, #16545674 are all replies on the same post.

    If you're not using SKSE's memory patch, it's possible that the unofficial patches are indirectly responsible for your CTDs, by pushing your game far enough over the edge in memory usage to need the memory patch. The fix would be to enable said memory patch in .../Skyrim/Data/skse.ini (create the file if needed), probably with these values:

    [Memory]
    EnablePatch=1
    Block1=512
    Block2=256

    rostsit 0 kudos 64 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519, #16543569, #16544224, #16544429, #16545419, #16545674, #16546729 are all replies on the same post.

    @AaronOfMpls
    Now that I understand, thanks. I will try something and test later.
    supporter

    Sartori75 5 kudos 337 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519, #16543569, #16544224, #16544429, #16545419, #16545674, #16546729, #16546799 are all replies on the same post.

    I was told to add these values for skse 1.7

    [Memory]
    DefaultHeapInitialAllocMB=768
    ScrapHeapSizeMB=256

    rostsit 0 kudos 64 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519, #16543569, #16544224, #16544429, #16545419, #16545674, #16546729, #16546799, #16546809 are all replies on the same post.

    @Sartori75
    I've browsed a little about this solution - yes, 768 and 512 blocks are just another option. I will try first with 256 and 512 and see if it works.

    Some of these unofficial patches (at least the one for High Resolution Textures DLC) claim they optimize performance. But somehow they pushes memory over the edge. Something is wrong here.

    EDIT: heap? lol didn't read it first :p
    premium

    AaronOfMpls 23 kudos 989 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519, #16543569, #16544224, #16544429, #16545419, #16545674, #16546729, #16546799, #16546809, #16547054 are all replies on the same post.

    Ah, I think Sartori may be right. Now that I look at the SKSE What's New page and current forum thread, I see that skse.ini should probably say:

    [Memory]
    DefaultHeapInitialAllocMB=512
    ScrapHeapSizeMB=256


    ...at least to start.

    As for the Hi Res Texture Pack DLC, I don't use it, so I have no need for its patches. I know many on the Nexus prefer the aMidianBorn texture mods instead, but I have yet to try those.

    rostsit 0 kudos 64 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519, #16543569, #16544224, #16544429, #16545419, #16545674, #16546729, #16546799, #16546809, #16547054, #16547204 are all replies on the same post.

    @AaronOfMpls
    Can't check the SKSE What's New page atm, but you are right, forum suggest Sartori75 is correct about those lines, though the first option to try is still 512. Thanks again!
    premium

    solsikke737 108 kudos 8664 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519, #16543569, #16544224, #16544429, #16545419, #16545674, #16546729, #16546799, #16546809, #16547054, #16547204, #16548154 are all replies on the same post.

    With SKSE it's no point in trying 512 for the first heap since the game already has this set at this size. That setting won't do anything one way or the other. You have to set it higher than vanilla size for it to be of use if you pass the vanilla heap size (causing CTD) for the first block.
    512 + 256 = 768 is a good place to start and for most people that should be enough in my experience.

    These settings can be confusing because SSME uses different numbers for the vanilla size (256). With SSME 512 would be the place to start (where it's set by default as recommended) and the same as setting it to 768 with SKSE.

    rostsit 0 kudos 64 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519, #16543569, #16544224, #16544429, #16545419, #16545674, #16546729, #16546799, #16546809, #16547054, #16547204, #16548154, #16548499 are all replies on the same post.

    @solsikke737
    I'll trust your word on vanilla size, but what's the point then for the most recommendations to list 512 for SKSE (SSME wasn't even mentioned)? Everything I could find atm (I'm at work so many web pages are blocked) strongly suggest 512, but from your explanations it seems absolutely useless.
    premium

    solsikke737 108 kudos 8664 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519, #16543569, #16544224, #16544429, #16545419, #16545674, #16546729, #16546799, #16546809, #16547054, #16547204, #16548154, #16548499, #16549349 are all replies on the same post.

    I think perhaps people misread the info about the settings for SKSE a bit. In the readme for SKSE it states that the vanilla size is 512. Some might think this means it's the recommend size to start with, but it just means it's the size the game uses by default. I assume it doesn't hurt your game having it set to 512, but I see no point in wasting time testing if it has any benefits.

    I mentioned SSME just because I think the settings for these two gets mixed up by a lot of people. Which to use it's up to you. I use SSME since I'm not on the latest SKSE yet, but others prefer SKSE (and why not stick with SKSE if that works and you use it anyway). I have tested both alongside EnBoost, though, and for me they work just as great as far as I can detect on my setup.

    As for this patch messing up SKSE, that's not the case. I would investigate your game more thoroughly before you settle on that if you're still having problems. No offence meant... just a friendly suggestion from a long-time user of these patches and SKSE. Never had any issues with SKSE stop functioning properly when updating these patches.

    rostsit 0 kudos 64 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519, #16543569, #16544224, #16544429, #16545419, #16545674, #16546729, #16546799, #16546809, #16547054, #16547204, #16548154, #16548499, #16549349, #16549969 are all replies on the same post.

    That's clear enough, thank you. I'll go with 768/256 then. Will report if it solved CTD for me.
    premium

    Arthmoor 1122 kudos 6640 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519, #16543569, #16544224, #16544429, #16545419, #16545674, #16546729, #16546799, #16546809, #16547054, #16547204, #16548154, #16548499, #16549349, #16549969, #16553819 are all replies on the same post.

    QUOTE
    @Arthmoor JContainers is not some "other random mod", it's SKSE plugin that is needed for other mods to use. But no other mods were affected in any way. The only ones corrupted were SKSE itself and JContainers.

    "Some other random mod" still fits. The problem you had wasn't caused by the USKP. Plus, I poked through the thread on JContainers and saw plenty of people reporting it as having caused CTDs up until some recent update. I'd wager that's what solved your problem is that you installed a copy that was newer than what you had before.

    Reinstalling SKSE probably didn't hurt either, especially if you're now using 1.7.1.

    rostsit 0 kudos 64 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519, #16543569, #16544224, #16544429, #16545419, #16545674, #16546729, #16546799, #16546809, #16547054, #16547204, #16548154, #16548499, #16549349, #16549969, #16553819, #16562919 are all replies on the same post.

    "Plus, I poked through the thread on JContainers and saw plenty of people reporting it as having caused CTDs up until some recent update. I'd wager that's what solved your problem is that you installed a copy that was newer than what you had before. Reinstalling SKSE probably didn't hurt either, especially if you're now using 1.7.1."

    I was using SKSE 1.7.1 since day one of the release. As for the JContainers - I just don't know. I was sure my version was the newest one, but I specifically wanted to check it before reinstalling and somehow couldn't trace it. Anyway, finished testing "memory patch" - did nothing for me, nothing better and nothing worse. Today I will install USKP patches again and see how it goes.
    premium

    Justmeagain 3 kudos 263 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519, #16543569, #16544224, #16544429, #16545419, #16545674, #16546729, #16546799, #16546809, #16547054, #16547204, #16548154, #16548499, #16549349, #16549969, #16553819, #16562919, #16577409 are all replies on the same post.

    Hey wait a minute, I SAW a moth do that once.

    rostsit 0 kudos 64 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519, #16543569, #16544224, #16544429, #16545419, #16545674, #16546729, #16546799, #16546809, #16547054, #16547204, #16548154, #16548499, #16549349, #16549969, #16553819, #16562919, #16577409, #16594609 are all replies on the same post.

    With Memory Patch USKP definitely became more stable. A whole hour of gameplay without CTD. But that's it. Fortunately this time nothing was corrupted. I even tried to further play with a save-file used for testing USKP patches AFTER unistalling them and it works! Of course maybe I will have problems in the future.
    While playing also noticed that weapons racks are a horrible mess - even worse than in vanilla though I really thought it's not possible. And also it's impossible to pick up arrows that normally should be pickable after shooting them (tried after unistalling USKP - same conditions, same targets, almost same places arrows ricocheted at - can pick up just fine).
    So, on my side it's to much investment to try it further, I'm not a tester. Thank you for your work, but for me personally - it's still not worth it. Will track further changes of course. And thanks everyone for trying to help!

    Julo67 3 kudos 60 posts

    DanielOfMayfair 0 kudos 4 posts

    In response to post #16524879. #16526804, #16527274, #16535059, #16543519, #16543569, #16544224, #16544429, #16545419, #16545674, #16546729, #16546799, #16546809, #16547054, #16547204, #16548154, #16548499, #16549349, #16549969, #16553819, #16562919, #16577409, #16594609, #16607929, #16635004 are all replies on the same post.

    memory patch????
    Never heard of it.. that would explain why my Skyrim crashes every 1hr

    This.... this is why i try to avoid using such bull**** like SKSE but pretty awsome mods run on SKSE so dilema is huge.

    Why is this memory patch info NOT in the damn SKSE main page or readme? I wouldn't have friggin found out about it if not for these comments.

    Epic fail SKSE author *tsk* *tsk*
  12. cludo88 0 kudos 4 posts

    after some thorough troubleshooting i found this patch causes a lighting bug with rlo, specifically lighting pop-in in and outside windhelm, this is with no other external mods installed