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    Arthmoor 1282 kudos 7371 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 1282 kudos 7371 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.

    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. JRCosta 2 kudos 48 posts

    Hi!

    First of all, thanks for all your work and dedication, this is an essential MOD for every player.

    Second, I would like to report a bug that I managed to track into this MOD. In the quest "I'll met by Moonlight" (Hircine's Ring), using the version USKP 2.0.8, when killing Sinding, his body disappear leaving only the quest mark for skin him but without any body to interact. Even using console commands to stage advance, the spirit of Hircine doesn't appear after to finish the quest. Deactivating this USKP 2.0.8 in the load order makes the quest run properly.

    I have read in the changelog that this quest was tweaked in this version: "Ill Met By Moonlight (DA05) was not shutting down properly if the player chose to kill Sinding and skin him for the Savior's Hide. (Bug #18175)", so there is a chance that the fix isn't properly implemented.

    Keep the good work, guys.

    blackpete8427 3 kudos 62 posts

    In response to post #20676129.

    I tested this out with 2.0.8 and was able to confirm the same issue with Sinding instantly vanishing after killing him. Something unexpected must have gone wrong with the fix or else the fix uncovered a new bug. I'll make a report in our bug tracker, since it appears that this issue makes it impossible to finish the quest if you choose the option to kill Sinding. Thanks for letting us know.

    JRCosta 2 kudos 48 posts

    In response to post #20676129. #20689934 is also a reply to the same post.

    Thanks for checking that out.
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    akparkison 6 kudos 527 posts

    In response to post #20676129. #20689934, #20690974 are all replies on the same post.

    @ blackpete8427: I'm glad I haven't started this quest, because I also just started a new game! Thank you for confirming this. However - one question: is a fix for a problem like this a non-retroactive kind of fix, or will it apply to preexisiting games whenever it's released?
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    Arthmoor 1282 kudos 7371 posts

    In response to post #20676129. #20689934, #20690974, #20692514 are all replies on the same post.

    Should be retroactive cause I even used Pete's save standing right there to fix it with and check

    This quest is starting to get as bad as Blood on the Ice.
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    akparkison 6 kudos 527 posts

    In response to post #20676129. #20689934, #20690974, #20692514, #20706074 are all replies on the same post.

    Thank you Arthmoor, because I normally do this quest pretty early on and I decided to start a new game again this week to do some mod housecleaning, and then I saw this...and thought to myself - "Oh, no!". Glad to hear it's going to be a retroactive fix. I'll avoid triggering it till the fix is released.

    As bad as Blood on the Ice - now...that's bad.

    JRCosta 2 kudos 48 posts

    In response to post #20676129. #20689934, #20690974, #20692514, #20706074, #20718229 are all replies on the same post.

    I have disabled the USKP after entering the cave for this quest and save/enable USKP again immediately. Ended the quest without a problem, so far so good.

    What is the issue with the Blood on Ice quest? Didn't went to Windhelm, so no quest trigger yet.

    cridus 5 kudos 331 posts

    In response to post #20676129. #20689934, #20690974, #20692514, #20706074, #20718229, #20720024 are all replies on the same post.

    lol I don't think that reactivating the USKP "immediately" prevents damage to your save... I hope you kept a previous one.

    JRCosta 2 kudos 48 posts

    In response to post #20676129. #20689934, #20690974, #20692514, #20706074, #20718229, #20720024, #20722969 are all replies on the same post.

    Well, I didn't have much of a choice... the ring can randomly transforming me in a werewolf so I was in a hurry to finish the quest. Do you have a better suggestion?

    And yes, I create manually a save before (two actually).
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    Arthmoor 1282 kudos 7371 posts

    In response to post #20676129. #20689934, #20690974, #20692514, #20706074, #20718229, #20720024, #20722969, #20723109 are all replies on the same post.

    Better suggestion: Don't do that. You'll damage your save irreversibly.

    You're either going to have to wait until we've had time to figure out what went wrong, or play a different character in the meantime.

    When we say NEVER REMOVE A MOD, we absolutely mean it. That means NEVER, as in not ever, for any reason, because the damage is permanent when you do things like that with any mod dealing with scripts.

    No, using a save cleaner would not help you here either since the USKP is like that special case of special cases due to it being all about editing vanilla content which can't ever be cleaned from a save.

    tl;dr: Your save is boned. Back out now before it's too late.

    JRCosta 2 kudos 48 posts

    In response to post #20676129. #20689934, #20690974, #20692514, #20706074, #20718229, #20720024, #20722969, #20723109, #20726819 are all replies on the same post.

    OK, Arthmoor, thanks for the explanation. I'll revert to a save even before the Hircine quest begin just in case.

    I understand that the Blood on Ice is troublesome too, so I should keep away from it for now?
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    AaronOfMpls 31 kudos 1805 posts

    In response to post #20676129. #20689934, #20690974, #20692514, #20706074, #20718229, #20720024, #20722969, #20723109, #20726819, #20727889, #20752544, #20784249, #20788674, #20807574 are all replies on the same post.

    Blood on the Ice works reasonably well now in the USKP, but it was a buggy mess without it. It probably has the longest Bugs section on the UESP wiki, though almost everything in it is listed as fixed by either the official patches or the USKP.
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    Arthmoor 1282 kudos 7371 posts

    In response to post #20676129. #20689934, #20690974, #20692514, #20706074, #20718229, #20720024, #20722969, #20723109, #20726819, #20727889, #20731064 are all replies on the same post.

    Blood on the Ice should be more or less good now. The remaining reported issues on the UESP entry have not been things we could validate as actually being wrong.

    blackpete8427 3 kudos 62 posts

    In response to post #20676129. #20689934, #20690974, #20692514, #20706074, #20718229, #20720024, #20722969, #20723109, #20726819, #20727889, #20731064, #20752544 are all replies on the same post.

    The Sinding issue in DA05 "Ill Met By Moonlight" is taken care of now. Arthmoor released a hotfix - version 2.0.8a. The fix should take effect on an existing game, but if you have already killed Sinding and triggered the disappearing bug you will likely have to reload a save from prior to entering the cave or possibly before accepting the quest (not sure which).

    JRCosta 2 kudos 48 posts

    In response to post #20676129. #20689934, #20690974, #20692514, #20706074, #20718229, #20720024, #20722969, #20723109, #20726819, #20727889, #20731064, #20752544, #20784249 are all replies on the same post.

    I used a save just before killing the deer (so after accepting the ring, quest in progress) and everything went perfect, finish the quest without any issue (kill Sinding, get Savior's hide).

    Thank you to Arthmoor and all the USKP team for solving this issue and for making Skyrim even a better game with your fixes!
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    Tanker1985 2 kudos 180 posts

    In response to post #20676129. #20689934, #20690974, #20692514, #20706074, #20718229, #20720024, #20722969, #20723109, #20726819, #20727889, #20731064, #20752544, #20784249, #20788674 are all replies on the same post.

    I am very relieved that it was this mod that caused it and not some notoriously unstable mod that I probably shouldn't be using anyway, or something like that. I did manage to strip Sinding by very quickly clicking on him when I killed him before he had a chance to disappear. I beat the bug!
  2. vincentvega070 0 kudos 6 posts

    I'm sorry if I'm maybe being an idiot, but for me, the mod doesn't seem to work, using the NMM. The Markarth City Banner remains unchanged, and I'm still having the placeholder ones, from the original game. I am also still having the strange purple textures for some objects, like those logs in Riften eg.
    Does anyone have an advice for me? Thanks

    ShawnDriscoll 12 kudos 2500 posts

    In response to post #20751154.

    Are you running LOOT? How much RAM does your video have? Do you have the latest Skyrim version from Steam? Are your mods enabled in NMM?
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    Arthmoor 1282 kudos 7371 posts

    In response to post #20751154. #20751329 is also a reply to the same post.

    If you're seeing the banners placed but they still have the bad texture, the mod is working because the USKP places those into the game.

    Since you're talking about still seeing purple logs you probably don't have the hi-res pack updated. Bethesda fixed those almost two years ago now. You'll want to update that and then make sure you're running the updated Unofficial Hi-Res Patch to go with it.

    vincentvega070 0 kudos 6 posts

    In response to post #20751154. #20751329, #20752439 are all replies on the same post.

    @ ShawnDriscoll
    I'm not using LOOT but BOSS, which always seemed to be working just fine.
    My graphics card is a GTX 650Ti and I don't think this should be the issue. (RAM is 16 GB)
    I'm runnigt the latest patch (1.9.32.0. and it's a retail version. Mods are also enabled correctly. Once I had be running more than 150 mods, (Not anymore) and they all seemed to work correctly, except that one.

    @ Arthmoor
    Thank you for enlighting me, that theese should not appear by default. I guess I must have messed up a few things along the way.

    ShawnDriscoll 12 kudos 2500 posts

    In response to post #20751154. #20751329, #20752439, #20789479 are all replies on the same post.

    I was able to get the hi-res textures from Steam for free back in the day. I try to have all of Arthmoor's stuff installed. I wish all modders used them also.
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    Arthmoor 1282 kudos 7371 posts

    In response to post #20751154. #20751329, #20752439, #20789479, #20794859 are all replies on the same post.

    BOSS is obsolete. You'll definitely want to update to LOOT and use that instead.

    vincentvega070 0 kudos 6 posts

    In response to post #20751154. #20751329, #20752439, #20789479, #20794859, #20801949 are all replies on the same post.

    I want to thank you guys for your answers. I just reinstalled the game completely, and reapplied the mods, and everything is working correctly now. I also followed your advice and switched to LOOT. I guess shifting an installed gamed from HDD to HDD over and over again, whilst constantly messing around with all kind of mods, is goingt to break one or the other thing over time. The install I had was dating back to 2012... so actually I shoundn't even have been wondering.
    Once again, thank you all, and @ Arthmoor, I really appreciate your work, and I want to thank you for it.
  3. tabe12 0 kudos 71 posts

    All the unofficial patches are essential, no exceptions. There is no reason for you to not download this.
  4. SkyDruid 4 kudos 803 posts

    You know, I never asked. Is it okay to update the USKP and the other patches mid playthrough? I'm currently playing through a run that I don't want damaged by it. Is updating it alright?

    blackpete8427 3 kudos 62 posts

    In response to post #20781179. #20797044 is also a reply to the same post.

    Yes, it's perfectly safe to do that. Just make sure that you update all of the Unofficial Patches (if you use more than just the USKP) and make sure that everything is sorted in the correct order by using LOOT.

    SkyDruid 4 kudos 803 posts

    In response to post #20781179. #20782999 is also a reply to the same post.

    Eeeexcellent. Thank you!
  5. Valamyr 8 kudos 553 posts

    cridus, on 13 December 2014 12:08:30, said:



     
    In response to post #20788629.
     

    the bug has been fixed in 2.0.8. anyway, the encounters stop when talking to kesh (the guy that is at peryite's shrine).
     


    Thank you!
  6. Valamyr 8 kudos 553 posts

    Barnews, on 16 October 2014 11:35:59, said:



    The fix of Bug #16959 that causes afflicted refugees (WEJS14) to be encountered more than once is anoying as hell.

    Why are you even doing changes like that?

    I dont like to see 2-4 afflicted refugees everytime i go from whiterun to solitude ...

    Can you please do something with that? It really breaks immersion of game.


    I know Im a bit late to this party, was just googling those afflicted refugees. Im getting WAY too many of these in my current run, its like half my random encounters. Will it go away once I do Perytes quest?

    cridus 5 kudos 331 posts

    In response to post #20788629.

    the bug has been fixed in 2.0.8. anyway, the encounters stop when talking to kesh (the guy that is at peryite's shrine).
  7. Daxterminator94 0 kudos 2 posts

    Does this patch changes text lines? I am playing this game in Italian and I wonder if there would be changes to English. It happenes some times that certain mods changes the name of locations. I haven't spotted which does it. It's kind of immersive-breaking.
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    AaronOfMpls 31 kudos 1805 posts

    In response to post #20755054.

    It does change some, mainly to fix typos. It probably will change those to English in your game.

    There are translations of this mod around, though. Check the "TRANSL" link near the top of the page, or search around.

    cridus 5 kudos 331 posts

    In response to post #20755054. #20760009 is also a reply to the same post.

    the italian version is not present in that list.

    just search "unofficial skyrim patch ita" here in the nexus. the italian patch is still at version 2.0.5a, though.

    in italian:
    cerca "unofficial skyrim patch ita" con la funzione di ricerca. la trovi di sicuro. è ancora alla 2.0.5a, però.

    blackpete8427 3 kudos 62 posts

    In response to post #20755054. #20760009, #20772874 are all replies on the same post.

    Yes, the translation (non-English) versions are not always kept up to date. Since those of us on the Unofficial Patch Project team only deal with the English version of the game, you'll have to contact the person (or people) who do the Italian translations and see if they plan on updating it.
  8. ShawnDriscoll 12 kudos 2500 posts

    Does Brother Verulus have a schedule? In this version of USKP, he seems to just stand in the same spot all the time near the two guards as you come into the keep. Previous versions seemed to have him in or near the Hall of the Dead. The place is open now.

    blackpete8427 3 kudos 62 posts

    In response to post #20759429.

    Yes, he does have an AI schedule. He should be spending time near and in the Hall of the Dead if the "problem" has already been taken care of in there. As far as I know he should only be standing near the entrance to the keep during the scene where he argues with Thongvor Silver-Blood.

    ShawnDriscoll 12 kudos 2500 posts

    In response to post #20759429. #20783379 is also a reply to the same post.

    I may have interrupted the scene then, if that is possible to do. Probably walked into him on the way in.

    ADDED:
    Or I set up a truce and gave Markarth to the Stormcloaks before ever entering the keep.
  9. Sam324 2 kudos 125 posts

    I'm having an issue with the USKP conflicting with another mod. I was going to report it on the bug tracker as listed in the description, but it seems to be messed up at the moment, as I was not permitted to report a bug even after creating an account (and no existing bugs showed up).

    I use a mod from Steam Workshop called "Wear Circlets with Hoods" by BlueRadley. It used to do its job just fine, but after I installed USKP and the all the other unofficial patches, wearing both the Aetherial Crown and Nazir's unique Redguard Hood causes only the Crown to show up on my (Khajiit male) character. I still technically had both items equipped according to the items menu, but they no longer both showed up. I deactivated all the other unofficial patches when I noticed this to make sure it was the base USKP, and it was. Disabling the USKP caused the previous behavior of the game to be restored, where both the hood and circlet would show up at once. The Wear Circlets with Hoods mod was already being loaded after the USKP, but I tried putting it dead last in my load order to test, and still the problem remained.

    I don't know what exactly in the USKP would cause this, as I don't see any fixes in the changelog related to this item either. There was something about the Mythic Dawn hood, I believe, being worn with a circlet, that's all I noticed. I hope the USKP can resolve the conflict with this mod. If not, maybe it's the responsibility of the author of Wear Circlets with Hoods; I don't know.

    ShawnDriscoll 12 kudos 2500 posts

    In response to post #20779209.

    The mod probably needs an update or patch to work with USKP. 2012 mods are old now.

    blackpete8427 3 kudos 62 posts

    In response to post #20779209. #20779394 is also a reply to the same post.

    Yes, that's something you would need to take up with that mod's author. There isn't anything that can be done on the USKP's end for conflicts caused by other mods.
  10. ShawnDriscoll 12 kudos 2500 posts

    Who here is an expert on Dwemer Centurions? Do any of them re-spawn, and where?

    blackpete8427 3 kudos 62 posts

    In response to post #20745634.

    Yes, they do respawn, but not in dungeons that never reset.
  11. daviduk 0 kudos 16 posts

    I have probably played about 2000 hours, and for a long time things have not been working like they used to when the game first began.

    I don't get the khajjit caravan outside Whiterun anymore. Nor do I get salmon respawning in some river places anymore. I did have a problem with dragons not repawning in the usual places (until I installed the More Dragons mod). Plus, I am currently using the Flora Respawn Fix.

    I don't know if any of it can be fixed, or even whether anyone knows what I am talking about, or that they should waste time trying out find.

    ShawnDriscoll 12 kudos 2500 posts

    In response to post #20699449.

    I no longer see a lot of things in Skyrim anymore. But I have a lot of mods fighting for Skyrim's attention.
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    akparkison 6 kudos 527 posts

    In response to post #20699449. #20699854 is also a reply to the same post.

    @ daviduk: I have logged in many, many hours myself and I have none of these problems. I run a light to moderate load order - are you sure you don't have mod conflicts? Maybe your game has been corrupted somehow?

    daviduk 0 kudos 16 posts

    In response to post #20699449. #20699854, #20700219 are all replies on the same post.

    I think that I had this before I started using all the mods. It may have happened after I changed the day timer so that time would go by more realistically. Then I changed it back to default.

    Another thing is that the khajiit trader tent does not turn up with them at Dawnstar. Others have this issue.

    Yes, it is probably something broken in the scripts being used which are stored in my save file. I have used "Skyrim SaveTool" to help with some problems to do with this. If you delete a script, then a new one can restart.
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    akparkison 6 kudos 527 posts

    In response to post #20699449. #20699854, #20700219, #20704939 are all replies on the same post.

    @ daviduk: My boyfriend had the caravans disappear once a long time ago on the PS3, but I've heard of it happening sometimes to other people since I switched to the pc. I guess I'm lucky.

    I don't use any script/save cleaning tools. I just start a new game if I need to do serious mod housekeeping, or else I roll back to a save prior to installing whatever mod I end up not liking. I save a lot and I have folders for each new mod I put in, so I know what save corresponds to the change(s) I've made. I'm pretty OCD about organizing my save files - they're all on an external hard drive and backed up on a separate flash drive. : )

    badboyzay 0 kudos 197 posts

    In response to post #20699449. #20699854, #20700219, #20704939, #20718354 are all replies on the same post.

    I believe the Khajiit caravan change their schedule/location dynamically
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    akparkison 6 kudos 527 posts

    In response to post #20699449. #20699854, #20700219, #20704939, #20718354, #20720049 are all replies on the same post.

    @ badboyzay: There are three different caravan routes:

    1. Whiterun to Markarth
    2. Riften to Dawnstar
    3. Windhelm to Solitude

    I think they change out every couple of days plus travel time in between.
  12. VoehringerNitron 0 kudos 2 posts

    Okay, this is going to sound like a rather newbish question, but when I download the new version, 2.0.8, what do I need to do to get it to replace 2.0.7? Do I need to do anything to remove the old one, or is it automatic? I'm not very tech savvy.
    Although if Hircine's quest is glitching, I may wait to download, since I need to do that quest on my current character.

    cridus 5 kudos 331 posts

    In response to post #20738434.

    if you install mods manually, simply drag the new .esp, .bsa and .ini files into skyrim's "data" folder and replace the old ones. keep the 2.0.7 version somewhere, anyway, so that you can put it back if your game doesn't work properly with 2.0.8 (for some other mod's fault, of course).

    if you use a mod manager, I don't know.

    VoehringerNitron 0 kudos 2 posts

    In response to post #20738434. #20742139 is also a reply to the same post.

    I use Nexus Mod Manager.

    ShawnDriscoll 12 kudos 2500 posts

    In response to post #20738434. #20742139, #20748559 are all replies on the same post.

    Just remove one and add the other.