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About this mod

This unofficial patch covers a bunch of misc fixes that the Unofficial Skyrim Legendary Edition Patch (USLEEP) does not cover. This patch is compatible with USLEEP and should be loaded after it. Some minor changes like Wuuthrad's fix will overwrite the USLEEP changes but will not cause your game to crash and burn.

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This unofficial patch covers a bunch of misc fixes that the Unofficial Skyrim Legendary Edition Patch (USLEEP) does not cover. This patch requires USLEEP and should be loaded after it. Some minor changes like Wuuthrad's fix will overwrite the USLEEP changes but will not cause your game to crash and burn.

Requirements : All DLCs and USLEEP.

Installation : Just install via your mod manager or put the .esp in your data folder and load it USLEEP and your other bug fixes.

Changelog :

USLEEP is now required as a master to fix Ysolda's AI packages.

Changelog :


1.1a :

-Fixed several edits that didn't get saved properly like Halldir and Draugr fixes. The issue with the Draugr confidence level was because certain ambush leveled lists had average confidence level, so it wasnt just restless draugr, it could be any leveled draugr from the affected lists. The Arniel shade faction change is also back in.

-Included the transmute/wabbajack scripts so they should be working now.

-1.1 included a small telekinesis change which i forgot to mention in the changelog. The changelog has been updated.

1.1 :

Actors :

-Arniel's shade removed from the Winterhold crime faction to avoid potential problems when you turn into a werewolf.

Items :

-The Ebony Mail's poison cloak effect should now only affect actors that are hostile to the player, to prevent accidentally hurting friendly NPCs (such as guards when you are fighting vampires in town)

Effects :

-Transmute will now prioritize transmuting iron to silver, as otherwise it is impossible to transmute a large stack of iron to silver without constantly removing all silver from your inventory after every casting.

-Telekinesis's area has been changed from 0 to 1 to try to fix the problem where it cant target soul gem traps and many placed items correctly (e.g. the Zephyr bow on the log).

NPCs :

-Dawnstar guards should now only say the "Hall of vigilant was burned to the ground" line once instead of repeating it infinitely.

Perks :

-Stability's description corrected so that it says 50% greater duration.

Quests :

Siege on the dragon cult : Added checks to try and ensure the "retrieve the journal" quest objective is only displayed if you have not obtained the mask yet. It's possible to have the objective re-displayed after you view the betrayal scene, which is confusing.

Tolfdir's Alembic : There should be a quest marker for the Alembic now.

The Book Of Love : The quest marker to talk to Bassianus or Klimmek should now remain on the relevant NPC after you persuaded him, so that you can find him when he runs off to talk to Farsted.

The Forsworn Conspiracy : Adjusted Thonar's dialogue to try to fix the problem where he talks about the Forsworn king but the conversation menu doesn't update to display the additional topics available afterwards.

Misc :

-Attached a script to all ash piles to make them delete themselves 7 in game days after they are first created. The script is located in the Data\Scripts folder.

The following are WIP as I cannot seem to get quest markers to point towards the nearest item of the type. Can anyone help?

WIP :


Smooth Jazbay : The quest marker should now point towards the nearest Jazbay

No Stone Unturned : After getting the objective to find all 24 stones, the quest marker should point towards the remaining stones.

Alteration ritual spell : Fixed the quest stages so the "use dagger to harvest heartscales" quest marker doesn't keep following you around when you have the dagger.

The Forsworn Conspiracy : Being arrested is a requirement to finish this quest, but also breaks all the radiant thieves' guild quests even though you are released with no other negative effects afterwards. The scripts are a huge mess and I'm not sure where the correct variable is.


1.0 :

Actors :

-Fixed Halldir being incorrectly named "Draugr Scourge" for his initial and last manifestation

-Aranea removed from the Winterhold crime faction as she is not a resident of Winterhold and it was causing her to be in combat when you transforms into a werewolf. This also stops her from attacking you if you turn into a werewolf while inside Azura's star and then get transported out before the transformation ends. Housecarls are not in their respective town crime factions for this reason in the vanilla game.

-Restless Draugr should no longer have "average" confidence level, which was causing them to flee from combat sometimes.

-Orchendor should no longer have 100% magic resistance. (not 100% tested)

-Gave the Goldenglow estate mercenaries a combat style. They were set to DEFAULT and it was causing some very strange combat behaviour where they would spend almost the entire time just standing there blocking and not attacking.

Effects :

-Absorb health no longer works on ghosts and undead. In the vanilla game, only dwarven constructs were immune to it.

Items :


-Wabbajack's damage is no longer governed by the two handed skill, but by destruction like most staves.

-Wabbajack should now work when used by anyone, previously it would only work if the player used it.

-Wuuthrad's damage bonus no longer affects Orcs. Orcs are no longer considered to be elves after they were turned into Orcs by a Daedric prince.

-The Staff of Magnus will now properly switch to draining health when the target runs out of magicka. The vanilla game put the condition checks for the target's current magicka in the enchantment itself, when conditions are normally placed in the magic effects. So it would sometimes drain the target to 0 magicka and then not drain their health unless you stopped attacking for a split second and then re-targeted the enemy with the staff.    

-The religious amulets with non-unique enchants can now be dismantled for enchanting. You will learn the basic enchanting version from them (e.g. fortify magicka from the amulet of Julianos). They are not unique artifacts and their enchants are freely available on other items, so it made no sense that you couldn't learn enchanting from them. The amulet of Dibella and Talos cannot be used for enchanting as their enchants are unavailable in the base game.

Perks :

-Limbsplitter's bleeding damage should now ignore resistances (but not immunities, undead, ghosts and dwarven constructs are still immune to it).

-Orcish battleaxes used to have a 8 second bleed duration with the level 3 limbsplitter perk, this has been corrected to 4 seconds, same as with the limbsplitter 1 and 2 perks.

Quests :

-Fixed Whitehold College NPCs refusing to talk to you when you have the "retrieve the staff of magnus" quest active. They would only utter generic dialogue lines UNLESS this was your first time you were talking to them, in which case the conversation menu would appear (because they used a special, one time only dialogue when you first talk to them).

-Fixed the bug where you cannot talk to Valdr upon initially finding him outside of the moss mother cavern unless you had the quest already active or entered/exited the cavern. Note that due to some scripting limitations, the "give him a potion" conversation topic will remain active for a few seconds after you give him the potion as he needs to finish talking before you can select the next conversation topic.

-"A night to remember" : Ysolda will no longer constantly force greet you at the Whiterun market about the ring until you get the note from Ennis about the ring. USLEEP added a package to Ysolda that made her do this at the wrong quest stage. (Not 100% tested)

Misc :

-Fixed one of the cell doors in Fort Karstad having a master level lock, all the other cell doors have a novice level lock.

-Set dungeon music to "cycle tracks" to hopefully make dungeon tracks play more than once. Unfortunately, this does not fix the huge volume disparity between combat and non-combat music.