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  1. brytag
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    -UPDATE

    - Due to the recent pandemic there has been a temporary delay to the next update. Thank you to all the supporters.




    Skyrim Supplemental Patch

    Version 1.10 - Now Available

    See the Change Log for the complete list of changes/fixes.


    To avoid any potential conflicts with other mods, the Skyrim Supplemental Patch should be loaded as high as possible in your load order. If you use the Unofficial Skyrim Legendary Edition Patch, the Skyrim Supplemental Patch should be loaded immediately after that at the top of your load order.

    You can find USLEEP at: https://www.nexusmods.com/skyrim/mods/71214

    The Skyrim Supplemental Patch will continue to receive further updates in an attempt to continue to fix and correct as many of the remaining errors that still exist in the Skyrim game as possible. If you think you know of an error or misplaced object that is within the scope of the patch to correct, then you can leave a comment or make a report in the Bugs Tab detailing the error or misplaced object and if it qualifies as an error that needs correcting it will be fixed and made available in an update. A list of all changes made is available in the Changelogs Tab.



    Thank you to all of the people who have supported this patch. Your support is very much appreciated.


  2. brytag
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    Patch Notes 1.07

    Kilkreath Ruins Traps:

    The swinging blades trap in Kilkreath Ruins has now been fixed as of the 1.07 update. The 3 swinging blades are activated by a tripwire, however it had never worked properly. When the tripwire was activated, the blades would always swing just once and then stop. It was clearly intended that they were to continue to swing indefinitely, as only one swing is somewhat pointless. Plus there is a lever just past the blades that was supposed to stop the swinging blades when pulled. The lever never worked either. It will all work properly now.

    Riften Barrels:

    The food barrels outside of Honeyside in Riften are now owned by the Mistveil Keep Faction at first. When and if the player purchases Honeyside and purchases the outdoor area upgrade, the barrels from that point on will then belong to the player. Many of the barrels on the lower level of Riften which did not have any ownership are now owned by the Riften Fishery Faction.

    Snowshod and Merryfair Farm doors:

    The door to Snowshod Farm and the door to Merryfair Farm did not have the correct cell, locational and/or ownership data which generally speaking wasn't really a problem, however it would impact users of the mod Simply Knock by Chesko. When the player would try to knock on those doors, it would not work. Now both of those doors will work properly with Simply Knock and can now be knocked upon, and I believe those were the last two doors that did not have all of the necessary reference data which was preventing proper functionality with Simply Knock, so every door in the game as of the 1.07 update should work properly now.

    Ironbind Barrow:

    Closely examining Ironbind Barrow will clearly show that it was thrown together in a hurry. The cell is filled with holes, gaps, and errors of all kinds including misplaced items and architecture, incorrect references, roombound errors and more. Correcting all of the errors in Ironbind Barrow was time consuming but it has been done. Some of the most noticeable errors were the instances where the wrong architecture piece was used which left large gaps in the 'world' in addition to other instances where the architectural piece was positioned wrong which left open gaps in the architecture. Additionally, there were also areas within the cell where objects, and sometimes everything, would disappear. This was due primarily to errors in the roombounds. There were also numerous instances within the cell where objects and items were misplaced outside of the accessible area. In one such instance a swinging blade trap was completely misplaced outside of the accessible area, rendering it pointless. It might have been possible that that was done on purpose, as if it were intentionally decided to be scrapped, but it would have been easier to just delete it if that were the case, and judging from its position along with the rest of the cell's condition it seems more likely that it was just misplaced, so it has now been fixed along with everything else. The cell was also set to not show the sky which was an error, as there are multiple places within the cell that have a natural view to the outside. Consult the change log for a more complete list of all of the fixes that have been implemented for Ironbind Barrow.

    The Ratway Vaults:

    Numerous errors have now been fixed inside the Ratway Vaults in update 1.07. Most notably are the errors relating to roombounds, as anyone who has spent time in the Ratway Vaults would know. In several areas in that cell when the player would stand there, the environment or sometimes certain objects would completely disappear. Walls, floors, ceilings, objects and sometimes everything would become invisible at certain angles due to the roombound errors. Additionally, certain parts of the cell had open gaps and holes in the architecture. All of this has now been fixed.


    Consult the change log for a more complete list of all of the fixes in update 1.07.

  3. AlreadyFree
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    What's the purpose of adding DA13AfflictedRace "Breton" [RACE:00097A3D] to all the armor addons?
  4. GE0DZ
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    For anyone who doesn't know, USLEEP did receive an update in the middle of last year that brings it to version 3.0.16, which appears to fix a couple of bugs within the existing mod. You can find the updated version here.
    1. thejiffiness
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      Thanks man, I didnt know there was an update.
    2. catarim
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      t h an ks  +2
  5. jspee1965
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    Safe to install/update mid play through??

    Thanks!
    1. thejiffiness
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      In my experience, no mod is really safe to uninstall mid-game. Many times in my less experienced days, I would uninstall a mod that should be harmless since it had no scripts, etc only to find the game constantly crashing later on. 
  6. RAHelios
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    does it fix, the arrow dropping on the ground when you shot it?
    1. thejiffiness
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      Gawd I hate that. 
  7. darksynth0
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    Also, what do I do about this?
    Is this an oversight on your end or this is expected?


    (I am playing SSE so you might not even have this record in Update.ESM)

    Anyway, better safe than sorry xD
    1. brytag
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      It's expected, you don't have to do anything about that.

      Yes you are correct, that edit does not appear in the Legendary Edition. The SSE Update and the Supplemental Patch both fix the same reference in different ways, so there is no need to worry or do anything about that, no problems.
    2. darksynth0
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      Thanks! Sorry for the questions, I am a little bit OCD about those records.

      FYI, the patch is working fine in my SSE game; but I did the following:

      1. Re-Saved ESP with CK (LE form 43 > SE form 44)
      2. Unpacked BSA with BAE, optimized contents with Cathedral Assets Optimizer
      3. Made .BSA hidden in MO2 so it will load loose files instead (could also repack BSA but I am too lazy for it)
      4. Forwarder/Carried few records from SSP to a custom patch

      Runs good so far
    3. darksynth0
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      Have you ever though about creating SSE version of Supplemental Patch
      Not all fixes from here are covered by SSE "fix" mods sadly
    4. dzee349
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      Thanks for this guide.  Also an additional step is that you have to first remove the ESM flag from Skyrim  Supplemental Patch in SSEdit before you can open it in Creation Kit and resave it form 44.  Creation Kit does not allow you to load master files (ESM) files as active files.
  8. GravithX
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    is there an SE port for this?
  9. Strongreaction
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    This mod does not require the Unofficial Patch, but is intended to be used with it. My question is this: does this patch port over changes that the UOpatch makes? If its assumed that its being used in conjunction with it is there any amount of carry over changes happening with this mod. I ask because I refrain from using in the UO patch and I want to know how it will affect my game.
  10. BuddhaSue
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    Would you recommend keeping the .bsa packed? I'm unpacking most other .bsa files in my mod list with the acception of USLEP.
    1. tattwood
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      Ideally, you shouldn't unpack this mod, because it is designed to be overwritten by other mods that add features to the game. This mod simply fixes errors in the vanilla game. Hence, if you unpack the bsa, you could end up overwriting other mod files which shouldn't be overwritten.

      Also, why are you unpacking your bsa's? In general, the whole point of a bsa, is that the files it contains, can be loaded or ignored based on the load order of the accompanying esp. If you are unpacking your bsa's, then you lose that functionality, and also you wont know whether to keep or overwrite files when there is a conflict. And if you want to remove a mod (because a better one replaces it, or you find a mod causes crashes), it makes it much more difficult to remove the files, because you lose track of which files are linked to which mod, and which files you've kept, and which files you've overwritten. 

      I'm not sure which files you're unpacking, but any unpacking of bsa's should be limited to meshes and textures (as it allows better control of your graphics if you like to individually select the best meshes/textures), and perhaps sound. But any other files should remain within the bsa, especially seq and script files. I realize this mod only contains meshes, and hence is in conflict with what i've just said. But note the first paragraph.
  11. Ratara
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    I do not know if anyone noticed this, but when I click on the plugin in the NMM I get the following warning.

    WARNING: This plugin has the file extension .esp, but the file header marks it as an esm!
    1. bitoolean
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      I'm not a modder, but I've seen this thing before I think in a video showing how to do something with mods (in a mod editor, probably TES5Edit), maybe clean them or something - I think it was even one of the official files, so it's probably normal. Again, I don't know about these things, but I wouldn't worry about it too much, if you don't get a better answer.
    2. Fireapple
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      It is an .esp with an .esm flag to make sure it loads at the top of your load order and can be sorted near USLEEP. It's meant to be loaded with first mods loaded so other mods can overwrite changes for compatibility.
  12. dodolkecik
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    Hi, I am not sure if this mod causing it but have anyone got problem to received/learned the word wall from frostmere crypt?
    Just checking. Because it has the sounds and aura as normal but it just refused to connect..