14590 comments

  1. Arthmoor
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    Going to turn this into a catch-all sticky.

    1. WE DO NOT SUPPORT VR IN ANY WAY!!! Bethesda has intentionally not provided it with mod support. It was built from an ancient fork of SE from before the Creation Club came into existence. The price of VR gear is too expensive for members of the team to justify. Plus the master files don't match up at all. There are currently no modder supported methods to auto-patch for VR since VR does not have any of the new content from SE 1.6.

    2. We will not tolerate support requests for anyone using a jailbroken console. These activities are ILLEGAL and any posts on the subject will be instantly deleted, your access to this thread blocked permanently, and you WILL be reported to Nexus Staff for piracy.

    3. This is NOT a general troubleshooting area. This topic is specifically for support of the patch. Please keep any general troubleshooting to the forums where you will get a more useful response for yourself and others.

    4. Under no circumstances will we provide you with old copies of the patch. Do not ask. We will also NOT provide support for the archives which Nexus is forcing people to maintain. Do not ask about those either. All posts asking us to provide support for older versions of the game will be summarily deleted from now on.

    5. Regarding the "AE vs SE" misinformation that's going around, please do yourself a favor and read this: https://www.afkmods.com/index.php?/topic/5954-skyrim-anniversary-edition-and-you/ It will clear up any confusion on the subject that other forums are causing.

    6. If you're using any of the additional DLCs from the Anniversary Edition Upgrade, you need to also download Garthand's Unofficial Skyrim Creation Club Content Patches as these will resolve the conflicts between USSEP and the DLCs, as well as addressing other bugs in them that we are not covering.

    7. Yes, you understood correctly, as of the June 2022 update, fixes for the 4 free DLCs that were downloaded with the 1.6 game update are now incorporated with the USSEP.
  2. Hello fine people and good day to you o/

    I've added shrubs to my LOD which resulted in DynDOLOD giving me a single warning for USSEP about a duplicate reference:
    Spoiler:  
    Show
    <Warning: Duplicate reference ignored for LOD. unofficial skyrim special edition patch.esp [REFR:07029011] (Places TreeFallForestShrub01 [TREE:000AAE8F] in [CELL:0000BCFB] (in Tamriel "Skyrim" [WRLD:0000003C] at 32,-25)) adds same model at same position, rotation and scale as unofficial skyrim special edition patch.esp [REFR:000BAEB5] (Places TreeFallForestShrub01 [TREE:000AAE8F] in [CELL:0000BCFB] (in Tamriel "Skyrim" [WRLD:0000003C] at 32,-25))>
    Two shrubs for one is hardly a concern, nonetheless it's probably an unintended anomaly. Could you please take a look?
    Thank you!
    1. DarthVitrial
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      Looks like an accidental ctrl+d while adjusting something, thanks. Will fix.
  3. Ignikai
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    I've been trying to figure out what exactly the seasonal value modifiers attached to harvestable ingredient sources do for a personal project, and it lead me to discover something rather interesting about an old bugfix from this mod.

    After seeing the changes made by USSEP for flora such as chicken nests (Issue #15222), I was under the impression that the seasonal values influenced the ingredient source's chance of respawning, however, I decided to do a bit of research and found some conflicting information. The Creation Kit Wiki claims that the seasonal value of a flora record influences the chance to receive an ingredient when harvesting. 

    Ultimately I just decided to test this out by playing the latest unmodded version of Skyrim on steam and discovered that presumably neither of these are true. I proceeded to successfully harvest the chicken nest at Riverwood and then switched cells where I increased my game's timescale and returned to Riverwood after several in-game days. Lo and behold the nest respawned and I was successfully able to harvest it once more.

    So now I'm even more lost as to what this seasonal modifier does. Unless I missed something, I believe that the Issue #15222 fix is no longer necessary for the latest version of Skyrim, but maybe someone else can verify this for me. If it is in fact redundant, should I create an issue report about a potentially no longer necessary bugfix, or does this still presumably count as a "fix", since the values should have probably been set to 100 in the first place, despite seemingly having no current in-game influence?

    Also as a side note, if anyone does happen to know what these seasonal modifiers actually do, please share, it's been driving me crazy.
  4. GoldenChimera
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    Constant crashes in Solstheim trying to get anywhere close to the areas around Miraak's Temple or Thirsk Mead Hall. Closest I can get is the nord camp if coming in from the north. Otherwise consistent constant crashes. Checked all the mods I have for the DLC but none of them touch the northern areas besides a texture mod for the corrupt stones/Temple. Don't get consistent crashes near them though.

    Edit: Seems to have been an error with dragon skeletons & Simplicity of Snow. Since there's a lot of dragon skeletons around Miraak's Temple, it naturally kept causing the crashes. 
  5. sendnonsense
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    Normally I don't use unofficial patches unless it's some kind of restored content to get more fun, because bugs are just novelties and cute in most cases. But Skyrim has some massively annoying and weirdo beardo ones like that vampire lady in Solitude, Stentor or whatever, going to sleep and never getting up, or people never leaving their houses, or dialogues checking the wrong people. Definitely an excellent mod by excellent author(s). Keep up the excellent work!
    1. sclerocephalus
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      People never leaving their houses is not a vanilla issue though. This behavior is caused by mods (I have a particular one in mind, but there may be others).
  6. Andywlf
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    It's an excellent mod, but I really think it needs a new update. There are several things that this mod solves but at the same time it stops working. In Ustengrav, the dialogue between the mages doesn't work because the mage who controls the revived miners already appears dead. The character Gorm from Morthal no longer has important lines, only generic ones. The same happens in Winterhold with the Kraldar and his assistant. On other occasions, the dialogues repeat themselves constantly and get stuck on just one line when NPCs talk to each other, etc. If there could be a new update, it would be great.
    1. DarthVitrial
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      That sounds like a mod conflict or a corrupted install. 
  7. imsleepzy
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    Hello, i found these gaps around the Tree in Whiterun :
    1- https://imgur.com/a/h3nDNrp
    2- https://imgur.com/a/iacAVkG
    1. DarthVitrial
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      Could you make an afktrack ticket for those so they don’t get lost?
  8. maaiknomas1999
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    I installed the mod with mod organizer 2 and there is a heart with  an interrogation sign next. This is wrong? What should i do to fix it?
    1. Arthmoor
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      heart with  an interrogation sign

      What does this mean?
    2. Tanzka
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      If you mean it has a heart with a question mark on it, that just means you haven't endorsed the mod and is not an actual issue that MO2 is notifying you of.
    3. It means there are files in your overwrite directory within mod organizer 2.
  9. 94888u
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    Is it still possible to install USSEP without any creation club contents? I mean completely no fishing, saints and seducers, survival mode, curious, etc. in the game. because now USSEP seems to always require at least these 4 creations in order to load but I want to play the game only with the most basic dlcs without any possibility to encounter creations content
    1. Arthmoor
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      Those 4 files are no longer considered Creation Club content. They're part of the base game and have been since 2021.
    2. Madcat221
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      They retain their old CC file names because bad things happen if you rename loaded modules in the middle of a playthru. As Arth said, they are not CC content anymore but are part of the base game now.
  10. krissder
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    Does it fix the issue with soul gems being under filled?
  11. CarmeloFox
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    I have a problem: I don't hear any sound when I attack with a weapon. Whether it's a sword or a bow, I don't hear any shots or banging sounds when I installed the unofficial Skyrim Special Edition patch. If it attacks someone and when someone attacks me, I don't hear any sound, not even when it hits an NPC.
    1. Madcat221
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      If USSEP was truly the cause of something so conspicuously broken, we would be having rampant reports of this from all over. We have seen this happen before. You need to look elsewhere for the cause of this.
    2. CarmeloFox
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      YES ok but if I remove the mod the audio starts again
    3. Arthmoor
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      More often than not, it's the mere fact that you closed the game and restarted it that fixed it.

      There's nothing in the patch that could cause weapon sound to go silent.

      There are some regions on the map where this WOULD happen due to a vanilla bug, such as on the Riverwood bridge near where the bird flock flies out of the tree. So you could very easily have run into that.

      In any case, yanking a mod out of an existing save is ALWAYS a bad idea and you're more likely to have done permanent damage in doing so at this point which cannot be repaired.