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  1. sattyre
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    The Changelog now features possible inclusions.  Feedback is Welcome.

    I created a page for USMP patches.  You can find it here

    USMP is compatible with all Skyrim versions

    Anyone wanting to translate the mod is welcome to do so.
    I've had a lot of suggestions, for mods and mod fixes to include, so I thought I would outline some necessary details.

    Eligible mods must be:
    -stable
    -fairly self contained, meaning no dependencies beyond USSEP and vanilla, so no SKSE.
    -be beneficial for the vast majority of players, and
    -be fairly compatible with most other mods.
    -not be strictly taste mods.

    Skyrim VR users will require Skyrim VR - USSEP 4.2.2 and SSE 1.5.97 Compatibility Patch?

    If you have a version of USMP prior to 2.0.2 you need to update, and get the latest version to fix an issue that could cause black face.
  2. sattyre
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    There is a Back ported USMP 2.6.2b version under misc for LE users.  Use at own Risk

    USMP and 99% of mods aren't tied to a specific version of the Game.  However it pays to be aware that older game versions probably won't load esp, esl or esm files with the newer 1.71 header version.   Older game versions require BEES to load the newer version plugins.  There is more info in the articles tab.
  3. sattyre
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    Installation.   If you are updating on an ongoing save, then you definitely need to get your character somewhere inside a house or inn and out of the larger worldspace.  The Critterspawn Congestion fix needs to fix the worldspace bugs and will cause issues if you are not in a contained world-space like an inn or home that doesn't have spawn points. 

    Updating and new installs are always best on a new game. 
  4. mudfishgames
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    Is there a way to manually remove fixes I don't like?
  5. purringc
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    Hey sattyre,

    I'm trying to apply...'The Method', to modding my game using xEdit and modgroups. It's all very tedious, but hopefully worthwhile.

    Just a quick question: Are the changes that USMP makes overriding USSEP and Navigator intentional?

    I get it could be just a different perspective on what's 'correct.'
    1. sattyre
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      Yes they are intentional.  
      The Method is tedious, but it works really well and is really worth while learning.   A consequence of learning the method is you get pretty good at making your own patches and that solves a lot of issues, especially as it applies to the rule of one.  (Only the last record is ever used.)  If you haven't already joined the Xedit discord, do so.  They are a great help in learning the method and there is always somebody there to answer questions.
      Good luck.
    2. purringc
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      Thank you. I appreciate the response and encouragement. I'll definitely join the discord. 
  6. DamBpoT6e33a6oT
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    I installed the patch "USMP - Book Covers patch.esp" and now it requires me to load its master files in this order, which is impossible:
    Book Covers Skyrim.esp
    Unofficial Skyrim Modders Patch.esp
    1. sattyre
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      Patches don't need a specific order unless master file dictate they must.  Since neither Book covers or USMP have the other for a master file, that is the case here.  My guess is either you've done something, or your mod manager is giving you grief.
    2. DamBpoT6e33a6oT
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    3. sattyre
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      load your mods in Xedit with them in the correct order and then hit the sort masters feature and it will re-arrange the order of the masters.  You should always use the xedit sort masters feature if you make or re-arrange your mod list.  Neither book covers  or usmp have the other as a master, so it isn't an issue to do.
      It also won't create issues with either mod.
    4. DamBpoT6e33a6oT
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      My mods are sorted into working condition, and not as LOOT or Xedit want.
      Honestly, it's easier for me to delete "USMP - Book Covers patch" altogether, instead of all this dancing with a tambourine ))) Before that, on the previous version, it played fine without it. Thank you.
    5. sattyre
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      A mods list of Masters is just that, a list.  That list can be sorted so the masters  are re arranged into whatever order you mod list has.  That Masters list is created as dependencies are added so it's possible to have a list of masters that are wildly askew.   This is easily fixed with Xedit by simply using the "Sort Masters" function.  Further, it can be tailored for an individual mod list if there is a reason.  The Masters list is not an iron clad sort order and should be manipulated to agree with your personal mod list.    Highlight your entire mod list and click sort masters.  Here is a pic to show you how.  It is easy to do and safe.  X out of Xedit and allow the changes to be saved.
      https://www.nexusmods.com/skyrimspecialedition/images/275234
  7. Petty7
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    Can someone clarify this for me please? I'm on Skyrim v1.6.640 and if I'm not wrong I can only use USSEP v4.2.9a, so which USMP version should I install? thanks.
    1. sattyre
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      the latest version
    2. Petty7
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      Thank you very much.
  8. SteelCityCaesar
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    I just installed the Anvil modlist from Wabbajack and the first thing I wanted to fix was walking NPC walking speed (so they move at the same speed as the player).

    The most recent posts under the mod I used to use to fix this irritation says the mod no longer works (its from 2016). One commentor said this mod fixes the issue and I can see it in the description. Also as this mod is part of Anvil modlist I already have it installed but still have the annoying issue of NPCs walking a different speed to the player. Is it something that should activated at installation? 
    1. sattyre
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      Its probably being overwritten by another mod.  You can use the "remove walk run" optional file as a template with Xedit to discover if something is overwriting it.  That optional file reverts the usmp edit back to vanilla and should show you exactly what is also changing those edits, if anything.
    2. SteelCityCaesar
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      God damn it! This is day one of making new mod list after two years away and I'm already pissing about in xEdit to fix walking speeds of all things! Why do I keep coming back for this punishment?

      Thanks the reply and for the mod.
    3. darkphoenixff4
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      Anvil uses Game Settings Override, which allows changing internal values from an outside file.  I believe walking speed is one of the entries.
    4. bingusthecatto
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      I'm really sorry my users are bothering you about this...

      @SteelCityCaesar The reason it's not being affected is due to me using the optional file mentioned by sattyre that reverts the USMP edits to the walking speed. It's directly under the USMP mod in the left pane of MO2, you just need to untick it
  9. Ignikai
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    Hi Sattyre.

    After noticing in xEdit that practically every follower and pet has been assigned the 'Doesn't affect stealth meter' tag, I was curious to discover what exactly this meant. After investigating the changelog, I discovered the detailing "Prevented followers and tamed animals from affecting the stealth meter." However, this wording is still a bit difficult for me to interpret, and even after playing around comparing USMP enabled with it disabled, I've struggled to notice a difference.

    Could you perhaps clarify a bit further what the 'Doesn't affect stealth meter' tag does, as I've had difficulty determining its exact influence.

    Thank you!
    1. sattyre
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      It affects the eye when you are sneaking.  without the "Doesn't affect stealth meter" flag, your follower will see you sneaking and the eye will be open.  With the flag, it excludes your follower from affecting the stealth meter so the eye will be closed.  That way you will know if somebody you are trying to sneak past, actually sees you and you are not getting false readings simply because you have a follower.
    2. Ignikai
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      I see, that sounds like a very useful change then, thanks so much for clarifying!
    3. havochot
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      Is this only when they are followers, or at all times?
    4. sattyre
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      I've alway assumed it's only when they are your followers, but I haven't ever tested to see, and I can't imagine many circumstances where that distinction would even matter.
    5. Ignikai
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      I'm coming back to this post as I'm updating and testing my modlist, and I discovered through my testing that this change has rather detrimental effects, at least when concerning followers.

      The way it stands currently, the detection restriction applies permanently to the attached NPC, meaning they will never influence your 'stealth eye' even when they are not your current follower. This already has a pretty drastic implication because it influences your detection with potential followers even if you've never befriended them, but it gets even worse. Despite not visually affecting your stealth meter, the NPC in question can still 100% see you and will still report you for crimes. You can sneak in front of Jenessa and appear undetected, but if you steal an item in front of her while she is not your follower (even if she was previously your follower), you will gain a bounty.

      What I've also found through testing is that, at least for followers, this addition seems completely unnecessary. Maybe it has something to do with the USSEP or Powerofthree's tweaks, but without this mod, current followers have no influence on my stealth meter and regain influence when dismissed, which I can only assume is the intended system.

      I may do a bit more testing with pets and such and with USSEP / Po3's Tweaks disable, but as of now I am pretty confident that this change is completely unnecessary and actually rather harmful to attach to potential followers. Do note that I only tested with Jenessa and Annekke, so it's possible that this does not extend to every single follower.
  10. Tikospony
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    I'm just notifying you. The "Ultimate Optimized Scripts Compilation" has been updated. It would be great if this gets into a future version 2.6.6
    1. sattyre
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      Thanks
  11. UltraHex
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    A note should be added to the description:


    Although Script Optimization and Fixes Compilation is now included in USMP, the following mods by wSkeever are excluded and should be downloaded and installed separately:



    (Sattyre may copy the above verbatim if they wish.)

    I was going to include WIDeadBodyCleanupScript Crash Fix too but I see lilebonymace's fix is included instead.
    1. evilorangepeel1
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      I did want to note that you still need the patch from the UOSC page for simplicity of seeding. I do wonder if you still need the World Encounter Hostility Fix patch from there as well.
    2. UltraHex
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      Indeed, you do need that UOSC SOS patch. It combines the Vanilla Script (micro)Optimization changes included in USMP with SOS.

      The UOSC WEHF patch is more complicated. It does not include the changes from USMP, however it has plenty of its own changes that USMP does not. Additionally the UOSC WEHF patch appears to be for the WEHF Performance Version only.

      tl;dr:
      Simplicity of Seeding: UOSC Patch recommended.
      World Encounter Hostility Fix - Performance Version: UOSC Patch optional.
      World Encounter Hostility Fix - Scrolls Version: UOSC Patch incompatible.
  12. Lavalav
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    Hello Sattyre! Thank you for sharing and maintaining this. I have a question about USMP SE V2.6.5, which requires Powerofthree's Papyrus Extender (hereinafter referred to as PPE):  the PPE was updated to V6.0.0 on June 10, 2025, and according to Powerofthree,  " ... two functions that are deprecated in 6.0.0 so any mods using those will have to be updated". Since the USMP SE V2.6.5 happened before the PPE V6, should I stick to previous versions of PPE, or is it ok to use the latest version of PPE?   
    1. sattyre
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      Keep your current copy of PPE and give the new one a try.  I'm sure it will be fine.
    2. Lavalav
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      Thank you for the reply! I'll give it a go.
  13. AugnierCalyenin
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    So I'm on 1.5.97, so I should use BEES for this? Also, I got the version that uses Ultimate Optimized Scripts Compilation, do I need to get "ObjectReference for pre-1130" from the optional files on that mod page or does yours include it, and would I actually need it?
    1. sattyre
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      you don't need it as i removed the single script that requires it.