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Arthmoor

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Posts posted by Arthmoor

  1. TAL shut down and for the most part, what was there is gone.

    Some wiki material has been picked up by the crew over at UESP.

    The Unofficial Morrowind Patch has been transferred to AFK Mods.

    No idea what the rest of the projects there have done.

    • Thanks 1
  2. Just a quick update for everyone who may be wondering. Internal testing is going well and we look to be on track for an October beta release - or possibly before the end of September if things go really well. We've been able to confidently say that updating mid-game to USLEEP won't have any negative side effects on your saves, which came as a great relief. Major quest lines for the MQ and factions all appear to be working flawlessly as well. We're still keeping an eye out for ol' Murphy though. Everyone here knows he's lurking, cause that's what he does. :dry:

  3. Unofficial Skyrim Legendary Edition Patch [uSLEEP]



    As many of you may remember, last year around this time we conducted a poll on whether or not it was the right time to consider unifying the unofficial patches into a single package. At the time, about 25% of those who responded to the poll were still in a position where they did not have all 3 DLCs for the game. So we decided against merging everything at that time.

    Fast forward to today, it's become quite clear that that 25% is far less than it was, and more and more people have been asking when we're going to be doing this. This post is your answer. :)

    Shortly after the release of USKP 2.1.3, we will begin the process of unification to merge the vanilla USKP plus all of the DLC patches into one all encompassing mod, which will be known as "Unofficial Skyrim Legendary Edition Patch", or USLEEP for short. A mouthful, but a catchy acronym.

    We have decided that the best course of action will be to rename the esp to match the mod's updated name. It will remain an ESP file flagged as an ESM as that makes the process of working on it less of a hassle for us and as has been proven, the game, CK, and existing mod management tools are completely fine with it. We have also verified that switching the ESP name will not cause any scripts modified by the project, or added new to the project, to throw Papyrus errors. The only side effect will be that the retroactive update scripts will all run again. That shouldn't cause any problems though and we'll make sure any scripts manipulating formlists are safeguarded against generating duplicate references in them.

     

    The hi-res DLC patch will remain a separate entity as many people do not use it for one reason or another and it's not considered part of the "Legendary Edition" of the game either.

     

    We estimate the time needed to do the work of merging everything together and then putting it through testing will take a few months. So we are not anticipating another release for the project between now and November while this work is done. Time commitments to other things are the main reason for this, so we figure giving ourselves enough time for that is prudent. Plus this also gives enough warning ahead of time that we're going forward with this.

    As many existing issues as we could resolve for the 2.1.3 release cycle have now been cleared from the tracker and any issues remaining that are not feasible to fix have been closed appropriately. Any new issues submitted after this point will need to wait until the unification process is complete before we will even begin to consider touching them. Please, DO report them, just don't expect action for awhile. If it should become necessary (God forbid) for a hotfix to be released before the unification is done, then that will be the ONLY issue that will be addressed and will be handled only in whatever patch it may affect.

    After the unification process is done, the existing separated patches will no longer receive updates. The files will remain up in their existing entries but will be frozen and the comment threads closed where possible. All future support will be handled on a single file entry for the unified project on each site it is hosted on.

    Mods which rely on using the USKP/UDGP/UHFP/UDBP are strongly urged to make plans to switch over to the new master file when it's ready. Other mods which import fixes from the unofficial patches are also strongly urged to make sure they are up to date before November. It would also be best if any translated versions of the patches out there get synced up with 2.1.3 so that as many people as possible will have access to them while the unification is underway.

    We will have a testing release at some point before the unified patch is ready to go live. The usual cautions against using beta copies on saves you intend to keep will apply. That step is going to last no less than a full month so that there's time enough to shake out any bugs that result from the process.

    ========================

    Some of you may also be wondering what this means for my own projects that make use of the unofficial patches as masters. These will all be converted as needed to run using the unified patch file. Post-unification, I will not release mods that rely on the individual patch files. So things like Bring Out Your Dead, Cutting Room Floor, Ars Metallica, and other stuff, will all get taken care of on whatever schedule fits best as the process moves along. In the case of Cutting Room Floor, this will also open the door to adding cut DLC content that's been getting logged to the tracker. So it'll be worth it :P Once I make these transitions, any old copies relying on the old patch files will be frozen.

  4. Most people don't actually read those things to begin with, but this one only shows up to make you agree upon publication of your first mod there, and on occasions where they tick a box somewhere to make you read it again and agree. A box they didn't tick after changing this back to the old one :P

  5. Polling has concluded - as promised, here are the results gathered from all 6 sites:

    For the unified file: 263 (75.6%)
    Against the unified file: 85 (24.4%)

    At this time, we do not feel it would be appropriate to cut off 25% of the user base from being able to use the patches.

    With that said, support *IS* high enough that we will be planning to move forward on this within the next year. There's every reason to believe that with current rates of reporting that all 3 DLCs will have few if any significant bug fixes to come in between now and then and a unified version will make much more sense at that time than it apparently does now.

    Keep in mind, the poll numbers were slightly misleading. Posts in the thread indicate a much stronger underlying trend against unification right now. Maybe after the fall and winter Steam sales things will change. For now we'll continue as we have been.

  6. Someone asked what would be impacted by the switch to a unified file. Since Nexus is the only place I know of where this data can be accessed readily (for those who have marked it) I'll post what's available from there.

    The list of USKP dependencies is irrelevent because the filename for that would not be changing. Which would eliminate issues with 62 files according to the Nexus data.

    UDGP dependencies:

        101 lisa again 01
        An NPO Module - Crossbows
        Better Sorting for - An NPO Module - Crossbows
        Clean Saves Archive
        Czech Translation for Unofficial Dawnguard Patch
        Darius Assassin
        Dragon Shouts Rebalanced - BETA
        GW71_Metallica
        No Permanent Essentials
        Proper Combat
        Racial Traits Overhaul
        Requiem - RND - Frostfall AiO Patch
        Requiem - Unofficial Patches Restored
        SAVS - Skyrim Almost Vanilla Saves
        Shouts Reloaded Lite designed for SkyRe
        Simple LOADING Screen
        Skyrim Dovahkiin Spanish
        Skyrim Redone - Complete Crafting Overhaul Remade Patch
        Skyrim Uncut
        ULTIMATE SKYRIM - AtoZ GUIDE to get the most IMMERSIVE and REALISTIC Skyrim
        Uncle Sheo's Stable Modding Guide
        Unofficial Dawnguard Patch -- Spanish
        YASH - Yet Another Skyrim Hardcore mod

    UHFP dependencies:

        Clean Saves Archive
        Czech Translation for Unofficial Hearthfire Patch
        Darius Assassin
        Hearthfires Everyone Sleeps
        SAVS - Skyrim Almost Vanilla Saves
        Simple LOADING Screen
        Uncle Sheo's Stable Modding Guide
        Unofficial Hearthfire Patch -- Spanish
        YASH - Yet Another Skyrim Hardcore mod

    UDBP dependencies:

        An NPO Module - Crossbows
        Better Sorting for - An NPO Module - Crossbows
        Clean Saves Archive
        Czech Translation for Unofficial Dragonborn Patch
        Darius Assassin
        Dragon Shouts Rebalanced - BETA
        Food and Drinks
        GW71_Metallica
        No Permanent Essentials
        SAVS - Skyrim Almost Vanilla Saves
        Shouts Reloaded Lite designed for SkyRe
        Simple LOADING Screen
        Skyrim Dovahkiin Spanish
        ULTIMATE SKYRIM - AtoZ GUIDE to get the most IMMERSIVE and REALISTIC Skyrim
        Uncle Sheo's Stable Modding Guide
        Unofficial Dragonborn Patch -- Spanish
        YASH - Yet Another Skyrim Hardcore mod

  7. This is a question we get on a fairly regular basis, so I think the time has come to consider our options for the future.

    First off, yes, I know I've been staunchly opposed to unifying the Unofficial Patch under a single all-in-one file to cover everything. Recent events have begun to strain the current model we're operating under though. Some fixes, like certain perks, can't currently be handled by our existing setup without generating a small fix file to cover these.

    Currently, the perk fixes are being handled here: http://afkmods.iguanadons.net/index.php?/files/file/1212-dg-and-db-axe-perk-compatibility-fix/

    Another issue just reported involves incorrect dragon skeletons when a dragon dies: http://afkmods.iguanadons.net/index.php?/tracdown/issue/16721-dragonborn-serpentine-dragons-inappropriate-mesh-when-dying/ - In order to address this, the DragonActorScript would need editing, and such an edit can't currently deal with DG dragons while preserving the DB dragons and the Miraak support code.

    A third issue is one that's been brought up before, but so far hasn't been formally reported - It's not possible currently to support adoptions on Solstheim because it would necessitate code that alters two DLCs. Technically it can be considered a bug that you can't even move your spouse to Raven Rock. It's pretty easy to see why Bethesda didn't even try.

    In general, any inter-DLC issues that come up can't currently be managed.

    Then there's the general difficulty in maintaining the separate packages as they are now. Each one requires a clean environment from which to work, which right now is only truly possible by having multiple Skyrim install folders that get switched between as each patch runs its cycle. Conflict resolution with this setup is made difficult because such conflicts can only be checked with every file in the same folder, and it's not wise to dirty up each folder with stuff from another.

    One major downside to all this is that removing the existing DLC patches from a running game could very well break things. There would be no other good way to go about this though (thank God we're using BSAs!) that wouldn't potentially cause some problems.

    Something that will need to be kept in mind. This changeover would mean the end of continued development on the current separate files. It is not feasible to manage the project in two entirely different branches.

    This would not affect the High Resolution patch. That would remain separate since it isn't dependent on certain DLCs existing or not and the content isn't something everyone can run.

    So briefly:

    Pros:
    No more need for multiple development folders.
    No more unresolvable conflicts.
    One unified patch that only takes up one ESP slot.

    Cons:
    Not everyone has every DLC yet.
    A significant amount of work to properly merge everything into one unified ESP.
    Support on the existing separate patches would be frozen except for hotfix issues.
    Extremely likely that the game could get confused when ripping out the unsupported DLC patches when a change like this is made.

    Again, as I once said, "hell no, never" - well. It's starting to become enough of a hassle to consider it.

    But, as these patches are largely for the sake of the community, I think it should be put to a poll. So please cast your vote, and post your thoughts on why we should or should not do this.

    • Upvote 1
  8. With the way Bethesda's load order system works now (after patch 1.4 really) all you need to do with the hi-res pack is make sure it loads early. Probably right at the top in just about any load order. Then the unofficial patch for that right after it. Keep the esp files they come with active. Those esp files will then determine the order the game loads the assets in.

     

    The advice that's been out there saying to edit the ini file with the order of the bsa archives is old, over 2 years old even. It's no longer valid.

     

    So long as the remaining texture packs you're installing come in after the others, there won't be an issue.

  9. You only need to include 'update.esm' in your mod as a dependant if you are changing a vanilla object that has been included in the Update.esm.

    Technically true, but unless you're analyzing the file ahead of time most people aren't going to know which ones have and haven't been touched by it.

    For modding purposes it's best to include it from the outset.

    Arthmoor: I mean, they can't suddenly make a major change (new location, gameplay tweak) without giving notice, right?

    Well they could, but that isn't very likely.

    Update.esm has included a few new things that weren't distributed as DLC, like mounted combat and the updated underwater shaders. They told us these were coming though so they weren't sprung without notice.

    Unlike a certain DLC they seem to be dangling like a carrot, telling us "not this week".

  10. For the record, Bash 295 is no longer supported for Skyrim *OR* Oblivion. Always use what's being offered on Nexus :)

    Update.esm doesn't show up in 295 because 295 wasn't aware of the updated record formats that began showing up with Skyrim's patches.

  11. Actually the Bosmer went along with this of their own will as well. Once the Thalmor have Valenwood and Elsewyr, it's a whole new ball game as far as invading Tamriel.

    Morrowind is too weak after all that happened post-Oblivion. The Elves are not foolish enough to attempt to invade Argonia, which had seceded by this point. Which doesn't leave a whole lot to stop the Elves from marching right into Cyrodiil, which is basically what caught everyone off guard.

    By the time Skyrim starts, the Empire is already in shambles and there's no likely hope of that ever getting fixed. You aren't going to win a war with High Rock and Cyrodiil vs the new Aldmeri Dominion. Stranger things have happened though and we don't really know where Bethesda intends to take this.

  12. Given all the information you can soak up in the game, I'm pretty sure Skyrim and Hammerfell forming an alliance would be the end of the Thalmor. Why? Hammerfell fought the Thalmor off ALL BY THEMSELVES after the Empire abandoned them. Redguards and Nords in an army, marching on the Elves, it will be glorious. The Cyrodiilic softies can choke on it :P

  13. There are in fact beta testers for Dragonborn. Those people involved with the Dawnguard beta on XBox got invites, but they are all under NDA and not allowed to even disclose if they are participating this time around. GStaff confirmed this and made it pretty clear they'd not be happy about anyone who let their cat out of the bag.

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