Skyrim Special Edition

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  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. culoacido
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    reupload older versions f@&#!t
  3. VikingMikey
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    Hey there, I've recently downgraded my skyrim to 1.5.97.  Will the current USSEP for 1.6.1130+ work with my downgraded version? For example, if a seperate mod requires the USSEP will it still be compatible? I've also downloaded the backported extended esl support, but idk if that will help in this case.
    1. DarthVitrial
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      Don’t downgrade. There is literally no reason whatsoever to do so, all mods work on the current version. Even NGIO works on 1.6.1170. 
      USSEP is built with the assumption you are using the current version and we will not support older versions. 
  4. Drakonem
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    Hello,

    When the Forelhost dragon cultists die from Dawnbreaker's proc fiery explosion, they drop both ash piles and ghostly remains.They otherwise do not drop ash piles when killed with magic that normally disintegrates, as far as I understand.
    I tried tracking down the source of this but it's beyond me--does it use a script to disintegrate enemies separate from the normal one for magic?
    Tested this on both a modded save, and a separate profile w/ new save and only USSEP, ASLAF and SkyUI. The results were the same.
    1. DarthVitrial
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      Yes, ghosts are controlled by a different script, but they should also have a keyword that excludes them from normal disintegration... Maybe it's missing here.
    2. Drakonem
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      Ah, that might be it. I was looking at the other disintegration script. Looking at it now, with my elementary understanding of papyrus I think it only checks for race / if the actor base is in the immunity list, but not for the 'no disintegration' "MagicNoDisintegrate" keyword. See above.
    3. DarthVitrial
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      Which script specifically is that?
      (Also fun fact, it's actually misspelled as "MagicNoDistintegrate")
    4. Drakonem
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      Yeah, I just saw that... man... annoying.

      That line was in defaultGhostScript. I thought maybe it would've been due to magicAttachAshPileOnDeath but now I'm unsure.
    5. Drakonem
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      I honestly don't know if that' line is related after all. I'm not familiar enough with the logic here/scripting in general to know why this is happening. It's like it's getting its default ghostly pile with an added ashpile on top; so wouldn't it be not in the ghost script but the other one? Because it's still setting the normal ghostly remains pile like it should, but for whatever reason is also doing the ash...

      EDIT: another note, maybe useful, maybe not. They are missing the 'is ghost' flag in their records still, seems like. Don't know if there was a reason for that, as it seems like some other ghost npcs are also missing that flag.

      EDIT2: nevermind that flag did not do what I thought it did. I'm outta ideas otherwise.

      EDIT3: Perhaps something to do with magicAttachAshPileOnDeath ?
    6. DarthVitrial
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      Sorry, which weapon/spell are you specifically using that's triggering this?

      EDIT: NVM, misread. Dawnbreaker.
      For some reason I read that as Dawnguard. Am checking now.
      EDIT 2: I think I found the cause,  working on a fix.
    7. DarthVitrial
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      Fixed for next update: https://afktrack.afkmods.com/index.php?a=issues&i=34033
      Pretty involved bug actually.
    8. Drakonem
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      Nice. You made quick work of it. Thank you.
  5. HalcyonAnd0n
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    SSE v.1.6.1170

    Not sure if this is something to report here, or if it's covered somewhere else but here goes. Couldn't find anything regarding this issue anywhere else.

    DawnstarExterior08, texture seam on landscape. In the CK if only Skyrim.esm is loaded the seam is not there. With Update.esm loaded, the seam shows up. Images below.

    Spoiler:  
    Show

    Spoiler:  
    Show
    1. DarthVitrial
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      Do you have the refID of a nearby object?
    2. HalcyonAnd0n
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      00095102 should be the rock (MountainTrim02_HeavySN) showing at the top-left edge of images
      Just noticed those were my old images with a few textures still active in MO2, tested again with zero mods active and same issue, I can post those if needed.
    3. DarthVitrial
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      Thanks, I’ll investigate. Landscape changes are usually out of scope for ussep we’ll see. 
    4. HalcyonAnd0n
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      Thanks a lot, and apologies. Just wasn't sure at this point where to check about this.
    5. DarthVitrial
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      Well, I confirmed it exists, seems to be caused by Update.esm's edit to record 0009EB6, but it's most likely out of scope for ussep to fix, we try not to edit Landscape records for compatibility purposes.
  6. ianm1128
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    everything i've found online about the ancient shrouded cowl says that ussep fixes that bug, but im still experiencing the bug with ussep in the game. not sure if theres a way to fix this or not, but all the sources of information for me have led back to here.
  7. ironiclyaex
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    is there anyway to still unlock achievements normally with this mod? i still want to unlock them lol
    1. DarthVitrial
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      Sse engine fixes allows you to get achievements with mods installed. 
    2. ironiclyaex
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      when i booted it the game it says loading previous save will disable achievement unlock
    3. Arthmoor
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      Blocking achievements is a vanilla feature of the game (thanks Microsoft). You need the SSE Engine Fixes mod to be able to disable that block and start getting them again. I'm pretty sure it will tell you they're being blocked the first time you load with it after installing but it should be fine after that.
    4. daywalker03
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      It's probably because there used to be people that viewed using mods on games as a form of cheating and convinced the game console manufacturers to implement some way to restrict access to achievements to only those people that played the game as it came from the developers.
    5. Arthmoor
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      That would be fine for consoles where achievements apparently have monetary value. On PC they're meaningless so it makes little sense to block them here too.
  8. SirenNoir
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    I just wanted to say I appreciate this mod and the work you put into it.
  9. kaianvestra
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    WHY did you make inn chatter ambience so dang loud?

    I downloaded this to turn off that noise:
    https://www.nexusmods.com/skyrimspecialedition/mods/45276?tab=files
  10. TKHBMVP
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    This quest is still so bugged
    Skyrim:Mistwatch (quest) - The Unofficial Elder Scrolls Pages (UESP)
    if both hostile, you will not be able to finish this quest
    1. DarthVitrial
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      I may be misunderstanding, but isn't it normal that you can't turn in the quest if you've made both factions hostile? Try using a Calm spell to pacify one of them.
    2. TKHBMVP
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      No, that doesn't work ... 
    3. DarthVitrial
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      I’ll need more information then, I’m not really sure what the issue you’re reporting is. 
    4. TKHBMVP
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      If she dies as a bandit leader and you go back to Cristen to tell, he turns hostile and dies. So you never can finish the quest.
      See bug section here
      Skyrim:Mistwatch (quest) - The Unofficial Elder Scrolls Pages (UESP)
      Also if he dies and she too because she turns hostile to the PC, you can't finish the quest too.
  11. Fishy399
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    Hello USSEP team, 

    Not sure if this has been reported yet, but there are holes in the window/wall (smdcwinsol01.nif / smdctracon01.nif) on the inside of Elenwens Solar (Thalmor Embassy). I saw in the most recent patch Bug#32990 fixed the upstairs windows (smdbwinsol01.nif), however the ground floor still has the gaps. I have the most recent update of USSEP (4.3.1) and skyrim SE/AE (1.6.1130) if that helps.

    I apologise if this has already been pointed out and thank you for your time.
    
    1. DarthVitrial
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      Confirmed, will be fixed for next ussep version.  Thanks for reporting.