Anyone wanting to translate the mod is welcome to do so. I can post it here or you can publish it yourself. 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.
There is a Back ported USMP 2.6.2b version under misc for LE users. Use at own Risk
GOG now has Skyrim SE and FO4, So people like me who hate steam can now get rid of it. USMP and 99% of mods aren't tied to a specific version of the Game.
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.
Skyrim has always had minor issues, inconsistencies, and sometimes outright errors. This along with USSEP, fixes a lot of things that doesn't always work so well. If you are simply playing a vanilla game of skyrim, then you won't always see a lot of the issues. However, the more you mod the game, the more likely it is that you stress the engine, the more likely it will be that you have conflicts. If you could only take one fix, i would recommend taking USSEP since it fixes a ton of issues. USMP also fixes issues, but it fixes issues Ussep does not. It helps to prevent issues from cropping up, and also has some quality of life elements. If you look near the bottom of the description page, you'll see all the mods incorporated into USMP. They all resolve things that are wrong or off or broken in some fashion. How it benefits your game is really dependent on too many variables, including your graphics card and computer specs as well as what mods you use and how well you resolve conflicts. It's an amalgamation of fixes people would otherwise have as individual mods cluttering up their load order.
Has anyone encounter this problem with the sprint button because before I used to sprint instant by the press of a button but not I need to press on it multiple and more times so i can just sprint
edit. after uninstalling all my mods it seems the problem is true directional movement not playing well with one of the mods in usmp not sure which one tho.
There is no direct conflict showing in Xedit, so if there is in fact a conflict of some sort, it's at an engine level and not something I can do anything about.
Didn't you recently create a page dedicated to listing all the mods used in this and mods that are obsolete by using USMP? I was sure i seen a nexus page for that.....
2 questions: are you on a console? Do you use a mod manager? A picture and a fuller explaination would go a long way. I'm happy to try and help, but I really don't have a clear picture of the problem.
Hello sattyre, thank you so much for taking your valuable time to respond to me. I thank you.
Sorry, I think I didn't know how to explain myself. I'm on PC and I have Vortex as a mod manager.
Regarding the problem, I meant that when installing the USMP mod, the button on my controller to make my character run is disabled (it doesn't allow me to run). If I press the button, it doesn't take any action.
But this only happens with that button, all the others work perfectly. I don't know if this has anything to do with this issue, but I use the "reWASD" software to set up my buttons on an Xbox Elite 2 controller. With PS4 controller preset
Having the problem I tried to reconfigure the button in "reWADS" to another button or another letter but it didn't work. The PS4 preset sets up the button that allows me to run to the L1 button. I think it's the standard button normally set up in Skyrim for this action.
I would greatly appreciate any recommendations from you. 😊👍 Thank you very much and sorry for the inconvenience. 🙏
oh wow. I wouldn't have a clue how to fix that. I don't use controllers or consoles and have no clue how you would go about setting those up. I can say that USMP doesn't touch anything like that and shouldn't have any effects on how you interface with the game. I hope you figure it out, and sorry I couldn't be any help.
Yes, I understand, I also don't understand why this error occurs when apparently this rectification mod doesn't touch anything regarding control settings.
I appreciate trying to help me you are very kind thank you very much. 🙏😊👍
Seems there are some scripts included in Script Optimizaton Compilation that are included in your mod, but also some other ones. Would you include those other scripts, or are they potentially not as important? I also assume those scripts would ideally go before your mod?
They are the same scripts, but they came from ferrari365's individual mods. I may include those other scripts you mentioned in the next update provided they meet USMP requirements which I'm sure they probably do.
Edit: Apparently not the same mod I was thinking of. I'll take a look at it and see.
Most of those scripts are either already in USMP USSEP or require SKSE, so no I won't be including them. I actually don't think the load order would matter.
Of the ones not present, most need SKSE, are already fixed by USSEP, or are "possibly" not actually doing anything. Read the source mods in the list to find out which are which.
So I noticed that my Papyrus logs has some errors when using USMP and Vanilla Script (Micro)Optimizations (VSMO). It took a while to track it down, it has to be the combination of both mods.
Looking into the BSAs of USMP and VSMO it turns out that 11 scripts are conflicting. And since they both are in an BSA I dont know which one will actually win the conflict. Tested it with the following load order:
USSEP
USMP
VSMO
Right at the main menu I get this error messages in the log files:
Spoiler:
Show
[04/05/2024 - 06:12:39PM] error: Failed to find variable ::iRespawnDelay_var used in ccBGSSSE001_CritterSpawn.OnCellAttach() [04/05/2024 - 06:12:39PM] error: Failed to find variable ::iSpawnedCritterCount_var used in ccBGSSSE001_CritterSpawn.OnCellAttach() [04/05/2024 - 06:12:39PM] error: Failed to find variable ::iDeadCritterCount_var used in ccBGSSSE001_CritterSpawn.OnCellAttach() [04/05/2024 - 06:12:39PM] error: Failed to find variable ::isSpawning_var used in ccBGSSSE001_CritterSpawn.OnCellAttach() [04/05/2024 - 06:12:39PM] error: Failed to find variable ::shouldTryAgain_var used in ccBGSSSE001_CritterSpawn.OnCellAttach() [04/05/2024 - 06:12:39PM] error: Failed to find variable ::shouldTryAgain_var used in ccBGSSSE001_CritterSpawn.OnCellAttach() [04/05/2024 - 06:12:39PM] error: Failed to find variable ::fCheckPlayerDistanceTime_var used in ccBGSSSE001_CritterSpawn.OnCellAttach() [04/05/2024 - 06:12:39PM] error: Failed to find variable ::iSpawnedCritterCount_var used in ccBGSSSE001_CritterSpawn.shouldSpawn() [04/05/2024 - 06:12:39PM] error: Failed to find variable ::shouldTryAgain_var used in ccBGSSSE001_CritterSpawn.shouldSpawn() [04/05/2024 - 06:12:39PM] error: Failed to find variable ::bAllowRespawn_var used in ccBGSSSE001_CritterSpawn.shouldSpawn() [04/05/2024 - 06:12:39PM] error: Failed to find variable ::iSpawnedCritterCount_var used in ccBGSSSE001_CritterSpawn.shouldSpawn() [04/05/2024 - 06:12:39PM] error: Failed to find variable ::shouldTryAgain_var used in ccBGSSSE001_CritterSpawn.shouldSpawn() [04/05/2024 - 06:12:39PM] error: Failed to find variable ::iDeadCritterCount_var used in ccBGSSSE001_CritterSpawn.shouldSpawn() [04/05/2024 - 06:12:39PM] error: Failed to find variable ::PlayerRef_var used in ccBGSSSE001_CritterSpawn.shouldSpawn() [04/05/2024 - 06:12:39PM] error: Failed to find variable ::shouldTryAgain_var used in ccBGSSSE001_CritterSpawn.shouldSpawn() [04/05/2024 - 06:12:39PM] error: Failed to find variable ::PlayerRef_var used in ccBGSSSE001_CritterSpawn.shouldSpawn()
So it seems like it actually does need some fixing or load order change or whatever. Any suggestion?
Alright, changing the load order (load VSMO right after USSEP) actually fixed it. maybe you can add this in the mod description, so others won't run into this issue, too?
If you read the description, you will already see a recommended load order with those mods included. If you don't bother to read the description, then it really doesn't matter what I post or recommend.
981 comments
USMP is compatible with Skyrim SE 1.5.97 and the new 1.6+ update
Anyone wanting to translate the mod is welcome to do so. I can post it here or you can publish it yourself.
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.
GOG now has Skyrim SE and FO4, So people like me who hate steam can now get rid of it. USMP and 99% of mods aren't tied to a specific version of the Game.
Updating and new installs are always best on a new game.
But what will it actually do for my game?
Not currently having any crashes or glitches (that might change later in the game)
How will this benefit my game?
Not trying to be an arse, just curious if it will cause conflicts with mods? Or something else?
Just trying to find out more before I install
If you are simply playing a vanilla game of skyrim, then you won't always see a lot of the issues. However, the more you mod the game, the more likely it is that you stress the engine, the more likely it will be that you have conflicts. If you could only take one fix, i would recommend taking USSEP since it fixes a ton of issues. USMP also fixes issues, but it fixes issues Ussep does not. It helps to prevent issues from cropping up, and also has some quality of life elements.
If you look near the bottom of the description page, you'll see all the mods incorporated into USMP. They all resolve things that are wrong or off or broken in some fashion.
How it benefits your game is really dependent on too many variables, including your graphics card and computer specs as well as what mods you use and how well you resolve conflicts. It's an amalgamation of fixes people would otherwise have as individual mods cluttering up their load order.
I've about 560 mods roughly on a 4070Ti
Using Rudys Cathedral ENB on ENB 475 (new one 499 makes my rocks look like some nords have been sprinkling white substance on them)
Thanks for the information I think I'll defo give it a go after that
edit. after uninstalling all my mods it seems the problem is true directional movement not playing well with one of the mods in usmp not sure which one tho.
I was sure i seen a nexus page for that.....
Thank you for making these fixes possible to the game.
Please could you help me. 🙏
When I install any of the Unofficial Skyrim Modder's Patch and Fix mods on my controller, the run button stops working.
Could you tell me what I could do to fix this problem?
I thank you.
Sorry, I think I didn't know how to explain myself.
I'm on PC and I have Vortex as a mod manager.
Regarding the problem, I meant that when installing the USMP mod, the button on my controller to make my character run is disabled (it doesn't allow me to run). If I press the button, it doesn't take any action.
But this only happens with that button, all the others work perfectly. I don't know if this has anything to do with this issue, but I use the "reWASD" software to set up my buttons on an Xbox Elite 2 controller. With PS4 controller preset
Having the problem I tried to reconfigure the button in "reWADS" to another button or another letter but it didn't work.
The PS4 preset sets up the button that allows me to run to the L1 button.
I think it's the standard button normally set up in Skyrim for this action.
I would greatly appreciate any recommendations from you. 😊👍
Thank you very much and sorry for the inconvenience. 🙏
I hope you figure it out, and sorry I couldn't be any help.
Yes, I understand, I also don't understand why this error occurs when apparently this rectification mod doesn't touch anything regarding control settings.
I appreciate trying to help me you are very kind thank you very much. 🙏😊👍
https://www.nexusmods.com/skyrimspecialedition/mods/116472
Edit: Apparently not the same mod I was thinking of. I'll take a look at it and see.
I actually don't think the load order would matter.
It took a while to track it down, it has to be the combination of both mods.
Looking into the BSAs of USMP and VSMO it turns out that 11 scripts are conflicting. And since they both are in an BSA I dont know which one will actually win the conflict.
Tested it with the following load order:
Right at the main menu I get this error messages in the log files:
[04/05/2024 - 06:12:39PM] error: Failed to find variable ::iRespawnDelay_var used in ccBGSSSE001_CritterSpawn.OnCellAttach()
[04/05/2024 - 06:12:39PM] error: Failed to find variable ::iSpawnedCritterCount_var used in ccBGSSSE001_CritterSpawn.OnCellAttach()
[04/05/2024 - 06:12:39PM] error: Failed to find variable ::iDeadCritterCount_var used in ccBGSSSE001_CritterSpawn.OnCellAttach()
[04/05/2024 - 06:12:39PM] error: Failed to find variable ::isSpawning_var used in ccBGSSSE001_CritterSpawn.OnCellAttach()
[04/05/2024 - 06:12:39PM] error: Failed to find variable ::shouldTryAgain_var used in ccBGSSSE001_CritterSpawn.OnCellAttach()
[04/05/2024 - 06:12:39PM] error: Failed to find variable ::shouldTryAgain_var used in ccBGSSSE001_CritterSpawn.OnCellAttach()
[04/05/2024 - 06:12:39PM] error: Failed to find variable ::fCheckPlayerDistanceTime_var used in ccBGSSSE001_CritterSpawn.OnCellAttach()
[04/05/2024 - 06:12:39PM] error: Failed to find variable ::iSpawnedCritterCount_var used in ccBGSSSE001_CritterSpawn.shouldSpawn()
[04/05/2024 - 06:12:39PM] error: Failed to find variable ::shouldTryAgain_var used in ccBGSSSE001_CritterSpawn.shouldSpawn()
[04/05/2024 - 06:12:39PM] error: Failed to find variable ::bAllowRespawn_var used in ccBGSSSE001_CritterSpawn.shouldSpawn()
[04/05/2024 - 06:12:39PM] error: Failed to find variable ::iSpawnedCritterCount_var used in ccBGSSSE001_CritterSpawn.shouldSpawn()
[04/05/2024 - 06:12:39PM] error: Failed to find variable ::shouldTryAgain_var used in ccBGSSSE001_CritterSpawn.shouldSpawn()
[04/05/2024 - 06:12:39PM] error: Failed to find variable ::iDeadCritterCount_var used in ccBGSSSE001_CritterSpawn.shouldSpawn()
[04/05/2024 - 06:12:39PM] error: Failed to find variable ::PlayerRef_var used in ccBGSSSE001_CritterSpawn.shouldSpawn()
[04/05/2024 - 06:12:39PM] error: Failed to find variable ::shouldTryAgain_var used in ccBGSSSE001_CritterSpawn.shouldSpawn()
[04/05/2024 - 06:12:39PM] error: Failed to find variable ::PlayerRef_var used in ccBGSSSE001_CritterSpawn.shouldSpawn()
So it seems like it actually does need some fixing or load order change or whatever. Any suggestion?
maybe you can add this in the mod description, so others won't run into this issue, too?
https://www.nexusmods.com/skyrimspecialedition/mods/114777