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[Official] The Elder Scrolls V: Skyrim Information and Discussion Thread - Page 782

post #7811 of 12885
Also, the Unofficial Skyrim Patch (USKP) may go into Beta tomorrow for those of you interested. For those who didn't know, the UOP (unofficial oblivion patch) was a must-have mod for Oblivion for every player for the last 5 years. To date, I believe they have patched over 2200 fixes to the Oblivion base code. They even did fixes for Shivering Isles and the DLC!

This beta of the USKP will have solved a ton (no kidding) of bugs in the current game, with many more fixes to come! Attached is a website to the current list of bugfixes, I've attached a small sample of fixes. The 3 guys working on this deserve payment from Bethesda for what they've done, I cannot fathom the amount of hours they've put into this project and the other games to date.

USKP Thread (visit for a more comprehensive list)


Partial list of fixes (Click to show)
Game Mechanics Fixes
  • NPCs will no longer drop weapons or shields as separate objects, as these are never cleaned up which greatly adds to save bloating and litters the gameworld (the items will still appear to be dropped, but will access the corpse's inventory to be taken and be cleaned up with the corpse if left)
  • Ash Piles, Ghostly Remains, Ice Piles and Wisp Cores will no longer permanently remain and bloat the save file (they will either disappear on exit of the cell or when the cell resets)
  • Nirnroot glow objects will no longer stack, bloat the save and become blindingly bright; existing stacked glows will be removed
  • The Absorb Spells effect of the Atronach sign, Atronach perk (Alteration tree) and Breton Dragonskin ability will no longer cause the player's own conjuration spells to fail
  • Casting a Flame, Frost or Shock Cloak spell will no longer cause most conjured allies to disappear for no apparent reason
  • Flame, Frost and Shock Cloaks and Runes will now be properly augmented by their relevant Augmented perks in the Destruction tree
  • Being too overencumbered to run or fast-travel (except mounted) will no longer stop carriages from working
  • The Purity (Alchemy) perk now has the correct pre-requisite of Snakeblood, instead of Experimenter
  • The Matching Set perks (both Light and Heavy variants) will now provide the 25% bonus if wearing a complete set of matched armor as indicated (it was providing 20%) and also apply properly to Ebony and Imperial Light armors which had been overlooked
  • Argonian players (who have permanent Water Breathing) will no longer gasp for air when surfacing
  • Female vampire Imperial, Nord, Orc, Redguard players/NPCs, and "Elder" NPCs (yes, old people have their own race) will now have the correct vampiric eyes rather than normal eyes
  • Fixed the missing Well Rested message and duplicated Well Rested and Rested bonuses appearing when the player slept in their home
  • The player will now receive the Well Rested bonus from sleeping in the Winterhold College Arch Mage's quarters if they are the Arch Mage
  • The Windhelm Barracks now has the correct music type (castle rather than dungeon) and followers won't react as though in a dungeon or cave
  • Fixed the lever (7CFE7) in BlackreachArena (3,0) so that it will turn off the Dwemer spinning blade trap on the arena platform, as well as turning it on again (was also slightly seethrough-underside but this wasn't noticeable)
  • The two outermost weapon racks of the row of five in the Proudspire (Solitude) basement (E26AF/B0) will no longer eat the player's weapons by taking them and then not being activatable to give them back again
  • The following containers in player homes will no longer respawn and eat whatever items the player stored in them:
  • The Apothecary's Satchel (109E0D) on the alchemy lab station and the Barrel on two others under the stairs (3EE76) in Whiterun's Breezehome
  • Three Barrels (8DEEA-C) in Riften's Honeyside
  • Four Barrels (77CB3, DC67E and E3C8B), two Sacks (DC6B2 and E2E99) and the Apothecary's Satchel (E2E30) in Markarth's Vlindrel Hall
  • A Barrel (DF4A7) and two Sacks (DF4C4/66E) in Windhelm's Hjerim
  • Nine Barrels (D8B2A, E272C/D/E/F/4C/D/300E) and a Large Sack (E2731) in Solitude's Proudspire Manor
  • (because these containers change, if you have anything stored in them you don't want to lose, save it elsewhere before installing the USKP)



Quest Fixes
  • Riftweald Manor, Mercer Frey's house in Riften, will no longer be accessible before the Thieves Guild quest The Pursuit without console commands, as accessing it earlier and picking up his plans would cause the Hard Answers quest to not start and break the questline (removed a barrel 3FFE6 from RiftenWorld RiftenCityEast 43,-24 that allowed early access)
  • The Thieves Guild quest "The Litany of Larceny" will no longer terminate immediately when the last item is obtained, rather then when it's returned to Delvin Mallory, which left the quest unfinishable
  • The Thieves Guild ongoing job quest "The Numbers Job" will now correctly target the ledger in Haelga's Bunkhouse (Riften) rather than a static crate that left the job unfinishable (won't fix it if occurring currently; just cancel the job with Delvin and it won't reoccur)
  • If the player quits or fails a job in the Thieves Guild ongoing job quest "The Fishing Job" this will no longer remove the target item type from the player even if it wasn't acquired from the mark yet
  • If the player quits or fails a job in the Thieves Guild ongoing job quest "The Burglary Job" without having acquired the target item, it will be removed from the target location, as otherwise it couldn't be picked up and future Burglary Job items at that location would overlap it
  • If the player finds all 24 Unusual Gems before talking to Vex in the quest "No Stone Unturned" this will no longer make the quest unfinishable
  • Vekel The Man's (Riften Thieves Guild) quest to retrieve Arondil's Journals will now pay the player the intended reward, will properly remove the items at quest end, and if the player finds the journals prior to getting the quest Vekel will have appopriate dialog rather than dialog that only makes sense if he gave the quest first
  • Fixed Karliah going to Snow Veil Sanctum instead of returning to live at Nightingale Hall (which then didn't get restored; her dialog would also indicate she was in Nightingale Hall when she wasn't) at the conclusion of the Thieves Guild main questline (Darkness Returns)
  • Imperial Legates and Stormcloak Commanders in camps throughout Skyrim will no longer remain unnecessarily essential after the Civil War questline is completed
  • Urag gro-Shub's (Winterhold College) book finding quests will no longer break if the player has already found the book before starting the quest
  • If the player finds Leifnarr's corpse in Broken Helm Hollow before receiving the objective to do so from his wife Grosta, the objective to report his death to her will now have a quest target, and the dialog option will be available so that the quest can be completed
  • "J'zargo's Experiment" will no longer break if more than three undead are destroyed with J'zargo's Flame Cloak Scrolls (the quest objective was to test them on three, but it's easy to go over this)
  • "Find Red Eagle's sword" will no longer restart if it's already completed by re-reading the book "The Legend of Red Eagle"
  • At the conclusion of Tending the Flames (Solitude Bards College), Viarmo will no longer tap the effigy of King Olaf with a mysterious hammer that appears from nowhere and then be stuck holding a torch permanently afterwards (note that due to bugged idle handling he still may have his hand in the holding position after the festival though), and the effigy's fire will now have its missing sound effect and flicker
  • In Tending the Flames, when Viarmo presents the rewritten Olaf verse to Jarl Elisif, he will now read the correct line if the player chose "Olaf sacked it in dragon form (Persuade)" for verse 4
  • Fixed Pantea Ateia's Tending the Flames festival greeting confusingly linking into her own quest's dialog
  • After the Bards College Rjorn's Drum quest is complete, Giraud Gemane will no longer have the "I found Rjorn's Drum" option (he would repeat the same dialog again, although not provide the reward again; this bug was introduced with the 1.4 patch)
  • If the three Bards College instruments are found before their related quests (Finn's Lute, Pantea's Flute and Rjorn's Drum) the misc. quest objectives to find them will no longer remain permanently incomplete after the quest ends
  • If the player finds the Fine-Cut Void Salts and returns them to Captain Wayfinder before being given the quest to do so, his quest-initiating dialog will no longer take the Void Salts quest item aaway and put it back where it was originally found
  • The player will no longer be able to return further (non-quest-item) Void Salts to Captain Wayfinder after the quest is complete and receive the reward each time
  • Esbern's misc. quest objective "Bring a Dragon Scale and a Dragon Bone to Esbern" will now complete properly when this is done
  • The Dawnstar bounty misc. quest objectives "Collect Bounty from Skald" and "Collect Bounty from Brina Merilis" will now complete properly when the reward is collected from the Jarl
  • The misc. quest to return Roggvir's Amulet of Talos to Greta (Solitude) and convince her to return to the Temple will now remove the Amulet and complete properly
  • Alessandra will now properly give the reward for the quest to bring her dagger to her father Andurs in Whiterun
  • An unfinishable misc. quest "Investigate the Bards College" objective will no longer be added if the player talks to one of several bards throughout Skyrim and has already visited the College and started the Tending the Flames quest
  • An unfinishable misc. quest "Speak to Verulus about the Hall of the Dead" objective will no longer be added if the player talks to Kleppr or Frabbi and has already started the quest by talking to Brother Verulus
  • An unfinishable misc. quest "Speak to Degaine" objective will no longer be added if the player talks to Kleppr and has already started the quest to steal the statue of Dibella by talking to Degaine
  • The unfinishable misc. quest "Speak to Degaine" objective will be also now be removed (failed) if the player starts the Heart of Dibella by talking to Hamal directly
  • An unfinishable misc. quest "Visit the Shrine of Azura" objective will no longer be added if the player talks to innkeepers or wandering pilgrim Faldrus and has already started the quest The Black Star by visiting the shrine
  • Tolfdir's (Winterhold College) mini-quest to find his alembic will now have journal objectives
  • In "Revealing the Unseen" (Winterhold College) the Mzulft map marker will now be added as was intended but misconfigured
  • After the quest "The Blessings of Nature" if the player chooses the sapling option, the dead Gildergreen tree (Whiterun) will be properly removed
  • The Attunement Sphere (3532C) and Runed Lexicon (3A3DD) will no longer remain as undroppable quest items when the Discerning the Transmundane quest is completed
  • Haelga's Statue of Dibella (21EA3) will no longer be an undroppable quest item if the player steals it after clearing her debt by other means in the Thieves Guild quest "Taking Care of Business"
  • Gallus's Encoded Journal (CEDA6) will now be removed properly from the player when Enthir takes it at the conclusion of the Thieves Guild quest "Hard Answers," and no longer remain in inventory as an undroppable quest item
  • The spiders in Redbelly Mine will no longer respawn there after the quest to get rid of them has been completed (otherwise they would be found roaming around while the miners were working whereas the quest indicated the mine was closed as soon as they were seen, and the player could kill them and finish the quest again; the mine will also be cleaned of spider detritus which may have been intended as it was already linked to an enable parent that was then never referenced)



NPC/Creature Fixes
  • Fixed some encounter dragons not burning up nor giving the player a soul when slain (respawned dragons were not being properly reset)
  • The Companions Skjor, Njada and possibly Aela should no longer come back to life if they're dead or have their corpses be found moving around in the wilderness while lying down as if dead; Skjor was the most notable of these (disabled unneeded random wilderness encounter WERJ11 which was causing this)
  • Brynjolf will no longer dismiss the player's conversation indicating that he's busy after the Thieves Guild questline
  • Lydia (Whiterun housecarl) can now be married by the player if Breezehome has been purchased (as was intended)
  • Lydia will no longer use the chairs in the player's bedroom or get into an AI loop of sitting and standing in the same place repeatedly
  • The corpses of Ulfric Stormcloak and Galmar Stone-Fist will no longer persist indefinitely in the Windhelm Palace of the Kings after the Battle for Windhelm is completed (they were neglected to be given coffins in the Hall of the Dead as well which was also rectified)
  • When bartering with wilderness Hunters, they will no longer take sold player items (which then disappear from their inventory) without paying for them, and gold paid to them by the player for their items will now properly add to their gold store (they were missing their merchant container; all Hunters will now share a common one for their faction so items sold to one be bought from another)
  • Imperial guards in Solitude will now have have the missing arrest dialog option recognizing if the player is Thane of Haafingar
  • The Bandit Marauder at Valtheim Towers will no longer remove 200 gold from the player if successfully intimidated
  • Legate Taurinus Duilis will no longer be locked out of the Morthal Guardhouse at night due to missing key assignments (both he and the door)
  • Bothela (Hag's Cure, Markarth) will now sleep properly (package wasn't set up properly) as otherwise she was very difficult to rob when assigned to by the Thieves Guild
  • If Cairine (Markarth Warrens) is "killed" she will no longer lie still as if dead yet remain able to blink, engage in dialog and detect the player until "killed" a second time (this strange behaviour may have made her very difficult or impossible for the Thieves Guild quest The Fishing Job)
  • Gharol (Burguk's Longhouse) will now have the option to train Heavy Armor if the player's skill is 50 to 74 (she's an Expert, not Common-level trainer)
  • Yngvar the Singer (Markarth) will now carry a shield and war axe as some of his dialog mentions them
  • Louis Letrush should no longer duplicate at the Whiterun Stables fast-travel marker or attack the player for no apparent reason
  • The "dead" skeleton (7502A) on a bier in Tamriel (24,18) will no longer add a copy of the book The Doors of Oblivion to its inventory every time it is activated


Item Fixes
  • All followers will no longer have invisible Hunting Bows that can't be removed from them that they would use even in preference to much better bows they were given; they will now be visible and can be removed from the follower normally
  • The Sanguine Rose staff's Dremora summoning will no longer fail if the player has the Conjuration perk "Elemental Potency"
  • Esbern's Potion (E6DF5) will now properly grant the player the permanent Dragon Infusion ability
  • The health damage effect of the Silent Moons enchantment of Lunar weapons will now work properly
  • Completely filled Petty, Lesser, Common, and Greater Soul Gems will no longer empty when dropped or put in a container (partially filled Lesser, Common, and Greater Soul Gems will still empty and this is by design so that they may be reused if incompletely filled)
  • The White Phial (Empty) (2C25A) will no longer endlessly duplicate if activated in player inventory
  • Wylandriah's Soul Gem (4E326) now has no soul capacity, as otherwise it could capture a soul and then be used up at an enchanter (even though it is a quest item) which broke the quest to retrieve it
  • Removed the description "Especially effective against undead." from the Silver Sword (10AA19) and Silver Greatsword (10C6FB) as if one is enchanted the enchantment type, magnitude, duration and charge bar won't display due to an engine bug (so that the player is still advised of the benefit against the undead, made a new loading screen)
  • The Ebony Blade (4838F) and Headsman's Axe (BE25E), both two-handed weapons, will no longer behave like one-handed weapons in their perk effects and other characteristics
  • Ebony Shields (13964) and all 16 variants, and Blades Shields (4F912) will now appear properly on Vampiric players of all races
  • Stormcloak Officer Helmets (86985) and Ancient Nord Helmets (1FD77/B/C) will now display properly on armor mannequins
  • Banded Iron (13948), Elven Gilded (1392A) and Studded (13B2A) armors will now provide the appropriate Matching Set perks (they are only available in cuirass/greaves and didn't match up with the boots/helmet/gauntlets of the same material)
  • Corrected the Speed of the Ebony Dagger (139AE) from 1 to 1.3 to match all other daggers as it had the speed of a longsword (this also corrected 36 enchanted Ebony Daggers based on it)
  • Daedric Bows (139B5) and 27 enchanted varieties based on them now have the correct bash sound effect
  • Changed the Elven Boots of Eminent Stamina (10DF88) into boots as they incorrectly appeared as a suit of armor (in the boots leveled list, has boots price and boots internal name so appears was intended to be boots but incorrect template was used)
  • The level 32-39 Shield of Solitude (10EB63) now has the correct level enchantment, not the weaker one for the level 25-31 version
  • Corrected Fine Armguards (86990) not being categorized as armor
  • Gourds and Apple Cabbage Soup are no longer missing their sound effects when eaten
  • Corrected both Blade of Woe items (964C9/9CCDC) being improvable at a grindstone without requiring any materials, unlike all other items (both have keywords indicating they should require a Steel Ingot)
  • Corrected Dragonplate Boots (13965) and 16 enchanted variants, Gauntlets (13967) and 16 enchanted variants, and Helmet (13969) and 28 enchanted variants requiring Dragon Scales rather than Bone to improve them, though they are crafted of Dragon Bone, have a clearly different appearance than their Scale counterparts and the correct Dragonplate keyword
  • The Jagged Crown (DA750) is now properly listed for smithing and other purposes as being Dragonplate rather than Daedric, and the Masque of Clavicus Vile (D2846) as Daedric rather than Ebony
  • Fixed the following weapons and armor not being improvable at a workbench or grindstone: Amulet of Articulation (9DFF7/F6904/D/E/F/10/11) [yes, these amulets are actually armor and their internal name indicates that this is intentional], Diadem of the Savant (F9904) [also an armor amulet as previous], Dragon Priest Dagger (1C1FE), Drainblood Battleaxe (F82FA), Drainheart Sword (F71DD), Drainspell Bow (F82FC), Ebony Blade (4838F), Fine Armguards (86990), Gilded Wristguards (E84C1), Headsman's Axe (BE25E), Honed Falmer Sword (6F6FF), Honed Falmer War Axe (6F700), Jagged Crown (DA750), Keening (6A13C), Masque of Clavicus Vile (D2846), Nord Hero Bow (68C57) [the entry for this was actually present; it was copied from the Nord Hero Battle Axe and then was neglected to be changed], (Notched) Pickaxe (1019D4/E3C16), Scaled Horn Armor (1B3A4), Nightingale Blade (F6527) [this is the highest-level one; the other four could already be improved, and like the Nord Hero Bow this one had an entry but it was set up wrong, so was clearly intended], Shield of Solitude (9E023/10EB62/3/4/5), Shield of Ysgramor (E41D8), Shiv (426C8), Shrouded Cowl Maskless (5ABC4), Silver Sword/Greatsword (10AA19/10C6FB), Skyforge Steel Dagger (9F25D), Studded Imperial Armor (13ED8 - also 6 enchanted variants can now be improved), Supple Ancient Nord Bow (5D179), The Woodsman's Friend (22265), Tumblerbane Gloves (F5981), Ulfric's Bracers (6230B), Woodcutter's Axe (2F2F4) [the almost-identical Poacher's Axe could be improved], Worn Shrouded Armor/Boots/Cowl/Gloves (10EB5B/C/D/E) and Wuuthrad (956B5) [The justification for calling these omissions bugs are comments made pre-release and a loading screen that indicates that all weapons and armor may improved; to avoid arbitrary decisions of materials, magnitude or feasability I did not add missing crafting options or perk keywords, nor change items that don't appear in the unmodded gameworld; if you use a crafting mod such as the Lost Art of the Blacksmith or weapon improvement mod such as WAF along with the USKP they will not conflict; ie multiple entries won't appear in the stations' menus]

Edited by modinn - 3/12/12 at 11:53pm
post #7812 of 12885
Quote:
Originally Posted by modinn View Post

Also, the Unofficial Skyrim Patch (USKP) may go into Beta tomorrow for those of you interested.


I don't think there would be anyone here who wouldn't be interested.
 

 

 

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War Machine
(15 items)
 
  
CPUMotherboardGraphicsRAM
Intel i5 4670k @ 3.4ghz Asus B85M Gamer MSI Twin Frozr V R9 390X 8gb Kingston Hyper X Beast 16gb 
Hard DriveCoolingCoolingOS
HGS 2.5" Sata 1tb Corsair H100i v2 4 x Corsair SP120 Quiet Windows 10 64bit 
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Benq RL2455 Microsoft Sidewinder X4 EVGA Supernova G2 750w Corsair Carbide Air 240 
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post #7813 of 12885
Quote:
Originally Posted by modinn View Post

Could you do your 50m laps with the following groups of mods activated, one or two tests with each group should be fine. Assume that Skyrim.esm, Update.esm are enabled for all groups. This will make the process faster to determine which mod is the problem.
Group 1: Warning: Spoiler! (Click to show)
  1. enhancedlightingforrealisticlighting.esp
  2. More Dynamic Shadows.esp
  3. shader.esp
Group 2: Warning: Spoiler! (Click to show)
  1. SaderHorses.esp
  2. MoreVillageAnimals.esp
  3. SkyTEST-RealPredators&Animals.esp
  4. Horses for followers.esp
Group 3: Warning: Spoiler! (Click to show)
  1. Smithing Perks Overhaul - Balanced.esp
  2. Weapons and Armor Fixes.esp & the Hacks.esp too
  3. Complete Crafting Overhaul - BS version.esp (I see you installed the Better Sorting version, yet you don't have Better Sorting installed? Maybe use the other version?)

Thanks Modinn for your help, I tried each group and not one crash.
    
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post #7814 of 12885
Quote:
Originally Posted by modinn View Post

Also, the Unofficial Skyrim Patch (USKP) may go into Beta tomorrow for those of you interested. For those who didn't know, the UOP (unofficial oblivion patch) was a must-have mod for Oblivion for every player for the last 5 years. To date, I believe they have patched over 2200 fixes to the Oblivion base code. They even did fixes for Shivering Isles and the DLC!
This beta of the USKP will have solved a ton (no kidding) of bugs in the current game, with many more fixes to come! Attached is a website to the current list of bugfixes, I've attached a small sample of fixes. The 3 guys working on this deserve payment from Bethesda for what they've done, I cannot fathom the amount of hours they've put into this project and the other games to date.
USKP Thread (visit for a more comprehensive list) Partial list of fixes (Click to show)
Game Mechanics Fixes
  • NPCs will no longer drop weapons or shields as separate objects, as these are never cleaned up which greatly adds to save bloating and litters the gameworld (the items will still appear to be dropped, but will access the corpse's inventory to be taken and be cleaned up with the corpse if left)
  • Ash Piles, Ghostly Remains, Ice Piles and Wisp Cores will no longer permanently remain and bloat the save file (they will either disappear on exit of the cell or when the cell resets)
  • Nirnroot glow objects will no longer stack, bloat the save and become blindingly bright; existing stacked glows will be removed
  • The Absorb Spells effect of the Atronach sign, Atronach perk (Alteration tree) and Breton Dragonskin ability will no longer cause the player's own conjuration spells to fail
  • Casting a Flame, Frost or Shock Cloak spell will no longer cause most conjured allies to disappear for no apparent reason
  • Flame, Frost and Shock Cloaks and Runes will now be properly augmented by their relevant Augmented perks in the Destruction tree
  • Being too overencumbered to run or fast-travel (except mounted) will no longer stop carriages from working
  • The Purity (Alchemy) perk now has the correct pre-requisite of Snakeblood, instead of Experimenter
  • The Matching Set perks (both Light and Heavy variants) will now provide the 25% bonus if wearing a complete set of matched armor as indicated (it was providing 20%) and also apply properly to Ebony and Imperial Light armors which had been overlooked
  • Argonian players (who have permanent Water Breathing) will no longer gasp for air when surfacing
  • Female vampire Imperial, Nord, Orc, Redguard players/NPCs, and "Elder" NPCs (yes, old people have their own race) will now have the correct vampiric eyes rather than normal eyes
  • Fixed the missing Well Rested message and duplicated Well Rested and Rested bonuses appearing when the player slept in their home
  • The player will now receive the Well Rested bonus from sleeping in the Winterhold College Arch Mage's quarters if they are the Arch Mage
  • The Windhelm Barracks now has the correct music type (castle rather than dungeon) and followers won't react as though in a dungeon or cave
  • Fixed the lever (7CFE7) in BlackreachArena (3,0) so that it will turn off the Dwemer spinning blade trap on the arena platform, as well as turning it on again (was also slightly seethrough-underside but this wasn't noticeable)
  • The two outermost weapon racks of the row of five in the Proudspire (Solitude) basement (E26AF/B0) will no longer eat the player's weapons by taking them and then not being activatable to give them back again
  • The following containers in player homes will no longer respawn and eat whatever items the player stored in them:
  • The Apothecary's Satchel (109E0D) on the alchemy lab station and the Barrel on two others under the stairs (3EE76) in Whiterun's Breezehome
  • Three Barrels (8DEEA-C) in Riften's Honeyside
  • Four Barrels (77CB3, DC67E and E3C8B), two Sacks (DC6B2 and E2E99) and the Apothecary's Satchel (E2E30) in Markarth's Vlindrel Hall
  • A Barrel (DF4A7) and two Sacks (DF4C4/66E) in Windhelm's Hjerim
  • Nine Barrels (D8B2A, E272C/D/E/F/4C/D/300E) and a Large Sack (E2731) in Solitude's Proudspire Manor
  • (because these containers change, if you have anything stored in them you don't want to lose, save it elsewhere before installing the USKP)
Quest Fixes
  • Riftweald Manor, Mercer Frey's house in Riften, will no longer be accessible before the Thieves Guild quest The Pursuit without console commands, as accessing it earlier and picking up his plans would cause the Hard Answers quest to not start and break the questline (removed a barrel 3FFE6 from RiftenWorld RiftenCityEast 43,-24 that allowed early access)
  • The Thieves Guild quest "The Litany of Larceny" will no longer terminate immediately when the last item is obtained, rather then when it's returned to Delvin Mallory, which left the quest unfinishable
  • The Thieves Guild ongoing job quest "The Numbers Job" will now correctly target the ledger in Haelga's Bunkhouse (Riften) rather than a static crate that left the job unfinishable (won't fix it if occurring currently; just cancel the job with Delvin and it won't reoccur)
  • If the player quits or fails a job in the Thieves Guild ongoing job quest "The Fishing Job" this will no longer remove the target item type from the player even if it wasn't acquired from the mark yet
  • If the player quits or fails a job in the Thieves Guild ongoing job quest "The Burglary Job" without having acquired the target item, it will be removed from the target location, as otherwise it couldn't be picked up and future Burglary Job items at that location would overlap it
  • If the player finds all 24 Unusual Gems before talking to Vex in the quest "No Stone Unturned" this will no longer make the quest unfinishable
  • Vekel The Man's (Riften Thieves Guild) quest to retrieve Arondil's Journals will now pay the player the intended reward, will properly remove the items at quest end, and if the player finds the journals prior to getting the quest Vekel will have appopriate dialog rather than dialog that only makes sense if he gave the quest first
  • Fixed Karliah going to Snow Veil Sanctum instead of returning to live at Nightingale Hall (which then didn't get restored; her dialog would also indicate she was in Nightingale Hall when she wasn't) at the conclusion of the Thieves Guild main questline (Darkness Returns)
  • Imperial Legates and Stormcloak Commanders in camps throughout Skyrim will no longer remain unnecessarily essential after the Civil War questline is completed
  • Urag gro-Shub's (Winterhold College) book finding quests will no longer break if the player has already found the book before starting the quest
  • If the player finds Leifnarr's corpse in Broken Helm Hollow before receiving the objective to do so from his wife Grosta, the objective to report his death to her will now have a quest target, and the dialog option will be available so that the quest can be completed
  • "J'zargo's Experiment" will no longer break if more than three undead are destroyed with J'zargo's Flame Cloak Scrolls (the quest objective was to test them on three, but it's easy to go over this)
  • "Find Red Eagle's sword" will no longer restart if it's already completed by re-reading the book "The Legend of Red Eagle"
  • At the conclusion of Tending the Flames (Solitude Bards College), Viarmo will no longer tap the effigy of King Olaf with a mysterious hammer that appears from nowhere and then be stuck holding a torch permanently afterwards (note that due to bugged idle handling he still may have his hand in the holding position after the festival though), and the effigy's fire will now have its missing sound effect and flicker
  • In Tending the Flames, when Viarmo presents the rewritten Olaf verse to Jarl Elisif, he will now read the correct line if the player chose "Olaf sacked it in dragon form (Persuade)" for verse 4
  • Fixed Pantea Ateia's Tending the Flames festival greeting confusingly linking into her own quest's dialog
  • After the Bards College Rjorn's Drum quest is complete, Giraud Gemane will no longer have the "I found Rjorn's Drum" option (he would repeat the same dialog again, although not provide the reward again; this bug was introduced with the 1.4 patch)
  • If the three Bards College instruments are found before their related quests (Finn's Lute, Pantea's Flute and Rjorn's Drum) the misc. quest objectives to find them will no longer remain permanently incomplete after the quest ends
  • If the player finds the Fine-Cut Void Salts and returns them to Captain Wayfinder before being given the quest to do so, his quest-initiating dialog will no longer take the Void Salts quest item aaway and put it back where it was originally found
  • The player will no longer be able to return further (non-quest-item) Void Salts to Captain Wayfinder after the quest is complete and receive the reward each time
  • Esbern's misc. quest objective "Bring a Dragon Scale and a Dragon Bone to Esbern" will now complete properly when this is done
  • The Dawnstar bounty misc. quest objectives "Collect Bounty from Skald" and "Collect Bounty from Brina Merilis" will now complete properly when the reward is collected from the Jarl
  • The misc. quest to return Roggvir's Amulet of Talos to Greta (Solitude) and convince her to return to the Temple will now remove the Amulet and complete properly
  • Alessandra will now properly give the reward for the quest to bring her dagger to her father Andurs in Whiterun
  • An unfinishable misc. quest "Investigate the Bards College" objective will no longer be added if the player talks to one of several bards throughout Skyrim and has already visited the College and started the Tending the Flames quest
  • An unfinishable misc. quest "Speak to Verulus about the Hall of the Dead" objective will no longer be added if the player talks to Kleppr or Frabbi and has already started the quest by talking to Brother Verulus
  • An unfinishable misc. quest "Speak to Degaine" objective will no longer be added if the player talks to Kleppr and has already started the quest to steal the statue of Dibella by talking to Degaine
  • The unfinishable misc. quest "Speak to Degaine" objective will be also now be removed (failed) if the player starts the Heart of Dibella by talking to Hamal directly
  • An unfinishable misc. quest "Visit the Shrine of Azura" objective will no longer be added if the player talks to innkeepers or wandering pilgrim Faldrus and has already started the quest The Black Star by visiting the shrine
  • Tolfdir's (Winterhold College) mini-quest to find his alembic will now have journal objectives
  • In "Revealing the Unseen" (Winterhold College) the Mzulft map marker will now be added as was intended but misconfigured
  • After the quest "The Blessings of Nature" if the player chooses the sapling option, the dead Gildergreen tree (Whiterun) will be properly removed
  • The Attunement Sphere (3532C) and Runed Lexicon (3A3DD) will no longer remain as undroppable quest items when the Discerning the Transmundane quest is completed
  • Haelga's Statue of Dibella (21EA3) will no longer be an undroppable quest item if the player steals it after clearing her debt by other means in the Thieves Guild quest "Taking Care of Business"
  • Gallus's Encoded Journal (CEDA6) will now be removed properly from the player when Enthir takes it at the conclusion of the Thieves Guild quest "Hard Answers," and no longer remain in inventory as an undroppable quest item
  • The spiders in Redbelly Mine will no longer respawn there after the quest to get rid of them has been completed (otherwise they would be found roaming around while the miners were working whereas the quest indicated the mine was closed as soon as they were seen, and the player could kill them and finish the quest again; the mine will also be cleaned of spider detritus which may have been intended as it was already linked to an enable parent that was then never referenced)
NPC/Creature Fixes
  • Fixed some encounter dragons not burning up nor giving the player a soul when slain (respawned dragons were not being properly reset)
  • The Companions Skjor, Njada and possibly Aela should no longer come back to life if they're dead or have their corpses be found moving around in the wilderness while lying down as if dead; Skjor was the most notable of these (disabled unneeded random wilderness encounter WERJ11 which was causing this)
  • Brynjolf will no longer dismiss the player's conversation indicating that he's busy after the Thieves Guild questline
  • Lydia (Whiterun housecarl) can now be married by the player if Breezehome has been purchased (as was intended)
  • Lydia will no longer use the chairs in the player's bedroom or get into an AI loop of sitting and standing in the same place repeatedly
  • The corpses of Ulfric Stormcloak and Galmar Stone-Fist will no longer persist indefinitely in the Windhelm Palace of the Kings after the Battle for Windhelm is completed (they were neglected to be given coffins in the Hall of the Dead as well which was also rectified)
  • When bartering with wilderness Hunters, they will no longer take sold player items (which then disappear from their inventory) without paying for them, and gold paid to them by the player for their items will now properly add to their gold store (they were missing their merchant container; all Hunters will now share a common one for their faction so items sold to one be bought from another)
  • Imperial guards in Solitude will now have have the missing arrest dialog option recognizing if the player is Thane of Haafingar
  • The Bandit Marauder at Valtheim Towers will no longer remove 200 gold from the player if successfully intimidated
  • Legate Taurinus Duilis will no longer be locked out of the Morthal Guardhouse at night due to missing key assignments (both he and the door)
  • Bothela (Hag's Cure, Markarth) will now sleep properly (package wasn't set up properly) as otherwise she was very difficult to rob when assigned to by the Thieves Guild
  • If Cairine (Markarth Warrens) is "killed" she will no longer lie still as if dead yet remain able to blink, engage in dialog and detect the player until "killed" a second time (this strange behaviour may have made her very difficult or impossible for the Thieves Guild quest The Fishing Job)
  • Gharol (Burguk's Longhouse) will now have the option to train Heavy Armor if the player's skill is 50 to 74 (she's an Expert, not Common-level trainer)
  • Yngvar the Singer (Markarth) will now carry a shield and war axe as some of his dialog mentions them
  • Louis Letrush should no longer duplicate at the Whiterun Stables fast-travel marker or attack the player for no apparent reason
  • The "dead" skeleton (7502A) on a bier in Tamriel (24,18) will no longer add a copy of the book The Doors of Oblivion to its inventory every time it is activated
Item Fixes
  • All followers will no longer have invisible Hunting Bows that can't be removed from them that they would use even in preference to much better bows they were given; they will now be visible and can be removed from the follower normally
  • The Sanguine Rose staff's Dremora summoning will no longer fail if the player has the Conjuration perk "Elemental Potency"
  • Esbern's Potion (E6DF5) will now properly grant the player the permanent Dragon Infusion ability
  • The health damage effect of the Silent Moons enchantment of Lunar weapons will now work properly
  • Completely filled Petty, Lesser, Common, and Greater Soul Gems will no longer empty when dropped or put in a container (partially filled Lesser, Common, and Greater Soul Gems will still empty and this is by design so that they may be reused if incompletely filled)
  • The White Phial (Empty) (2C25A) will no longer endlessly duplicate if activated in player inventory
  • Wylandriah's Soul Gem (4E326) now has no soul capacity, as otherwise it could capture a soul and then be used up at an enchanter (even though it is a quest item) which broke the quest to retrieve it
  • Removed the description "Especially effective against undead." from the Silver Sword (10AA19) and Silver Greatsword (10C6FB) as if one is enchanted the enchantment type, magnitude, duration and charge bar won't display due to an engine bug (so that the player is still advised of the benefit against the undead, made a new loading screen)
  • The Ebony Blade (4838F) and Headsman's Axe (BE25E), both two-handed weapons, will no longer behave like one-handed weapons in their perk effects and other characteristics
  • Ebony Shields (13964) and all 16 variants, and Blades Shields (4F912) will now appear properly on Vampiric players of all races
  • Stormcloak Officer Helmets (86985) and Ancient Nord Helmets (1FD77/B/C) will now display properly on armor mannequins
  • Banded Iron (13948), Elven Gilded (1392A) and Studded (13B2A) armors will now provide the appropriate Matching Set perks (they are only available in cuirass/greaves and didn't match up with the boots/helmet/gauntlets of the same material)
  • Corrected the Speed of the Ebony Dagger (139AE) from 1 to 1.3 to match all other daggers as it had the speed of a longsword (this also corrected 36 enchanted Ebony Daggers based on it)
  • Daedric Bows (139B5) and 27 enchanted varieties based on them now have the correct bash sound effect
  • Changed the Elven Boots of Eminent Stamina (10DF88) into boots as they incorrectly appeared as a suit of armor (in the boots leveled list, has boots price and boots internal name so appears was intended to be boots but incorrect template was used)
  • The level 32-39 Shield of Solitude (10EB63) now has the correct level enchantment, not the weaker one for the level 25-31 version
  • Corrected Fine Armguards (86990) not being categorized as armor
  • Gourds and Apple Cabbage Soup are no longer missing their sound effects when eaten
  • Corrected both Blade of Woe items (964C9/9CCDC) being improvable at a grindstone without requiring any materials, unlike all other items (both have keywords indicating they should require a Steel Ingot)
  • Corrected Dragonplate Boots (13965) and 16 enchanted variants, Gauntlets (13967) and 16 enchanted variants, and Helmet (13969) and 28 enchanted variants requiring Dragon Scales rather than Bone to improve them, though they are crafted of Dragon Bone, have a clearly different appearance than their Scale counterparts and the correct Dragonplate keyword
  • The Jagged Crown (DA750) is now properly listed for smithing and other purposes as being Dragonplate rather than Daedric, and the Masque of Clavicus Vile (D2846) as Daedric rather than Ebony
  • Fixed the following weapons and armor not being improvable at a workbench or grindstone: Amulet of Articulation (9DFF7/F6904/D/E/F/10/11) [yes, these amulets are actually armor and their internal name indicates that this is intentional], Diadem of the Savant (F9904) [also an armor amulet as previous], Dragon Priest Dagger (1C1FE), Drainblood Battleaxe (F82FA), Drainheart Sword (F71DD), Drainspell Bow (F82FC), Ebony Blade (4838F), Fine Armguards (86990), Gilded Wristguards (E84C1), Headsman's Axe (BE25E), Honed Falmer Sword (6F6FF), Honed Falmer War Axe (6F700), Jagged Crown (DA750), Keening (6A13C), Masque of Clavicus Vile (D2846), Nord Hero Bow (68C57) [the entry for this was actually present; it was copied from the Nord Hero Battle Axe and then was neglected to be changed], (Notched) Pickaxe (1019D4/E3C16), Scaled Horn Armor (1B3A4), Nightingale Blade (F6527) [this is the highest-level one; the other four could already be improved, and like the Nord Hero Bow this one had an entry but it was set up wrong, so was clearly intended], Shield of Solitude (9E023/10EB62/3/4/5), Shield of Ysgramor (E41D8), Shiv (426C8), Shrouded Cowl Maskless (5ABC4), Silver Sword/Greatsword (10AA19/10C6FB), Skyforge Steel Dagger (9F25D), Studded Imperial Armor (13ED8 - also 6 enchanted variants can now be improved), Supple Ancient Nord Bow (5D179), The Woodsman's Friend (22265), Tumblerbane Gloves (F5981), Ulfric's Bracers (6230B), Woodcutter's Axe (2F2F4) [the almost-identical Poacher's Axe could be improved], Worn Shrouded Armor/Boots/Cowl/Gloves (10EB5B/C/D/E) and Wuuthrad (956B5) [The justification for calling these omissions bugs are comments made pre-release and a loading screen that indicates that all weapons and armor may improved; to avoid arbitrary decisions of materials, magnitude or feasability I did not add missing crafting options or perk keywords, nor change items that don't appear in the unmodded gameworld; if you use a crafting mod such as the Lost Art of the Blacksmith or weapon improvement mod such as WAF along with the USKP they will not conflict; ie multiple entries won't appear in the stations' menus]

This... this is a beautiful sight to see. I'm excited to see what this will do for the game... I might even have to start another play-through with all of the bug fixes. thumb.gif
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post #7815 of 12885
The other thing is, BOSS GUI says it will re-order my mods and lists the mods via the log file as to that order it said it would use, but when I go into Skyrim DATA via the launcher the mods are not in the order it listed...

Any ideas?
    
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post #7816 of 12885
A couple of things. Realistic Water update: http://skyrim.nexusmods.com/downloads/file.php?id=711

And this new texture compression, or "optimizer" program. I haven't tried it yet. http://skyrim.nexusmods.com/downloads/file.php?id=12801
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post #7817 of 12885
Quote:
Originally Posted by Slightly skewed View Post

A couple of things. Realistic Water update: http://skyrim.nexusmods.com/downloads/file.php?id=711
And this new texture compression, or "optimizer" program. I haven't tried it yet. http://skyrim.nexusmods.com/downloads/file.php?id=12801


I'm trying that compressor now as I speak. I'll post my findings later.
 

 

 

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post #7818 of 12885
Quote:
Originally Posted by Milamber View Post

The other thing is, BOSS GUI says it will re-order my mods and lists the mods via the log file as to that order it said it would use, but when I go into Skyrim DATA via the launcher the mods are not in the order it listed...
Any ideas?

The BOSS GUI, or standalone executable, doesn't included support the new API for load ordering. Therefore it's not going to reorder the mods in the order that it lists them as until a manager implements the new API correctly. NMM should be releasing that feature soon, as well as Wrye Bash.

The best thing you can do now is run the BOSS GUI as you did above, then reorder the mods manually using either NMM v0.15.X or with the Skyrim Launcher according to the list. Either will work fine as they've been updated to allow you to reorder the mods correctly with the latest changes.
post #7819 of 12885

Gave the Texture Optimizer a try as previously stated. I just downloaded it straight from the Nexus, and used it as instructed on the main description page (making sure to backup the entire texture folder).

 

My mod list:

 

mods1.jpg

 

 

My results?

 

 

Before compression (Texture Folder Size: 4.75gb):

 

enb2012_3_13_14_11_30.jpg

 

 

After compression (Texture Folder Size: 3.66gb):

 

enb2012_3_13_14_7_16.jpg

 

 

Enlarge the following images to see the difference noted.

 

Before compression (ignore the lighting and shadows, look at the tip of the nose):

 

enb2012_3_13_14_20_9.jpg

 

 

After compression (ignore the lighting and shadows, look at the tip of the nose):

 

enb2012_3_13_14_18_18.jpg

 

 

As you can see I got a decent FPS increase at the minor expense of some textures being a little worse (I honestly don't think I'd have really noticed it if I wasn't looking for it). Skyrim also felt alot smoother!

 

What I suggest if you decide to use this is to backup your texture folder (a definite must) then if you come across any textures in particular that need fixing just replace it with the uncompressed version. This is definitely worth doing for everyone who uses alot of high resolution texture mods.

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post #7820 of 12885
Thanks for the feedback on that. I didn't have much luck with DDSopt, but I will give this a try. I just need to free up 40GB of HD space for all of this. Not an easy task.
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