The OFFICIAL Anandtech Forums TeS V: Skyrim Thread

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s1njin

Senior member
Apr 11, 2011
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Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
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www.markbetz.net
Does it break any mods?

See that part in my message about "can't launch the game yet." :)

I won't know until I start it up after dinner, but I don't use that many mods, so I won't be a good test subject.

I'm not sure what the update even was. Still nothing on news, although some game files, including the main exe and launcher, did get updated today.
 

RavenSEAL

Diamond Member
Jan 4, 2010
8,661
3
0
Sorry for being late to the party folks, here are the patch notes:

Today we&#8217;ve taken Skyrim&#8217;s 1.4 update out of beta and made it available for everyone on Steam. In addition to bug and quest fixes, 1.4 adds launcher support for the Skyrim Workshop. Currently we&#8217;re putting the final touches on the Creation Kit and Skyrim Workshop and will let everyone know as soon as they&#8217;re up.
As an update to PlayStation 3 and Xbox 360 users, we&#8217;re submitting 1.4 to the console manufacturers this week. When these updates are available, we&#8217;ll let everyone know.
After the break, check out the final release notes for 1.4. The changes impact all platforms unless noted.
NEW FEATURES

  • Skyrim launcher support for Skyrim Workshop (PC)
BUG FIXES

  • General optimizations for memory and performance
  • Fixed occasional issue with armor and clothing not displaying properly when placed on mannequins in player&#8217;s house (PS3)
  • Long term play optimizations for memory and performance (PS3)
  • Improved compiler optimization settings (PC)
  • Memory optimizations related to scripting
  • Fixed issue with dangling scripts not properly clearing from memory
  • Fixed crashes related to pathing and AI
  • Fixed crash in &#8220;Haemar&#8217;s Shame&#8221; if player had already completed &#8220;A Daedra&#8217;s Best Friend&#8221;
  • Fixed rare crash with loading saved games
  • Fixed issue with accented characters not displaying properly at the end of a line
  • Fixed issue where dragon priest masks would not render correctly
  • Fixed issue where quests would incorrectly progress after reloading a save
  • Fixed issues with placing and removing books from bookshelves in the player&#8217;s home
  • Optimized bookshelf script in player-owned houses that would occasionally block other scripts from properly firing off
  • Fixed issue where weapon racks and plaques would not work correctly in player&#8217;s house if player immediately visits their house before purchasing any upgrades
  • Fixed issue where the player house in Windhelm would not clean up properly
  • Fixed crash related to giant attacks and absorb spells
  • Fixed issue with ash piles not cleaning up properly
  • Fixed occasional issue where overwriting an existing save would fail
  • Fixed memory crash with container menu
  • Fixed infinite loop with bookshelves
  • Fixed issue where transforming back to human from werewolf would occasionally fail
  • Bows and daggers will display properly when placed on weapon racks
  • Fixed occasional audio issue that would play sound effects louder than intended
  • Fixed bug related to hitching between cell boundaries
  • Master Criminal achievement/trophy unlocks properly in French, German, Spanish and Italian
  • Fixed issue where traps in Shalidor&#8217;s Maze would not work properly in French, German, Spanish and Italian versions
QUEST FIXES

  • The Unusual Gem that was inside the Thalmor Embassy is now accessible after finishing &#8220;Diplomatic Immunity&#8221;
  • In &#8220;Breaching Security&#8221;, the quest token is no longer required to receive a fortune reading from Olava the Feeble
  • Fixed issue where Galmar would not complete Joining the Stormcloaks properly if &#8220;Season Unending&#8221; was an active quest
  • Fixed issue where starting &#8220;Season Unending&#8221; after finishing &#8220;Joining the Stormcloaks&#8221; would prevent &#8220;The Jagged Crown&#8221; from starting properly
  • Fixed issue where progressing through &#8220;Message to Whiterun&#8221; while &#8220;Season Unending&#8221; was still open would block progression for both quests
  • In &#8220;Arniel&#8217;s Endeavor&#8221;, fixed issue where a quest journal would trigger multiple times
  • In &#8220;Forbidden Legend&#8221;, the amulet fragment can no longer disappear after player leaves a dungeon without taking it
  • Fixed rare issue in &#8220;Forbidden Legend&#8221; where killing Mikrul Gauldurson while sneaking would make his corpse unaccessible
  • In &#8220;The White Phial&#8221;, the phial can no longer disappear if player leaves dungeon without taking it
  • &#8220;The White Phial&#8221; will now start properly if player already has a briar heart in their inventory
  • Player can no longer get stuck in Misty Grove after completing &#8220;A Night to Remember&#8221;
  • Fixed issue where leaving Riften during &#8220;A Chance Arrangement&#8221; would prevent quest from progressing
  • In &#8220;Darkness Returns&#8221;, a door in Twilight Sepulcher will properly open if the player leaves the dungeon for an extended period of time before completing the quest
  • In &#8220;Revealing the Unseen&#8221;, if the player leaves the Oculory for an extended period of time after placing the focusing crystal and returns, the quest will proceed correctly
  • &#8220;Onmund&#8217;s Request&#8221; will now start properly if player has already found Enthir&#8217;s staff before receiving this quest
  • Fixed instance where Tonilia would stop buying stolen items and also would not give Guild Leader Armor
  • &#8220;Repairing the Phial&#8221; will start properly if player already has unmelting snow or mammoth tusk in their inventory
  • Finding Pantea&#8217;s Flute before speaking with Pantea no longer prevents her quest from updating
  • In &#8220;The Break of Dawn&#8221;, fixed rare instance where a quest object would spawn incorrectly on the Katariah during Hail Sithis
  • Fixed rare issue in &#8220;The Mind of Madness&#8221; where player is unable to equip the Wabbajack
  • Fixed issue in &#8220;Pieces of the Past&#8221; where Mehrunes Dagon&#8217;s Razor will not trigger properly if player leaves the cell for extended period of time before activating it
  • &#8220;Blood&#8217;s Honor&#8221; will start properly if you visited and completed Driftshade and an extended period of time passes before starting the quest.
  • Fixed rare issue where &#8220;Dampened Spirits&#8221; would not start properly
  • Fixed issue where player would be unable to become Thane of Riften if they purchased a home first
  • Fixed issue where killing guards in Cidhna Mine would block progression for &#8220;No One Escapes Cidhna Mine&#8221;
  • Fixed numerous issues with &#8220;Blood on the Ice&#8221; not triggering properly
  • In &#8220;Blood on the Ice&#8221;, Calixto can now be killed if player owns a house in Windhelm
  • In &#8220;The Cure for Madness&#8221;, killing Cicero then resurrecting him no longer impedes quest progress
  • Fixed rare issue in &#8220;To Kill an Empire&#8221; where an NPC would fail to die properly
  • Clearing Knifepoint Ridge before starting &#8220;Boethiah&#8217;s Champion&#8221; no longer prevents quest from starting.
 

Beev

Diamond Member
Apr 20, 2006
7,775
0
0
Excellent. I'm building my new PC on Friday. Hopefully the good mods are all updated by then.
 

shortylickens

No Lifer
Jul 15, 2003
80,287
17,081
136
Nice to see theres finally a patch. But sadly thats only about 1/3rd of the total quest bugs.

Will still need community patches for a bit.
 

thespyder

Golden Member
Aug 31, 2006
1,979
0
0
Raise dead sound useless, but they can be quite powerful. I raised a saber cat that killed a blood dragon by itself while I was busy killing a group of bandits. Also you get more powerful raise dead spells that last longer.

Glad to hear. I am a big fan of necromancers in fantasy. And I have in fact used Raise Dead in game several times. But the duration thing (which I understand gets fixed with a perk) and the really dumb AI kind of tainted it for me. just a bit.

Still, might have to go back and try again.
 

Skott

Diamond Member
Oct 4, 2005
5,730
1
76
I haven't used any mods yet. Waiting to see what the community does with the Creation Kit. I figure the mods will be even more spectacular and interesting. Til then I'm happy exploring Skyrim in it's vanilla form. It is not that bad really once you get used to it. For the PC anyway. The game has plenty of room for improvements however. I tried to get into Oblivion but just couldn't do it but Skyrim is a game I just get sucked into and lost for hours at a time. Problem for me is too many games and too little time to play them all. LOL
 

magomago

Lifer
Sep 28, 2002
10,973
14
76
bah dammit I left auto update on! I wish I left it off, now SKSE won't work and I have to wait for a while until I can play it again with all my mods :thumbsdown:
 

NoSoup4You

Golden Member
Feb 12, 2007
1,253
6
81
bah dammit I left auto update on! I wish I left it off, now SKSE won't work and I have to wait for a while until I can play it again with all my mods :thumbsdown:

There's already a new version of SKSE available which is compatible with the new patch. Same goes for SkyUI.

The game does seem to be running more smoothly post patch.

I'm doing the quest in Morvath's Lair and I'm level 35 - I don't think I have any chance against this Master Vampire. His Thralls are all cakewalks, dead in two hits each. These difficulty spikes are frustrating when playing a melee character, I can't just hide in the shadows pelting with arrows...etc.
 

Sam25

Golden Member
Mar 29, 2008
1,722
29
91
I'd like to know this, too.

I know have been pondering about this since yesterday. Anybody knows how doing the Civil War quests before the main questline in-turn effects the main quests? It might change the way main quests in some way, if so how?
 

zinfamous

No Lifer
Jul 12, 2006
111,697
31,044
146
bah dammit I left auto update on! I wish I left it off, now SKSE won't work and I have to wait for a while until I can play it again with all my mods :thumbsdown:

I updated and SKSE/SkyUI are still working fine for me. well, SKSE always had that "warning/incompatible" notice when I bring up SKyUI, despite using the most recent available version of each.

I'm not noticing any great performance increase. could it be that it is as good as SkyBoost? ...do I need to somehow uninstall skyboost, now?

I actually started downloading texture mods today. Serious HD textures and enhanced Night are working fine. Just installed an HD armor skin pack (the one from some Italian dude) and about to test it out.

I also went from 4GB RAM to 16GB yesterday, but I see no huge difference at 16GB with this update, and then after the texture mods. The only thing I have noticed is that Skyrim + Chrome (5-10 tabs) is pushing ~4.2GB.
 

s1njin

Senior member
Apr 11, 2011
304
0
0
See that part in my message about "can't launch the game yet." :)

I won't know until I start it up after dinner, but I don't use that many mods, so I won't be a good test subject.

I'm not sure what the update even was. Still nothing on news, although some game files, including the main exe and launcher, did get updated today.

See kids, this is why you shouldn't post on forums while at work. :p
 

JackSpadesSI

Senior member
Jan 13, 2009
636
0
0
If I want to add elemental resistance to my character I see that a couple perks can do that: Block's Elemental Protection, and Alteration's Magic Resistance (3). If I spent 4 perks across all of those, would they stack to give me 80% elemental resistance?
 

austin316

Diamond Member
Dec 1, 2001
3,572
0
0
If I buy the "boxed" game from Amazon, can I still get access to the Mods on Steam? Or is that only available if I buy the Steam version?
 

zinfamous

No Lifer
Jul 12, 2006
111,697
31,044
146
If I want to add elemental resistance to my character I see that a couple perks can do that: Block's Elemental Protection, and Alteration's Magic Resistance (3). If I spent 4 perks across all of those, would they stack to give me 80% elemental resistance?

As far as I can tell, elemental resistances stack. unlocked the resistance perk in the block tree was like night and day for me. Both my gauntlets and boots have a resist fire enchantment (found them, haven't really bothered to replace, yet) and my character is more or less invulnerable to fire.

With the shield perk, you have to be physically blocking for it to take effect...I think.
 

austin316

Diamond Member
Dec 1, 2001
3,572
0
0
Mods are available regardless of where you buy the game.

sorry to "re-ask" but specifically the mods that will be offered through the creation kit on Steam. (I like mods, just don't want to mess with the install procedures when doing it manually).
 

JackSpadesSI

Senior member
Jan 13, 2009
636
0
0
As far as I can tell, elemental resistances stack. unlocked the resistance perk in the block tree was like night and day for me. Both my gauntlets and boots have a resist fire enchantment (found them, haven't really bothered to replace, yet) and my character is more or less invulnerable to fire.

With the shield perk, you have to be physically blocking for it to take effect...I think.

Can anyone confirm this? I thought you merely had to have a shield equipped.
 

s1njin

Senior member
Apr 11, 2011
304
0
0
So now that I know for sure that there is a patch update for this game, is the best course of action to uninstall ALL my mods from Mod Manager before actually launching the game?
 

zinfamous

No Lifer
Jul 12, 2006
111,697
31,044
146
sorry to "re-ask" but specifically the mods that will be offered through the creation kit on Steam. (I like mods, just don't want to mess with the install procedures when doing it manually).

the creation kit and mods have nothing to do with steam. It's a Bethesda product, and the mods are community-based.

As far as I know, there are currently no mods, and will not be any mods that only work if you have the game installed through steam.
 

zinfamous

No Lifer
Jul 12, 2006
111,697
31,044
146
Can anyone confirm this? I thought you merely had to have a shield equipped.

You may be correct, I haven't tested this extensively. I do know that for your block skill to improve, you actually have to successfully block--say reduce damage or block an arrow with the shield raised. I've read that the size of the shield does matter, as it will simply block more arrows (meaning you do have to use the shield for this, and arrows can certainly get past your shield, as I have learned). --This was while looking up info for Ysgrmor's shield (so annoying that you can't upgrade several of these unique items), which is one of the largest shield's in the game.

I'm just assuming that the elemental resistance perk on shield work similar to the arrow block perk. I have a habit of raising my shield when being blasted, so I can't speak towards having tested this myself.
 

dust

Golden Member
Oct 13, 2008
1,328
2
71
^ Why bother with the shield anyway? Dual weapon wielding rocks:thumbsup: