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Skyrim Beta 1.9!!!


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So guys,

we can now apply for Skyrim 1.9 beta ... which might mean issues with current mods needing updates.

Here's what's new:

 

Skyrim 1.9

 

NEW FEATURES

 

Legendary difficulty setting

Legendary Skills – Skills of 100 can be made Legendary. This will reset the skill to 15, return its Perks and allow the skill to affect leveling again. This effectively removes the overall level cap.

 

Bug fixes after the break…

BUG FIXES

 

General memory and stability improvements

Fixed issue with quest scripts that were not shutting down properly

Companions will equip better weapons and armor if given to them

Fixed rare issue where player is unable to learn the Clear Skies shout during “The Throat of the Worldâ€

Fixed rare instance where Alduin would become invincible during “Alduin’s Baneâ€

Fixed a rare issue where player could become stuck in Night Mother’s coffin during “Death Incarnateâ€

Fixed rare issue where protected companions could be killed from poison damage

Fixed rare issue with certain ash piles left from resurrected NPCs not clearing properly

Fixed rare issue with NPCs and creatures respawning improperly after player fast travels

Fixed rare crash when entering Dark Brotherhood Sanctuary

Fixed rare crash when entering a player owned home

Random dragon attacks will no longer occur during “Battle for Whiterunâ€

Fixed a rare crash when attempting to save your game during “Waking Nightmareâ€

Fixed issue where “Glory of the Undead†would not start properly if player is in combat with Eorlund Gray-Mane

The white phial is no longer consumed if given to a follower

If player marries Aela, the “Totem of Hircine†quest will be available

Unused briar hearts can be dropped after finishing “The White Phialâ€

Fixed issue with paying off a crime against the Companions that prevented player from getting Companions quests properly

Thieves Guild caches are now properly enabled in the appropriate cities

The Dragon Infusion perk now works properly when taking Esbern’s Potion

Cragslane Cave properly resets if player receives a radiant quest to clear it out

Fixed rare issue with bounty quest objectives not properly clearing after completion

Gallus’ Encoded Journal is no longer a quest item after completing the Thieves Guild

In “No Stone Unturned†Vex will now accept Unusual Gems if you’ve collected them all before starting the quest

Vekel the Man now gives rewards for completing “Toying with The Deadâ€

Fixed rare issue with being unable to turn in stolen items in “The Litany of Larcenyâ€

Fixed issue with followers becoming over-encumbered after being repeatedly rehired

Fixed rare issue with visiting Kynesgrove on horseback not progressing “A Blade in the Dark†properly

Fixed issue with receiving a duplicate radiant quest from a Jarl

Fixed conflict with clearing Driftshade Sanctuary before starting “Trouble in Skyrimâ€

Fixed issue with using shouts while in jail and having guards unlock the jail cell

Fixed rare issue with quest NPCs not properly moving to quest locations

Fixed issue with NPCs not selling master level spells

Fixed rare issue where player gets control locked outside the Thalmor Embassy at the start of “Diplomatic Immunityâ€

Fixed rare issue with disappearing containers after upgrades in player owned house

Fixed issue with being erroneously attacked while as a werewolf during “Ill Met By Moonlightâ€

The Ebony Blade is now only improved by two handed perks

Locked door to Proudspire Manor can now be unlocked by proper key

Fixed issue with merchants not receiving the proper additional gold with the Investor perk

Fixed a rare issue where the player would be unable to learn a word after leaving for several days during “The Way of The Voiceâ€

The Nord Hero Bow can now be improved

The Purity perk no longer requires the Experimenter perk

Fixed rare instance where Lovers Comfort would not be applied properly

If you approach Frostmere Crypt from the north, “The Pale Lady†will start properly

Fixed rare issue where player could be prevented from speaking with Atub to start “The Cursed Tribeâ€

Fixed rare issue where a dragon could appear in the Mind of a Madman realm and kill the player

Fixed instance where player could get stuck in Japhet’s Folly

Fixed rare instances where Arngeir would not teach Worldwind Sprint

Fixed issue with “Ill Met By Moonlight†if Sinding dies before the quest starts

Gharol can now properly train up to level 75

Fixed conflict with visiting The Karthspire before starting “Alduin’s Wallâ€

Reduced the instance of random dragon attacks after fast traveling post main quest

Recruited Blades now have appropriate dialogue while at Sky Haven Temple

Fixed rare issue where an incorrect dungeon could appear as a location during “Totems of Hircineâ€

Fixed rare instance in “Fetch me that Book†where books found before getting the quest would not be properly recognized

Fixed rare issue with traveling to Thalmor Embassy with companions during “Diplomatic Immunityâ€

Fixed issues with Matching Set perk not working properly with certain pieces of armor

Fixed issues with Custom Fit perk not working properly with certain pieces of armor

Fixed issue with NPC dying in a bear trap blocking progress in “Time of My Needâ€

Fixed rare issue with swinging door becoming stuck and blocking an entrance in Volunruud

Imperial Light Armor can now be crafted

Fixed issue with “Vald’s Debt†where Vald was not leveled properly

Fixed issue with Vilkas not giving proper greeting after completing “Battle for Whiterunâ€

Fixed issue with respawning actors that were raised by using the Ritual Stone power

Fixed issue with the Ancient Knowledge perk not calculating properly

The Palace of Kings now has patrolling guards on upper floors

Reduce percentage chance of getting a werewolf loading screen while player is a werewolf

Pantea’s flute is no longer a quest item after completing “Pantea’s Fluteâ€

Placing an unread Oghma Infinium on a bookshelf in the player’s house no longer allows the book to be reused again

Adjusted dialogue priority to improve chances of hearing more combat dialogue from certain NPC enemies

Fixed issue with falling damage on high difficulty levels

Fixed bad collision on certain clutter objects

Fixed rare instance of couriers who would appear only dressed in a hat

 

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I like the sound of this one. Seems they've taken seriously the idea of fixing and improving some fundamentals. I'll be very curious to see how the "memory and stability improvements" impact on the issues we've been looking at.

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I think they always have "general memory and stability improvements" listed. It sounds great ...

Oh.  I haven't been around to observe their patterns for a while.  Pity - I was quite excited when I saw that!
It's always there but that doesn't mean it's not true.
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Legendary Skills – Skills of 100 can be made Legendary. This will reset the skill to 15, return its Perks and allow the skill to affect leveling again. This effectively removes the overall level cap.

Temporarily handicapping oneself in a skill in order to raise one's overall level seems kind of odd.  Or maybe I'm misunderstanding this.

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Legendary Skills – Skills of 100 can be made Legendary. This will reset the skill to 15, return its Perks and allow the skill to affect leveling again. This effectively removes the overall level cap.

Temporarily handicapping oneself in a skill in order to raise one's overall level seems kind of odd.  Or maybe I'm misunderstanding this.

OK, trying to get this myself.

 

I start with a skill level 15 at player level 1.

I level my skill until it's 100 at player level 24(example).

I then make it legendary, lose all my progress for that level (dunno how racial bonuses affect it though) but get back all the perks I spent on this skill.

Now I can level the same skill from 15 at level 24 to 100 again (level 35???). Meanwhile I can use my perks as I seem fit or use them to pick new perks in the skill I've chosen to become legendary!

Let's say I started as a two-handed axe wielding orc. At level 24 I finally get Volendrung which is a warhammer, but unfortunately I've already picked only the two-handed axe weapon perks! This way with a little circuit I can relevel my skill and use Volendrung in the meantim! :-)

 

 

This is now vanilla gameplay - many people still think modders have created better systems, though, so feel free to use them.

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Legendary Skills – Skills of 100 can be made Legendary. This will reset the skill to 15, return its Perks and allow the skill to affect leveling again. This effectively removes the overall level cap.

Temporarily handicapping oneself in a skill in order to raise one's overall level seems kind of odd.  Or maybe I'm misunderstanding this.

OK, trying to get this myself.

 

I start with a skill level 15 at player level 1.

I level my skill until it's 100 at player level 24(example).

I then make it legendary, lose all my progress for that level (dunno how racial bonuses affect it though) but get back all the perks I spent on this skill.

Now I can level the same skill from 15 at level 24 to 100 again (level 35???). Meanwhile I can use my perks as I seem fit or use them to pick new perks in the skill I've chosen to become legendary!

Let's say I started as a two-handed axe wielding orc. At level 24 I finally get Volendrung which is a warhammer, but unfortunately I've already picked only the two-handed axe weapon perks! This way with a little circuit I can relevel my skill and use Volendrung in the meantim! :-)

 

 

This is now vanilla gameplay - many people still think modders have created better systems, though, so feel free to use them.

This seems like a "reset" to me (if i understand correctly). IMO, it is a contrived articulation of the rather lame leveling/skill system :p
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OK I opted for beta to get my hands on the files and I confirm the following statement:

there are no hints for future dlc. This either was part one of some bug fixing patches and the rest stays as it is - meaning no more dlcs or it was a interimspatch and the next one will be a dlc patch.

 

Files changed:

skyrim\installscript.vdf

skyrim\TESV.exe

skyrim\Data\Update.bsa

skyrim\Data\Update.esm

skyrim\Data\Skyrim - Misc.bsa

skyrim\Data\Interface\Translate - English.txt

skyrim\Data\Strings\Update_English.DLSTRINGS

skyrim\Data\Strings\Update_English.ILSTRINGS

skyrim\Data\Strings\Update_English.STRINGS

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