torminater Posted March 4, 2013 Posted March 4, 2013 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 World†Fixed rare instance where Alduin would become invincible during “Alduin’s Bane†Fixed a rare issue where player could become stuck in Night Mother’s coffin during “Death Incarnate†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 Whiterun†Fixed a rare crash when attempting to save your game during “Waking Nightmare†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 Phial†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 Dead†Fixed rare issue with being unable to turn in stolen items in “The Litany of Larceny†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 Skyrim†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 Immunity†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 Moonlight†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 Voice†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 Tribe†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 Wall†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 Hircine†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 Immunity†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 Need†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 Whiterun†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 Flute†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
MontyMM Posted March 4, 2013 Posted March 4, 2013 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.
z929669 Posted March 4, 2013 Posted March 4, 2013 I think they always have "general memory and stability improvements" listed. It sounds great ...
MontyMM Posted March 4, 2013 Posted March 4, 2013 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!
rpsgc Posted March 4, 2013 Posted March 4, 2013 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.
torminater Posted March 4, 2013 Author Posted March 4, 2013 Hey guys, keep your eyes wide open for any new dlc news which were so far always hidden in the beta update files!!! O_O!
rpsgc Posted March 4, 2013 Posted March 4, 2013 If there are any, I'm sure they'll show up here https://forums.bethsoft.com/topic/1447552-holy-crap-patch-19/
Gyro Posted March 4, 2013 Posted March 4, 2013 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.
torminater Posted March 4, 2013 Author Posted March 4, 2013 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.
z929669 Posted March 4, 2013 Posted March 4, 2013 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
EssArrBee Posted March 4, 2013 Posted March 4, 2013 Basically it sounds like a skill reset but you can keep leveling up so you get more perks. Personally, I'll stick with Elys perfect little mod and just keep adjusting things accordingly to the type of character I want to play.
rpsgc Posted March 4, 2013 Posted March 4, 2013 Reaching higher levels without having to use/increase useless or unwanted skills. Getting as many perk points as you want while keeping your specialization. That is what it is.
Farlo Posted March 4, 2013 Posted March 4, 2013 I still don't see why they don't hire Arthmoor and just incorporate the Unofficial Patches into the base game, I wouldn't be surprised if 90% of these are already in those mods.
torminater Posted March 4, 2013 Author Posted March 4, 2013 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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