Thursday, February 2, 2012

Skyrim 1.4 Update!


Ok so logged into Steam to see a update for Skyrim. Thank god! I prayed they fixed the damn bugs of my saves that kept corrupting...thankfully seems I see they did. Not just that they did a ton more fixes! Sadly with my disappointment the jerks, though they promised, didn't release the Construction Kit. WTH?! Anyway skimming over the patch notes this is what I saw:


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

Lengthy right? At least they are working on it. Along with these for the pc and so on there was this added as well :

Console users:
As an update to PlayStation 3 and Xbox 360 users, we’re submitting 1.4 to the console manufacturers this week. When these updates are available, we’ll let everyone know.

horray....and for my finale! Skyrim released a sneak peek video of the construction tools....YOU JERKS! It shows it at work along with the integration of the Steam workshop...I just want the damn tools! For any of you worried about Skyrim NEXUS like I was ...I found this on the Nexus news page:

New diary from Production Director Ashley Cheng:

QUOTE

With each game we release — Morrowind, Oblivion, Fallout 3, and now Skyrim — modders continue to use our worlds as a canvas to build the most incredibly creative and fun mods in gaming. The fact that Morrowind’s modding community is still going strong 10 years after its release is a testament to how essential our community is to the success of our games.

We’re big believers that if we go the extra mile and make our games as moddable as possible, the game will only be better for it. So the gameplay of “do whatever you want” extends to “make the game do whatever you want.” As we were building Skyrim and its tools, we made it a goal to try and keep the transition from our previous titles to Skyrim as smooth as possible for modders. More importantly, we want to make it easier for more people to enjoy mods. So we teamed up with Valve and created the Skyrim Workshop. We couldn’t be more pleased with how it’s turning out. Mods are a big part of what makes our games special, so we urge everyone to try it out. We’re going to keep looking for ways to get mods to more people, and hopefully one day to our console audience.

With Skyrim Workshop, you can browse and search for the latest or highest rated mods, subscribe to any that interest you, rate your favorites and post feedback. Once you’ve subscribed to some mods, start the Skyrim launcher and you’ll see your subscribed mods automatically download. The launcher will even check if a mod has been updated and grab the latest version.

If you want to try making mods (and we think everybody should), the Creation Kit will be a free download via Steam under Tools. The Creation Kit has lots of new features, including the ability to build archives. Plus you’ll want to check out the Creation Kit Wiki, our online documentation and help file, for more details.

Of course, you’ll still be able to use popular fan-hosted mod sites like Skyrim Nexus to find great mods to play. We did not change any functionality to exclude the way mods worked previously. We even added a few features to help out — for instance, custom INI files can now be packaged into mods so you don’t need to backup your INI files anymore.

And we’re not done. Neither is Valve. Give us your feedback on the Creation Kit and Skyrim Workshop in our forums. We both have updates in the works, so give us your thoughts.

Big thanks to programmers Ken Cockerham, Mike Lipari, and Shannon Bailey for getting the Skyrim Workshop up and running with Skyrim. And special kudos to Joel Burgess (who originally brought up the idea of using Steam Workshop) for shepherding this process along the way.

We’d also like to give big shout outs to Valve. We are all big Valve fan boys. Thanks to David Sawyer, Josh Weier, Pieter Wycoff, Kurtis Chinn, Tom Bui, Alden Kroll and Jason Holtman.

Finally, we’d like to thank all the modders who volunteered to beta test the Creation Kit and Skyrim Workshop. Your feedback has been invaluable.

We can’t wait to see your work!


So at least Nexus is safe perhaps ..thank god! Ok heres the video anyway...enjoy and snarl at the tease...or cry....I did both~




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