[Skyrim Official Patch 1.9 Download

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Iberio Ralda

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Jun 12, 2024, 7:27:24 AM6/12/24
to inuneldio

Just a heads up since I finally have confirmation that this is an issue beyond some quirk of my own PC. If you are doing any sort of work with the official Skyrim DLCs in the CK, make certain the timestamps on your ESM files does NOT go past the year 2014.

skyrim official patch 1.9 download


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For some bizarro world reason, if you set the dates into 2015 (not sure exactly where though) or anywhere in 2016, the CK will load Dawnguard and Dragonborn in the wrong slots and you will be potentially editing things in the wrong order which will lead to bugs, not to mention an ESP with its masters out of order.

There's no telling how long this has been a bug in the CK or why it even matters, but it does. This is especially problematic if you need to do a cache validation on your game because it may redownload DLC files and change the timestamps on you when it does.

Using Wrye Bash, you can change the timestamps on the files fairly easily. Open it up, highlight an ESP, edit the date in the "Modified:" box. Save the file. You'll want to be sure that when you're done editing, all the dates are in order according to the load order.

Once you have the issue with the timestamps fixed, any mods you have with the out of order masters can be fixed by loading them into xEdit, right clicking on their names, and selecting "Sort Masters". Exit the program once that's done and they should be fixed. Do them one at a time, I'm not sure if the master sorting can handle multiple errant mods loaded at the same time.

Hmm, it is already known that CK sorts plugins by timestamps like in previous games regardless the real load order in plugin.txt, what exactly is different here with DLCs? If you change their dates, they will load in wrong position if there are any 3rd party esm with older dates present. I can't catch what's new here.

I did have similar issue at one point, but I thought it was because I had applied the itm/udr cleaning process to the masters in the wrong order and xEdit changed their time stamp at this point. If xEdit isn't changing the timestamp when cleaning files (not idea if it do or not), then I did encounter the very same issue.

However, using LOOT to timestamp them in the regular load order fixed the whole thing properly, dlcs shows up in the right order in the CK, and plugin's master list is in the expected order. That said, maybe LOOT did set the timestamp to a date prior to the one you mention, as I have no idea to what it set them.


As for this :

My best guess would be the date of the infamous CK update back in march/april. That's the only plausible date I can think of. (Maybe a bit anterior, if it's related to the last compilation of the CK and not its upload date). But even so, the "why" remain oO

Nothing is different except that there's a bug. Even if you have the 5 official files in order by timestamp, the CK will load Dawnguard and Dragonborn in the wrong slots. You'll end up with DB going first, followed by HF where it should be, then DG after. The masters will then be out of order.

Setting the dates on those files to the year 2014 fixes this problem so long as the order of the rest of the date is also correct. Kesta may be right about when in 2015 it breaks, because I used to have mine all set in 2015, then when the USLEEP merge started and I had them dated July 2015, it refused to load properly. So it's at least from July onward that it gets hosed. No idea why, it just does, and it's easily verified.

The game is set 200 years after the events of Oblivion and takes place in Skyrim, the northernmost province of Tamriel, a continent on the planet Nirn. Its main story focuses on the player's character, the Dragonborn, on their quest to defeat Alduin the World-Eater, a dragon who is prophesied to destroy the world. Over the course of the game, the player completes quests and develops the character by improving skills. The game continues the open world tradition of its predecessors by allowing the player to travel to discovered locations in the game world at any time, and to ignore or postpone the main storyline indefinitely.

Skyrim was developed using the Creation Engine, which was rebuilt specifically for the game. The team opted for a unique and more diverse open world than Oblivion's Imperial Province of Cyrodiil, which game director and executive producer Todd Howard considered less interesting by comparison. Upon release, the game received critical acclaim, with praise for its character advancement, world design, visuals, and dual-wielding combat. Criticism targeted the melee combat, dragon battles, and numerous technical issues present at launch. The game shipped over seven million units within the first week of its release and had sold over 20 million units by June 2013. It is considered one of seventh generation console gaming's most significant titles and one of the greatest video games ever made.

The Elder Scrolls V: Skyrim is a fantasy action role-playing game, playable from either a first or third-person perspective. The player may freely roam over the land of Skyrim, an open world environment based on Scandinavia consisting of wilderness expanses, dungeons, caves, cities, towns, fortresses, and villages.[1] Players may navigate the game world more quickly by riding horses, paying for a ride from a city's stable, or utilizing a fast-travel system that allows them to move their character immediately to a previously discovered location.[2]

At the beginning of the game, players select their character's sex and race, with 10 choices for the latter including races of humans and fantasy races such as elves and orcs. The player chooses the character's appearance; this is not necessarily permanent, however, as an in-game mechanic allows for changing the appearance later.[3] Characters have three primary attributes: health is how much damage the character can take before dying, magicka is depleted to cast spells, and stamina allows the character to perform heavy "power attacks" or sprint. A status bar for each attribute appears onscreen when the attribute falls below its maximum value. Attributes regenerate over time and can be refilled faster by drinking potions, casting regenerative spells, or through various enchantments.[4] Characters gain experience indirectly, via leveling up skills. The 18 skills are divided evenly among the three schools of combat, magic, and stealth. Each skill has its own experience bar, which increases when the character performs an action in-game related to the skill. For example, crafting a dagger increases the Smithing skill, and dealing damage with a bow increases the Archery skill. When a skill's experience bar fills, the skill levels up and the bar is reset. After enough skills level up, the character levels up, enabling the player to increase the maximum value of one of the three attributes and providing a perk point. Perk points can be spent immediately on a skill-specific perk or stored for later use.[5][6]

Non-player characters (NPCs) populate the world; the player may engage them in conversation (potentially leading to new quests or map locations), marry predetermined ones, or engage them in lethal or nonlethal combat. As in previous games in the series, killing certain individuals can make some quests or items unobtainable. Certain NPCs essential to the narrative cannot be killed by the player, and will survive attacks of any magnitude. Committing a crime like murder or theft accrues the player a bounty if the crime is witnessed, leading to confrontations with guards. Depending on some factors, including how serious the crime was, the player can choose to go to jail, pay the guard off, persuade the witness to forget about it, declare that one is a thane of a certain hold (which leads the guard to pardon the player), 'pacify' the guard or silence witnesses through killing them.[7][8]

The player's effectiveness in combat relies on the use of weapons, armor, and enchantments (which may be bought, found from containers, raided from dead bodies, stolen and/or forged) and on the use of magic spells: similarly, spells may be bought, stolen and/or unlocked by finding spell tomes.[failed verification] Weapons, shields, and magic are assigned to each hand allowing for dual-wielding, and can be swapped out through a quick-access menu of favorite items.[13][failed verification] Some weapons and spells require both hands. Shields can be used to fend off enemy attacks and reduce incurred damage or offensively through bashing attacks. Blunt, bladed, and hacking weapons can be used in close combat and each have specific advantages and roles. Power attacks expend stamina to temporarily stun/stagger an enemy and deal increased damage. Spells have several functions, both in combat (e.g. damaging or confusing enemies, resurrecting dead bodies and conjuring other entities, restoring the player's health and/or stamina) and out (e.g. showing the way to an objective, illuminating a dark room or turning iron into silver).[14] Bows are used for long-range combat and can be used to bash enemies in melee combat. The player can enter sneak mode to pickpocket or deliver powerful sneak attacks to unsuspecting enemies.[15]

When exploring the game world the player may encounter wildlife. Many creatures in the wilderness, such as wolves or bears, are immediately hostile towards the player, while other species are docile and will run away.[1] Skyrim is the first entry in The Elder Scrolls to include dragons in the game's wilderness, although dragons are frequently referenced/mentioned in several of the other games.[16] Like other creatures, dragons are generated randomly in the world and will engage in combat with NPCs, creatures and the player. Some dragons may attack cities and towns when in their proximity.[17] The player character can absorb the souls of dragons in order to use powerful spells called "dragon shouts" or "Thu'um". Each shout contains three words in the language spoken by dragons, and the strength of the shout will vary depending on how many words have been spoken. Some words to shouts can be learned by visiting "word walls" in dungeons or around the wilderness, while other words can be taught by different characters. The words to each shout are unlocked for use by spending the absorbed souls of slain dragons.[18][19] A regeneration period limits the player's use of shouts in gameplay.[20]

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