Spawn of Totoro Mar 4, 2013 @ 8:57am
Skyrim 1.9 update change log! (In Beta)
http://www.bethblog.com/2013/03/04/now-on-steam-skyrim-1-9-beta-update/#more-21738

Beginning today, Steam users can download the beta version of Skyrim 1.9 title update – featuring Legendary new features (see below) and new bug fixes. For console players out there, we’re hoping to release 1.9 later this month — we’ll keep you updated when we have specific dates.

With recent changes to Steam, you’ll want to take the following steps to opt into the beta.

Within your Steam Library, right click on The Elder Scrolls V: Skyrim.
Select Properties
Select the Beta tab and opt in using the drop box

If you opt into the Beta, be sure to back up your saved games or simply be careful not to overwrite your existing saves. If you decide to opt out of the beta program, your old saves will still work with the current release of Skyrim on Steam (v 1.8).

So what’s in the update? Check the changelog below…

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

Once you’ve opted into the beta, let us know what you think in our beta discussion board. Initially, we recommend running using the update with no user-made mods installed, but the beta does provide you with an opportunity to test your creations before the update goes live for everyone.
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Direct cut and paste form above link.
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Update:

"SKSE beta has been updated for 1.9 beta [not sure if it is compatible with 1.8, but I would assume yes]. Just to reiterate, it's a beta SKSE for beta 1.9; MO BETA!
http://forums.bethsoft.com/topic/1438692-wipz-skyrim-script-extender-skse/page__st__180__p__22337315#entry22337315" - UW_Shocks MD -Qosmio-
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Supposedly this minor update to the BETA also breaks SKSE [if your using it with the BETA]. Although, not officially confirmed yet.
http://forums.bethsoft.com/topic/1448220-updated-build-192908/

"Skyrim updated again a few minutes ago (I recognized it because SKSE doesn't work anymore)."
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http://forums.bethsoft.com/topic/1447548-19-beta-update-on-steam/

"We've updated the Skyrim Beta. Update notes below.

Skyrim 1.9.29

Fixed issue with certain cured diseases reappearing after reloading a save

Additionally, we've posted a Beta for the Creation Kit which updates the Creation Kit to 1.9. The process is the same to access the Creation Kit beta -- right click on Creation Kit in your Steam LIbrary, go to the BETA tab, and opt in to Beta."
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http://www.youtube.com/watch?feature=player_embedded&v=DECMDHujcMU
Link provided by: UW_Shocks MD -Qosmio-
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Thanks to Thanks UW_Shocks MD -Qosmio-, for the updates!
Last edited by Spawn of Totoro; Mar 7, 2013 @ 11:29am
Showing 1-15 of 42 comments
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pike (Banned) Mar 4, 2013 @ 9:04am 
if your game is modded dont install this until your mods are patched or cleared to work with it , same goes for skse ,maybe boss and tesvedit i really am not sure but its best to wait a bit and see what needs to updated along with the patch
FurryGuyJeans Mar 4, 2013 @ 10:17am 
Originally posted by pike:
if your game is modded dont install this until your mods are patched or cleared to work with it , same goes for skse ,maybe boss and tesvedit i really am not sure but its best to wait a bit and see what needs to updated along with the patch

Don't forget that more than likely the Unofficial Patches will be "broken" by this beta update. Every new patch from Bethesda, beta or official release, requires a lot of work and time from the modding community to update things.
Zaric Mar 4, 2013 @ 11:54am 
I like the lengednary difficutly setting but that's about it.

The Community Uncapper http://skyrim.nexusmods.com/mods/1175 already lets your skills go above 100, infinite levels are in without weakening yourself with some abetrary "legendary"command and most of the big fixes are handled by the unoffical patches.

Turning off my skyrim's autoupdate until the mods catch up for sure.
Dr. Shocks . DO Mar 4, 2013 @ 12:02pm 
Originally posted by Zaric:
......
Turning off my skyrim's autoupdate until the mods catch up for sure.
Same! Hopefully my lvl 60 Ward will prevent the patch.
Valcutio Mar 4, 2013 @ 12:05pm 
Oh man, I hope this fixes my memory leak issue... I would love to play the game for more than 20-30 minutes without enormous lag spikes when I transition from outdoors to indoors and vise versa.
a nice cup of tea Mar 4, 2013 @ 12:36pm 
Originally posted by Zaric:
Turning off my skyrim's autoupdate until the mods catch up for sure.


I love you; I had not even thought about that... /me rushes to turn off auto-update (I'm running over 200 mods including skyse and K ENB) yoiks
Dr. Shocks . DO Mar 4, 2013 @ 12:51pm 
Just heard from a few Dovahkiins that disabling the "Auto-update" feature only prevents the update until the next time you decide to play Skyrim.
Spawn of Totoro Mar 4, 2013 @ 12:51pm 
Originally posted by Protoplasmic Traveller:
I love you; I had not even thought about that... /me rushes to turn off auto-update (I'm running over 200 mods including skyse and K ENB) yoiks

Problem is, when the real update is released, the game will update when you run it.

All the auto update does is prevent updates from downloading as they come out, of games you don't play.

When the update is released, you will need to start Steam in Off-Line mode to prevent updates and be able to play Skyrim.
Zaric Mar 4, 2013 @ 12:58pm 
Originally posted by Spawn of Totoro:
Originally posted by Protoplasmic Traveller:
I love you; I had not even thought about that... /me rushes to turn off auto-update (I'm running over 200 mods including skyse and K ENB) yoiks

Problem is, when the real update is released, the game will update when you run it.

All the auto update does is prevent updates from downloading as they come out, of games you don't play.

When the update is released, you will need to start Steam in Off-Line mode to prevent updates and be able to play Skyrim.

I believe you can launch the Skyrim Script Extender program without triggering Steam's update function. Just don't run Skyrim from your steam list or the launcher program.
FurryGuyJeans Mar 4, 2013 @ 1:04pm 
Originally posted by Spawn of Totoro:
Originally posted by Protoplasmic Traveller:
I love you; I had not even thought about that... /me rushes to turn off auto-update (I'm running over 200 mods including skyse and K ENB) yoiks

Problem is, when the real update is released, the game will update when you run it.

All the auto update does is prevent updates from downloading as they come out, of games you don't play.

When the update is released, you will need to start Steam in Off-Line mode to prevent updates and be able to play Skyrim.

I run the game via SKSE and AFAIK that should prevent an "accidental" update that could cripple the game prematurely until mods and such get updated to work with 1.9.
Spawn of Totoro Mar 4, 2013 @ 1:06pm 
Originally posted by Zaric:
I believe you can launch the Skyrim Script Extender program without triggering Steam's update function. Just don't run Skyrim from your steam list or the launcher program.
Originally posted by furryoldguyjeans:
I run the game via SKSE and AFAIK that should prevent an "accidental" update that could cripple the game prematurely until mods and such get updated to work with 1.9.

Yes, you are both right. I forgot about SKSE.
Dr. Shocks . DO Mar 4, 2013 @ 1:11pm 
Are you sure about SKSE?
You still get achievements and STEAM still tracks my playtime when I use the SKSE launcher.
Rheed Mar 4, 2013 @ 1:19pm 
Will they fix the scalling on magic spells at least? If destro/resto already suck donkeyballs once you pass lvl 50, imagine a beefed up enemy with x10 life. Seesh, destro magic will be like mosquito strikes on enemies compared on what can you do with melee weapons...
Zaric Mar 4, 2013 @ 1:49pm 
Originally posted by Rheed:
Will they fix the scalling on magic spells at least? If destro/resto already suck donkeyballs once you pass lvl 50, imagine a beefed up enemy with x10 life. Seesh, destro magic will be like mosquito strikes on enemies compared on what can you do with melee weapons...

Magic is really bad compared to melee in the base game. I found really quickly that I had to mod it. A good way is to combine the Community Uncapper that lets you level your skill over 100 with the Balanced Magic that lets magic damage scale with your skill level.

Uncapper: http://skyrim.nexusmods.com/mods/1175
Balanced Magic: http://steamcommunity.com/sharedfiles/filedetails/?id=116303182

So the more magic you use, the stronger it gets.
Rheed Mar 4, 2013 @ 2:23pm 
Magic isn't bad. Illusion is so overpowered it's almost absurd ( it's probably the best skill tree on where you can dump points ), same could be said with conjuration. Resto has its uses ( mainly stamina regen+autoresurrection+shields ), and alteration has mass paralyze and passive magic absorption. But destro? it doesn't scale, at all. Your spells do the same damage on lvl 1 and 81. There's no point on using it even with 0 mana cost when you only dent enemies health.

I don't want mods that mess with my savegames on the long term ( ever heard about residual script dump? ). Magic would be easily fixed ( destro mainly ) with just scalling like weapons do, and a little more damage perk-wise. Without exploiting and normal gear ( you know, 2 pieces of 100enchant skill+100% perk give like 90% weapon damage ), a daedric sword does per swing twice or thrice the damage of the best destro spells, instant, and with better dps. The only way to improve destro damage is by potions, who suck anyway. Also fortify enchants would be way better if they added damage or effectiveness instead of mana cost reduction

Now exploit if you want, and the damage of melee weapons skyrocket to levels that destro magic can only dream on :(
Last edited by Rheed; Mar 4, 2013 @ 2:24pm
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Date Posted: Mar 4, 2013 @ 8:57am
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