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Post by Emma on Mar 21, 2013 23:37:38 GMT
Oh, and the note DID work, so I've continued the quest (thank you), but I'm keeping some saves from before the bug so that I can continue to test it as long as you need. I didn't read this before. Really, really kind of you to help me testing . As you can see, there's already a new testversion available (previous post).
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Post by thatonesix on Mar 21, 2013 23:52:52 GMT
I located Bjorn and Ambjorn. They've apparently decided that they do not care for each other, and were engaged in a fist fight upon my arrival. The note was on Ambjorn's body, but the quest marker still points to the south, for some reason.
Edit - The note was on both of their bodies.
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Post by Emma on Mar 22, 2013 0:02:17 GMT
Ugh... they were not supposed to fight each other . they are in the same factions so they should be good friends, at least I would have thought so. Obviously, it's not so easy so that one can change an alias that is already pointing to one character. Your questmarker is still pointing to the old baddie-boss. I will have to try another approach. But at least we now know that we can make two guys show up as long as they are not templated enemies. I'll be back posting more esps, if you have time to test more later, that would be great. It's however 1 AM in Sweden, and it's working day for me tomorrow, so I'm not likely to make more esps until tomorrow.
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Post by thatonesix on Mar 22, 2013 0:20:41 GMT
I would advise you get some sleep, then. It's only 8pm here, and I don't work until noon tomorrow.
I'm more than happy to continue helping you test. Just post .esps here, or send me messages through this site, and I'll respond as soon as I can.
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Post by cypherias on Mar 22, 2013 0:24:10 GMT
Hi there, tested the last .esp because i stumbled upon the same problem. Bjorn and Ambjorn showed up at the first marker postion (still jumped around),they both were hostile to everything,even each other. Only stopped to punch the random frost dragon that came around. And both of them had the note.
And thanks for all the work.
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Post by Emma on Mar 22, 2013 0:29:40 GMT
Thank you for testing If you have the save, and you have the time, here is another one. It's still a testing thing, but if it works as I hope, you should have 3 guys there now, and hopefully one of them should have the marker (the one with the horned helmet). All of them have the note, and with some luck they are no longer fighting each other. question is if I'm right in these assumptions... Attachments:
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Post by Emma on Mar 22, 2013 1:12:55 GMT
Actually, better to try this version... hopefully they should now not be killing each other but concentrating on the player instead... but who knows Oh, don't forget that you need the two scripts from the first upload I made in this thread! Attachments:
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Post by thatonesix on Mar 22, 2013 1:53:27 GMT
I used the .esp from threeguys2.7z, and lo and behold, the quest marker did not jump! It is sitting over Fridolf's head. However, Fridolf and Ambjorn are beating up on Bjorn when I show up, and after he dies, they both turn on me. All three of them have the note on them.
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Post by cypherias on Mar 22, 2013 9:40:45 GMT
I used the .esp from threeguys2.7z, and lo and behold, the quest marker did not jump! It is sitting over Fridolf's head. However, Fridolf and Ambjorn are beating up on Bjorn when I show up, and after he dies, they both turn on me. All three of them have the note on them. Same here. Intrestingly enough, the random creatures that came around attacked Bjorn first, too. Only after he died the monsters attacked Fridolf and Ambjorn or me. Tested it a few times with and without the two scripts from the first file. Doesn´t seem to make a difference. It played out exactly the same way every time.
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Post by Emma on Mar 22, 2013 9:54:38 GMT
It seems to be like this: for unknown reasons, and probably with an update (I believe the one with Dragonborn) Bethesda changed the game so that templated enemies are no longer teleported with script commands. I had to make these guys unique actors instead (i.e. npcs that in the creation kit shows up with a ready-made face instead of a M-symbol). But, it's obviously not so easy to set up the factions for these guys so that they get along. They are all in teh same factions and should be friendly to each other, but as we have seen they are not. I have to do some further trial and error on this. If any of you would care to keep your save and go and check out some more versions of them, I would be very grateful
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Post by Emma on Mar 22, 2013 10:35:06 GMT
Thank you so much for testing I went through the AI for these three guys,and it turned out Bjorn was set to frenzied. I'm thinking that might be the "only" problem. I changed it (and gave them some weapons). Have any of you you got time to check ingame? Attachments:
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Post by cypherias on Mar 22, 2013 12:31:03 GMT
Thank you so much for testing I went through the AI for these three guys,and it turned out Bjorn was set to frenzied. That did it. The Three didn´t attack each other anymore and all of them used weapons appropriate to the attack distance. Tried the queststep 5 times, worked everytime. And I am keeping the save file on hand,just in case . Thank you for invstigating, especially since this doesn´t seem to be a widespread issue.
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Post by Emma on Mar 22, 2013 13:06:17 GMT
Thank you so much for testing I will indeed post another esp here a little later and would be grateful if you tested it, too. You see, I have done my testing in a test-esp and I now have to move everything to the "real" main-esp. I think this issue will turn out to be more widespread over time. It seems that Bethesda has changed something with their latest updates; it seems like from the release of Dragonborn, something was changed so that template-npcs (those who only show up as a M-marker in the editor) can no longer be teleported to a new location with a script. And with ver 1.9 of Skyrim, this seems to have "spread" much more (maybe it earlier only affected those running Dragonborn, but now it affects everyone??) I don't know, but there has obviously been a change that affect many people. Of course the change could also have been made within a frequently used mod, like UFO, AFT, Convenient horses, but I think it is a Bethesda change. I have written and asked in the Bethesda forum, trying to understand why this is happening. What I do know is that we *never* saw this problem until around the time Dragonborn was released, and that we never, ever ran into it during the 9 months WIP of Vilja, when we were constantly playing this part of the quest.
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Post by cypherias on Mar 22, 2013 13:43:54 GMT
I see...makes sense that it will eventually affect everyone, since bethesda always pushes some kind of compatibility patch out when they release an addon or dlc. I am getting Oblivion flashbacks right now, Shiviring Isles patch broke some of the mods i used back in the day ^^.
I don´t think it´s a mod related issue, since I run the game pretty vanilla at the moment due to a reinstall (skyui is the only other mod). Should have mentioned that before.
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Post by Emma on Mar 22, 2013 16:37:15 GMT
That actually gives us two possibly reasons for the problem, especially as Lycanthrops, who also have no mods installed at the moment, tested and could do the quest with the old setup without problems.
It would mean the problem could be either related to SKSE or to SkyUI. Someone else mentioned that disabling Cerwiden (who is SKSE-dependant) made it possible for him to do this part of Vilja's quest.
Obviously, regardless of the course, I must find a cure (and it seems I have although it is clumsy), but I'm starting to wonder if it could possibly be related to usage of SKSE rather than Dragonborn or latest version of Skyrim.
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