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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Special Edition Patch
Component: Skyrim SE: Dawnguard
Category: Quests & Dialogue
Assigned To: Nobody
Platform: All
Severity: Very Low
Votes: 0
Watching: N/A
Opened By BlackPete on Mar 14, 2025 5:49 am
Last Edited By DarthVitrial on May 28, 2025 5:55 pm
Closed By Arthmoor on Jun 7, 2025 9:25 pm
Resolution: Fixed
Comment: Fixed for USSEP 4.3.5.

Issue #35017: DLC1WE05: Vampire and death hound corpses not cleaning up

 
For whatever reason, the vampire and death hound in DLC1WE05 aren't being cleaned up properly after leaving the area. When checking the console it shows that the quest is at stage 255, which should indicate it has shut down. This is odd because it appears that the script calls DeleteWhenAble() on both of the actors, though it's possible I'm missing something. Unfortunately, this issue breaks the world encounter spawn point at the location where they spawn, at least until the cell completely resets (usually at least 10 game days). A number of similar issues with world encounters were fixed years ago by removing the "run once" flag, but this particular encounter doesn't have it enabled, so that can be ruled out.

This has happened several times recently, so either it's just the game being stupid or there's a bug in the quest script(s).

Comments

9 comment(s) [Closed]
DarthVitrial said:
 
is it possible the ussep script for that wasn't properly compiled?
Try recompiling this.



Attached Files:

dlc1_qf_dlc1we05_01017865.psc

BlackPete said:
 
Assuming you're talking to me and not Arthmoor, I'm not entirely sure how to recompile the file and then what do after doing so. Going to guess it's not a simple matter of placing it in my data/scripts folder.

Comment #2 Mar 15, 2025 10:38 pm  Edited by BlackPete on Mar 15, 2025 10:38 pm
DarthVitrial said:
 
Not for that, but here's a compiled one where you can do exactly that.



Attached Files:

DLC1_QF_DLC1WE05_01017865.pex

BlackPete said:
 
Okay, thanks. I'll have to see if that makes a difference in whether they clean up if I happen to get that encounter again. The two NPCs in the existing one that broke still don't clean up for quite some time, which would be expected since whatever change you made likely isn't retroactive.

Comment #4 Mar 17, 2025 7:47 pm  Edited by BlackPete on Mar 17, 2025 7:47 pm
BlackPete said:
 
From everything I can tell the modification to the quest script you did solved the problem. The two actors disappeared at some point after leaving the general area near the WE spawn point this time, which is the way it is supposed to work.

Comment #5 Apr 21, 2025 4:51 am  Edited by BlackPete on Apr 21, 2025 4:52 am
Arthmoor said:
 
Pete, can you try this one on that same save and see what happens?



Attached Files:

dlc1_qf_dlc1we05_01017865.pex

BlackPete said:
 
Sure, I can do that. It may take some time to report back depending on when that particular encounter decides to spawn in my game again.

BlackPete said:
 
I had the encounter spawn again and it's the same problem with the two actors not unloading right away, even though the console shows that the quest itself had shut down. Just like with Darth's fix, they unload after several days of being far away from the area, but not immediately after leaving the cell like other encounters do. As mentioned in the original report, the issue also prevents the trigger from resetting itself and loading another encounter right away.

Not sure if it's just something with my save or if there's actually a problem with the quest script. I kept a save again this time, but I can't imagine it'll tell you anything other than what I've described. Though, if you'd like to look at it anyway, let me know.

Comment #8 Jun 7, 2025 8:43 am  Edited by BlackPete on Jun 7, 2025 9:05 am
Arthmoor said:
 
Ok, thanks.

This is a very strange situation since the .psc file Darth submitted is identical to the one from the base game. Even weirder is that the compiled .pex file and the vanilla one are identical once decompiled. So I gave you the vanilla .pex to see what would happen. I have no idea how something like this could happen but it does indeed seem like recompiling the script is enough to fix whatever is going on.

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