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is it possible the ussep script for that wasn't properly compiled?
Try recompiling this.
Attached Files:
dlc1_qf_dlc1we05_01017865.psc
Try recompiling this.


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
Not for that, but here's a compiled one where you can do exactly that.
Attached Files:
DLC1_QF_DLC1WE05_01017865.pex


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
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
Pete, can you try this one on that same save and see what happens?
Attached Files:
dlc1_qf_dlc1we05_01017865.pex


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.
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.
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
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.
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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