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Yeah, it's definitely intended that the quest never shuts down, bethesda has it set up for repeated stages.
My only theory for the reset is that the script explicitly says to Disable LeverTriggerWest, LeverTriggerEast, and LeverTriggerEast2, but Bethesda forgot to flag LeverTriggerEast2 as Allow Disabled?
I dunno, maybe this will help. Not retroactive though.
Attached Files:
34573.esp
My only theory for the reset is that the script explicitly says to Disable LeverTriggerWest, LeverTriggerEast, and LeverTriggerEast2, but Bethesda forgot to flag LeverTriggerEast2 as Allow Disabled?
I dunno, maybe this will help. Not retroactive though.


Just to follow up, I checked on a new game and still experience the issue. I can't imagine you setting the flag will hurt anything if you want to add that part to the patch, but unfortunately it isn't solving the underlying problem for whatever reason. There must be something else in addition that is preventing those NPCs from cleaning up between resets like they should.
Comment #2 Jan 26, 2025 3:23 am
Edited by BlackPete on Jan 26, 2025 3:23 am
Realistically this quest should never be able to start since those lever triggers all start in the disabled state and the one not being marked to allow disabled is non-optional, like everything else. So it should immediately cause this whole exchange to fail. Why it doesn't is a mystery of its own.
The bandits don't disappear though because the quest never terminates and the bodies are still held in the aliases. The aliases are the big problem though since they've been set to those specific references. I'm not sure there's much that could be done here.
The bandits don't disappear though because the quest never terminates and the bodies are still held in the aliases. The aliases are the big problem though since they've been set to those specific references. I'm not sure there's much that could be done here.
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