Welcome to the AFK Mods bug tracker. In order to report an issue, please select a project from the drop down menu below. Select “Open New Issue” and fill out the form with as many details as possible.

An account will be required to submit an issue, so if you need one and are unable to register, please contact us via the forums at https://www.afkmods.com/

Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Special Edition Patch
Component: Skyrim SE: Hearthfire
Category: Actors
Assigned To: Nobody
Platform: All
Severity: Low
Votes: 0
Watching: N/A
Opened By RobinHood70 on Apr 1, 2019 6:27 pm
Closed By Arthmoor on May 7, 2019 12:49 am
Resolution: Fixed
Comment: Fixed for USSEP 4.1.8.

Issue #26495: Hostile tame horkers near Windstad

 
According to the comments in BYOHHouseHorkerScript, the horkers near the hatchery at Windstad are supposed to become tame once the hatchery is built. In reality, the scripts surrounding this are rather buggy and tend to produce fairly random hostility/tameness, at least one of which I can't even figure out (see "second problem" ).

First problem: the script wants the hatchery to actually be producing, rather than just built (myHatchery.iSpawnCount > 0).
Second problem: I'm not sure why, but sometimes, the script seems to violate even that rule. On repeated visits from the same re-loaded game, horkers were often part of WEPlayerFriend but sometimes not, and this sometimes even differed from one horker to the next. This despite the fact that the hatchery's iSpawnCount was set to 0, so nobody should have been part of that faction at all. The fact that it changed from one reload to the next is even more confusing, since it rules out that some previous visit added me to the faction. Maybe some kind of random off-screen death, resetting the factions? :shrug:
Third problem: Even ignoring all that, iSpawnCount is unreliable, being set (in BYOHHouseFishHatcheryScript) only when fish are actually ready, but also being decremented for fish that aren't, conceivably reducing iSpawnCount to 0 or lower.

My suggestion would be to just eliminate the iSpawnCount check in the horker script, but fixing the count in the fish container may also be necessary, depending how else it's used (if at all).

Comments

1 comment(s) [Closed]
Arthmoor said:
 
Disabling the iSpawnCount check should be enough for this. There's no logical reason for those horkers to remain hostile once the hatchery is built. Even if there are no fish.

Showing Comments 1 - 1 of 1