Welcome to the AFK Mods bug tracker. In order to report an issue, you need to have a VALIDATED account to post one. Once you have followed the link the registration email sent you, 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.

Please also consider sending your bug report to Bethesda if you are reporting on an issue with Skyrim Special Edition, Fallout 4, or Starfield. Doing so will help everyone on all platforms.

Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Special Edition Patch
Component: Skyrim SE: Vanilla
Category: Meshes
Assigned To: Nobody
Platform: Windows PC
Severity: Low
Votes: 1
Watching: N/A
Opened By Vinifera7 on Oct 2, 2019 3:08 am
Last Edited By Arthmoor on Nov 7, 2019 6:10 pm
Closed By Arthmoor on Nov 7, 2019 6:10 pm
Resolution: Fixed
Comment: Fixed for USSEP 4.2.1.

Issue #27608: Sigil Stone static at the Atronach Forge havoks when hit

 
The placed reference to the Sigil Stone static at the Atronach Forge is configured so that it havoks when hit. If the player or seemingly any NPC hits the Sigil Stone, it will be knocked off its pedestal. Once knocked off, it can't be put back.

To fix this, the havokOnHit property of the reference's defaultDisableHavokOnLoad script needs to be explicitly set to false. See the attached screenshot. This fix will definitely work for new games, but I'm not sure what to do about existing saves where the Sigil Stone static has already had havok enabled.



Attached Files:

sigil-stone-havok-fix.jpg

Comments

1 comment(s) [Closed]
Arthmoor said:
 
Rather that edit the script with a non-retroactive fix, it was determined that the collision could be altered on the mesh while fixing the alpha property issues as well so this should in theory now fully fix itself when the cell resets and the stone gets moved back to the pedestal.

Note that for PS4 users, you will be getting the lesser fix of the placement because Sony's restrictions will not allow us to provide the fixed meshes that would address this anywhere in the game.

Comment #1 Nov 7, 2019 6:08 pm  Edited by Arthmoor on Nov 7, 2019 6:09 pm
Showing Comments 1 - 1 of 1