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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Special Edition Patch
Component: Skyrim SE: Vanilla
Category: Locations
Assigned To: Nobody
Platform: All
Severity: Very Low
Votes: 1
Watching: N/A
Opened By MadCat221 on Mar 30, 2020 12:08 am
Last Edited By MadCat221 on Mar 30, 2020 12:32 am
Closed By Arthmoor on Apr 11, 2020 6:43 pm
Resolution: Fixed
Comment: Fixed for USSEP 4.2.3.

Issue #28929: The Solitude NPC-Killing Cell Unload Bug

 
Many people have reported incidents of NPCs in Solitude dying unseen, only finding out about the deaths by other related NPCs lamenting their passing afterwards. True enough, their final resting places appear in the Solitude crypts as well. This is known to happen even in vanilla Skyrim, despite reports of it inaccurately being attributed to heavy Solitude mods like Open Cities or city overhaul mods.

It has been determined that the most likely culprit is an improper unloading of exterior cell meshes: the region around Castle Dour, likely encompassing everything between (and including) the Solitude Marketplace and the Temple of the Divines, unloads ground meshes improperly when approaching the Blue Palace. Their mesh origin points may be in cells that end up outside the loaded exterior cell distance, but would still otherwise cover area inside a still-loaded exterior cell. NPCs in the area end up plummeting to their death on the terrain mesh below when the collision hulls for those meshes also unload.

The proposed fix is to use a series of trigger zones beneath the ground meshes in the affected regions, which will detect NPCs falling into them. They then will send them to their editor origin locations, which are all inside their respective houses. Presumably this will avert their death from falling damage.

Any Solitude NPCs already killed by this bug in a playthru would not be retroactively recoverable.

Comments

1 comment(s) [Closed]
Arthmoor said:
 
Not only should this prevent future deaths, but it will also prevent the possible future stranding of NPCs in the water below the arch if they happen to fall through everything there.

The problem is there can be no iron-clad guarantees that this is going to put a stop to the problem. Due to the way the origin points for meshes (which includes trigger boxes) work, only one very large box could be placed. It's large enough to encompass the whole city and it's in a cell that's guaranteed to load regardless of which end you arrive in when fast traveling, but it's not something I've been able to purposefully induce while testing. NPCs have been walking the city and going right up to the edge of where they'd fall in, but all they've done if they should have continued on was to stop at the edge.

So it looks as though this may have to be something taken on faith that it's working, so long as no more NPCs die or get stranded below the arch.

And no, unfortunately this isn't going to be fixable on PS4 either because the trigger box needs a script attached to do its job.

Comment #1 Apr 11, 2020 6:42 pm  Edited by Arthmoor on Apr 11, 2020 6:48 pm
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