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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Special Edition Patch
Component: Skyrim SE: Vanilla
Category: Actors
Assigned To: Nobody
Platform: All
Severity: Low
Votes: 0
Watching: N/A
Opened By Nico coiN on Aug 6, 2020 3:29 pm
Last Edited By Arthmoor on Nov 13, 2020 5:54 pm
Closed By Arthmoor on Apr 20, 2021 4:59 pm
Resolution: Not A Bug

Issue #29207: Wrong CW Commanders enable parent

 
I just met Legate Taurinus Duilis in the middle of nowhere, just after exiting Ustengrav. No "visible" imperial camp at his location ingame, but it's another story in the CK...

Remember old times from USKP 1.2.2? Actor Fixes : Legate Quentin Cipius is now properly enable parented to his camp so he isn't just exploring in the middle of nowhere anymore. Well, we have the same issue here.

After investigating in the CK I noticed that many more CW commanders from both sides don't have their proper 'enable parent' set. I should add that almost all these commanders have unique designs/names/identities and I hardly ever noticed them in any of my playthroughs since 11/11/11... Maybe they are parts from some sort of cut content (a more sophisticated CW questline?). Anyway, I fixed them all. No CW commander should now appear in the middle of nowhere without a proper camp/settlement/garrison.

Fixed refs : 00037F91, 00037F92, 00037F93, 00037F94, 00037F95, 00037F96, 00037F97, 00037F98, 00037FA6, 00038045, 00038047, 00038048, 00038049, 000BECEC, 000BF560, 000FE532, 000BF561.

Related Issues: 28956  

Comments

5 comment(s) [Closed]
Nico coiN said:
 
Fix here. Archive contains both a save file & the fix.

BlackPete said:
 
https://afktrack.afkmods.com/index.php?a=issues&i=28956

That's annoying. I was hoping we took care of those in the last update (see ticket linked above).

When I was investigating the issue brought up during the last update cycle, I did notice the missing enable parents settings on the commanders. While I'm not completely certain on this, I think they get enabled and disabled by a quest-controlled marker tied to the civil war master quest. For whatever reason, setting enable parents directly on the NPC references had no effect when I tried that to fix the previous issue. It's also entirely possible I don't understand how they're supposed to work and I was doing something wrong. Arthmoor apparently fixed something else in 4.2.3. Just thought I'd mention these things in case it would be helpful. Hopefully your fixes will solve it this time.

As far as the commanders being cut content - they were definitely going to play more of a role in the civil war, but Bethesda significantly cut the questline back prior to release. Some of the commanders still play a minor role in taking back holds during the war. It just depends on who you side with and which choices you make when (or if) you make negotiations during the Greybeard's peace council. For the most part, though, they just stand around at hold capitals or wilderness civil war camps doing nothing.

Comment #2 Aug 7, 2020 3:05 am  Edited by BlackPete on Aug 7, 2020 8:06 am
Arthmoor said:
 
Setting these guys to use an enable marker is not the correct fix for this. The reason this wasn't working correctly was due to an undocumented change to the CWMissionGeneratorTriggerScript which controls whether or not to enable these guys. That was fixed in USSEP 4.2.3, and verified by both the OP and Pete as having been corrected with the fixed script.

We've fallen into this trap once before where we go off and set the enable parents only to have that not work later on, along with throwing errors in the log because of settings changes that shouldn't have been done.

So I don't think this is going to get included because it will only cause problems. You guys are going to need to validate for certain that the script fix last time around isn't cutting it, because as far as I can see it does.

BlackPete said:
 
Well, it did fix the problem for me at the Stormcloak Winterhold camp with Kai Wet-Pommel when I tested it months back for you. No idea on the commanders at the other camps. I've been meaning to do a full playthrough with SSE for several years but still haven't gotten around to it yet.

Comment #4 Nov 14, 2020 12:49 am  Edited by BlackPete on Nov 14, 2020 12:50 am
Arthmoor said:
 
Then I'd say since the last script correction was done and appears to have this working correctly now, we're not going to change it again and end up with something down the road that stops working.

Showing Comments 1 - 5 of 5