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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Special Edition Patch
Component: Skyrim SE: Dawnguard
Category: Papyrus
Assigned To: Nobody
Platform: All
Severity: Low
Votes: 1
Watching: N/A
Opened By KernalsEgg on Sep 8, 2021 8:39 pm
Last Edited By Arthmoor on Oct 30, 2021 11:02 pm
Closed By Arthmoor on May 28, 2022 10:26 pm
Resolution: Lack of Needed Feedback

Issue #31602: Werewolf Feed magic effects do not have proper support for Papyrus scripts

 
The DLC1WerewolfFeedPointsScript script attached to the PlayerWerewolfVictimEffect magic effect runs when it shouldn't. I believe this is because the Werewolf Feed effect archetype doesn't have proper support for Papyrus scripts. Taking a look at the WerewolfFeedEffect class in IDA, you can see that it doesn't inherit from the ScriptEffect class, so this isn't too surprising. Admittedly I haven't looked at either of the classes much further than that.

You can see the bug being discussed here:
NexusMods
StackExchange
Reddit

It is simple to reproduce the bug if you know how. Fast travel to The Ritual Stone and kill the necromancer with the "kill" console command. Transform into a werewolf and then feed on the necromancer. The "Heart consumed, werewolf perk progress increased" notification will be displayed. Wait a couple of in-game hours until your transformation ends. Set your SpeedMult actor value to 1 using the "player.setav speedmult 1" console command, and then fast travel to the other side of the map and then back to The Ritual Stone. When you return enough time will have passed that the necromancer will have respawned. Hit the necromancer with any spell (for example Soul Trap or Firebolt) and the "Heart consumed, werewolf perk progress increased" notification will be displayed again when it shouldn't.

To fix this bug I added the DLC1WerewolfFeedPointsScript script to a new magic effect with a Script effect archetype and filled the properties. I then removed the DLC1WerewolfFeedPointsScript script from the PlayerWerewolfVictimEffect magic effect and added this new magic effect to the PlayerWerewolfFeedVictimSpell spell, which is the only spell in the game to use the PlayerWerewolfVictimEffect magic effect. I have attached this fix to this issue for you to reference.

This fix has worked for myself and LordMala as you can see here, who reported this bug to me. This fix will also have to be adopted by werewolf overhauls such as Moonlight Tales if they make changes to the DLC1WerewolfFeedPointsScript script, PlayerWerewolfVictimEffect magic effect, or PlayerWerewolfFeedVictimSpell spell.

Comments

2 comment(s) [Closed]
KernalsEgg said:
 
I cannot see where the fix was uploaded or a way to edit my original post, so I have temporarily uploaded the fix to Dropbox.

Arthmoor said:
 
Would it not be simpler to just change PlayerWerewolfVictimEffect to the Script archetype directly instead of making a whole new effect to attach, which requires a whole second VMAD setup?

And I hate to be that guy, but is there a method to reproduce this on demand that doesn't involve the use of console commands that aren't part of normal gameplay?

Showing Comments 1 - 2 of 2