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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Special Edition Patch
Component: Skyrim SE: Vanilla
Category: Quests & Dialogue
Assigned To: Nobody
Platform: All
Severity: Medium
Votes: 1
Watching: N/A
Opened By DayDreamer on Nov 12, 2023 11:50 pm
Last Edited By Arthmoor on Mar 17, 2024 7:00 pm
Closed By Arthmoor on Jul 7, 2024 10:22 pm
Resolution: Lack of Needed Feedback

Issue #33628: Fishing No Contest NPC Brutius wandering away

If you travel to Morthal during this quest causing Brutius to spawn, fail to talk to him, then visit your player home, when you return to town Brutius may have wandered away over the mountains past Labyrinthian toward Whiterun. A trigger box is not configured to be player-only activated, passing NPCs and animals may accidentally advance quest stages, so Brutius's travel packages stop working.

The Brutius object itself has no packages. When its quest package conditions aren't working, it defaults to something higher up the chain, which is probably why he wanders away.

The first ([xx000B6B] ccBGSSSE001_MiscMorthal_BrutiusWait) uses two '=' conditions. Brutius shouldn't exist until the quest [xx0009E4] starts, so checking the quest is not running is silly, but not likely the problem.

The second ([xx000B67] ccBGSSSE001_MiscMorthal_BrutiusWaitAtFishingSpot) also uses two '=' conditions, stages 10 or 15. Instead, it should probably have only one condition < 30, so that it will run until he is dead. Better yet, it could just test for "not dead", which is probably faster.

The trigger box ([xx000B41] (places defaultSetStageTRIG [ACTI:00033F50] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -8,16) see Alias_ContestLocationTrigger) is initially disabled. It shouldn't be enabled until stage 10 or 15. It should wait for the player to arrive (defaultSetStageTRIGPlayerOnly), instead of being triggered by whomever (or whatever) gets there first.

Finally, both ambush wizards set stage 20 on their deaths. So this might be another way the Brutius wait packages are failing? These wizards shouldn't be enabled until stage 15. (Needs checking.)

I don't know why they used stage 20 for the hidden wizards' deaths and stage 30 for Brutius' death. In my testing, I always kill Brutius first (actually Lydia always one-shots him).


2 comment(s) [Closed]
DayDreamer said:
My last comment is wrong. Brutius's hit is 32, and all three deaths are 35. Stage 20 is for the player arriving at the scene, so the ambush wizards should be enabled on 20 (not 15, my mistake).

Arthmoor said:
05000B41 is enabled on stage 15 of the quest.

defaultSetStageTrigSCRIPT is written only to respond to the player - if anything else enters the trigger, nothing happens because the ifcheck in this script always checks to see if it was the player who triggered it. So this isn't the issue.

Brutius' alias has two packages on it. One which tells him to run patrol through a set of markers on the dock where you meet him if the quest stage is either 0 or the quest isn't running at all. That second condition won't matter if the quest isn't running because then his alias won't be filled anyway, but the default package list on his base form produces the same result.

Upon accepting his challenge, stage 10 gets set, at which point he's directed to go wait at the contest marker outside of town. Upon arriving at the target location, stage 15 is set. This enables the trigger box.

When the player arrives at the contest location and steps into the trigger, stage 20 gets set. The trigger will only fire if stage 15 has been set previously.

When stage 20 is called, the ambush sequence begins.

Killing Brutius triggers stage 35 to be called. You can also attack him early, which calls stage 32 and makes him hostile. If you attack while at the contest location, the other wizards will also join in.

Once he's dead the rest is irrelevant.

Examining the aliases that hold the two wizards, killing either one triggers stage 35, not 20.

I'm not seeing a way for him to do anything out of the ordinary if you never speak to him. Nothing in any of his package stacks can cause him to leave the area since even the default master package sets use linked references to provide for failsafe behavior.

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