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: Quests & Dialogue
Assigned To: Nobody
Platform: All
Severity: Very Low
Votes: 0
Watching: N/A
Opened By BlackPete on Jun 1, 2024 8:34 pm
Closed By Arthmoor on Jun 23, 2024 7:35 pm
Resolution: Not A Bug

Issue #34067: Quest scene in POISnowy09 cell

 
There's a unique quest scene south of Fort Dunstad in the POISnow09 cell. It involves a giant, wolves, a dead elk, and a dead mammoth. It may not be set up correctly, but it's kind of complex so I don't know for certain. There are a few oddities that I've noticed from the game data.

(1) The giant doesn't reset (respawn) after killing him once, but the wolves do. That could indicate that the scene was supposed to be a one time thing, or maybe it was supposed to repeat and the giant not reappearing again is a bug.

(2) The wolves, dead mammoth, and dead elk have enable parents linked to a stockade barrier (00052CC6) at Fort Dunstad. I can't figure out why that would be the case, unless cut civil war content is somehow involved.

(3) XMarkers (00098372, 00098383) have a script attached (dunPOIRaiders) indicating that there were supposed to be "raiders" involved. The first property (Raider1Base) is set as a giant, but the other two appear to be unfilled.

Comments

2 comment(s) [Closed]
BlackPete said:
 
The developers have the scene set to be a one-time event: https://ibb.co/hXHJ4Fs

That explains why the giant doesn't respawn. It doesn't help much in determining whether the wolves were supposed to, though. Normally a "NoResetZone" setting indicates that nothing is supposed to respawn in a given cell (or cells), so maybe that also includes the wolves.

It also doesn't explain why the wolves and dead animals are linked to the barrier at Fort Dunstad. Again, that doesn't make much sense unless the developers forgot to disconnect them from a cut civil war quest.

Arthmoor said:
 
1. The script controlling the appearance of giants is written to disable the markers which will stop the script from processing another run later.

2. The enable parents are intentional since Fort Dunstad is the site of one of the civil war battles. I suppose the devs though it's too close for comfort and didn't want a giant and a bunch of wolves showing up to the fight.

3. Those markers run the script when they load and are still enabled. It only having 1 "raider" is intentional.

I would guess they didn't care if the wolves respawn since it's a wolf den. They just threw the giant in as a one time thing.

Showing Comments 1 - 2 of 2