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MAYBE the issue - the DeleteWhenAble is *before* the ReArmTrigger() calls. DeleteWhenAble will not run until all the relevant cells and npcs have unloaded, and the script pauses until then. I reordered it so now DeleteWhenAble happens after the rearm.
Oddly about half the WE quests already had them in the correct order and half didn't.
Attached Files:
we Order of Operations source fix.7z
compiled.7z
Oddly about half the WE quests already had them in the correct order and half didn't.
Attached Files:
we Order of Operations source fix.7z
compiled.7z
Comment #1 Aug 12, 2026 10:02 pm
Edited by DarthVitrial on Aug 16, 2026 12:20 am
I kind of forgot about this ticket. Something I should have mentioned here a long time ago is that these encounters not rearming is related to NPCs routing to some destination (probably due to their travel packages) and not unloading. One case is the two Thalmor encounters mentioned in Issue #35509. I could give you a examples of others that regularly do the same thing, if it would help. The issue seems most likely to happen if the encounters load a few cells away without the player's knowledge. Like is the case with the Thalmor, they get stuck in a specific or random location and aren't removed by the game until interacted with in dialogue (or some other way). You may be on to something with the calls being in the wrong order, but I don't understand the specifics related to the scripts and other variables involved.
Comment #2 Aug 13, 2026 6:00 am
Edited by BlackPete on Aug 13, 2026 6:11 am
The order of the calls for DeleteWhenAble() in relation to the Rearm call is not relevant. Something else must be blocking them from resetting properly. I'd also expect that when they do so by way of the cell reset that any NPCs or objects spawned by these are still out there somewhere, now detached from what they should have been doing.
It should not matter how far away from the initial trigger they get. They're in aliases, and thus persistent across the world. So calling on them to be deleted will always work. It also seems very likely that the rearming worked as well since the example triggers in the original ticket show a new quest has been queued up for the trigger.
We'd need a consistent means of reproducing this over time to be sure of which ones are breaking.
It should not matter how far away from the initial trigger they get. They're in aliases, and thus persistent across the world. So calling on them to be deleted will always work. It also seems very likely that the rearming worked as well since the example triggers in the original ticket show a new quest has been queued up for the trigger.
We'd need a consistent means of reproducing this over time to be sure of which ones are breaking.
After testing the status of the triggers with the console (using the sv command), I discovered that the triggers do rearm themselves if you've been away from the general area for 10 days. After that 10-day period the trigger will reference two encounter quests, so I was wrong that they break permanently. The problem is that the stuck (blocked) encounter can't repeat again until the aliases are somehow cleared, which in some case may not happen despite it being one that is meant to repeat. You know more than I do about how these quests are meant to work, but even with the information I've discovered it still seems like the process isn't working as was intended.
The bad news is that there doesn't appear to be a consistent way to reproduce the problems. Using sqv <QuestID is the only way I'm aware of to check if one hasn't unloaded. As mentioned using sv <FormID> on a seemingly broken trigger will reveal which quest it is currently associated with. I do have some saves where some of these are stuck, but it's possible that won't provide any further information than I've already provided.
Most world encounters don't break (or whatever you call it) and clear the aliases and shut the quest down after leaving the general area. I've compiled a list below of those that I'm aware of that can get stuck.
WE09 - Imperials with Stormcloak prisoner get stuck in random places on the map; could be related to the prisoner getting loose somehow without the player's help.
WE32 - Thalmor with Stormcloak prisoner get stuck at (or on the way to) the Embassy.
WEDLVigilOfStendarr04 - Vigilant patrols get stuck at (or on the way to) Stendarr's Beacon.
WEJS10 - Faldras gets stuck at (or on the way to) Azura's Shrine.
WERoad01 -The farmer and his wife get stuck in a random inn.
WERoad03 - Thalmor get stuck at (or on the way to) the Embassy.
WERoad07 - The taunting adventurer get stuck in a random inn.
WERoad10 - The giant and/or cow get stuck at a random giant camp.
WERoad11 - The farmer and/or cow get stuck at a random giant camp.
WERoad12 - The headless horseman gets stuck at (or on the way to) Hamvir's Rest.
DLC1WEJS02 - Vampire gets stuck in a random dungeon.
Regarding two encounters mentioned in the original part of the ticket:
WE04 - This one isn't problematic after all based on further testing since opening this ticket.
DLC1WE05: The cause for this one not unloading was identified and fixed in v4.3.7. It's definitely no longer a problem after testing since then.
The bad news is that there doesn't appear to be a consistent way to reproduce the problems. Using sqv <QuestID is the only way I'm aware of to check if one hasn't unloaded. As mentioned using sv <FormID> on a seemingly broken trigger will reveal which quest it is currently associated with. I do have some saves where some of these are stuck, but it's possible that won't provide any further information than I've already provided.
Most world encounters don't break (or whatever you call it) and clear the aliases and shut the quest down after leaving the general area. I've compiled a list below of those that I'm aware of that can get stuck.
WE09 - Imperials with Stormcloak prisoner get stuck in random places on the map; could be related to the prisoner getting loose somehow without the player's help.
WE32 - Thalmor with Stormcloak prisoner get stuck at (or on the way to) the Embassy.
WEDLVigilOfStendarr04 - Vigilant patrols get stuck at (or on the way to) Stendarr's Beacon.
WEJS10 - Faldras gets stuck at (or on the way to) Azura's Shrine.
WERoad01 -The farmer and his wife get stuck in a random inn.
WERoad03 - Thalmor get stuck at (or on the way to) the Embassy.
WERoad07 - The taunting adventurer get stuck in a random inn.
WERoad10 - The giant and/or cow get stuck at a random giant camp.
WERoad11 - The farmer and/or cow get stuck at a random giant camp.
WERoad12 - The headless horseman gets stuck at (or on the way to) Hamvir's Rest.
DLC1WEJS02 - Vampire gets stuck in a random dungeon.
Regarding two encounters mentioned in the original part of the ticket:
WE04 - This one isn't problematic after all based on further testing since opening this ticket.
DLC1WE05: The cause for this one not unloading was identified and fixed in v4.3.7. It's definitely no longer a problem after testing since then.
Comment #4 Aug 18, 2026 7:03 am
Edited by BlackPete on Aug 18, 2026 7:17 am
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