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Actually, it's not just that one. Most (or maybe all) of her quest-related hellos are still playing. Somehow the quest is still registering as running (stage 100), as if the sword was never returned (which is not the case).
Looking at the console output shows that stages 1, 10, 15, 20, and 100 were all completed. The "sqv" output shows that 7 aliases are still referenced, so obviously something is seriously wrong.
Some condition checks were added way back in the USKP days (Issue #14955), but I don't see any evidence based on the bug ticket and change log that anything else was addressed.
Looking at the console output shows that stages 1, 10, 15, 20, and 100 were all completed. The "sqv" output shows that 7 aliases are still referenced, so obviously something is seriously wrong.
Some condition checks were added way back in the USKP days (Issue #14955), but I don't see any evidence based on the bug ticket and change log that anything else was addressed.
Comment #1 Jan 18, 2025 6:11 am
Edited by BlackPete on Jan 18, 2025 6:26 am
The quest isn't configured to ever shut down. I marked stage 100 as a shutdown stage.
Attached Files:
34769.esp


The problem still persists in my game when using your plugin, so it's possible that the fix isn't retroactive. Is there a way to add a retroactive script to USSEP to force the quest to shut down when it has already been completed?
Unrelated, but it's seems as though the dunBrokenOarQST issue (Issue #34594) isn't working retroactively either. I'm curious whether a retro script is also needed, or if that's even possible.
Unrelated, but it's seems as though the dunBrokenOarQST issue (Issue #34594) isn't working retroactively either. I'm curious whether a retro script is also needed, or if that's even possible.
Comment #3 Jan 25, 2025 4:02 am
Edited by BlackPete on Jan 25, 2025 4:23 am
Yeah it’s not retroactive. I guess the ussep updater script could have a retroactive function where it checks if FreeformOldHroldanB is at stage 100 but is still running and if so, call stop() on it? That’d be up to arthmoor.
This quest appears to have been intentionally left open by the devs.
Combined with the fact that the dialogue is marked "Say Once", the greeting is affected by the bug where this feature doesn't work properly. I'm adding a workaround so that it only plays that particular line at stage 10. This isn't a fix though. The proper fix would be for Bethesda to fix the engine bug.
Combined with the fact that the dialogue is marked "Say Once", the greeting is affected by the bug where this feature doesn't work properly. I'm adding a workaround so that it only plays that particular line at stage 10. This isn't a fix though. The proper fix would be for Bethesda to fix the engine bug.
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