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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Legendary Edition Patch
Component: Skyrim LE: Vanilla
Category: Actors
Assigned To: Nobody
Platform: Windows PC
Severity: Low
Votes: 0
Watching: N/A
Opened By Arthmoor on Aug 8, 2012 2:56 am
Last Edited By BlackPete on Apr 18, 2020 6:14 am
Closed By Arthmoor on Jan 28, 2013 11:13 am
Resolution: Fixed

Issue #885: Nilheim respawn glitch

 
This is one of the few places that never respawn any enemies (actually, why ?). The dead bodies left after completing Telrav's Request never disappear, but the leveled gold on their bodies respawns in regular intervals (which, obviously, doesn't make much sense).

Comments

8 comment(s) [Closed]
Sclerocephalus said:
 
This could be solved by attaching an appropriate script to the respective templates:

- All bodies (more precisely, their editor references) falling into this category have to be tagged with a keyword (e.g. "USKPCleanUpKeyword";). The keyword approach has the advantage that individual bodies can be left out (might be necessary in one case or another; I didn't check every single dead body in question).
- A script is attached to the template, which reacts to an OnItemRemove event by checking (a) the keyword and (b) whether it was the player who removed an item. If both conditions are true, the form is registered for a single update (delay time 24 in-game hours), which then deletes the reference in question.

If you find this solution satisfactory and practicable (one could still make an exploit of it by "body farming", e.g. by letting the bodies untouched so as to level up before looting them), please say so and I'll provide an appropriate script.

Also, this is not only a problem with the bodies at Nilheim, but also with numerous other bodies found all over Skyrim. What comes to mind, for example, is the body of the girl who was killed while bathing somewhere in northwestern Reach (even her diary respawns after some time) and I remember vaguely that she once got her own bug entry somewhere. If you find it (I didn't), please mark it as a duplicate of this one.

Arthmoor said:
 
Actually this may be simpler than that. What would be wrong with simply attaching the WIDeadBodyCleanup script to the NPC records for these?

Nothing says it has to be used on actual unique NPCs, and it will clear the bodies whether the player has touched them or not. Plus that means no need in spreading keywords around that might cause incompatibilities.

Sclerocephalus said:
 
The problem is that scripts cannot be attached to all of those actors (depends on their relationship with the templates).

Sclerocephalus said:
 
And another question: Are there any scripts (I'm sure there are ...) with obscure malfunctions which need a more urgent fix ? I'll have much time on my hands during the next two weeks and would ne happy to see what I can do.

Arthmoor said:
 
Verified. However, this is intentional that the enemies aren’t respawning.

What is a problem though is that the leveled enemies placed here are drawn from a series of non-respawning nested templates that, when followed, eventually leads down to a root template that is marked to respawn and contains leveled items in the inventory.

said:
 
Worth noting that this is a possible location for the "kill the bandit leader" radiant quest, e.g. from the Companions. Potentially a problem if its possible to receive this AFTER completing Telrav's Request, if enemies don't respawn (UESP discussion page on Nilheim would suggest at least a few people have had a problem with this, but can't confirm personally). Secondly, but less significantly, even if the radiant quest is received before visiting Nilheim, the "bandit leader" appears to remain a non-hostile "guard" even after his companions are revealed (but can still be killed to complete the quest). Might be worth consideration in any potential fix.

NightStar said:
 
Related <a data-ipb='nomediaparse' href='http://www.afkmods.com/index.php?app=trac&amp;module=issues&amp;section=issues&amp;do=view&amp;id=172'>Bug #172</a> (duplicate).

Arthmoor said:
 
Fixed for USKP 2.0.1.

Tied to the same reason Issue #13965 was causing problems, and Issue #14199 was also involved.

Showing Comments 1 - 8 of 8