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Capoodle

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  1. Well there's no harm in trying - and I did to (sadly) no avail. Hm. maybe this is a sign I should make my next weekend project reinstalling Skyrim and trimming some of the mods I just never use ahaha.
  2. Huh. Neat. Considering both "Base last changed by" and "Ref last changed by" both point to Vigilant, so I assume that no other mods are messing with it. Verifying the game files was one of the first things I did after making this post. I always run on the the latest version. I'll look into cleaning the masters via xedit; even though I'm not familiar with it. Thanks for providing what to Google. I'm not seeing an "Aliases" category, so I am assuming there is none? I wasn't explicitly naming the character on the off-chance someone wanted to check the mod out for themselves and wanted to avoid any form of spoilers, but I'll drop that going forward if cleaning the masters via xEdit doesn't pan out. Again, thank you all for your help with this.
  3. Thanks for the quick response. Continuing to use the Vigilant mod as a testing ground (it's just where I have a more convenient save placed) - the character in question is not set to essential, and as far as I can tell, there should be no mods causing an issue. Though I'm not sure what I would check to confirm this via More Informative Console.
  4. So, very weird issue that I couldn't find a Google solution for. While I had thought it was something weird happening with Knockout and Surrender - the issue persisted even after uninstalling it and cleaning the file. Long story short: NPCs that are meant to die in scripted events - such as Skjor during the Companions questlines - just don't. They enter the Bleedout state and can't be interacted with in any way. In vanilla this isn't really an issue - since the questlines continue like they nothing went wrong and I can just disable those that refused to die. It's annoying but it is what it is. The issue is when certain modded quests (Vigilant, in this case), need said NPC to be dead to trigger things such as removing a barrier that leads to the next area. I've tried various console commands but they don't work. I ended up no-clipping through the barrier to get to the door and and, but still... While I'm certain it's me being a dumb-dumb somehow (it usually is) - I was wondering if anyone else has encountered this issue, and what they did to fix it if they did?
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