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Humanoid NPC hostiles get resurrected by unknown mod


Sedgik

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I created and am using this mod pack, everything currently is working correctly, but I keep running across instances where human based hostile npcs will be resurrected within a second of them being killed.

when the death blow is dealt, they will die as normal, ragdoll effect and all, then they'll be surrounded by a light swirl (same as effect as when necromancers raise the dead) then the npc is back to life.

If I get to them quick enough and they have the little glitter effect to do the Wintersun's rites, and do the rites of arkay, (only one i've been able to test with atm) that will stop them from reviving again. If I'm only able to collect everything they have, (strip them nude) they'll resurrect with a different armor set and even different weapon. Their old body always disappears and they just appear in the standing position.
I've run through several of the mods; Wintersun, Path of the Revenant, Vigilant, Undeath, Dwemer Spectres, disabling them and testing, but this resurrection of hostile npcs persists. (most of the other mods are just character replacers or weapon/armor/book additions.
It has not happened with any creatures, the Falmer, or hagravens. only human, elf, and orc. outside, in dungeons.. location doesn't matter.

I have had one weird instance of a necromancer actually resurrecting a bandit and when that died (and became an ash pile), the resurrection (spell? effect?) from whatever mod, tried to resurrect the ash pile. the result was a completly invisable enemy, voice was there as if it was alive, but the only thing visible was the blood effect when Lydia attacked him (she had no problem "seeing" him). After that invisible guy died, he was resurrected again, as invisible.

 

at this point i'm at a loss.. I might be missing something obvious or having some unusual mod conflict that's doing this, but at this point i just don't know.

any help would be great. If it is a mod, I'd love to report the "resurrecting ash pile" as a bug and also be able to alter it's settings a bit to give me a bit more time between the npc's death and resurrection.

 

hard to perform the rites of arkay in under a second when you sniped with an arrow from a few hundred feet away..

Thanks to anyone in advance for just reading this mess..

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cause is not Wintersun, Path of the Revenant, Vigilant, Undeath, or Dwemer Spectres

testing update.. it's also not Additional Clockwork, Aetherium Armor and Weapons, Artifacts - Tournament of the ten Bloods, Cheesemod for everyone, Clockwork_sse, Dawnguard Arsenal, Falskaar, Helgen Reborn, JaySuS swords, Konarik's Accoutrements, Legacy of the Dragonborn, Sinister Seven, Mirai - girl with the dragon heart, Moon and Star, Mrissi follower, Multiple Summons, Oblivion artifact, Ordinator, Paarthurnax - quest expanded, skyrim underground, skyrim sewers, Song of the Green(Auri follower), Teldryn Serious, Dibellan Baths, Grey Cowl of Nocturnal, Kinky Princess, Tools of Kagrenac, Wheels of Lull, Tournament of the ten bloods, Wyrmstooth or Zim's...
i'm running out of mods to test. most of the rest of the mods i've used before several times and not had this resurrection thing happen.

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get More Informative Console. Be sure too read up its description details about the extra info window.

 

When fighting humanoid opponents, i.e. bandits, open console. Click a bandit (try one before he is resurrected and one after as well, or better yet, try to catch one mid-resurrection) and go through their extra info. You can scroll extra info by hovering mouse over the arrow icon and pressing PgUp or PgDown, , and you can drill down into a category (i.e. Scripts) by hovering over it and pressing Shift.

You generally want to check what package are they running, what Effects they have on and what Scripts are running on them. Scripts should probably be checked first. See if anything looks to be a likely culprit and note its FormID. That should tell you whichh mod it is from.

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ok, best i can tell is that all the bandits/hostile humanoid npcs have "_ResurrectBandit4Scrip" running on them, giving them a chance to respawn up to 3 times(seems like more than that sometimes). I've followed both paths from this and it ends with either the base game, or pointing to the base game, Becoming High King of Skyrim, or the Creation Club content's Shadowrend mod, via my character's info
the only FormIDs i can find just match the character's.. the enemy's or mine. (i've used Becoming Hight King with the creation club content before without this weirdness)
I've even looked at the resurrection animation effect but that only points back to the base game.
The only thing I can think of is that in the lower left corner of the images, there's "Base defined by" and "Base last changed by" and they're always Unknown.

 

any ideas?

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Yeah, that Janessa mod does include that script file - but according to credits, mod creator thanks: DarkFox for the resurrect script
So, chances are, that guy borrowed the script from some other mod. Unless you actually have Janessa installed. In which case that mod has a bug cause bandits are supposed to resurrect only in a specific dungeon.

Consider going to your mod manager staging directories, and doing a search for '_ResurrectBandit*'

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thanks folks. i just went back and looked at that mod and it does state that right out in plain sight. it also is noted several times in the posts there that the mod often goes global instead of just staying "in the cave" where it's supposed to be.

i just found really odd that it wasn't just bandits, but also the enemy soldiers in helgen at the beginning... maybe they get marked as bandits during the escape as to avoid faction issues later on? idk.

 

started a new character to test and it's not happened yet.. yet

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