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NPCs not Dying When Scripted To


Capoodle

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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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Have you checked the undying NPCs while in the console, to see if they have been set to essential?  Some mods change the settings for protected and essential.  More Informative Console may help you find the troublemaking mod if this is the case.

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17 minutes ago, 7531Leonidas said:

Have you checked the undying NPCs while in the console, to see if they have been set to essential?  Some mods change the settings for protected and essential.  More Informative Console may help you find the troublemaking mod if this is the case.

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.

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When you click on the NPC in MIC, there is a notice about 'last modified by' or some such, that tells you the last mod that affects that character.  This can sometimes be useful in guiding you to a problem mod.

One other idea, did you verify your game files since this problem occurred?  Don't do this, unless you are using the latest version of SE (1.6.1170), or you might have to 'downgrade' again.  In any case, be sure to clean the game masters in xEdit again after any verification changes, IF you cleaned them originally.  (Cleaning the game masters can help prevent some bugs, but might introduce others in some cases, look up info about 'cleaning Skyrim SE game master files', or similar verbage.)

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Even if NPC itself is not flagged Essential or Protected  (Protected means they can only be killed by the player), they can still be loaded as an alias into a number of quests, and an alias can be flagged as essential or protected.   So as long as that quest is running, those flags will apply.

In MIC, if you click an NPC, and scroll down their info window, there is an 'Aliases' category, and you can open up info about each alias.

Spoiler

image.thumb.jpeg.e33405857f43dc7ad16fc687350cf9bf.jpeg

 

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6 hours ago, 7531Leonidas said:

When you click on the NPC in MIC, there is a notice about 'last modified by' or some such, that tells you the last mod that affects that character.  This can sometimes be useful in guiding you to a problem mod.

One other idea, did you verify your game files since this problem occurred?  Don't do this, unless you are using the latest version of SE (1.6.1170), or you might have to 'downgrade' again.  In any case, be sure to clean the game masters in xEdit again after any verification changes, IF you cleaned them originally.  (Cleaning the game masters can help prevent some bugs, but might introduce others in some cases, look up info about 'cleaning Skyrim SE game master files', or similar verbage.)

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.

1 hour ago, scorrp10 said:

Even if NPC itself is not flagged Essential or Protected  (Protected means they can only be killed by the player), they can still be loaded as an alias into a number of quests, and an alias can be flagged as essential or protected.   So as long as that quest is running, those flags will apply.

In MIC, if you click an NPC, and scroll down their info window, there is an 'Aliases' category, and you can open up info about each alias.

  Reveal hidden contents

image.thumb.jpeg.e33405857f43dc7ad16fc687350cf9bf.jpeg

 

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.

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@Capoodle I wasn't trying to say that you needed to clean your game masters, just that if you had done so, that it can both solve and cause problems, just like the rest of Skyrim.  Which is why I referenced a search term, so you can decide for yourself if it would be good for your game setup.  Good luck!

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12 minutes ago, 7531Leonidas said:

@Capoodle I wasn't trying to say that you needed to clean your game masters, just that if you had done so, that it can both solve and cause problems, just like the rest of Skyrim.  Which is why I referenced a search term, so you can decide for yourself if it would be good for your game setup.  Good luck!

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.

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