I don't know if it's just me, but with this mod in my load order, Arvel in bleak falls barrow appears _behind_ the cobweb instead of being trapped in it. Just FYI.
Nope, me too. It definitely was this mod that caused it, since it's the only mod I added between two games and in the second Arvel was standing behind the cobweb.
Well, it's not this mod that causes it. ALL this mod does is add a combat check to forcegreet packages. It does nothing else. There is no position information or anything else altered. As for the Aravel Forcegreet FormID 0002FFD1 all that is changed for that record is I carried forward a USLEEP change and added GetCombatState -1. If Aravel is appearing elsewhere than he should, something else caused it.
There is a bug with Arvel that he can free himself. Such as casting fury on the spider. It is possible some other spell or situational circumstance resulted in Aravel outside his web. The point is, even if the only structural change was to add this mod, there are different things that happen in game that can contribute to a bug like that. Because the changes made by this mod are very specific and only contained in the package records, you can be assured that this mod this not cause the bug. You are also welcome to open up xedit and confirm everything is as I said. I did just check to make sure.
It *IS* triggered by this mod. Maybe it is not *caused* by it; maybe it happens only in combination with another mod, I don't know; but I've checked this many times: with this mod enabled, *as soon as the giant spider touches the floor*, Arvel FALLS from the cobweb (note that he *is* in the cobweb when you enter the room). With this mod disabled, Arvel stays in the cobweb during the fight with the spider and only falls when you free him.
Try it. Save before entering the room and see what happens with and without the mod. I tested and it is 100% repeatable.
(edit) I removed the MS13ArvelWebForcegreetPackage entry from the mod with TES5Edit and now Arvel remains in the cobweb with the mod enabled. So that entry *has* secondary effects.
Wierd. I don't see any way that can happen from looking at the package, but I'll remove the package from the mod and reupload. Thank you for spending the time to confirm. It doesn't happen with me, making me think it is still some kind of mod interaction. But until I find out what is causing it, I'll write out that item.
So far this has only been reported with the LE version.
@tribin, Just a question, did you use USLEEP when testing it?
Magickingdom said that he suffered the same bug, but he doesn't use this mod. So if that's indeed a vanilla bug, maybe it's been fixed by USLEEP. Just in case if you're not using USLEEP,...
But I wonder if you could add in guard don't force greet when already in combat eg. Trying to arrest when there is combat going on??? hate it when they always come and forcegreet when you are fighting them
He might have already been modified. Every record with "forcegreet" in the name had a combat check added. Others, I'll have to add as they are reported.
I hope the fugitive is included. This happened to me, fighting bandits, about 6 of them, and the fugitive sticks his junk on me,goes yap yap and runs off,during the fight the hunter tries to help and is killed. Blah.
Before this mod, the fugitive was actually one of my most memorable game glitches.
I was swinging my bow and arrow around to bear on bandits, and I took aim at the fellow running up before noticing that he wasn't one of them. I held my fire, but he force-greeted me in the middle of combat. I clicked as quickly as I could to exit conversation... and the game automatically loosed my arrow at the end of the conversation.
Unfortunately, after I installed this mod I got a huge drop in my framerate. After restarting the game a couple of times, the lag persisted.I uninstalled it, did a clean save, and the problem cleared up. (I was in the upstairs of Jorvaskr at the time.)
I realize it may not be this mod per se that caused the problem, but possibly some kind of conflict with something else in my Skyrim-- or even just a coincidence. Still, I wanted to let you know.
Wow, that is really weird. There is literally zero graphical changes being made, and this mod neither adds nor removes scripts.
Did you add this in the middle of a playthrough? Generally speaking, If you add a mod in the middle of a playthrough, it should be on the bottom. This is because FormIDs are assigned at game load, and if you put a new mod high in the load order, it can change the FormIDs of lower mods to the point that something breaks.
The other possibility is that the mod broke something...Was this the initial walk-in to Jorvaskr, where they start fighting? Did they not fight like they normally do, or did they start fighting and then stop? It's possible that the engine kept trying to make the NPCs fight, but my condition kept creating a fail event that led to the event restarting and causing lag...
Thanks for your reply, delgathar. I did add this into an existing play-through. I kept it at the bottom of the load order. This was after the fist-fight that breaks out when you first enter Jorvaskr; it was right after I was accepted into the ranks of the Companions. Hope that helps (if, in fact, this mod was the problem).
ok, I joined the companions, beat Vilkas, went downstairs, talked to the other whelps, went back upstairs and experienced no lag. If that is the right sequence of steps, then I couldn't reproduce the problem. Thank you for the report.
Awesome! I can't tell you how often this happens... I'm fighting a dragon, and I've got an arrow drawn back and ready to fly, and just as I release it, I'm spun around to look straight at the damn courier.
"You've got mail! Let's see... Oooo! A letter from the Jarl! That reminds me of the time..."
All the while, the dragon I was fighting is breathing fire on us, then lands right behind me, ready to do a kill move right as the forced greet ends.
Great mod! Must ask a related question about something I truly hate: While talking with NPCs my followers keeps bugging me, talking random chatter etc and because Im using subtitles their speech sometimes overrides the npc Im talking with. Would it be possible to mute all other chatter while being in conversation mode?
Probably, but it sounds like it will require at least some scripting, and scripts still intimidate me badly. It might require modifying the follower, but native followers could probably be modified. I'd have to look into the mechanics of that.
36 comments
There is a bug with Arvel that he can free himself. Such as casting fury on the spider. It is possible some other spell or situational circumstance resulted in Aravel outside his web. The point is, even if the only structural change was to add this mod, there are different things that happen in game that can contribute to a bug like that. Because the changes made by this mod are very specific and only contained in the package records, you can be assured that this mod this not cause the bug. You are also welcome to open up xedit and confirm everything is as I said. I did just check to make sure.
Try it. Save before entering the room and see what happens with and without the mod. I tested and it is 100% repeatable.
(edit) I removed the MS13ArvelWebForcegreetPackage entry from the mod with TES5Edit and now Arvel remains in the cobweb with the mod enabled. So that entry *has* secondary effects.
So far this has only been reported with the LE version.
Just a question, did you use USLEEP when testing it?
Magickingdom said that he suffered the same bug, but he doesn't use this mod. So if that's indeed a vanilla bug, maybe it's been fixed by USLEEP. Just in case if you're not using USLEEP,...
But I wonder if you could add in guard don't force greet when already in combat
eg. Trying to arrest when there is combat going on??? hate it when they always come and forcegreet when you are fighting them
I was swinging my bow and arrow around to bear on bandits, and I took aim at the fellow running up before noticing that he wasn't one of them. I held my fire, but he force-greeted me in the middle of combat. I clicked as quickly as I could to exit conversation... and the game automatically loosed my arrow at the end of the conversation.
Justice served. =P
I realize it may not be this mod per se that caused the problem, but possibly some kind of conflict with something else in my Skyrim-- or even just a coincidence. Still, I wanted to let you know.
Did you add this in the middle of a playthrough? Generally speaking, If you add a mod in the middle of a playthrough, it should be on the bottom. This is because FormIDs are assigned at game load, and if you put a new mod high in the load order, it can change the FormIDs of lower mods to the point that something breaks.
The other possibility is that the mod broke something...Was this the initial walk-in to Jorvaskr, where they start fighting? Did they not fight like they normally do, or did they start fighting and then stop? It's possible that the engine kept trying to make the NPCs fight, but my condition kept creating a fail event that led to the event restarting and causing lag...
http://www.nexusmods.com/skyrim/mods/82725/?
"You've got mail! Let's see... Oooo! A letter from the Jarl! That reminds me of the time..."
All the while, the dragon I was fighting is breathing fire on us, then lands right behind me, ready to do a kill move right as the forced greet ends.
Must ask a related question about something I truly hate: While talking with NPCs my followers keeps bugging me, talking random chatter etc and because Im using subtitles their speech sometimes overrides the npc Im talking with. Would it be possible to mute all other chatter while being in conversation mode?