I tried to reduce the probability of an event and the console doesn't seem to compute this, in the document it says "set EE_WE103 to 30" but when I type this (replacing the number with the event I want), the console just says "unknown variable"
I killed her with my Whiterun Battle Axe that I got from the Jarl when I became Thane. Maybe I can find the saved game where I found her. It was a while ago. She was walking back to the burning Hall of Vigilant from Forsaken Cave.
Oops. I had XX instead of 00. I keep thinking she's not in the vanilla game. I'll try the prid on her.
Found a saved game about that time of play. Her dead body came to me when doing a moveto player.
GetDead is 1 GetDisabled is 0
I tried an earlier saved game this time before I killed her. She's alive but not going to the Hall, just standing there.
I figured she would be dead when the Hall was found on fire. Or when I'm told to visit Fort Dawnguard. Maybe her extended encounter was run before the Hall was attacked. And she is still out there doing her extended encounter.
Yes I would need to see a crash log. And could you be a bit more specific about the crash? Does it happen before you make it to the loading screen? When you load a save? After you load a save? Randomly while playing? Consistently at a specific location?
If it only happens when activating this mod, are you sorting your load order properly with something like LOOT?
As much as I enjoy being blamed for base game bugs, unfortunately Extended Encounters doesn't modify any encounters from the base game. It just adds to the random pool of encounters that the game can choose from.
As far as I can tell, there's only one random encounter in the base game that points the player to Kesh the Clean. WEJS14 spawns an afflicted refugee, I'm assuming that's who you're meeting on the road? As far as I can tell this random encounter stops occurring when you start 'The Only Cure'. In the Story Manager Bethesda put this event under a node labeled 'WEPriorityQuests' along with a couple others. Maybe that has something to do with it? Again, this isn't one of my encounters nor did I create the random encounter system.
Your mod is amazing. Thanks by the way. The afflicted guy encounter stop once I met Kesh. It must have been a base game bug just like you said. Sorry for the inconvinience. Your encounter mod didnt give any trouble or bug at all. Really good mod. Endorsed
It's a base game bug. Install USLEEP to fix it, there is no reason to not do it. If you use Timing is everything, use this mod: Timing Is Everything - Afflicted Fix
Extended Encounters doesn't make any changes to any base game records so there should be very few mods that it could be incompatible with. Maybe if a mod removes location tags from towns or cities that'll stop location encounters from occurring. I haven't heard of any issues with the mods you listed.
After the Civil War, the Imperials are now in charge of Riften. So there are no Riften Guards anymore. Just Imperial Soldiers. So far so good.
Once in a while though, an encounter involving the Executioner guy, a Riften Guard, and a prisoner happens in the market at Riften. While the prisoner is getting his head chopped off, the Imperial Soldiers are attacking the Riften Guard that is standing watch near the execution.
That's weird. The executioner guard is picked from NPCs currently loaded in the area. Basically it starts at the CenterMarker of a town or city, then searches within 4000 units for an NPC with the IsGuard keyword. The only way for a Riften Guard to be chosen after the Imperials take over is if there was still a Riften Guard walking around the city. Allow Disabled and Allow Dead are unticked, so it shouldn't be picking opposing faction references associated with the city. Just out of curiosity, do you have the ref ID of the guard?
I do see a Riften Guard spawn in the town from time to time. The Imperial Soldiers attack it. They spawn outside the inn near the bridge that connects to the Riften house you can buy. I'll get their ID and ref ID if I see them again. When I've looked at them before, it just said Skyrim.esm was the source. Not this mod's ESP.
I'm stuck in a civil war mission, the dialogue with legate rikke for the attack mission to fort dunstad doesn't appear, it looks like this bug is related to the raid encounter in this mod
TL:DR - For those who are reading this thread later on, I had an issue similar to the original poster pop up when I tried the Civil War quests, thought it was EE, tested the game with ONLY EE enabled, turned out it wasn't. EE does not affect vanilla records, it just adds more encounters, and as such isn't going to cause problems with vanilla quests. But, hey, at least my little bout of stupidity shows Jonx0r still cares about LE players. =)
=================================
While I agree this is true, the Original Poster (bintang2311) should know: The CW quests are ALL very twitchy, and the "imperial/dunstad" and "imperial/kastav" ones particularly so. Kastav tends to fail if anything - and I mean ANYTHING - interferes with or kills the soldiers spawned at the start of the civil war to meet up with Hadvar before you actually show up to talk to him (my solution was to edit the quest so the soldiers are spawned, but aren't considered necessary by the script for the quest to continue). Dunstad will fail if any quest - and I mean ANY quest - points either to one of the bandits who occupied the fort before the war begins, or points to the boss chest before the mission starts. This prevents the fort from being re-popped with stormcloaks, even console commands can't fix it, and the CW questline can't continue, you have to do the "peace treaty" thing so the Dunstad fight will be skipped. It almost certainly is NOT "Extended Encounters" (at least, not directly), as the mod does not modify ANY vanilla records. But, there are several vanilla quests (and a lot added by mods) that can point to either one of those bandits or to the boss chest, and if that happens, Dunstad is botched, do the peace treaty thing. Likewise, it may be possible if guards are set to raid Dunstad or a road encounter interferes with the Kastav soldiers, the quests may fail.
So: I can see it as possible that EE is calling for a raid on the fort by guards at the wrong time, this potentially could lock the fort into "bandit" mode and botch the quest. But, I haven't had this happen myself (yet) and there isn't anything I can see in the code that directly messes with either quest.
Tested with ONLY EE enabled, turned out it wasn't the problem, quest worked fine.
What do you mean by 'bandit mode'? The raid events on military forts are location encounters, like the courier showing up to deliver the letter. In location raids all I'm doing is spawning some hostile NPCs at an XMarker at the location edge and pathing them to the location center. There's really nothing beyond that going on. Take for example EE_WI068 - Bandit raid (normal). The script source is ee_qf__010239e4.psc if you want to take a look.
@bintang2311: Was a raid event from Extended Encounters occurring at the Fort Dunstad? If so, which one? There's a list of events in the readme file, can you give me the quest ID?
What I mean by "bandit mode" is the fort is still populated with bandits, not re-populated with stormcloak soldiers.
And I've checked it, and yep, Extended Encounters DOES prevent Fort Dunstad from re-popping with Stormcloaks. Specifically, I've gotten the "Attack on fort Dunstad" quest siding with the Imperials to fail three times in a row, now - but, without Extended Encounters, it works normally. I do NOT know why, unfortunately, I don't see anything in the scripts that could cause it. To be specific: The fort still has bandits in it, not stormcloak soldiers, and Legate Rikke does not (and never will) give the quest to attack the fort. As I have had it go through correctly before, I'm thinking it's a quest in Extended Encounters which is pointing at or in some way referencing the fort, the boss chest or someone inside the fort when it's in "bandit mode" and that's preventing it from re-popping for the civil war quest. It doesn't have to be a raid quest, however, it could be something else.
Tested with ONLY EE enabled, turned out it wasn't the problem, quest worked fine.
Further thoughts: Again, it doesn't have to be a raid. It could be a prisoner or other visitor placed in the fort, for example. But, the transition from "fort Dunstad is full of bandits" to "fort Dunstad is full of stormcloaks" happens once the CW campaign for the imperials starts and you're ordered to go talk to Legate Rikke in the Pale Imperial Camp. And Extended Encounters is preventing that re-population, somehow, and so Legate Rikke never gives the quest to conquer the fort. I don't know what the problem is, but I can see when it's happening. Get to the Pale, talk to Rikke, she sends you to get the documents from the stormcloak courier. You'll pass through Dunstad on the way, and hey, if the fort still has bandits, that's that - the quest to take the fort for the Imperials will never be given.
Tested with ONLY EE enabled, turned out it wasn't the problem, quest worked fine.
1) I need to know which event from Extended Encounters is running at Fort Dunstad. You can check by running the 'getqr EE_WI###' console command. It should return '1' if the specified event is running and '0' if it isn't. This screenshot shows a list of all location encounters that can occur at LocTypeMilitaryFort locations: https://i.imgur.com/75EE3WK.png. If none of these events are running when you speak to Legate Rikke, the problem isn't caused by anything in Extended Encounters.
2) By default EE location encounters only have a 10% chance of occurring, so I have a hard time believing this issue is occurring 100% of the time with Extended Encounters in your load order, also considering that EE makes zero edits to base game records. Can you untick Civil War Raids in the MCM and let me know if the issue still happens. If it is, then again it isn't caused by anything in Extended Encounters.
3) What happens if you try clearing the fort first? Based on a 5-second Google search it looks like other players are experiencing this issue outside of Extended Encounters. Are you sure you're not experiencing a bug from the base game? It's been awhile since I've played Skyrim and if I recall correctly I think I even experienced this at one point during an early unmodded playthrough. I think the Unofficial Patch addressed this. Do you have that installed?
4) EE location events tied to a specific location end when you enter a wilderness cell. What happens if you leave Fort Dunstad, walk off into the wilderness away from other towns or named locations, then report back to Legate Rikke?
Important note: Just because Dunstand (and kastav) are super-twitchy does not mean I think this is your fault. Buggy Bethesda code is buggy. ;-)
1) Once it was a "prisoner" scenario (the bandits killed him as he ran away), but the other two times there were no currently running quests from EE at Dunstad.
2) Untick CW raids, still happens. Untick all EE events, still happens. The error is that Legate Rikke does not give the quest to attack Fort Dunstad. However, if I remove EE from my load order BEFORE beginning the CW questline, it works fine.
3) Greased everyone in the fort (fire cloak, destruction potion, took less than a minute to do). Same thing. Waited a month for the fort to re-pop on it's own, it re-popped with bandits, not stormcloaks, and Rikke still does not give the quest to take the fort. Note: The usual console command to advance the dunstad quest when Rikke gets stuck does NOT work here (setstage CWFortSiegeFort 10) because the Dunstad quest isn't running. Forcing the quest to start and then manually advancing it still doesn't work, it doesn't start. Why, I do not know, but I am still experimenting to learn what causes this. My guess at this point (and it is only a guess) is EE is pointing to something that the Dunstad quest does NOT want other scripts or quests pointing at, and some alias isn't being filled. If I find an answer, I swear you will be the first to know. =) Oh - and I don't run the Unofficial Patch, usually. Some of the things they "fix" I preferred broke. ;-) But, I tried it to see if it corrected the problem - nope! Still busted.
4) Same thing - changing cells doesn't affect it. The only thing that affects it consistently is disabling the mod before I begin the CW questline and talk to Tullius to join the Imperials, run through the entire CW without it and kill Ulfric to end it, then re-enable the mod. This mod is OUTSTANDING otherwise, there are NO other issues I have found with it, and I still wholeheartedly endorse it. Hell, man, NOT running into Ma'iq the Liar five times a single hour would make it worth it, and you did a LOT more cool stuff than that. The first time I ran across visiting scholars and mages in the Library of the Mage's Guild, I was hooked on this mod, man. Seriously. More importantly, because you DON'T touch actual vanilla records (or, really, make any significant changes other than adding more encounters), the mod CAN be easily disabled before I start the CW questline, then re-enabled once Ulfric is pushin' up daisies. I am constantly and endlessly amazed at all the cool stuff you put in this. Seriously.
--------------
Aaaaand new stuff I found pokin' around: Checking the CWOwner variable in console shows that the CW owner is 2 (stormcloaks), so, the fort SHOULD re-pop with stormcloaks. And it isn't doing it, the bandits are still appearing. Totally weird. From a code perspective, this can ONLY happen if the corresponding activators that control the spawn points for stormcloaks/imperials/bandits are not being correctly enabled/disabled by the quest script. Since the "Take fort Dunstad" quest won't start, that sorta-kinda makes sense, but the why of it is going to require a bit deeper dive into how the quest works in the first place before I can start looking for what might be breaking it.
Tested with ONLY EE enabled, turned out it wasn't the problem, quest worked fine.
None of the prisoner-related events like EE_WI067 (an escaped prisoner) or EE_WI087 (prisoner in a cell) should occur at forts unless you have a mod installed that adds extra keywords to them like LocTypeBanditCamp. Fort Dunstad has the following keywords in the base game: CWCost, CWEventHappening, CWFort, CWOwner, CWPurchasedByAttacker, LocTypeMilitaryFort, WIComplexInteractionToggle. The only location events it qualifies for are listed in the screenshot I provided earlier under LocTypeMilitaryFort. If you've used the MCM to disable all encounter types in Extended Encounters and the issue is still occurring then I fail to see how Extended Encounters is responsible. This almost sounds like a load order issue to me. Have you tried sorting your load order properly with LOOT?
Checking the CWOwner variable in console shows that the CW owner is 2 (stormcloaks), so, the fort SHOULD re-pop with stormcloaks.
Yeah this sounds like a base-game bug. Not exactly sure how Extended Encounters could possibly be triggering it though.
I agree - something is up, but I haven't found out what yet. This will take me awhile, because to the best of my knowledge, I don't have a mod that affects the forts in any way. My current project is "play the game with nothing but EE enabled and see if the Dunstad quest breaks." If it does, then yep, EE is doing it. If it doesn't, then it isn't and the problem is a mod conflict I'm not aware of. But this is going to take me awhile - going from "scrub noobie" to "bold hero who chops off Ulfric's head" takes some level-grinding. And, sadly, much as I'd like to play Skyrim 24/7 to find this, I actually have to sleep and work. I suppose I could manage it sooner if I could manage to sleep less. ;-)
Tested with ONLY EE enabled, turned out it wasn't the problem, quest worked fine.
Hokay. Ground out the levels with ONLY EE enabled, saved before starting the CW war quest so I could restart it and test again, and Dunstad works fine. Tested it several times. Thus, whatever the hell the problem is, it is NOT your mod. =)
Now, which one it's conflicting with is still a mystery, but it damn sure isn't your problem. =)
226 comments
As per the text above it:
prid 000c3b2b
getdead
getdisabled
She was walking back to the burning Hall of Vigilant from Forsaken Cave.
Oops. I had XX instead of 00. I keep thinking she's not in the vanilla game. I'll try the prid on her.
Found a saved game about that time of play. Her dead body came to me when doing a moveto player.
GetDead is 1
GetDisabled is 0
I tried an earlier saved game this time before I killed her.
She's alive but not going to the Hall, just standing there.
GetDead is 0
GetDisabled is 0
If it only happens when activating this mod, are you sorting your load order properly with something like LOOT?
There is no 'Kash' NPC added by Extended Encounters, nor is there in the base game. Are you perhaps referring to 'Kesh the Clean'?
Thanks for this great mod, by the way.
As far as I can tell, there's only one random encounter in the base game that points the player to Kesh the Clean. WEJS14 spawns an afflicted refugee, I'm assuming that's who you're meeting on the road? As far as I can tell this random encounter stops occurring when you start 'The Only Cure'. In the Story Manager Bethesda put this event under a node labeled 'WEPriorityQuests' along with a couple others. Maybe that has something to do with it? Again, this isn't one of my encounters nor did I create the random encounter system.
Your encounter mod didnt give any trouble or bug at all. Really good mod. Endorsed
Maybe try running 'setstage ski_configmanagerinstance 1', give it a few seconds then check again?
After the Civil War, the Imperials are now in charge of Riften. So there are no Riften Guards anymore. Just Imperial Soldiers. So far so good.
Once in a while though, an encounter involving the Executioner guy, a Riften Guard, and a prisoner happens in the market at Riften. While the prisoner is getting his head chopped off, the Imperial Soldiers are attacking the Riften Guard that is standing watch near the execution.
Base ID: 7494C
Ref ID: 74594
Don't know if this will help you. I'll let you know if I see an executioner guard again.
TL:DR - For those who are reading this thread later on, I had an issue similar to the original poster pop up when I tried the Civil War quests, thought it was EE, tested the game with ONLY EE enabled, turned out it wasn't. EE does not affect vanilla records, it just adds more encounters, and as such isn't going to cause problems with vanilla quests. But, hey, at least my little bout of stupidity shows Jonx0r still cares about LE players. =)
=================================
While I agree this is true, the Original Poster (bintang2311) should know: The CW quests are ALL very twitchy, and the "imperial/dunstad" and "imperial/kastav" ones particularly so. Kastav tends to fail if anything - and I mean ANYTHING - interferes with or kills the soldiers spawned at the start of the civil war to meet up with Hadvar before you actually show up to talk to him (my solution was to edit the quest so the soldiers are spawned, but aren't considered necessary by the script for the quest to continue). Dunstad will fail if any quest - and I mean ANY quest - points either to one of the bandits who occupied the fort before the war begins, or points to the boss chest before the mission starts. This prevents the fort from being re-popped with stormcloaks, even console commands can't fix it, and the CW questline can't continue, you have to do the "peace treaty" thing so the Dunstad fight will be skipped. It almost certainly is NOT "Extended Encounters" (at least, not directly), as the mod does not modify ANY vanilla records. But, there are several vanilla quests (and a lot added by mods) that can point to either one of those bandits or to the boss chest, and if that happens, Dunstad is botched, do the peace treaty thing.
Likewise, it may be possible if guards are set to raid Dunstad or a road encounter interferes with the Kastav soldiers, the quests may fail.
So: I can see it as possible that EE is calling for a raid on the fort by guards at the wrong time, this potentially could lock the fort into "bandit" mode and botch the quest. But, I haven't had this happen myself (yet) and there isn't anything I can see in the code that directly messes with either quest.
Tested with ONLY EE enabled, turned out it wasn't the problem, quest worked fine.
@bintang2311: Was a raid event from Extended Encounters occurring at the Fort Dunstad? If so, which one? There's a list of events in the readme file, can you give me the quest ID?
What I mean by "bandit mode" is the fort is still populated with bandits, not re-populated with stormcloak soldiers.
Tested with ONLY EE enabled, turned out it wasn't the problem, quest worked fine.And I've checked it, and yep, Extended Encounters DOES prevent Fort Dunstad from re-popping with Stormcloaks. Specifically, I've gotten the "Attack on fort Dunstad" quest siding with the Imperials to fail three times in a row, now - but, without Extended Encounters, it works normally. I do NOT know why, unfortunately, I don't see anything in the scripts that could cause it. To be specific: The fort still has bandits in it, not stormcloak soldiers, and Legate Rikke does not (and never will) give the quest to attack the fort. As I have had it go through correctly before, I'm thinking it's a quest in Extended Encounters which is pointing at or in some way referencing the fort, the boss chest or someone inside the fort when it's in "bandit mode" and that's preventing it from re-popping for the civil war quest. It doesn't have to be a raid quest, however, it could be something else.
Further thoughts: Again, it doesn't have to be a raid. It could be a prisoner or other visitor placed in the fort, for example. But, the transition from "fort Dunstad is full of bandits" to "fort Dunstad is full of stormcloaks" happens once the CW campaign for the imperials starts and you're ordered to go talk to Legate Rikke in the Pale Imperial Camp. And Extended Encounters is preventing that re-population,somehow,and so Legate Rikke never gives the quest to conquer the fort.I don't knowwhatthe problem is, but I can seewhenit's happening. Get to the Pale, talk to Rikke, she sends you to get the documents from the stormcloak courier. You'll pass through Dunstad on the way, and hey, if the fort still has bandits, that's that - the quest to take the fort for the Imperials will never be given.Tested with ONLY EE enabled, turned out it wasn't the problem, quest worked fine.
2) By default EE location encounters only have a 10% chance of occurring, so I have a hard time believing this issue is occurring 100% of the time with Extended Encounters in your load order, also considering that EE makes zero edits to base game records. Can you untick Civil War Raids in the MCM and let me know if the issue still happens. If it is, then again it isn't caused by anything in Extended Encounters.
3) What happens if you try clearing the fort first? Based on a 5-second Google search it looks like other players are experiencing this issue outside of Extended Encounters. Are you sure you're not experiencing a bug from the base game? It's been awhile since I've played Skyrim and if I recall correctly I think I even experienced this at one point during an early unmodded playthrough. I think the Unofficial Patch addressed this. Do you have that installed?
4) EE location events tied to a specific location end when you enter a wilderness cell. What happens if you leave Fort Dunstad, walk off into the wilderness away from other towns or named locations, then report back to Legate Rikke?
Important note: Just because Dunstand (and kastav) are super-twitchy does not mean I think this is your fault. Buggy Bethesda code is buggy. ;-)
1) Once it was a "prisoner" scenario (the bandits killed him as he ran away), but the other two times there were no currently running quests from EE at Dunstad.
2) Untick CW raids, still happens. Untick all EE events, still happens. The error is that Legate Rikke does not give the quest to attack Fort Dunstad. However, if I remove EE from my load order BEFORE beginning the CW questline, it works fine.
3) Greased everyone in the fort (fire cloak, destruction potion, took less than a minute to do). Same thing. Waited a month for the fort to re-pop on it's own, it re-popped with bandits, not stormcloaks, and Rikke still does not give the quest to take the fort. Note: The usual console command to advance the dunstad quest when Rikke gets stuck does NOT work here (setstage CWFortSiegeFort 10) because the Dunstad quest isn't running. Forcing the quest to start and then manually advancing it still doesn't work, it doesn't start. Why, I do not know, but I am still experimenting to learn what causes this. My guess at this point (and it is only a guess) is EE is pointing to something that the Dunstad quest does NOT want other scripts or quests pointing at, and some alias isn't being filled. If I find an answer, I swear you will be the first to know. =) Oh - and I don't run the Unofficial Patch, usually. Some of the things they "fix" I preferred broke. ;-) But, I tried it to see if it corrected the problem - nope! Still busted.
4) Same thing - changing cells doesn't affect it. The only thing that affects it consistently is disabling the mod before I begin the CW questline and talk to Tullius to join the Imperials, run through the entire CW without it and kill Ulfric to end it, then re-enable the mod. This mod is OUTSTANDING otherwise, there are NO other issues I have found with it, and I still wholeheartedly endorse it. Hell, man, NOT running into Ma'iq the Liar five times a single hour would make it worth it, and you did a LOT more cool stuff than that. The first time I ran across visiting scholars and mages in the Library of the Mage's Guild, I was hooked on this mod, man. Seriously. More importantly, because you DON'T touch actual vanilla records (or, really, make any significant changes other than adding more encounters), the mod CAN be easily disabled before I start the CW questline, then re-enabled once Ulfric is pushin' up daisies. I am constantly and endlessly amazed at all the cool stuff you put in this. Seriously.
--------------
Aaaaand new stuff I found pokin' around: Checking the CWOwner variable in console shows that the CW owner is 2 (stormcloaks), so, the fort SHOULD re-pop with stormcloaks. And it isn't doing it, the bandits are still appearing. Totally weird. From a code perspective, this can ONLY happen if the corresponding activators that control the spawn points for stormcloaks/imperials/bandits are not being correctly enabled/disabled by the quest script. Since the "Take fort Dunstad" quest won't start, that sorta-kinda makes sense, but the why of it is going to require a bit deeper dive into how the quest works in the first place before I can start looking for what might be breaking it.
Tested with ONLY EE enabled, turned out it wasn't the problem, quest worked fine.
I agree - something is up, but I haven't found out what yet. This will take me awhile, because to the best of my knowledge, I don't have a mod that affects the forts in any way. My current project is "play the game with nothing but EE enabled and see if the Dunstad quest breaks." If it does, then yep, EE is doing it. If it doesn't, then it isn't and the problem is a mod conflict I'm not aware of. But this is going to take me awhile - going from "scrub noobie" to "bold hero who chops off Ulfric's head" takes some level-grinding. And, sadly, much as I'd like to play Skyrim 24/7 to find this, I actually have to sleep and work. I suppose I could manage it sooner if I could manage to sleep less. ;-)Tested with ONLY EE enabled, turned out it wasn't the problem, quest worked fine.
Now, which one it's conflicting with is still a mystery, but it damn sure isn't your problem. =)