Skyrim Special Edition

KNOWN ISSUES
or
The Unexpected Virtue of Documentation


I keep getting gold from the courier when Nessa resurrects.

Whenever Nessa dies, she's treated the same as vanilla hirelings and flagged for an inheritance payout.
The system obviously wasn't intended for characters that can come back to life.

Hireling stuff is wrapped up in how custom followers function and I don't want to break anything while digging around
to make her an exception. Think of it as an insurance fraud scheme. After all... who's going to complain about free gold?

You can also toggle the new Essential option by equipping her lucky coin to prevent this.



Nessa won't trade with me.

Nessa's resurrect feature will sometimes prevent trading because of, surprise, engine jank caused by coming back to life.

Dismissing and then immediately recruiting her again should fix this or, alternatively, disable
and then reenable her with the console to reset everything. 


Why is Eris/Nessa not wearing their armour?

The OnInit() event for giving the armour on startup is temperamental at times and can take a while to fire,
especially if you 
have a tonne of other scripts running at once, such as on a new game.

If either Eris or Nessa aren't wearing their gear when met for the first time, go through the steps normally to
recruit them and you'll be able to equip them again in the inventory. This is the result of a compromise
for people who want the custom armours to be optional.

There's also a rare issue where visual/body replacers for them don't play nice.
Presumably because they revert to changes before the patches.



Nessa's questline isn't progressing.

There seems to be an issue for some people where the idle line that plays once a day and tracks 
how much time has passed doesn't always work properly.

The only conditions are that she's following you and not set to waiting, but if you run into this,
use the console and type set nq_time to 11 for the next quest or set nq_time to 22 for 
the one after. Then just speak with her. 


Why is that Bosmer talking about a different quest?

It is possible, but unlikely, to meet the conditions for more than one of the conversations during The Ynahlum's appearances
in other quests. This means she can start talking about something that isn't relevant to where you are. 

I've done the best I can to avoid this, but there is still a chance. It's one of the drawbacks of making an open world
with no real narrative structure where the player can be anywhere at any point.



Marked for Death didn't work or I died after getting there.

It is possible to take a huge amount of damage at once and die before scripts fire, e.g. a Giant's club.
This is a problem with all death alternative mods, although you can still die from falling.

Persistent damage like frost, poison, etc. may also continue across loading to when the player
is vulnerable again, which is unavoidable for those using difficulty mods and the like.



The teleportation cube sank into the ground.

Because they can be used anywhere at any time, it's possible to drop them at a spot where they'll clip inside
another mesh, since the script puts them at the player's feet. Rubble, that kind of thing.

This isn't really a bug... just try to avoid using them when standing in cluttered spots.
You can still pick them up regardless.


Why do you keep making stupid jokes?

I ask myself that question every day. Want to hear a pun?



CONFLICTS
or
Everything Everywhere All at Once (Is Broken)


______ isn't going where they're supposed to.

You have a town/location overhaul installed that has placed objects where there was empty ground
in vanilla, so the AI is unable to path to where it's supposed to. Unless someone has made a
compatibility patch, here's some ways to work around it.

For Nessa during her intro quest in Rorikstead, open up the console and click on her to get her
reference ID to come up. Now go behind Frostfruit as best you can, type set nq_a_here to 1 
and then, with her still selected, moveto player. Now talk with her to progress.

For Quintyn after finding him, this is a bit more complicated because you probably have
something that's covering the new entrance to the new interior inside Dead Man's Drink.
Open up the console, get his reference ID and then type in coc yqquarters.

This will teleport you to the new interior. Now open up the console again,
type moveto player with him selected and continue as normal.

Beyond that, most of my followers come with a summon spell or ability for stuff like this.


Redux doesn't work. I'm dropped in at the end of Helgen.

You have a mod installed that overwrites the MQQuickstart global that Redux
and similar mods rely upon, reverting it to testing purposes that Bethesda used it for.

Try moving Redux down in your load order (as in higher priority) to overwrite anything that might
be changing it. Or you can use xEdit to remove the change from the mod that's overridden it.

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Craftian