you can just overwrite it without any issues, its changes to CWAttackCityJarlScript are useless anyway. that script in it comes from Vanilla Script (micro)Optimizations. that mod has decent optimizations for some scripts, but most of them like for this one are just a joke
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if GetOwningQuest().GetStage() < 35 if GetActorRef().IsBleedingOut() GetOwningQuest().SetStage(35)
changed to
if GetOwningQuest().GetCurrentStageID() < 35 if (GetReference() as actor).IsBleedingOut() GetOwningQuest().SetCurrentStageID(35)
this code runs every 5 seconds during the siege. every 5 seconds during the siege this "optimization" may make this script run a few milliseconds faster, while making the code less compact
yep. well, maybe they haven't noticed or didn't think about fixing them since most of those are quite minor. some of these bugs are not so easy to get on an acual game because they're edge cases, like the Balgruuf surrender dialogue bug or the Danica bug - i encountered those only because i tested Skyrim Unbound Reborn. i only got the first one because i was explicitly testing if normal dialogues are available at any point of this quest when they aren't supposed to be, and most players won't try to talk to Balgruuf at that point. and i got the second one only because i was testing The Blessings of Nature quest and was fast traveling and running to the temple ASAP so Danica didn't have the time to walk all the way to the temple. And there are so many bugs in this game that you always keep finding new ones. And none of those were found while actually playing the game, i was just working on my mods. Imagine how many would i find if i actually played the game
I have seen enough of such comments and I must say, it's not USSEP's job to fix every single thing that is wrong with the game. I mean Bethesda doesn't pay them to do what they are done. It's like any other mod. People have rightly criticized the USSEP author over the past few years but nowadays some people make it seem everything is their fault. Just like that Ebony to Iron mine thing. You'd think Arthmoor committed war crimes against Skyrim (and her people) with that change.
it's not for any specific version of RDO, it just includes some conflicting edits of it, without any dependency or conflict with other versions of RDO. i just uploaded v1.1 in which i fixed the wrong condition from RDO Lite and kept another edit that i believe is good. this can work with any version of RDO without any problems
I've done it x times since the Anniversary Version and I've never been able to complete it. I never got the message that the quest was completed even though I'd completed all of them. I only completed it through the console.
there may be some rare edge cases like this but if you did it multiple times in different playthroughs and the quest was never functioning, that's probably some mod conflict. or maybe you just haven't got USSEP, which fixes a lot of issues with quests, but even without USSEP the first Civil War quest is probably working most of the time. or maybe you just didn't do the quest correctly, like not cleared all the interior cells or something. if no, probably a mod conflict
That's what I suspect too. The quest "The Occasion" doesn't work in Rielle either. I suspect there's a conflict there too. I play with over 500 mods. Finding the right mod that triggers these conflicts is a life's work. :-\
Not really. You could check all relevant records in xEdit, but that requires some knowledge about the relations between different records types related to quests. But 500 is not that many actually, people use thousands of mods. And your bug can be easily reproduced, that's already good, better than some completely random freeze for example. You can use the method that always works for reproducible bugs - copy your mod manager profile, and start disabling mods half by half until the issue stops happening, then enable the last disabled part half by half until the issue returns and so on, until you track it down to a specific mod. You can disable all mods like textures/models/animations/sounds first knowing that they unlikely can cause this, this will make it even faster.
they don't conflict even though they fix the same bug. DCF makes Balgruuf wait until Farengar finishes saying anything, i just prevented Farengar from saying generic goodbye dialogues during the scene
During Message to Whiterun, the latter half of the conversation about the White Gold Concordat is very clunky because Balgruuf is supposed to be talking to Irileth and he just angrily stares at Proventus the entire time. Also Irileth hardly ever looks at Balgruuf during the breadth of the conversation. Is that something you're inclined to fix?
I checked it and the only thing i noticed is a single time when Balgruuf doesn't look at Irileth when responding to her, but honestly you don't have to always look at the one who you're talking to, i don't think that's something worth fixing. the rest of the time he doesn't talk specifically to Irileth
That is fair. The other thing I noticed is when you return with the axe and go up to Balgruuf and Cipius sometimes the scene is super janky because one of them will go sit in the chair over by Cipius' cot or the scout will stand right in the middle of them as they're talking to each other. The AI in that scene is just generally very poor.
43 comments
if GetActorRef().IsBleedingOut()
GetOwningQuest().SetStage(35)
changed to
if GetOwningQuest().GetCurrentStageID() < 35
if (GetReference() as actor).IsBleedingOut()
GetOwningQuest().SetCurrentStageID(35)
this code runs every 5 seconds during the siege. every 5 seconds during the siege this "optimization" may make this script run a few milliseconds faster, while making the code less compact
great job