Don't think it has something to do with your mod, but it's most noticeable with it. There are uninteractable shields lying in the gateways and sometimes guards are simply lying dead on the ground. I have the suspicion it has something to do with survival. but I just can'T find the culprit. If anyone has the same problem and found an answer, please reply.
The problem is the decorative shields placed on the towers use non-moveable statics. When they load they fall with gravity then sit where they lay, unable to be moved by the player, NPC's, or console commands.
To fix it you can load this mod along with BSHeartland.esm in SSEEdit, open the "Static" section from this mod, then find and click CYRBrumaGuardShieldStatic01. On the lower right side you will see the "Referenced By" tab. Click that. In the list shown there just double-click one, and it takes you to the reference. In the "NAME - Base" field double click what is there and replace it with CYRArmorGuardShieldBruma "Bruma Guard's Shield" [ARMO:0x0723CF] (where the 0x part is the actual prefix of your BSHeartland.esm. Go back to this mod's Static section, click CYRBrumaGuardShieldStatic01 again and repeat for each entry in the Referenced By tab.
Once that is done you can go back to where the shields lay in-game and either pick them up, or preferably have Sweeping Organizes Stuff installed, have a broom in your inventory, stand in the middle of the shields, and click your broom. It will hang them back up on the walls where they belong. :)
There are a couple problems with the solution I described above. First, the objects are able to be picked up, so NPC's or the player can grab them, in which case the broom in the link won't put them back where they belong. But the big issue is, their .NIF model is still flagged to be susceptible to gravity and havok physics, meaning they will just fall again when reloading the cell, and any spell can knock them off the walls.
A better solution, is to also change the .NIF model path to a copy of the original shield, but with the BSXFlag set to 0, which means no gravity and no havok physics. The only problems then are 1) stopping NPC's or the player from activating/picking them up and 2) resetting their position if the player has already encountered them on the ground before applying these fixes. The solution is to attach a simple OnInit/OnLoad script to the new references (I made a new Misc Item in my fix rather than using the shield model as described above so I could change the model path to the modified .NIF without also changing the actual Bruma Shield which still needs to function as a shield).
This script causes no save bloat and is perfectly safe to add/remove. It simply fires when you load the cell with the fallen shields and puts them back where they belong, as well as blocking normal activation so nobody can pick them up.
The result is that whether you have already encountered the fallen shields or not, they will be back up on the walls the next time you load the game, and will stay there. Here is a fixed version of the latest 1.1 version of Bruma - Better Defensible SE with these changes applied:
54 comments
https://www.nexusmods.com/skyrimspecialedition/mods/98612
and thanks for the fast answer.
To fix it you can load this mod along with BSHeartland.esm in SSEEdit, open the "Static" section from this mod, then find and click CYRBrumaGuardShieldStatic01. On the lower right side you will see the "Referenced By" tab. Click that. In the list shown there just double-click one, and it takes you to the reference. In the "NAME - Base" field double click what is there and replace it with CYRArmorGuardShieldBruma "Bruma Guard's Shield" [ARMO:0x0723CF] (where the 0x part is the actual prefix of your BSHeartland.esm. Go back to this mod's Static section, click CYRBrumaGuardShieldStatic01 again and repeat for each entry in the Referenced By tab.
Once that is done you can go back to where the shields lay in-game and either pick them up, or preferably have Sweeping Organizes Stuff installed, have a broom in your inventory, stand in the middle of the shields, and click your broom. It will hang them back up on the walls where they belong. :)
There are a couple problems with the solution I described above. First, the objects are able to be picked up, so NPC's or the player can grab them, in which case the broom in the link won't put them back where they belong. But the big issue is, their .NIF model is still flagged to be susceptible to gravity and havok physics, meaning they will just fall again when reloading the cell, and any spell can knock them off the walls.
A better solution, is to also change the .NIF model path to a copy of the original shield, but with the BSXFlag set to 0, which means no gravity and no havok physics. The only problems then are 1) stopping NPC's or the player from activating/picking them up and 2) resetting their position if the player has already encountered them on the ground before applying these fixes. The solution is to attach a simple OnInit/OnLoad script to the new references (I made a new Misc Item in my fix rather than using the shield model as described above so I could change the model path to the modified .NIF without also changing the actual Bruma Shield which still needs to function as a shield).
This script causes no save bloat and is perfectly safe to add/remove. It simply fires when you load the cell with the fallen shields and puts them back where they belong, as well as blocking normal activation so nobody can pick them up.
Scriptname BBD_Shield_Script extends ObjectReference
Event OnInit()
Self.MoveToMyEditorLocation()
Self.BlockActivation()
EndEvent
Event OnLoad()
Self.MoveToMyEditorLocation()
Self.BlockActivation()
EndEvent
The result is that whether you have already encountered the fallen shields or not, they will be back up on the walls the next time you load the game, and will stay there. Here is a fixed version of the latest 1.1 version of Bruma - Better Defensible SE with these changes applied:
Bruma - Better Defensible SE - Fallen Shields Fix
All credit to AndrealphusVIII; this is not linked from anywhere else.
Edit: I've uploaded the fixes.