In order to debug any problems that may occur with the mod, some information is REQUIRED - without it, there's nothing I can do. Comments reporting problems with the mod will be ignored unless this information is supplied.
In order to make this slightly easier to gather, I've updated the package with a global debug toggle that will turn on the log messages on demand.
You will obviously need to make sure your SkyrimCustom.ini file has the following section:
Open the menu for the mod, select options, enable the "Script Debugging" option, and then close the menu. This menu will also tell you if the quest is running too.
Without MCM
Open the console with the ~ key and type:
Set ARTHWVADebugGlobal to 1
The Log Files
Your Payrus logs will begin tracking any and all activity generated by the system. While playing, if you run into a problem (folks running inside for no apparent reason etc) then I will need the following from that play session:
1. A copy of "C:/Users/<USERNAME>/Documents/My Games/Skyrim/Logs/Script/Papyrus.0.log" 2. A copy of "C:/Users/<USERNAME>/Documents/My Games/Skyrim/Logs/Script/Script/AliasDump/AliasDump.0.log"
Archive these files and put them on something like DropBox, or paste the contents to Pastebin.com, then provide a link to where I can get these.
One thing - don't bother if you're one of those people who has altered your Papyrus memory settings. Any logs I see in which this has taken place will be dismissed. Altering those settings is bad for the game and leads to malfunctions in scripting that can cause all sorts of unwanted behavior. If you're not using default vanilla Papyrus memory settings, I don't want to hear from you.
Posts advising people to deactivate or uninstall the mod to fix problems will be summarily deleted. People should know by now this is not a good idea for Skyrim and I will not allow such advice to remain posted.
We know dragons are intelligent as humans, if they wanted to really beat and kill all humans, they in character would be able to and most likely could know to launch a fireball at a house slaughtering all inside cause house collapses, in FACT. Anyway I'm sure anyone reading this ocmment knows what I realised, since it's not a mechanic in game for house destruction kind of, this mod works but in real I'm thinking citizen that protect themself from dragon maybe would use more evasive tactics rather than turtle inside?
Reaching out to anyone who had this problem and managed to solve it: I can't get this mods script to run when dragons spawn in. Tried this mod with it's requirement as the only installed mods and also tried with modlists which RFYL was a part of but nothing i try works. Could my PC be broken in such a way that only one mod decides to stop working?
There seems to be an issue with this mod in regards to the Dark Brotherhood quest Recipe for Disaster. I was trying to complete this quest and couldn't kill Anton Virane in Markarth for it, as his essential flag wouldn't clear. Even manually running "setessential 00013387 0" would not clear his essential flag. Looking around the internet I found something that lead me to suspect this mod was setting NPCs in Markarth as essential, and sure enough the MCM entry showed that the vampire quest was running. Oddly though, when I went out of the Markarth palace to find the vampire attack and end it, there wasn't a vampire attack going on. I did see some NPCs running into the palace when loading an autosave though. My character is a vampire, so perhaps that fired the vampire quest?
Wondering if this works with Vampire Extension Framework? Vampires attack inside city walls. I have this mod installed but certain people are dying lol
Depends on how that mod triggers the attacks. This mod only responds to the events the DLC provided. It would have no way to do so if that mod is using a different set of events.
I'm having a problem with this mod I THINK... if someone could confirm or deny this for me. But I got all the way through my character creator and then right when the dragon was supposed to interrupt my death it just flies around and the npcs are walking away (well the ONE I can see that isn't standing over me with an axe). And it just... doesn't end lol. Help? I'm new to modding this game on PC so I'm a bit confused... I tried disabling it and it still did this so I'm not sure if I need to start a new save or not.
Hi there, I was wondering if it's possible to add an additional check to see if a vampire was killed. Because in my game, something killed a vampire and it didn't fire the OnDeath Event for some reason, so the Alias is still filled. Thanks.
The requirements section at the top of the description, MO2, xEdit, and the game all seem to think otherwise? USSEP is only mentioned in the description proper, might need an update to reflect the dependency.
In xEdit it does, since xEdit looks at what the file specifies and it definitely specifies having USSEP as a requirement.
As for the requirements section here on Nexus, that was my fault for forgetting to list it. That's been corrected now. This should follow through to MO2 (and Vortex) if that's reading from what the site tells it.
I seem to always have issues with the residents of Karthwasten, chasing wildy after these dragons and getting killed. Is this typical for that location? I installed this mod for a new run but it doesn't seem to helping. :/
710 comments
In order to make this slightly easier to gather, I've updated the package with a global debug toggle that will turn on the log messages on demand.
You will obviously need to make sure your SkyrimCustom.ini file has the following section:
[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
bWarnOnFillAliasFailure=1
bShowEventHandlingOutput=1
Enable the mod's debug log:
In MCM
Open the menu for the mod, select options, enable the "Script Debugging" option, and then close the menu. This menu will also tell you if the quest is running too.
Without MCM
Open the console with the ~ key and type:
Set ARTHWVADebugGlobal to 1
The Log Files
Your Payrus logs will begin tracking any and all activity generated by the system. While playing, if you run into a problem (folks running inside for no apparent reason etc) then I will need the following from that play session:
1. A copy of "C:/Users/<USERNAME>/Documents/My Games/Skyrim/Logs/Script/Papyrus.0.log"
2. A copy of "C:/Users/<USERNAME>/Documents/My Games/Skyrim/Logs/Script/Script/AliasDump/AliasDump.0.log"
Archive these files and put them on something like DropBox, or paste the contents to Pastebin.com, then provide a link to where I can get these.
One thing - don't bother if you're one of those people who has altered your Papyrus memory settings. Any logs I see in which this has taken place will be dismissed. Altering those settings is bad for the game and leads to malfunctions in scripting that can cause all sorts of unwanted behavior. If you're not using default vanilla Papyrus memory settings, I don't want to hear from you.
Posts advising people to deactivate or uninstall the mod to fix problems will be summarily deleted. People should know by now this is not a good idea for Skyrim and I will not allow such advice to remain posted.
We know dragons are intelligent as humans, if they wanted to really beat and kill all humans, they in character would be able to and most likely could know to launch a fireball at a house slaughtering all inside cause house collapses, in FACT. Anyway I'm sure anyone reading this ocmment knows what I realised, since it's not a mechanic in game for house destruction kind of, this mod works but in real I'm thinking citizen that protect themself from dragon maybe would use more evasive tactics rather than turtle inside?
As for the requirements section here on Nexus, that was my fault for forgetting to list it. That's been corrected now. This should follow through to MO2 (and Vortex) if that's reading from what the site tells it.
Is this typical for that location? I installed this mod for a new run but it doesn't seem to helping. :/