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.
Some npcs just crouch and get affraid during the attack instead of running inside, and when that happens even after the attack is over they just stay like that forever, and you can´t interact or talk with them at all.
Not sure why but Vortex is throwing errors on this, even when it's the only mod installed. Fresh install on Skyrim, folder wipe, etc. GOG version's not syncing for some reason.
I don't think it works properly if you ESL it regardless. At least it didn't work for me on a fresh modlist build. They would start to run away, and then stop and do nothing. However it worked just fine in the original ESP.
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?
Irl it would be most practical to hurry over to a fortified building not made of wood while trying to evade the dragon's sight. Markarth is a bad place for a dragon attack since most of the stuff are made of stone which is a good place to hurdle inside in provided the dragon doesn't break down the door and engulf the ppl in its flames. One of the safest places in the city is the Understone Keep, which is a pretty big place and even if the giant doors are broken down, I doubt the dragon would be able to fit through enough to go in, it would have to keep breathing fire inside for days to cook the inhabitants inside too if it were to resort to spew flames inside the keep, i forgot if there's an area of the keep that is open to the air tho so idk really. Honestly, i forgot what im even writing this comment for.. why am i even here..
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?
718 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.
Is this recommended?
Will there be any conflicts?
Thank you very much!
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?