Some small "world interactions" quests might not be repeated after the first occurrence, this allows them to randomly repeat ad lib, just because. ESP-FE
Only required by the optional compatible versions.
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Changelogs
Version 1.1.1
Added optional versions compatible with "Immersive World Encounters".
No need to update if you had already made your own patch.
Version 1.1.0
Added a SM node with the following quests: WIRemoveItem01 "Drop weapon, Guard extorts" [QUST:0002C6AB] WIRemoveItem02 "Accidentally dropped this" [QUST:00018965] WIRemoveItem03 "Fight over item" [QUST:0001BE4D] WIRemoveItem04 "Just throw trash" [QUST:00034DAB] WIRemoveItem05 "Can I have that armor?" [QUST:00035B67] Not sure this is actually useful but, as the philosopher said, "That which does not kill us, makes us stronger."
Increased a few vanilla quest reset timers to more sensible (IMO, of course) values: Wizard Duel 48 -> 96 Magic Student 48 -> 96 Gift from a friend 12 -> 24 Kid Games 0 -> 6 Did you find something good? 0.25 -> 24 Rummaging through trash 0.25 -> 24 Shout - Guard says stop 0 -> 6 Dangerous Magic 0 -> 6 Invisible Child 0 -> 6 Fight over item 0 > 48
Added a reset timer to the "Accidentally dropped this" dialogue infos so that they are not repeated twice in a row.
Added an optional version with the "Fight over item" quest disabled because it's really bad and buggy.
Version 1.0.1
Added "Did you find something good?", "Rummaging through trash", "Steal, Thugs hunt player", "Buy Dwarven artifact".
Thanks Moonfluk for the heads up.
Accidentally dropped this
An enemy's gratitude
Apologize or combat
Buy Dwarven artifact
Can I have that armor?
Dangerous Magic
Did you find something good?
Dragon Attack
Drop weapon, Guard extorts
Fight over item
Gift from a friend
Invisible Child
Just throw trash
Kid Games
Magic Student
Revenge, Hired Thugs
Rummaging through trash
Scare my Enemy
Shout - Guard says stop
Shout - learn about word wall
Steal, Thugs hunt player
Wizard Duel
So, what's the problem?
These quests are randomly started when their conditions are satisfied and are grouped in Story Manager nodes. IMHO (which obviously not everybody shares), if some of the quests in a node are unable to start (eg, because their conditions never come true), the other ones are run when possible and then put on hold, waiting for the missing ones. If those missing quests never start, the Story Manager waits forever for the completion of the stack.
This tweak removes the "do all before repeating" flag from the nodes and keeps the randomness.
This works quite well in my game but it goes without saying that if you don't have the issue, you don't need this.
More info about the quests: https://en.uesp.net/wiki/Skyrim:World_Interactions
COMPATIBILITY Conflicts with "Haunting and Mourning - SSE" -- place this one higher in the load order.