Ok, it's been proven now (in my game at least) that this mod is somehow not registering some dragons as actually dead. It creates a dragonactorscrpt loop stack and builds up for some dragons and will destroy your papyrus. After killing like 8 different dragons over a random number of days, 3 of them had this script stack. Please mister mod author fix this if you can. Your mod is too good to leave disabled. Thank you.
Alright, so this could be an issue specific to my LO, but shortly after killing my first dragon (and three waves of three from Deadly Dragon's assault feature) the scripts seem to fail to terminate, leaving me with 36k active scripts according to Re-saver, and massive script delay. Is there any possibility that this is a result of an oops in the most recent update? I love the mod, sad to have to disable it for now.
I think I had this problem too, but I might have fixed it.
Open the save in ReSaver and look at the Suspended Stacks section. For me there were thousands of entries saying "STACK dragonactor script".
Click on the link in the information panel after "Unknown variable: REF".
Look at the information panel for the script instance and see the part that says "RefID@: CREATED:########".
Open Skyrim and load a save from after you killed the dragon but before the active scripts section started blowing up. It sounds like that was immediate for you, but for me it was a dragon I killed hours ago.
Open the console and enter "prid ########" using the number from step 3. This should be a dragon if it's like the problem I'm having. I used "player.moveto ########" and ended up at the location where I had killed a dragon in midair, which is what made me think that this mod was the problem.
With the dragon selected, type "disable" and then "markfordelete".
After doing those steps I'm once again able to go near the location on the overworld where that dragon died without script delay starting to happen. Hopefully this will help the developer figure out the problem and let other people rescue their saves.
I might end up pinning this, because this appears to be an issue. However, I have a question - are you using the Fixed Dragon Stalking Fix mod in combination with another dragon overhaul?
Ok, been working trying to solve what was causing this for a while now. I was convinced it was something to do with Dead Body Remover mod by Tonycubed but turned out it was this mod Dragons Fall Down. I did come across a possible fix that was added to another mod and wondering if it could get added to this one (https://www.nexusmods.com/skyrimspecialedition/mods/64188?tab=description&BH=). I don't use the Dragon Combat Overhaul mod so I can't use that fix. According to the description the mod author just added "isdead". I have no clues on programming but could something like this fix this mod? It is too good to leave disabled.
It looks good when its falling out of the sky, although with how it flops onto the ground like that as if it lost all weight. If anyone could implement an custom animation of the crash vanilla animation but tweak it so that it doesn't get up and just stayed inside of the crash crator?
Is it possible to allow them sometimes use the actual crash animation that's in the game?
There is a dully implemented crash animation with a crater and sfx and animations programmed in when dragons are knocked out of the air, but it happens very rarely.
Better Breath Dragons Use Thu'um Better and Realistic Dragon Melee Talkative Dragons Shouting Provokes Dragons Dragon Come Back Dragons From The Start Dragon remodels, Diverse, Nord Heroes, and all the patches...
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Please mister mod author fix this if you can. Your mod is too good to leave disabled.
Thank you.
- Open the save in ReSaver and look at the Suspended Stacks section. For me there were thousands of entries saying "STACK dragonactor script".
- Click on the link in the information panel after "Unknown variable: REF".
- Look at the information panel for the script instance and see the part that says "RefID@: CREATED:########".
- Open Skyrim and load a save from after you killed the dragon but before the active scripts section started blowing up. It sounds like that was immediate for you, but for me it was a dragon I killed hours ago.
- Open the console and enter "prid ########" using the number from step 3. This should be a dragon if it's like the problem I'm having. I used "player.moveto ########" and ended up at the location where I had killed a dragon in midair, which is what made me think that this mod was the problem.
- With the dragon selected, type "disable" and then "markfordelete".
After doing those steps I'm once again able to go near the location on the overworld where that dragon died without script delay starting to happen. Hopefully this will help the developer figure out the problem and let other people rescue their saves.amazing work, endorsed
Is it possible to allow them sometimes use the actual crash animation that's in the game?
There is a dully implemented crash animation with a crater and sfx and animations programmed in when dragons are knocked out of the air, but it happens very rarely.
Better Breath
Dragons Use Thu'um
Better and Realistic Dragon Melee
Talkative Dragons
Shouting Provokes Dragons
Dragon Come Back
Dragons From The Start
Dragon remodels, Diverse, Nord Heroes, and all the patches...