Skyrim Special Edition
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Domenicus

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Domenicus7

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About this mod

Fixes a couple of vanilla dawnguard bugs and reverts some ussep changes that introduced bugs

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Fixes a couple of vanilla dawnguard bugs and reverts some ussep changes that introduced bugs.

Main Download:
1: Reverts ussep change to default2stateactivator.psc and the scene script for Sorine and Gunmar's induction in order to make the gates open as intended. 
2: Makes Ruunvald clearable 

Optional File:
1: Makes the deathhounds at Castle Volkihar Killable by your allies during Kindred Judgement. DO NOT DOWNLOAD THIS IF YOU HAVE ANYTIHNG ELSE THAT CHANGES KINDRED JUDGEMENT

Technical:

USSEP made edits to the default2stateactivator script used by the gates. This breaks any such activator that changes state while its 3d is not loaded including the dawnguard gates. My mod reverts those changes, but it comes with the caveat that it could cause issues if future ussep updates make changes that rely on their previous changes. It could also reintroduce the bug that ussep was trying to fix, but having looked at the bug report I think that the person who reported it actually had script lag that was preventing him from activating things correctly and the USSEP team misinterpreted his report https://afktrack.afkmods.com/index.php?a=issues&i=21999.

I also edited the ruunvald boss script to make sure that it never fails to fire

During kindred judgement, all the baddies NPCs have their essential status removed. However, the deathhounds were never essential, only protected which means that when a  friendly NPC reduces their health to near 0 they will go into bleedout for a while then wake up with full health. The optional file adds two lines of code to the quest script that will make the deathhounds killable.

Thanks to Kulharin for his tutorial on making things clearable