That's cus ussep was the same as usleep for most of its development. It might still be tbh. If you go checkout that issue number in the ussep issues, it redirects you to the page i linked.
Why are you trying to make Ruunvald clearable since it's by default marker as "Never Reset" encounter zone? I have looked at the changes made by USSEP on the script and didn't see anything that can cause harm; they were trying to optimize the script conditions.
If you don't believe me about USSEP, I invite you to test it like this : Start the dawnguard questline via console Go to fort dawnguard, speak to isran to get the first quest Run really far away manually (no fast travel) - riften should be far enough, but you could go to windhelm to be sure step through all the quest stages in dawnguard that should be set manually by playing in the console up to stage 70 of 'A new order' Run back to fort DG observe the gates
If you do that with and without this installed, you'll see the gates behave as I describe. Anyway, USSEp does a lot more than 'optimise the script conditions', it stops bits of the script working deppending on a certain flag added by ussep in order to fix the 'bug' in that bug report I linked
As for ruunvald, I like having it clearable and if you have 'experience' it's useful
Didn't even know that these gates are supposed to be open. So they say it's fixed while it's not? https://afktrack.afkmods.com/index.php?a=issues&i=29293 (do they test their fixes?) I will restore these scripts to their vanilla values but I will keep an eye on anything odd.
But the Ruunvald thingy is not supposed to reset. It's part of Dawnguard story and contains an unique faction.
I think they caused the gates to not open with their original 'fix', then realised the gates weren't opening and blamed it on the script which they changed in the bug you linked. However, that script works fine in vanilla and its ussep that causes them to not open.
They must test some of their fixes but I suspect when testing the gates they tested them in a way which meant they changed state while their 3d was loaded so the bug wouldn't appear.
Correct me if I'm wrong, but Making Ruunvald clearable shouldn't make it reset.
So, for further clarification, this sort of fixes the bugged out lighting that Isran casts on Sorine and Gunmar when they first arrive at the fort? That light for me never seemed to reach the floor and seemed to be cut off mid-screen. I've had this issue since I first started modding SE, but never really bothered to look for fixes coz it's a one-time thing and I could easily not care about certain bugged stuff.
No it do4esn't do that- I haven't ever seen that. You see those big gates in the screenshots- if you have a recent version of ussep they usually won't appear like they;re meant to
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I have looked at the changes made by USSEP on the script and didn't see anything that can cause harm; they were trying to optimize the script conditions.
Start the dawnguard questline via console
Go to fort dawnguard, speak to isran to get the first quest
Run really far away manually (no fast travel) - riften should be far enough, but you could go to windhelm to be sure
step through all the quest stages in dawnguard that should be set manually by playing in the console up to stage 70 of 'A new order'
Run back to fort DG
observe the gates
If you do that with and without this installed, you'll see the gates behave as I describe. Anyway, USSEp does a lot more than 'optimise the script conditions', it stops bits of the script working deppending on a certain flag added by ussep in order to fix the 'bug' in that bug report I linked
As for ruunvald, I like having it clearable and if you have 'experience' it's useful
So they say it's fixed while it's not?
https://afktrack.afkmods.com/index.php?a=issues&i=29293
(do they test their fixes?)
I will restore these scripts to their vanilla values but I will keep an eye on anything odd.
But the Ruunvald thingy is not supposed to reset. It's part of Dawnguard story and contains an unique faction.
They must test some of their fixes but I suspect when testing the gates they tested them in a way which meant they changed state while their 3d was loaded so the bug wouldn't appear.
Correct me if I'm wrong, but Making Ruunvald clearable shouldn't make it reset.