I have a problem with Vadim the Housecarl (TrevasWatch1Housecarl). If I spend too much time near him he becomes hostile, regardless of the state of the quest. I can beat him down and run away, but it seems inelegant to have to do this every time I visit.
Since jayserpa's Infiltration - Quest Expansion came out, and with a Thanedom - TW patch no less, decided to add this in my game. Surprised that although guards are enabled by the parent enable marker, the civilian NPCs are made to crowd the camp. No biggie since I just use the patch to forward the enablers on the ACHR records of the temporary civilians, since 3 NPCs are persistent and looks tied in to the enabler script [the Infiltration patch also disables the temp-record housecarl which I guess is a thematic choice].
I had the same problem. Used the console and found him and his housecarl in a room in the fort with a bandit. I just reloaded the save and moved them to me at the camp and it worked fine. Not sure what the issue is. I have a heavy load order so it's likely something there; couldn't find any xEdit conflicts though.
Odd thing - I came down the hill behind the fort - and sniped most of the guards, then jumped the back fence off one of the rocks there. Found Stelleo a captive of the bandits (tied up, on his knees) near the gate trigger. Decided that interfering with him was going to muck things up, so jumped out and went to the camp - after a minute he walked up and I got the quest from him.
So I went into the files and listened to it, to me it sounds like a bad rendition of one of the lines an npc uses in Skyrim, like a cut content line. not sure how it got in there.
In case anyone else is considering this - I am currently playtesting patches I made for Populated Skyrim Reborn and Hand Placed Enemies for this - I arrived at Treva's watch after claiming it for Stalleo and found them battling about 8 bandits - not going to happen now hopefully. Might not be for a while as I am away for a fair bit over the next 5 weeks.
A Hand Placed Enemies patch has been added to the Axis Thanedom Patch center compendium repository conglomeration thingy here: Axis' Thanedom Hamlet and Kingdoms Patches
Haven't been near Treva's Watch in this playthrough, but every so often I run reSaver on my save files to check if anything is up - got two undefined elements
Script Instance This instance is attached to an object from ThanedomTrevaswatch.esp. #ThanedomAutoDoorCloseScript#: *8904787f (000002cc08ca0cd0) and Script Definition #ThanedomAutoDoorCloseScript (1)
Any chance of an Rs Children patch? Had the brownface bug on the kids, so I spent the last couple of hours trying to make a patch, but apparently, I'm not smart enough lol. (Yes, I tried exporting facegen data, reinstalling, recycleactor, etc., and when none of that worked, I followed a tutorial on making Rs Children patches--tried three times, in fact--but alas, all to no avail.)
Aight, Axis1211, I DID finally manage to make an RS Children compatible version for my own personal use (as opposed to a patch--I blame my difficulties on the pain meds and old age). Obviously, I'm not uploading it, but let me know if you want me to send it so you can make it available on your downloads page.
Im not sure, Ive only tested with new games. I think at best you might have to visit then leave and come back and it will hopefully set off the trigger box placed in the area.
I have tested your mod and everything works perfectly.
For all wondering - this mod can be installed mid-game. When you arrive at the location, you only need to kill all the bandits outside - they will attack new residents.
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Script Instance This instance is attached to an object from ThanedomTrevaswatch.esp.
#ThanedomAutoDoorCloseScript#: *8904787f (000002cc08ca0cd0)
and
Script Definition
#ThanedomAutoDoorCloseScript (1)
https://www.nexusmods.com/skyrimspecialedition/mods/47792?tab=files
https://www.nexusmods.com/skyrimspecialedition/mods/56120
buvarp
You did really great on this btw, well done!
For all wondering - this mod can be installed mid-game.
When you arrive at the location, you only need to kill all the bandits outside - they will attack new residents.