Skyrim Special Edition
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ferrari365

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ferrari365

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About this mod

Reworks the post ending part of "The Taste of Death" quest to not trap the Markarth residents in the shrine cave. No ESP.

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Description


After the end of "The Taste of Death" quest, you can stay a while and talk to the other guests. At this point, the quest is not actually fully shut down, so that everyone goes home - that is meant to happen after you leave the area. However the stage of the quest that does this is very bizarrely controlled by, of all things, Eola when she gets unloaded after you leave. This is technically fine, except the unload may not always trigger. For example, if you leave, save the game and reload it afterwards, the quest will never get shut down because Bethesda used an unreliable event in the script, which fails in such circumstances. To fix it if that happens, you'll need to reenter the cave and then leave again.

Originally I thought about making the shutdown occur reliably after the player leaves, as intended, but then a different issue comes up - the Markarth residents teleport away if you leave and then come back immediately. You were gone for 1 minute and half the guests already left you, sadge :(

Thus, I decided to rework the post ending for more immersion. Now everyone will politely wait for you to leave the dinner first for some time before going home themselves. This will happen in the background when you've not been to the shrine for at least 12 hours after your feast. I've also made some small optimizations to the 2 scripts I'm changing.

No Priests of Arkay were harmed in the making of this mod.


Installation


Install with your favourite mod manager. Compatible with existing saves and new games.

If you already completed the quest and are not sure if the NPCs are still at the shrine, simply enter and leave it again and this mod will clean things up automatically in the next 12 in-game hours.


Compatibility and load order


Not compatible with anything that changes the DA11GlooredhelScript and DA11ShrineRoomTriggerScript scripts.
Compatible with everything else. If there are any conflicts with anything, do let me know. I did my best to make this as compatible as possible.

No need to concern yourself with load order, as there is no ESP. However, due to the way the game loads its files, loose file mods like this one will always take priority over mods packed into BSA regardless where they load. If a mod happens to edit the same scripts and is packed into a BSA, this mod will overwrite it and potentially cause issues. Let me know of any such cases and I will make a patch to accommodate the relevant changes into this mod.


Credits


Bethesda for Skyrim and the Creation Kit