Skyrim Special Edition
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ferrari365

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  1. hoangdai94
    hoangdai94
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    @ferrari365 your AIO version will be updated by this soon too, right ?
    1. ferrari365
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      Yes, I'll update the AIO with the newest version of this soon.

      Update: Now included.
  2. itspngu
    itspngu
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    Hey, thank you for these fixes (and the chuckle about somebody called ferrari365 being on a mission to make things go fast!).

    I managed to find a mod conflicting with DA11VerulusScript: Shezarrine - The Fate of Tamriel - Prologue. I don't really understand enough about modding to gauge whether there's is an issue that should be adressed in that mod (to incorporate your fix or somesuch), but here's a diff of the source files, if you could look into this and advise that'd be much appreciated! :)

    diff -ur ferrari365\'s\ Script\ Fixes/Scripts/Source/DA11VerulusScript.psc Shezarrine\ -\ The\ Fate\ of\ Tamriel\ -\ Prologue/scripts/source/DA11VerulusScript.psc
    --- "ferrari365's Script Fixes/Scripts/Source/DA11VerulusScript.psc"    2023-03-12 20:37:54.353012700 +0000
    +++ "Shezarrine - The Fate of Tamriel - Prologue/scripts/source/DA11VerulusScript.psc"    2017-11-29 23:10:19.442232200 +0000
    @@ -7,49 +7,35 @@
     DA11QuestScript Property pDA11QuestScript  Auto
     Idle Property IdleCannibalFeedStanding Auto

    -Quest DA11
    -Actor Verulus
    -Actor Player
    -
     Event OnDeath(Actor akKiller)
    -    DA11 = GetOwningQuest()
    -    If (DA11.IsStageDone(45)) && (!DA11.IsStageDone(225))
    -        DA11.SetCurrentStageID(60)
    -    ElseIf (!DA11.IsStageDone(45))
    -        DA11.SetCurrentStageID(500)
    +    If (GetOwningQuest().GetStageDone(45) == 1) && (GetOwningQuest().GetStageDone(225) == 0)
    +        GetOwningQuest().SetStage(60)
    +    ElseIf (GetOwningQuest().GetStageDone(45) == 0)
    +        GetOwningQuest().SetStage(500)
         EndIf
     EndEvent

     Event OnActivate(ObjectReference akActionRef)
    -    DA11 = GetOwningQuest()
    -    Verulus = Self.GetReference() as Actor
    -    Player = Game.GetPlayer()
    -    If (Verulus.IsDead()) && (DA11.GetCurrentStageID() == 60) && (!DA11.IsStageDone(100)) && (akActionRef == Player)
    +    If (Self.GetActorRef().IsDead() == True) && (GetOwningQuest().GetStage() == 60) && (GetOwningQuest().GetStageDone(100) == 0) && (akActionRef == Game.GetPlayer())
             ButtonPressed = CorpseMessage.Show()
             If (ButtonPressed == 1)
    -            ; Actor Player = Game.GetPlayer() as Actor
    -            Player.StartCannibal(Verulus)
    +            Actor Player = Game.GetPlayer() as Actor
    +            da1170a.start()
    +
    +            Player.StartCannibal(Self.GetActorRef() as Actor)

                 ;If Player.PlayIdle(IdleCannibalFeedStanding)
     ;             ;    debug.Trace(self + "Player is playing the cannibal idle")
                 ;Else
     ;             ;    debug.Trace(self + "Animation fail: Player is NOT playing the cannibal idle")
                 ;EndIf
    -            Utility.Wait(3.0)
    -            DA11.SetCurrentStageID(70)
    -            RegisterForSingleUpdateGameTime(12.0)
    +            Utility.Wait(3)
    +            GetOwningQuest().SetStage(70)
             EndIf
         ;ElseIf (akActionRef == Game.GetPlayer()) && (Self.GetActorRef().IsDead() == True)
             ;Self.GetActorRef().Activate(Game.GetPlayer())
         EndIf
     EndEvent

    -Event OnUpdateGameTime()
    -    Cell namiraShrine = self.GetReference().GetParentCell()
    -    DA11 = GetOwningQuest()
    -    if (!namiraShrine.IsAttached()) && (DA11.GetCurrentStageID() == 100)
    -        DA11.SetCurrentStageID(600)
    -    else
    -        RegisterForSingleUpdateGameTime(12.0)
    -    endif
    -EndEvent
    \ No newline at end of file
    +
    +Scene Property da1170a  Auto
    1. ferrari365
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      Hey, thanks for the report.

      Looks like the only thing that mod does to the vanilla script is to add an extra scene that will get started, I'm assuming in order for Onmund to react to what's happening. That's a rather strange design choice on that mod's part, because as it is now, this will always try to run, even if he's not your active follower and most likely not play out as intended. Most follower mods would ideally go about this in a cleaner way like having their own self contained systems to track what's going on.

      I'll see about making a patch, but in general such changes are a bad practice and should be handled in other ways.
    2. ferrari365
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      Fixed in 1.1.0. I moved the quest shutdown to a different script which should be less used by other mods.
  3. BlazeStryker
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    Not trying to flood you but I hope this plays along with Namira for Good Guys.
    1. ferrari365
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      Yes, it's compatible.
  4. BlazeStryker
    BlazeStryker
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    There are not one but two daedric evil quests in Markarth... and they both need a lot of work. Three if you count where you wake up getting into Sanguine's mess.
  5. BlazeStryker
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    For example, if you leave, save the game, and reload it afterwards the quest will never get shut down, because Bethesda. (There, that trimmed it)
  6. Vitanon
    Vitanon
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    This quest is so creepy, but thanks for the work.
    1. ferrari365
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      You're welcome! :)
  7. ServalKhajiit217
    ServalKhajiit217
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    *2nd screen*

    Bethesda 😎
  8. OrlokPaitze77
    OrlokPaitze77
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    I encountered a progress impeding bug during my last play-through, I tried numerous conventional routes i.e., "reset ai" to fix it so out of frustration I finally quit the game installed this script event fix, reloaded my last quicksave and all stalled script events unbugged!

    Not only does this tweak work well for the post-quest shutdown event but it also works phenomenally with the rare instance that Brother Verulus becomes unkillable in the middle of performing
    A Taste of Death.


    Thank you so much for this essential fix!
    1. ferrari365
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      You're welcome! :)
  9. Glanzer
    Glanzer
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    I have 7 of your script fix mods installed. I've checked my load order (>1100 mods) and no other mod touches these scripts, not even the microoptimizations mod. And special thanks for including the source files with comments!
    1. ferrari365
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      You're welcome! Super happy that they're useful. :)
  10. ff7legend
    ff7legend
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    Yet another prime example of Bethesda's utter incompetence.  This is the type of stuff Bethesda should be focused on vs $$$$$$ grabs like AE/CC...
    1. JeanA882
      JeanA882
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      Totally agree with you. I would've prefer this fixed over anniversary edition.
    2. YamiMarik1994
      YamiMarik1994
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      100% agree.
    3. skyrimplayer999
      skyrimplayer999
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      True, but it even took the entire modding community almost 12 years for our hero to finally emerge.

    4. ferrari365
      ferrari365
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      That's very flattering. I'm not sure if I deserve such high praise, but I'll take it. :)
    5. skyrimplayer999
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      Whoever fixes one bug saves the game entire.