Fixes the DLC2dunNchardakDoorSeal script to not enter an infinite loop when used by mods and stops currently stuck instances. No ESP.
Requirements
This mod does not have any known dependencies other than the base game.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
subhuman0100 for the Vanilla Script (micro)Optimizations
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 1.2.0
Safe to update mid game
Reworked logic with the help of Blackread for better support of initially disabled seals and ones that could get enabled again at some point. Now the script waits for the seal to get enabled when the player is in the area and stops doing so when they leave. It will still shut down active instances if loaded on an existing save.
Fixed a vanilla issue which can make the linked door unusable if its seal is disabled in some situations.
Restored animations on seals which were opened/closed while disabled.
Version 1.1.0
Safe to update mid game
Reworked the check for the disabled status to restore vanilla functionality that ended up lost. Now it will give the game the chance to reenable the seal in the next 2 mins in 6 second intervals and if that never happens, the updates will be shut down.
This mod is now obsolete. Please use SCROTE instead which includes this mod and many other fixes in a single package.
Description
The Nchardak dungeon from the Dragonborn DLC is unique in its inclusion of door seals which prevent you from opening the door on the other side unless you open the seal first. In the vanilla game this works perfectly fine, but if other mods happen to end up using these seals in other ways, for example disabling them at some point, the script which controls the seals will enter an infinite loop the next time the area is loaded by the game. This is because the script makes the game check if the 3D object of the seal is loaded before doing any more processing and if it isn't, update itself every 0.1(!) seconds until it finally loads and then proceed. However if the seal is disabled, its 3D object will never load and the script enters an infinite loop.
This mod fixes this issue by making the game additionally check if the object is currently disabled and if it is, stop the updates after a maximum of 2 mins in case the mod in question wants to reenable the seal soon, so the script doesn't unnecessarily take up Papyrus resources. If you install this on an existing save, it will shut down any active instances of this script in the background if any are currently in such a stuck state.
Installation
Install with your favourite mod manager. Save to install/uninstall mid game.
Compatibility and load order
Not compatible with anything that changes the DLC2dunNchardakDoorSeal script. USSEP and Vanilla Script (micro)Optimizations changes have been retained. Compatible with everything else.
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 script 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.