Screwball Posted October 18, 2014 Share Posted October 18, 2014 Nope, I'm not losing the plot. This is happening, repeatably, with a specific bandit in Frostmere crypt. Not far inside the location you come to a barred door. Just before that is a caged in walkway. Start to cross and you'll see a bandit to your right, behind a grating, by a switch. Shoot said bandit (hopefully a 1-shot kill), and before you can do anything else you are in Pickpocket mode pickpocketing a deat bandit 20 yards away. Nice one Beth 3 or 4 more bandits may notice you and come running. Kill them, and one of them might exhibit the same weird pickpocket behaviour as the first (or just a normal Activate of a corpse, but remotely), the remainder will not. Here's a Save Game for anyone who wants to investigate (or just have a laugh) Load Order:- Update.esmUSKP 2.0.7 (release)SBBasement.esmRun For Your Lives.esp 2.0.3no killmoves, no killcams, no killbites.esp Note that this has happened before, and not just recently either. Link to comment Share on other sites More sharing options...
lmstearn Posted October 19, 2014 Share Posted October 19, 2014 Tried it on my save: (resetinterior) but only a two-shot kill and in sneak-mode already . Quest related? Link to comment Share on other sites More sharing options...
Screwball Posted October 19, 2014 Author Share Posted October 19, 2014 Possibly, but never encountered that "anomaly" anywhere else, regardless of active (or inactive) quests. Did you get to see the issue in your own game? I'm almost always sneaking, so I just tried it without. The initial bandit didn't give the issue, but one of the others (at the table in the room underneath) did (normal activation, not pickpocket, but still at a distance). All very odd Link to comment Share on other sites More sharing options...
Screwball Posted October 20, 2014 Author Share Posted October 20, 2014 Just noticed something else very odd in that location. Load the linked savegame, dismiss the bound bow, cast Invisibility. Sneak towards the caged walkway and at the instant you begin to hear the bandit's dialogue (a scene playing?) you lose your invisibility despite being nowhere near the time limit. Frostmere Crypt is just weird... Link to comment Share on other sites More sharing options...
BlackPete Posted October 20, 2014 Share Posted October 20, 2014 I guess the Pale Lady has a lot of strange influences on everything in that crypt. Seriously though, I have no idea what would be causing these issues. They sound like they could be game-engine related, but I'm not sure on that. Link to comment Share on other sites More sharing options...
Screwball Posted October 20, 2014 Author Share Posted October 20, 2014 That's an understatement Is it worth me creating Tracdown issues for these? They're sort of bugs, but they don't really affect anything - they're just unexpected and unusual. Link to comment Share on other sites More sharing options...
BlackPete Posted October 20, 2014 Share Posted October 20, 2014 Honestly, I'm not sure. Arthmoor could probably answer that question better than I can and maybe he can comment one way or another. I do know that they won't be looked into here in the forums though, so if there's a reasonable chance that they are reproducible it might be worth a try. That being said, I wouldn't be completely surprised if they get closed as engine or otherwise non-fixable bugs. Link to comment Share on other sites More sharing options...
Screwball Posted October 20, 2014 Author Share Posted October 20, 2014 That's pretty much why I posted on the forum first - to get an idea of whether it would be worth it or not. The pickpocket issue is not really game impacting, but suddenly being forced out of invisibility could be. It seems to be scene-related, and that one specific scene only (AFAICR), so that one might be worth it. Both are repeatable with the provided savegame. Link to comment Share on other sites More sharing options...
lmstearn Posted October 20, 2014 Share Posted October 20, 2014 Yeah, tried your save- beautiful isn't it? Resetting the dungeon (had to forward timescale 9000 on yours) didn't reproduce either. Google turns up nix on it. Have you got a game before entering the dungeon for the first time in "The Pale Lady"? If this behaviour is the same on a second load of FrostmereCrypt01 I'll dig out an old save and try to reproduce it from there. Link to comment Share on other sites More sharing options...
Screwball Posted October 20, 2014 Author Share Posted October 20, 2014 I have one prior to entering for the first time, but I discovered the location quite a while ago so had the quest sitting in my journal. Would have to go back a long way to find a savegame prior to finding the location. Would that one suffice? I just tried it and got the pickpocket issue at the first attempt. I should note that I've tried this without the Bound Bow, with and without Invisibility, with and without sneaking. One or the other of the 2 affected bandits cause the issue (sometimes pickpocket, sometimes a normal "container" type access, depending on the exact conditions). [edit] Savegame prior to entering Frostmere Crypt. Note that due to the location it was saved in, you'll get dumped into the Sleeping Giant Inn, Riverwood. Ignore the Missing Content - it's not relevent, only mod required is USKP 2.0.7. I've tested it briefly and the problem still exists. [/edit] Link to comment Share on other sites More sharing options...
Arthmoor Posted October 20, 2014 Share Posted October 20, 2014 Has anyone checked to see if there's an OnDeath event script on these bandits that's misbehaving? That's about the only thing I could see happening that we'd have any chance of fixing. Link to comment Share on other sites More sharing options...
Screwball Posted October 20, 2014 Author Share Posted October 20, 2014 I did look at a couple of them and they don't seem to have any scripts attached (though I'm not so hot on the CK so I might have missed something obvious). Link to comment Share on other sites More sharing options...
lmstearn Posted October 21, 2014 Share Posted October 21, 2014 Yikes this digging up old saves and assumimg they are going to work has culminated in a bunch of laughs. BTW Screwball did you resolve this issue? I'm still getting the Property TG05KarliahInvisibilitySpell on script tg06questscript attached to TG06 (00021552) cannot be initialized because the script no longer contains that property before the CTD on the old saves. And, believe it or not, all the baked in forms and scripts (even tg06questscript) have been canned with Hadorams. Property TG05KarliahInvisibilitySpell ain't gonna budge. So it's dusting off Alternative Start in between times. Link to comment Share on other sites More sharing options...
Screwball Posted October 21, 2014 Author Share Posted October 21, 2014 If they're old (as in ancient) savegames then you might still get them. Last time I saw them was back in 2013. The issue was supposed to have been fixed in USKP 2.0 - see #13471 - and I've not seen it in any new game started since then. Link to comment Share on other sites More sharing options...
lmstearn Posted October 21, 2014 Share Posted October 21, 2014 All of the old saves way back to dot are duds. Edit: Blow! forgot these were higher ugrids!!! Weeell got it going with a little help from this Can confirm your problem with Frostmere. Here's my non-vanilla save. Link to comment Share on other sites More sharing options...
PrinceShroob Posted October 21, 2014 Share Posted October 21, 2014 Trig zone scripts use Activate() on actors to handle some functionality; this would break invisibility and remotely activate dead actors' inventories. Link to comment Share on other sites More sharing options...
Screwball Posted October 21, 2014 Author Share Posted October 21, 2014 Trig zone scripts use Activate() on actors to handle some functionality; this would break invisibility and remotely activate dead actors' inventories. Interesting... Can't believe that this is the only location, and the only bandits, where this could occur then. Surely Trigger Zones are used all over the place? I assume from the above that neither issue is "fixable" and therefore shouldn't have Tracdown issues? They're not real problems - they're just odd and unexpected. Link to comment Share on other sites More sharing options...
Screwball Posted October 21, 2014 Author Share Posted October 21, 2014 All of the old saves way back to dot are duds. Weeell got it going with a little help from this Can confirm your problem with Frostmere. Here's my non-vanilla save. Don't know when that Nexus "mod" was last updated, but the suggested load order is wrong for current releases of the UPs. Adding stuff with batches is useful, if tedious to create, but only really useful in a testing scenario. Kinda takes the fun out of the game if you're a superhero right from the start. Link to comment Share on other sites More sharing options...
Grimy Posted July 17, 2015 Share Posted July 17, 2015 It's definitely not an ondeath event. Sometimes it occurs immediately when an arrow hits the enemy Sometimes it happens a few moments after. Could it be possible there's a script attached to the player causing this? Something the triggers on attack animation events? Link to comment Share on other sites More sharing options...
alt3rn1ty Posted July 17, 2015 Share Posted July 17, 2015 Aha I recognise that name Grimy if you have a look at Issues when you are logged in here, you can see all the comments on the issue ( they dont show when not logged in to the site ) http://www.afkmods.com/index.php?/tracdown/issue/19441-sneak-attack-auto-popup-of-pick-pocket-screen/ Link to comment Share on other sites More sharing options...
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