Fixes the DLC2TribalWerebearScript to not get stuck running in your save, optimizes it to not get constantly updated unless needed and retroactively stops currently stuck instances, if any exist. 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
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Changelogs
Version 1.0.2
Safe to update mid game
Invisible cloak spells from mods will no longer cause Werebears to transform prematurely.
Reverted a hard coded value back to the property for better compatibility with other mods. Now it will take whatever value is in the property, convert it from int to float once and store it for further use in the script, instead of converting it every time it has to.
This mod is now obsolete. Please use SCROTE instead which includes this mod and many other fixes in a single package.
Description
The Dragonborn DLC adds a new lycanthrope to the game - the werebears. Their scripting is such that they will rush you until they get close and then catch you unprepared with a surprise transformation. Unfortunately the script which controls this is a bit flawed - the updates which check if you're close to the werebears start as soon as they get loaded in or when you are in the general area of where they are, regardless if they're actually in combat with you, if they detected you or if you've even seen them yet, which causes the game to keep updating the script every second when it might not even be needed.
Furthermore the script is prone to getting stuck updating in some situations, if you happen to revisit the area the werebears are at. This includes random encounters with werebears and the game doesn't really care if they're alive or even despawned after the random encounter is done - the script will still attach and update itself on werebears that literally don't exist anymore.
This mod fixes these issues by making the game only start updating the distance before the werebear has transformed, if one is actively searching for the player, or is in combat with them. If the werebear can't enter combat anymore or is despawned, the updates will stop or never start in the first place. Furthermore it retroactively stops all currently stuck instances of the script in your game, if any happen to be stuck updating.
Installation
Install with your favourite mod manager. Save to install/uninstall mid game.
Compatibility and load order
Not compatible with anything that changes the DLC2TribalWerebearScript script. USSEP changes have been retained. Compatible with werewolf/werebear overhauls, including Growl, Manbeast, Moonlight Tales and Moonlight Tales Mini 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.
Credits
Bethesda for Skyrim and the Creation Kit Borgut1337 for the amazing Papyrus Profiler which helped me discover the issue