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ferrari365

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ferrari365

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About this mod

Fixes the DLC2dunNchardakDoorSeal script to not enter an infinite loop when used by mods and stops currently stuck instances. No ESP.

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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.



Credits


Bethesda for Skyrim and the Creation Kit
Borgut1337 for the amazing Papyrus Profiler which helped me discover the issue
subhuman0100 for the Vanilla Script (micro)Optimizations mod this fix is based on
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