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Have you actually observed them floating skywards, or are they already up in the air when you find them? If you see them ascending, do they just keep going up until they decide to fall, or do they stop at some point and stick there for a bit?
Do you notice any issues where NPCs which should normally be hostile fail to attack you immediately?
Yes I have observed them dirfting skywards several times, but this just depends on if I actually see them doing so. Some times I dont manage to see them rising up, but I do notice when they fall because of the sound effect.
The way to notice if the glitch has happened is Whenever the sound of "Falling stomp" is heard... it means some character out there may have fallen recently, some times its a short and harmless fall, others its the deadly on, some times the sound is heard several times and that means more than one actor is falling. This sound can be heard clearly regardless of distance. (Its the same sound your character makes when falling to the ground after a small jump)
--If you see them ascending, do they just keep going up until they decide to fall, or do they stop at some point and stick there for a bit?-- I dont know.
I dont see how your last question relates to this issue.
If you did, then I wouldn't need to ask it, now, would I? Surely you wouldn't've intentionally left out information you did feel was relevant. :|
I ask because it sounds like your game is post-phoning physics processing on NPCs, and an overloaded game often likewise puts off AI processing.
At this point I'm pretty well convinced that your game is spending too much time doing something else. When you say you're affected even when running an unmodded game, did you confirm that with a character who'd never been exposed to mods, or did you simply disable your mods and then load up a save that'd previously been used with them?
I dont remember ever seeing any hostile NPC floating as of yet, however i have noticed some normally hostile NPCs, and also followers would have their combat detection temporarily inactive immediately after loading a game save.
E.j: Saving right next to a wolf that hasnt initiated combat, loading that save would allow me to walk next to that wolf for a few seconds before it would realize it is supposed to attack me. Followers seem oblivious for that short time too. Everything goes back to normal after a few seconds though.
About Playing completely unmodded(fresh new character) I didnt test it extensively. However, my brother who also plays the game, once told me he found dead npcs in whiterun way before I started modding SSE, I havent confirmed it myself yet. :/
Thinking it may be too many actors at once(because I use Open Cities of Skyrim) I disabled Populated Cities and Towns which I did a long time ago as cleanly as I could. But it didnt resolve the issue, I also have SkyBirds, where I tweaked the number of birds that would spawn from 60(default setting) to about 16, but the floating actors still persist.
Its weird how I had all these mods behave normally in Oldrim, but the new game which is supposed to be better at handling them is actually worse at it...
Overall SE requires more system power. You'll get better results if you have it, but if you don't...
That isn't necessarily your problem here, though. I recommend testing further without mods on a new character - if your issue is in the scripting engine, then disabling the mods that messed things up won't otherwise help (as scripts your game runs are embedded into your saves, and removing their parent mods doesn't remove them).
I'm suspecting your brother's experience was caused by Dawnguard's vampire attacks - the corpses he found may've been red herrings.
The first time I used it(shortly after release) half my riften npcs were missing. After wandering around the mostly vacant town I stumble across an activation point in town labeled "enter riften" so I clicked it. SURPRISE!!! It was a mirror universe riften with the other half of my npcs. That, however, didn't happen with this playthrough. And just turning off the mod seemed to make everything right.