Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
well, you did what I would do, 'disable' and 'markfordelete' and forget about it; if it's happened only once in one place per playthrough? it's not worth your time and effort for the troubleshooting involved. if this was happening to ALL dragons, or causing other related weirdnesses, OK maybe take the time to track it down... I'd just move on, otherwise. I mean it's a rando spawned dragon, hence the ff refID not a named one or tied to any dragon packages or event you need to happen, I wouldn't worry about it.
A good idea, but the fact the dragon has appeared in the same place on two seperate play throughs suggests it's deliberate, or at least a bug that can be replicated. But it's always worth a try :)
I've had that quite a few times, but they always disappear. This one is permanent.
I've changed a few mods and updated a few and started a new character, hopefully it won't happen again. It's definitely not a named dragon, this time it was just a normal blood dragon.
What is weird is once I killed the dragon there was a corpse on the plains outside Whiterun and inside of Fallowstone Cave. Even if I had not gone into Fallowstone cave. Not two sets of loot though sadly.
Ah okay, that is weird. And in the same spot no less.
After killing it, it disappears as usual.
Idk. I have never heard of a dragon flying through a cave.
There's a random encounter where a non-hostile dragon just fly around, it doesn't attack unless provoked. Once you get far enough, the dragon despawns.
But by disabling it through the console, you're risking to break every random encounter in your save file because the scripts that shutdown this random encounter might not run correctly as the dragon was previously disabled or deleted by console commands.
problem is you can't 'tcl' fly back to the last location to check if there's a duplicate corpse, because it requires a cell load, but I'm thinkin, nope it's the same one, following you, haunting you... some days these curiosities make me wonder, other days it's just "welcome to Skyrim!" and move on with your playing. (and other days, ooh look, a septim!)
while it makes logical sense, pretty sure that's never going a problem... you're thinking that the ff###### redID that was disabled, over a save that's hundreds of hours old, that refID eventually gets re-used, and whatever gets assigned that 'disable'd one will still be disabled, and yes it's not proper culling to 'disable' without any cleanup, but to be fair, lots of things are just 'disable'... take critters, when you nab a butterfly out of midair, it pops out of existence because you touching just disabled it.
it's still a temporary refID and just for that particular instance/alias, reset by both the cell culling resets and the world instance spawn routine enable, I'm fairly sure. I mean the spawning objectreferences has states you can set to disable before bringing it into the world so you can manipulate it without the player seeing it, pre-kill it on loading so it starts dead, and so forth. while I'm sure there's probably a few outlier cases, and I wouldn't do this with refIDs within the mod order load order ranges as those are stable references, I've never personally ran into a problem doing this with temp references.
here's a real-world example, find a vanilla aliased objectreference instance; I spotted Faldrus[en.uesp.net] wandering to Azura's shrine, he's got a refID of FF0021B9, I 'disable' him and verified with 'getdisabled' (GetDisabled >> 1) and then kept playing, traversing a lot of cells over the next 10-15 mins, went to Solstheim to check on Ralis and the "Unearthed" dig and such, etc.
do a 'prid ff0021b9' and it's currently (ha this is funny, my exact example) assigned to a critter target, DoNotPlaceCritterLandingMarkerHelper and 'getdisabled' most certainly returns GetDisabled >> 0... and 5 minutes later, it's an empty refID that can't be 'prid' anymore, it's been recycled.
your experiences may differ, but then you may not have experienced this, just parroting something you read once that sounds logical, cause it does. but that's not the truth, at least not all of it.
I'm talking about reference ids assigned to aliases. Those ref ids cannot be recycled while their quests are running.
While a quest that makes a dragon fly around is running, the ref id (dragon alias) cannot be deleted or reset. If the script that shutdowns this quest fails to run because the ref id was disabled, the ref ID (dragon) will persist forever in OP's save, and next random encounters (quests) might not run because the game uses the same script event to trigger random encounters. For example, if the node that runs road random encounters has the property Max Concurrent Quests set to 1, none of road random encounters will run anymore until the quest that makes a dragon fly around stops. Source: https://ck.uesp.net/wiki/SM_Event_Node
Sources (persistence of references):
https://ck.uesp.net/w/index.php?title=Cell_Reset
https://ck.uesp.net/wiki/Delete_-_ObjectReference
In short, if you disable a quest NPC, this quest might break.
The dragon is a quest npc. Dragon flying around is a quest, as I stated above. Source: https://en.uesp.net/wiki/Skyrim:World_Interactions
Not sure what the exact problem was, but the problems that were occurring (not just the one I detailed in this post) suggested historical issues that should have been resolved by the Unofficial Skyrim patch.
Very peculiar since the latest version was loaded. Either way removing old mods seems to have resolved the issue, thank you to everyone that responded.