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
From reading your post I feel that you have done a very detailed study of the matter and put forth your statement with a lot of thought. I hope you get the reasonable discussion you seek. Good Luck!
AFAIK, resurrection cannot break quests at all - it's the initial deaths that do that, and then only sometimes. The trick is that resurrection often can't revert such breaks.
I suspect some folks have taken "break" to mean "the game will bug out and/or crash", when in context it has only ever referred to "quest failures". Such "breaks" are intended events coded in by the game's developers to simply let players know that there's no point in finding item X for deceased character Y anymore - they're not "bugs" related to stability issues.
There are other relatively minor side effects that may arise from allowing an NPC to die. For eg, resurrected NPCs may fail to turn up during later scripted encounters. Note only "may" - it depends on how the scripts in concern are coded - and of course you obviously also wouldn't see them there if you allowed them to remain dead. Such scenes are intentionally coded to be dynamic (some even have replacement actors lined up), and it's typically of little consequence as to how they play out.
Where it gets tricky is that a broken quest may not show up in the journal, depending on who dies and when - if you fail a quest before your character was told it had even started, for example, then there's no logic in making a visible note of that. And although there are other ways to determine what impact the death of a character might have, such as through the Creation Kit, these tend to be a bit beyond the average player.
This has led to the blanket advice that "it's safer to reload if an NPC dies"... which has gradually warped over the years into the much-less-sensible "the ground will open up under your feet and swallow you if you type in the resurrect command".
There apparently is a death counter that applies to each NPC's baseID, incremented whenever associated refIDs are killed, and reviewable through GetDeadCount.[www.creationkit.com]
Its mere availability is of no danger per se, and I don't know of any instances where it's used to determine "if a specific NPC has ever died". Although quest authors could make it serve that purpose if they really wanted it to, that's not what it's there for.
If a script author needs to track an NPC's state they typically either use a reference alias (which can trigger stuff if an NPC dies while a quest is running) or they just call isDead (which indicates an NPC's status at the current moment in time).
Likewise, I've never seen anything to indicate any sort of "death catalogue" in a save... nor a reason to think that the developers might ever've wanted to add one. Not sure where that idea came from.
This one's a bit of a "story and gameplay segregation" deal. Bethesda intentionally presented things such that players are supposed to think that character remains end up in the Hall of the Dead, so it's quite reasonable for a casual gamer to claim that they've "found a character" if they spot the coffin/urn the corpse/ashes are "supposed" to be in (even if the "real body" is hidden away in a debug chamber).
Whether it's worth correcting specific people on this hinges largely on the context of the conversation. If a player states they can't find Lydia in the Hall of the Dead, for eg, it's probably safe to assume he just means "her container". ;)
Heck, I don't even consider that to be a problem: they can always be moved back in again if need be... or left, if not.
I can't go into specific details about why resurrected NPCs no longer function as they should, because I totally admit I don't know the programming side of it. But I have seen that resurrected NPCs don't behave as they previously did, and it's not a huge leap from them not behaving right to it breaking your game...
If I have to resurrect one, I have done it in the past, I prefer the Recycleactor command, BUT it's a last ditch attempt to save a questline, and I personally don't recommend it.
Really the merchants in Whiterun at least should have been protected against death.
This is more important than some topic on steam, so best of wishes to you and your family for the upcoming days. When you return i at least would like to have a conversation about the topic in question.
Again you are right! But, keep in mind that many players are not native English speakers/writers (and I’m not either). A phrase as “will break the game” may be seen literally or not put it in the correct context.
It’s not only the scripted encounters, but also the quests these are attached to. Is the quest game start enabled and/or marked to run only once? Does the quest already have predefined aliases, either through forced references or as predefined unique NPCs? Does the reference alias have scripts attached, the base object of a reference alias, or is there only a “general” script attached to the quest?
This will most probably only apply to various miscellaneous quests. As far as I’ve seen major quest (lines) have this logic built in. Also, every NPC who plays an important role in a major quest (line) is marked as essential, either by the quest or the base object of the NPC is marked as essential as from game start.
The GetDeadCount function only applies to non-unique NPCs and is never used on unique NPCs, as it uses the base NPC type an not the NPC’s base object. This function is used in the Civil War quests to count the number of dead enemies (Stormcloak soldiers, Imperial soldiers), and in some Thieves Guild quests, in which case you aren’t supposed to kill any NPC.
No, there’s no such thing as a “death catalog”. I have checked the save file records format, and the only records that could come into mind are the ACHR, AVIF and NPC_ records. The first two records are dynamic and the last one is static. Only the AVIF record could be called an “death catalog” in which the Health entry may indicate death if the value is 0. But, since it’s a dynamic value, once an NPC is revived, the value is non-zero.
I don’t think so. Many players may not know that those coffins or urns are only made visible (enabled) when a unique NPC has died, although not every unique NPC has a coffin or urn reserved in the Halls of the Dead, meaning some coffins or urns will never appear. But, even if a coffin or urn appears, it will always only contain loot and never the body of a deceased NPC. Once inside a Hall of the Dead, they may check the coffins or urns for any loot, finding only loot and no corpse.
For what I’ve found sofar, shopkeepers are only removed from their shopkeeper faction, and their replacements are added to those factions. This can be reversed, both using the console and mods. What I referred to are not faction-related ownerships, but NPC-related ownerships.
You either already accepted the quest to inform the jarl of Whiterun from Alvor or you have sided Ralof after your escape from Helgen. If so, Alvor doesn't play any role in later quests, and thus the game will continue without incident. If you travel to Riverwood, check to see if Alvor is still there. If not, he will be moved to the holding cell, alive and kicking!
Thanks. I hope so too.
This is how some shopkeepers are scripted. Belethor is replaced by Ysolda, if you have the Unofficial Patch installed, otherwise there is no shopkeeper. Ulfberth is replaced by Adrianne. Original shopkeepers will be removed from their factions and they will not be a regular merchant anymore and their merchandise (what's in their inventory) will not respawn. Check to see if both are still wandering around Whiterun, as after 12 ingame days you should not be seeing them anymore, as they should be moved to the holding cell (death cell).
That is to say: the patch is what "breaks" Belethor's ability to restock items after resurrection (unless you manually put him back into the merchant faction)?
I wonder why it would do that. If the guy remains dead, it seems redundant. If a player wants to resurrect him, they'll obviously want him to continue in his original role.
I gather only about a dozen shopkeepers are "replaced" without the patch in play?
I wonder what consequences this has. Will the player not be able to marry Ysolda? Or, if already married, will there be a forced divorce, with additional consequences when marriage is involved? Will Ysolda not be a quest giver for the Rare Gifts quest anymore?
Interesting to figure this out!