Patches the behavior that gets random followers and summons stuck in Broken Oar Grotto.
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 are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
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 not 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
Please log in to find out whether this mod is receiving Donation Points
Broken Oar Grotto is notorious for getting random NPCs following you stuck in there forever.
This is due to the 'defaultNoEnemiesFollowDoorScript', which prevents anyone from 'activating' a door if they're not in two specific player follower factions, effectively preventing them from going through it.
This script is used in certain situations, such as the Dark Brotherhood's final quest where you enter the Emperor's chambers on the Katariah to have an epic 1v1 - it prevents random enemy guards outside his room from following you in.
Unfortunately, this script doesn't seem to make much sense for Broken Oar Grotto, as it:
Is only applied to the cave's exit going back out to Skyrim, so your followers or summons can get into the cave, but not out
Doesn't really have an purpose for the primary quest in Broken Oar Grotto (I guess to block players from going into Broken Oar Grotto, aggroing the whole cave, and bringing everyone outside by leaving?)
This fix removes the script on the exit, so anyone can leave.
NOTE: Scripts are baked into the save! This will require a new game, or use of save editors (Resaver) to remove the current script on the reference (15408) in any existing saves.
You can verify through in-game console:
Select the door ('prid 15408')
Show variables ('sv') => Should show no Papyrus Script.