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ferrari365

Uploaded by

ferrari365

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About this mod

Reworks the DLC2dunFrostmoonTriggerScript to not check repeatedly if you're near the camp by replacing an inefficient event with RegisterForSingleUpdateGameTime. 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 Frostmoon camp in the Dragonborn DLC features, at first glace, some regular looking hunters, which are unusually cautious of you and will ask you to leave. This is because they are secretly werewolves and unless you're a werewolf yourself, they don't trust you and will eventually attack you if you ignore their warnings. This behaviour is controlled by a script which checks if the player is too close to the camp. However this script is quite inefficient in its use of the OnTrigger event which will fire off repeatedly from every NPC at the camp for no good reason and unnecessarily take up scripting resources. Furthermore the script will start firing off as soon as the camp is loaded in, regardless if the player is currently there or just passing by nearby on their way to some other place.

This mod optimizes this script by replacing the OnTrigger event with RegisterForSingleUpdateGameTime to achieve the same behaviour while only running updates if the player is too close to the camp and is currently being warned to leave. Furthermore it fixes a bug with Rakel's warnings, which can cause her to keep warning you to leave, even if you've been accepted by the camp's leader if you went there before turning into a werewolf and then return as one.


Installation


Install with your favourite mod manager. New game is not required, but it is preferable to install this while away from the werewolves' camp.


Compatibility and load order


Not compatible with anything that changes the DLC2dunFrostmoonTriggerScript script. USSEP 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