So, I've put together and shared a plugin recently that allows the player to speak ala NWN/Borderlands-y voice sets, it's mostly just scripted sound effects, in order to block the vanilla grunting/breathing sounds and replace them, I've just added conditions to them relevant to my plugin.
Somehow, this has broken the opening Helgen scene, the PC either gets stuck walking to the block for execution or gets stuck after getting up when Alduin attacks, in both scenarios so far the PC is left walking on the spot.
I tried simply not having my scripts run on start up, having them tied directly to the configuration menu's global toggle for the plugin, allowing all quests to be started or stopped when necessary, but even without them running the scene doesn't finish.
I was wondering if anyone else has ever ran into issues with this scene breaking from seemingly irrelevant changes? Or even pointers for where to look next for the culprit.
Edit: I still can't find the issue here but I found that by not running my scripts on a new game until after unbound everything works fine, so I guess I'll just inform users not to enable before then everywhere I can. : /