[RELz] Arthmoor's Villages of Cyrodiil

Post » Wed Mar 30, 2011 1:35 pm

Did you by chance have version 1.x of the mod installed before and not do a clean save update to version 2?

Never used version 1. This is the first I played it; a fresh install of 2.0.1 using BAIN.

Yes, the potato garden is part of this mod but those are the vanilla versions of the jumbo potatoes. Nothing special there.

It looks like Jumbo Potato is flagged as a Quest Item in the CS, which apparently prevents you from being able to use them for potions. I hope I can get rid of them now, actually...
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Dan Wright
 
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Post » Wed Mar 30, 2011 1:40 am

Hrm. Well then I'll need to investigate why the path grids aren't updating since that's why your quest is getting jammed.

Have you done the potato quest yet?
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JD FROM HELL
 
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Post » Wed Mar 30, 2011 1:33 am

Have you done the potato quest yet?

Yeah, and she lets me buy more potato bread if I talk to her. I did the quest before installing the mod, though.
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Kanaoka
 
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Post » Wed Mar 30, 2011 10:40 am

I hate scripting errors. The quest is getting jammed up because I goofed on a variable in the trigger zone script.
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Chloe Yarnall
 
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Post » Wed Mar 30, 2011 1:22 am

Lots of permutations here. When I did this:

Spoiler

Silor and Bites survived and stopped following me. When I went to retrieve the staff, I wasn't even aware you could go back and talk to Jorack, so I went to the IC by myself. I refused to pay for the staff so Gaius and Laura attacked me. Gave the staff to the Shaman and she lead me to the mine. She stopped at the hole leading to the lower level, telling me there were more spiders to kill. I found one spider I had missed previously. Once I killed it, I got a journal update, returned to the Shaman and the quest completed normally.


Just thought I'd post this in case it helps Arthmoor track down what's going on.
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Trevi
 
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Post » Wed Mar 30, 2011 4:25 am

Yes, that's what's supposed to happen.

The part that broke is further ahead, and it broke because of a dumb scripting bug.

@Huleed: You should be able to fix this by
Spoiler
going back to the gate controls in the lava pit, pushing the button, then opening the gate to the chamber Silor and Bites were in. This will restore the path and you can go nudge the shaman along from there.

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Kahli St Dennis
 
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Post » Wed Mar 30, 2011 8:52 am

Yes, that's what's supposed to happen.

The part that broke is further ahead, and it broke because of a dumb scripting bug.

@Huleed: You should be able to fix this by
Spoiler
going back to the gate controls in the lava pit, pushing the button, then opening the gate to the chamber Silor and Bites were in. This will restore the path and you can go nudge the shaman along from there.



I had pressed that button when doing the previous quest. Sounds like you've got this sorted anyway though.
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Jodie Bardgett
 
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Post » Wed Mar 30, 2011 12:07 pm

@Huleed: You should be able to fix this by
Spoiler
going back to the gate controls in the lava pit, pushing the button, then opening the gate to the chamber Silor and Bites were in. This will restore the path and you can go nudge the shaman along from there.


Spoiler
I tried that. I went back down there and pushed the switch by the lava, and the alcove with the gate switch wasn't open when I got back up there. Either it didn't do anything, or Silor closed it again before I got back.

In either case, though, in the second attempt he didn't go up there and lock himself in. He stayed by the dirt patch the goblins were also interested in. I was able to use MoveTo in the console to get the shaman by the door to continue the quest.

Now that I think, I wonder if there's a problem with Enhanced Grabbing. After I BOSS'd my load order, I noticed a bit of odd behavior with the Fighter's Guild Porter in the Anvil guild hall.. every time I closed the door at the bottom of the stairs on the first floor, he'd walk over, open it back up, then walk away. I wonder if that NPC was afflicted with the opposite problem... closing things back up after I opened them. I never got Enhanced Grabbing to work... perhaps I should disable it.
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no_excuse
 
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Post » Wed Mar 30, 2011 3:13 am

Something is definitely wrong then.

Spoiler
Silor absolutely should not be with you during any phase of the goblin quest. Him being there is a bug I can't even begin to reconcile.


If you could, getting the variables from the mine quest would be helpful. sqv faregylminequest and then post as much as you can get from it in a spoiler tag. Easiest if you happen to be using http://www.tesnexus.com/downloads/file.php?id=26510.
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mishionary
 
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Post » Wed Mar 30, 2011 12:55 pm

Spoiler
This is from the second attempt, while they're both hanging around the dirt patch:

===============================================
Game Instance : 1 | Time : 04-11-2011 19-08-58
===============================================
sqv faregylminequest
->AskedSmithyMine = 1
->AskedLocalsMine = 1
->AskedLegionMine = 2
->AskedLocalsGoblins = 1
->AskedSmithyGoblins = 1
->IsSilorDead = 0
->IsBitesDead = 0
->IsBitesFollowingPlayer = 0
->IsSilorFollowingPlayer = 0
->IsBitesRescued = 1
->IsSilorRescued = 1
->RescueRejected = 0
->BitesRewarded = 1
->SilorRewarded = 1
->PushedTheButton = 2
->xpgiven = 0
--- Quest state -----------------------------
Running? No
Current stage: 100
Priority: 64


EDIT:
Spoiler
Should note that Silor isn't technically following either me or the goblins. He just gets a similar target location and just happens to travel with us. I realize he still shouldn't be doing that, but I thought I'd just clarify some details.

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Sierra Ritsuka
 
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Post » Wed Mar 30, 2011 1:35 pm

Spoiler
Has Silor been following you around since the rescue? The variables are all correct and he should have broken off to do the village stuff long ago.


Based on your edit, it has to be some kind of conflict. The variables are correct and the AI is set properly to adjust for them. If you've been getting strangeness from other NPCs trying to mess with doors and stuff that seems like a good suspect.
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Laurenn Doylee
 
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Post » Wed Mar 30, 2011 2:38 am

Spoiler
Has Silor been following you around since the rescue? The variables are all correct and he should have broken off to do the village stuff long ago.


Spoiler
No, he hung around the village after the rescue. When the goblins showed up, he was standing next to Bites, and once I handed over the staff to the shaman, he headed towards the mine (while Bites and the other villagers went back into the village).

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Elea Rossi
 
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Post » Wed Mar 30, 2011 2:28 am

I'm at a loss to explain why that's happening since at that point in the quest line there's no reason for him to go there. Plus his AI packs specifically forbid it. He should only be down there prior to stage 55 of the mine quest.
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Teghan Harris
 
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Post » Wed Mar 30, 2011 10:28 am

I encountered my first custom rumor (and quest) for Faregyl while at the Arcane University. Ooohh!!! Actually, there's nothing really important about it, but it gives me an opportunity to laugh at NPC New Clothes' http://i56.tinypic.com/2ed4mlx.jpg.
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Sammie LM
 
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Post » Wed Mar 30, 2011 3:42 pm

That's a pretty flamboyant outfit :P

BTW, it would be nice to know if the issue with horses misbehaving could be confirmed or not by those who are suffering from it in Faregyl. If it's the trigger zone boxes I can come up with some other alternative but that's a bit of a pain in the ass. There's a test ESP linked in the previous villages thread where those trigger zones have been removed.
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Nice one
 
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Post » Wed Mar 30, 2011 3:33 pm

That's a pretty flamboyant outfit :P

BTW, it would be nice to know if the issue with horses misbehaving could be confirmed or not by those who are suffering from it in Faregyl. If it's the trigger zone boxes I can come up with some other alternative but that's a bit of a pain in the ass. There's a test ESP linked in the previous villages thread where those trigger zones have been removed.

I must apologize, it likely being my input that prompted you to create the test ESP. I downloaded it immediately after reading that entry, intending to run it the following morning. As luck would have it, I've felt poorly ever since. Have hardly played Oblivion at all. Just haven't felt up to doing any experimentation (or much of anything else). Hopefully that'll change. I did manage to get in a fairly short (by my standards) but enjoyable play-session last night, and hope to do better today. Once I get to feeling better and more alert I'll give the test ESP a try, provided no one else tackles the task in the interim.

I assume we simple drop the test ESP in our Oblivion\data sub-directory (overwriting the current Faregyl esp which I'll back back up first), move it to the correct load-order position (via Wrye Bash for me, since I position manually rather than let BOSS (which I use for guidance) do it automatically), launch the game and see how things go? We should NOT re-built out bash-patches or run TES4LODgen? And of course NO game saves during the experiment.
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Sunnii Bebiieh
 
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Post » Wed Mar 30, 2011 3:46 pm

Right. Drop in, position correctly, no patch rebuilding should be necessary. Then ride into the area like you did before and see what happens. And above all, feel better. Being sick svcks.
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Arrogant SId
 
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Post » Wed Mar 30, 2011 1:45 pm

First of all, many thanks to Arthmoor for all these wonderful villages.
Unfortunately I have recently come across some problems with the Borrowed Time quest in Frostcrag Village.
Spoiler

I am at the stage where Voruk(?) should offer me the option to deceive the assasins but in his dialogue no choices show up and he does not give me his warhammer. I had a look in the construction set and could just about figure out that some of the dialogue is filtered depending on my skill, so it may be worth pointing out that my sneak is rather low (23) although my security is high (66). Sorry, but I am not familiar enough with the CS to figure out exactly what is wrong or if that even contributes to the fault.
Furthermore, when I decided to skip this part of the quest and simply kill the assasins, Voruk thanks me for that but does not give me any reward and the journal does not update (so speaking to Voruk again just results in the same dialogue and still no reward).
Finally, just a minor note reagrding this quest - finding the assasins in the first instance was rather tricky despite what the journal entry suggested, was there meant to be some rumours pointing the PC in the general direction?

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Matthew Warren
 
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Post » Wed Mar 30, 2011 3:12 pm

First of all, many thanks to Arthmoor for all these wonderful villages.
Unfortunately I have recently come across some problems with the Borrowed Time quest in Frostcrag Village.


The difference between "OR" and "AND" is sometimes huge. This is one of those cases.
Spoiler
When he offers you the counter-proposal you should have had an option that came up saying you don't have the skills. Since it never showed up, the stages didn't advance properly and the rest of the quest cascade failed from there.


I'll make sure this is working right but I think it'll solve the issue.
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ZzZz
 
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Post » Wed Mar 30, 2011 12:52 am

I'll double check it but it sounds like her AI isn't kicking in to the next step.

Spoiler
If you killed all the spiders before doing this, she won't mention them and is supposed to continue down the hole to the second level, then keep walking to the 3rd all the way to the Ayleid doors and beyond.


So if she's not doing that, I need to know exactly where she's stopping.


In my game she stops in that first ayleid ruin room, where the really giant tarantulas were in the far corner of that room.
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stacy hamilton
 
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Post » Wed Mar 30, 2011 9:48 am

Yes, that's the path grid problem that was fixed. I haven't uploaded the update yet since I was waiting on my FiOS install before doing that.

Version 2.0.2

* A script bug prevented proper advancement of the goblin quest in the mines after the dungeon cells respawned.
* The rumors for Faregyl will no longer show up for the Mages Guild or the Dark Brotherhood as neither would really care anyway. Plus Sithis was displeased and we can't have that.
* Fixed the potato plants so they don't give out potatos flagged as quest items.
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Trevor Bostwick
 
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Post » Wed Mar 30, 2011 6:05 am

What about the Jumbo Potatoes? Since they're marked as Quest Items, you can't eat them, make potions with them, or drop them. But the plants are right there to pick them from.
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Sabrina Schwarz
 
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Post » Wed Mar 30, 2011 12:06 pm

Guess I was the only one who ran into the issues I mentioned for Feldscar? :unsure:
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Project
 
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Post » Wed Mar 30, 2011 8:34 am

What about the Jumbo Potatoes? Since they're marked as Quest Items, you can't eat them, make potions with them, or drop them. But the plants are right there to pick them from.

Totally forgot about that, but I've uploaded it with that fix now.

Guess I was the only one who ran into the issues I mentioned for Feldscar? :unsure:

You'll have to remind me again what sort of issue you were having.
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lolli
 
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Post » Wed Mar 30, 2011 1:14 am

You'll have to remind me again what sort of issue you were having.


It was back in the http://www.gamesas.com/index.php?/topic/1107706-relz-arthmoors-villages/page__view__findpost__p__17410900, sorry it kinda slipped my mind.
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Jessica Stokes
 
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