Heart of the dead problembug

Post » Tue May 08, 2012 8:47 am

Near the end of HOD, when you need to put the heart of the dead into the skeleton, it just says "The heart feels warm when I put it into the skeleton, but nothing else happens.", when what should happen is Yurn appears and talks to you. I've beaten Lorkhan and spoken to Mara and all that stuff, so I don't know what the problem is. Anybody have any fixes or ideas? Perhaps a script?
Thanks
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Arrogant SId
 
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Post » Mon May 07, 2012 9:36 pm

Bump
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Josh Sabatini
 
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Post » Tue May 08, 2012 7:45 am

best I can say is put it near end of load order and try unchecking other mods to see if that helps.
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Chris Johnston
 
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Post » Tue May 08, 2012 9:33 am

Does anyone know the script command to activate that instance, or how I could go about finding the command? @above, I use BOSS, so I don't think it should be a problem, and the mod shouldn't conflict with anything I have installed right now anyway.
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Solène We
 
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Post » Tue May 08, 2012 12:49 am

Bump . . . Again.
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Lisa Robb
 
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Post » Tue May 08, 2012 2:12 am

Well, you'd be surprised what actually does conflict. I was playing tears of the fiend and I could not for the life of me figure out why the quest would bug out in the mine and my activate key would stop working. I gradually unchecked .esp's to see what the problem was. Turns out the see you sleep mod was causing the problem, when you'd think it shouldn't but did anyway. What does sleeping have to do with questing? I've played heart of the dead and got through it with no problems, so at least try unchecking other mods before you assume that it couldn't possibly be the problem.

BOSS does solve most load order problems, but it isn't infallible. At worst, it doesn't hurt to at least try putting it near the end of the load order, maybe right before the bash patch. The mod is old enough to where I don't think the original authors can help you. If you're looking for a console command, the best I can say is open the esp with the construction kit and look at the quest to get a setstage command. It may or may not help, sometimes setstage can be messy.
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Naughty not Nice
 
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Post » Tue May 08, 2012 11:37 am

Well, you'd be surprised what actually does conflict. I was playing tears of the fiend and I could not for the life of me figure out why the quest would bug out in the mine and my activate key would stop working. I gradually unchecked .esp's to see what the problem was. Turns out the see you sleep mod was causing the problem, when you'd think it shouldn't but did anyway. What does sleeping have to do with questing? I've played heart of the dead and got through it with no problems, so at least try unchecking other mods before you assume that it couldn't possibly be the problem.

BOSS does solve most load order problems, but it isn't infallible. At worst, it doesn't hurt to at least try putting it near the end of the load order, maybe right before the bash patch. The mod is old enough to where I don't think the original authors can help you. If you're looking for a console command, the best I can say is open the esp with the construction kit and look at the quest to get a setstage command. It may or may not help, sometimes setstage can be messy.

Well, the mods I have installed are FCOM and some equipment mods. If I check these off would it break my game or get rid of weapons/armor from other mods?
Thanks

Edit: Setstaging and fiddling with the load order didn't do anything. :/
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michael danso
 
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Post » Tue May 08, 2012 2:27 am

Well yea, it will take stuff out of the game. But the point is testing. There will be some message about relics not found, but that's fine. You'll find that oblivion is pretty flexible about adapting to content not being there. You could even uncheck the heart of the dead esp when you're in a world created by it and it'd just put you back in the imperial city.

Uncheck what you can and see if it works. If nothing changes, check all of them back again, no turn for the worse. If unchecking them did make a difference, add them back in until you can narrow it down to a single esp. Ideally, you'll get to the point to where you can check it to cause the problem, uncheck it to fix it, that way you know exactly what causes it. If an esp is the problem, evaluate if it's necessary, or possibly finish the mod and then put it back in later, no harm done.
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gemma king
 
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Post » Tue May 08, 2012 1:33 pm

Okay, I tried disabling stuff, that didn't work. However, I did find the script for putting the heart into the skeleton.
Spoiler
ScriptName 0HOD4HeartAddScript

begin OnAdd player

if GetStage HOD04 < 150
Set HOD04.PlayerGotAllArmor to HOD04.PlayerGotAllArmor + 1
Set HOD04.allArmorOn to HOD04.allArmorOn + 1
endif

end

begin onDrop player

if GetStage HOD04 < 150
Set HOD04.PlayerGotAllArmor to HOD04.PlayerGotAllArmor - 1
Set HOD04.allArmorOn to HOD04.allArmorOn - 1
endif

if Getstage HOD04 >= 150 && GetStage HOD04 < 205 && HODDream.HeartInYurn == 0
; moveto TestArea
; SetActorAlpha 0
disable
endif

End


begin onAdd HODDeadYurnRef

If GetStage HOD04 > 190 && GetStage HOD04 < 220 && HOD04.LastStage == 0
set HODDream.HeartInYurn to 1
streammusic "data\music\HOD\MaestroRageCloakofWonderment.mp3"
HOD04EndCollisionRef.enable
SetStage HOD04 200
HODDeadYurnRef.pme MYTH
Set HOD04.LastStage to 2
HODYurnRef.disable
HODYurnRef.setghost 1
HODYurnRef.setactoralpha 1
HODYurnRef.movetomarker HODYurnAliveMarker
HODYurnRef.enable
HODYurnRef.movetomarker HODYurnAliveMarker
HODYurnRef.pme MYTH
HODYurnRef.startconversation player GREETING
else
Messagebox "The Heart feels warm when I put it in the skeleton, but nothing else happens."
endif

end


Notice the message I was talking about at the bottom. Can anybody "translate" this and tell me how to initiate this script or what I can do to avoid that message and progress with the quest? I would really appreciate it. (Also, thanks for your help so far xrrydr
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Undisclosed Desires
 
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Post » Tue May 08, 2012 9:15 am

YES! I AM THE MAN! svck IT, TECHNOLOGY!

Ahem, I mean, I fixed it. For anyone else who might encounter this problem, here's how:

Okay, so it appears to be a scripting error, maybe I'm wrong, but here is what I did.
Just open, and then cut the text in the original script for adding the heart to the skeleton (The script, "0HOD4AddHeartScript", which is found in the heartofthedead.esp using the CS.) and replace it with this
Spoiler
ScriptName 0HOD4HeartAddScript

begin OnAdd player

if GetStage HOD04 < 150
Set HOD04.PlayerGotAllArmor to HOD04.PlayerGotAllArmor + 1
Set HOD04.allArmorOn to HOD04.allArmorOn + 1
endif

end

begin onDrop player

if GetStage HOD04 < 150
Set HOD04.PlayerGotAllArmor to HOD04.PlayerGotAllArmor - 1
Set HOD04.allArmorOn to HOD04.allArmorOn - 1
endif

if Getstage HOD04 >= 150 && GetStage HOD04 < 205 && HODDream.HeartInYurn == 0
; moveto TestArea
; SetActorAlpha 0
disable
endif

End


begin onAdd HODDeadYurnRef

If GetStage HOD04 > 190 && GetStage HOD04 < 220 && HOD04.LastStage == 0
set HODDream.HeartInYurn to 1
streammusic "data\music\HOD\MaestroRageCloakofWonderment.mp3"
HOD04EndCollisionRef.enable
SetStage HOD04 200
HODDeadYurnRef.pme MYTH
Set HOD04.LastStage to 2
HODYurnRef.disable
HODYurnRef.setghost 1
HODYurnRef.setactoralpha 1
HODYurnRef.movetomarker HODYurnAliveMarker
HODYurnRef.enable
HODYurnRef.movetomarker HODYurnAliveMarker
HODYurnRef.pme MYTH
HODYurnRef.startconversation player GREETING
else
set HODDream.HeartInYurn to 1
streammusic "data\music\HOD\MaestroRageCloakofWonderment.mp3"
HOD04EndCollisionRef.enable
SetStage HOD04 200
HODDeadYurnRef.pme MYTH
Set HOD04.LastStage to 2
HODYurnRef.disable
HODYurnRef.setghost 1
HODYurnRef.setactoralpha 1
HODYurnRef.movetomarker HODYurnAliveMarker
HODYurnRef.enable
HODYurnRef.movetomarker HODYurnAliveMarker
HODYurnRef.pme MYTH
HODYurnRef.startconversation player GREETING
endif

end


Cheers
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kirsty williams
 
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