[Relz] Kragenir's Death Quest (Thread #3)

Post » Fri May 27, 2011 5:52 am

This is probably a silly question, but how exactly do I start the main quest? I've heard talk of sleeping and having a ghost come to you, but I've slept aplenty and nary a ghost has stirred me. Do I have to sleep in a specific city/place?

As it happens, I'm playing a custom race. Hope that narrows it down, and thanks in advance.
User avatar
Robyn Howlett
 
Posts: 3332
Joined: Wed Aug 23, 2006 9:01 pm

Post » Fri May 27, 2011 3:09 am

@Metroid13

I've found you need to sleep 2 or more hours in one session, it took me a while to realise I should try more than the 1 hour it took me to level up. No particular bed should be neccessary, I slept in the Wawnet Inn at Weye if it interests you.

Good Questing!
User avatar
Kim Kay
 
Posts: 3427
Joined: Fri Oct 13, 2006 10:45 am

Post » Fri May 27, 2011 4:59 am

@Metroid13

I've found you need to sleep 2 or more hours in one session, it took me a while to realise I should try more than the 1 hour it took me to level up. No particular bed should be neccessary, I slept in the Wawnet Inn at Weye if it interests you.

Good Questing!

That's right. No particular bed is necessary, but you do need to be sure that you're not sleeping at The Bloated Float, which is the only place that it won't happen at.

Sooo... I still have no clue what's going on, but at least I have data. lol


The locked door with no key assigned is the door you use to leave afterwards, it's not the entrance door. Make sure you're not trying to enter through that one.
User avatar
Karl harris
 
Posts: 3423
Joined: Thu May 17, 2007 3:17 pm

Post » Fri May 27, 2011 12:04 am

Hm. I frequently sleep more than one hour at a time, though. Practically every time, in fact.

Failing at getting the ghost to find me, is there a journal code I can use to get things started?
User avatar
Beast Attire
 
Posts: 3456
Joined: Tue Oct 09, 2007 5:33 am

Post » Fri May 27, 2011 12:46 am

Hm. I frequently sleep more than one hour at a time, though. Practically every time, in fact.

Failing at getting the ghost to find me, is there a journal code I can use to get things started?

Not really. The thing that triggers the ghost also arranges a lot of other important things that won't be done if you'd use a forced journal update. Where are you sleeping and for how long?
User avatar
Kira! :)))
 
Posts: 3496
Joined: Fri Mar 02, 2007 1:07 pm

Post » Fri May 27, 2011 2:53 am

Bunch of inns, typically. Wawnett, Roxey, Olav's inn in Bruma, to name a few. The time spent varies. Usually around 6 hours.

Edit: Wow, that was a quick reply on my part. Just happened to be browsing the forum, lol.
User avatar
Sarah Kim
 
Posts: 3407
Joined: Tue Aug 29, 2006 2:24 pm

Post » Fri May 27, 2011 3:11 am

This is such a great mod...OMFG!!!!
User avatar
Emma
 
Posts: 3287
Joined: Mon Aug 28, 2006 12:51 am

Post » Fri May 27, 2011 2:30 pm

Just reporting that I've slept now upwards 24 hours at a time, in Cheydinhal. Still no dice.

Edit: Fixed it. Disabled the mod, went in game, saved, got out, re-enabled it. Ghost came right up after a few hours of sleep. I suspect it was due to another mod I had, DS's Pirates, which also has a sleeping event occur. I've since disabled said mod.
User avatar
Carolyne Bolt
 
Posts: 3401
Joined: Mon Jul 10, 2006 4:56 am

Post » Fri May 27, 2011 9:11 am

Just reporting that I've slept now upwards 24 hours at a time, in Cheydinhal. Still no dice.

Edit: Fixed it. Disabled the mod, went in game, saved, got out, re-enabled it. Ghost came right up after a few hours of sleep. I suspect it was due to another mod I had, DS's Pirates, which also has a sleeping event occur. I've since disabled said mod.

Hmm... I'll see if there's anything that can be done to prevent problems with other sleeping event adding mods.

I've updated the original post so that the thread #1 link actually links to thread #1 and not #2... :facepalm:

New quests are still in the works.
User avatar
butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Fri May 27, 2011 2:25 pm

New quests...My two favorite words!
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Fri May 27, 2011 6:50 am

Okay, I am doing the quest
in Harlun's Watch where you have to bring the Khajiit some wine.  Well I did...some Tamrika's vineyard wine, and nothing happened.
So what did I do wrong?
User avatar
Natalie Taylor
 
Posts: 3301
Joined: Mon Sep 11, 2006 7:54 pm

Post » Fri May 27, 2011 12:52 pm

If he thanked you and took the wine, then it's mission accomplished and time to head back to your task mistress.
User avatar
Svenja Hedrich
 
Posts: 3496
Joined: Mon Apr 23, 2007 3:18 pm

Post » Fri May 27, 2011 12:52 pm

If he thanked you and took the wine, then it's mission accomplished and time to head back to your task mistress.

Thank you...I couldn't figure a simple little thing like that out...my Alzheimer's is starting to flare up again!
User avatar
mike
 
Posts: 3432
Joined: Fri Jul 27, 2007 6:51 pm

Post » Fri May 27, 2011 4:58 am

So I just had another lovely day of spending about 8 hours debugging my oblivion install ... Seriously.

I just started noticing that when in Cyrodiil world space (not oblivion, not city spaces - just the main world) I would either crash after crossing 2-3 cells or when in combat with multiple enemies.
Repeatedly over and over.

Things I tried:
Waiting out multiple cell respawns.
Removing most OBSE pluggins.
Regenerating ini
Arthmoors protocol for locating corrupt spawns (which led to many false leads but also led to ...)
Disabling many mods and taking my install back to basic FCOM and up again.

So in rebuilding the load order back up I discovered that the number one problematic mod I located was this one. (Kuertee's Battle fatigues also was buggy but not as buggy - I think his mod had more to do with the combat crashes).
With this mod loaded I crash on most fast travel, upon crossing cell boarders in the main world.

What can make crossing cell boarders more likely without crash is turning off AI, but that just delayed the inevitable for a couple more cells.
Earlier versions of this did not present this problem.
I don't know why I'm having this issue with this mod right now or which exact version was OK.

Couple of things though - I've spent a lot of time in city spaces and oblivion planes the last few weeks - I kicked off the main quest with the latest character back then too. I think version 1.03 didn't give me hassles like this one is. So Main quest or new version or something.

Other possible culprits - Oblivion gates in combo with EDI - yet having all my other mods loaded except this and I can fast travel all I want and run across the landscape for as long as I want. One thing I do notice is that with this mod loaded It is taking about 10 times longer to make a save game (seriously) and slightly longer to load a save game. I may try a clean save tomorrow or the next day, but that is a hassle considering the fact that what if it is a quest I did (maybe started or finished about 8 of them - not sure) that only causes this when you get so far.

The only other mod that caused this kind of issue and that I eventually had to get rid of was Tie In.

Sorry it is not more detailed a report or that I was able to give exacting details of what is wrong with this in my load order. I'm at a loss and actually very frustrated. I lack details because literally if I travel anywhere on the main land I get ctds real quick with this loaded. My current load order without Kragenir (Which I placed as per BOSS when it is installed):
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.6]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [Version 1.71]05  Ulrim's Horses.esm06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b1]08  Diverse Wisps - Base.esm09  Enhanced Daedric Invasion.esm0A  CyrodiilUpgradeResourcePack.esm0B  MALO - MAIN.esm0C  TamrielTravellers.esm  [Version 1.39c]0D  FCOM_Convergence.esm  [Version 0.9.9a7]0E  Armamentarium.esm  [Version 1.3]0F  Artifacts.esm10  Progress.esm  [Version 2.2]11  piCore.esm  [Version 1.50]12  Fort Akatosh.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp13  Unofficial Oblivion Patch.esp  [Version 3.2.0]14  DLCShiveringIsles.esp15  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp16  Francesco's Optional Chance of Stronger Bosses.esp17  Francesco's Optional Chance of Stronger Enemies.esp18  Francesco's Optional Chance of More Enemies.esp19  Francesco's Optional Leveled Quests-SI only.esp1A  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]1B  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1C  Fran Armor Add-on.esp1D  Fran_Lv30Item_Maltz.esp1E  AliveWaters.esp1F  _Environments Mods Merged1.esp20  Enhanced Vegetation [125%].esp21  Enhanced Water v2.0 HD.esp22  All Natural.esp  [Version 0.9.6]++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp23  MIS.esp24  All Natural - Real Lights.esp  [Version 0.9.6]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]25  OBSE-Storms & Sound SI.esp26  WindowLightingSystem.esp27  Ayleid Loot EXtension.esp++  Item interchange - Extraction.esp  [Version 0.76]**  Book Jackets Oblivion.esp**  Book Jackets DLC.esp28  Game Tweaks Early.esp29  Vows and Covenants.esp2A  Choices and Consequences.esp2B  Enhanced Economy.esp  [Version 2.0.1]2C  DLCHorseArmor.esp2D  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]2E  DLCMehrunesRazor.esp2F  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]30  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]31  PersuasionOverhaul_LITE.esp  [Version 1.3]32  Slof's Horses Base.esp33  kuerteeHorseCommands.esp34  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]35  Slof's Oblivion Robe Trader.esp36  Cobl Glue.esp  [Version 1.69]37  Cobl Si.esp  [Version 1.63]38  OOO 1.32-Cobl.esp  [Version 1.69]++  FCOM_Cobl.esp  [Version 0.9.9]39  Bob's Armory Oblivion.esp3A  FCOM_BobsArmory.esp  [Version 0.9.9]3B  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]3C  Oblivion WarCry EV.esp3D  FCOM_WarCry.esp  [Version 0.9.9]3E  MALO - Guild Tweaks.esp3F  MALO - Clutter Replacer.esp40  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]41  Choices and Consequences - OOO.esp  [Version 0.2]42  MALO - Vendor Additions.esp43  MALO - Loot Tweaks.esp44  MALO - Loot Tweaks DCRP.esp++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]++  ArmamentariumLLVendors.esp  [Version 1.3]45  ArmamentariumArtifacts.esp  [Version 1.3]46  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]47  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b1]48  FCOM_Convergence.esp  [Version 0.9.9]49  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]4A  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9]4B  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b1]4C  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]4D  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]4E  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b2]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]4F  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b2]50  Mart's Monster Mod - Diverse WaterLife.esp++  Mart's Monster Mod - Diverse Wisps.esp  [Version 0.10]51  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]52  Mart's Monster Mod - Diverse Runeskulls.esp  [Version 1.1]++  Mart's Monster Mod - Diverse RuneSkull OOO Loot.esp++  MMM-Cobl.esp  [Version 1.69]53  Choices and Consequences - MMM.esp  [Version 0.2]++  MALO - Clutter Replacer MMM - HUNT.esp++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]54  TamrielTravellers4OOO.esp  [Version 1.39c]55  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp56  TamrielTravellersItemsNPC.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  OMOBS_SI.esp++  OMOBS_FRAN.esp++  OMOBS_OOO_missing_Oblivion_Bow_Ammo.esp++  OMOBS_MMM.esp++  OMOBS_MMM_H&C_Ammo.esp57  Mart's Monster Mod - Shivering Isles.esp++  ArmamentariumLL4OOO.esp  [Version 2.0]++  ArmamentariumLLMagicOOO.esp  [Version 1.3]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]++  Fransfemale.esp++  Armamentium female.esp++  ArtifactsFemaleArmor.esp++  EVE_StockEquipmentReplacer4FCOM.esp58  NPC new clothes V2.6.esp59  Enhanced Quest Roleplaying.esp++  Enhanced Quest Roleplaying - OOO.esp++  Enhanced Quest Roleplaying - FCOM.esp5A  Demonhunter.esp5B  KvatchAftermath.esp5C  Ivellon.esp  [Version 1.8]5D  kingdomofAlmar.esp5E  BHC_Expanded.esp  [Version 1.2]5F  OldCrowInn.esp  [Version 1.5]60  Region Revive - Lake Rumare.esp61  Region Revive - Lake Rumare - OOO LockBash.esp  [Version 0.2]62  ShezriesVillagesCOBL.esp63  The Ayleid Steps.esp  [Version 2.6]++  All Natural - Real Lights - The Ayleid Steps Patch.esp  [Version 1.0]64  TheElderCouncil.esp65  TheElderCouncil_TempleOfTheOne.esp66  GuardsofCyrodiil.esp67  GoC&RRLR_comp.esp68  VHBloodlines 1.2.esp  [Version 1.4]69  zDangerSense.esp6A  DLCBattlehornCastle.esp6B  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]6C  DLCfrostcrag.esp6D  FrostcragRebornCobl.esp6E  Knights.esp6F  Knights - Unofficial Patch.esp  [Version 1.0.9]++  KotN Wayshrine Fix.esp++  EVE_KnightsoftheNine.esp++  Ulrim's Horses - Knights patch.esp70  SM Plugin Refurbish Minus Orrery-Thieves-Vile.esp71  TOTF.esp++  TOTF Delayer.esp72  RTT.esp73  RTT-Weye Relocation Patch.esp  [Version 2.0]74  Lost Paladins of the Divines.esp75  Mighty Umbra.esp76  Blood&Mud.esp77  The Lost Spires.esp78  AFK_Weye.esp79  Rumare-AFK_Weye Patch.esp7A  Origin of the Mages Guild.esp  [Version 6]7B  TheNecromancer.esp7C  MannimarcoComplete.esp7D  MannimarcoRevisited.esp7E  MannimarcoRevisitedOOO.esp  [Version 0.1]7F  Mart's Monster Mod - City Defences.esp  [Version 3.7b1]++  FCOM_NewNPCClothes.esp++  FCOM_MightyUmbra.esp  [Version 0.9.9]80  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9b4]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]81  FCOM_OMG.esp  [Version 0.9.9]++  FCOM_OMGSRT.esp  [Version 0.9.9]82  Origin of the Mages Guild OOO Patch.esp  [Version 5.0.FINAL]83  Gaelendryl.esp84  Homes,Castles,Villages1.esp85  DungeonPack_1.esp86  SI_Houses&Dungeons_.esp87  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]88  EDI - Less Monotonous DOT.esp89  ElsweyrAnequina.esp8A  road+bridges.esp  [Version 4.4.4]8B  Vergayun.esp  [Version 1.0.1]8C  Faregyl.esp  [Version 1.0.8]8D  FortAkatosh.esp8E  FortAkatosh-MannimarcoResurrection-NewRoads&Bridges patch.esp8F  xulStendarrValley.esp  [Version 1.2]90  xuldarkforest.esp  [Version 1.0.3]91  LostSpires-DarkForest patch.esp92  xulTheHeath.esp93  XulEntiusGorge.esp94  KvatchAftermath-EntiusGorge compatibility patch.esp95  TheNecromancer-EntiusGorge patch.esp96  xulFallenleafEverglade.esp  [Version 1.3.1]97  TheElderCouncil-FallenleafEverglade patch.esp  [Version 1.2]98  LostSpires-Everglade patch.esp  [Version 1.2]99  xulColovianHighlands_EV.esp9A  xulChorrolHinterland.esp  [Version 1.2.2]9B  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]9C  xulBravilBarrowfields.esp  [Version 1.3.2]9D  xulLushWoodlands.esp  [Version 1.3]9E  xulAncientYews.esp9F  xulAncientRedwoods.esp  [Version 1.6]A0  xulCloudtopMountains.esp  [Version 1.0.1]A1  Ravenview-Cloudtop-Patch.esp  [Version 1.0.3]A2  xulArriusCreek.espA3  xulPatch_AY_AC.esp  [Version 1.1]A4  xulRollingHills_EV.esp  [Version 1.3.2]A5  xulRiverEthe.esp  [Version 1.0.1]A6  xulPantherRiver.espA7  xulBlackwoodForest.espA8  xulBrenaRiverRavine.esp  [Version 1.0.2]A9  Gaelendryll-BrenaRiver patch.esp  [Version 1.1]AA  xulImperialIsle.esp  [Version 1.6.2]AB  NRB4+UL-II Patch.esp  [Version 4.1]AC  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 2.1.1]AD  NRB4+RR Patch.esp  [Version 1.0]AE  NakedNord.espAF  bartholm.esp++  CoreRandmonClothing4Npcs.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]B0  CNRP Bruma4OOO.esp  [Version 0.2]B1  CNRP Cheydinhal4OOO.esp  [Version 1.0]B2  CNRP Chorrol4OOO.esp  [Version 1.1]B3  CNRP FightersGuild4OOO.esp  [Version 1.0]B4  Feudal Empire 300.espB5  Ulrim's Horses.espB6  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]B7  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Mehrunes Razor.espB8  Duke Patricks The Lady said NO.espB9  Dialogue Mods Merged+.espBA  Game Tweaks Late.espBB  DropLitTorchOBSE.esp  [Version 2.1]BC  Map Marker Overhaul.esp  [Version 2.2]BD  ReneerCreatureMod.espBE  Oblivifall - Let's Talk!.esp  [Version 1.1]BF  Oblivifall - Something's Not Right.esp  [Version 1.0]C0  Duke Patricks Sickness+Health Alarm.espC1  RealisticFatigue.espC2  kuerteeInventoryIsABackpack.espC3  kuerteeMagickaBasedMagicJeweleryLimits.espC4  QZ Easy Menus+.espC5  sr_super_hotkeys.esp++  MaleBodyReplacerV4.espC6  bgBalancingEVCore.esp  [Version 10.52EV-D]++  GrimbotsSpellTomes.espC7  SSEE-OOO.espC8  MidasSpells.espC9  Magic Tweaks.espCA  EnchantmentMastery.espCB  SupremeMagicka.esp  [Version 0.89]CC  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_MMM.esp  [Version 0.89]++  SM_OOO.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]CD  SM_EnchantStaff.esp  [Version 0.80]CE  bgMagicEV.esp  [Version 1.7EV]CF  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]D0  bgMagicEVPaperChase.esp  [Version 1.68EV]D1  bgIntegrationEV.esp  [Version 0.96]D2  AudaciousMagery.espD3  Alchemical Formulas.espD4  Stealth Overhaul.espD5  DD_ProximitySneakPenalty.espD6  ZumbsLockpickingMod - OBSE.espD7  RenGuardOverhaul.espD8  RenGuardOverhaulShiveringIsles.espD9  Enhanced Grabbing.esp  [Version 0.4]DA  sycHearNoEvil.esp  [Version 1.0]DB  sycSHOUT.esp  [Version 1.02]DC  kuerteeNPCsYield.espDD  ProgressMBSP.esp  [Version 2.0]DE  ProgressArmorer.esp  [Version 1.0]DF  PureImmersion.esp  [Version 1.50]++  Jjiinx_MorrowindStyleArgonians.esp**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp**  NRB4 Standard Road Record.esp++  CSR - Fine Iron.esp++  CSR - Golden Saint.esp++  ShinySeptims_Septimus.esp++  Visually Realistic Deadly Lava.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]E0  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.76]++  Life Detected - Venting - Small - 1.esp**  All Natural - Indoor Weather Filter For Mods.esp**  Atmospheric Loading Screens - No Text.espE1  John 2 BASH.espE2  Duke Patricks - Bottle Shoot Archery Practice.espE3  Duke Patrick Combat AI (no tripping).espE4  Duke Patrick_SCA Combat.espE5  Duke Patricks - BASIC Script Effect Silencer BETA.espE6  Streamline 3.1.esp
Very massive headache now - going to sleep.
User avatar
Maeva
 
Posts: 3349
Joined: Mon Mar 26, 2007 11:27 pm

Post » Fri May 27, 2011 10:11 am

So I just had another lovely day of spending about 8 hours debugging my oblivion install ... Seriously.

Ah that svcks. :(

There's one thing you could try. The console command 'stopquest povsstheoneringquest'.

I added a quest script to that quest when improving it in 1.04 or 1.05 so that the rings wouldn't be available at all times. I hope that that isn't the problem, but it's something you could try to see if the game becomes more stable...

If it turns out to be the problem I'll have to change it.
User avatar
Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Fri May 27, 2011 8:13 am

Hmm..I've experienced a drastic increase in CTDs when entering new cells lately. It's a new kind of crash that I've not seen before. The load bar will only move about 1/10 before it gets stuck and then after a minute or so the game crashes.
My game is so complex and I do so much ongoing tweaking and patching, so it may be just a coinicidence.


While I'm at it I may as well report a few minor issues.

1. There is a small incompatibility between Rural Lines and Enhanced Quest Roleplaying concerning the Revenge Serves Cold quest. EQR adds Corrick Northwode's wife Katleen to the game and (I assume) she is only killed during the quest. But with RL Corrick talks about his wife as if she's already dead when she sits right next to him. I ended up just disabling his lines in my game.

2. Just Desserts: one task is to deliver a letter to Thorley Aethelred, but when I found him he (and his sheep) had been killed by a bear. Since the letter is a Quest Item I couldn't just transfer the letter to Thorley's body. The quest checks how many letters the player character has in possessions. If none, Praxedes will talk to you. If instead the letter was not a quest item and the quest instead checked how many letters the NPCs have it would solve this problem.

3. There is rumours of a Glowing Pillar in or near Telepe, but I'm unable to find it. Red herring?
User avatar
Kate Schofield
 
Posts: 3556
Joined: Mon Sep 18, 2006 11:58 am

Post » Fri May 27, 2011 1:56 am

Hmm..I've experienced a drastic increase in CTDs when entering new cells lately. It's a new kind of crash that I've not seen before. The load bar will only move about 1/10 before it gets stuck and then after a minute or so the game crashes.
My game is so complex and I do so much ongoing tweaking and patching, so it may be just a coinicidence.


While I'm at it I may as well report a few minor issues.

1. There is a small incompatibility between Rural Lines and Enhanced Quest Roleplaying concerning the Revenge Serves Cold quest. EQR adds Corrick Northwode's wife Katleen to the game and (I assume) she is only killed during the quest. But with RL Corrick talks about his wife as if she's already dead when she sits right next to him. I ended up just disabling his lines in my game.

2. Just Desserts: one task is to deliver a letter to Thorley Aethelred, but when I found him he (and his sheep) had been killed by a bear. Since the letter is a Quest Item I couldn't just transfer the letter to Thorley's body. The quest checks how many letters the player character has in possessions. If none, Praxedes will talk to you. If instead the letter was not a quest item and the quest instead checked how many letters the NPCs have it would solve this problem.

3. There is rumours of a Glowing Pill in or near Telepe, but I'm unable to find it. Red herring?

1. Ah yes, we added a greeting which forces Corrick to end his conversation with you, because we thought it was odd that you would be able to have a happy chat about Rumors with him, when moments ago he told you to leave him alone because he is mourning his wife.

The easiest fix for this without removing my greeting completely would be to have a custom greeting added to Corrick in the Enhanced Quest Roleplaying file which shows up every time you talk to him, if that's not already the case. Is the mod still being maintained? Either way for the next version I'll lower the priority of the RLA quest so that greetings added by other mods should override them.

2. I should be able to add a 'getdead' check to a script running on the letters so it forces the player to throw away the letter if any of the recipients happen to be dead, that would probably be easier.

3. A glowing pill? :P
But I know what you mean yes. The rumour actually refers to one of the seven http://www.uesp.net/wiki/Oblivion:Magical_Stones#Heaven_Stones of the original game. There's one to the north of the ruin. There's no glowing pillar in Telepe.
User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Fri May 27, 2011 12:02 am

OK thanks for the suggestion.

I did an initial test that looks hopeful. I want to test more - what I did last night was find three areas in the world to do runs between and see how long before crash.

This morning could only do one of them (between Skingraad and Kvatch).
1st run with that quest running and I crashed about four cell loads into it (Of course that means many other cells are loaded too).
2nd run without that quest running and I made it.

But of course that could be incidental.

Still strongly suspect EDI as being a factor. Unfortunately I won't be able to test more till tonight or even tomorrow. Curious if Petrus will try this too.

Is there any harm in stopping that quest?

thanks
User avatar
Hussnein Amin
 
Posts: 3557
Joined: Sun Aug 05, 2007 2:15 am

Post » Thu May 26, 2011 11:10 pm

Is there any harm in stopping that quest?

thanks

Not really. You can restart the quest by reading the book in the dwarven home mine which triggers the first journal entry, but there's no need to do that unless you planned to do that quest.
User avatar
Lovingly
 
Posts: 3414
Joined: Fri Sep 15, 2006 6:36 am

Post » Fri May 27, 2011 5:13 am

1. Ah yes, we added a greeting which forces Corrick to end his conversation with you, because we thought it was odd that you would be able to have a happy chat about Rumors with him, when moments ago he told you to leave him alone because he is mourning his wife.

The easiest fix for this without removing my greeting completely would be to have a custom greeting added to Corrick in the Enhanced Quest Roleplaying file which shows up every time you talk to him, if that's not already the case. Is the mod still being maintained? Either way for the next version I'll lower the priority of the RLA quest so that greetings added by other mods should override them.

2. I should be able to add a 'getdead' check to a script running on the letters so it forces the player to throw away the letter if any of the recipients happen to be dead, that would probably be easier.

3. A glowing pill? :P
But I know what you mean yes. The rumour actually refers to one of the seven http://www.uesp.net/wiki/Oblivion:Magical_Stones#Heaven_Stones of the original game. There's one to the north of the ruin. There's no glowing pillar in Telepe.


1. EQR is maintained, http://www.gamesas.com/bgsforums/index.php?showtopic=1032481&hl=. Another problem I forgot to mention is that RLA's gretting overrides EQR's greeting, which could lead to missing the EQR quest. Maybe just a matter of load order as I load EQR after RLA, while the "correct" thing is to load EQR before.

2. In my game I solved the problem by just making the letter non-essential and transferring it to Thorely's body. Of course, that was before I knew Praxede would ask "I hope they were in good health?" :P

3. Damned, my brain and my fingers are out of sync again. I must have misunderstood that rumour, then.
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Fri May 27, 2011 8:10 am

Craziest hair pulling, full frustration, ready to go on a disney killing spree that I've ever played. (I mean that in a good way)

I am having problems at the end of the quest:

Spoiler
I got kragenir's tower to appear. I enter, and continue to go through the six doors, with no problems. I take the rock slab elevator to the top of the tower. Go through a couple wooden doors till I get to the top of a room with a spiral staircase. I find the "seventh" door. I enter, and end up in a room of lava. I run to the end and am attacked by a guardian, next to the portal. I kill the guardian, and enter the portal, which puts me back in the room with the spiral staircase. I get no quest updates. No direction whatsoever. I bring up the local map, and can see a door for Kragenir's room , that is detatched to the SW of the room that I'm in, with no visable route to get to said room. So I save game and do a console "TCL" to see if there is infact a route to get to kragenir's room. There isn't, its just hanging in black space. I enter it and talk to both of the NPC's. They both tell be the same basic thing, to look for a sword of the Jed Eye (lol), but it's fairly obvious to me that I have skipped a step, or something is bugged out at this point. What am I missing?


Thanks in advance for any advice.
User avatar
Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Fri May 27, 2011 12:09 am

I finally completed Gathering the Rubbish. The reward was perfect for my character - she hates rats. A couple minor things, though:

1) The weapon doesn't seem to be using up charges. I killed a couple rats, and it still had full charge.

2) Is there a way you can make it work against ALL creatures of the "rat" type, not just normal rats? There are lots of mods that add things like water rats, dire rats, giant rats, etc., and it would be great if I could use this against them too.

Is there only one quest in Border's Edge? I didn't get an update to "see if someone else needs help", and no one seemed to need anything else.
User avatar
Ria dell
 
Posts: 3430
Joined: Sun Jun 25, 2006 4:03 pm

Post » Fri May 27, 2011 1:24 am

The locked door with no key assigned is the door you use to leave afterwards, it's not the entrance door. Make sure you're not trying to enter through that one.

Actually, what I mentioned was the lack of and assigned yet required key, but no worries. lol

Btw, I made the mistake of raving too convincingly about this mod's greatness, so now I have to compete for time on my own rig!
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Fri May 27, 2011 12:15 am

So using that stopquest console command seemed to stop the constant crashing with this mod.

Tested that thoroughly.

To be fair though I also found that the mod (DC) watch towers.esp was just not stable once the gates started opening. But that only affected the road to Kvatch.

Wiht that quest running it seemed to crash my game a lot. Played for a few hours tonight with minimal issues after disabling. Need to note down what quest that is and avoid it.

thanks
User avatar
Alexx Peace
 
Posts: 3432
Joined: Thu Jul 20, 2006 5:55 pm

Post » Fri May 27, 2011 4:59 am

Craziest hair pulling, full frustration, ready to go on a disney killing spree that I've ever played. (I mean that in a good way)

I am having problems at the end of the quest:

Spoiler
I got kragenir's tower to appear. I enter, and continue to go through the six doors, with no problems. I take the rock slab elevator to the top of the tower. Go through a couple wooden doors till I get to the top of a room with a spiral staircase. I find the "seventh" door. I enter, and end up in a room of lava. I run to the end and am attacked by a guardian, next to the portal. I kill the guardian, and enter the portal, which puts me back in the room with the spiral staircase. I get no quest updates. No direction whatsoever. I bring up the local map, and can see a door for Kragenir's room , that is detatched to the SW of the room that I'm in, with no visable route to get to said room. So I save game and do a console "TCL" to see if there is infact a route to get to kragenir's room. There isn't, its just hanging in black space. I enter it and talk to both of the NPC's. They both tell be the same basic thing, to look for a sword of the Jed Eye (lol), but it's fairly obvious to me that I have skipped a step, or something is bugged out at this point. What am I missing?


Thanks in advance for any advice.

A new portal shows up in the room with the spiral staircase after doing the seventh puzzle (down the spiral staircase).
Is there only one quest in Border's Edge? I didn't get an update to "see if someone else needs help", and no one seemed to need anything else.

It's the only quest in Border Watch.
So using that stopquest console command seemed to stop the constant crashing with this mod.

Tested that thoroughly.

To be fair though I also found that the mod (DC) watch towers.esp was just not stable once the gates started opening. But that only affected the road to Kvatch.

Wiht that quest running it seemed to crash my game a lot. Played for a few hours tonight with minimal issues after disabling. Need to note down what quest that is and avoid it.

thanks

Okay, that's good news... Sort of. Means I can fix it. I'll get an update out ASAP. Thanks!
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

PreviousNext

Return to IV - Oblivion