Kvatch Rebuilt bug...

Post » Sat Feb 12, 2011 10:33 am

I have a bug or something in Kvatch Rebuilt... all the survivors are waiting outside in the now empty camp! I'm at the stage where I'm searching for the lost heir to the Countship and have yet to start looking. I've tried EVPing a few, and nothing. I've flagged Kvatch Rebuilt for Bashed Patch importing actor AIs as well and still nothing.

Anyone know what's going on with this?
User avatar
Crystal Clear
 
Posts: 3552
Joined: Wed Aug 09, 2006 4:42 am

Post » Sat Feb 12, 2011 1:54 pm

Iirc, and it has literally been over a year :), there is a stage when everybody gets kicked out of the city while they do a major rebuilding effort. Are you at that stage? I know during this phase, it's important to stay away from the city or you will trigger a bug like this. I had it happen to me, although it wasn't everybody, just most of the vendors. I had to use the console and moveto to get them back into the city when it opened again. If you are at the stage when they all get booted out, they should go back in on their own when it re-opens. Just stay away from the city for the prescribed time - I think it's a week. I triggered the bug by going back too soon...
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Sat Feb 12, 2011 11:04 am

Iirc, and it has literally been over a year :), there is a stage when everybody gets kicked out of the city while they do a major rebuilding effort. Are you at that stage? I know during this phase, it's important to stay away from the city or you will trigger a bug like this. I had it happen to me, although it wasn't everybody, just most of the vendors. I had to use the console and moveto to get them back into the city when it opened again. If you are at the stage when they all get booted out, they should go back in on their own when it re-opens. Just stay away from the city for the prescribed time - I think it's a week. I triggered the bug by going back too soon...

...Is that in the ReadMe somewhere. I don't know why a user would assume that they actually need to stay away while it is being rebuilt...
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Sat Feb 12, 2011 9:41 am

I did read it somewhere at the time. They either tell you right in the game, or it is documented somewhere. Maybe even on the Kvatch Rebuilt site. I just remember being told to STAY AWAY!! And when I didn't, voila bug triggered. In my case, I lost track of time and was wondering when they were going to be done :)

EDIT: Just looked at the walkthrough on the KR site and they don't really say "stay away". I think it must have been part of the quest dialog - something about it being too dangerous for people to be in the city. Anyway, it is normal at this stage for all the survivors to be wandering around in the empty camp, so MadCat221 hasn't necessarily triggered the bug. I know it's weird - you'd think they'd have a couple of tents or something :)
User avatar
Gavin boyce
 
Posts: 3436
Joined: Sat Jul 28, 2007 11:19 pm

Post » Sat Feb 12, 2011 9:17 am

But it's not in a rebuild stage yet, it's during the quest to find the lost heir.

Will it self-correct at the next rebuild cycle?
User avatar
Chantelle Walker
 
Posts: 3385
Joined: Mon Oct 16, 2006 5:56 am

Post » Sat Feb 12, 2011 1:07 am

Ok, so you did Falling Flowers already? That's the one with the ghost. You can try working on "From the Shadows" - that's the one where you're supposed to find the heir - and see if they return, but I fear you may have triggered the bug. I'm sorry, I really don't remember all the sequences. I'd say if they haven't returned to the city by the time you've completed From the Shadows, then you are probably going to have to kick them back in yourself. I can give you the console commands for that if you like - I wrote them down the last time it happened ;)
User avatar
Spencey!
 
Posts: 3221
Joined: Thu Aug 17, 2006 12:18 am

Post » Sat Feb 12, 2011 1:14 am

Ok, so you did Falling Flowers already? That's the one with the ghost. You can try working on "From the Shadows" - that's the one where you're supposed to find the heir - and see if they return, but I fear you may have triggered the bug. I'm sorry, I really don't remember all the sequences. I'd say if they haven't returned to the city by the time you've completed From the Shadows, then you are probably going to have to kick them back in yourself. I can give you the console commands for that if you like - I wrote them down the last time it happened ;)



Oy vey. List them here then if you please, because I have a feeling that it'll be necessary anyway.
User avatar
Theodore Walling
 
Posts: 3420
Joined: Sat Jun 02, 2007 12:48 pm

Post » Sat Feb 12, 2011 12:48 am

Yeah, I'm afraid there are a number of bugs with this mod. We're hoping the devs do another release. I was on the forum recently and there was some indication that they will do something once the "expansion" is done, whatever that means. It has been quite a while since anything was done with this. Too bad, because the end results are amazing.

Anyway, this is what I did. Warning: it's rather tedious. Open the console and do the following:

- get the Ref ID of the npc (I believe these are listed in the wiki for the npc in question)
- prid Ref ID
- moveto player, x, y, z -- I used moveto player, 512, 0, 0 from inside the city. This moved the npc 512 units behind me. As soon as I brought them inside, they ran off to their shops and continued on! It was rather funny actually :)

So, for example, for Batul gra-Sharab:
prid 2ecb4
moveto player, 512, 0, 0

Type these commands into the console from inside Kvatch and Batul will materialize behind you and run off to her brand new shop, ready for business...
User avatar
Shiarra Curtis
 
Posts: 3393
Joined: Thu Jan 04, 2007 3:22 pm

Post » Fri Feb 11, 2011 11:18 pm

No good. Tried it on one, he just walked right back outside.

I seem to be unable to look at any AI packages in the CS, as I crash as soon as I click one. So that bars me from looking at package conditions to see what's going on. So... out of options.

Can someone with a less temperamental CS and KR installed take a look at some of the packages? I tried looking at Oleta's and Sigrid's, but crashed.

If it's some quest flag or something that isn't properly tripped, then one console command to alter it may be able to solve the whole problem.
User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Sat Feb 12, 2011 4:31 am

You didn't post a load order, but it's possible you're using a mod that altered their NPC records which would wipe out their AI pack changes. Try tagging the KR ESP file with Actors.AIPackages and rebuilding your bashed patch.

Also be sure you're running version 1.1 of the mod and not an older one. I don't remember specifically but I think this may have been one of the things that release fixed.
User avatar
Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Fri Feb 11, 2011 11:18 pm

You didn't post a load order, but it's possible you're using a mod that altered their NPC records which would wipe out their AI pack changes. Try tagging the KR ESP file with Actors.AIPackages and rebuilding your bashed patch.

Also be sure you're running version 1.1 of the mod and not an older one. I don't remember specifically but I think this may have been one of the things that release fixed.



As mentioned in the OP, I already tried bashing it with that flag.

I am on v1.1.

EDIT: Did a few things and the CS is behaving again... for now. I reinstalled it, loaded it up without OBSE, and set it to XP SP3 compatibility mode (on W7 64 Ultimate). Now it's behaving.

Investigations reveal that pretty much all the Kvatch Rebuilt AI packs have a condition set to read a quest var called "KPRPhaseSwitcher.PhaseNumber". The vanilla 3 packs that have them waiting at the campsite have no conditions at all beyond the usual day/hour conditions. Gonna try something with the console in-game...
User avatar
Spooky Angel
 
Posts: 3500
Joined: Thu Aug 10, 2006 5:41 pm

Post » Sat Feb 12, 2011 8:06 am

Hmmm. That's odd, on both counts. I had no problems examining stuff with TESCS 1.2. Now you need to select both the esm and esp, iirc. Oh, I just remembered, there are some npc's that stay outside all the time. They are supposed to be guards. They will come inside when their shift is over. Although I think they hang around right outside the town gate. I'd continue on with the count's quest and see how things fare later. What does it hurt? Is Batul inside the city for you? If not, I'd try to get her inside. She was one of my main traders, so I wanted to make sure I could barter with her. If she won't go inside at this point, then I'd say that you may be at a point where the mod doesn't think they should be inside and I'd continue playing and see what happens. I'm just in the process of re-installing and starting a new game, so I don't have recent experience, but I got it all to work with the steps I told you about. As I said, I do remember lots of times where the npcs were outside, so I wouldn't be too alarmed unless you really want to trade with Batul or Sigrid. Here's the link to the http://www.uesp.net/wiki/Oblivion:Kvatch_People, just in case you weren't sure what I was referring to. The Ref ID's are listed on that page.
User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Sat Feb 12, 2011 1:48 pm

You posted as I edited. I got the CS to behave and I may have found a lead.
User avatar
Manuel rivera
 
Posts: 3395
Joined: Mon Sep 10, 2007 4:12 pm

Post » Sat Feb 12, 2011 7:25 am

Well, post your findings if you feel inclined. I will be loading this a bit later and if I run into the same thing, I'd like to know how to avoid it or fix it :)
User avatar
OnlyDumazzapplyhere
 
Posts: 3445
Joined: Wed Jan 24, 2007 12:43 am


Return to IV - Oblivion