Choices and Consequences problems

Post » Fri Feb 11, 2011 9:20 pm

Hello all,

I've read through the latest Choices and Consequences thread and it is now locked. In the thread Gabba (post#154) laid out exactly what my problems are. Namely after earning a diploma from the examiners, Enhanced Economy (ver 3.4.3) tells me i haven't waited 5 seconds for it to initialize. The second issue is apparently with Reneers Guard Overhaul (ver 2.07) where the blade examiner keeps attacking me after the test in complete. This leads to his death or arrest (which was actually kind of funny seeing him sleep in Leyawiin's prison).

I absolutly enjoy the ideas in C and C (ver 2.02) having to earn my place in the guild(s). I could always disable the confliciting mods but i like them too, not to mention its a complete immersion breaker to have to exit the game, disable, load up, etc...

So basically I wanted to know if any of you mod vets have any workarounds you use. I notice that many have all three of these mods in thier load orders...
As a side note my load order is done using boss. I also use wrye bash and obmm.
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Penny Wills
 
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Post » Fri Feb 11, 2011 11:55 pm

I don't know about the problems with EE, but for the other problem try this: as soon as the test is complete, bring up the console, click on the examiner and type TAI followed by enter. That will disable his AI. Or try Disable instead, wait a few seconds and then write Enable. That may reset him.
Or try Kill followed by Resurrect, which also may reset him.
Try it and LMK.
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Sarah Knight
 
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Post » Fri Feb 11, 2011 4:36 pm

Thanks for replying and the suggestions. Kill and ressurrect seemed to work although he looks very angry when I talk to him again lol (still offers to test me though). Still a problem getting EE to play nice with it but reloading after taking the test seems to take care of that.

Are there any mods with similar functions? Doesn't have to be any visual representation or interactivity as in C&C but maybe just skill requirements?
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Abel Vazquez
 
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Post » Sat Feb 12, 2011 8:10 am

Well I seem to have gotten the bug about Viranus Donton not following me to do the mission to the troll cave. Fighters Guild Quest: The Masters Son.

Errr!

And after some examinations it is not C&C or EQR that is to blame.

He just doesn't have the dialogue option and after looking in tes4edit with full load order there are no mods affecting that stream of dialogue or that quest.

Ahh but wait - ok I need to go test this thing out ... be back - and no - suspected it might have been tears of the fiend as it had once before suppressed dialogue options.

Has anyone found the cause of this? I've already disabled a dozen or so mods including bashed patch for testing. I cannot find the cause and have no leads.

thanks

[edit] Ok after disabling most of my mods he still will not follow and that is even after going back to a save prior to getting the quest and starting the dialogue again. Infuriating.
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Ash
 
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Post » Sat Feb 12, 2011 4:29 am

I see C&C removes the script
SetStage FGD03Viranus 20
from the Dialogue option "Confidence".

What stage are you at? Getstage FGD03Viranus
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Natasha Callaghan
 
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Post » Fri Feb 11, 2011 9:35 pm

Well according to http://www.uesp.net/wiki/Oblivion:The_Master%27s_Son I was supposed to be at stage 20.

Hang on let me reload. I'd already used setstage to move to 30, but I will go back to the save in question and check getstage.

Even though ... hmmm I had loaded a save earlier than when I took the quest without C&C (or so I thought - so many reloads) ... be right back.

[edit] yeah it says that the quest is at stage 10 - even though Modryn Oren told me why I was taking Viranus to that cave - so the dialogue was there but no advancing in stage.

[edit 2] well unlike many other times I've tried set stage to move on in a quest this time it seemed to work. (next stage popped up as expected) - wonder if there would be harm to just pasting that script over in edit?
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Nichola Haynes
 
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Post » Fri Feb 11, 2011 7:22 pm

After looking more closely, I see that at Stage 10 you are supposed to get a dialogue choice when talking to Modryn - "Where is Nonwyll Cavern?"
Did you get that dialogue option? Based on your Speechcraft you'll get one of two possible replies, both of which contains the script that sets stage to 20, which is why the script was deleted from the "Confidence" topic. So it looks right to me...
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April
 
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Post » Fri Feb 11, 2011 9:25 pm

No I sure didn't.

I even went back to an earlier save prior to accepting the quest and that option never appeared, but the quest arrows remained pointing to Modryn Oren not to Viranus.
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Lindsay Dunn
 
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Post » Fri Feb 11, 2011 6:39 pm

Hmm...you still using my tweaked version?
I actually removed the Master's Son quest since it only deals with removing map markers and getting directions instead, but I forgot to remove the extra dialogue. It should have worked anyway, except you should have gotten both the map marker as well as the directions from Morvyn.
Try removing the Confidence topic from the tweaked esp and see if that works. Will do some testing myself, too, and I'll double check the quest related dialogue later.
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Emily Shackleton
 
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Post » Sat Feb 12, 2011 3:17 am

Yes still using your version - haven't looked back.

Since I was not clear in my head about whether I had the issue without C&C I removed it and EQR and ran through from the before getting the quest again and it worked as it should.

Ok so removed the entire topic of confidence from C&C dialogue entries.

And everything worked as it should ... no missed dialogue and of course the entry of confidence from Modryn and the Galtus topic from Viranus.

Now this may be an issue in the standard version too as it was reported (by proxy) http://www.gamesas.com/index.php?/topic/1032481-relz-choices-and-consequences/page__view__findpost__p__15747272 (quoted in your post no less). So that must have been with the official version too.

I thought I'd seen all the topics about the quest in edit before posting here - need to improve my eye for that.
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Wanda Maximoff
 
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Post » Fri Feb 11, 2011 9:50 pm

Just tested it myself after editing out the Confidence topic and it worked as it should for me too.

But now I have another problem - both mother and son only wear their regular clothes and a shield, not armour...You fix one problem and then another one turns up. Wonder which mod is messing with my head this time? :P
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Killer McCracken
 
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Post » Fri Feb 11, 2011 6:27 pm

I just ran through the whole quest - very short, and really impossible to fail. I'm supposed to protect him in the cavern, but he is set to essential - walk in the park.

I did not get the clothing issue, but as it is I use a merged version of all the CNRP mods + Hemmingways capes + NewNPC clothes + CorePC clothes = I have no clue how they are supposed to be dressed.

What I did have is that Viranus developed a double face bug on the way back to town. Fixed by UOP spell, but worth noting.

I also got a weOCPS ding upon entering the Fighters Guild proper (no crash though). Here is that log:
Mon May 03 05:26:14 2010 OCPS build 2009-03-28 prevented crash at offset 0x00191b46 (eip: 0x00591b46, TileMenu::Unk_06). Link to 0x00000000 is faulty!
eax=00591b40 ebx=00000001 ecx=00000000 edx=00a6af14 esi=13093708 edi=13093708 esp=0efbf06c ebp=00b0205c

Mon May 03 05:26:14 2010 OCPS build 2009-03-28 prevented crash at offset 0x00191b46 (eip: 0x00591b46, TileMenu::Unk_06). Link to 0x00000000 is faulty!
eax=00591b40 ebx=00000001 ecx=00000000 edx=00a6af14 esi=130a3678 edi=130a3678 esp=0efbf06c ebp=00b0205c

Mon May 03 05:26:14 2010 OCPS build 2009-03-28 prevented crash at offset 0x00191b46 (eip: 0x00591b46, TileMenu::Unk_06). Link to 0x00000000 is faulty!
eax=00591b40 ebx=00000001 ecx=00000000 edx=00a6af14 esi=130001b0 edi=130001b0 esp=0efbf06c ebp=00b0205c

Good team work btw!

Now time for some shut eye.
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Laura Simmonds
 
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Post » Sat Feb 12, 2011 12:55 am

Tssk! You haven't disabled Essentials in the ini file? What kind of a lamer are you? ;)

Personally I've decided to not use OCPS. I'm worried it may lead to problems and corrupted save data down the line.
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Steve Fallon
 
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Post » Sat Feb 12, 2011 12:04 am

Tssk! You haven't disabled Essentials in the ini file? What kind of a lamer are you? ;)

Personally I've decided to not use OCPS. I'm worried it may lead to problems and corrupted save data down the line.

I don't like broken quests, besides aren't you going to want me to test the next mission that has Viranus in it - kind of a key mission. Not that he had any issue holding his own. All the creatures preferred coming after me instead. Savage trolls and ogres mostly.

I only recently added it back in and it rarely dings. I think I went without it for so long I'd almost forgot about it.
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Sista Sila
 
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Post » Fri Feb 11, 2011 11:42 pm

I don't like broken quests, besides aren't you going to want me to test the next mission that has Viranus in it - kind of a key mission. Not that he had any issue holding his own. All the creatures preferred coming after me instead. Savage trolls and ogres mostly.

I only recently added it back in and it rarely dings. I think I went without it for so long I'd almost forgot about it.


Yes, for testing is both essentials and OCPS good to have.
But for "serious" play I find it too immersion breaking with immortal NPCs, so I turn it off. If the quest is important and the NPC's death will block the entire faction quest line I resurrect him instead after the battle, the in-game rationale being he was just knocked out during combat. If it's a single quest I just accept the fact that sometimes failure is a result, as it is in real life.
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Avril Churchill
 
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Post » Fri Feb 11, 2011 11:18 pm

http://www.gamesas.com/index.php?/topic/1091765-relz-choices-and-consequences/ for player self-help while development is on hold.
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Epul Kedah
 
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