Order of the Virtous Blood quest problem.

Post » Tue Feb 01, 2011 5:17 pm

It is just as the Topic Description shows.

When i accept the Order of the Virtous Blood quest i can do the quest all the way to the part of the first edition. When i go to Memorial Cave from there and try to enter i automatically end up outside the cave again facing the lake and the Imperial City? Now this quest is just a Misc quest but it is weird that this happens, so i am curious to know if some one else has experienced this, and how they solved this when it happened.


This is my load order:

Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5b]02  Francesco's Optional New Items Add-On.esm  [Version 4.5b]03  Francesco's Optional New Creatures Add-On.esm  [Version 4.5b]04  HorseCombatMaster.esm05  Unofficial Oblivion Patch.esp  [Version 3.2.0]06  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]07  Oblivion Citadel Door Fix.esp08  NaturalWeather.esp09  NaturalHabitat.esp0A  All Natural - Real Lights.esp  [Version 0.9.9.5]0B  NaturalWater.esp0C  GW71_Soulgems.esp0D  ImprovedSigns.esp0E  Purge Cell Buffers - Loading.esp  [Version 1.0.0]0F  Quest Log Manager.esp  [Version 1.2]10  Map Marker Overhaul.esp  [Version 3.5.2]11  Nico's Dreadweave Axes.esp12  Warriors Items.esp13  AL_AuroranBattleSteed.esp14  Francesco's More Wilderness Life.esp15  Francesco's Optional Dungeon Chest Loot.esp16  Francesco's Optional Dungeon Chest Locks.esp17  Francesco's Optional New Adventurers.esp18  Francesco's Optional Chance of More Enemies.esp19  Francesco's Optional Files 1.esp1A  Lock Bash Omega.esp  [Version 1.5]1B  IC Atmospheric Shops Mod.esp1C  Tyrael Armor.esp1D  Reznod_Mannequin.esp1E  Septim Mansion.esp1F  NaturalVegetation.esp20  Auto Repair.esp21  Automagic Bags.esp22  FrbitPotionReplacer.esp23  Kobu's Stamina Mod.esp  [Version 1.01]24  ScriptIcon_Replacer.esp25  Toggleable Quantity Prompt.esp  [Version 3.1.1]26  Unlimited Rings 2.0 -auto.esp27  Quest Award Leveller.esp28  CMF-New.esp29  EnchantmentRestore.esp2A  EnchantmentRestore_Wells.esp2B  DeadlyReflex 5 - Combat Moves.esp2C  Oblivion XP.esp  [Version 4.1.5]2D  Mayu's Animation Overhaul.esp2E  immersive_caves_auto.esp2F  Let There Be Darkness - Cyrodiil.esp30  Phitt's Phighting Phixes.esp31  bgBalancingEVCore.esp  [Version 10.52EV-D]32  bgBalancingEVNoSIVersion_Core_still_required.esp  [Version 10.5DV-D]33  Francesco's 10 days respawn time - 1-20 day lenght rescale.esp34  GW71_Life_Detect.esp35  LightSpellTorch.esp36  Bashed Patch, 0.esp

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Latisha Fry
 
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Post » Tue Feb 01, 2011 12:44 pm

Try disabling Immersive_Caves_Auto.esp.
There are a few cave entrances with which it doesn't work properly.
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GEo LIme
 
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Post » Tue Feb 01, 2011 5:08 pm

Well that did not solve it but like i mentioned in my previous post, it is a misc quest and a small one so it does not really matter that i can not enter that cave and end that quest. I will load a savegame from just before i accepted that quest and then decline the quest ones offered again. :)
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Albert Wesker
 
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Post » Tue Feb 01, 2011 3:23 pm

Well in general ignoring a bug like that is generally not a good idea. it's an indication that something is wrong, sure it might not matter that much if it is only one cave, but what if you find a main quest door where it happens, or what if there are a real game breaking issue of some other sort. Best thing is to try and figure it out while you might still have good saves to revert to. Play long enough and you might have to start from scratch and still not know which mod created the problems.
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Zach Hunter
 
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Post » Tue Feb 01, 2011 5:22 pm

Hmm you have a point there. So has any one else experienced this bug, and how did you solve it? If you where able to solve it that is, and which mod/mods where/could be causing this problem?

My load order can be seen in my first post.
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hannaH
 
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Post » Wed Feb 02, 2011 12:40 am

Try deactivating all of your mods to see if there really is a mod related problem.
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maya papps
 
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Post » Tue Feb 01, 2011 1:50 pm

Try deactivating all of your mods to see if there really is a mod related problem.


If you mean the Binary method then i can say that i tried that method today. At first it seemed that i hat found the culprit(Or so i thought) that caused this problem. In one half i deactivated all the plugins related to Francesco's Mod, and look and behold i could enter Memorial Cave. So i used coc to jump to the testing hall...waited for 72 hours and made a new save in the testing hall. After that i exited OB and started to write down the mods used in that new savegame.

So i then started OB again and loaded up the new savegame, and used coc to get out and go to Memorial cave again. Take a guess everyone...yeah again i got the same problem as mentioned in the first post, so the Binary method strangely enough did not show the culprit.
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Sunny Under
 
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Post » Tue Feb 01, 2011 7:46 pm

If you mean the Binary method then i can say that i tried that method today. At first it seemed that i hat found the culprit(Or so i thought) that caused this problem. In one half i deactivated all the plugins related to Francesco's Mod, and look and behold i could enter Memorial Cave. So i used coc to jump to the testing hall...waited for 72 hours and made a new save in the testing hall. After that i exited OB and started to write down the mods used in that new savegame.

So i then started OB again and loaded up the new savegame, and used coc to get out and go to Memorial cave again. Take a guess everyone...yeah again i got the same problem as mentioned in the first post, so the Binary method strangely enough did not show the culprit.


Try using FormID Finder or RefScope on the entrance - should point out any mod that is affecting it.
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Wane Peters
 
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Post » Tue Feb 01, 2011 7:01 pm

Try using FormID Finder or RefScope on the entrance - should point out any mod that is affecting it.


Ok this is what i get with FormID:


Reference number can not be seen on the screenshot but it is: 00054941

http://i176.photobucket.com/albums/w172/Illius_photos/Diversen/OB_Screenshot22.jpg


RefScope gave this result:


----[ 2010-07-29 19:56:56]
Reference 00054941
(Non-Persistent)
Defined in Oblivion.esm

Static 001193AC
Defined in Oblivion.esm



Both the same appearently.
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Adriana Lenzo
 
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Post » Tue Feb 01, 2011 1:10 pm

snip


Well, that didn't help much. This reminds me of an issue I had with Player Hunters Fame and Infamy, which added enemies hunting the PC down randomly (cool) but also added a large Fort just outside Imp City, which moved the entrance of the closeby cave. When I removed the mod because of the massive Fort - I still had a messed up entrance. Turned out that info was stored in the save file - which meant I had to revert to a save before installing the mod. Perhaps it's the same with Immersive Caves?
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Cassie Boyle
 
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Post » Tue Feb 01, 2011 12:06 pm

Well the problem there is that i have been using immersive caves from the beginning of the game, so it is in all savegames. :(
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Cameron Wood
 
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Post » Tue Feb 01, 2011 5:23 pm

With eleven exceptions (Memorial Cave not being one) Immersive Caves doesn't actually modify the (persistent) doors themselves. It only modifies the mesh (NIF file) used for the door.
So except for the eleven exceptions mentioned above, Immersive Caves should not leave anything behind in a save game once it has been deactivated and you have clean saved.
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Enie van Bied
 
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Post » Tue Feb 01, 2011 10:14 pm

With eleven exceptions (Memorial Cave not being one) Immersive Caves doesn't actually modify the (persistent) doors themselves. It only modifies the mesh (NIF file) used for the door. So except for the eleven exceptions mentioned above, Immersive Caves should not leave anything behind in a save game once it has been deactivated and you have clean saved.


That is good to know, means i did not do something wrong when i tried your tip from post 2. :)

But it also makes it more strange. Strange as in...what is going on with my game. *sigh*
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Kate Murrell
 
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Post » Tue Feb 01, 2011 11:34 am

With eleven exceptions (Memorial Cave not being one) Immersive Caves doesn't actually modify the (persistent) doors themselves. It only modifies the mesh (NIF file) used for the door.
So except for the eleven exceptions mentioned above, Immersive Caves should not leave anything behind in a save game once it has been deactivated and you have clean saved.


That is good to know, means i did not do something wrong when i tried your tip from post 2. :)

But it also makes it more strange. Strange as in...what is going on with my game. *sigh*


Not using Immersive Caves but doesn't that mean that it's not enough to disable it - you need to uninstall it, i.e. delete the mesh replacers as well.

EDIT: Or, if you'd like to keep it - just remove Meshes/Dungeons/Caves/Exterior/CEntranceRockyBeachSm01.NIF
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Kelly Osbourne Kelly
 
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Post » Tue Feb 01, 2011 11:56 am

Not using Immersive Caves but doesn't that mean that it's not enough to disable it - you need to uninstall it, i.e. delete the mesh replacers as well.



DOH!! (starts bashing his own head :banghead: )


I hat that mod installed for so long now and i hat not thought about the meshes and textures that come with this mod. So i looked on the DVD where i stored Immersive caves and removed the meshes and textures that came with it. They all start with add so the nif file mentioned in the screenshot must be a standard Oblivion nif file. (Hence the fact Oblivion.esm is mentioned. ) After that with help of the testing hall and 3 days waiting it so far appears that the problem is solved. :)

So PetrusOctavianus thank you, your tip was correct i just hat forgotten to un-install the meshes and textures as well. And thank you Arkngt for pointing me towards that fact. And ChillWill, thank you for reminding me not to ignore it. So all of you thank you very much for all the help. :goodjob:
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Nany Smith
 
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Post » Wed Feb 02, 2011 12:53 am

Glad it worked out eventually. :)
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Kelly James
 
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