Siege of Kvatch problems.

Post » Wed Sep 01, 2010 12:10 pm

As the title reads, i am doing the quest to save Kvatch. The Gate is gone, the civillians are save...but when we storm the castle Savlian Mattius either just keeps standing where he is or he walks to those gates with pauses while getting blasted with fireballs and arrows. Ones we get there he just walks against a wall or just stands there looking up. No dialog in which he asks my char to go open the gates and the likes. This does not happen ones but every time, and sometimes i could just wring his neck for it, because sometimes after reloading we get help from a group of adventures.

But that crazy idiot keeps me from continuing the MQ because of what i mentioned above. Has any one ever hat the same problem and if so how did you solve it?

This is my loadlist incase it is needed:

Spoiler
Active Mod Files:
00 Oblivion.esm
01 EnhancedWeather.esm [Version 1.4.4]
02 All Natural Base.esm [Version 1.0]
03 Cobl Main.esm [Version 1.72]
04 Mart's Monster Mod.esm [Version 3.7b3p3]
05 HorseCombatMaster.esm
06 AFC v2 Core.esm
07 Unofficial Oblivion Patch.esp [Version 3.2.0]
08 Oblivion Citadel Door Fix.esp
09 EnhancedWeather.esp [Version 1.4.4]
++ EnhancedWeather - Darker Nights, 50.esp [Version Final]
0A All Natural.esp [Version 1.1]
0B Immersive Interiors.esp [Version 0.7]
0C All Natural - Real Lights.esp [Version 1.1]
0D AN Scripts.esp
0E AFC v2 Combo Chains.esp
0F AFC v2 Combat Moves.esp
10 AFC v2 Quick Powerattacks.esp
11 AFC v2 Damage Text.esp
12 AFC v2 Locational Damage.esp
13 GW71_Soulgems.esp
14 ImprovedSigns.esp
15 Enhanced Economy.esp [Version 5.0.2]
16 DarNifiedUI Config Addon.esp
17 Lock Bash Omega.esp [Version 1.5]
18 Purge Cell Buffers - Loading.esp [Version 1.0.0]
19 Map Marker Overhaul.esp [Version 3.7.1]
1A Enhanced Hotkeys.esp [Version 2.0]
++ MaleBodyReplacerV4.esp
1B Nico's Dreadweave Axes.esp
1C Gizmodian - Vicious Heart.esp
1D Mart's Monster Mod.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse Imperial Armor.esp [Version 3.7b3p]
1E Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Less Rats.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Less Reavers.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Safer Roads.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Bone Loot.esp [Version 3.7b3p3]
1F Mart's Monster Mod - More Wilderness Life No Gates.esp [Version 3.7b3p3]
20 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
21 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
22 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3]
23 AL_Maverick.esp
24 IC Atmospheric Shops Mod.esp
25 Morrigan God-like Armor.esp
26 Nightshade_Armor.esp
27 PTRepairKits.esp
28 Kragenir's Death Quest.esp
29 Star's Rest.esp
2A The Ayleid Steps.esp [Version 3.4]
2B Auto Repair.esp
2C Automagic Bags.esp
** FrbitPotionReplacer.esp
2D Kobu's Stamina Mod.esp [Version 1.01]
++ ScriptIcon_Replacer.esp
++ SigilStonesUnlevelled - Adjusted.esp
2E Toggleable Quantity Prompt.esp [Version 3.2.0]
2F Unlimited Rings 2.0 -auto.esp
30 Quest Award Leveling.esp
31 CMF-New.esp
32 MidasSpells.esp
33 EnchantmentRestore.esp
++ EnchantmentRestore_Wells.esp
34 DeadlyReflex 5 - Combat Moves.esp
35 Phitt's Phighting Phixes.esp
36 Oblivion XP.esp
37 StarX Vampire Deaths.esp
38 CTAddPose_Gaff_02.esp
39 CTAddPose_Gaff_01.esp
3A Display Stats.esp [Version 1.3.1]
** Let There Be Darkness - Cyrodiil.esp
++ Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3]
3B Ancient Elven Sorcerer - EV.esp
3C GW71_Life_Detect.esp
3D Bashed Patch, 0.esp

User avatar
Stu Clarke
 
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Post » Thu Sep 02, 2010 12:02 am

That's a known bug. Happens to me every time too. You have to use the console to advance the quest. There are NPC's on the castle walls that don't die. You can "TCL" up to them and kill them and they get back up in a second.
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Rex Help
 
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Post » Wed Sep 01, 2010 10:04 pm

I've actually never had this happen - despite putting in over 2000 hrs playing :) And doing the MQ on every play-through... Anyway there is a proposed solution http://www.uesp.net/wiki/Oblivion:The_Battle_for_Castle_Kvatch that doesn't involve using the console to advance the quest. I think this is slightly better than advancing the quest with the console because there could be other variables that get set by the regular quest update.
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Lynette Wilson
 
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Post » Wed Sep 01, 2010 9:54 am

I've actually never had this happen - despite putting in over 2000 hrs playing :) And doing the MQ on every play-through... Anyway there is a proposed solution http://www.uesp.net/wiki/Oblivion:The_Battle_for_Castle_Kvatch that doesn't involve using the console to advance the quest. I think this is slightly better than advancing the quest with the console because there could be other variables that get set by the regular quest update.


It happens to me almost every time I play through the main quest. Savlian also doesn't enter the castle once you clear the courtyard for me. I have to use the console for that too.
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naana
 
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Post » Wed Sep 01, 2010 4:12 pm

I've actually never had this happen - despite putting in over 2000 hrs playing :) And doing the MQ on every play-through... Anyway there is a proposed solution http://www.uesp.net/wiki/Oblivion:The_Battle_for_Castle_Kvatch that doesn't involve using the console to advance the quest. I think this is slightly better than advancing the quest with the console because there could be other variables that get set by the regular quest update.


The weird thing is that till now it never happened to me either, so i have no idea why it does now. But i guess that it is just one of those moments where my luck was deactivated so to speak. Thanks for the link andalaybay, this evening i will try the non console trick first. :)
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Mrs. Patton
 
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Post » Wed Sep 01, 2010 11:16 am

The weird thing is that till now it never happened to me either, so i have no idea why it does now. But i guess that it is just one of those moments where my luck was deactivated so to speak. Thanks for the link andalaybay, this evening i will try the non console trick first. :)


Are any of the mods in your list new? It could be a mod that has added a bit of extra processing to Savlian. Almost like a slight conflict so the AI doesn't process properly. That's basically what the fix is in that link - to disable his AI temporarily to get him past the problem spot. Personally I usually find I'm trailing him by a fair amount as he approaches the gates - that might be part of it too. I usually play a mage type character, so I'm hanging back and zapping everything. The problem might be more prevalent if you get to the gates before Savlian does.

Savlian won't enter the castle until you approach him and he notes that everything is clear. That could be a playing issue.
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JD bernal
 
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Post » Wed Sep 01, 2010 11:45 pm

The weird thing is that till now it never happened to me either, so i have no idea why it does now. But i guess that it is just one of those moments where my luck was deactivated so to speak. Thanks for the link andalaybay, this evening i will try the non console trick first. :)


Try removing Kobu's stamina mod and see if that makes a difference.
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Shiarra Curtis
 
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Post » Wed Sep 01, 2010 11:57 pm

Are any of the mods in your list new? It could be a mod that has added a bit of extra processing to Savlian. Almost like a slight conflict so the AI doesn't process properly. That's basically what the fix is in that link - to disable his AI temporarily to get him past the problem spot. Personally I usually find I'm trailing him by a fair amount as he approaches the gates - that might be part of it too. I usually play a mage type character, so I'm hanging back and zapping everything. The problem might be more prevalent if you get to the gates before Savlian does.

Savlian won't enter the castle until you approach him and he notes that everything is clear. That could be a playing issue.


The only mods that are new are AN Scripts and the Pose_Gaff mods. Thanks to your link i could finish the quest but i did hat to use the console for it. Nocking him unconscious did nothing, but tdetect and setstage did.

Try removing Kobu's stamina mod and see if that makes a difference.


Well i doubt it could be the cause, all it does and i quote:

If you are bothered by the bizarre use of "fatigue" in this game, this mod is for you. I have replaced all the instances where it was used to mean just the opposite with "stamina". I left all correct usages alone and made minor modifications to text where necessary.

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Jarrett Willis
 
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Post » Wed Sep 01, 2010 11:52 pm

The only mods that are new are AN Scripts and the Pose_Gaff mods. Thanks to your link i could finish the quest but i did hat to use the console for it. Nocking him unconscious did nothing, but tdetect and setstage did.

Well i doubt it could be the cause, all it does and i quote:


Hmmm. That's too bad. I don't think AN would be an issue - I run that too. I don't know what Pose_Gaff is. I guess you could try disabling that and see if it matters.
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e.Double
 
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Post » Wed Sep 01, 2010 10:28 am

I don't know what Pose_Gaff is. I guess you could try disabling that and see if it matters.


It is a a Pose mod, although i can not be 100% certain i have doubts that it would cause the problem i hat?

http://www.tesnexus.com/downloads/file.php?id=30841
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Jerry Jr. Ortiz
 
Posts: 3457
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Post » Wed Sep 01, 2010 12:25 pm

It is a a Pose mod, although i can not be 100% certain i have doubts that it would cause the problem i hat?

http://www.tesnexus.com/downloads/file.php?id=30841


I just took a real quick look at the description and it sounds like it can act on NPC's as well. I suspect that the author intended that you only run this when you want to take screenshots. I'd try disabling it, at least during the Kvatch quests and see if that helps. If you can order an NPC to pose, then that sounds like it has some stuff that would allow you to interrupt their actions and lead to the problems you are having. I would also disable this while doing a number of the main quests, since several of them rely on timing and interaction with NPC's. Just my suggestions...
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carla
 
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Post » Wed Sep 01, 2010 4:39 pm

You running MMM? This was a issue with a earlier(or current, not sure) version, where countless daedra would spawn on top of the towers. The fix was to turn off Increased Spawns before entering that worldspace, or use a fix which was released in one of the threads.

In a nutshell, the fix added a count to how many you kill, and once it reaches a certain point, it advances it there, and at the castle gate(another problem spot).
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Ana Torrecilla Cabeza
 
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Post » Wed Sep 01, 2010 6:32 pm

I just took a real quick look at the description and it sounds like it can act on NPC's as well. I suspect that the author intended that you only run this when you want to take screenshots. I'd try disabling it, at least during the Kvatch quests and see if that helps. If you can order an NPC to pose, then that sounds like it has some stuff that would allow you to interrupt their actions and lead to the problems you are having. I would also disable this while doing a number of the main quests, since several of them rely on timing and interaction with NPC's. Just my suggestions...


Hmm hat not thought about it like that, yeah you can have an NPC pose with this mod. Very well i will deactivate it then for now, thanks andalaybay. :)

You running MMM? This was a issue with a earlier(or current, not sure) version, where countless daedra would spawn on top of the towers. The fix was to turn off Increased Spawns before entering that worldspace, or use a fix which was released in one of the threads.

In a nutshell, the fix added a count to how many you kill, and once it reaches a certain point, it advances it there, and at the castle gate(another problem spot).


So it could be MMM? Quit possible indeed now that i think about it, it is the only real big difference between my current game and my previous one. In my previous game i did not use MMM and all was well. Back then i also did not have all those Daedra mages and Archers on the castle walls. Hmm i have to remember that for next time, so that i try to find that fix you mention...thanks YX33A. (Just need to find out how it is named. :) )
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Bek Rideout
 
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Post » Wed Sep 01, 2010 9:40 pm

Hmm hat not thought about it like that, yeah you can have an NPC pose with this mod. Very well i will deactivate it then for now, thanks andalaybay. :)

So it could be MMM? Quit possible indeed now that i think about it, it is the only real big difference between my current game and my previous one. In my previous game i did not use MMM and all was well. Back then i also did not have all those Daedra mages and Archers on the castle walls. Hmm i have to remember that for next time, so that i try to find that fix you mention...thanks YX33A. (Just need to find out how it is named. :) )


Ah, I thought you had run with MMM before and it wasn't an issue... Mind you, I don't know much about MMM anyway :) I have heard of issues with increased spawns causing problems with other mods, so it might be a good idea to turn it off anyway - when you find the settings ;)
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Lizbeth Ruiz
 
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