Boethia's Daedric Quest

Post » Tue May 03, 2011 9:12 am

I am using a large 254++ mod list (with many more merged), and it has been fairly stable.

I tried doing Boethia's quest today - in the past I recall this was different (and UESP confirms that something has changed it from normal). In case you haven't played this quest, I am adding spoiler tags: I am an Argonian, so it is not a race issue either.
Spoiler

What I see after I enter the portal to Oblivion is that I am in a brood cage. If I look below me, I see 9 Boethiah's chosen warriors standing on the small island on which I start (below the cage, on the small islet that supports the cage). As soon as I open the cage, Boethiah talks to me (Welcome Argonian, blah blah blah). Sooner or later, one of the contenders falls into the lava and Boethiah says that he was unworthy. If I talk to the contenders, they don't fight me (disposition is 18). I cannot open the gates (Gates are sealed by the Will of Boethiah, a message tells me).

If I attack the contenders, a war erupts and all are combating at the same time (good times).

But it is still screwed up. Refscope tells me that the chosen one have a "Follow Player package". Does any overhaul/mod change this quest such that all contenders are in the same islet, and not even on the main island? This quest now just seems flawed...know any mod that changes it?


TES4Edit tells me that CageOpen Script is affected by:
15. UOP
DABoethiaChosen05Ref [ACHR:00025611] (places DABoethiaChosen05 "Boethia's Chosen" [NPC_:000A2AE1] in GRUP Cell Persistent Children of [CELL:00099C16] (in DABoethiaRealm "Realm of Boethia" [WRLD:00099C14]))

and that
E2. RBP bgBalancingCore adds:
DABoethiaFindPlayer [PACK:000A2AF4]

Is this normal for UOP - is it placing the other contenders somewhere they are not supposed to be?

My huge LO, in case it helps:
Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  Cybiades.esm  [Version 2.0]03  Jog_X_Mod.esm04  All Natural Base.esm  [Version 1.2]05  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]06  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]07  Cobl Main.esm  [Version 1.73]08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]09  Mart's Monster Mod.esm  [Version 3.7b3p3]0A  TamrielTravellers.esm  [Version 1.39c]0B  FCOM_Convergence.esm  [Version 0.9.9MB3]0C  Armamentarium.esm  [Version 1.35]0D  Artifacts.esm  [Version 1.1]0E  Better Cities Resources.esm  [Version 4.9.5]0F  CM Partners.esm10  CustomSpellIcons.esm11  HorseCombatMaster.esm12  John's Leveled List Overhaul.esm13  The Arsenal.esm**  Younger Hotter NPC's v1.0.esp  [Version 1.0]14  BlackScreenToggleFix.esp15  Unofficial Oblivion Patch.esp  [Version 3.2.0]16  DLCShiveringIsles.esp17  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]**  Oblivion Vwalk UOS.esp**  DLCShiveringIsles Vwalk UOS.esp**  DLCShiveringIsles Vwalk DG_DS UOS.esp18  Better Cities .esp  [Version 4.7.0]19  Francesco's Optional Chance of Stronger Bosses.esp1A  Francesco's Optional Chance of Stronger Enemies.esp1B  Francesco's Optional Chance of More Enemies.esp1C  Francesco's Optional Leveled Quests-SI only.esp1D  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1E  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]**  LoadingScreens.esp1F  LoadingScreensAddOn.esp**  LoadingScreensSI.esp20  Natural Selection.esp  [Version 1.0]21  All Natural.esp  [Version 1.2]22  All Natural - 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User avatar
Hussnein Amin
 
Posts: 3557
Joined: Sun Aug 05, 2007 2:15 am

Post » Tue May 03, 2011 1:44 am

I have always played this quest with the UOP and have noticed no difference whatsoever. Basically I'm teleported to the realm and I'm not in a cage at all, or it's already open and I just run out. I'm pretty sure there's no cage at all, but if I turn around, I can see the open cage behind me. Then I run around and complete the quest. Unfortunately I don't run RBP so I can't comment on that. Maybe you should try looking at the quest in TES4edit and checking the references tab. I assume you've looked at the quest already and see what overrides there are to it with your LO.
User avatar
Allison C
 
Posts: 3369
Joined: Mon Dec 18, 2006 11:02 am

Post » Tue May 03, 2011 2:26 am

Hmmm... interesting. Can't see anything apart form RBP and UOP affecting this quest in TES4Edit, and I've already listed the scripts being affected.

Anyone else notice this, or can verify this? I am wondering why the actors have a follow player effect? Also, why in the world are their positions moved to one single place?
User avatar
Neliel Kudoh
 
Posts: 3348
Joined: Thu Oct 26, 2006 2:39 am

Post » Tue May 03, 2011 12:22 am

Did you count the NPC's on the small island? I'm wondering if you actually were teleported in to a holding cell where the 10 possible contenders start before they're assigned to the 9 "arena" areas. The tenth would be the player's own race, and not used. Since moving them into place has to be triggered by an event, that could be your arrival in the correct location, which hasn't happened yet.

But you mentioned that there are gates that won't open and that matches the main circuit setup, so I'm not sure my theory holds water.

Anyway, checking the portal at Boethia's shrine for any override of its script would be a good start.
User avatar
Jonathan Egan
 
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Joined: Fri Jun 22, 2007 3:27 pm


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