[HELPz] The Tiber Septim Hotel Is Overbooked!

Post » Wed Mar 30, 2011 8:38 am

I think its a setting in the oblivion.ini.

From the Wiki...
This setting can be changed in Oblivion.ini. Find the line
SSaveGameSafeCellID=2AEEA
2AEEA is the form ID of the Tiber Septim lobby cell; this can be changed to any desired cell's form ID.


So IF one were to pick another "test" cell the Hotel would work again? hmmmm

Also from Wiki...looks like that quest and one other ...[quote]Related Quests
The Lonely Wanderer: A High Elf in the Imperial City must be removed from existence.
Nothing You Can Possess: Umbacano wants you to recover a decorative carving from the High Fane.[/qoute]
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RObert loVes MOmmy
 
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Post » Tue Mar 29, 2011 9:28 pm

You can change that to any cell you want, so long as it's not added by a mod. It won't help with stuff that's already been jammed in there though.
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Music Show
 
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Post » Tue Mar 29, 2011 11:49 pm

From the Wiki...

So IF one were to pick another "test" cell the Hotel would work again? hmmmm


Sounds like its time to make a new INItweak for bash....
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Adam Porter
 
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Post » Wed Mar 30, 2011 6:49 am

You can change that to any cell you want, so long as it's not added by a mod. It won't help with stuff that's already been jammed in there though.

Thanks for all the responces..looks like i have to avoid some things. Good i found out about this. as this Charater has had many many MODs in and out I will probly never ever get back in there! have tried many times over months difference in game and no luck. So not to worry thats just a door like the Orery in the "Arcane University" ..."Door is just Broken!" hehhe

And apologies to the Cow for steeling the thread!...hheheh
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Svenja Hedrich
 
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Post » Wed Mar 30, 2011 1:16 am

It would be worthwhile to refscope at least one of the women to see if it can tell you what mod put them there.


I tried that, but all it said was created in game :shrug:. The only connection I can see is that at least one of the women has a ring from MMM on her. That's the only connection to any mods I can see.
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Alexander Horton
 
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Post » Wed Mar 30, 2011 7:41 am

I would highly recommend changing the cell to TestingHall (231AD), since it's inaccessible without using the console.
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Penny Flame
 
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Post » Wed Mar 30, 2011 8:51 am

I would highly recommend changing the cell to TestingHall (231AD), since it's inaccessible without using the console.


I don't recommend that. I use Bruma Caverns (on Arthmoor's advice). It is better that characters have a way out from the hub cell because it can happen that important NPCs also end up there and then they can follow their normal AI routine.
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QuinDINGDONGcey
 
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Post » Wed Mar 30, 2011 12:36 pm

Heh. Bruma Caverns might not have been such a hot pick either since there's more than a few quests - including the MQ - that use it. I haven't changed this myself yet, but if I were going to I'd pick some out of the way dungeon somewhere that you rarely if ever visit. I have on occasion found vanilla NPCs in the hotel even though their cells are still loaded into the game. So it's not being used just as a fail-safe location.
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Liv Staff
 
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Post » Wed Mar 30, 2011 1:43 am

Then maybe it would be best to set it to IC Arboretum. Enough guards to get rid of the baddies, safe for the good guys. :)
Ideally, empty house in town would be the best.
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Pumpkin
 
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Post » Wed Mar 30, 2011 12:43 am

As far as I remember Bruma Caverns is only relevant during Spies in Bruma and you don't actually have to set foot in it ever. It's just the back door to Jearl's house's basemant.
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Ian White
 
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Post » Wed Mar 30, 2011 9:02 am

True, you don't HAVE to go to the cavern for the MQ, but you do for at least a few other mods.

I'm going to assign it to 51B48. That's the lighthouse at the Waterfront. I don't know about anyone else, but I can't recall the last time I ever poked my head in there. It's also safe for legit NPCs who get snared to walk out of and return to their proper areas.
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Gwen
 
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