[Relz] The Blade of the Haunted - A Sword Quest

Post » Tue Mar 29, 2011 10:42 pm

Hi Adouard EDIT: Edouard, of course, sorry for the typo! ;),

thanks for reporting this in so much details, that helps me a lot!
I hope I'll find the time by tonight (CET) to look closer into the most prominent problem (the last one with the essences).
But here are some quick answers at first to your other questions:

The map view is pretty confusing with cross-overs and unders not displaying correctly.

The map is generated automatically, not by the mod. AFAIK, there's no way to provide a custom detail map for a cell (though I might be wrong).
This means, it's the complexity of the maze itself that makes the map complex. I am having similar problems whenever I am inside an Oblivion cave (somethimes they're weirdly twisted in all three dimensions, which makes their maps nearly unreadable sometimes).

fortunately I am a Mage with powerful healing spells

That confuses me: You shouldn't be able to cast any spells while inside the dream, except ...
Spoiler
...when using one of the magic wells to temporarily obtain some magicka points
.
If you are able to do so (and the above spoiler doesn't explain it), then we probably have some other problem. Can you check this?

It also helps to have companions to distract the ghost

Be aware that taking companions into the dream world can be dangerous (as mentioned in the readme). During testing, I managed to have a companion completely get lost by that! That's the reason why I added that warning.

I finally got there and now my problem.
Spoiler
I was able to reconstitute the dried essence and I got the screen report that XA Dream Essence added. However, after returning to the real world it did not appear in my inventory. Nor did I get the log entry that I have created it. The Dried Essence did disappear though.

I tried several times in two different ways: 1. Simply dropping it from inventory into the fountain; 2. Dropping it and grabbing and placing it.

I am at QuestStage 110 with the entry that I have found the fountain. Setting the stage to 120 gets me to the point of poisoning the blade—but of course the blade isn't really poisoned. I tried stages 111-114 and then jumped to 120 but couldn't find any intervening stage.

Would you be kind enough to give me the FormID of the Dream Essence. Without it I can't proceed.


I'm sure there is some conflict here, possible with the COBL naming. But I can't see any other way around it for now.

The journal entry is missing intentionally: The message telling you that you produced a "real" essence is just a message, not a journal/quest stage.
However, this thing looks indeed like being caused by a naming problem.
Some questions:
- What do you mean by "XA Dream Essence" (I guess this is not the name displayed for it on screen)
- Which naming tweaks exactly are you using?

Later,
jaime
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Ally Chimienti
 
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Post » Wed Mar 30, 2011 5:14 am

@Edouard:
Here I'm back once more.

In additon to my post above, here's some more help (hopefully):
Spoiler
In case you don't get it to work, here's the FormID of the real essence:
xx01FAFC (where "xx" is the load order position of BladeOfTHeHaunted.esp)

Before just adding it and continuing, you could do me a great favour by checking the following:
While still inside the dream, add one of these essences with the console (player.addItem xx01FAFC 1), then leave the dream by jumping of the stairways down into the abyss/fog.
After "waking up", check if the essence is still missing from the inventory.

Apart from that approach, I still suspect that there's something going wrong with naming tweaks in your game.
So if the above won't help, you should think about following the "troubleshooting" section of my readme and try to create the two log files (as described there) and then post them here or send them by PM.

Good success!
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Dan Endacott
 
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Post » Wed Mar 30, 2011 10:33 am

Hi Adouard EDIT: Edouard, of course, sorry for the typo! ;),
thanks for reporting this in so much details, that helps me a lot!

And thank you for such detailed and helpful responses.
I hope I'll find the time by tonight (CET) to look closer into the most prominent problem (the last one with the essences).
But here are some quick answers at first to your other questions: The map is generated automatically, not by the mod. AFAIK, there's no way to provide a custom detail map for a cell (though I might be wrong). This means, it's the complexity of the maze itself that makes the map complex. I am having similar problems whenever I am inside an Oblivion cave (sometimes they're weirdly twisted in all three dimensions, which makes their maps nearly unreadable sometimes).

Understood. I tried using obvious clues like
Spoiler
twisted stairs and arches and spider webs. Also the fact that you restart from a well instead of where you left off.
Two sections of stairs seemed to be going down and not up; but they were at the beginning of the last leg and there were no intersections.

That confuses me: You shouldn't be able to cast any spells while inside the dream, except ...

That surprised me as well. I figured if you were removing my inventory, why not the spells... but they are still there. if I use an offensive spell against the ghost I'm immediately transported out of the dream. The healing spell is a Lesser Power granted by the mod Verona House: Bloodlines.
If you are able to do so (and the above spoiler doesn't explain it), then we probably have some other problem. Can you check this?

Yes, I have all my spells. I also have any ability granted by an object—even if that object is no longer in inventory. I do not have any stat increases from clothing or items. Just abilities.
Be aware that taking companions into the dream world can be dangerous (as mentioned in the readme). During testing, I managed to have a companion completely get lost by that! That's the reason why I added that warning.

I'm well aware of that and I have learned companion management (e.g. wait/summon when appropriate.) One of my companions has a glitched summon spell so I have to use the console to summon him.
The journal entry is missing intentionally: The message telling you that you produced a "real" essence is just a message, not a journal/quest stage.
I did get that.
However, this thing looks indeed like being caused by a naming problem.
Some questions:
- What do you mean by "XA Dream Essence" (I guess this is not the name displayed for it on screen)

It is, actually.
- Which naming tweaks exactly are you using?

I do not use a Magica mod, per se, but I believe COBL renames all items—giving them a prefix so that they order properly in inventory. It gave your item the prefix XA (if I remember correctly) as it was a poison. I'm not sure if it renamed the Dried Essence because that is a Miscellaneous Item.
@Edouard:
Here I'm back once more.
In additon to my post above, here's some more help (hopefully):
Spoiler
In case you don't get it to work, here's the FormID of the real essence:
xx01FAFC (where "xx" is the load order position of BladeOfTHeHaunted.esp)
Before just adding it and continuing, you could do me a great favour by checking the following:
While still inside the dream, add one of these essences with the console (player.addItem xx01FAFC 1), then leave the dream by jumping of the stairways down into the abyss/fog.
After "waking up", check if the essence is still missing from the inventory.

Apart from that approach, I still suspect that there's something going wrong with naming tweaks in your game.
So if the above won't help, you should think about following the "troubleshooting" section of my readme and try to create the two log files (as described there) and then post them here or send them by PM.
Good success!

I will do that and let you know.
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Marquis T
 
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Post » Wed Mar 30, 2011 3:45 am

Apart from that approach, I still suspect that there's something going wrong with naming tweaks in your game.
So if the above won't help, you should think about following the "troubleshooting" section of my readme and try to create the two log files (as described there) and then post them here or send them by PM.
Good success!

I did as you suggested. I added the Essence of Dreaming via the console. I checked my inventory. Aside from UI devices added by mods it was the only thing in my inventory—"XA Essence of Dreaming.".

I jumped off the edge and when I reappeared standing next to my bed it was no longer in my inventory.

I'll now try re-adding it, poisoning the blade and resuming the dream. I'll let you know.

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sexy zara
 
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Post » Tue Mar 29, 2011 10:51 pm

Well, I tried poisoning the blade, equipping it and entering the dream. The sword did not accompany me back.

I tried disabling the COBLize items menu but that didn't change anything. I'll look into the COBL docs.
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Roanne Bardsley
 
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Post » Wed Mar 30, 2011 1:36 am

I tried disabling the COBLize items menu but that didn't change anything. I'll look into the COBL docs.

Alright, now I see it clearly: It's definitely the renaming of the potion that causes the issue.

Spoiler
If its visible name is "XA ", that explains perfectly why neither obtaining it in the regular way nor adding it in the console nor poisoning the blade later works.
The problem is rooted in the logic of my mod: It has to rely on the correct name of that essence, which must read (exactly!) "Essence of Dreaming". Otherwise the essence won't be recognized.
Exiting the dream world is implemented in a way to ensure that every item not explicitely allowed will be dropped from the inventory. To be recognized as an "allowed item", the potion must match the exact name. The same applies to the poisoning: Immediately upon entering the dream, the mod checks every single inventory item whether it is "allowed". It also checks your equipped weapon and the poison on it. To determine whether it's the "right" poison, the name must match. If it thinks that it's the wrong poison (and it doesn't know of any "XA Essence", of course), it will drop the blade into the void as well.

There's one common cause for this problem (also mentioned in the readme): Are you using a Bashed Batch, 0.esp created by Wrye Bash?
If so, you should right-click the Bashed Patch, choose "Rebuild Patch...", and in the opening wizard check the "Tweak Names" section: Is anything checked there, especially the "Potions" option?

Check this screenshot, if you are uncertain what I mean:
[img]http://chatbreak.de/oblivion/WB_Tweak_Names.jpg[/img]
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Ally Chimienti
 
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Post » Wed Mar 30, 2011 9:25 am

I tried disabling the COBLize items menu but that didn't change anything. I'll look into the COBL docs.

Alright, here's another one that might help.

Although I think that you should still try to check for naming tweaks as described in my last post, there might also be a very simple "quick&dirty" solution

Spoiler
Simply try to rename the essence via console command:

- While inside the dream, add an essence using the console command as described earlier
- once it's in the inventory, drop it to the ground (be careful not to let it roll over the edge into the abyss!)
- open the console and click (i.e. select) the essence
- on top of your screen, you should now see the essence's name (in your case: "XA Essence" or whatever)
- enter setName "Essence of Dreaming" into the console (the name must be used literally and case-sensitive!)
- once again, leave the dream by performing the "leap of faith" (you should be used to it by now ;) )

This trick will only work when obtaining the essence via console command (producing it in the regular way at the fountain won't work).
It should also solve the poisoning problem.


Hope this helps!
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james kite
 
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Post » Wed Mar 30, 2011 11:19 am

I am definite Edouard renamed the potion via the Wrye Bash tweak. It even has the same style as in the screenshot. Rebuilding the bashed patch without that tweak should do the trick.
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Justin
 
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Post » Wed Mar 30, 2011 4:44 am

As you're interested in feedback, I'd like to ask for a version with quest items.

Why? Simply, to protect the quest from being broken and still remaining forever in your journal.

I quite like the idea of quests that don't show you everything with quest markers, but quest items are a different story in my opinion, as long as they lose their status after the quest is done.
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Marquis T
 
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Post » Wed Mar 30, 2011 12:03 pm

I'd like to ask for a version with quest items.
Why? Simply, to protect the quest from being broken and still remaining forever in your journal.
I quite like the idea of quests that don't show you everything with quest markers, but quest items are a different story in my opinion, as long as they lose their status after the quest is done.

Thanks for that suggestion. It's not a bad idea.
One question right ahead, however: Do you have a problem with a specific item from my quest mod, or is this just a general remark?
If you are referring to the issue with the potion discussed above, please note that this can NOT be solved by changing that potion into a quest item, because you still need to be able to grab/drop it from the inventory (it's part of the puzzle).

But there are several others that might well be turned into quest items without problems. It will only require some more programming and testing, because it needs to be ensured that the flags are removed properly after quest completion.
I just haven't much time at the moment for creating a new version. As I haven't received reports about people having such problems with my quest, I'd like to think about it first, and maybe bundle it with a future version (if there will be one at all...).

In general, to go without quest items does not only provide more fun for "pure immersionalists", but it also avoids the "You can't remove/drop quest items..." message (yes, I think it can be annoying even while a quest isn't completed yet).
But I can see your point, of course: Having quests "stuck" in your journal without being able to complete them simply because of some missing items can become a nuisance!
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cutiecute
 
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Post » Wed Mar 30, 2011 2:00 pm

Alright, now I see it clearly: It's definitely the renaming of the potion that causes the issue.
There's one common cause for this problem (also mentioned in the readme): Are you using a Bashed Batch, 0.esp created by Wrye Bash?
If so, you should right-click the Bashed Patch, choose "Rebuild Patch...", and in the opening wizard check the "Tweak Names" section: Is anything checked there, especially the "Potions" option?
Check this screenshot, if you are uncertain what I mean:
[img]http://chatbreak.de/oblivion/WB_Tweak_Names.jpg[/img]

Alright, here's another one that might help.
Although I think that you should still try to check for naming tweaks as described in my last post, there might also be a very simple "quick&dirty" solution

Hope this helps!

I am definite Edouard renamed the potion via the Wrye Bash tweak. It even has the same style as in the screenshot. Rebuilding the bashed patch without that tweak should do the trick.

Thank you both. I am sure that that is the problem. i will look into the bash rebuild. I do use it religiously and will check the naming tweaks.

If that fails I will try your console solution.

I really want to get this right. I don't use an inordinate number of mods and I want to let you know of any incompatibilities that others may run into—if they are really incompatibilities and not user error. :facepalm:
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kirsty williams
 
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Post » Tue Mar 29, 2011 11:38 pm

Okay...

The problem was as you had thought: Name tweaking in Wrye Bash. Rebashing without that allowed the Essence to poison the blade and I completed the quest. Yay! :icecream:

I am embarrassed to say that this situation is covered succinctly in the readme :blush: In my defense I am used to readme files to be just a rehash of the description. When I couldn't find anything in the HTML Walkthrough (which appeared much more comprehensive) I never thought to look at the readme—I just came here.

Maybe a line in the Description and Walkthrough files to point bozos like me to the ReadMe for troubleshooting. (please don't tell me it's already there, I've suffered enough humiliation. :blink:

BTW I really liked the set design for the finale. You could use that for a whole quest.

All-in-all a Chinese take-out mod—an hour later and I want more :clap:
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Mandy Muir
 
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Post » Tue Mar 29, 2011 11:41 pm

Maybe a line in the Description and Walkthrough files to point bozos like me to the ReadMe for troubleshooting. (please don't tell me it's already there, I've suffered enough humiliation. :blink:

No need for further humiliation, because you're right: There should well be another hint! :) Simply because both my readme and the walkthrough are very long, and I shouldn't rely on everybody reading everything without missing anything.
So I have already added a note to the tesnesxus description and to the walkthrough, and also prepared one for the readme (though the latter is not online yet, because I'll bundle it with future updates, just to avoid confusion).

Thanks for the flowers, BTW, and for anolyzing this problem!
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Josh Trembly
 
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