[RELz] The Ayleids Steps 3 -- Thread #2

Post » Wed Mar 30, 2011 2:19 pm

Hmm another alternative you can try if you do not wish to do a clean save is just additem the Vahtacen Investigation Report, which has the quest update script, the dead body is just decoration really. Much easier to get the form ID for the report too.
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Gen Daley
 
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Post » Wed Mar 30, 2011 11:39 am

Thanks for the suggestions Vac, Ervvyn, and omeletted.

As an aside: Is there an easy way to obtain RefIDs for mod-added NPCs? Something that can be read via TES4Edit/ other tools? I have a few other NPCs that I need to re-enable that were disabled by kuertee's cleanup...
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Darren
 
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Post » Wed Mar 30, 2011 12:06 am

It's not that hard in TES4Edit; look up the base NPC and then look under the "Referenced by" tab. That'll include the record that places the NPC in the world. That record is the RefID. Something like (this one's from Integration):

bgTessarayel [ACHR:0300683C] (places bgAQ1Tessarayiel "Tesserayiel" [NPC_:03003156] in GRUP Cell Persistent Children of [CELL:00023777] (in Tamriel [WRLD:0000003C] at 0,0))

The ACHR value is the one you're interested in

Vac
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Dalley hussain
 
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Post » Wed Mar 30, 2011 12:28 pm

It's not that hard in TES4Edit; look up the base NPC and then look under the "Referenced by" tab. That'll include the record that places the NPC in the world. That record is the RefID. Something like (this one's from Integration):

bgTessarayel [ACHR:0300683C] (places bgAQ1Tessarayiel "Tesserayiel" [NPC_:03003156] in GRUP Cell Persistent Children of [CELL:00023777] (in Tamriel [WRLD:0000003C] at 0,0))

The ACHR value is the one you're interested in

Vac



Thanks Vac. In my case, I get the following:

ssDeadMGMessenger [ACHR:7403C837] (places SSotADeadMGMessenger0 "Dead Mages Guild Messenger" [NPC_:7403B974] in GRUP Cell Persistent Children of [CELL:00023777] (in Tamriel [WRLD:0000003C] at 0,0))

but the ACHR value is the same as FormID!
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Amanda Furtado
 
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Post » Wed Mar 30, 2011 6:34 am

but the ACHR value is the same as FormID!
No it's not! The messenger's FormID is xx03B974, the messenger's RefID is xx03C837. Not the same at all.

Vac
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Zoe Ratcliffe
 
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Post » Tue Mar 29, 2011 10:34 pm

No it's not! The messenger's FormID is xx03B974, the messenger's RefID is xx03C837. Not the same at all.

Vac

I had earlier tried using console command "enable 7403C837" in game to enable the messenger's body, but it threw an error. Am I using the command wrong?:unsure: I was hoping to do the opposite of command http://www.uesp.net/wiki/Oblivion:Console_Command_Tutorial#Disable.

Should I be using player.moveto RefID instead?
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Ludivine Dupuy
 
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Post » Wed Mar 30, 2011 12:55 pm

I'm not even close to an expert with console commands or scripts, but that syntax looks wrong to me. Shouldn't you use:

prid 7403C837
enable

Or something along these lines?

Vac (is now waiting for people who actually know a monkey's about scripting to come and correct his ignorance)
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I’m my own
 
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Post » Tue Mar 29, 2011 11:07 pm

I'm not even close to an expert with console commands or scripts, but that syntax looks wrong to me. Shouldn't you use:

prid 7403C837
enable

Or something along these lines?

Vac (is now waiting for people who actually know a monkey's about scripting to come and correct his ignorance)

I just wanted to stop by and confirm that the above commands are correct. Of course, something was off as even when I tried these,
Spoiler
there was no Vahtacen Investigation scroll on the body and the quest update didn't occur
.

I just reinstalled TAS (clean save), and it worked. Noted that the position of the
Spoiler
dead mages guild messenger changed in this reinstall from right next of the Wellspring cave to near the ayleid well
- not sure what caused that, but anyway, I am back on track! Thanks all :foodndrink:
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Roberto Gaeta
 
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Post » Wed Mar 30, 2011 2:58 pm

Hi, Ervvyn. :wave:

My play through of an earlier version (a couple of years back now) left me feeling this was one of the truly great mods made for the game. I just recently decided to run through your final version and find it even more polished and professional.

I get the impression you are still available for bug fix and compatibility issues, so will report one problem I recently encountered.

The recent addition of the new UL (Silverfish River Valley) has submerged the two essential step stones needed for The Daring Dunmer quest. The two needed to enter and exit Lost Aldaras. Actually the exit stone isn't submerged, but instead is now inside a newly UL created boulder.

A big Thanx Mucho for this excellent piece of work, Ervvyn. :thumbsup:
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Imy Davies
 
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Post » Wed Mar 30, 2011 9:57 am

I get the impression you are still available for bug fix and compatibility issues, so will report one problem I recently encountered.

Um, in theory, yes, Real Life permitting. It's a bit hectic at the moment.

The recent addition of the new UL (Silverfish River Valley) has submerged the two essential step stones needed for The Daring Dunmer quest. The two needed to enter and exit Lost Aldaras. Actually the exit stone isn't submerged, but instead is now inside a newly UL created boulder.

Duh... I never saw that one being released. :blush: Noted, thank you very much. :thumbsup:
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Motionsharp
 
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Post » Wed Mar 30, 2011 8:33 am

What cells are those in? I could have sworn that the new UL isn't an issue for any steps.
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Chris Ellis
 
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Post » Wed Mar 30, 2011 10:14 am

The step needed to enter Lost Aldaras is in cell 26, - 7.

The step you land on when you exit Lost Aldaras is in cell 35, -7.

I'll post this on the UL thread as well. And may RL cut you some slack hecticwise, Ervvyn. :smile:
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trisha punch
 
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Post » Wed Mar 30, 2011 6:10 am

We've taken care of the issue FYI. Extremely minor adjustments were all that was needed to unbury the two steps.
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Madison Poo
 
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Post » Wed Mar 30, 2011 12:29 pm

A very sincere thanks mucho, Arthmoor. You're competent, you're fast, and you're work is free. What's not to like? :clap:
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Maddy Paul
 
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