Can not enter Bruma?

Post » Wed Mar 30, 2011 8:55 am

Okay ever since i got the quest "A Plot revealed" from Arch mage Traven i have been unable to enter Bruma. To be a bit more precise i can travel to the stables just outside Bruma and the areas around the town without a problem. I can get in my house in Bruma through means of the mod All in one basemant which has a method to travel to player houses in Cyrodill as long as you own a house in those cities. But the split second i try to leave the house or try to go through the main gate by the stables then the game immediately CTD's. I have no idea as to why this is happening?

This is my current load order:

Spoiler
Masters for: SavedBeforeWaiting.ess00  Oblivion.esm01  All Natural Base.esm  [Version 1.3]02  Cobl Main.esm  [Version 1.72]03  Waalx Animals & Creatures.esm04  VASE - core.esm05  Ayleid Power Stones.esm06  Unofficial Oblivion Patch.esp  [Version 3.3.5]07  Oblivion Citadel Door Fix.esp08  DLCShiveringIsles.esp09  Unofficial Shivering Isles Patch.esp  [Version 1.4.2]0A  SM Plugin Refurbish - SI.esp  [Version 1.30]0B  All Natural.esp  [Version 1.3]0C  All Natural - SI.esp  [Version 1.3]0D  Immersive Interiors.esp  [Version 0.7]0E  Enhanced Water v2.0 HD.esp0F  Rainbows.esp10  All Natural - Real Lights.esp  [Version 1.3]11  GW71_Soulgems.esp12  ImprovedSigns.esp13  Security Rebalance-Traps and Bash Locks.esp14  MoveQuestItems - OBSE.esp15  Raestloz Auto Reset Emotion.esp16  Enhanced Economy.esp  [Version 5.2.2]17  WAC - Crowded Roads Revisited.esp  [Version 1.1]18  BookTrackerOBSE.esp19  DarNifiedUI Config Addon.esp1A  Display Stats.esp  [Version 1.3.1]1B  DS Time Manager.esp  [Version 1.1]1C  DynamicLeveledLists.esp1D  Get Wet Dark.esp1E  kuerteeAutoSaveAndTime.esp1F  kuerteeCleanUp.esp20  Quest Log Manager.esp  [Version 1.3.2]21  Map Marker Overhaul.esp  [Version 3.9]22  Map Marker Overhaul - SI additions.esp  [Version 3.5]23  Enhanced Hotkeys.esp  [Version 2.1.1]++  MaleBodyReplacerV4.esp24  Gizmodian - Vicious Heart.esp25  mnp Nighteye Goggles.esp26  R18PN - FuruFuru Armor.esp27  Slof's Horses Base.esp28  Cobl Glue.esp  [Version 1.72]29  Cobl Si.esp  [Version 1.63]++  VASE - Vanilla Cyrodiil.esp++  VASE - Vanilla SI.esp2A  WAC.esp2B  WAC - OverSpawn.esp2C  WAC - Dead Knights.esp2D  WAC - Player Summons.esp2E  WAC - TCOS.esp2F  WAC - TCOS Shops.esp  [Version 03]30  WAC - Legion.esp31  WAC - Magic.esp32  allinonebasemant_COBLnoCM.esp33  Ancient Ruins - Ayleid Edition.esp34  APS Rare Stones.esp35  BladeOfTheHaunted.esp  [Version 2.6]36  EM_RedRoseManor.esp  [Version 1.1]37  IC Atmospheric Shops Mod.esp38  Lem - Celestial Lagoon.esp39  Nightmist Manor.esp  [Version 1.22]3A  Nightmist Manor - AN Patch.esp  [Version 1.22]3B  TalosBridgeGateHouse.esp3C  VOILA.esp3D  VOILA - Soldiers of Empire.esp3E  The Lost Spires.esp++  The Lost Spires v14 Delayer.esp  [Version 2.2]3F  The Soul of Ilithiel.esp40  Auto Repair.esp41  Automagic Bags.esp42  DecoratorAssistant with OBSE v1.1.esp43  DS Portable Sorters.esp  [Version 1.3]**  FrbitPotionReplacer.esp44  PersuasionOverhaul.esp  [Version 1.43]++  ScriptIcon_Replacer.esp45  Toggleable Quantity Prompt.esp  [Version 3.2.0]46  Quest Award Leveling.esp47  Alternative Start by Robert Evrae.esp48  MQSDone.esp49  RealisticForceMedium.esp4A  RealisticMagicForceLow.esp4B  Duke Patricks - Nosferatu Class Vampires.esp  [Version y]4C  Druid Mod.esp4D  Oblivion Gate Closer Spell.esp4E  Ragna Left-Hand Path.esp4F  MidasSpells.esp50  SSEE.esp51  Poison Maker v1.08.esp52  Poison Combiner.esp53  Essence Extracter.esp54  EnchantmentRestore.esp++  EnchantmentRestore_Wells.esp55  SM Combat Hide.esp  [Version 1.2]56  Creature Damage Fix.esp  [Version 2.4]57  kuerteeAttributeAndSkillBasedDamageModifiers.esp58  Duke Patricks - Everyone Or Just Vampires Now Bob And Weave.esp59  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]5A  Phitt's Phighting Phixes.esp5B  Oblivion XP.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp5C  X.Dea.Obscura.esp5D  ZUSwordFlameAtro.esp++  ZUSwordFlameAtro_Vanilla.esp5E  SPAWN.esp  [Version 0.3]**  [GFX]_Initial_Glow-all.esp5F  GW71_Life_Detect.esp60  MiniMap.esp++  Duke Patricks - BASIC Script Effect Silencer NIF REMOVED.esp61  Bashed Patch, 0.esp

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Kristian Perez
 
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Post » Wed Mar 30, 2011 8:23 am

You probably broke your statue. This happens if it was made while you were wearing mod-added clothing that you have since removed from the game.

Use http://www.tesnexus.com/downloads/file.php?id=21008 to kill your statue, and then if you can get back into the city after that, run http://www.tesnexus.com/downloads/file.php?id=23575 to get your statue back.
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Louise Dennis
 
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Post » Wed Mar 30, 2011 3:54 am

YES...that did the trick. At first i thought i could deactivate the update esp but quickly found out that in my case i hat to keep it active, which is no problem. Thank you so much Thomas Kaira. :celebration:
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Danial Zachery
 
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Post » Wed Mar 30, 2011 7:28 am

I am really glad that this fix is available. I had it happen in my game too.
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Charlotte Henderson
 
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Post » Wed Mar 30, 2011 6:03 am

I am really glad that this fix is available.



Yeah me to. :)

Till now i was unaware about both the bug and the fix for it. I guess i was lucky till this day.
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REVLUTIN
 
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Post » Wed Mar 30, 2011 11:38 am

You probably broke your statue. This happens if it was made while you were wearing mod-added clothing that you have since removed from the game.


Suddenly I get a repeatable CTD if trying to enter Bruma - and I'm pretty sure I haven't removed any mod added clothing/items that my char wore after getting the statue. I'll try Kill BUGGED Statues anyway and see if it helps.

EDIT: Yes, that fixed it. My char is actually wearing the same modded outfit as she had on the statue so seems mod-added clothing and/or custom races can be problematic in some other way as well. She has entered Bruma several times w/o issues after getting the statue as well, so a bit weird. Anyway, glad Kill BUGGED Statues exists.

EDIT 2: The updated statue from the fixed Update My Statue is a bit creepy, though, as she stands there swaying a bit like an NPC - not very statue like. Oh well. Also, does anyone know if I need to keep the Update My Statue.esp in my load order after having had it updated? I'd guess so but not sure.
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louise tagg
 
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Post » Wed Mar 30, 2011 11:11 am

Yes you must keep it active. :)
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Karen anwyn Green
 
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Post » Wed Mar 30, 2011 12:02 am

Personally, I'm just going to get rid of my statue when I get that far into the Main Quest. Not worth the trouble, IMHO.

@arkngt: Yes, the troubles stem from wearing mod-added clothing when the statue is made and/or from your character being a custom race. If you fulfill any of those, there is a possibility for your statue to break, certainly from removing the mod that added any of the items the statue is supposed to wear, and possibly from changing up your load order and throwing off the FormIDs.
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Thomas LEON
 
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Post » Wed Mar 30, 2011 3:10 pm

...and throwing off the FormIDs.


Might be that as I've enchanted some items since and have put the ones I had previously (also self-enchanted) in the Bag of Holding.
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sharon
 
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Post » Wed Mar 30, 2011 1:52 am

I have found that having Update my Statue active in my Load Order with a new character when doing the end of the main quest causes the characters statue to be buggy. I deactivate Update my Staue after I give Martin the Great Sigil Stone, and do not reactivate the plugin until after I am finished with the Main Quest.
I have made a clean save with some characters and had a fixed statue without the plugin active, but the statues will not always display items correctly - the Light of Dawn will be a replica with the LAME shader effect, while the rest of the statue is normal stone.
EDITED to specify which mod I was reffering to, Arkngt - Thank You for pointing the issue out!
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Flash
 
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Post » Wed Mar 30, 2011 1:47 pm

Are you talking about the Update My Statue.esp?
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butterfly
 
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Post » Wed Mar 30, 2011 12:55 pm

Are you talking about the Update My Statue.esp?

Yes, should edit my post to reflect this fact.
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Bee Baby
 
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Post » Wed Mar 30, 2011 2:55 am

I have made a clean save with some characters and had a fixed statue without the plugin active, but the statues will not always display items correctly - the Light of Dawn will be a replica with the LAME shader effect, while the rest of the statue is normal stone.


True, the first time i hat to use these two mods...the first new statue hat both a staff(That was a shield) and her sword in her right hand raised to the sky. The rest looked normal. The second time i hat to use it the same thing happened but now the statue also hat a stone skull for a head...pretty weird. So it seems that strange things can/will happen. But in defense of the update statue mod...it is quit possible that it was some conflict.
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Vera Maslar
 
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Post » Wed Mar 30, 2011 12:24 pm

Yeah, it's noted rather well to use vanilla equipment when having your statue made, but I think it's possible to fix the problem altogether by changing the "statue's" race to a vanilla race and then CloneForm all the equipment the character's wearing into the save data so if a plugin containing that weapon is deactivated the statue doesn't crash.

Then again it's probably possible to have all the necessary PC data cloneformed and applied to the actor clone...

(Here's what I'm talking about on CloneForm)
http://cs.elderscrolls.com/constwiki/index.php/CloneForm
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Sun of Sammy
 
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Post » Wed Mar 30, 2011 11:42 am

I wonder if Realistic Fatigue clashes with Update My Statue? Both times I updated it, she started with tripping to the piedestal - then got up and stood again but not in the center. And she's visibly swaying a bit as said. Well, better with an off-centered, swaying statue than not being able to enter Bruma at all I guess.
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Facebook me
 
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Post » Wed Mar 30, 2011 12:47 pm

It has to do with the fact that the statue is not much more than a full copy of the player that is being forced into a fixed idle pose whenever he gets loaded (essentially, the statue is actually an NPC). Realistic adds its fatigue effects to every single actor in the game... including the statue, and when it calls for a stagger or trip, it forces it through whatever animations are currently playing on the actor (in this case, the animation forcing the statue to stand still). That means yes, RF is going to cause the occasional problem for the statue if it decides he should stagger or trip.

Only way to fix this would be to code an exception into RF so that the fatigue effects don't get added to the statue.
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Christine Pane
 
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Post » Wed Mar 30, 2011 2:39 am

Yes, I guessed so. Thanks.
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willow
 
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Post » Wed Mar 30, 2011 9:55 am

I just get rid of the statue and don't bother replacing it. Not my play style to have one anyway.
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Brandon Wilson
 
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Post » Wed Mar 30, 2011 4:55 am

Might do that. It's a rather neat feature, but it doesn't look much like a statue anyway and it doesn't fit my chars either.
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Ally Chimienti
 
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