Finally Exorcised Lysandus- Couple of questions

Post » Sun Jan 17, 2010 12:48 pm

Finished Lysandus' quest for the first time :)

First question is, some of the main NPCs I have gotten quests from (Morgiah, Elysana, Prince Helseth, ...) will no longer respond or bring up dialogue when I click on them. Is this normal? Or should I run some sort of fix-save? I can't seem to find who to talk to in order to continue with the Totem/Numidium quest and am wondering if it might be broken.

Second is about crypts (the graveyards & such on the main map). When I entered one today it spawned me where my head was sticking through part of the wall, and I could briefly see some sort of room to the upper left before I fell into the room. The rest of the crypt led down and to the right, so I wasn't seeing part of the tomb I could normally get to. I have also noticed hearing bats or rats after clearing a crypt, when I come back to the exit. I tried using [ or ] but it crashed and gave me Error 102. Has anyone accessed other parts of the crypts or are they just glitchy leftovers?
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Dale Johnson
 
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Post » Sun Jan 17, 2010 7:41 am

Both are normal. As for the crypts, they often have inaccessible rooms floating around. Means you often cannot sleep in a tomb. The [ and ] crashed because there are never quest markers in crypts.
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Matt Gammond
 
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Post » Sun Jan 17, 2010 6:03 am

As for the bat and rat noises, I believe those are standard ambient sounds you hear in dungeons, as well as the sound when you pick up gold coins and possibly doors (need to confirm this).
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Kirsty Wood
 
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Post » Sun Jan 17, 2010 5:16 am

As for the bat and rat noises, I believe those are standard ambient sounds you hear in dungeons, as well as the sound when you pick up gold coins and possibly doors (need to confirm this).


I'm sure everyone gets those sounds, I don't know if they are a glitch or intentional, I get them when looting certain corpses or clicking on certain objects. Sometimes it makes that arrow shooting sound when I loot a corpse. Sometimes there are torches in crypts that will play a sound when you click on them.
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Yvonne Gruening
 
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Post » Sun Jan 17, 2010 11:07 am

I'm sure everyone gets those sounds, I don't know if they are a glitch or intentional, I get them when looting certain corpses or clicking on certain objects. Sometimes it makes that arrow shooting sound when I loot a corpse. Sometimes there are torches in crypts that will play a sound when you click on them.


Yep that's common. There's also that strange moaning sound. I noticed that those sounds, you can also get them when hitting the said creature/NPC, but not in close combat. You also get the same sound if you examine them (Eye icon)
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Jani Eayon
 
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Post » Sun Jan 17, 2010 4:18 am

There's also that strange moaning sound.

?!?!

TELL ME RIGHT NOW! IT WILL SAVE ME A LOT OF SPARE CHANGES OF PANTS LATER ON!

And yeah, some dungeon objects make noises when clicked on. Some of those open coffins with skeletons in 'em will make rattling noises, etc. I don't know why it's consistent though. It's really shameful when you look at Daggerfall. It has lots of nice little details (such as the Witch Covens), but they are few and far inbetween.
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Bethany Watkin
 
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Post » Sun Jan 17, 2010 7:13 am

First question is, some of the main NPCs I have gotten quests from (Morgiah, Elysana, Prince Helseth, ...) will no longer respond or bring up dialogue when I click on them. Is this normal? Or should I run some sort of fix-save? I can't seem to find who to talk to in order to continue with the Totem/Numidium quest and am wondering if it might be broken.


It's almost normal. I mean that it's an old known Daggerfall bug. You should normally be able to talk to those NPCs like any other NPC, but there are some protagonists of the root main quest (Queen Aubk-i, Prince Helseth, Princess Morgiah, etc.), the one which is always active in your journal, who you can't talk to because the quest blocks them so they talk to you once you reach a certain point while doing the main quest. The problem is that you will never get their conversation screen with their face showing up and they will never give you the alternative quests related to their social group (Noble, Commoner, ...). I tried to correct the bug a very long time ago, it was quite difficult and though I had some success, the problem was that to test every patch to the quest, I had to start a new character. And as I was too lazy, I never finished the patch... :(
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Andrew Tarango
 
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Post » Sun Jan 17, 2010 12:36 am

Helseth ignores me after I snitched his blackmail attempt to King Eadwyre, although the quest is still in my log.
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Susan
 
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Post » Sun Jan 17, 2010 6:49 am

Helseth ignores me after I snitched his blackmail attempt to King Eadwyre, although the quest is still in my log.


lol - now isn't that a surprise - Helseth is not the forgiving sort. I'm surprised he does not attempt to asassinate you.

The sounds are great - best atmospherics I can remember

Falling through into an otherwise inaccessible room - that sounds like Void travel and us old-timers do not consider it a bug - Void Travel is a valued feature - so DO NOT FIX IT! - just save before you sleep. Besides who would fall asleep in a graveyard in a world where the dead can and do walk? Did you want to commit undeadicide upon yourself while you slept? Well waking up in a no-exit room says it very nicely. :D
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ZzZz
 
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Post » Sun Jan 17, 2010 6:39 am

You mean waking up in HELL!

Never should've pickpocketed that townie. Losing his half-eaten sandwich changed his life forever.
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Erin S
 
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Post » Sun Jan 17, 2010 5:46 am

I believe that extraneous creature noises and some related oddities in DF have a simple explanation. This is just a hypothesis, but here goes (again):

The sub-terrain of DF is mapped out, and has coordinates just the same as the surface locations. These are not necessarily as far apart as the corresponding surface locales are. When two such subterranean sections are in close proximity (in the game's "eyes"), they cause a sort of cross-dungeon interference. This explains a lot of noises and inability to rest because of undetectable or unfindable enemies.

Don't take this as gospel, it is a hypothesis, as I stated. If anyone could find evidence for this, it will probably come from void-ranging. A long time ago, on this forum (IFRC), someone mentioned ending up in a different dungeon after a trip through the void. I wish that I could remember the details, but I made little note of it at the time.
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Abel Vazquez
 
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Post » Sun Jan 17, 2010 1:38 am

I believe that extraneous creature noises and some related oddities in DF have a simple explanation. This is just a hypothesis, but here goes (again):

The sub-terrain of DF is mapped out, and has coordinates just the same as the surface locations. These are not necessarily as far apart as the corresponding surface locales are. When two such subterranean sections are in close proximity (in the game's "eyes"), they cause a sort of cross-dungeon interference. This explains a lot of noises and inability to rest because of undetectable or unfindable enemies.

Don't take this as gospel, it is a hypothesis, as I stated. If anyone could find evidence for this, it will probably come from void-ranging. A long time ago, on this forum (IFRC), someone mentioned ending up in a different dungeon after a trip through the void. I wish that I could remember the details, but I made little note of it at the time.


That's a fun hypothesis James Wildspell - the Void shows that DF dungeons are usually built in sections - with a corridor and a room or two attached. Also you can see that different sections are not positioned in the approximate location to each other that walking through them normally would suggest.

However what I noticed right from the first cave that I washed up in is that the beasty sounds work like echoes. I always heard creatures that I would normally find on the floor above or below, just around the corner etc. But they did not always spawn regularly so I thought of that in terms of the creatures having lives of their own, leaving rooms and returning to them later if I heard one and did not see one when expected. And of course, echoes. Noise can travel a long way underground. Another reason for not seeing a creature would be that another creature killed and ate it :evil:
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Lalla Vu
 
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Post » Sat Jan 16, 2010 11:56 pm

The sub-terrain of DF is mapped out, and has coordinates just the same as the surface locations.

Interesting.

Programmatically, it's far easier to have every entrance lead to a discrete cell (as anyone who has turned off clipping in MW or OB has seen, that's what those programs do). Then that cell is utterly unaffected by anything in the game except that which is specific to that cell. It would be murder to map an entire underground that matched the aboveground, and would introduce programming nightmares from the ninth circle of Hell that are easily avoided by treating every underground "instance" as its own cell. (This is in its way consistent with your theory, because if it's true, that would be an example of one of those awful things to try to fix that don't even come up if you treat each dungeon as its own object.)

I believe they did in fact use the cell concept in some way. One example of the unable to rest issue comes in Privateer's Hold. There is in fact a piece of that dungeon that is unattached to anywhere you can legitimately be, and it has monsters in it. I've gone into the Void and found it. It's close to the way up behind the secret door in the throne room.

As for the clicking on an object and having it moan, that's I believe a simple bug they didn't correct because they had far worse issues to fix. I think the moaning boy in the castle strongly supports that supposition.
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james kite
 
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Post » Sat Jan 16, 2010 10:03 pm

I think the moaning boy in the castle strongly supports that supposition.

Elaborate. And yeah, I've gotten weird electrical-ish sounds out of using torches. Damned new energy efficient torches.
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Dean Ashcroft
 
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Post » Sun Jan 17, 2010 1:45 am

Elaborate.

Near the entrance to one of the three main castles--I can't recall which one--there is a little pageboy (rather indifferently holding a sword IIRC). If you click on him, you get the wooshing moaning sound but no conversation.
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Ricky Rayner
 
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Post » Sun Jan 17, 2010 8:24 am

Yeah, he's in Wayrest.
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Ray
 
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Post » Sun Jan 17, 2010 7:05 am

Oh, him. You mean that noise you hear often when ENTERING Castle Wayrest sometimes? I don't recall him saying anything else.
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Taylah Haines
 
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Post » Sun Jan 17, 2010 11:51 am

No, if you click on him he moans at you. It's creepy. He doesn't say anything at all.
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Rude Gurl
 
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Post » Sun Jan 17, 2010 11:46 am

A very, very evil kid. The way he's holding his sword and looking at you..
He should be banned from the court of Wayrest! Or sent to the castle dungeons against the vile thieves and rogues live..
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Yonah
 
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Post » Sun Jan 17, 2010 4:14 am

I hated that Wayrest Painting quest. Only because my Recall expired and it was total hell returning. In the end I gave in and used cheatmode 1.
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..xX Vin Xx..
 
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Post » Sun Jan 17, 2010 11:39 am

A very, very evil kid. The way he's holding his sword and looking at you..
He should be banned from the court of Wayrest! Or sent to the castle dungeons against the vile thieves and rogues live..


I always believed he was Helseth and that it was Helseth who was being fostered with the King of Worms. But once I had the story straight I began to favour the idea that he is the sister's firstborn arrived before his time etc ...

Ofc Haymon Camorran and his son (who you will have met in the Oblivion Crisis) would be good contenders

Then there are the two princes who were murdered - apparently that sort of stuff is a Breton national pastime - and that boy might be a relic from such an abandoned quest.
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jessica sonny
 
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