Origins of the Mages Guild?

Post » Wed Apr 21, 2010 3:16 pm

I am playing Origin of the Mages guild and I believe I am having a small problem with it, but maybe could be a different mod? I have become archmage of the mage guild and have been tasked by Raminus to clean up the mess at the Bruma guild hall. He tells me that he will speak to Juliana and have her attend the next council meeting. Unfortunately, she does not seem to want to attend. She continues her usual routine in the lobby and never enters the council chamber and does not have new dialogue. I have tried waiting a few days, attending the 4pm meeting as well as the 8am, etc. Anyone have any suggestions for me or know what I am referring to?

Thank you.
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Roanne Bardsley
 
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Post » Wed Apr 21, 2010 4:40 pm

Go The Engineering Guild. The creator of that mod has withdrawn from the public forums, and has a distinct hatred for the community in general. Your best bet is to ask there, but he will likely blame some other mod in your load order for the fault.

Edit: Link removed to respect the site administrators wishes.
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Causon-Chambers
 
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Post » Wed Apr 21, 2010 9:04 am

Try putting OMG last in your load order, complete the quest, and then put it back where ever you want it. (or, just leave it last..)
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Ray
 
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Post » Wed Apr 21, 2010 6:31 am

It's possible that the "Tears of the Savior" quest could be holding her in the Lobby. If you started that but didn't finish it, I think she's there to either tell you to read "Knightfall" or sell you the Refined Frost Salts in precedence to any other AI packages. Check if it's active in your Journal.
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Mrs. Patton
 
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Post » Wed Apr 21, 2010 2:44 pm

It's possible that the "Tears of the Savior" quest could be holding her in the Lobby. If you started that but didn't finish it, I think she's there to either tell you to read "Knightfall" or sell you the Refined Frost Salts in precedence to any other AI packages. Check if it's active in your Journal.


Actually the OMG AI packages are placed above the AI package relating to that vanilla quest, so will override it. It's more likely that another ESP has edited the same NPC in your game, which if loaded after OMG would wipe out the two OMG AI packages. In which case following HeyYou's advice to temporarily move OMG nearer the end of your load order ought to resolve it.
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R.I.P
 
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Post » Wed Apr 21, 2010 2:27 pm

Or use the latest Wrye Bash, tag OMG with Actors.AIPackages and rebuild your patch.
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Rachel Tyson
 
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Post » Wed Apr 21, 2010 11:25 am

Or use the latest Wrye Bash, tag OMG with Actors.AIPackages and rebuild your patch.


It can do that now? That is good news!
But are we allowed to tag OMG? B)
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sara OMAR
 
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Post » Wed Apr 21, 2010 2:59 am

What's the deal with the patched .esp? Last I knew (and it's been a couple years since I last played Oblivion), you can't modify an .esp with another .esp. That would make one .esp master of another. Only Morrowind did that. As far as I knew, in the old days of Oblivion an .esp can only modify an .esm. Is this some new technique?
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Taylah Haines
 
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Post » Wed Apr 21, 2010 11:36 am

What's the deal with the patched .esp? Last I knew (and it's been a couple years since I last played Oblivion), you can't modify an .esp with another .esp. That would make one .esp master of another. Only Morrowind did that. As far as I knew, in the old days of Oblivion an .esp can only modify an .esm. Is this some new technique?


The Bashed Patch doesn't PATCH mods per se... rather, it includes changes made by different mods to the same record so that, rather than one overwriting the other, all the changes are preserved. So, instead of patching an .esp, it kind of patches several .esps together. It does all sorts of other stuff too, but that's what's relevant to your question. I think.
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Sweet Blighty
 
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Post » Wed Apr 21, 2010 1:18 am

What's the deal with the patched .esp? Last I knew (and it's been a couple years since I last played Oblivion), you can't modify an .esp with another .esp. That would make one .esp master of another. Only Morrowind did that. As far as I knew, in the old days of Oblivion an .esp can only modify an .esm. Is this some new technique?


No, this is a standard technique for making patches.
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Matt Bigelow
 
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Post » Wed Apr 21, 2010 11:10 am

i thin k the standard protocol is yes you can add bash tags as lo ng as you dont' releas the new ESP without permission (which you will certainly not get)
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Danel
 
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Post » Wed Apr 21, 2010 5:15 am

Go to the theengineeringguild. The creator of that mod has withdrawn from the public forums, and has a distinct hatred for the community in general. Your best bet is to ask there, but he will likely blame some other mod in your load order for the fault.


Do please remove the link from your post to the Guild Forums. The Site Administrator has said more than once he does not want his forums linked to here. It's only polite and will avoid potential trouble later. :D
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NO suckers In Here
 
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Post » Wed Apr 21, 2010 5:55 am

What's the deal with the patched .esp? Last I knew (and it's been a couple years since I last played Oblivion), you can't modify an .esp with another .esp. That would make one .esp master of another. Only Morrowind did that. As far as I knew, in the old days of Oblivion an .esp can only modify an .esm. Is this some new technique?


No it's not a new technique. It's been possible to have one Oblivion ESP edit another ESP for years :) You simply have to trick the CS into thinking that the master ESP is actually an ESM when it isn't, by toggling a flag in the ESP header record. The Bash Patch referred to above however isn't doing this, it's copying parts of records from active ESPs into a single patch ESP so that data can be merged from multiple different mods, allowing conflicting mods to become compatible.
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Thema
 
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Post » Wed Apr 21, 2010 10:35 am

In modding my morrowind game (and really getting into it to).

I got confused about why mlox told me that one esp needed another esp but that wrye mash did not have the other esp as a master. I posted asking about it and they all seemed to behave like I was nuts. Little did I know that having an esp dependent upon another esp is pretty much never done in morrowind while very common with oblivion.
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Sammygirl
 
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Post » Wed Apr 21, 2010 8:19 am

You could use companion share and recruit, or the console command "moveto player" in order to force her into the council chambers.
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Richus Dude
 
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Post » Wed Apr 21, 2010 1:12 pm

or the console command "moveto player" in order to force her into the council chambers.


You'd need to catch and talk to her before she leaves the room once moveto is used, else she'll return to where she came from, and go back to not having anything to say once she's out the door.
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Kelly Osbourne Kelly
 
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Post » Wed Apr 21, 2010 2:16 pm

You'd need to catch and talk to her before she leaves the room once moveto is used, else she'll return to where she came from, and go back to not having anything to say once she's out the door.
Yeah, I just used the companion method and told her to wait there, where she remained forevermore.
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Maeva
 
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Post » Wed Apr 21, 2010 8:55 am

Yeah, I just used the companion method and told her to wait there, where she remained forevermore.


Not the best method though, unless you've completed vanilla mission 37 for the Mages Guild, else you've broken that quest :) (though fixing would be the exact same method as just used, only back where she's meant to be for THAT quest).
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Anthony Diaz
 
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