Bug Fix: Prison?

Post » Fri May 13, 2011 4:57 pm

In my inventory, I have three notes from the Gray Fox. I long ago completed the quest, but I still own the items. I can't get them out of my inventory.

I also have a key to the well for the Dark Brotherhood. I can't get it out of my inventory either.

I also have 12 Rumare Slaughterfish Scales that I can't get out of my inventory.

I also have a key to Mania and a key to Dementia in my inventory that I can't put anywhere.


Yesterday I was dorking around and accidentally chose to go to jail for a 5 dollar fine. What I noticed upon my escape from prison was that when I reclaimed my items from the evidence chest, none of these items were in it and I didn't get any of them back. It's kind of worth it to me then, if that's the case. I didn't save yesterday, but I was tempted to.

I've opened the door to Mania and the door to Dementia. Do I need those keys ever again? What about the key to the Dark Brotherhood well?

Would I be making a huge mistake if I do this to clean up my inventory?
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djimi
 
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Joined: Mon Oct 23, 2006 6:44 am

Post » Fri May 13, 2011 8:19 pm

I cannot answer all of your questions, but I can get some of them.

The reason you could not remove them from your inventory is that they are quest items. The game makes them unremovable so you do not accidentally sell or misplace something that a quest requires. That happened a lot in Morrowind, where people would sell the trinket they were supposed to get for a quest, then find out after the merchant's inventory had refreshed (and the item was gone). Thusly borking the quest for them. Usually you can get rid of such items after completing the quest, but not always. If you are on the pc there is an easy way to deal with it. Just look up the item in the http://www.uesp.net/wiki/Main_Page and find its id. Then use this command to remove the quest object flag from it: setquestobject 0 I usually do this on the Amulet of Kings so I can get rid of it, as most of my characters never do the Main Quest.

With doors like those of Mania or Dementia, or the well, once you have opened them, they should remain unlocked for the rest of the game. But I am not absolutely 100% positive. I know you only have to unlock the door to a house that you buy once, and can then get rid of the key afterward. Plus you can always fast travel from outside of The Fringe to the Door to Cyrodiil, bypassing those two gates entirely.

The 12 Rumare Slaughterfish are a requirement for the Go Fish quest. It sounds like you killed the fish for Aelwin, and forgot to go back to talk to him and claim your reward afterward. Did he give you the Jewel of the Rumare? He takes the scales at the same time he gives you the ring.

I am not sure about the prison sentence clearing out the quest items. As a rule I try to stay out of prisons (irl and game ;))
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Hannah Whitlock
 
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Post » Fri May 13, 2011 5:31 pm

Thanks for the information. With the exception of the keys (which I think I'm done with but am not positive), I have completed all of the associated quests. They're just stuck in my inventory.
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Jeffrey Lawson
 
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Post » Fri May 13, 2011 6:28 pm

Thanks for the information. With the exception of the keys (which I think I'm done with but am not positive), I have completed all of the associated quests. They're just stuck in my inventory.

The Mania, Dementia and the Dark Brotherhood keys ensures you have access to those places even though you are done. I think that′s the case anyway. I don′t know if you have to complete SI main quest in order to get rid of those keys. But if you′re done with DB I′m puzzled why that key is still quest marked, if it′s not how I described it.
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Cameron Garrod
 
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Post » Fri May 13, 2011 8:04 am

The Mania, Dementia and the Dark Brotherhood keys ensures you have access to those places even though you are done. I think that′s the case anyway. I don′t know if you have to complete SI main quest in order to get rid of those keys. But if you′re done with DB I′m puzzled why that key is still quest marked, if it′s not how I described it.

Think many keys are only required once, then you join a guild you get the keys and the fist time you open a locked door in the guild you get a message that the door is opened with the fighter or mage guild key. After this it stays open, however some other doors locks on cell reset.
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Bethany Watkin
 
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