[RELZ] Unofficial Oblivion Patch 3.2.0 and 3.2.6 HOTFIXES [R

Post » Mon Jan 03, 2011 8:29 am

Is there someone getting some trouble achieving Bravil quest "Caught in the Hunt"?
It's the third or the fourth time I experience some trouble at the end of this quest.
I remember in the old versions of UOP v3.2.0 I never experienced these troubles and I played tens of time !!!

Quoted from: http://www.uesp.net/wiki/Oblivion:Caught_in_the_Hunt

Spoiler
# The most common problem with this quest is becoming permanently frozen when you exit from the Hunters Run. The game is supposed to just freeze until Kurdan kills Aleron, but if Kurdan is unable to reach Aleron, you become stuck forever. This is particularly likely if Aleron finds his way onto one of the upper levels of the ruined fort; for some reason, Kurdan is unable to chase him up there. The 1.1.511 patch fixes this bug (at least in part). Other fixes for this bug include:

* Prepare ahead of time by making sure that Aleron is on the lowest level of the ruins before you enter the Hunters Run.
* On the PS3 and Xbox 360, the only other option is to load from an earlier saved game. This game must be from before the last of Kurdan's three Hunters in the Hunters Run have been killed. Before killing the last hunter, be sure to head outside and push Aleron down to the lowest level of the ruins.
* On PC, you can use the Console to kill Aleron:
1. In the console, type: prid 0001FEDA
2. Type: kill (This will kill Aleron Loche, and may fix the quest. If not, continue to step 3.)
3. Type: prid 0001FDB7
4. Type: kill (This will kill Kurdan gro-Dragol as well. You should fight him, but if the game glitches on you, you may as well cheat just to get past it.)
5. Close console, and you should be good to go.
* PC Only This bug is fixed by the Unofficial Oblivion Patch.

# It is possible to kill Kurdan, search his body, retrieve the key, and open the outer gate but you never receive the next quest update; you are unable to finish the quest. This bug can be triggered if you decide to pickpocket the key off Kurdan before killing him, or if you kill him with an attack or a spell that makes him fly into the air and then search him before he hits the ground, or are too close to him and retrieve the key from his corpse before the quest update that appears when he's dead.

* PC users can use the Console and type setStage MS08 90 in order to get the next journal entry.
* PS3 and Xbox360 users need to wait for the journal update where you're asked to search his body for the real key. After this update you can search the body, take the key and you will receive the next update.
* PC Only This bug is fixed by the Unofficial Oblivion Patch.



It seems that these problem are coming back again to Oblivion although it is said they were solved in UOP (which was true).

Edit.
Note:
The only way I have found to not trigger this bug at the end is to not open your inventory after killing and looting the last pursuing hunter, until you get out of the dungeon (to confront Kurdan).
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Darren
 
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Post » Mon Jan 03, 2011 9:18 am

Is there someone getting some trouble achieving Bravil quest "Caught in the Hunt"?
It's the third or the fourth time I experience some trouble at the end of this quest.
I remember in the old versions of UOP v3.2.0 I never experienced these troubles and I played tens of time !!!


Nothing has changed in that quest or its script since 3.2.0 other than an extra stage result script that turns of fast travel when it's supposed to after getting to the island.

Opening or not opening your inventory should not have any effect on what's going on there.
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Josh Lozier
 
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Post » Mon Jan 03, 2011 12:25 am

Re: Dialogue at the start of the game: I have heard that bit of dialogue, but only with Sensual Walks installed. This gives Renault a slower walk animation, which allows the dialogue to play - it seems that the 'what is this prisoner doing here?' bit is triggered by her position in the corridor.

Re: Caught in the Hunt: I've had problems here as well. There seems to be something happening/not happening when you exit the dungeon that causes the 'Kurdan kills Aleron' scene to not work. I have found two solutions to the problem. The first is to console-kill Aleron (kill 1feda). The second is to exit Oblivion, restart, and load the autosave from when you exit the dungeon (obviously, you need autosaves switched on for this). Even exiting and loading a save made right before exiting the dungeon doesn't work - it has to be the autosave, which makes me think something isn't being done quite right when you exit the dungeon - maybe something with the quest updates?

Eloise

(edited for clarity)
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luis dejesus
 
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Post » Mon Jan 03, 2011 2:10 am

Opening or not opening your inventory should not have any effect on what's going on there.

Not necessarily my inventory, opening any inventory of a container (chest, sack, your proper inventory with TAB button...) in your road to the exit cause questlog to update prematurely and the freezing bug at dungeon exit.
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Andy durkan
 
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Post » Mon Jan 03, 2011 9:52 am

Best guess then is that something is interfering with the quest. I just took a character through it for testing and was able to complete it in one sitting without having to stop to reload or anything. And that's with the UOPS in place. It could well be a mod that has altered that quest and broken it by reverting the UOP changes to it. As I said, I have not altered it except for one result script as you arrive in the fort, the exit stages are unchanged from UOP 3.2.0.
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CHangohh BOyy
 
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Post » Mon Jan 03, 2011 10:37 am

I have a question about using QTP3 Redimized with this. It says in the OP to use the QTP3 UOP Compatibility pack. Does this mean that I should install QTP3 first, then UOP 3.2.0, then UOP 3.2.6 hotfix, then QTP3 UOP Compatibility Patch? What about Bomret SI Texture Pack, should I install that after UOP or before?
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neen
 
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Post » Sun Jan 02, 2011 11:35 pm

Regarding Caught in the Hunt:
I just played this quest last night. Everything worked fine until I activated the switch to open the gate, the message showed that I opened the gate, however the gate did not open. I had to "tcl" to get out of the fort and followed the quest to completion as normal. Strange thing, I can open the gate from the switch outside the fort. :eek: Not sure if this is at all related to the problem that others here reported or if it is just a bug in my game.
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lacy lake
 
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Post » Mon Jan 03, 2011 1:49 pm

Not sure about this one, but the scripts for the teleport pads in Oblivion Towers, sigil Stones and the Arcane University teleporter use a PMS command with no duration. Normally, the called effectShader is non-animated so it only plays once but if a mod changes this to an animated effectShader it plays forever.

Duke Patrick added a duration to fix this in his mod: http://www.gamesas.com/index.php?/topic/1096977-weird-issue-with-magic-you-can-believe-in/

I was wondering if it was worth adding a duration in the UOP just in case another mod adds an animated shader and causes this issue?
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Alyesha Neufeld
 
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Post » Sun Jan 02, 2011 10:29 pm

I have a question about using QTP3 Redimized with this. It says in the OP to use the QTP3 UOP Compatibility pack. Does this mean that I should install QTP3 first, then UOP 3.2.0, then UOP 3.2.6 hotfix, then QTP3 UOP Compatibility Patch? What about Bomret SI Texture Pack, should I install that after UOP or before?

Quoted from "Qarl's Texture Pack 3 - Redimized" page at planetelderscrolls:
Spoiler
The name "Redimized" means Reduced and Optimized.

You don't need the original package, this version includes all the textures and meshes. The fixed meshes from the latest UOP-Compatibility Patch are already included.


Latest "UOP-Compatibility Patch" mentionned by Bomret, dev_akm should be related to UOP 3.2.0

Showing conflicts in OBMM most conflicts of "Qarl's Texture Pack 3 - Redimized" are with UOP 3.2.0 except the few following files:

- CRC mismatch. The new file is different from the old.
- Data file owned by unofficial oblivion patch supplemental 3.2.6.omod
Data file meshes\dungeons\sewers\sewertrashpile02.nif already exists

- CRC mismatch. The new file is different from the old.
- Data file owned by unofficial oblivion patch v3.2.0.omod, unofficial oblivion patch supplemental 3.2.6.omod, animated window lighting system - meshes 5.1.9.omod
Data file meshes\architecture\imperialcity\ICAUPlaza01.nif already exists

- CRC mismatch. The new file is different from the old.
- Data file owned by unofficial oblivion patch v3.2.0.omod, unofficial oblivion patch supplemental 3.2.6.omod
Data file meshes\architecture\castle\skingrad\skcaspartmainbuilding.nif already exists

- CRC mismatch. The new file is different from the old.
- Data file owned by unofficial oblivion patch supplemental 3.2.6.omod
Data file meshes\architecture\castle\bruma\CastleKeepBruma.NIF already exists

- CRC mismatch. The new file is different from the old.
- Data file owned by unofficial oblivion patch v3.2.0.omod, unofficial oblivion patch supplemental 3.2.6.omod, animated window lighting system - meshes 5.1.9.omod
Data file meshes\architecture\anvil\anvilhousemc01.nif already exists


I never used this mod or (Open) Better Cities or UL ... I try to get a system compatible with most Oblivion mods not running each time to a compatibility patch.
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Davorah Katz
 
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Post » Mon Jan 03, 2011 7:20 am

Regarding Caught in the Hunt:
I just played this quest last night. Everything worked fine until I activated the switch to open the gate, the message showed that I opened the gate, however the gate did not open. I had to "tcl" to get out of the fort and followed the quest to completion as normal. Strange thing, I can open the gate from the switch outside the fort. :eek: Not sure if this is at all related to the problem that others here reported or if it is just a bug in my game.


I've run into this before, and the cause is somewhat non-obvious. Streamline has a setting to do purge functions on interior/exterior transitions. That function needs to be disabled. What's happening in this case is the pcb function is being called and the game is losing the buffer that's holding the information about the target for that gate switch. It's not the only thing that can encounter problems, older version of All Natural were also affected by this.

I'll have another look at the specific scripts involved with that gate switch and see if I can come up with a workaround for it. Might be as simple as just having a gamemode variable to check when you step out of the fort.

Not sure about this one, but the scripts for the teleport pads in Oblivion Towers, sigil Stones and the Arcane University teleporter use a PMS command with no duration. Normally, the called effectShader is non-animated so it only plays once but if a mod changes this to an animated effectShader it plays forever.

Duke Patrick added a duration to fix this in his mod: http://www.gamesas.com/index.php?/topic/1096977-weird-issue-with-magic-you-can-believe-in/

I was wondering if it was worth adding a duration in the UOP just in case another mod adds an animated shader and causes this issue?


Out of my league on animation related stuff. I'm not the one to be asking about that. Maybe someone else who knows these things better could comment?



Alright. Let me see here.

Order of install should be:

Official game + patches
QTP3
Unofficial Patch 3.2.0
QTP3 UOP320 patch (yes, it's needed, the PES description is wrong)
AWLS
UOP Supplemental - overwrite conflicting meshes/textures.

That's pretty much it. The USIP stuff is irrelevant with this since those have nothing to do with Cyrodiil.
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TIhIsmc L Griot
 
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Post » Mon Jan 03, 2011 2:21 am

Re: Dialogue at the start of the game: I have heard that bit of dialogue, but only with Sensual Walks installed. This gives Renault a slower walk animation, which allows the dialogue to play - it seems that the 'what is this prisoner doing here?' bit is triggered by her position in the corridor.

Re: Caught in the Hunt: I've had problems here as well. There seems to be something happening/not happening when you exit the dungeon that causes the 'Kurdan kills Aleron' scene to not work. I have found two solutions to the problem. The first is to console-kill Aleron (kill 1feda). The second is to exit Oblivion, restart, and load the autosave from when you exit the dungeon (obviously, you need autosaves switched on for this). Even exiting and loading a save made right before exiting the dungeon doesn't work - it has to be the autosave, which makes me think something isn't being done quite right when you exit the dungeon - maybe something with the quest updates?

Eloise

(edited for clarity)


Me 2,
I just tried that quest, after I killed the last hunter, anytime I opened my inventory, I would get the message about the fake key, and real one on Kurdan's body..., I went through without opening it but it didn't help... everytime I got to the dungron exit door, I froze, and the Cut-Scene was Kurdan and Aleron but they just moved around, Aleron never died and I remainrd Froze... :shakehead:

Spoiler
Spoiler
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*I loaded it into TES4Edit, it's Greyed out, but doesn't show any kind of conflict..

**Kill Alerone didn't help, Setstage ms08,80 didn't help...
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Danel
 
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Post » Mon Jan 03, 2011 3:50 am

Looking into the bugs with Caught in the Hunt:

First off, this:
Spoiler
The most common problem with this quest is becoming permanently frozen when you exit from the Hunters Run. The game is supposed to just freeze until Kurdan kills Aleron, but if Kurdan is unable to reach Aleron, you become stuck forever. This is particularly likely if Aleron finds his way onto one of the upper levels of the ruined fort; for some reason, Kurdan is unable to chase him up there. The 1.1.511 patch fixes this bug (at least in part).


Though it claims the official patch fixed this, that is not the case. There is a broken path grid link from the upper levels of the Fort Grief exterior to the ground level. NPCs will not path over a broken link, so the possibility of being perma-frozen still remains if Aleron isn't where he should be.

The UOP fixes this by doing a MoveTo command to force Aleron to be in the right place when the player exits. If the path grid break had been noticed it would have eliminated the need for touching the script itself because then everyone would have made their way to their proper spots.

The grid will be fixed, and the original UOP fix left in place. That should close off any remaining break points. Provided nothing is making changes to this quest *AND* the path grids in the area.

Second, getting the gate to open:

Since this seems to be something that Streamline's purge functions can interfere with, I've set up an extra gamemode variable that will be set on the gate so that when you exit and the turn handle has been activated it will force the gate open.

Third, this whole thing with getting frozen at the exit:

I don't see how this is possible as the stage check to disable the player controls is MS08 >= 75. There are no conditions on the code inside the block, the combat start should have no choice but to go off. If that isn't happening I don't know what else to do about it because "startcombat" is an internal game command.

Last, the key and your inventory:

The fake key found on the orc does not have a script to trigger stage 90, which is the one that sets off the message about the real one. Only the real key has that, and that's outside the fort. In order for an inventory screen to set off scripts (other than when you pick something up) it needs a menumode block and none of the scripts have one. So the only conclusion I can draw here is that something is altering the scripts for this quest in such a way that stage 90 is being called in a new menumode block somewhere.

A test fix is available for the first 3 issues: http://www.4shared.com/file/b2WGgEmD/ms08fix.html (load right after your UOP)

Comments on it welcome, because the quest is working for me with or without, so I can't verify it at this point.
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ShOrty
 
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Post » Mon Jan 03, 2011 7:07 am

Order of install should be:

Official game + patches
QTP3
Unofficial Patch 3.2.0
QTP3 UOP320 patch (yes, it's needed, the PES description is wrong)
AWLS
UOP Supplemental
- overwrite conflicting meshes/textures.


Arthmoor given your suggestion above, how would you recommend placing UOP supplemental amongst the following, or would I be better moving AWLS earlier in my install order?....
Spoiler
Bain Packages:
000 - ==UOPs==
++ 001 - UOP_3_2_0_and-Hotfix-5296.rar (C3E72FFA) (Installed)
++ 002 - UOP_Supplemental_v326-27710.rar (7193864A) (Installed)
++ 003 - Unofficial_Official_Mods_Patch_v15_Manual_Version-9969.rar (59895567) (Installed)
++ 004 - Unofficial-SI-Patch-v1_4_0-10739.rar (79CE866D) (Installed)
005 - ==Sounds==
++ 006 - Louder_Nirnroots-5277.rar (1C92F999) (Installed)
++ 007 - Quiet & Whispered Feet MAX.rar (E8212F8E) (Installed)
++ 008 - Ambiant_Sound_FX_1-2-29676.rar (93165CB5) (Installed)
++ 009 - AS_Rain_and_Thunder_Sounds_V1.7z (DF3DBAB0) (Installed)
010 - ==Land LOD Replacers Weather==
++ 011 - Wisemans_Reduced_Textures_v11_Part123_SI_Bomrets-6448.rar (537E6184) (Installed)
++ 012 - Bomrets_Detailed_Normal_Maps_for_Vanilla_Version_1_1-18430.rar (19757949) (Installed)
++ 013 - Optimised_Distant_Land_MAX_1_1-15278.rar (0189BD36) (Installed)
++ 014 - Vibrant_Distant_Normal_1-31-18677.rar (1FED75BE) (Installed)
++ 015 - VibrantDistantLOD-18677.rar (78CF45A4) (Installed)
++ 016 - VibrantDistantLODSI-18677.rar (FB96C6FE) (Installed)
++ 017 - VibrantTextures-18677.rar (3ED4F125) (Installed)
++ 018 - VibrantTexturesSI-18677.rar (B11B31AE) (Installed)
++ 019 - Vibrant_Textures_Architecture-18677.rar (ECEE6591) (Installed)
++ 020 - Vibrant_Textures_Architecture_SI-18677.rar (39AD4EB0) (Installed)
++ 021 - Vibrant_Textures_Clutter_and_More-18677.rar (1893A8F1) (Installed)
++ 022 - Vibrant_Textures_SI_Clutter_and_More-18677.rar (CD907D36) (Installed)
++ 023 - VibrantTexturesOblivionRealms-18677.rar (C845F6A4) (Installed)
++ 024 - Abnormal_Caves-Normal_texture_maps-20778.rar (051D0BB5) (Installed)
++ 025 - HTF_Land_Noise_Replacer_Filter-102-9949.rar (DC928F02) (Installed)
++ 026 - RAEVWD_v1_7-20053.7z (C0E54CCD) (Installed)
++ 027 - RAEVWD_Darker_Regal_IC_Texture_Pack-20053.7z (B083FE55) (Installed)
++ 028 - RAEVWD_SI_Edition-20053.7z (1A70F42C) (Installed)
++ 029 - RAEVWD_SI_Bomret_Textures-20053.7z (34AAB9C8) (Installed)
++ 030 - AWLS_-_Brumbek_Mixed_Textures_v5-1-3-19628.rar (55868814) (Installed)
++ 031 - Animated_Window_Lighting_System_-_Meshes_v5-1-9-19628.rar (47819327) (Installed)
++ 032 - Enhanced_Water_v20-8011.rar (3FF40AE2) (Installed)
++ 033 - LowPoly_Grass-5434.rar (45AC379D) (Installed)
++ 034 - LowPoly_Grass_for_SI-5434.rar (2F3C3DCB) (Installed)
++ 035 - NoGlowShorterGrassFix_v11-10655.rar (865C42BD) (Installed)
++ 036 - Real_Wood_Road_Signs_Full-25429.rar (9FF09A61) (Installed)
++ 037 - ImprovedSignsComplete-9498.rar (7B1F6919) (Installed)
++ 038 - Cobl_172-21104.7z (BFECAEE3) (Installed)
++ 039 - Cobl_Cosmetics_Res_01-21104.7z (C1254BEC) (Installed)
++ 040 - Cyrodiil_Terrain_Map-Fixed-AfterDarN-v25-2634.rar (324A9A51) (Installed)
++ 041 - All_Natural_0-9-9-5-18305.rar (F4DECE78) (Installed)
042 - ==Dungeon Quest Locations==
++ 043 - Aleswell_Cottage-28702.rar (A17331C6) (Installed).....

~snip~

097 - ==Last==

User avatar
Taylah Illies
 
Posts: 3369
Joined: Fri Feb 09, 2007 7:13 am

Post » Sun Jan 02, 2011 11:11 pm


A test fix is available for the first 3 issues: http://www.4shared.com/file/b2WGgEmD/ms08fix.html (load right after your UOP)

Comments on it welcome, because the quest is working for me with or without, so I can't verify it at this point.

This test fix didn't wok for me. Used an old save.
After killing the last hunter and get the last key from his body, I get the quest update;
MS08 Stage 75
Spoiler
I've found the key to the door of the keep at Fort Grief. I should now return to Aleron and get us both off this island.


In my road to get out from Fort Grief dungeon three conditions can happen:

1- If I open my own inventory, I get quickly the quest update:

MS08 Stage 90
Spoiler
The key I discovered on the Orc Hunter was indeed a fake and the real key was on Kurdan's body. He'd never intended to let us leave whether we won his demented hunt or not. The real key should allow me to unlock the gateroom inside the Hunter's Run and then leave Fort Grief. I will then have to bring Ursanne the sad news.


2- If I open any container, I get MS08 Stage 90 update after a certain amount of time (anyway not as fast as step 1).

3- If I do not open my inventory and any container and get out from the dungeon as fast I can, the quest end normally. (Kurdan kill Aleron Loche)


If one of the conditions 1 or 2 happened, I get frozen for longtime when out of the dungeon and Kurdan is walking unable to reach Aleron loche.

It is possible that one of the mods controlling containers is behind all these problems. Possible "culprits" :D
- Spell Delete And Item Remove.esp
- Enhanced Economy.esp
- Enhanced Grabbing.esp (!!!!!)
User avatar
Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

Post » Mon Jan 03, 2011 8:38 am

This test fix didn't wok for me. Used an old save.
After killing the last hunter and get the last key from his body, I get the quest update;
MS08 Stage 75
Spoiler
I've found the key to the door of the keep at Fort Grief. I should now return to Aleron and get us both off this island.


In my road to get out from Fort Grief dungeon three conditions can happen:

1- If I open my own inventory, I get quickly the quest update:

MS08 Stage 90
Spoiler
The key I discovered on the Orc Hunter was indeed a fake and the real key was on Kurdan's body. He'd never intended to let us leave whether we won his demented hunt or not. The real key should allow me to unlock the gateroom inside the Hunter's Run and then leave Fort Grief. I will then have to bring Ursanne the sad news.


2- If I open any container, I get MS08 Stage 90 update after a certain amount of time (anyway not as fast as step 1).

3- If I do not open my inventory and any container and get out from the dungeon as fast I can, the quest end normally. (Kurdan kill Aleron Loche)


If one of the conditions 1 or 2 happened, I get frozen for longtime when out of the dungeon and Kurdan is walking unable to reach Aleron loche.

It is possible that one of the mods controlling containers is behind all these problems. Possible "culprits" :D
- Spell Delete And Item Remove.esp
- Enhanced Economy.esp
- Enhanced Grabbing.esp (!!!!!)


I'm getting pretty much the same, only it doesn't matter if I open a container or not (I Will get the message if I do), I Still get stuck at the exit.
Tried disableing Streamlinw to no avail...., if I consle-kill Alleron it will finish.
They booth seem to be in the proper positions, but they just cance around wiyh their swords up and never strike each other...
User avatar
Pumpkin
 
Posts: 3440
Joined: Sun Jun 25, 2006 10:23 am

Post » Mon Jan 03, 2011 5:50 am

This test fix didn't wok for me. Used an old save.
After killing the last hunter and get the last key from his body, I get the quest update;
MS08 Stage 75


That's normal.

In my road to get out from Fort Grief dungeon three conditions can happen:

1- If I open my own inventory, I get quickly the quest update:

MS08 Stage 90


This however is not. Stage 90 is only called by one script, the one on the real key. For it to be coming up in any other situation other than actually picking it up means something has altered the game to cause this.

I don't know how well versed you are with TES4Edit, but I'll need you to load your full load order into it, then in the search box at the top left, put in 000E9CAF for the formID and then report back on which mods in the right-hand pane are touching that script.

I'm getting pretty much the same, only it doesn't matter if I open a container or not (I Will get the message if I do), I Still get stuck at the exit.
Tried disableing Streamlinw to no avail...., if I consle-kill Alleron it will finish.
They booth seem to be in the proper positions, but they just cance around wiyh their swords up and never strike each other...


That's a little different. If they've both got their weapons drawn then the startcombat command must have fired because they won't otherwise be on alert. Why Kurdan didn't actually strike is unknown.

Do either of you have anything in common in your load orders that's not the usual overhaul stuff? (FCOM/etc)
User avatar
Alycia Leann grace
 
Posts: 3539
Joined: Tue Jun 26, 2007 10:07 pm

Post » Mon Jan 03, 2011 2:44 am

Tried to get a http://i872.photobucket.com/albums/ab289/Brozly/ScreenShot16.jpg, but it's pretty fark, you can make out Kurdan with his back to you and Sword in the air, Aleron also has his sword out and they just keep walkink at each other in circles, after I console killed Aleron, Kurdon would read his script, but he never struck me...
Spoiler
Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  VASE - core.esm08  CyrodiilUpgradeResourcePack.esm09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  Armamentarium.esm  [Version 1.35]0B  Artifacts.esm  [Version 1.1]0C  Better Cities Resources.esm0D  CM Partners.esm0E  Unofficial Oblivion Patch.esp  [Version 3.2.6]0F  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]10  Oblivion Citadel Door Fix.esp11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp13  Better Cities .esp14  Francesco's Optional Chance of Stronger Bosses.esp15  Francesco's Optional Chance of Stronger Enemies.esp16  Francesco's Optional Chance of More Enemies.esp17  Francesco's Optional Leveled Guards.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]18  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]19  Fran Armor Add-on.esp1A  Fran_Lv30Item_Maltz.esp1B  FranOBSEConfig.esp  [Version 0.5]1C  All Natural - Real Lights.esp  [Version 0.9.9]1D  All Natural.esp  [Version 0.9.9]1E  All Natural - SI.esp  [Version 0.9.9]++  All Natural - EW + NW + AWS.esp  [Version Final]1F  Ayleid Loot EXtension.esp20  Ayleid Loot EXtension - OOO Dungeons.esp21  Display Stats.esp  [Version 1.1.1]++  Item interchange - Extraction.esp  [Version 0.78]22  P1DseeYouSleep.esp23  Map Marker Overhaul.esp  [Version 3.4]24  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]++  MaleBodyReplacerV4.esp25  Adonnays Elven Weaponry.esp26  Adonnay's_Elven_Sabres-MOBS.esp27  Dread Knight Armor.esp28  Lich King's Helm v1_0.esp29  Lost_Akiviri_Armor.esp2A  New Frostmourne Sword by Jojjo v1_0.esp++  RustyItems.esp2B  Silverlight Armor by Jojjo.esp**  Armamentium female.esp2C  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]2D  Cobl Glue.esp  [Version 1.72]2E  Cobl Si.esp  [Version 1.63]2F  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]30  Bob's Armory Oblivion.esp31  FCOM_BobsArmory.esp  [Version 0.9.9]32  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]33  Oblivion WarCry EV.esp34  FCOM_WarCry.esp  [Version 0.9.9MB3]35  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OMOBS.esp  [Version 1.0]++  OMOBS_SI.esp  [Version 1.0]36  OMOBS Optional Combat Settings.esp  [Version 1.0]++  ArmamentariumLLMagic.esp  [Version 1.35]37  ArmamentariumArtifacts.esp  [Version 1.35]38  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderhardcoe.esp  [Version 0.9.9]39  FCOM_RealSwords.esp  [Version 0.9.9]3A  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9MB3]3B  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoSpiders.esp  [Version 0.9.9]++  Mart's Monster Mod - No Pests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]++  FCOM_NoReaversInGates.esp  [Version 0.9.9]3C  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Fiends.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Adventurers.esp  [Version 3.7b3p3]3D  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]3E  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]3F  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]40  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]41  MMM - Playable Undead Armors.esp++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]**  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_ArcheryArmamentarium.esp  [Version 2]++  FCOM_ArcheryRealSwords.esp  [Version 2]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]**  Fransfemale.esp++  MMM-Cobl.esp  [Version 1.69]**  EVE_StockEquipmentReplacer4FCOM.esp42  Akaviri Imports.esp43  Artifacts.esp  [Version 1.1]**  ArtifactsFemaleArmor.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]44  GTAesgaard.esp45  LordKain_Adash_World.esp46  LostSwordOfTheAylied.esp47  LostSwordOfTheAylied - Claymore Add-On.esp48  The Ayleid Steps.esp  [Version 3.3.2]49  VHBloodlines 1.2.esp  [Version 1.4]4A  Knights.esp4B  Knights - Unofficial Patch.esp  [Version 1.0.9]**  EVE_KnightsoftheNine.esp4C  The Lost Spires.esp4D  Mighty Umbra.esp4E  Ungarion1TheWelkyndSword.esp  [Version 1.4]4F  Blood&Mud.esp50  Lost Paladins of the Divines.esp51  The Mystery of the Dulan cult.esp52  MannimarcoRevisited.esp53  MannimarcoRevisitedOOO.esp  [Version 0.1]++  FCOM_MightyUmbra.esp  [Version 0.9.9]54  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_WelkyndSwordBlood&Mud.esp  [Version 0.9.9]55  FCOM_DulanCult.esp  [Version 0.9.9]56  Gah Falquan Umarile.esp57  mythsandlegends.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]58  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]59  CUO_Dwemer.esp5A  CUO_FightersGuildContracts_SAFE.esp5B  EVE_ShiveringIslesEasterEggs.esp5C  P1DkeyChain.esp  [Version 5.00]**  Salmo the Baker, Cobl.esp  [Version 3.08]5D  StartChoices.esp5E  RefScope.esp  [Version 2.0.2]5F  SupremeMagicka.esp  [Version 0.90]60  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_UnlockSpells.esp  [Version 0.70]61  Enchant Arrows Spells.esp62  Enter The Shinobi - Coors916.esp++  Francesco's Slower skills x1.5.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]++  EVE_KhajiitFix.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]63  IDKRRR_C_race.esp64  CM Partners.esp65  CM Partners NPC.esp66  1em_Vilja.esp67  Cobl Races.esp  [Version 1.52]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]++  Cobl Races - Balanced.esp  [Version 1.52]68  Better Cities - Full City Defences.esp69  Better Cities Full.esp6A  Better Cities Full - B&M Edition.esp6B  Better Cities - VHBloodlines.esp6C  Better Cities - VWD of the IC.esp6D  Better Imperial City.esp6E  Better Cities - COBL.esp  [Version 2]++  Francesco's day lenght rescale 1-16.esp6F  Get Wet - just droplets.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]70  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]71  Bashed Patch,Elvin.esp72  FormID Finder4.esp73  kuerteeActorDetails.esp74  Oblivion Graphics Extender Support.esp  [Version 0.2]

:confused:

**I can't see anything unusal in http://i872.photobucket.com/albums/ab289/Brozly/TES4EditHuntersRun.jpg
User avatar
Sophie Miller
 
Posts: 3300
Joined: Sun Jun 18, 2006 12:35 am

Post » Mon Jan 03, 2011 2:59 am

I've run into this before, and the cause is somewhat non-obvious. Streamline has a setting to do purge functions on interior/exterior transitions. That function needs to be disabled. What's happening in this case is the pcb function is being called and the game is losing the buffer that's holding the information about the target for that gate switch. It's not the only thing that can encounter problems, older version of All Natural were also affected by this.

I'll have another look at the specific scripts involved with that gate switch and see if I can come up with a workaround for it. Might be as simple as just having a gamemode variable to check when you step out of the fort.


That's it, I have Purge Cell Buffers running. Thanks for the clarification!
User avatar
Emily Rose
 
Posts: 3482
Joined: Sat Feb 17, 2007 5:56 pm

Post » Mon Jan 03, 2011 1:54 am

No need to if you use my mod.
ALL cases where another mod adds the animated destruction shader are forced to a duration of 5 seconds with my mod.


Duke Patrick added a duration to fix this in his mod: http://forums.bethso...can-believe-in/

I was wondering if it was worth adding a duration in the UOP just in case another mod adds an animated shader and causes this issue?

User avatar
sarah
 
Posts: 3430
Joined: Wed Jul 05, 2006 1:53 pm

Post » Mon Jan 03, 2011 3:08 am

That's it, I have Purge Cell Buffers running. Thanks for the clarification!


Good, because I tried to get a workaround in place but it kept leaving the gate closed.

As for the whole thing with that key prematurely triggering stage 90, I'm unable to reproduce it after numerous tests with a brand new character. So whatever is causing that is a mod related conflict. I'd wager something that's been made recently because there's no changes in any of the UOP files that could account for it.

There was another bug though that nobody seems to have reported, which is 100% reproducable. Finish the quest, notice you can't fast travel? Looks like Kivan forgot to add a command to re-enable that so I've fixed the gate switch that opens the outer gate to turn that on or off if used.

Also had some random conjurer show up inside the enclosed area of the fort twice out of 7 times testing today. I can't find any reason for this to be happening as NO mods are adding spawn points to the island that contain conjurers. First time I didn't realize he was there and Aleron was killed, breaking the quest. Second time was when I came out from the dungeon and the conjurer jumped Kurdan and killed him, fortunately not breaking the quest. Anyone else ever see that?

@spooky.fx - that was actually showler who asked that question over here.
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Mon Jan 03, 2011 2:00 am

This however is not. Stage 90 is only called by one script, the one on the real key. For it to be coming up in any other situation other than actually picking it up means something has altered the game to cause this.

There are two scripts that can call stage 90, one is UOPCaughtInTheHuntFixScript:

Begin GameMode

If GetStage MS08 == 75
If player.GetItemCount MS08RealKey > 0
SetStage MS08 90
EndIf
EndIf
StopQuest UOPCaughtInTheHuntFix

End

that runs only when you install the UOP, the other is MS08RealDoorKeyScript:

begin OnAdd player

if ( GetStage MS08 == 75 ) || ( GetStage MS08 == 80 )
setstage MS08 90
endif

end

and this script is present not only on the real key, but also in MS08HuntersRunKey01 and MS08HuntersRunKey02. I don't really remember the quest details but maybe this is what's causing problems.

It is possible that one of the mods controlling containers is behind all these problems. Possible "culprits" :D
- Spell Delete And Item Remove.esp
- Enhanced Economy.esp
- Enhanced Grabbing.esp (!!!!!)

I assure you that Spell Delete And Item Remove doesn't edit anything of the original game and doesn't mess up containers in any way.

I hope this help.
User avatar
Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Mon Jan 03, 2011 2:07 am

There are two scripts that can call stage 90, one is UOPCaughtInTheHuntFixScript:

Begin GameMode

If GetStage MS08 == 75
If player.GetItemCount MS08RealKey > 0
SetStage MS08 90
EndIf
EndIf
StopQuest UOPCaughtInTheHuntFix

End

that runs only when you install the UOP


Yes, but that's a gamemode block. It would also have required all 3 people reporting the problem to have installed the UOP (3.2.0 mind you) all at the exact same moment, and all to have loaded their games while stuck on that quest, AND have the real key in their possession. Since 2 of the 3 are reporting they can't even get to Kurdan, that's not really a factor here.

the other is MS08RealDoorKeyScript:

begin OnAdd player

if ( GetStage MS08 == 75 ) || ( GetStage MS08 == 80 )
setstage MS08 90
endif

end

and this script is present not only on the real key, but also in MS08HuntersRunKey01 and MS08HuntersRunKey02. I don't really remember the quest details but maybe this is what's causing problems.


Well that's irritating, and also a latent vanilla bug as well. There's no reason for the first two keys to have that script assigned, and tes4edit wasn't listing them as referencing the script even after I told it to build reference data for Oblivion.esm. I don't get how the OnAdd blocks are getting triggered, but the easiest way to stop the possibility is to just pull the script assignments off of those keys.

Some mod somewhere must be tripping the OnAdd blocks, because without fixing this all 3 keys would be capable of triggering the stage update. Especially if they had been dropped and picked back up.
User avatar
Nick Tyler
 
Posts: 3437
Joined: Thu Aug 30, 2007 8:57 am

Post » Mon Jan 03, 2011 3:29 pm

Some mod somewhere must be tripping the OnAdd blocks, because without fixing this all 3 keys would be capable of triggering the stage update. Especially if they had been dropped and picked back up.


sitd Keychain??? :shrug:

**I had an archer on the second level, didn't check what he was, figured he was probably there when I went in...
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Mon Jan 03, 2011 12:26 pm


Also had some random conjurer show up inside the enclosed area of the fort twice out of 7 times testing today. I can't find any reason for this to be happening as NO mods are adding spawn points to the island that contain conjurers.


Not the DLCSpellTomes Conjurer is it?
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Mon Jan 03, 2011 4:54 am

Not the DLCSpellTomes Conjurer is it?


No, I checked his formID using refscope after I killed him and he's a vanilla conjurer. 00069ADB. Only shows up in conjurer leveled lists and there are no spawn points on the island. So I don't know how he's managing to get there.
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

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