[RELZ] Unofficial Oblivion Patch 3.2.0 thru 3.2.10 Supplemen

Post » Thu Sep 09, 2010 9:46 pm

No I don't have any followers. I usually just wind up whacking them during battles :)
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Life long Observer
 
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Post » Thu Sep 09, 2010 11:09 pm

No I don't have any followers. I usually just wind up whacking them during battles :)

Me too, they have a tendency to jump in front of my sword :)
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Schel[Anne]FTL
 
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Post » Thu Sep 09, 2010 2:13 pm

Or my spell :)

Ok, I got some interesting results:

Basically both Form ID finder and Refscope think Maglir is still part of the Fighters Guild faction.

Here's the Form ID finder results in the Conscribe log:
Spoiler

Maglir(0002AE31) from mod 00:Oblivion.esm

Base Object Maglir(00024165) from mod 00:Oblivion.esm

Script: 00033570 from mod 00:Oblivion.esm

Mesh: Meshes\Characters\_Male\skeleton.NIF
Race Wood Elf(000223C8) from mod 00:Oblivion.esm
Faction Blackwood Company(0002FF29) Hidden: 0 Evil 1 from mod 00:Oblivion.esm
Faction Fighters Guild(0002228F) Hidden: 0 Evil 0 from mod 00:Oblivion.esm
** Dumping Array #225 **
Refs: 1 Owner 56: FormID Finder4.esp
[ 0.000000 ] : Iron Gauntlets (0001C6D2)
[ 1.000000 ] : Iron Helmet (0001C6CE)
[ 2.000000 ] : Iron Shortsword (00000C0D)
[ 3.000000 ] : Blackwood Cuirass (00038510)
[ 4.000000 ] : Blackwood Shield (0003647D)
[ 5.000000 ] : Iron Greaves (0001C6D0)
[ 6.000000 ] : Iron Boots (0001C6CF)
Begin Inventory check
Hand : Item Iron Gauntlets(0001C6D2) from mod 00:Oblivion.esm
Mesh: Meshes\Armor\Iron\M\Gauntlets.NIF
Icon: Textures\Menus\Icons\Armor\Iron\M\Gauntlets.dds
Hair : Item Iron Helmet(0001C6CE) from mod 00:Oblivion.esm
Mesh: Meshes\Armor\Iron\M\Helmet.NIF
Icon: Textures\Menus\Icons\Armor\Iron\M\Helmet.dds
Weapon : Item Iron Shortsword(00000C0D) from mod 00:Oblivion.esm
Mesh: Meshes\Weapons\Iron\ShortSword.NIF
Icon: Textures\Menus\Icons\Weapons\IronShortsword.dds
Upper Body : Item Blackwood Cuirass(00038510) from mod 00:Oblivion.esm
Mesh: Meshes\Armor\Blackwood\M\Curiass.NIF
Icon: Textures\Menus\Icons\Armor\Blackwood\Curiass.dds
Shield : Item Blackwood Shield(0003647D) from mod 00:Oblivion.esm
Mesh: Meshes\Armor\Blackwood\Shield.NIF
Icon: Textures\Menus\Icons\Armor\Blackwood\Shield.dds
Lower Body : Item Iron Greaves(0001C6D0) from mod 00:Oblivion.esm
Mesh: Meshes\Armor\Iron\M\Greaves.NIF
Icon: Textures\Menus\Icons\Armor\Iron\M\Greaves.dds
Foot : Item Iron Boots(0001C6CF) from mod 00:Oblivion.esm
Mesh: Meshes\Armor\Iron\M\Boots.NIF
Icon: Textures\Menus\Icons\Armor\Iron\M\Boots.dds
Location: Blackwood Company Hall (00030530)
Postion: (-574, -139, -3


And Refscope's log is much simpler:

----[ 2010-09-11 16:27:30]Blackwood CompanyFighters Guild


So, is it possible that when an NPC is already removed from a faction that if you set the faction rank to -1 again, that it actually adds him back into the faction?
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Judy Lynch
 
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Post » Thu Sep 09, 2010 7:06 am

So, is it possible that when an NPC is already removed from a faction that if you set the faction rank to -1 again, that it actually adds him back into the faction?

Try it in a fresh game and see :shrug:

More than likely, though, FormID Finder and Refscope are giving the true-er picture. They both use OBSE's faction functions (at least, I can't imagine any other method) to grab the factions, and I'll bet that SetFactionRank FightersGuild -1 sets it to -1 for checking GetFactionRank and GetInFaction, but doesn't remove it from the list that SameFactionAsPC and GetNthFaction refer to.
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Susan
 
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Post » Thu Sep 09, 2010 10:06 pm

Yeah, I'll think I'll put it aside for now. I've already moved on. I did try stripping out the quest changes that 3.3 makes and it didn't help.

So, if others have the same problem, we'll look at it some more, if not, then it's a strange quirk with my game...
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Blessed DIVA
 
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Post » Thu Sep 09, 2010 9:11 pm

SameFactionAsPC is a vanilla function, so if the bug lies there, perhaps it's not properly checking the -1 return value? Would it be in any way possible for OBSE to correct something like that by overriding the function in its own source code?
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Jessica Raven
 
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Post » Thu Sep 09, 2010 8:01 am

How interesting, A bug in a vanilla function that didn't show itself until now :o
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Josee Leach
 
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Post » Thu Sep 09, 2010 11:11 am

SameFactionAsPC is a vanilla function, so if the bug lies there, perhaps it's not properly checking the -1 return value? Would it be in any way possible for OBSE to correct something like that by overriding the function in its own source code?


But we don't think the problem lies in SameFactionAsPC, do we? It seems odd that Form ID finder and Refscope are still reporting Maglir as being in the Fighters Guild. That's how SameFactionAsPC is reporting true, because if there is something somewhere that's reporting Maglir as still being in the FG, then the PC and him would be in the same faction. What I don't understand is, why the game even thinks Maglir should still be in the FG in my game.

I'd go with an odd quirk in my game until we get someone else who runs into this.

What about the character you're keeping in the middle of the MQ for gate weather testing? Can you release him long enough to do some FG quests? :)
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Ellie English
 
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Post » Thu Sep 09, 2010 5:44 pm

He'd have to go through the entire guild since he hasn't ever joined it. It could be done, as could any of my others who haven't yet, but it would take awhile to get to that point.
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Suzy Santana
 
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Post » Thu Sep 09, 2010 10:57 pm

I've got a character who's only a quest or two into the Fighters' Guild, and some free time later next week...I'd be willing to shanghai her for testing purposes, if everyone's really interested in tracking this bug down. I do run that character with a pretty extensive mod list, though (although nothing that messes with the FG aside from the UOP, to my knowledge), which would no doubt make things messy.

Failing that, I'd also be willing to start a new game with just the UOP loaded and see what happens. Wouldn't be the first time I've gone on a completely OCD game-busting bug hunt. ;)
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Markie Mark
 
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Post » Thu Sep 09, 2010 1:48 pm

Any eyes on the issue will help, whether one of us gets there sooner or not. It could be one of those deeply buried things that's just never come up before.
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Ebony Lawson
 
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Post » Thu Sep 09, 2010 6:58 pm

I'd appreciate all the help I can get since this is driving me bonkers :) I think it's also beneficial if we have people with different LO's, so don't worry about that.

Thanks!!
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Albert Wesker
 
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Post » Thu Sep 09, 2010 8:47 am

One of my guys turned out to be close enough to "More Unfinished Business" to get there and then go find Maglir (the little fetcher!)

He's in the following factions, as I stand in Bravil looking at him sporting his BWC gear:

BravilFaction
ChorrolFaction
LeyawiinFaction
SkingradFaction
BlackwoodCompanyFaction

The "SameFactionAsPC" function is currently returning 0.00, so as of this point in time we don't share any factions in common. Which technically means the fix to The Hist is completely unnecessary.

It'll be quite some time before I'm able to reach the next encounter since there's the rest of this quest and 3 more in between before getting to stage 40 in The Hist.
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Hussnein Amin
 
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Post » Thu Sep 09, 2010 11:49 am

I'll have a look and see if I have a saved game from that far back. Right now I'm having a problem getting rid of the stupid dagger from Martin and giving him a spiffy sword :banghead:
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Hot
 
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Post » Thu Sep 09, 2010 3:01 pm

Hmmm, we might be getting somewhere (ray of hope?).

I had an archived save and clicking on the little fetcher yielded the same results:

   Race Wood Elf(000223C8) from mod 00:Oblivion.esm   Maglir is Essential   Faction Blackwood Company(0002FF29) Hidden: 0 Evil 1 from mod 00:Oblivion.esm   Faction Bravil Faction(0002CA32) Hidden: 1 Evil 0 from mod 00:Oblivion.esm   Faction Chorrol Citizen(00028D98) Hidden: 1 Evil 0 from mod 00:Oblivion.esm   Faction Leyawiin Faction(000338EC) Hidden: 1 Evil 0 from mod 00:Oblivion.esm   Faction Skingrad Citizen(00028E77) Hidden: 1 Evil 0 from mod 00:Oblivion.esm


SameFactionAsPC is also 0.00!

So perhaps you could post an update when you get that far...

We keep this up, we're all going to sound like Modryn Oreyn though - the little fetcher :)
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April D. F
 
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Post » Thu Sep 09, 2010 1:47 pm

I forgot how many contract missions you have to go on before getting there, but I'm working on it :P

I hit a huge snag though. Walked in to the BWC headquarters to find all the doors missing. Which is really not cool because this character has never been in there before and now I have to go on a bug hunt to find out why they're gone.
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Yvonne Gruening
 
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Post » Thu Sep 09, 2010 11:43 am

I forgot how many contract missions you have to go on before getting there, but I'm working on it :P

I hit a huge snag though. Walked in to the BWC headquarters to find all the doors missing. Which is really not cool because this character has never been in there before and now I have to go on a bug hunt to find out why they're gone.


It's ok, I'm only checking daily to monitor your progress :) Never had doors missing in BWC, but I didn't visit until I was told to, so you're being bad and something has removed the doors as punishment... Now, can you imagine trying to debug a game like that?

I just finished Boots of Springheel Jak and I got the dialog option about the diary! I had to drop the diary first, pick it up and read it to get the journal entry, but once I got it, I was able to ask the Gray Fox about it. Very cool. It was nice getting that bit of background. The wiki does caution that you might need to drop the diary to get this update and this turned out to be true for me. That's unfortunate, but I don't think there's anything we can do... The wiki is incorrect though in saying that the conversation topic about the genealogy book is fixed with the UOP. I don't think it's a bug with the UOP - I had a look at the CS and if I'm following the quest and topics properly, it doesn't look like the topic exists. I think the wiki should be updated to remove the comment saying this is fixed by the UOP - not sure who handles that. You might want to tweak the journal entry that says you should talk to the Gray Fox about it... In reading the Genealogy, I'm not sure what you would ask the Gray Fox about anyway!

So I'll be doing the Ultimate Heist shortly!! My favourite quest. I'll be looking to make sure Ms. Beanique is asleep so I can loot the place :)
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Solina971
 
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Post » Thu Sep 09, 2010 8:50 pm

All right, so I spent my day charging through FG quests to test out what's going on with our little fetcher. ;) Here's what I've got. On killing Maglir, I was expelled from the guild, although I got no quest pop-up saying as much. After Maglir was killed the Fighters' Guild was no longer listed on my faction screen, and speaking to any member of the guild after that results in the "you killed a member; go speak to Vilena Donton" speech.

Using FormID on Maglir during "More Unfinished Business" returns the following, faction-wise:

Faction: Blackwood Company - 0002FF29 - Faction is EvilFaction: Skingrad Citizen - 00028E77 - Faction is HiddenFaction: Leyawiin Faction - 000338EC - Faction is HiddenFaction: Chorrol Citizen - 00028D98 - Faction is HiddenFaction: Bravil Faction - 0002CA32 - Faction is Hidden


SameFactionAsPC returns 0.00. None of my other mods seem to be modifying him, as FormID confirms he's from Oblivion.esm, as are all the factions he's a part of.

... and now, during "The Hist," getting this info as he's charging at my character's face:

Faction: Fighters Guild - 0002228FMod: 00: Oblivion.esmFaction: Blackwood Company - 0002FF29 - Faction is EvilMod: 00: Oblivion.esm


SameFactionAsPC also returns 1.00. So, something's added him back into the Fighters' Guild faction when he obviously shouldn't be.

And FWIW, my modlist:

Spoiler

Masters for: Save 26 - Amarel Mathmeldi - Modryn Oreyn's House, Level 27, Playing Time 171.32.06.ess00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.4.1]02  Cobl Main.esm  [Version 1.72]03  Kvatch Rebuilt.esm04  Unofficial Oblivion Patch.esp  [Version 3.3]05  Oblivion Citadel Door Fix.esp06  DLCShiveringIsles.esp07  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]08  EnhancedWeather.esp  [Version 1.3.5]09  Enhanced Weather - Across-The-Borders Mods Patch.esp  [Version Final]0A  All Natural - Real Lights.esp  [Version 0.9.9.5]++  Advanced_Water_Modification-2734.esp0B  Atmospheric Oblivion.esp0C  Distant Chapel Bells.esp0D  WindowLightingSystem.esp0E  SoT_Holiday.esp0F  Enhanced Economy.esp  [Version 4.2]10  Crowded Roads Revisited.esp  [Version 1.1]11  FF_Real_Thirst.esp12  Map Marker Overhaul.esp  [Version 3.5.1]13  Map Marker Overhaul - SI additions.esp  [Version 3.5]14  DLCHorseArmor.esp15  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]16  DLCOrrery.esp17  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]18  DLCVileLair.esp19  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1A  DLCMehrunesRazor.esp1B  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1C  DLCSpellTomes.esp1D  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]1E  MaleBodyReplacerV4.esp1F  TFF_Races_Base_RSM.esp20  Slof's Male Clothing.esp21  UFF Armor of Gaia.esp22  TFF_Armor_Base.esp23  TFF_Clothing_Base.esp24  TFF_Clothing_SI.esp25  Accompt of the Delitescent.esp26  UFF & RM Assassin Elite Armor.esp27  Pirate Gear.esp28  UFF - Celtic Witch Robes.esp  [Version 2.1]29  UFF RM Ranger Armor.esp2A  Slof's Horses Base.esp2B  Slof's Extra Horses.esp2C  DLCThievesDen.esp2D  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]2E  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]2F  Cobl Glue.esp  [Version 1.72]30  Cobl Si.esp  [Version 1.63]31  FF_Real_Thirst, Cobl.esp++  Cobl Tweaks.esp  [Version 1.44]32  Ivellon.esp  [Version 1.8]33  Better Benirus Manor for Cobl - Complete.esp34  BHC_Expanded.esp  [Version 1.2]35  hackdirtabyss.esp36  ImpeREAL City Unique Districts - All the Districts - Merged.esp37  Kragenir's Death Quest.esp38  KDQ - Rural Line Additions.esp39  Kvatch Rebuilt.esp3A  Kvatch Rebuilt Weather Patch.esp3B  Slof's Oblivion Goth Shop.esp3C  The Ayleid Steps.esp  [Version 3.4]3D  UFF Gypsy Market.esp3E  Cyrodiil Travel Services.esp  [Version 2.0.3]3F  DLCBattlehornCastle.esp40  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]41  DLCFrostcrag.esp42  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]43  Knights.esp44  Knights - Unofficial Patch.esp  [Version 1.0.9]45  SM Plugin Refurbish(Merged).esp  [Version 1.30]46  TOTF.esp++  TOTF Delayer.esp47  RTT.esp++  Enhanced Weather - Ruined Tail's Tale Patch.esp  [Version Final]48  Blood&Mud.esp49  Blood&Mud - EE patch.esp  [Version 4.2]4A  Shadowcrest_Vineyard_COBL.esp4B  Shadowcrest_Vineyard_GuardCOBL.esp4C  xuldarkforest.esp  [Version 1.0.5]4D  xulStendarrValley.esp  [Version 1.2.2]4E  xulTheHeath.esp4F  XulEntiusGorge.esp50  xulFallenleafEverglade.esp  [Version 1.3.1]51  xulColovianHighlands_EV.esp  [Version 1.2.1]52  xulChorrolHinterland.esp  [Version 1.2.2]53  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]54  KragenirsDeathQuest-LostCoast patch.esp55  xulBravilBarrowfields.esp  [Version 1.3.2]56  xulLushWoodlands.esp  [Version 1.3]57  xulAncientYews.esp  [Version 1.4.3]58  xulAncientRedwoods.esp  [Version 1.6]59  xulCloudtopMountains.esp  [Version 1.0.3]5A  KragenirsDeathQuest-CloudtopMountains patch.esp5B  xulArriusCreek.esp  [Version 1.1.3]5C  xulPatch_AY_AC.esp  [Version 1.1]5D  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]5E  KragenirsDeathQuest-RollingHills patch.esp5F  xulPantherRiver.esp60  Blood&Mud-PantherRiver patch.esp61  xulRiverEthe.esp  [Version 1.0.2]62  xulBrenaRiverRavine.esp  [Version 1.0.2]63  xulImperialIsle.esp  [Version 1.6.5]64  xulBlackwoodForest.esp  [Version 1.1.0]65  xulCheydinhalFalls.esp  [Version 1.0.1]66  Blood&Mud-CheydinhalFalls patch.esp67  TearsOfTheFiend-CheydinhalFalls patch.esp68  KvatchRebuilt-CheydinhalFalls patch.esp69  DungeonsOfIvellon-CheydinhalFalls patch.esp6A  xulAspenWood.esp  [Version 1.0.1]6B  xulSkingradOutskirts.esp  [Version 1.0.1]6C  BarrowFields-Blood&Mud-Patch.esp  [Version 1.3]6D  AutoBookPlacer.esp6E  Curseman's Anti Extinction Mod.esp6F  Dungeon Actors Have Torches 1.6 DT.esp70  seorin's Artifact Fix.esp++  sixier Sheogorath.esp71  Enhanced Vegetation [100%].esp72  Enhanced Economy - House prices.esp  [Version 1.0]73  RealSleepExtended.esp  [Version 2.4.1]74  nGCD.esp75  nGCD Oghma Infinium.esp76  nGCD Skeleton Key.esp77  1em_Vilja.esp78  bgBalancingEVCore.esp  [Version 10.52EV-D]79  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]7A  bgMagicEVPaperChase.esp  [Version 1.68EV]7B  bgMagicAlchemy.esp  [Version 1.57]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]**  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]7C  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]7D  bgIntegrationEV.esp  [Version 0.993]7E  TheOubliette.esp7F  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]80  bgMagicLightningbolt.esp++  KoldornsImprovedLava2.esp81  Enhanced Economy - Soulgems.esp  [Version 4.2]82  Real Hunger, Cobl.esp  [Version 1.6.1]83  StokerWolff.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]84  Bashed Patch, 0.esp85  Oblivion Graphics Extender Support.esp  [Version 0.2]86  BetterCoins.esp87  DLCFrostcrag_MysticEmporiumPatch.esp88  FormID Finder4.esp



I'm hanging onto a save from just before my character accepted "The Hist," so if there's any more testing that needs to be done, let me know. If I get really ambitious I may start waving Wingrep at things and see if I can find any other mods that might have their sticky paws all over Maglir. Probably won't happen tonight, though. My eyes are starting to cross. :P
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ANaIs GRelot
 
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Post » Thu Sep 09, 2010 11:24 am

Something that just came up for me.

There is a random Oblivion Gate spawn in the Gold Coast area Southeast of Brina Cross Inn and Northwest of the Garlas Agea Ayleid ruin. It recently caused the Anvil Recommendation quest to screw up on me (for readers sake, the details have been hidden because I do give away some essential facts about that quest).

Spoiler

Caminalda's spawn point for her ambush is located way too close to the location the Oblivion Gate opens. If the Oblivion Gate is opened, and you have yet to proceed to that point of the quest, there is a very high probability that the presence of the gate (and the Daedra it spawns) will draw her into battle, and likely a premature death. The quest updates correctly when she dies, but at the same time the quest has now been ruined. Why would Caminalda be dumb enough to stage here ambush right next to an inter-dimensional gateway capable of spawning an army of fearsome and deadly monsters? This does not compute at all.


Would there be a way to, say, prevent that oblivion gate from spawning until after the Anvil Recommendation quest is completed? Or perhaps move the ambush site someplace a bit safer?
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Glu Glu
 
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Post » Thu Sep 09, 2010 12:07 pm

Oh, I figured the door thing out. C&C Blackwood Company disabled them all via script, I removed that mod eons ago and had never played it with this character. Guess that's what I get for having every character on the same mods. Too bad their uninstall info mentions nothing about this. EVERY door in the BWC hall in every level is just plain gone because of it. However, as soon as I can get that fixed I can get back to killing the remaining BWC members off.

As a side matter, I really wish it were possible to spare Maglir his coming death. He went into it all with honest intent and got screwed over by the others. The little fetcher.

EDIT: Ok. Confirmed. Stage 40 puts him BACK into the faction despite the -1 rank being used. That's what's causing the expulsion in this case. So that will need to be reverted out. Also worth noting next time it would have been a lot faster to just use the console to verify it. Cause I reloaded a previous save and force a moveto on him, then ran the command on him in the street, same result, "setfactionrank fightersguild -1" put him back in it after he was already out. Going to check a couple of things with that command, but otherwise it does seem the fix isn't really a fix, and whatever the UESP site still had listed is an invalid bug that's actually caused by a misbehaving mod somewhere.

This is obviously going to force an update sooner than I would have liked, but oh well. It won't be just this one issue at least, since I got some other fix reports in to go with it.

Would there be a way to, say, prevent that oblivion gate from spawning until after the Anvil Recommendation quest is completed? Or perhaps move the ambush site someplace a bit safer?


Not easily, no. The gate would have to be edited and given an independent script to watch for that quest and only allow it to open once it had been completed. If it's really that much of a problem then yes, I can do that.
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Rachel Cafferty
 
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Post » Thu Sep 09, 2010 9:55 am

Oh, I figured the door thing out. C&C Blackwood Company disabled them all via script, I removed that mod eons ago and had never played it with this character. Guess that's what I get for having every character on the same mods. Too bad their uninstall info mentions nothing about this. EVERY door in the BWC hall in every level is just plain gone because of it. However, as soon as I can get that fixed I can get back to killing the remaining BWC members off.

As a side matter, I really wish it were possible to spare Maglir his coming death. He went into it all with honest intent and got screwed over by the others. The little fetcher.


You are kidding, right? Oh, let's start a Maglir debate :)

Anyway I'm glad Tyraa was able to confirm what I ran into. She doesn't have Brotherhood Renewed, so we can rule that out :P

I guess you need to go through and add all the doors back in? Yuck...
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Charlotte Buckley
 
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Post » Thu Sep 09, 2010 4:44 pm

Well, if it won't be easy, I guess I can manage. The quest still updated correctly when she died, at least.

EDIT: I noticed that the gate's proximity to her ambush site was noted in UESP, too. If our rogue battlemage is being moved to the ambush site via spawn, then it might be possible to simply move that spawn farther away from the gate. Otherwise, like I said, I can manage.
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STEVI INQUE
 
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Post » Thu Sep 09, 2010 7:32 pm

Something that just came up for me.

There is a random Oblivion Gate spawn in the Gold Coast area Southeast of Brina Cross Inn and Northwest of the Garlas Agea Ayleid ruin. It recently caused the Anvil Recommendation quest to screw up on me (for readers sake, the details have been hidden because I do give away some essential facts about that quest).

Spoiler

Caminalda's spawn point for her ambush is located way too close to the location the Oblivion Gate opens. If the Oblivion Gate is opened, and you have yet to proceed to that point of the quest, there is a very high probability that the presence of the gate (and the Daedra it spawns) will draw her into battle, and likely a premature death. The quest updates correctly when she dies, but at the same time the quest has now been ruined. Why would Caminalda be dumb enough to stage here ambush right next to an inter-dimensional gateway capable of spawning an army of fearsome and deadly monsters? This does not compute at all.


Would there be a way to, say, prevent that oblivion gate from spawning until after the Anvil Recommendation quest is completed? Or perhaps move the ambush site someplace a bit safer?


I always have the gate present when doing this quest as well, but have never run into a problem. In fact, I tried to murder Caminalda once and the only problem I ran into was the fact that the darned Imperial Legion soldier came to my aid and got stuck in a "I'll forgive your fine" loop. I finally gave up trying to murder her and targeted somebody else instead :)

Seriously though, I didn't find the gate that close. It didn't even spawn the Oblivion weather and considering I have All Natural loaded, that happens at a lower distance to the gate than normal. I'm just wondering if you ran into some bad luck with the daedra spawning and the soldier being able to take care of them...
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Cheville Thompson
 
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Joined: Sun Mar 25, 2007 2:33 pm

Post » Thu Sep 09, 2010 1:53 pm

I always have the gate present when doing this quest as well, but have never run into a problem. In fact, I tried to murder Caminalda once and the only problem I ran into was the fact that the darned Imperial Legion soldier came to my aid and got stuck in a "I'll forgive your fine" loop. I finally gave up trying to murder her and targeted somebody else instead :)

Seriously though, I didn't find the gate that close. It didn't even spawn the Oblivion weather and considering I have All Natural loaded, that happens at a lower distance to the gate than normal. I'm just wondering if you ran into some bad luck with the daedra spawning and the soldier being able to take care of them...


I think it was a chain reaction that started with a nearby legion soldier (constantly standing next to his dead horse) who got close enough to the wandering Daedra to engage them in battle, which brought them close enough to Caminalda for her to engage them in battle, as well. Thanks to OOO and MMM, there are some pretty nasty critters spawning there now, quite too much for one unarmored altmer highway-woman. Maybe next time I'll just close the gate first, then do the quest.
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Maria Leon
 
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Post » Thu Sep 09, 2010 7:54 pm

I think it was a chain reaction that started with a nearby legion soldier (constantly standing next to his dead horse) who got close enough to the wandering Daedra to engage them in battle, which brought them close enough to Caminalda for her to engage them in battle, as well. Thanks to OOO and MMM, there are some pretty nasty critters spawning there now, quite too much for one unarmored altmer highway-woman. Maybe next time I'll just close the gate first, then do the quest.


Ah, I'm not running MMM and OOO. At the very least, you might want to pass along that section and see if you can clear out the critters first...
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Sami Blackburn
 
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