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Reclaiming Sancre Tor: Support


DarkRider
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RSTSupport.jpg

This thread is where players can post their requests for help in dealing with technical issues, mod conflicts, general gameplay assistance and more relating to DarkRider's Reclaiming Sancre Tor. While all reports will be addressed as quickly as possible, please understand that an updated .esp might not be immediately offered for a single report. Smaller aesthetic reports may be fixed and updated after a few have accumulated only to limit the number of times folks need to redownload. This is the place for your questions, feel free to post them big and small.

:toast:

To see what Bugs or Conflicts are already being addressed, visit our Read-Only Bug Tracker

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  • 3 weeks later...

Hmm, I really did not want to be the first one here with a question. But I am stuck right after the beginning of the mod.

When Steffan tells me to follow and to escort the holy men to Sancre Tor the journey ends already after some meters here:

https://picasaweb.google.com/lh/photo/HH9B5Ug_b5NGd-ulwJEi-w?feat=directlink

The horse goes to and fro but not forward. I talked to Steffan, I loaded several times from the beginning of the escort at the CRT gate but I am stuck...

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List of conflicts for Reclaiming Sancre Tor and Better Cities:

Anvil: No conflicts

Bravil: RST added structure is clipping into a Better Cities added wall tower, making it impossible to reach a quest-important object. Tower and attached wall section can be safely removed.

Cheydinhal: No conflicts

Skingrad: Thatch structure important to obtaining quest-essential item is removed by Better Cities. Item is unreachable and will need to be relocated (ouch).

Imperial City:



  • Market District: The new interiors added in the Market District blends perfectly fine with Better Cities. Only conflict is a street light clipping through a junked barrel, but that's hardly worth anyone's time.
  • Arboretum: There is a conflict in need of patching in the Arboretum for Better Cities, a number of plants added by RST are floating above the western pond (Cell 7-13), one of which seems quest important and will be unreachable without TCL. Relocation required (bad).
  • Talos Plaza: Single floating wine bottle in Talos Plaza, but havok should deal with that one. No patch needed.
  • Arcane University: RST added well is conflicting with Better Cities added well by occupying the exact same space as it. One of the wells will need to be removed.
  • Elven Gardens: Quest essential item is stuck under a tree (Cell 5-17). Either the item or the tree will need to be moved, preferably the latter.
  • Temple District: No conflicts.
  • Arena: The new manor is sitting on top of some Better Cities added things, and the grape garden is blocked by a bunch of floating crates.
  • Waterfront: RST added structure is being blocked by Better Cities added tavern. Either one or the other will need to be moved.

EDIT: two cities are in conflict with RST due to major architectural discrepancies.

Edited by ThomasKaira
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Don't worry we'll get you sorted. :) Are you running the Unofficial Oblivion Patch?

Erm - I am running the German edition of the game. I suppose the Original Unofficial Oblivion Patch does not work with my German edition.

I run a kind of Unofficial Oblivion Patch, the German "Oblivion Improved" which is bug-fixing as well as fixing the sometimes bad translation.

What are you hinting at?

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That escort requires a road record that was removed in final cleaning because the Unofficial Oblivion Patch adds the same record, without that record Steffan can't see the road to Sancre Tor.

I think that record will need to be re-added, I don't want the mod dependent on anything even the UOP. :idea:

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http://img593.imageshack.us/img593/3769/screenshot996.jpg

I found this horse on the trail just north of Chorrol. Very nice, but there's a serious problem. It has no collision, and can't be activated. It appears as though it's not even supposed to be enabled right now. When I tried to use the console to do an EVP on it, the game crashed.

I see the issue, should be fixed in version 1.0.1 thanks for reporting. :good:

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Have found a few things that don't seem right.

If you return to Cloud Ruler Temple after the MQ (14 days in my case) the bodies of the dark agents are still littered over the grounds. Fast traveling there makes them seem to fall out of the air.

Captain Steffan has returned to Cloud Ruler Temple but his horse Lancor is/has been standing at the main gate at Sancre Tor since they first arrived.

After the shop opens in CRT all the equipment, armor and weapons that were in the original armory are now red handed.

Bow of Shadows - interesting concept of shooting your enemy and they go invisible.

Chrysamere - is shown sheathed on your back as a 2 handed weapon. When you arm it, animation show as if it were a 1 handed waepon and does not show up in your hand. But if using it makes noise as if it is in your hand.

Leaving the hub in Sancre Tor and heading up the stairs to head out the door to Sancre Tor there is a disjointed seam between the 2 green stones in front of the door.

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Arion Former Beta testers should use spoilers for reports like those, lots of spoiling in that report. :shock:

To address your concerns, most of the issues you're seeing are dirty save errors in your game from Beta, that were fixed for release. :down:

If you return to Cloud Ruler Temple after the MQ (14 days in my case) the bodies of the dark agents are still littered over the grounds. Fast traveling there makes them seem to fall out of the air.

Dirty save this is fixed in release.

Captain Steffan has returned to Cloud Ruler Temple but his horse Lancor is/has been standing at the main gate at Sancre Tor since they first arrived.

That's the vanilla dump your horse, not much to do there, may add a horse park AI to the horse, but it would still be there in your save.

After the shop opens in CRT all the equipment, armor and weapons that were in the original armory are now red handed.

Fixed in RC1.0.1

Bow of Shadows - interesting concept of shooting your enemy and they go invisible.

Not a bug, but thanks. :rofl:

Chrysamere - is shown sheathed on your back as a 2 handed weapon. When you arm it, animation show as if it were a 1 handed waepon and does not show up in your hand. But if using it makes noise as if it is in your hand.

A bug! :P This will be fixed in version RC1.0.1, thanks. :ok:

Leaving the hub in Sancre Tor and heading up the stairs to head out the door to Sancre Tor there is a disjointed seam between the 2 green stones in front of the door.

Already fixed in version RC1.0.1 :lmao:

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I`ve come to a bit of a full stop with an odd bit of behaviour from Lancer. On the hill above Sancre Tor, Lancer comes to a complete stop and wont progress any further. This happens at the junction of cells -9 , 32 and -9 , 33, I`ve tried nudging the horse but it keeps returning to the same spot and refuses to go any further. Reverting back to an earlier save has no effect.

Load Order

00 Oblivion.esm

01 Cobl Main.esm [Version 1.72]

02 The Arsenal.esm

03 ScreenEffects.esm

04 Unofficial Oblivion Patch.esp [Version 3.3.6]

++ Oblivion Citadel Door Fix.esp

05 DLCShiveringIsles.esp

06 Unofficial Shivering Isles Patch.esp [Version 1.4.3]

07 Enhanced Water v2.0 HD.esp

++ Enhanced Water v2.0 HD - SI Addon.esp [Version 0.2]

08 Better Bell Sounds.esp

++ Symphony of Violence.esp

09 Sounds of Cyrodiil.esp [Version 1.1]

0A WindowLightingSystem.esp

0B Ayleid Loot EXtension.esp

++ Item interchange - Extraction.esp [Version 0.76]

0C BookTrackerOBSE.esp

0D ScreenControls.esp

0E Map Marker Overhaul.esp [Version 3.0.2]

0F Map Marker Overhaul - SI additions.esp [Version 3.0.2]

10 Enhanced Hotkeys.esp [Version 1.3]

** EVE_StockEquipmentReplacer.esp

++ MaleBodyReplacerV4.esp

11 JGAyleidRoyals.esp

12 PTArtifacts.esp

13 The Arsenal - Ancient Ayleid Weaponry.esp [Version 1.0]

14 The Arsenal - Leveled Lists.esp [Version 3.0.0]

15 LevelerCheat.esp

16 Cobl Glue.esp [Version 1.72]

17 Cobl Si.esp [Version 1.63]

++ Cobl Tweaks.esp [Version 1.44]

18 The Ayleid Steps.esp [Version 3.4]

19 ReclaimSancreTor.esp

1A Harvest [Flora].esp [Version 3.0.0]

++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]

1B Chapel Towers.esp

++ No Glow Grass.esp

1C Toggleable Quantity Prompt.esp [Version 3.2.0]

1D ATakesAll.esp

1E Alternative Beginnings.esp [Version 1.2.1]

1F MQSDone.esp

20 RefScope.esp [Version 2.0.2]

21 ResetEmotionAfterCombat.esp

22 CTAddPose_Gaff_01.esp

23 CTAddPose_Gaff_02.esp

24 ActorsInEmotions.esp

25 Pose Thumbnail Poses 1.1.esp [Version 1.1]

++ Item interchange - Placement.esp [Version 0.76]

26 The Forgotten.esp

27 Synx.esp

++ EVE_KhajiitFix.esp

++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]

28 Bashed Patch, 0.esp

29 Forgotten Realm.esp

2A AyleidKhett.esp

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Slight AI problem or something.

Got sent to requisition supplies. That worked. Then there's a youngster there who is supposed to escort me somewhere. He takes me across the way to the Temple of Light. Then he leaves right back out the same door. So I go back out, and he goes back inside. This repeats itself over and over again. I'm assuming he's supposed to trigger a quest update along the way here but never arrives?

Also, that issue with the guy stopping? That's not a road record problem. I've got the fixed record in place already and he still stopped cold there due to the actual path grid being severed.

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If it helps to pinpoint the Unique Forts conflict, the path grid gets disconnected in Cell -10,33 and the preferred nodes from cells -8,33 all the way to the disconnect are erased.

Load order tweaks won't help, because you'll erase the path grid leading up the stairway to the fort. So a plugin patch will be needed to fix the path grids in the area.

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The bug report thread is locked. But maybe that's OK because I'm not sure this is a bug/problem. I ran it through TES4Edit as I do all my mods that BOSS doesn't specify not to. An odd error came up in the loading section:

[00:06] Background Loader: [ReclaimSancreTor.esp] Building reference info.

[00:07] Background Loader: Error: record CELL contains unexpected (or out of order) subrecord XRNK 4B4E5258

[00:07] Background Loader: Errors were found in: 1RCSancreTor06 "Sancre Tor, Arboretum" [CELL:01005C66]

[00:07] Background Loader: Contained subrecords: EDID FULL DATA XCLL XCMT XOWN XCLW XCCM XRNK

Also, a ton of worldspace ITMs appear, most are because of added worldspaces, but some are duplicate Tamriel cells. Do you have any cleaning instructions or particulars?

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The bug report thread is locked. But maybe that's OK because I'm not sure this is a bug/problem. I ran it through TES4Edit as I do all my mods that BOSS doesn't specify not to. An odd error came up in the loading section:

[00:06] Background Loader: [ReclaimSancreTor.esp] Building reference info.

[00:07] Background Loader: Error: record CELL contains unexpected (or out of order) subrecord XRNK 4B4E5258

[00:07] Background Loader: Errors were found in: 1RCSancreTor06 "Sancre Tor, Arboretum" [CELL:01005C66]

[00:07] Background Loader: Contained subrecords: EDID FULL DATA XCLL XCMT XOWN XCLW XCCM XRNK

Also, a ton of worldspace ITMs appear, most are because of added worldspaces, but some are duplicate Tamriel cells. Do you have any cleaning instructions or particulars?

RST has already been cleaned. The Worldspace ITM's are completely harmless, and the others are pathgrids that are necessary for an escort scene from Cloud Ruler Temple to Sancre Tor. If removed, it could bug up.

So cleaning instructions would be, it's clean and save as needs be. No need for further cleaning. :thumbup:

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I replaced the esp with the new 1.0.1 and tried my last save – it didn’t work. Steffan stills does not move on.

Then I tried to make a clean save – my game crashed. Situation: When I was standing in front of my house far away from CRT, just after I received the message. Game crashes when I try to load this without RST activated.

Fortunately I had not overwritten my first old savegame. I loaded this and all went well until we came to exact the same point as before: Steffan does not move on.

Seems as if I am not allowed to play RST ... :crybaby:

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Have updated to RC 1_0_1 and have encountered 2 previously reported problems.

1 - On the hill above Sancre Tor Steffan gets stuck and can't proceed. Work around for me was to exit game, move ImpeREAL Forts above RST, go back in game to save made prior to crossing the last wooden bridge. Steffan contines on to ST without any problems.

2 - Also have encountered Rolan's infinite loop. Exits to outside world and loops back and forth without taking you to the trainer. :shrug:

Additional note. Deleted ALL beta related files and saved games prior to restarting RST RC 1_0_1.

Additional Information: Restart from requisition hall, follow Rowan to room, wait 1 hour ask to go to training. Rowan does fine until he turns to go to the outside. Instead of following at that point I went to the training hall. Spoke with Blademaster Sakai and got the water warrior quest. On the way out Rowan was standing where I left him. Seeing me he turned and headed toward training area. Follow to training area and on arrival Rowan goes to say you're there and instead get no greeting and lockup.

Possible workaround - when Rowan leads you out the first door into the hub, before he gets to the next doorway, stop and make him hesitate.

A- If he turns right to go outside, continue straight ahead for a little bit. Stop and turn around and go back to Rowan. He should turn around and head to the training room.

B - If he continues straight ahead he will take you to the training room and the quest will complete.

I think the key here is that he is stopped before he makes the turn to go outside.

Maybe that give you some clues.

Current LO

Active Mod Files:

00 Oblivion.esm

01 DibellasWatch.esm

02 Cybiades.esm [Version 2.0]

03 All Natural Base.esm [Version 1.0]

04 Cobl Main.esm [Version 1.72]

05 CM Partners.esm

06 Toaster Says Share v3.esm

07 Unofficial Oblivion Patch.esp [Version 3.3.4]

08 DLCShiveringIsles.esp

09 Unofficial Shivering Isles Patch.esp [Version 1.4.1]

0A All Natural.esp [Version 1.1]

0B All Natural - SI.esp [Version 1.0]

0C Immersive Interiors.esp [Version 0.8.1]

0D Idle Dialogue.esp [Version 1.3]

0E Storms & Sound.esp

0F Rainbows.esp

10 All Natural - Real Lights.esp [Version 1.1]

11 WindowLightingSystem.esp

12 ClocksOfCyrodiil.esp

13 Kill_Bruma_Statue.esp

14 Luchaire's Neck Seam Concealer.esp

15 P1DseeYouSleep.esp

16 PTFallingStars.esp

17 Reznod_Mannequin_HD[Eng].esp

18 FormID Finder4.esp

19 DLCHorseArmor.esp

1A DLCHorseArmor - Unofficial Patch.esp [Version 1.0.6]

1B DLCOrrery.esp

1C DLCOrrery - Unofficial Patch.esp [Version 1.0.4]

1D DLCMehrunesRazor.esp

1E DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.5]

1F DLCSpellTomes.esp

++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]

** EVE_StockEquipmentReplacer.esp

++ MaleBodyReplacerV4.esp

20 Acolyte_Of_Kynareth_HGEC.esp

21 DesuChan's Store.esp

22 GizmodianNetherweaveRobe.esp

23 Ice Gowns for HGEC.esp

24 KDDwemerSpectacles.esp

25 Kurese Recolours.esp

26 NexonsArmoryENG.esp

27 Retma Dresses.esp

28 Ryk_SimpleDress.esp

29 Ryk_SorceressArmor.esp

2A Ryk_Swimwear.esp

2B ShaiyaOutfit.esp

2C TM's HGEC Ball Gown.esp

2D TM HGEC Ball Gown-LFRecolorSet.esp

2E tona_clothes_and_underwear_v2.esp

2F Morrowind Robes and Dresses for HGEC.esp

30 Neo's 2NE1 Street Costumes.esp

31 R18PN - Amy Armor Set.esp

32 R18PN - Fiona Armor.esp

33 Ryk_AtholBrose.esp

** Slof's Horses Base.esp

** Slof's Extra Horses.esp

34 Slof's Black Unicorn.esp

35 AncientTowers.esp

36 Ghogiels_Samurai _Armor_Gold.esp

37 SYS Patch-Ancient Towers.esp

38 Cobl Glue.esp [Version 1.72]

39 Cobl Si.esp [Version 1.63]

++ Cobl Tweaks.esp [Version 1.44]

3A AkaviriSamuraiShop.esp

3B Better Benirus Manor.esp

3C DibellasWatchAdditions.esp [Version 1.0]

3D Eagles Landing v1.esp

3E Eagle's Landing - AN Patch.esp

3F ArionGoodyChests.esp

40 ArieWarHorse.esp

41 SB IC Palace Tower Light Mod v1.1 - Modified Version.esp

42 ImpeREAL City Unique Districts - All the Districts - Merged.esp

43 ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp

44 ImpeREAL Empire - Unique Forts.esp

45 Kariba.esp

46 Apachii_Goddess_Store.esp

47 WeynonRetreat.esp

48 DLCBattlehornCastle.esp

49 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.5]

4A DLCfrostcrag.esp

4B Knights.esp

4C Knights - Unofficial Patch.esp [Version 1.1]

** EVE_KnightsoftheNine.esp

4D Cybiades.esp [Version 2.1]

4E CybiadesDungeon.esp [Version 2.1]

4F The Lost Spires.esp

50 ImpeREALForts+LostSpires Patch.esp [Version 1.0.1]

51 Lost Paladins of the Divines.esp

52 HoarfrostCastle.esp

53 ElsweyrAnequina.esp

54 ReclaimSancreTor.esp

55 Bag of Holding.esp [Version 1.5.0]

56 Badmagic - Landscape Fix for 20 -18.esp

57 EVE_ShiveringIslesEasterEggs.esp

58 CTAddPose_glock3.esp

59 actors_in_charge.esp

5A CM Partners.esp

5B CuteElf11.esp [Version 1.3.5]

5C CuteElf11 Blue Portal Bug-Fix Patch.esp

5D _Ren_BeautyPack_full.esp

5E Elves Of Lineage II.esp

5F ArieElf.esp

60 IDKRRR_KFME4rev.esp

61 IDKRRR_Moira_race.esp

62 DesuChan's Dolls.esp

63 eyja.esp

64 Synx.esp

65 Toaster Says Share Faction Recruitment.esp

66 CM Partners Special NPCs.esp

67 CMGeldii.esp

68 CmWillow.esp

69 1em_Vilja.esp [Version 3.02]

++ EVE_KhajiitFix.esp

6A TheOubliette.esp

++ Faction Rank Fix.esp

++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]

** All Natural - Indoor Weather Filter For Mods.esp [Version 1.1]

6B Colourwheels Sexy Tavern HGEC.esp

6C ArieManor.esp

6D ArieManorSL.esp

6E Bashed Patch, 0.esp

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1 - On the hill above Sancre Tor Steffan gets stuck and can't proceed. Work around for me was to exit game, move ImpeREAL Forts above RST, go back in game to save made prior to crossing the last wooden bridge. Steffan contines on to ST without any problems.

This problem is a conflict between RST and Unique Forts causing the path grids in the area to get disconnected. A patch for this is cooking, we're just waiting for all the permissions to come through. :good:

Edited by ThomasKaira
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