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Reclaiming Sancre Tor: Support, Thread II


DarkRider
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I'm on the quest Fires Diminished, and have followed the dog Tiber into Fort Black Boot. He's reached the pillar and stopped. How do I activate the pillar?

You just have to click on it, try clicking around the top where Tiber stops. If you TCL through, you may break the quest, you have to have Tiber with you to know where to go. :ok:

(most of which have been reported, but why not?):

For future ref, the answer to "why not?" is, if they've already been reported and I've already taken the time to address and acknowledge the issues on my tracker, you're just cluttering my thread and wasting time I could invest on fixing bugs. Best to keep your reports trimmed to new bugs. :toast:

The claim ticket states you only have to get through training or decide to quit, then you can redeem it. The comments on the wiki refute this, stating you can't quit, and you have to run through the entire main quest line... Is the whole thing really "training"?

This has already been sorted in the next version.

In the Water/Earth/etc quests, you're told to "ask around the village" for information as to where to look, but only the akavirian guards inside the temple can be questioned (as opposed to the villagers, or the guards wearing standard Blades armour).

That's not true, several characters in the village have the answers. That comment applies to the entire complex inside and out.

The Spies Like Us questline seems a little... unpolished. I doubt many players would / could finish it without at the very least a couple of looks at the wiki.

All of my testers managed it without a wiki. :shrug: This is kind of a rude statement, mate considering all I've invested in this mod. To be fair, nothing in a four year project is "unpolished", you have no idea how many times I have cleaned and scrubbed that questline since the paper planning stage. :sour:

Bruin didn't...

This is all stuff that is Oblivion glitching (ie nothing I can fix) or stuff that's been fixed. :)

Homer was easy to find; but on speaking to him he ran out of his house,

This sounds like a mod conflict, I've never had a report ever of Homer fleeing, his confidence is 100% which means he won't flee. Posting your Load Order may help. :idea:

Being locked in the MD agent's houses to look for clues was a bit jarring, as it implied my character magically knew how many items to look for. A bit confusing, too, a status message (eg "You're sure you're missing something") when trying to open the door would help.

This was necessary to prevent players from leaving without looking for evidence as their journal instructs as leaving breaks the quest. The journal update says "I should check his pockets and explore his shack for clues." that should kind of spell out what you're doing there next. :yes:

The statue placed on the wayshrine outside Grimm's Hollow disables it.

No it doesn't, a different mod in your LO is causing this issue. :alien:

Sometimes the quest log doesn't keep up;

It's not about keeping up. I tried to add enough journal updates to guide without hand holding. At times you will just have to listen to clues and deduce solutions and locations. Kurgan says "Ye can use the boat outside at the dock to get there, then that's all I know" If you get in the boat and click on it it will give you the option to travel to Cat's Cradle. :read:

The trial felt a bit weird... the accusations were serious, yet I went through it fully armed and with a single old man to escort me there.

You were being detained and questioned, not arrested and dragged in chains, these are your brothers, they were extending you trust despite the way your actions appear from the outside. And believe me, that one old man can handle you. ;)

Some doors in Tir Asleigh don't open, with no explanation as to why. Ditto for the houses on the island just off the Topal Bay Coast Guard Station.

That's common Bethesda style for areas with nothing to explore. In real life, if a door doesn't open you assume, locked, jammed, etc doesn't open move on. I mean in Tir Asleigh, you can see MANY barricaded areas, why not just assume those doors are barricaded? Status scripts on doors saying "Oh it's jammed" use resources I saved for more important things. Figured players could work out the grand mystery as to why they don't open for themselves. XD

The ghost stuck with the Water Curse repeated his conversation...

This issue is fixed in the next version.

The quest log also doesn't mention anything about looking for an unlit lamp-post to get the ghost ship to appear (or even a reminder that you're supposed to look for any sort of lamp at all); instead of searching for a ghost on the shore like you're asked, you've got to activate a bit of architecture?

Yume's dialogue says "You'll need to find the ghostly lamp light of the slain sailor near Leyawiin" and "Look for a lantern near the water that could have been his. If you reach out for it, you may arouse the ghost's attention and get him to appear." It's kind of spelled out in the dialogue. There's a careful balance with journal updates, I didn't want to hand hold in RST, I wanted people to pay attention and not depend on the journal recording every detail.

After collecting the Earth Curse, further conversations with Edic have you asking more about the accursed man instead of, say, offering the poor chap a way out. ;)

In his dialogue, Edic says you should leave the island, but it's too late for him. So you should know he isn't going to go with you. I didn't want to force the player to make a offer they should know will only be refused.

After beating some sense into Ragnor, I couldn't get out of his chamber. ...

Definitely sounds like a conflict with KR, a minor one though, the odds of that happening again are probably slim, but worth noting, thanks :good:

The biologist, once free of his cell, doesn't attempt to leave it.

This is fixed in the next version.

Thanks for reporting, please post your load order so we can see any potential conflicts that would cause Homer to flee. :)

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You just have to click on it, try clicking around the top where Tiber stops.

I have done that, yes, both clicking and using the "activate" key all over the immediate area. I don't get an "activate" cursor, but I'm aware that sometimes things in the mod don't show one and so I've just gone all over what I believe to be the correct pillar, mashing those two buttons (and anything else that looked like a pillar... and then the walls... then the floor... etc). Either there's a specific point on it that needs to be used that I can't find, I'm looking at the wrong pillar, or something's gone wrong.

Again, does something need to "happen" before I can use it?

That's not true, several characters in the village have the answers.

Then something took them away. Regardless, I spent some time wandering around the village talking to everyone and only getting standard conversation options, with no opportunity to ask anyone about my quest.

I suspect this has something to do with the akavirians being their own separate race; if this weren't the case I'd've probably been stuck. The comments on the wiki certainly seemed to suggest that they were the ones I should be speaking to, not the villagers, but it does occur to me that Unholy Darkness might be involved (it adds a topic to the default conversation list, though it's above RST in my load order). I went and had another chat with one of the more "helpful" guards and found that they weren't inheriting this conversation option, whereas most (probably all) of the villagers do.

This is kind of a rude statement, mate considering all I've invested in this mod.

Apologies. I didn't mean to sound disrespectful, but comparing it to the rest of the mod so far that particular line has tripped me up the most. Other then the dialogue thing mentioned above I hadn't had any problems until I stepped into the Imperial City and nothing happened.

This sounds like a mod conflict, I've never had a report ever of Homer fleeing, his confidence is 100% which means he won't flee. Posting your Load Order may help. :idea:

When I first entered his house I was able to speak to him (can't remember if it was standard or custom conversation options, but I'm fairly sure I had no options to talk to him about why I'd come), then he left. Bruin entered and spoke to me, which I think triggered a quest update, then he also left. I followed the two and found them both standing still outside. It may've just been his schedule to leave the house at that time? The more I try to recall, the more I suspect he was walking rather then running.

Oblivion.esm

Beautiful People 2ch-Ed.esm

Cobl Main.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod.esm

Kvatch Rebuilt.esm

Resurrect.esp

Unofficial Oblivion Patch.esp

Oblivion Citadel Door Fix.esp

DLCShiveringIsles.esp

Unofficial Shivering Isles Patch.esp

Doomstones.esp

Living Economy.esp

MaleBodyReplacerV4.esp

Vvardenfell_Imports.esp

ExnemEC_Warrior01.esp

Cobl Glue.esp

Cobl Si.esp

Cobl Tweaks.esp

Oscuro's_Oblivion_Overhaul.esp

OOO-Water_Weeds.esp

Mart's Monster Mod for OOO.esp

Mart's Monster Mod - Diverse Imperial Armor.esp

Mart's Monster Mod - Diverse Creature Skins.esp

Mart's Monster Mod - Gems & Gem Dust.esp

Mart's Monster Mod - Durability & Damage.esp

Mart's Monster Mod - More Wilderness Life.esp

GoldenCrest.esp

Hentai Mania.esp

Valenwood Improved.esp

Knights.esp

Knights - Unofficial Patch.esp

ElsweyrAnequina.esp

Harvest [Flora].esp

Harvest [Flora] - Shivering Isles.esp

Bag of Holding.esp

Ring of console.esp

MidasSpells.esp

Beautiful People 2ch-Ed Disable BandBlindMask.esp

Beautiful People 2ch-Ed Sheogorath Eye.esp

Beautiful People 2ch-Ed Merged Hair Modules.esp

Beautiful People 2ch-Ed Merged Eye Modules.esp

Beautiful People 2ch-Ed MS Elves - NoSc.esp

Beautiful People 2ch-Ed Vanilla Race.esp

Toaster Says Share 2.11.esp

Cobl Races.esp

ExnemEyeCandy DV.esp

SummonVampire.esp

Apachii_Goddess_Store.esp

Unholy Darkness.esp

LKF_EY_Vampirehunter.esp

ReclaimSancreTor.esp

Kvatch Rebuilt.esp

Kvatch Rebuilt - OOO Compatibility.esp

Mysterious Bear's Epic Necromancy + EM.esp

This was necessary to prevent players from leaving without looking for evidence as their journal instructs as leaving breaks the quest. The journal update says "I should check his pockets and explore his shack for clues." that should kind of spell out what you're doing there next. :yes:

Ye-es, but having found something I figured it was time to leave. I realise that the door lock is the only reliable way to make sure the player finds everything there is to find, I'm just saying that the way it's done makes the door look glitched. Dunno, may've made more sense to me if I'd noticed it in the first house (I'd searched that one and found the clue before trying to leave, whereas the next house has a bunch of the things).

No it doesn't, a different mod in your LO is causing this issue. :alien:

Best I can make out only this mod places a statue over that shrine - or are you saying it's supposed to have no collision? :huh: (To be clear, anything that obstructs the surface of a wayshrine prevents it from shooting you with its spell-thingy). At the moment Oblivion seems want to crash if I disable the RST esp (I probably need to wait for a cell reset), but I took a look in the construction set and the statue only appears with that one active.

Kurgan says "Ye can use the boat outside at the dock to get there, then that's all I know" If you get in the boat and click on it it will give you the option to travel to Cat's Cradle. :read:

For whatever reason I missed that (I think I may've clicked to hurry him up, just as he was about to move onto the next line himself). Does he speak of the location of the town itself? In any case, what with one thing and another, I couldn't ask him again. :(

I did spot the thing about the boat on the wiki, but I tried to use it and nothing happened. I'd also read there where the place was, though, so I simply hopped across the water and carried on with things.

I went back this morning and went over the boat a bit more thoroughly and did find the activation point.

Another thing about Grimm's Hollow, I think it conflicts a little with Mart's Monster Mod, or at least I assume that's why monsters are spawning in the middle of the town for me (it adds some extra spawn-points around the game world, among other things). On my first visit there I had to immediately start resurrecting dead villagers once I'd finished scratching my head about the wayshrine, and more enemies were there when I went back to test the boat again. Probably isn't worth taking seriously as I gather my version of that mod is out of date (though the comments about it over at TESNexus make me think I don't want to risk installing another version of it).

You were being detained and questioned, not arrested and dragged in chains, these are your brothers, they were extending you trust despite the way your actions appear from the outside. And believe me, that one old man can handle you. ;)

Ha! I can believe he thinks that; but even without the game-breaking Midas spells, I doubt it. ;) Must say I'm tempted to hunt him down and see how he fares.

As a suggestion (and not one that at all needs to be taken seriously), it'd be cool to have the option of "missing" some evidence, flunking the trial, escaping the Blades then later vindicating yourselves once Xanir is hunted down.

Speaking of power, I wasn't sure if it's intentional or not, but at the end of the training missions you get bonus skill points - some for reading the books, some for beating the training master. The battle-won points don't respect skill caps, so they gave me my first level-up in a very long time. :)

Yume's dialogue says "You'll need to find the ghostly lamp light of the slain sailor near Leyawiin" and "Look for a lantern near the water that could have been his. If you reach out for it, you may arouse the ghost's attention and get him to appear." It's kind of spelled out in the dialogue. There's a careful balance with journal updates, I didn't want to hand hold in RST, I wanted people to pay attention and not depend on the journal recording every detail.

The dialogue also goes on about how they took care to keep the sailor's remains away from the guard station. ;) I was expecting a light on a shore, not an unlit lantern on a pier. To be fair though, I'd have to say that lantern was the best match out of what I found there...

In his dialogue, Edic says you should leave the island, but it's too late for him.

Well, yeah, but when he said that he had no idea that I was going to survive my romp up the mountain, let alone that I was going to slaughter all the creatures that had him bottled up in his hole. :lol: He's left with no reason to carry on hiding, but also no reason to stay.

Thanks for replying. I'm stuck in bed at the moment with a little too much time on my hands, so I may've been a bit verbose. In any case, although I do ramble on with my gripes (which I'll readily concede are only minor - I wouldn't be bugging you with them if I hadn't hit one which has completely stopped my progress), I really have been enjoying myself with the mod and appreciate all the hard work. :)

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There shouldn't be anything stopping you from clicking on that pillar , except that you had issues running the boat too, it's the same issue really sounds like a conflict. Only temp fix I would suggest is click on that pillar and disabling it with the console. That way Tiber can get through with you and you can move on. :idea:

As for the statue in Grimm's Hollow, RST does add a statue to it, I'm not debating that, but I approached it from every angle in game and I can still activate the wayshrine, again, sounds like something in your load order messing with activations. :read:

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To my surprise, I couldn't disable the pillar via console. I could remove all sorts of things from the area - walls, floors, caves, whatever - but when I had the pillar selected, the console just went to the next line and that was it. No errors, no response, nadda.

After spending some time in the construction set, I confirmed my suspicions about the pillar not being usable "from the word go". In fact the "activatable" pillar, aaRCColumnDoor, doesn't exist in my game - I'm still looking at the original version, RFRMColumnFree01.

The "enabled" state of the pillars is controlled by the existence of a certain dark agent guy who spawned near the fort entrance. One of the other mods I'm running allows me to destroy corpses.

If that sounds like the root of the problem to you, then I guess it's fair to say that Mysterious Bear's Epic Necromancy is not entirely compatible with this mod (nor are any other corpse-clean-up mods) and I should be more careful about harvesting bodies. :lol: Unfortunately I no longer have a save from before when I killed and collected them all, or I'd go back and test some more.

The construction set also taught me which setstage command I needed to convince Tiber to start moving again, as (obviously enough) simply deleting the remaining pillar from the ESP didn't trigger the next quest stage (which I see is scripted to occur when the "door" pillar is activated). So I'm back on track. :)

Re the shrine, I have no difficulty getting it to attempt to fire at me, but it's impossible for it to connect (because it hits the statue) and so the net effect is that it doesn't work. When you used it, did you actually get the +10 Personality buff (Dibella's Kiss)?

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I had an issue with the collum in Vatachen (Mage Guild quest) where it wouldn't actiate, I can't recall the circumstances, I recall discussing it with Arthmoore, Probably regarding the UOP (might be in an older thread on Beth's forums) but it couldv'e been something similar... :shrug:

*(All the old threads have been purged and I Lost most of my older saved games to a Hardrive crash)

Edited by Brozly
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  • 2 weeks later...
  • 2 weeks later...

Here's a conflict I don't think has been reported as yet. When doing the Earth Warrior quest which involves a trip to Shadow's Rest Cavern, it is impossible rescue Janus Aldarin if the mod Better Dungeons is installed. A simple solution to the conflict is a temporary uninstall of Better Dungeons.

Just to be clear, this report is not a request for a patch, although I wouldn't object to one. :) Including the conflict in the RST ReadMe along with the work-around seems sufficient to me.

This is my second attempt at a play through of RST after running into the Water Warrior problem/bug some months back. Lots of mods have come and gone in my load order since that initial attempt, so I thought I'd have another go at it. So far, so good, and I’ve been enjoying it immensely. :cookie4u:

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  • 3 weeks later...

I need some help with the Cat's Crade quest - the walkthrough page isn't finished and other than the letter on the table I can't seem to find anything else in the house that counts as evidence. Some hints would be appreciated, especially as the walkthrough page suggests there's a side-quest that can open here.

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I have a problem. I installed the RST, get the message and talked with steffain in the Cloud Ruler Temple. Then i take Mysterium Xerxes and letter from Marvin, wait 3 days, but nothing happens. Quest doesn't advance, im waiting 3 days, 4, 7, 10, and still Steffain just walking around Temple and telling me to rest before travel.

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First i downloaded full pack from http://www.reclaimsancretor.com/, but when i noticed this bug i get 1.0.4 esp from TES Nexus. I tried reloading a save many times on both versions, disabling other mods, even tried to play on nearly clean save (with activated only Ren's beauty pack because my char is mystic elf, and some non-esp visual mods like Qarl's Texture Pack), but nothing works. I have no more ideas how to fix this :/

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Cruxxor, at this point, I recommend you clean save and start again. You updated the esp and used an old dirty save, which will never fix the problem.

- Remove RST from your load order, delete ALL the files associated with it in your Data folder.

- Go in game, move somewhere safe like the Imperial city, and save.

- Redownload the correct and most recent version from here.

- Install it and wait for the courier again.

This mod is worth getting it right. Enjoy. :)

  • Upvote 1
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  • 2 weeks later...

Gosh, I apologize if this is an impatient post. It has been so long since the announcement of 1.0.5 bugfixes, particularly with Better Cities and KDQ. I want to let you know that I am still very interested in the progress of this mod, and in acquiring what you have completed for 1.0.5, even if it is not polished. What are you guys up to?

So that anybody concerned has the info, Dungeons of Blackwood by David Brasher has a RST patch available at http://oblivion.nexu....com/mods/36152

@garx: I've also forwarded the compatibility information with Better Dungeons to WalkerInShadows.

Edited by maura_amalia
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For awhile I was making efforts to finish the 2.0 version and update to 2.0 bypassing 1.0.5 but that's not going to happen I've lost too many voice actors and need to recast now. So I was working on 1.0.5 but the dialogue loops in the two accursed dungeons are proving a challenge to fix, I'm not giving up, I was working on it this morning and it's out for testing again, When those loops are fixed, I'll update, best I can do :spell:

[EDIT] Looky there, today was finally my day! Tests came back successful at last :dance:

The Dungeons of Blackwood patch is linked on the tracker, I had to change RST in Shadow's Rest to fix the KDQ conflict so it needs retesting against Better Dungeons, could be fixed in 1.0.5 so I wasn't addressing it until the 1.0.5 version could be tested against it :good:

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UPDATE:

Version RC1.0.5 has finally released on TES Alliance, TES Nexus, and ReclaimSancreTor.com. You may overwrite your .esps and meshes bsa and resume gameplay at your leisure. Please note you must update the .esp AND the Meshes.bsa for this update. There is no reason to download the other files again for this version. This is a list of bugs fixed in this latest update:

  • Alt Start players can't exit the sewer through locked gate (aaRCMQ03) -Fixed in v RC1.0.5
  • Bruin Does Not Engage Horse Seller in Foaming Flask (aaRCMQ03) -Fixed in v RC1.0.5
  • Bruin attacks after Friendly Hit -Fixed in v RC1.0.5?
  • KOTN Conflict in Cheydinhal Chapel -Fixed in v RC1.0.5
  • KDQ Conflict in Shadow’s Rest -Fixed in v RC1.0.5
  • Occultists marked as Quest Items -Fixed in v RC1.0.5
  • Cell 3,3 Bug in Gothcorga and Tuatha Danan -Fixed in v RC1.0.5
  • Jules Cullen awol -Fixed in v RC1.0.5
  • Oracle Resupply dialogue glitch post Half Light quest -Fixed in v RC1.0.5
  • Cloud Ruler Shopkeeper AWOL -Fixed in v RC1.0.5
  • RST Guards Must Be Imperial -Fixed in v RC1.0.5
  • Cavern of Seeing MapMarker typo -Fixed in v RC1.0.5
  • IC Apartment has floating benches -Fixed in v RC1.0.5
  • IC Manor exterior pathing breaks -Fixed in v RC1.0.5
  • Blade of Freezing Wind Teleport Bug -Fixed in v RC1.0.5
  • RCSQ11 did not advance to stage 5 and complete. It did advance to stage 1 -Fixed in v RC1.0.5
  • The enchantments to Chrysamere and Ice Blade of the Monarch do not seem to work -Fixed in v RC1.0.5
  • The DragonBlade has strange collision. It stands at a 45* angle on its tip, and will not lie down in a display case. -Fixed, but will not release until v2.0
  • The Court of Blades roof has no collision -Fixed in v RC1.0.5
  • An-Nagaia Mallari and Basilisk Fang are poisons but have the pink potion bottle/icon -Fixed in v RC1.0.5
  • Water Accursed Dialog Loop -Fixed in v RC1.0.5
  • Earth Warrior Dialogue Loop -Fixed in v RC1.0.5

I know this one seemed forever in the making, there were just a lot of things to fix, I got a bit burned out and when the last two bugs proved really challenging to sort I needed to step back and do something else between bouts of banging my head against it just to stay sane. But, all is well now. There is some more polishing ahead planned for version 2.0 to follow, however, that version is teh voiced version and several actors submitted only partial performances before disappearing so I need to recast some roles and try again to get v2.0 voiced.

Just to dispel the fears out there, yes I am courting a new Skyrim project, but that doesn't mean I'm done with Oblivion or RST, I still have plans to follow through with 2.0 and will never stop supporting RST as long as I'm in this community. :thumbsup: Enjoy 1.0.5, I hope she corrects some issues you folks are having, obviously some of these fixes won't be able to resolve dirty saves, you may need to back up to before you hit the bug and try again clean. :yes:

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  • 1 month later...

In that case you might in 2.0 want to replace the door to the Tomb in the Waterfront District where you moved the building in 1.05. Anyone who had used the original door prior to getting the 1.05 .esp will have the door hanging int the air stuck in its original location.

It is not a big problem because there is almost no reason to enter the tomb again. I just diabled the door and made a note of the editorlocationname for the tomb icas I ever wanted to check it out again.

Edited by LeftyScaevola
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