Howdy. Started playing a week ago, and I must say I'm really enjoying myself; lots to do and many great sights to see.
Of course, since I'm posting in this thread, you can assume it hasn't all been roses. But although I've run into & through a few issues, I've now hit one which I'm not sure how to best deal with.
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? I've tried the "use" button all over it, hitting it, casting spells on it (eg "open"), and ran around the immediate area doing the same to every bit of random pillary-type architecture I can find.
I've also used TCL to find the door I'm supposed to get access to, but Tiber isn't moving and I gather he's supposed to follow me through the door (if I push him around, he stays where I leave him). So I don't want to try going through without finding this pillar thing first in case the quest breaks.
What I suspect is that the pillar isn't supposed to be "usable" until a quest stage script-thingy fires, but I've reloaded back to before Tiber reached his destination and let him wander there again, and he still just stops and sits. Should I just TCL my way through, or will I regret it later? Any other recommendations?
Other things I've ran into (most of which have been reported, but why not?): 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"? I was scratching my head when I hit the rank of full "Blade", hadn't had any reason to enter the barracks in ages, and he still wouldn't give up the goods. 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). 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. Bruin didn't respond to being taken to the Imperial City until I reached the Talos Plaza area (I hopped to the market district to start with, then got confused when he still insisted I lead him to the "city" - led him to the center, to the outskirts, to the Temple of Light and back...). He also didn't pay the slightest attention when asked to stop following me, at any stage of the quest. Like others, I found he wouldn't even attempt to start his conversation with the horse seller (just stood at the door instead of walking up to the guy - pushing either character around the room didn't help, had to setstage past it). I somehow completely lost Bruin the first time I approached Brise; I had to reload, and even then I had to push him into the actual village area. He'd run up to an empty space between houses and somehow seem to get stuck on nothing. I had the luck of arriving there on Sundas, so Homer was easy to find; but on speaking to him he ran out of his house, and so the interrogation proceeded out there. Bruin ended up finishing the guy off after I was knocked over, which made the ensuing conversation a bit odd. 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. The statue placed on the wayshrine outside Grimm's Hollow disables it. Sometimes the quest log doesn't keep up; you may be looking for the next destination, and it's still telling you to do something at the previous one. Or perhaps talk to someone you just killed. It also seems to be deliberately unhelpful in certain cases where it does update on time... For example, it offers no tips on where to find Cat's Cradle, nor do you get a quest / map marker. The wiki suggests the boat is supposed to get you there, but I found no way to activate it. 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. [*]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.
[*]The ghost stuck with the Water Curse repeated his conversation until I found I could stop him speaking to me by holding the cast button. And even then, if I didn't move away and grab the thing, he'd still try to follow me around and jabber some more. The Earth Curse guy also repeated his piece, but only once. Wind Stone guy didn't have this problem.
[*]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?
[*]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.
[*]After beating some sense into Ragnor, I couldn't get out of his chamber. Activating the door out caused my cursor to blink and nothing more. I reloaded to an earlier point and re-did the entire maze, which did the trick. I somewhat suspect this had something to do with the messenger from Kvatch Rebuilt running in during my first attempt, then running out; I guess he somehow disabled the door for me but I mention it in case there's another explanation. The second time around I waited for him to arrive before I went through that final door into the King's chamber.
[*]The biologist, once free of his cell, doesn't attempt to leave it.