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BombBloke

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  1. 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. 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)?
  2. 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? 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. 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. 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. 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). 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? (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. 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). 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. 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... 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. 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.
  3. 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.
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