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Oblivion gate not working!!!


Arthmoor

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Yeah. My Oblivion gate. As in the one I'm trying to hijack for a long overdue quest stub I had in place for Vergayun. It has decided it no longer wishes to function, despite having done so for the initial test. I did a clean save on Vergayun, and bam, gate no longer works. You walk up to activate it, hear the sound, but go nowhere.I'm sure this ought to be on its own thread too, but hey. I changed the form IDs on the gate refs to see what would happen. The gate then allowed the teleport to happen but going to grab the sigil stone does nothing. You get the whiteout effect, but the CloseCurrentOblivionGate command fails to execute and you're still standing in the sigil chamber.I'm starting to suspect Oblivion keeps internal track of which gate IDs have been closed and won't let you reuse them. Yet if that's the case it shouldn't have balked at setting up an entirely new one unless attempting to do so on the same site as the vanilla one confuses it. It's all very bizarre and makes zero sense. I wouldn't doubt it if I missed a step despite having made a working pair with Feldscar.

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Did you take a peek at Dwip's Frostcrag mod? He spawns an Oblivion gate in it, doesn't he? I haven't tried to use that feature - I've seen more than enough of the damn things :tongue: Can you force it to use a new ID? I know nothing about spawning gates, so I'm just taking wild stabs here.

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I think I've all but confirmed it to be a bad idea to try hijacking a vanilla gate. Especially if it might have already been closed. I sent my greenhorn newbie test guy over, with a rigged script to spawn the gate without conditions, and it links perfectly. He also grabbed the sigil stone and came back as expected.Unfortunately I only have one test subject who is properly in the middle of the main quest, and it's utterly broken for him. Which means there's a chance it'll be utterly broken for other people too.Also, as I said, I've done this before with an Oblivion gate, but it was in Feldscar and that one wasn't outdoors and didn't rely on ties to the MQ.

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Yeah. My Oblivion gate. As in the one I'm trying to hijack for a long overdue quest stub I had in place for Vergayun. It has decided it no longer wishes to function' date=' despite having done so for the initial test. I did a clean save on Vergayun, and bam, gate no longer works. You walk up to activate it, hear the sound, but go nowhere.

I'm sure this ought to be on its own thread too, but hey. I changed the form IDs on the gate refs to see what would happen. The gate then allowed the teleport to happen but going to grab the sigil stone does nothing. You get the whiteout effect, but the CloseCurrentOblivionGate command fails to execute and you're still standing in the sigil chamber.

I'm starting to suspect Oblivion keeps internal track of which gate IDs have been closed and won't let you reuse them. Yet if that's the case it shouldn't have balked at setting up an entirely new one unless attempting to do so on the same site as the vanilla one confuses it. It's all very bizarre and makes zero sense. I wouldn't doubt it if I missed a step despite having made a working pair with Feldscar.[/quote']This is your forum, you don't have to make a new thread if you don't want to. :evil:

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So does anyone still have characters in the middle of the MQ where they have gates popping up?

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Yeah... I have one game instance. Oh, god, it's vanilla though. You aren't going to torture me by forcing me to play vanilla are you? :sad: Where's the package? I'll take a look.

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I'm at the part where I would need to take the amulet to Jauffrey. Wouldn't take too long to get to where gates start opening if you need someone else to test for you. Let me know.

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Doesn't matter if it's vanilla or overloaded with mod :PI'm trying to rule out whether or not the issue with the gate is because the character is hosed or not. It could just be because he closed the gate outside of Vergayun prior to the village being there. The other two guys I tested with both got past it fine after I rigged it to show up when it's not supposed to.Another aside, it also seems that even if your gate script is rigged to open it regardless of the MQ's quest status, it will refuse to trigger. Awful lot of hardcoded weirdness going on here, or I just have a broken batch of test chars.The file is in the beta test section now.

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Doesn't matter if it's vanilla or overloaded with mod :P

I'm trying to rule out whether or not the issue with the gate is because the character is hosed or not. It could just be because he closed the gate outside of Vergayun prior to the village being there. The other two guys I tested with both got past it fine after I rigged it to show up when it's not supposed to.

Another aside' date=' it also seems that even if your gate script is rigged to open it regardless of the MQ's quest status, it will refuse to trigger. Awful lot of hardcoded weirdness going on here, or I just have a broken batch of test chars.

The file is in the beta test section now.[/quote']I'll grab it and start testing then.

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Can't find the village or the gate? The village is right on that dock on the Niben River, across from Cullote. Down the hill from Fort Variela. The gate in question would be behind the inn on the other side of the ridge, near the water.

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Can't find the village or the gate? The village is right on that dock on the Niben River' date=' across from Cullote. Down the hill from Fort Variela. The gate in question would be behind the inn on the other side of the ridge, near the water.[/quote']I can't find the file to download.
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Oh. Stupid software. I didn't notice it was telling me the file already existed :PIt's up now though.

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Grabbed it. My guy is right in the middle of closing all the city gates to gather allies, so he's right in the midst of it. I'll give it a run through a bit later.

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Oh good, that means you can make sure the post-gate part works as expected. That's what all that crap I posted in the OBSE thread was for :)

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Ok, what am I supposed to do? It turns out I have two game instances. My main dev game, which might be messed up and the vanilla game I spoke about earlier. My main dev game is a little further along, but definitely still lots of open gates.Unfortunately one of the gates I had closed already was the one near the village. It was right next to the road, so I typically close those ones (I have new roads loaded too). So is there anything for me to do if the gate is closed already?The one in my vanilla game should still be open because there won't be a road near it, until I install Verg.

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For the gate, head into Vergayun. The one to test is behind the inn. That other one out by the road isn't involved. I need to know if you can enter it, then leave it, and if so, can you then proceed through the OB realm and make it close when the sigil stone is captured.The AI pack thing will send an NPC to Bruma to join the battle if you're in the middle of the Allies quest when the Vergayun gate is closed.

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Ok. I'll be able to test that AI package in both games. I've got everybody camped out in Bruma freezing their collective asses off. :lmao:Edit: In my dev game, there is no gate. I found the graveyard (the big one, not Dread's grave). Also saw something really bizarre at the fort. There was a mountain lion and timber wolf right outside the door to the fort, growling at it. I suspect one of the villagers ran inside. I blew them to bits, so hopefully the villager will come out.

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The gate doesn't show in my vanilla game either. I think it's because it's the same basic saved game. Sorry I forgot about that. I have a new character in my vanilla game, but he's really new. He hasn't even done the Kvatch quests. In order to test some other stuff, I took one of my other saved games and sanitized it for vanilla.The only other game instance I have is a character that's finished the main quest. But I might have earlier saves in which he's not done yet. What would happen if I loaded Verg in a game in which the main quest was done? I'm guessing the gate wouldn't show, right?

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I completed the MQ as far as escorting Martin to Cloud Ruler. Then I went to Vergayun. I found one gate to the south of Vergayun and closed that. I think that is the wrong gate. I did not find one near the inn.

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Well shit. That means something is seriously broken and I have no idea what. It sounds like I was lucky to be able to get the thing to open at all now, much less work. I think I'm beginning to see why no Oblivion realm projects ever get anywhere.If you approach after the MQ it will just act like nothing is different. You'd just miss out on the material is all.

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Willie Sea has an openable gate inside his Ancient Towers mod. Xilver has a spell that you can use to re-open gates. Would what they did work around whatever the problem is?Another thing you might want to check is how DR scripted portals in RST.

Well shit. That means something is seriously broken and I have no idea what. It sounds like I was lucky to be able to get the thing to open at all now' date=' much less work. I think I'm beginning to see why no Oblivion realm projects ever get anywhere.

If you approach after the MQ it will just act like nothing is different. You'd just miss out on the material is all.[/quote']

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I asked Willie about this stuff once before for the gate in Feldscar. That gate works perfectly. It isn't a hijacked vanilla gate though.Also, to eliminate the confusion I sense, here's a shot of the area in the CS: http://img267.imageshack.us/img267/14/vergayuncs.jpgThat gate back behind the inn is the one I'm talking about. If that's not showing up and has remains of one there you've already closed it. My script should have revived it but obviously that isn't working.

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As I thought, the gate I found is the wrong one. I will try fast traveling away from Vergayun and then back and see what happens. I may also try deactivating and reactivating the mod.Neither effort worked. No gate shows up behind the inn. When I talk to the innkeeper, she does ask me to go find the villager.

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