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Oblivion gate not working!!!


Arthmoor

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I reinstalled and have gone to the village twice from my save at Cloud Ruler.The first time the gate was already open, it said Vergayun Oblivion Gate instead of an Oblivion Gate -- but it was one of the random gates.The second time there was no gate open when I got there, I went into the inn and came back out and there was a gate. Again it said it was the Vergayun Oblivion gate and again it was a random vanilla oblivion gate.I am not getting your gate in my game.

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Gah. That should be impossible. You're sure the formID on the gate isn't mine? My script forces the vanilla gate down, but you'd never notice since mine should pop up in its place.Otherwise this is looking like a massive failed effort :(

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Reference 000623B8(Persistent)Defined in Oblivion.esmDoor 00091C9CName: Oblivion GateDefined in Oblivion.esmScript 00084B06Defined in Oblivion.esmFrom the conscribe log. I'm running refscope.

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It worked just fine for me. I went back to my dev game where it didn't work before. My first saved game was right in the village and the gate didn't show. But I loaded an earlier save from just outside the village and when I got there, the gate was present. Entered the gate and your Ayleid door was there. Went over to the house and chatted with your nutty guard. Used door to get to Sigil Stone and it worked fine. Only issue was that the rocks in front of the gate weren't moved or disabled, so I materialized in the rocks when the gate was closed.gallery_1_5_107618.jpg

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I think my full modded version has a conflict because even starting from scratch I get a vanilla gate, even though the map marker says it is Vergayun Oblivion gate. I'm posting the load order for this version in spoilers and will try with a less heavily modded version and see if I get anything different.

Oblivion.esmCobl Main.esmHarvest[Containers].esmNNWAEMaster.esmUnofficial Oblivion Patch.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espShadow's Merged Value Fixesv3.0.espBook Collection.espRegrowing Nirnroot - Dissappear Reappear.espQuest Log Manager.espSpell Delete And Item Remove.espMap Marker Overhaul.espMap Marker Overhaul - SI additions.espAlfheimrV2.espDMACArmor.espMODRoadRogue.espSilverlight Armor by Jojjo.espAncientTowers.espCobl Glue.espCobl Si.espCobl Tweaks.espHarvest[Containers] - Vanilla - Ore Respawn.espHarvest[Containers] - SI - Ore Respawn.espAetheric Cuteblade.espAlchemistsCave-COBL.espArcaneBankofCyrodiil.espArcane Services.espDaedra's Bane.espDSoSFortNocturnaSuppressio.espKragenir's Death Quest.espKDQ - Rural Line Additions.espNNWAREAyleidDungeons_Series1EV.espNNWAEDungeons-Series2EV.espNNWARE06-RhyeliaEmeroEV.espQuest-Related Dungeons Marked.espThe Ayleid Steps.espVHBloodlines 1.2.espBrumaGuildReconstructed.espThe Lost Spires.espReclaimSancreTor.espMTCThievesGrottoV4.espFaregyl.espFeldscar.espMolapi.espReedstand.espUrasek.espVergayun.espWellspring Vale.espSutch Village.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espKT_KhajEyeToggleNoEff.espClass Advantages.espP1DkeyChain.espRespawning Varla & Welkynd Stones.espSoulgem Magic.espAlternative Beginnings.espMQSDone.espRefScope.espAdvanced Magecraft.espMidasSpells.espSSEE.espActorValueUncapper_Example.espKobu's Lighter Backpack Mod.espOblivion XP.espDaMage's_Eye_Pack.espbgIntegrationIntegratedEV.espSilverlight Armor Addon by Xcytress.esp

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(edited to use codebox, damn you BGS forum for murdering spoiler tags)MQSDone.esp - What's this do? Looks suspiciously like an MQ mod of some sort.

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Arthmoor - Did you see my post above - the new version worked. The previous version didn't work with this game, but the new one did. The only thing was I had to load an earlier save where I wasn't right in the village. It might have worked if I had entered a building and exited - not sure.

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Yeah, that's progress at least. I still can't get my guy to have a proper gate closing, but that might just be on him at this point. Though I would have no idea why.Although in my case the rocks disabled properly, so it looks to be about split on whether it works 100% right :) That should be easy enough to force though, and would be exempt from the usual "never do this to vanilla stuff" rule.

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(edited to use codebox' date=' damn you BGS forum for murdering spoiler tags)

MQSDone.esp - What's this do? Looks suspiciously like an MQ mod of some sort.[/quote']Yep, it allows me to complete the main quest without actually doing it. But I have to visit the Tiber Septim Inn in order to actually use it. And it isn't the one that conflicts. I tried an almost basic version and had the same problem. I'm going to completely vanilla and see what happens.

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I am still getting a Vanilla gate instead of your Vergayun gate. This shows up on the map as Vergayun Gate instead of an oblivion gate, which means it should be working. I do not know why it is not.I really, really hate playing Vanilla. :headbang:

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So the formID for the actual gate you're seeing is what? I can't see why the vanilla game should be so protective of the gates like this.

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So the formID for the actual gate you're seeing is what? I can't see why the vanilla game should be so protective of the gates like this.
According to the console it's 000623b8.The only things I had running are OBSE and OBMM. The only thing I haven't done is re-install Oblivion. I doubt that would change anything. Andalaybay did get it working on her game once. This is very confusing for me.
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Hrm. In the inn. Go have a look above the cooking place where the roasted mudcrab is. Is there a painting above it? (enter inn, turn left, look above grill)

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Hrm. In the inn. Go have a look above the cooking place where the roasted mudcrab is. Is there a painting above it? (enter inn' date=' turn left, look above grill)[/quote']Yes there is a painting above the chimney with the roasted mudcrab in it.
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Ysne, I presume you aren't starting over though - you're restoring a saved game, right? Where is your character in the saved game? Load up a save from outside the village and then enter the village, so that you just discover it. What happens then?

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Ysne' date=' I presume you aren't starting over though - you're restoring a saved game, right? Where is your character in the saved game? Load up a save from outside the village and then enter the village, so that you just discover it. What happens then?[/quote']Nope. I started a new game. I have tried it with three different versions, Vanilla, Almost Basic, and with all my mods running.
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This is my Almost Basic load order; Is something wrong with the how the spoiler tags are working?

Oblivion.esmUnofficial Oblivion Patch.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espMap Marker Overhaul.espMap Marker Overhaul - SI additions.espAlfheimrV2.espAncientTowers.espVergayun.espP1DkeyChain.espRefScope.espMidasSpells.espOblivion XP.espDaMage's_Eye_Pack.esp

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No, spoiler tags are working fine. The tag in QSFP is simply meant to obscure the text, because, well, it was intended for plot spoilers etc.Bash uses spoiler tags now because Bethesda's forum software ditched the old codebox tag that used to work just fine for this. I guess it just means I need to get with the times yet again and update how the spoiler tag works in our software.

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... Bethesda's forum software ditched the old codebox tag that used to work just fine for this...
I didn't think codebox worked for a while... Anyway it's code on IPB. But yeah, you'd have to put that in spoiler tags to close it up.But something with Ysne's testing is confusing me. You need to do the battle for Castle Kvatch for the gates to open, right? So Ysne, you're starting a new character and doing the Kvatch quest right away?
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No' date=' spoiler tags are working fine. The tag in QSFP is simply meant to obscure the text, because, well, it was intended for plot spoilers etc. Bash uses spoiler tags now because Bethesda's forum software ditched the old codebox tag that used to work just fine for this. I guess it just means I need to get with the times yet again and update how the spoiler tag works in our software.[/quote']No, no, no. Just because someone else implemented something in some cockamamie way that makes no logical sense but has a bigger site than yours doesn't mean that you have to break something that's working the way it should to match them. :( :headbang: :facepalm:
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... Bethesda's forum software ditched the old codebox tag that used to work just fine for this...

I didn't think codebox worked for a while... Anyway it's code on IPB. But yeah' date=' you'd have to put that in spoiler tags to close it up.

But something with Ysne's testing is confusing me. You need to do the battle for Castle Kvatch for the gates to open, right? So Ysne, you're starting a new character and doing the Kvatch quest right away?[/quote']Yep. That is exactly what I've been doing. Going through the MQ as far as escorting Martin to Cloud Ruler.

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