I realize I'm probably around 9 years too late to get a response to this, but anybody got some advice for someone getting stuck at a loading screen between interiors for this mod? (In particular, I just got to the castle (going from the second interior after the zombie bridge into the third, going into the Dungeons). It appears to fully load, I hear a door noise, but it never leaves the fully-loaded loading screen. (I saw a comment with the same problem for, I think, a different interior/cell transition, but no replies or fixes mentioned.)
I'd rather not have to reload to before I entered this section of the mod and skip the rest of it if possible. (Honestly, though, I'm surprised this is the first time I've run into a mod full-on breaking/crashing the game in this playthrough~)
Mod was very cool until I ran into a bit a snag. I've touched the first memory shard and I've been teleported to an ancient Ayleid circle of power with a ring of people I'm supposed to protect from the minions of Molag Bal. One small problem: Nobody ever shows up for me to fight off. I make my character stand around for 24hrs at a time, I've touched all the Ayleid doors (useless), covered every square inch of the area, I've even attacked one of the Ayleids to see if that makes anything happen... Nothing. It's just me standing there waiting for enemies to appear and they never do, and I can't leave this area until I've accomplished my task. So, the adventure has abruptly stalled at this point. Any suggestions? Am I missing something that I'm supposed to do?
I was about to delete this mod when I looked through an old bookmark and found this code"
setstage WSMem1 10
Enter it in your console and the Ayleid circle stage will be bypassed. I tried other codes in the bookmark but none would allow me to break the impasse of the mod's glitch, I simply had to bypass it. It's too bad but on the upside I got to finish an otherwise great mod. The other glitches that occurred for me were not gamebreaking nor unforgivable. I recommend Sundered Keep to anyone to try. Cheers!
Looking at the script and variables for the WSmem1 (The Summoning) quest, I figured out the the problem was the currentwave variable not getting set to 1 when it needed to be..
If the attacks do not start then console: set WSmem1.CurrentWave to 1
I don't know if you are still there. I am playing this mod and I appreciate the graphic environment, however there are some bugs I want to bring to your attention, hoping that you might have a solution, fix or whatever.
First of all you should consider that players are not required to be experts with CS or console commands to play with mods. The expert is the modder that should play and test and test his/her mod before releasing it. Some of the bugs I will mention are surmountable through console commands while others are critical making the game unplayable, unless you manually advance quest stages, but certainly this is not an amusing way to play a mod.
1 - DOORS, PLANKS, GATES ========================= Some important ones do not open in following locations: a) lower deck of the ship; b) in the dungeon before meeting Duvalier and his crew; c) the one requiring a password; d) iron gates in the bridge full of zombies. When you kill them all you hear the sound of the gate but it doesn't open, the same applies for the next two iron gates. The wooden planks simply move a little bit not allowing you to go through. These bugs are bypassed with TCL command.
2 - PIRATE WITH BROKEN LEG ========================== After he has recovered his leg and he follows me, he is not able to pass through doors that do not open (see point 1). I had to use the PRID command in order to move him to my position, but after that he doesn't follow me any more (is this due to the command or does he ended his duty?). Going ahead in a tunnel I meet 3 guys, I eliminate them and I am teleported in an area where I meet Duvalier and his followers, eliminating these and going back to the previous area I find the pirate with the broken leg dead, his corpse is beside the 3 guys I killed before. Who has killed him??? He was set to essential!!!
3 - NARROW PASSAGES (ghosts) ============================ In the last part of the dungeon full of ghosts if you kill a ghost and he falls in the middle of a passage its corpse prevents you to go through because the passage is too narrow. Also this bug is bypassed with TCL command.
4 - SHARDS ========== During Myria ritual she says that I have to touch the 6 shards, after that I will get into the memory of the herald, at this point she will join me to tell me what to do next. I doesn't work this way. Any shard I touch I am teleported in an area with 6 Ayleids but no enemies do appear and there is no way out. At this point the game is useless unless you modify the stage of the quest.
Do you have a solution, a fix, a new .esp or something for these problems? I would appreciate your comments as I believe it's a pity to leave a mod in these conditions.
Regards
P.S. For my curiosity, have you ever played with your mod and never noticed none of these problems? I have a clean and updated version of Oblivion and many other mods are working fine.
This code will allow you to bypass the Ayleid circle stage. I found no code that would allow me to fix that glitch and allow me to play the level. I'm not going to be overly upset about it. Cheers!
no problems with the 1, 2, or 3, those most be specific to your installation.
Looking at the script and variables for the WSmem1 (The Summoning) quest, I figured out the the problem was the currentwave variable not getting set to 1 when it needed to be..
If the attacks do not start then console: set WSmem1.CurrentWave to 1
Great mod, with plenty of exciting stuff going on. I have only encountered this one problem - when I enter the keep and i'm running through the dining hall, at the end, where the door takes me to the exterior cell, my game freezes up on the loading screen. I still hear the sound of the door opening at the end, though. I'd really like some help. My earliest save it right before the dining hall. Tried to go back, through the armoury and barracks, but the same thing happens when I go out the main door. :-(
I really don't want to lose 200+ hours of questing. I just got Vaernlor Manor looking the way I like it, too.
Really like the look of this mod, but unfortunately I haven't actually been able to play through the quest, but I did notice a minor conflict with the 'Midland' mod that causes some of the houses to be partially covered, and just cause a few bugs. It is where 'Myria's Study' is added, atleast im pretty sure it is this mod that adds that location.
I played this mod once years ago, so I decided to boot it up once again. other than a few minor hiccups that didn't really break anything, i got to the final segment in the chamber. My first problem was with the summoning. Enemies didn't spawn, set the quest ahead, no biggie. now I am in the third memory where you must close the gates in the Talos Plaza District. I talked to the guard captain and he told me that the gates are now open, and I must close them. However no gates have opened, so I cannot proceed. Is it possible that this and the summoner issue are tied to the main quest somehow? After completing the main quest, a flag is put up on that character to remove the oblivion gates, so maybe it is related? Is there anyone else having this issue?
256 comments
I'd rather not have to reload to before I entered this section of the mod and skip the rest of it if possible. (Honestly, though, I'm surprised this is the first time I've run into a mod full-on breaking/crashing the game in this playthrough~)
setstage WSMem1 10
Enter it in your console and the Ayleid circle stage will be bypassed. I tried other codes in the bookmark but none would allow me to break the impasse of the mod's glitch, I simply had to bypass it. It's too bad but on the upside I got to finish an otherwise great mod. The other glitches that occurred for me were not gamebreaking nor unforgivable. I recommend Sundered Keep to anyone to try. Cheers!
getting set to 1 when it needed to be..
If the attacks do not start then console:
set WSmem1.CurrentWave to 1
I don't know if you are still there. I am playing this mod and I appreciate the graphic environment, however there are some bugs I want to bring to your attention, hoping that you might have a solution, fix or whatever.
First of all you should consider that players are not required to be experts with CS or console commands to play with mods. The expert is the modder that should play and test and test his/her mod before releasing it.
Some of the bugs I will mention are surmountable through console commands while others are critical making the game unplayable, unless you manually advance quest stages, but certainly this is not an amusing way to play a mod.
1 - DOORS, PLANKS, GATES
=========================
Some important ones do not open in following locations: a) lower deck of the ship; b) in the dungeon before meeting Duvalier and his crew; c) the one requiring a password; d) iron gates in the bridge full of zombies. When you kill them all you hear the sound of the gate but it doesn't open, the same applies for the next two iron gates. The wooden planks simply move a little bit not allowing you to go through. These bugs are bypassed with TCL command.
2 - PIRATE WITH BROKEN LEG
==========================
After he has recovered his leg and he follows me, he is not able to pass through doors that do not open (see point 1). I had to use the PRID command in order to move him to my position, but after that he doesn't follow me any more (is this due to the command or does he ended his duty?). Going ahead in a tunnel I meet 3 guys, I eliminate them and I am teleported in an area where I meet Duvalier and his followers, eliminating these and going back to the previous area I find the pirate with the broken leg dead, his corpse is beside the 3 guys I killed before. Who has killed him??? He was set to essential!!!
3 - NARROW PASSAGES (ghosts)
============================
In the last part of the dungeon full of ghosts if you kill a ghost and he falls in the middle of a passage its corpse prevents you to go through because the passage is too narrow. Also this bug is bypassed with TCL command.
4 - SHARDS
==========
During Myria ritual she says that I have to touch the 6 shards, after that I will get into the memory of the herald, at this point she will join me to tell me what to do next. I doesn't work this way. Any shard I touch I am teleported in an area with 6 Ayleids but no enemies do appear and there is no way out. At this point the game is useless unless you modify the stage of the quest.
Do you have a solution, a fix, a new .esp or something for these problems?
I would appreciate your comments as I believe it's a pity to leave a mod in these conditions.
Regards
P.S.
For my curiosity, have you ever played with your mod and never noticed none of these problems?
I have a clean and updated version of Oblivion and many other mods are working fine.
setstage WSMem1 10
This code will allow you to bypass the Ayleid circle stage. I found no code that would allow me to fix that glitch and allow me to play the level. I'm not going to be overly upset about it. Cheers!
Looking at the script and variables for the WSmem1 (The Summoning) quest, I figured out the the problem was the currentwave variable not getting set to 1 when it needed to be..
If the attacks do not start then console:
set WSmem1.CurrentWave to 1
console:
movetoqt
kill the Xivalai, take the note.
If not wanting to use the console, move toward Fort Doublecross area to close on the Xivalai
Do somebody know the name of this mod in french?
I really don't want to lose 200+ hours of questing. I just got Vaernlor Manor looking the way I like it, too.