I know it's a longshot since this mod is so old an possibly abandoned, but hoping someone can help me isolate a recent problem I am having.
Is it just my game or is Pirate Hunters BUGGED? Before I can get the quest journal to update, I get an instant CTD. I tried using console commands and it still crashes. Looking through TES4Edit, I can't see any conflict in it. Any ideas would be greatly appreciated.
When I talked to the NPC, it crashes just as soon as gets done talking. And when I used setstage blah,blah 10, it crashes instantly, too. Have no idea what is causing it.
Which NPC? what topic? Guessing it is the one that triggers that stage but need confirmation. Give me the quest name. Looking things up in the CS is not easy with specific information. sounds like something in the result scripts for that stage is causing the crash.
Sorry. Here's the relevant information that I have using the TES4Edit:
EditorID: BHSPirates Name: Pirate Hunters NPC: Major gro-Hammer setstage 10: Major gro-Hammer of the Bartholm Foreign Legion has asked me to go on a pirate hunt. I am supposed to report to Captain Blackdog McGee onboard the Narcissa and lead a troop of Legionnaires in battle against a pirate that has been disrupting trade between Bartholm and the Isle of Slart.
these are the result scripts: set BHSPirates.piratestate to 1 Set BHSPirates.randomnum1 to GetRandomPercent Set BHSPirates.randomnum2 to GetRandomPercent set BHSPirates.piratespawnstate to 2 these then trigger a ton of stuff in the BHSPirates script
any one of those dozens of object being reference by the script, particularly spawning objects, might be corrupted and a source of the crash. I do not see any chance to repair without uninstalling the mod, clean save and reinstall. Assuming you do not want to do that, skip the quest or use setstage BHSPirates 90 to complete it in your log.
It is a repeatable quest, (sometimes with added buggyness on spawning on additional runs) so I ran it again. I caould not replcate your crash. so it is something in your game: bugged/corrupted installation of the mod; random corruption of an object in the saveline; mod conflict
I'm having a problem with the Splitting the Heirs quest where I need to find the drowned body of Joanna the Meek! For some strange reason when I'm right under/overtop the green quest marker icon that's suppose to represent the body of Joanna the Meek, there's no body or corpse or anything there, so no drowned corpse at all! So what do I do now?
all the set dead bodies (their editorID ends with the word dead in the CS) in this mod are bugged, because they are not checks as quest items. Which means they, after being enabled by the quest script, they are cleaned up/disappeared as soon as the cell spawns or respawns.
When first installing this mod in a game, I go into the CS and check them all as quest items. Rather than making a script to unquest item or otherwise disable them later, I just do the easier console method of unquesting them after they are no longer needed. The quest disable the dead body the next time you report to the governor.
If you have already disappeared one by by spawning its cell you will have to use the console to get it back. Prid theirREfID resurrect enable kill
For a dead body that has been cleaned up, simply enabling is usually not enough, you have to add the resurrect before enable, and kill them after enable.
Sometimes even when this has been done and the object is actually back in the cell, it will not be visible until you leave the cell and then PCB or you save and reload.
The arena makes me angry. You had the opportunity to actually provide some kind of challenge or do everything better that the vanilla arena did wrong, but you decided to 99% copy it. Shame on you for that.
How old are you? This comment is just grossly ignorant. If you have criticism, please be constructive and positive. Without the hard work of modders, none of this amazing stuff would be possible. Modders are homies, treat em as such.
No. Mods exist to make t this half assed, half finished game actually playable without losing your mind every 10 minutes.
Just doing something or adding something is not enough. If it's just more mediocre stuff it deserves to be pointed out so people will know and not waste their time.
How old are YOU?! Grow up and stop being and useless breather, defender of mediocrity
Somedays I don´t know what the people downloading mods and rating them smokes. All the coments before mine are complaining and giving the impression this mod is bad or not worth it or something... ignore them if you haven´t try this.
This is one of the most downloaded mods from all time in the Oblivion Nexus for a reason, this is content, ACTUAL CONTENT. Yes, we are all aware that Morroblivion exist, but that´s a gigantic team that has being working on that project for ages and expecting that level of polishing in all Nexus mods is retarded as fuck.
Is Elsweyr mod bigger? sure, but it also has no voice acting and most quests can´t be completed without adding more and more addons. Valenwood could not be more broken and unfinished, most quest mods work half the time and hardly any has voice acting... the fact this mod is judged so hardly while other incomplete mods get endorsement after endorsement it´s mindblowing.
This is a finished mod with a functional town, functional voice acted NPCs that are unique and provide quests, that also gives a new location on a big empty area. Quite frankly in terms of polish is one of the best in the Oblivion nexus. Seriously read some of those comment and tell me they don´t sound like children who have never achieve anything in their lifes and still dare to criticize the hard honest non-payed work of artists. So downloaded, endorsed, and hell Ima even vote it for mod of the month just to spite those horrible comments, and since I´m one of the 10 people downloading Oblivion mods on 2022 and the other 9 don´t vote, it will probably win, HA, suck my wabbajacka.
Because the mod is bugged and that it hasn't happened to you doesn't mean it won't happen to others. They can complain and criticize as long as they do it respectfully, still what good will it be it's been 13 ducking years, lol.
I am having a problem with the "grog" quest where it crashes when I try to to purchase an item need fromSlartholm and Zorba's. What mods does this conflict with that it crashes like that? I REALLY NEED to know ASAP.
For me none of the ingredients that are on Slart were there. Acetone, pepperoni and scumm. There are two markers clearly pointing at two people but they don't have them in their personal inventory or for sale. Maybe I get this from updating from 6.0 without a cleansave and starting the whole mod over from square one buuuut... I'm not gonna start a mod over every time there is an update. So I'm using tes4edit to find the ids for the items and getting them with the console.
I have had never had these crashes before with versions 5, 6, or 7, but I am having now on my current playthru. Some sort of conflict with something new, since the last time I played the mod, but I cannot guess what. From the timing, maybe has something to do with stage 20 being set repeatedly, each time you get an ingredient.
Anyway, one small bug fix the Sneaky Pietras and all the several other dead NPCs (all have "dead" at the end of their editorID) is to mark them as quest objects so that they will show up. Ideally you also put an object script on them to remove quest object after they being done with them, or less complicated and also less immersive use the console to unquest object them later.
I had to complete that quest with ?sqt, setstage commands, a pity, almost as if they didn't play-tested or just left it at that. Same with Splitting the Heirs, as of yet.
Somewhat more detailed review for those who'd want to play this mod.
1. Generally, this is one of the best done mods out there: the town is fairly well fleshed out with the subtle details. The quests are not overdone (they are not too complicated and are funny).
2. The voice acting is actually great. At first, I thought they were terrible: over the top accents, etc. Then I realized that many of the characters are actually parodies (e.g. the count and the governor of Slartholm are spitting images of the Ahnold and speak with the same accent and mannerism!) and once you realize this, you realize that they are in fact extremely clever and funny. The only drawback is that there are obvious technical limitations in the way the voices were recorded, but one can't find fault with that given that they were done, presumably, a long time ago by people without expensive professional equipment. In addition to the voice acting, in fact, I thought the NPCs are generally very cleverly and carefully designed with a lot of humor and insight (once you realize that they are in fact parodies.)
3. But there are some glaring holes in the mod. Two obvious things that are posted elsewhere is that some of the quests (e.g. Bartholm arena quest) seem to interact badly with the quests from the original (E.g. the original Arena) and the terribly messed up quest markers. The former may be due to load order and/or the creators may have fixed it in the meantime--I have not experienced them. But the quest marker problem is vexing--some quests are essentially undoable because the quest markers are basically not only useless, but downright misleading.
4. Some of the NPCs (and some of the objects, apparently) are, well, problematic. They use assets copied more or less wholesale from the original and do things that make little sense for "new" characters. So some shopkeepers sell items that make no sense (because they are sold by the merchants in the original game that they were copied from). This is also probably why some of the Bartholm quests interact badly with features in the original game. This oversight struck me as a bit odd: as noted above, the NPCs in Bartholm are usually quite cleverly and carefully designed (the voice acting, when you realize that they are actually parodies, are very very clever and thoughtful!), so it is a bit disappointing that the authors just copied the assets (at least of them) from the original without editing.
If after playing the Bartholm Area quest you find the post grand champion match door from the IC arena Bloodworks into the arena disabled, GrandChampMatchDoorRef, its refID to enable is 3d7b2.
I don't think this is strictly true: if you have another mod in which the arena door is not disabled loading after Bartholm, this does not seem to take place (I have a fairly extensively modded personal mod loading at the end of the queu and I have not run into this problem before). So this is probably a concern if Bartholm is the last mod and/or the mods following it in the load order don't "switch" the arena door back to the original.
First, compliments to the creator. Truly a great and fun mod where the authors have gone to extra length to make sure that not only there's a ton of content, but they are mostly working.
BUT, given the complexity of the mod and all the potential problems (heck, even the original is known for game breaking bugs due to, say, the player following the wrong sequence--e.g. Moth Temple and TG questline), I really wish someone put together a detailed guide for what NOT to do.
In the month of December in the year 2022 this mod is still one heck of a great mod! And for those who doubt playing Bartholm in a heavily modded Oblivion with all the Unique Landscapes, just put it right after all the Unique Landscapes mods or after the Unique Landscapes compilation mod like I did! And beleive me, After installing Bartholm I have right now 125 mods installed in my main copy of Oblivion and this beautifully made mod truely compliments mods like Unique Landscapes (proper load order a must), David Brasher's Dwemer Ruins (even puts a dwemer ruin in an area behind Bartholm for even more adventuring potential), TWMP, Roads of Cyrodiil, and Elsweyr Deserts of Anequina! With Bartholm my role playing experience in Oblivion is even more grand now! I have put in something like 10 hours into playing thru the Bartholm mod now and know I have many more hours of Bartholm gameplay left!
448 comments
Is it just my game or is Pirate Hunters BUGGED? Before I can get the quest journal to update, I get an instant CTD. I tried using console commands and it still crashes. Looking through TES4Edit, I can't see any conflict in it. Any ideas would be greatly appreciated.
exactly at what stage and action does it crash?
sounds like something in the result scripts for that stage is causing the crash.
EditorID: BHSPirates
Name: Pirate Hunters
NPC: Major gro-Hammer
setstage 10: Major gro-Hammer of the Bartholm Foreign Legion has asked me to go on a pirate hunt. I am supposed to report to Captain Blackdog McGee onboard the Narcissa and lead a troop of Legionnaires in battle against a pirate that has been disrupting trade between Bartholm and the Isle of Slart.
set BHSPirates.piratestate to 1
Set BHSPirates.randomnum1 to GetRandomPercent
Set BHSPirates.randomnum2 to GetRandomPercent
set BHSPirates.piratespawnstate to 2
these then trigger a ton of stuff in the BHSPirates script
set BHSPirates.piratespawnstate to 0
;reset legionnaires
SlartholmGuardShip01Ref.Kill
SlartholmGuardShip01Ref.Resurrect
SlartholmGuardShip01Ref.Enable
SlartholmGuardShip02Ref.Kill
SlartholmGuardShip02Ref.Resurrect
SlartholmGuardShip02Ref.Enable
SlartholmGuardShip03Ref.Kill
SlartholmGuardShip03Ref.Resurrect
SlartholmGuardShip03Ref.Enable
SlartholmGuardShip01Ref.MoveTo SlartholmGuardShipTele01Ref
SlartholmGuardShip02Ref.MoveTo SlartholmGuardShipTele02Ref
SlartholmGuardShip03Ref.MoveTo SlartholmGuardShipTele03Ref
Set BHSPirates.Guard1DeadCount to 0
Set BHSPirates.orders1 to 0
;spawn base crew of 4
SlartholmPirate01Ref.Enable
SlartholmPirate02Ref.Enable
SlartholmPirate03Ref.Enable
SlartholmPirate04Ref.Enable
SlartholmPirate01Ref.MoveTo SlartholmPirateTele01Ref
SlartholmPirate02Ref.MoveTo SlartholmPirateTele02Ref
SlartholmPirate03Ref.MoveTo SlartholmPirateTele03Ref
SlartholmPirate04Ref.MoveTo SlartholmPirateTele04Ref
if (BHSPirates.randomnum1>=0) && (BHSPirates.randomnum1<=50)
SlartholmPirate05Ref.Enable
SlartholmPirate06Ref.Enable
SlartholmPirate05Ref.MoveTo SlartholmPirateTele05Ref
SlartholmPirate06Ref.MoveTo SlartholmPirateTele09Ref
elseif (BHSPirates.randomnum1>=51) && (BHSPirates.randomnum1<=100)
SlartholmPirate05Ref.Enable
SlartholmPirate06Ref.Enable
SlartholmPirate05Ref.MoveTo SlartholmPirateTele05Ref
SlartholmPirate06Ref.MoveTo SlartholmPirateTele06Ref
endif
if (BHSPirates.randomnum2>=0) && (BHSPirates.randomnum2<=50)
SlartholmPirate07Ref.Enable
SlartholmPirate08Ref.Enable
SlartholmPirate07Ref.MoveTo SlartholmPirateTele07Ref
SlartholmPirate08Ref.MoveTo SlartholmPirateTele10Ref
elseif (BHSPirates.randomnum2>=51) && (BHSPirates.randomnum2<=100)
SlartholmPirate07Ref.Enable
SlartholmPirate08Ref.Enable
SlartholmPirate07Ref.MoveTo SlartholmPirateTele07Ref
SlartholmPirate08Ref.MoveTo SlartholmPirateTele08Ref
endif
; ;spawn captains
if (BHSPirates.randomnum1>=0) && (BHSPirates.randomnum1<=33)
SlartholmPirateShipCaptain01Ref.Enable
SlartholmPirateShipCaptain01Ref.MoveTo SlartholmPirateCaptainTele01Ref
elseif (BHSPirates.randomnum1>=34) && (BHSPirates.randomnum1<=66)
SlartholmPirateShipCaptain02Ref.Enable
SlartholmPirateShipCaptain02Ref.MoveTo SlartholmPirateCaptainTele02Ref
elseif (BHSPirates.randomnum1>=67) && (BHSPirates.randomnum1<=100)
SlartholmPirateShipCaptain03Ref.Enable
SlartholmPirateShipCaptain03Ref.MoveTo SlartholmPirateCaptainTele03Ref
endif
;spawn mates
if (BHSPirates.randomnum2>=0) && (BHSPirates.randomnum2<=33)
SlartholmPirateFirstMate01Ref.Enable
SlartholmPirateFirstMate01Ref.MoveTo SlartholmPirateMateTele01Ref
elseif (BHSPirates.randomnum2>=34) && (BHSPirates.randomnum2<=66)
SlartholmPirateFirstMate02Ref.Enable
SlartholmPirateFirstMate02Ref.MoveTo SlartholmPirateMateTele02Ref
elseif (BHSPirates.randomnum2>=67) && (BHSPirates.randomnum2<=100)
SlartholmPirateFirstMate03Ref.Enable
SlartholmPirateFirstMate03Ref.MoveTo SlartholmPirateMateTele03Ref
endif
endif
any one of those dozens of object being reference by the script, particularly spawning objects, might be corrupted and a source of the crash. I do not see any chance to repair without uninstalling the mod, clean save and reinstall. Assuming you do not want to do that, skip the quest or use
setstage BHSPirates 90
to complete it in your log.
bugged/corrupted installation of the mod;
random corruption of an object in the saveline;
mod conflict
When first installing this mod in a game, I go into the CS and check them all as quest items. Rather than making a script to unquest item or otherwise disable them later, I just do the easier console method of unquesting them after they are no longer needed. The quest disable the dead body the next time you report to the governor.
If you have already disappeared one by by spawning its cell you will have to use the console to get it back.
Prid theirREfID
resurrect
enable
kill
For a dead body that has been cleaned up, simply enabling is usually not enough, you have to add the resurrect before enable, and kill them after enable.
Sometimes even when this has been done and the object is actually back in the cell, it will not be visible until you leave the cell and then PCB or you save and reload.
this half assed, half finished game actually playable without losing your mind every 10 minutes.
Just doing something or adding something is not enough. If it's just more mediocre stuff it deserves to be pointed out so people will know and not waste their time.
How old are YOU?! Grow up and stop being and useless breather, defender of mediocrity
This is one of the most downloaded mods from all time in the Oblivion Nexus for a reason, this is content, ACTUAL CONTENT. Yes, we are all aware that Morroblivion exist, but that´s a gigantic team that has being working on that project for ages and expecting that level of polishing in all Nexus mods is retarded as fuck.
Is Elsweyr mod bigger? sure, but it also has no voice acting and most quests can´t be completed without adding more and more addons. Valenwood could not be more broken and unfinished, most quest mods work half the time and hardly any has voice acting... the fact this mod is judged so hardly while other incomplete mods get endorsement after endorsement it´s mindblowing.
This is a finished mod with a functional town, functional voice acted NPCs that are unique and provide quests, that also gives a new location on a big empty area. Quite frankly in terms of polish is one of the best in the Oblivion nexus. Seriously read some of those comment and tell me they don´t sound like children who have never achieve anything in their lifes and still dare to criticize the hard honest non-payed work of artists. So downloaded, endorsed, and hell Ima even vote it for mod of the month just to spite those horrible comments, and since I´m one of the 10 people downloading Oblivion mods on 2022 and the other 9 don´t vote, it will probably win, HA, suck my wabbajacka.
They can complain and criticize as long as they do it respectfully, still what good will it be it's been 13 ducking years, lol.
From the timing, maybe has something to do with stage 20 being set repeatedly, each time you get an ingredient.
Anyway, one small bug fix the Sneaky Pietras and all the several other dead NPCs (all have "dead" at the end of their editorID) is to mark them as quest objects so that they will show up. Ideally you also put an object script on them to remove quest object after they being done with them, or less complicated and also less immersive use the console to unquest object them later.
Same with Splitting the Heirs, as of yet.
1. Generally, this is one of the best done mods out there: the town is fairly well fleshed out with the subtle details. The quests are not overdone (they are not too complicated and are funny).
2. The voice acting is actually great. At first, I thought they were terrible: over the top accents, etc. Then I realized that many of the characters are actually parodies (e.g. the count and the governor of Slartholm are spitting images of the Ahnold and speak with the same accent and mannerism!) and once you realize this, you realize that they are in fact extremely clever and funny. The only drawback is that there are obvious technical limitations in the way the voices were recorded, but one can't find fault with that given that they were done, presumably, a long time ago by people without expensive professional equipment. In addition to the voice acting, in fact, I thought the NPCs are generally very cleverly and carefully designed with a lot of humor and insight (once you realize that they are in fact parodies.)
3. But there are some glaring holes in the mod. Two obvious things that are posted elsewhere is that some of the quests (e.g. Bartholm arena quest) seem to interact badly with the quests from the original (E.g. the original Arena) and the terribly messed up quest markers. The former may be due to load order and/or the creators may have fixed it in the meantime--I have not experienced them. But the quest marker problem is vexing--some quests are essentially undoable because the quest markers are basically not only useless, but downright misleading.
4. Some of the NPCs (and some of the objects, apparently) are, well, problematic. They use assets copied more or less wholesale from the original and do things that make little sense for "new" characters. So some shopkeepers sell items that make no sense (because they are sold by the merchants in the original game that they were copied from). This is also probably why some of the Bartholm quests interact badly with features in the original game. This oversight struck me as a bit odd: as noted above, the NPCs in Bartholm are usually quite cleverly and carefully designed (the voice acting, when you realize that they are actually parodies, are very very clever and thoughtful!), so it is a bit disappointing that the authors just copied the assets (at least of them) from the original without editing.
BUT, given the complexity of the mod and all the potential problems (heck, even the original is known for game breaking bugs due to, say, the player following the wrong sequence--e.g. Moth Temple and TG questline), I really wish someone put together a detailed guide for what NOT to do.