This section is for spoilers. If you have a bug to report that takes place in an area of the mod that might be considered a spoiler, please post it here instead of in the standard comments thread. I consider anything in the final areas of the mod (The end of the castle on upwards) as well as quest details to be a spoiler. Thanks!
The Sundered Keep - Spoilers
Started by
ub3rman123
, Mar 15 2011 02:07 PM
38 replies to this topic
#1
Posted 15 March 2011 - 02:07 PM
#2
Posted 15 March 2011 - 02:09 PM
The problem is in the begin of the quest, after i take the note and go to myria, i try talking to her,then the game crashes.
#3
Posted 15 March 2011 - 02:11 PM
Huh. This might be related to the earlier bug reports I was receiving from testers with the same problem, but I fixed that by moving the scripts elsewhere for it. Does this persist through multiple saves? (I.e. it's not some freak crash)
#4
Posted 15 March 2011 - 02:21 PM
i tried it with other saves and chars with the same results, if i speak with myria the game crashes.
Edited by Siri1982, 15 March 2011 - 03:36 PM.
#5
Posted 15 March 2011 - 05:05 PM
It's the same thing for me Siri! We should form a club!
#6
Posted 15 March 2011 - 05:13 PM
Same problem as OverlordFreak and Siri1982; instant CTD when trying to talk to Myria at the start of the main quest. Using console I checked that I'm at WSMainQuest stage 5. Stage 2 was skipped completely. I used setstage to set the quest to 2 then to 10 and got an update. She and her house disappeared. I met up with her up north with the welkyd and varla stones she wanted and spoke to her. This time CTD just as she finished speaking and just as the requested items were taken from my inventory. I skipped talking to her and setstage to 15, went to her study (got stage 16), got the necklace (got stage 20) , met her in the forest, spoke to her where she took the necklace, no crash this time and now am at stage 25.
It seems the character scripting is severely bugged somewhere.
Unfortunately I have very few saves to work with and only the one character now.
It seems the character scripting is severely bugged somewhere.
Unfortunately I have very few saves to work with and only the one character now.
Edited by mechatech, 15 March 2011 - 05:16 PM.
#7
Posted 15 March 2011 - 06:55 PM
I also get a CTD when talking to Myria.
#8
Posted 15 March 2011 - 07:19 PM
@Uberman123 - I've tried to talk to Myria (she can be seen by me - not invisible) for the first time (after defeating her creature) with at least 3 different characters and get a iCTD for my trouble.
As a result I have been unable to start your new modifications quest line - please re-examine your scripting and/or wherever the bug is to fix this issue.
As a result I have been unable to start your new modifications quest line - please re-examine your scripting and/or wherever the bug is to fix this issue.
#9
Posted 15 March 2011 - 08:52 PM
Found the source of the bug. I'm setting the file to hidden until it's resolved. When I'm done I'll upload the .esp as a separate file for the ease of those who already have the entire mod.
#10
Posted 18 March 2011 - 08:02 PM
Less so much bugs and more an elaboration on what I was saying on the main thread.
CM Companions do NOT get along well with this mod. In the pirate ambush, I had them bust through the door and kill the Admiral before he could give his speech. On the crystal parts at the end, they tended to make it through one side of the crystal, then not make it through the other side, and reappear randomly at random times. Also, there are certain parts where you move close to monsters you can't actually access yet due to the enviroment (the west tower, the lab specifically) and companions like to aggro on the mobs in the not-yet-accessable parts with the mobs doing the same to them, so both sides run around in little circles angrily.
Also: In the pirate ambush memory if you whack the Herald hard enough he sails off the edge of the boat, and just chills there, while the pirates sit there and do nothing, as they are aggro'd on each other and can't path to each other.
I don't know how you could fix the companion thing other then just posting a warning that CM Companions don't get along well with this mod. The pirate ship pathing thing could be fixed by adding a railing or something, I think.
The Zombies took a ridiculous amount of punishment on the bridge too. It took me throwing 25 charges from a 50 damage 15 foot AOE fireball staff at them to beat that encounter at level 25, it's just a damn good thing I randomly happened to have one in my inventory as a melee character.
Still, I thoroughly enjoyed the mod.
CM Companions do NOT get along well with this mod. In the pirate ambush, I had them bust through the door and kill the Admiral before he could give his speech. On the crystal parts at the end, they tended to make it through one side of the crystal, then not make it through the other side, and reappear randomly at random times. Also, there are certain parts where you move close to monsters you can't actually access yet due to the enviroment (the west tower, the lab specifically) and companions like to aggro on the mobs in the not-yet-accessable parts with the mobs doing the same to them, so both sides run around in little circles angrily.
Also: In the pirate ambush memory if you whack the Herald hard enough he sails off the edge of the boat, and just chills there, while the pirates sit there and do nothing, as they are aggro'd on each other and can't path to each other.
I don't know how you could fix the companion thing other then just posting a warning that CM Companions don't get along well with this mod. The pirate ship pathing thing could be fixed by adding a railing or something, I think.
The Zombies took a ridiculous amount of punishment on the bridge too. It took me throwing 25 charges from a 50 damage 15 foot AOE fireball staff at them to beat that encounter at level 25, it's just a damn good thing I randomly happened to have one in my inventory as a melee character.
Still, I thoroughly enjoyed the mod.



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