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Martin and the Battle for Bruma


kylecouch25

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So, I don't exactly know WHEN this started happening. But whenever I return from Miscarcand with The Great Welkyned Stone Martin is wearing the armor of badassery, and is SUPPOSE to be wearing a unique Silver Longsword of Shock ( I think it was). However he never unequips the Dagger that he carries up to that point. He has the sword in his inventory, but the dagger remains equipped. This never happened in the 360 version, and I honestly don't remember if this happened to me in the vanilla PC version. I admit this is a small thing, but this makes me so mad, because it makes him so damn vulnerable during the battle, not to mention the loss of Cool factor. golden Emperor armor....with a tiny dagger. This is the case with EVERY play through, with 100% consistency. Has this ever happened to anyone else? if so how did you fix it? Could it be a mod conflict? what would affect this? I do have all of the Unofficial Patches btw.

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Got me curious, so I loaded a save game I have right at the point the troops gather for the fight before the Great Gate opens. In my game Martin has a long sword of frost and a dagger of sparks listed in his inventory. From what I saw in my game the sword is on his waist - at least it appears as a sword as it looks too long to be a dagger. During the fight he uses what I believe is a sword (it looks too long to be a dagger), but it didn't look like a long sword and it didn't look like it had a frost effect when he struck a daedra. He also has a helmet during the fight, but after it isn't in his inventory and he isn't wearing it.

 

I wonder if what Martin has and fights with is effected by factors such as the players level or number of troops (I always do the complete Allies for Bruma quest) or some other factor? I never actually looked before as I am usually so busy trying to keep Martin alive.

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As I said, in the 360 version it was always consistent, a silver sword of Frost post-Miscarcand up until the moment he shatters the Amulet in the Temple. He wears that sword the whole rest of the game. However now he simply never removes his dagger, ever. I have to use insane levels of Consonlemancy in order to give him A sword, because I cant find the ID for HIS sword. I have never found an explanation for this, and no one seems to have ever heard of this problem.

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I'd lean towards mod conflict ... you've got almost all of the UOP Martin's equipment fix, but not quite all of it. If you have the UOP in it's recommended spot in your load order near the top then whatever changes it makes can be overwritten by any mods loading lower in your load list. He's got his armor but not his sword. The baseID for his sword is b0705.

 

Something else that would support my guess that it's a mod conflict would be whether or not his armor is playable ... it shouldn't be, and if it is then it's refID will help you track down the culprit.

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As I said the sword spawns properly in his inventory, it's just being denied by the Dagger in importance (if that makes sense) at least I assume that's what's happening. I don't have any mods that alter Loot/Equipment Lists. All of my mods are mainly texture replacers, adding new towns and Unique Landscapes. I DO have several big "Quest" mods, but none of them involve Martin in any way. Those mods being Verona House Bloodlines, Kvatch Rebuilt, KoTN: Revelations and DB Awakening. The only mod I have relating to swords is the Silver Sword texture fix, which the UOP guys never fixed. I cannot even imagine where to start looking for a conflict. I don't THINK his armor was playable, it's a been a while since I last did Battle of Bruma.

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The baseID for Martins Dagger of Sparks is 2b564 but I don't think removing it in favour of his silver Longsword of Frost will make much difference ... turns out they're both damage 5 enchantments.

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lol either way, this is literally the only thing thats wrong with my game (besides random CTDs and whatnots). I typically give him an Ebony Longsword of Frost, since it matches the armor better, but really this just bugs me because it shouldn't be happening at all.

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I generally give him some enchanted zero weight rings and amulet so I don't have to stand there healing him constantly (NPCs are strategically challenged as fighters).
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There's some rather complex formula behind an NPC's weapon choice decision usually. Both weapons having the same overall damage already will switch the relevant weight of decision over to another factor, usually item value, or whatever else the game is setup to use next. Both being the same weapon type either (in Oblivion, anyways) won't exactly help much.

 

If he is supposed to draw the long sword instead of the dagger, there must be something 'better' about the long sword for him by design, which in your game now somehow got lost. I would immediately suspect some mod(s) changing something about the dagger, or the decision algorithm even, perhaps, but I won't be totally surprised, if it turned out it was just left at 'random', no difference between the weapons' attributes at all, even by the Vanilla game devs either, and it's just 'bad luck' so far.

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