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Great Gate Slaughter Fix - PC levels up monsters, too high for NPCs

great gate bruma main quest

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#1
vgtsr1984

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Hello. I tried to keep the level down, but it was still at level 20.  So, nearly everyone gets killed. The average result, the emperor and one soldier left.  I've tried modifying some NPC's. It didn't work. This is somewhat lore friendly. However, the fact that they get wiped out so fast doesn't look right!  Giving them reflect damage 80%, might be better.

 

I need a lore friendly fix to this. I've seen 10 NPC against one monster. The next round 5 then 1.  :P

 

There is a brief period where they cast healing spells or drink potions. They don't!  ARG!

 

This should be a unofficial oblivion fix. The top level blades are way too weak for monsters leveled for the player.

 

 

 

 

 

 

 

 



#2
Oblivionaddicted

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I never had this problem.

 

Which mods do you use?

 

At worst you can make essential any NPC you want using this mod https://www.nexusmod...ion/mods/20509/



#3
vgtsr1984

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T

 

I never had this problem.

 

Which mods do you use?

 

At worst you can make essential any NPC you want using this mod https://www.nexusmod...ion/mods/20509/

Thanks, but this is only quick patch. I posted on unofficial oblivion patch a slightly updated version of this post.

 

This one combat breaks the immersion!   :P



#4
Striker879

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In my opinion (because I wasn't at the Bethesda Studios office while the pros and cons of this were being debated) I think the game devs wanted the Defense of Bruma (MQ13) quest to be a challenge. The quest objective is to keep Martin alive until the Great Gate is opened. If all of the allies were uber powerful then as each Dremora/Daedra spawned they would be quickly dispatched and you and Martin could chill and have tea and crumpets while you waited for the Great Gate to appear.

 

On my last Main Quest playthrough I gave all of the city allies a Grand Ring of Health (additem 91c23 to each NPC), a Ring of War (98448) and a Necklace of Swords (98452) (and yes each got an update3d so all item were equipped). I also set each to essential while I was at it. I can tell you one thing ... I will never do that again (unbelieveable how annoying the repeated "so and so is unconscious" messages can get). I also quickly removed the bows from the Bruma soldiers inventory so that they didn't pepper everybody and his brother with arrows (they have swords ... that change will happen before the battle begins next time).

 

The root of the problem is how mindlessly NPCs fight ... enter combat mode -> draw weapon -> carelessly run into battle and start swinging aimlessly (or in the case of archers spam arrows into any and every body). In past playthroughs I have left Martin to his own devices and postioned right next to the gates that open before the Great Gate opens and dispatched as many enemies as possible before they got close enough to trigger the NPCs into combat mode, but one person can only hold back so much water and eventually the fracas gets out of hand.

 

It would help if Martin wasn't just another dumbass NPC when it come to combat mode (thought just came to me for next time ... make Martin essential and then give him a powerful drain health constant effect as soon as he's done his speech ... just kidding, but at least then you'd know where he was while you're busy trying to do your job).

 

The ally soldiers are all leveled, most are the same level as the player with the exception being the Bruma soldiers who are one level lower than the player.



#5
leonardo2

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I posted on unofficial oblivion patch a slightly updated version of this post.

In case you didn't know, but the UOP no longer gets updated.

 

https://www.afkmods....&comment=174245



#6
vgtsr1984

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I posted on unofficial oblivion patch a slightly updated version of this post.

In case you didn't know, but the UOP no longer gets updated.

 

https://www.afkmods....&comment=174245

 

If whoever made UOP is now not being updated, then someone else I can just pick up where they left off.  ;)

 

Fixing the wrong word in a text file is easy with the construction set.

 

Fixing the AI. Is hard, but not impossible. Like any mod, you break down what you want to do. Then figure out how things work.

 

Low level AI: move forward back left right turn attack retreat switch weapons. position of everything on the battle field.

 

High level AI: Is just processing all that info.

 

NPC AI: If 3 NPC are within 5 feet of monster, attacking it, then pick another target and do this check again. Stand still until a target becomes available or you get attacked.

 

NPC attack monster in 3 positions around monster. 360/3 equal distance in arcs. Keep repositioning as other NPC move.

 

Once you know how the AI works, you can do this. I'v seen the AI code. Bethsoft's code is 2 pages or less!  We can do much better!



#7
bobbyskel78

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i concur w/ vgtsr1984

 

but who wants too?

i still find it comical that tes4edit states, don't correct the ... over a decade old UO scripts ... why not?

i guess perhaps a good follow up question to this, we have 'message logger' but not a hell lot of what to do with some of the errors, kinda' like getting berated w/ no solution ... i don't like bosses, i prefer leaders!

we have our conflict errors and our mod managers, usually that works for some portion ... if one uses common sense.

i've heard of some speaking of the obse or conscribe logs for fixing errors ... i've never seen any pertinent info there.

oh well, oh hell ... yes, i realize we're playing over a decade old game, but the contributions and the essence of the game keeps bringing me back in.

"Holy Hell, I typed the entirety of this using all 10 fingers!!"  my jest on the tech-zombies embedded in their tunnel vision tech ... it's my own personal video game, +15 points if i run over someone w/ 1k usd iphone.



 

#8
vgtsr1984

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i concur w/ vgtsr1984

 

but who wants too?

i still find it comical that tes4edit states, don't correct the ... over a decade old UO scripts ... why not?

i guess perhaps a good follow up question to this, we have 'message logger' but not a hell lot of what to do with some of the errors, kinda' like getting berated w/ no solution ... i don't like bosses, i prefer leaders!

we have our conflict errors and our mod managers, usually that works for some portion ... if one uses common sense.

i've heard of some speaking of the obse or conscribe logs for fixing errors ... i've never seen any pertinent info there.

oh well, oh hell ... yes, i realize we're playing over a decade old game, but the contributions and the essence of the game keeps bringing me back in.

"Holy Hell, I typed the entirety of this using all 10 fingers!!"  my jest on the tech-zombies embedded in their tunnel vision tech ... it's my own personal video game, +15 points if i run over someone w/ 1k usd iphone.



 

 

I can tweek the words in text, but that's it. Then there's the matter of version numbers. That has to be talked about first.

 

I'v been playing this game on/off for decade. With all the mods, this game never ends.

 

You have to remove all your mods but UOP. Then make the code changes and update the version numbers. It's simple...

 

version numbers can be a date and time:  2020.4.5.9.45







Also tagged with one or more of these keywords: great gate, bruma, main quest

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