joe2006 Posted April 28, 2009 Share Posted April 28, 2009 I got all the recommendations from all the guild halls but for some reason when I go talk to Raminus Polus to get access to the university the doors are still locked. I am still an associate. I started up the quest where I go get the staff from the console but when I completed that task the advancement menu is missing. Does anyone know how to fix this? Link to comment Share on other sites More sharing options...
Johny Obliv Posted April 28, 2009 Share Posted April 28, 2009 What mods do you use? And could you give your load order? Link to comment Share on other sites More sharing options...
nosisab Posted April 28, 2009 Share Posted April 28, 2009 I got all the recommendations from all the guild halls but for some reason when I go talk to Raminus Polus to get access to the university the doors are still locked. I am still an associate. I started up the quest where I go get the staff from the console but when I completed that task the advancement menu is missing. Does anyone know how to fix this?The staff is just part of the quest, having quest items into inventory is not enough. Quests may have several stages that need fulfill to advance to the next. In your case you need to go to the cave, uncover what happened there so you have something to report back. This Oblivion quests page have all the directions you need to bypass that or any other quest. PS edit: reading again your post I saw I may have misunderstood what you really did from the console, albeit the above answer applies yet. Link to comment Share on other sites More sharing options...
joe2006 Posted April 28, 2009 Author Share Posted April 28, 2009 What mods do you use? And could you give your load order? Oblivion.esmEasy_Companion_Share.esmHoradric Cube.esmKvatch Rebuilt.esmToaster Says Share v3.esmCM Partners.esmUnofficial Oblivion Patch.espOblivion Citadel Door Fix.espAcidon_EnchantmentFixes.espNecro mod.esp_Ren_BeautyPack_full.espKT_CustomRaceFix.espEnchantment-and-Spellmaking-Unlocker-Unbalanced.esprandom oblivion creatures v1.0.espProx - Arena Loot v1.1.espCastle Volengrad.espSummonChest_v2.1.espLandmarks, w Wells.esp1630-1.0-Bloodworm Helm + Necro helm for ArchMage-TESSource.espArianaTrudeaux.espsr_unlimited_attributes.espKnights.espDays&Months.esphilarity_121.espSilent Player Voice.espYounger Hotter NPC's v1.0.espMRMSM_v0.9.espDLCHorseArmor.espCWar's Chest of Fun v1.4.espFriendlyGuards.espDLCOrrery.espTesthall accessible.espDLCFrostcrag.espPortable Campsite.espPortable Campsite - Quickstart.espDLCThievesDen.esppersonality_idles2.espOblivionRealTimeV11.espCommandNPC.espCM Partners.espSummon Oblivion Gate v08c.espAmajor7 Imperial Furniture.espCM Partners NPC NE.espDLCVileLair.espCastle_Domrose_V1.2.espactors_in_charge.espEmptyHouses_v1.0.espCM Partners More NPCs NE.espDLCMehrunesRazor.espCM Partners Marker NPCs.espCM Partners Special NPCs.espSeptim Mansion.espMorrowind Ingredients.espAdvanced Companions Beta OBSE v02.espCompanion Neeshka.espEFGAddPose.espDLCSpellTomes.espAll armor and SE armor playable.espStandingJOJO.espTML_PortableArena.espServant of the Dawn.espDLCShiveringIsles.espTamara.espBasicInstinct.espRhianna.espbondage_sex.espJoin The Marauder Faction.espshinyEmotions.espCTAddPose_v_1.espUnlimited Amulets and Rings - Shivering Isles.espEroblivion.espCTAddPose_ bondage_sex.espKvatch Rebuilt.espHoradric Cube.gem.swap.espTSS Custom Companion Template.espHoradric Cube.gem.override.espHoradric Cube.gem.lvlist.override.espGlenvarCastle.espBravilSeaDomes.espRamy Enfant.espHoradric Cube.SI.espHoradric Cube.espEmeraldsvale_01c.espAliyah.espDAIsrithr.espSlof's Sexy Anims.espDAFeria.espDAClair.espCTAddPose_osr1.espCTAddPose_osr2.espPitcher Plant and Lily Ingredients.espCTAddPose_osr3.espPose Thumbnail Poses 1.1.esp77_Umpa_Animation.espAncientTowers.espDARaewyn.espToaster Says Share Faction Recruitment.espDABrinn.espCompanion Postal Service.espCastle_Almgard-V2.espMountainTower.espCM_Dragonchixx.espCM Partners Extra NPCs.espCRS-soundfix.espNatural_Vegetation_by_Max_Tael.espNatural_Habitat_by_Max_Tael.espNatural_Water_by_Max_Tael.espNatural_Weather_by_Max_Tael.espUnlimited_Magic_Clothes-6297.espNukeing_Oblivion-3587.espRealistic_Weapon_weights-3534.espRealistic_Armor_Weights-2194.espMidasSpells.espBorderless_Cyrodiil-3578.esp Link to comment Share on other sites More sharing options...
dezdimona Posted April 28, 2009 Share Posted April 28, 2009 General Load-Order GuidelinesHere are the guidelines that I adhere to, personally. ~ Unofficial Oblivon Patch should always be first on the list. The fixes are great, but most aren't essential, so if a mod overwrites them its not a big deal, and the fixes have the potential for screwing up other mods if loaded later. ~ Offical Content (DLC's) should be loaded last, until you complete all quests associated with them (that includes buying all furniture for the houses and whatnot). Once they're complete, they can be safely moved up in the list. This is especially important for Knights of the Nine, which will have some fairly major problems unless loaded last (unless you get the UOP for KotN) ~ Major overhaul mods (OOO, Frans, MMM) should be loaded near the end. That gives you the most complete experience with any of those particular mods. It also lets you carefully choose which other mods to load afterwards... only move mods that you know will conflict and that you want the changes from. For example, I have Improved Soul Gems below OOO because I know that OOO changes the icons of some of the SG's, and ISG needs to be below to show through. Some people will recommend putting larger mods first, but personally I disagree. There are a number of mods out there that make minor tweaks, and loading after a large mod will end up completely overwriting a chunk from one of the bigger mods because of the way conflicts work in Oblivion (even one minor change will take precedence over the entire record... for example, simply tweaking the speed of a weapon can cause every stat of that weapon to be retained to vanilla levels if loaded later). So basically, it stacks up like this... Oblivion.esmUnofficial Oblivion Patch<Minor Mods / DLC's (Post-Completion)><Major Overhaul Mod/Mods><Mods that specifically conflict with overhauls and need to take precedence><DLC's (Pre-Completion)> Expanded Load-Order Guidelinesby dev_akm I would extend this to include: Oblivion.esmUnofficial Oblivion Patch<Weather/Environment/Sound Mods><Minor Mods/New Items/Houses/DLC's (Post-Completion)><Major Overhaul Mods><Mods that specifically conflict with overhauls and need to take precedence><DLC's (Pre-Completion)><Quests><Compatibility Patches/UOMP/Merged Leveled Lists> And a special-case warning for Knights.esp (Knights of the Nine) -- you may not be able to move it earlier than some other mods (some people have had problems after moving it before OOO, for example). That's basically the structure I use and I have 140+ mods working well together. Another way of describing this (posted by DMan77):....Oblivionunoffical patchDeeper realism mods that add sights and soundsadded content like weapons/itemsgameplay changes, like 'must eat and sleep'The OOO typethe 'new begining' type mod................................................................................................... Link to comment Share on other sites More sharing options...
Qwaxalot Posted April 28, 2009 Share Posted April 28, 2009 I'm afraid I don't know how to fix you're problem, but here's a -LINKY- that may help. Link to comment Share on other sites More sharing options...
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