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I cannot access the arcane university


joe2006

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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?
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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.

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What mods do you use? And could you give your load order?

 

Oblivion.esm

Easy_Companion_Share.esm

Horadric Cube.esm

Kvatch Rebuilt.esm

Toaster Says Share v3.esm

CM Partners.esm

Unofficial Oblivion Patch.esp

Oblivion Citadel Door Fix.esp

Acidon_EnchantmentFixes.esp

Necro mod.esp

_Ren_BeautyPack_full.esp

KT_CustomRaceFix.esp

Enchantment-and-Spellmaking-Unlocker-Unbalanced.esp

random oblivion creatures v1.0.esp

Prox - Arena Loot v1.1.esp

Castle Volengrad.esp

SummonChest_v2.1.esp

Landmarks, w Wells.esp

1630-1.0-Bloodworm Helm + Necro helm for ArchMage-TESSource.esp

ArianaTrudeaux.esp

sr_unlimited_attributes.esp

Knights.esp

Days&Months.esp

hilarity_121.esp

Silent Player Voice.esp

Younger Hotter NPC's v1.0.esp

MRMSM_v0.9.esp

DLCHorseArmor.esp

CWar's Chest of Fun v1.4.esp

FriendlyGuards.esp

DLCOrrery.esp

Testhall accessible.esp

DLCFrostcrag.esp

Portable Campsite.esp

Portable Campsite - Quickstart.esp

DLCThievesDen.esp

personality_idles2.esp

OblivionRealTimeV11.esp

CommandNPC.esp

CM Partners.esp

Summon Oblivion Gate v08c.esp

Amajor7 Imperial Furniture.esp

CM Partners NPC NE.esp

DLCVileLair.esp

Castle_Domrose_V1.2.esp

actors_in_charge.esp

EmptyHouses_v1.0.esp

CM Partners More NPCs NE.esp

DLCMehrunesRazor.esp

CM Partners Marker NPCs.esp

CM Partners Special NPCs.esp

Septim Mansion.esp

Morrowind Ingredients.esp

Advanced Companions Beta OBSE v02.esp

Companion Neeshka.esp

EFGAddPose.esp

DLCSpellTomes.esp

All armor and SE armor playable.esp

StandingJOJO.esp

TML_PortableArena.esp

Servant of the Dawn.esp

DLCShiveringIsles.esp

Tamara.esp

BasicInstinct.esp

Rhianna.esp

bondage_sex.esp

Join The Marauder Faction.esp

shinyEmotions.esp

CTAddPose_v_1.esp

Unlimited Amulets and Rings - Shivering Isles.esp

Eroblivion.esp

CTAddPose_ bondage_sex.esp

Kvatch Rebuilt.esp

Horadric Cube.gem.swap.esp

TSS Custom Companion Template.esp

Horadric Cube.gem.override.esp

Horadric Cube.gem.lvlist.override.esp

GlenvarCastle.esp

BravilSeaDomes.esp

Ramy Enfant.esp

Horadric Cube.SI.esp

Horadric Cube.esp

Emeraldsvale_01c.esp

Aliyah.esp

DAIsrithr.esp

Slof's Sexy Anims.esp

DAFeria.esp

DAClair.esp

CTAddPose_osr1.esp

CTAddPose_osr2.esp

Pitcher Plant and Lily Ingredients.esp

CTAddPose_osr3.esp

Pose Thumbnail Poses 1.1.esp

77_Umpa_Animation.esp

AncientTowers.esp

DARaewyn.esp

Toaster Says Share Faction Recruitment.esp

DABrinn.esp

Companion Postal Service.esp

Castle_Almgard-V2.esp

MountainTower.esp

CM_Dragonchixx.esp

CM Partners Extra NPCs.esp

CRS-soundfix.esp

Natural_Vegetation_by_Max_Tael.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

Natural_Weather_by_Max_Tael.esp

Unlimited_Magic_Clothes-6297.esp

Nukeing_Oblivion-3587.esp

Realistic_Weapon_weights-3534.esp

Realistic_Armor_Weights-2194.esp

MidasSpells.esp

Borderless_Cyrodiil-3578.esp

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General Load-Order Guidelines

Here 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.esm

Unofficial 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 Guidelines

by dev_akm

 

I would extend this to include:

 

Oblivion.esm

Unofficial 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):

....

Oblivion

unoffical patch

Deeper realism mods that add sights and sounds

added content like weapons/items

gameplay changes, like 'must eat and sleep'

The OOO type

the 'new begining' type mod..

................................................................................

.................

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