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Sheogoraths Shrine


alexi_400

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Hey, i hope this is the right section :)

 

I'm a bit stuck at Sheogoraths shrine, i really love doing this quest but cant start/activate the shrine :(

 

I have the yarn and lettuce (obtained from my Cheydinhal home) and a lesser soul gem from the mages guild in Bravil and have spoken to the guy who tells you that you what ingredients you need. When i activate Sheogoraths shrine i get the message saying something like i don't meet the requirement. I'm level 24 :/

 

Ive tried adding items by the cheat console, filling the soul gem and traveling back and forth but it doesn't make any difference.

 

Am I missing something obvious? Ive read through the wiki a couple of times on the quest but it seems not.

 

Anyway Ive uploaded the save file if anyone would be kind enough to try it out themselves, yes im desperate to do this quest lol its one of my favorites in the game :)

 

Any suggestions of what else to try?

 

http://www.megaupload.com/?d=8U48K7T0

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here :)

 

Oblivion.esm

AWS-Core.esm

bookplacing.esm

Unofficial Oblivion Patch.esp

Unofficial Shivering Isles Patch.esp

UOP Vampire Aging & Face Fix.esp

Oblivion Citadel Door Fix.esp

DLCShiveringIsles.esp

Knights.esp

DLCHorseArmor.esp

DLCSpellTomes.esp

Knights - Unofficial Patch.esp

DLCHorseArmor - Unofficial Patch.esp

DLCSpellTomes - Unofficial Patch.esp

CuteElf11.esp

AWS-ShiveringIsles.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Vegetation_200%_by_Max_Tael.esp

Harvest [Flora].esp

Harvest [Flora] - DLCFrostcrag.esp

Harvest [Flora] - DLCVileLair.esp

Harvest [Flora] - Shivering Isles.esp

xulAncientRedwoods.esp

xulAncientYews.esp

xulArriusCreek.esp

xulBravilBarrowfields.esp

xulBrenaRiverRavine.esp

xulChorrolHinterland.esp

xulCloudtopMountains.esp

xulColovianHighlands_EV.esp

XulEntiusGorge.esp

xulFallenleafEverglade.esp

xulImperialIsle.esp

xulBeachesOfCyrodiilLostCoast.esp

xulLushWoodlands.esp

xulPantherRiver.esp

xulRiverEthe.esp

xulStendarrValley.esp

xuldarkforest.esp

xulTheHeath.esp

xulRollingHills_EV_withoutWheat.esp

xulPatch_AY_AC.esp

Drum_Fix.esp

Musical Immersion 1.0.esp

SeductiveIdles.esp

No psychic guards v1.2.esp

RealisticForceMedium.esp

RealisticMagicForceMedium.esp

Quest Award Leveller - Knights of the Nine.esp

Quest Award Leveller - Mehrunes Razor.esp

Quest Award Leveller - Vile Lair.esp

Quest Award Leveller.esp

Streamline 2.1.esp

SupremeMagicka.esp

SM_ShiveringIsles.esp

SM_Scrolls.esp

SM_SigilStone.esp

SM_DLCSpellTome.esp

SM_EnchantStaff.esp

SM_UnlockSpells.esp

ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp

ImpeREAL City Unique Districts - Arboretum.esp

ImpeREAL City Unique Districts - Arena.esp

ImpeREAL City Unique Districts - Elven Gardens.esp

ImpeREAL City Unique Districts - Green Emperor Way.esp

ImpeREAL City Unique Districts - Market.esp

ImpeREAL City Unique Districts - Prison.esp

ImpeREAL City Unique Districts - Talos Plaza.esp

ImpeREAL City Unique Districts - Temple.esp

ImpeREAL City Unique Districts - The Arcane University.esp

ImpeREAL City Unique Districts - Waterfront.esp

Visually Enchanted Fire 3.esp

Visually Enchanted Frost 2.esp

Visually Enchanted Shock 1.esp

Museum.esp

ExnemEC_Rogue01.esp

ClocksOfCyrodiil.esp

cRing of console.esp

Book Jackets Oblivion - BP.esp

Book Placement v2.esp

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Hmm, I do suspect the xul-files (like the arrius creek, fallenleaf everglade etc), because they change the environment, so it may have done something with the shrine? I personally don't have all of those mods, but I have tried the environmental mods. I think that it MAY be one of those...
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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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Okay, I used boss (better oblivion sorting software) to update the list but still no luck :(

 

I doubt that the unique landscapes mods would mess up activating a shrine.

 

Also tried it on a clean version of oblivion and it didnt work so yeah. I must have just corrupted my savegame one way or another - hopefully its just the daedric shrines.

 

:thanks: anyway :)

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