alexi_400 Posted July 4, 2009 Share Posted July 4, 2009 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 Link to comment Share on other sites More sharing options...
simonp92 Posted July 5, 2009 Share Posted July 5, 2009 it sounds like it is a mod which have broken the quest, could you post your load order?? Link to comment Share on other sites More sharing options...
alexi_400 Posted July 5, 2009 Author Share Posted July 5, 2009 here :) Oblivion.esmAWS-Core.esmbookplacing.esmUnofficial Oblivion Patch.espUnofficial Shivering Isles Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espKnights.espDLCHorseArmor.espDLCSpellTomes.espKnights - Unofficial Patch.espDLCHorseArmor - Unofficial Patch.espDLCSpellTomes - Unofficial Patch.espCuteElf11.espAWS-ShiveringIsles.espNatural_Habitat_by_Max_Tael.espNatural_Vegetation_200%_by_Max_Tael.espHarvest [Flora].espHarvest [Flora] - DLCFrostcrag.espHarvest [Flora] - DLCVileLair.espHarvest [Flora] - Shivering Isles.espxulAncientRedwoods.espxulAncientYews.espxulArriusCreek.espxulBravilBarrowfields.espxulBrenaRiverRavine.espxulChorrolHinterland.espxulCloudtopMountains.espxulColovianHighlands_EV.espXulEntiusGorge.espxulFallenleafEverglade.espxulImperialIsle.espxulBeachesOfCyrodiilLostCoast.espxulLushWoodlands.espxulPantherRiver.espxulRiverEthe.espxulStendarrValley.espxuldarkforest.espxulTheHeath.espxulRollingHills_EV_withoutWheat.espxulPatch_AY_AC.espDrum_Fix.espMusical Immersion 1.0.espSeductiveIdles.espNo psychic guards v1.2.espRealisticForceMedium.espRealisticMagicForceMedium.espQuest Award Leveller - Knights of the Nine.espQuest Award Leveller - Mehrunes Razor.espQuest Award Leveller - Vile Lair.espQuest Award Leveller.espStreamline 2.1.espSupremeMagicka.espSM_ShiveringIsles.espSM_Scrolls.espSM_SigilStone.espSM_DLCSpellTome.espSM_EnchantStaff.espSM_UnlockSpells.espImpeREAL Empire - Unique Castles - All The Castles - Merged.espImpeREAL City Unique Districts - Arboretum.espImpeREAL City Unique Districts - Arena.espImpeREAL City Unique Districts - Elven Gardens.espImpeREAL City Unique Districts - Green Emperor Way.espImpeREAL City Unique Districts - Market.espImpeREAL City Unique Districts - Prison.espImpeREAL City Unique Districts - Talos Plaza.espImpeREAL City Unique Districts - Temple.espImpeREAL City Unique Districts - The Arcane University.espImpeREAL City Unique Districts - Waterfront.espVisually Enchanted Fire 3.espVisually Enchanted Frost 2.espVisually Enchanted Shock 1.espMuseum.espExnemEC_Rogue01.espClocksOfCyrodiil.espcRing of console.espBook Jackets Oblivion - BP.espBook Placement v2.esp Link to comment Share on other sites More sharing options...
Birrii Posted July 5, 2009 Share Posted July 5, 2009 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... Link to comment Share on other sites More sharing options...
dezdimona Posted July 6, 2009 Share Posted July 6, 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...
alexi_400 Posted July 6, 2009 Author Share Posted July 6, 2009 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 :) Link to comment Share on other sites More sharing options...
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