THeNuclearPowered78 Posted April 9, 2006 Share Posted April 9, 2006 Okay so I'm on top of the Second main quest gate, and i gert the sigil stone, the animation occurs, but then I don't get teleported. Save posted soon. Anyone hear of this problem/want to try it ? EDIT:http://www.freewebs.com/nuclearpowered78/Misc/Save202stuckingate.ess^-----Link to the save file Much thanks appreciated, I'm kind of screwed =PGood Luck Link to comment Share on other sites More sharing options...
Guest Posted June 22, 2006 Share Posted June 22, 2006 Okay so I'm on top of the Second main quest gate, and i gert the sigil stone, the animation occurs, but then I don't get teleported. Save posted soon. Anyone hear of this problem/want to try it ? EDIT:http://www.freewebs.com/nuclearpowered78/Misc/Save202stuckingate.ess^-----Link to the save file Much thanks appreciated, I'm kind of screwed =PGood Luck that actually happened to me on the 360 version...it's just a random bug....because of the variables taken into account by the engine, it was probably caused by you walking through a patch of bloodgrass. just reload from an earlier point (i know, playing through it again isn't much fun) and you should be fine. Link to comment Share on other sites More sharing options...
ijkidd Posted June 26, 2006 Share Posted June 26, 2006 Okay so I'm on top of the Second main quest gate, and i gert the sigil stone, the animation occurs, but then I don't get teleported. Save posted soon. Anyone hear of this problem/want to try it ? EDIT:http://www.freewebs.com/nuclearpowered78/Misc/Save202stuckingate.ess^-----Link to the save file Much thanks appreciated, I'm kind of screwed =PGood Luck I had the same problem with the Bruma gate, ran the beta patch and it cleared the problem so I could close gates from then on. When I started a new game and ran the final patch I found I can't even close the Kevatch gate. So I will remain playing the game without the main quest until some one comes to our rescue or I figure it out. To many incedence of this in the posting world to be a none Bethesda problem.Cheers. Link to comment Share on other sites More sharing options...
GBHis Posted June 27, 2006 Share Posted June 27, 2006 I had the same problem with the Bruma gate, ran the beta patch and it cleared the problem so I could close gates from then on. When I started a new game and ran the final patch I found I can't even close the Kevatch gate. So I will remain playing the game without the main quest until some one comes to our rescue or I figure it out. To many incedence of this in the posting world to be a none Bethesda problem.Cheers. Same here. God, it's annoying!Well, I use the alternate start mod by ?can't remember?. In this mod, you start in a dream where you see a daedra kill the Emperor.Then you get the choice between seven doors. 5 of them will give you a house (YES; the official houses for sale; each a different one)The 6. (placed as number one) will make you a homeless vagabond, starting just outside some cave (haven't tried it yet)The 7. will give you that awesome manor (think it's in Cheydinhal/Anvil, but haven't tried it).No Amulet of Kings whatsoever, but there is a scroll upon your doorstep from a prisoner that was handed the Amulet of Kings from Uriel Septim.Until a patch comes out, I'll refuse to take the scroll, thus not starting the main quest! That rocks! Much better roleplay experience.Search for "Alternate start" on tessource/files -GBHis Link to comment Share on other sites More sharing options...
Guest Posted July 14, 2006 Share Posted July 14, 2006 Okay so I'm on top of the Second main quest gate, and i gert the sigil stone, the animation occurs, but then I don't get teleported. Save posted soon. Anyone hear of this problem/want to try it ? EDIT:http://www.freewebs.com/nuclearpowered78/Misc/Save202stuckingate.ess^-----Link to the save file Much thanks appreciated, I'm kind of screwed =PGood Luck try the ~ console. find out quest name and stage by using showquesttargets then use player.setstage <questID> <stage> to advance in the quest... kinda skips around the problem rather than solving it. Link to comment Share on other sites More sharing options...
m2pt5 Posted July 23, 2006 Share Posted July 23, 2006 So this isn't caused by a mod? Wtf, man. I encountered this problem in a random Oblivion gate, and I assumed it was a one-time glitch - now I'm trying to do the storyline, and I can't finish the Bruma gate mission (the one where you have to take the guard to the sigil stone.) Link to comment Share on other sites More sharing options...
m2pt5 Posted July 26, 2006 Share Posted July 26, 2006 Aha! I figured out the problem and a workaround! The problem is: The game gets the "in Oblivion" and "not in Oblivion" states mixed up, and it thinks you're not in Oblivion when you are. This is why punching the sigil stone may not close the gate. To "fix" this, get out of Oblivion (so the game thinks you're in Oblivion) and use the console command CloseCurrentOblivionGate. This will close the gate with the usual flashy animation, and throw you back into Oblivion, with the gate closed. Then use the COC (CenterOnCell) command to get out of there. (I used BrumaMagesGuild, since I was in the Bruma gate and I didn't want to have to go far.) This process should fix the in/out mix-up, but I haven't fully tested it yet. It did, however, allow me to close the Bruma gate and proceed with the main quest. Edit: I've done two other gates since then, and both of them worked fine. Link to comment Share on other sites More sharing options...
kamikuze Posted May 28, 2007 Share Posted May 28, 2007 Thanks man !! The workaround worked for me aswell. Kudos coming yer way. Alot of ppl have this problem. Since Bethesda havent fixed this issue i think this solution should be on their faq's awell. Thanks again mate, now i can finnaly get on with the main quest. Aha! I figured out the problem and a workaround! The problem is: The game gets the "in Oblivion" and "not in Oblivion" states mixed up, and it thinks you're not in Oblivion when you are. This is why punching the sigil stone may not close the gate. To "fix" this, get out of Oblivion (so the game thinks you're in Oblivion) and use the console command CloseCurrentOblivionGate. This will close the gate with the usual flashy animation, and throw you back into Oblivion, with the gate closed. Then use the COC (CenterOnCell) command to get out of there. (I used BrumaMagesGuild, since I was in the Bruma gate and I didn't want to have to go far.) This process should fix the in/out mix-up, but I haven't fully tested it yet. It did, however, allow me to close the Bruma gate and proceed with the main quest. Edit: I've done two other gates since then, and both of them worked fine. Link to comment Share on other sites More sharing options...
Hsandman_1 Posted May 30, 2007 Share Posted May 30, 2007 You all have the unofficial oblivion patch installed.. right? http://www.baldurdash.org/TESOblivion/TESOblivion.html Oblivion gate components incorrectly enabled/disabled based on parent state or missing parent: 2 http://www.baldurdash.org/TESOblivion/UOPFixList.html Link to comment Share on other sites More sharing options...
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