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New Game Premature Quest Updates Problem


koshiir2ra

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I've run into a very strange problem with my copy of oblivion. I'm running Oblivion GOTY with a couple hundred mods (just over the limit, had to make a bashed patch to fit them all), quite a few of which are quest mods. Whenever I try to start a new game I am instantly assaulted by quest updates from those mods (including the official DLC), before I've even left the main menu. After the slew of quest updates is over, I'm stuck on the main menu with a crosshair and health bars that refuses to actually go on to the character gen screen. I can press ESC and "exit" to the main menu, but repeated attempts have shown that the first time was not a fluke.

 

Is there any way to delay these quest updates for about thirty seconds so that the character gen can properly load?

 

(I am running Alternate Start Revamped, if that matters)

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I've run into a very strange problem with my copy of oblivion. I'm running Oblivion GOTY with a couple hundred mods (just over the limit, had to make a bashed patch to fit them all), quite a few of which are quest mods. Whenever I try to start a new game I am instantly assaulted by quest updates from those mods (including the official DLC), before I've even left the main menu. After the slew of quest updates is over, I'm stuck on the main menu with a crosshair and health bars that refuses to actually go on to the character gen screen. I can press ESC and "exit" to the main menu, but repeated attempts have shown that the first time was not a fluke.

 

Is there any way to delay these quest updates for about thirty seconds so that the character gen can properly load?

 

(I am running Alternate Start Revamped, if that matters)

 

Yes... run your quest mods one by one. You're not going to be able to play them all at the same time anyway (believe me, I've tried)

This will also cause for much less compability issues, and lag, and things that make you think *how in Sithis's name did that get in my game*

This is not as big an issue as it seems... the average small quest mod might take you up to 30 minutes. Run 3 quest mod at once, complete them, and have a break from the game (there is a real world too... I know that sounds scary ;] ). That's how I used to do it when I was new to mods ;]

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All of my quest mods are compatible with each other, it's just that the journal pop-ups appear before the character gen has a chance to load. There must be a way to delay these pop-ups long enough for the game to properly load, since Gates to Aesgaard has a patch to delay Episode 2's journal entry until Episode 1 has been completed. Is there a solution to this of a similar nature?
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All of my quest mods are compatible with each other, it's just that the journal pop-ups appear before the character gen has a chance to load. There must be a way to delay these pop-ups long enough for the game to properly load, since Gates to Aesgaard has a patch to delay Episode 2's journal entry until Episode 1 has been completed. Is there a solution to this of a similar nature?

 

Yes...but it would require altering ( or adding ) a line in the script of each quest....are you up to that task?

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OK...this can get complicated as there are any number of ways a person might put in place to start a quest, they can range from simple lines to complicated timers.

 

eg

 

if (TimerLock == 0)

set QuestTimer to 5

set TimerLock to 1

endif

 

if (TimerLock == 1) && (QuestTimer > 0)

set QuestTimer to (QuestTimer - GetSecondsPassed)

return

elseif (TimerLock == 1) && (QuestTimer <= 0)

set TimerLock to 2

SetStage < questname > 10

endif

 

or

 

if doonce == 0 && GetStage < questname > == 0 && Player.IsInCombat == 0 && GetStage CharacterGen >= 88

SetStage < questname > 10

set doonce to 1

endif

 

 

The main thing is to look at how the very first stage of the quest is activated, the one above waits untill you have completed the Tutorial quest and the one above that waits only a few seconds into the game itself.

You will need to examine each one individually to decide how best to proceed, but if it was me I would set them to activate when the condition - GetStage CharacterGen >= 88

is achieved, replacing those on short timers ( or no timer at all ) with something similar to the second script.

Be very careful though...if you dont know what you are doing you could easily mess things up...so make sure you have a full backup copy of the mod/s you wish to change....and the best of luck to you :smile:

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I assume these modifications are done to the .esp files in CS?

 

OK...this can get complicated as there are any number of ways a person might put in place to start a quest, they can range from simple lines to complicated timers.

 

eg

 

if (TimerLock == 0)

set QuestTimer to 5

set TimerLock to 1

endif

 

if (TimerLock == 1) && (QuestTimer > 0)

set QuestTimer to (QuestTimer - GetSecondsPassed)

return

elseif (TimerLock == 1) && (QuestTimer <= 0)

set TimerLock to 2

SetStage < questname > 10

endif

 

or

 

if doonce == 0 && GetStage < questname > == 0 && Player.IsInCombat == 0 && GetStage CharacterGen >= 88

SetStage < questname > 10

set doonce to 1

endif

 

 

The main thing is to look at how the very first stage of the quest is activated, the one above waits untill you have completed the Tutorial quest and the one above that waits only a few seconds into the game itself.

You will need to examine each one individually to decide how best to proceed, but if it was me I would set them to activate when the condition - GetStage CharacterGen >= 88

is achieved, replacing those on short timers ( or no timer at all ) with something similar to the second script.

Be very careful though...if you dont know what you are doing you could easily mess things up...so make sure you have a full backup copy of the mod/s you wish to change....and the best of luck to you :smile:

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