wolron Posted November 19, 2003 Share Posted November 19, 2003 I am finishing off a lot of unfinished business after defeating Dagath Ur. I have now become Grandmaster of the House Hlaalu, but something weird happened when I took the Duke's quest to control the Ordinators. This led me to the High Fang in Vivec and the quest to retrieve the Robe of "whatever??". I went to the Assemanu cave just southeast of Sayed Neen. I killed a bunch of dreamers and other assorted pests. I found the shrine room and discovered the chest with the robe in it. Then, I tried to leave!!! The doors were not locked, they just would not open. I tried to go into console and use TCL to go through the door. Of course, that did not work because these doors were not regular doors (they are exits from the mod). Finally, I used a divine intervention to get out and return to the fellow in Vivec and subsequently to the Duke to be named Grandmaster. The first question I have is: Does everyone experience this door problem? If so, is it a bug in the game? The second question is: After I got back to BAlmora, I tried to sell some armor that was valued at 2400 septims. THe armorer offered me 23 septims. I thought this was a little low, so I countered and countered and countered. I worked him all the way up to about 50 septims. The same thing happened at all vendors in Balmora (didn't try any other towns yet). I am about 98 skill level in merchant, I have 100+ personality, is there something about being Grandmaster of Hlaalu that turns the merchants off?????? Link to comment Share on other sites More sharing options...
Malchik Posted November 19, 2003 Share Posted November 19, 2003 The doors problem has happened to me but oddly not in every game, the bug if it is one, seems random. (And it affects more than one sixth house lair.) The higher your mercantile skill the less anyone will pay you for anything, even including talking it up. (I posted on this before). Go to the mudcrab or the Caldera creeper. In all my new Morrowind games I leave my Mercantile skill as low as I can. You pay more for stuff but frankly you don't have money problems later in the game. And I have always much more to sell than to buy. A little wheeze you may already know about with trainers who also barter is to sell to max then buy training. Their funds are increased by the amount of the training, so you can sell to them again. The only thing you have to watch is that the amount of cash any trainer has available is reset once in twenty four hours. So if you buy too much training (each unit takes two hours) you could lose the advantage. Link to comment Share on other sites More sharing options...
Blackmage Posted November 19, 2003 Share Posted November 19, 2003 Hey, i can finally be of some help around here... The problem lies in the fact that you probably picked the lock instead of finding the key and opening it up with that. You need to reload the game and get the key and NOT pick the lock. Otherwise you're stuck. THe only other thing you would be able to do is Divine Intervention yourself.... or recall. Link to comment Share on other sites More sharing options...
Baphomet Posted November 19, 2003 Share Posted November 19, 2003 The higher your mercantile skill the less anyone will pay you for anything, even including talking it up. :!: Holy #&$(&%!! :!: No kidding?? Boy is that ever news to me! Could someone explain what sense that makes?? Link to comment Share on other sites More sharing options...
Malchik Posted November 19, 2003 Share Posted November 19, 2003 Hey, i can finally be of some help around here... The problem lies in the fact that you probably picked the lock instead of finding the key and opening it up with that. You need to reload the game and get the key and NOT pick the lock. Otherwise you're stuck. THe only other thing you would be able to do is Divine Intervention yourself.... or recall. I'm afraid that the doors Wolron refer to have no locks. They open to let you in but sometimes won't open to let you out. I have found no logical explanation. If there is some trigger it certainly is not clear. In all the umpteen games I've started it's maybe happened three or four times overall. And as for the Mercantile Skill, Baphomet - it makes no sense at all. It was probably just an oversight by Bethesda like the missing master trainer for Medium Armour etc. Link to comment Share on other sites More sharing options...
Blackmage Posted November 19, 2003 Share Posted November 19, 2003 Ok, I wasnt too clear on this. The doors that lead the the room with the robe do have a lock... There are two sides to the door, obviously, on the one side to get into the area with the robe, there is a lock (80 pt if i remember correectly). What I did when I first played through it was I picked the lock, being a thief and all, and I walked on through without a second thought. Then when I had collected the robe and was ready to leave, the door wouldnt respond to anything. There was another door, and that wouldnt respond to anything. neither one of them indicated that there was ever a lock on the door. I reloaded after about 10 minutes of frustration and walked around and looked for a key that I remember I had seen, but never picked up. And just as a sidenote, if you find a key on one of the dreamers on the side of the door with the robe on it... that wont work. You have to open the door with the key on the correct side if you want it to work. My guess is that it's probably a glitch in the game, something that was accidently overlooked. And as for your other problem, I'm a grandmaster in house hllalu and I've never had a problem with the merchants in Balmora. In fact, my favorite merchants in the game (outside of mudcrab) are Meldor and Ri'varr. Link to comment Share on other sites More sharing options...
Malchik Posted November 19, 2003 Share Posted November 19, 2003 It may depend on the version you have. The lock-in happened to me the first time in Hassour. And there was never any problem about getting into any sixth house lair in my version (European with the patches). I never had any kind of lock to pick. Most often I just walked out but - as I said - about three/four times I was locked in. I can believe that there might be a key but I've never knowingly picked it up. Unless it is one of those generic 'old rusty keys' or equivalent that I could have picked up somewhere else entirely. The only problem with that is that I don't keep my keys on me. I leave them in the Mages Guild Balmora. It is a mystery that I have never fathomed. And the Mercantile thing has nothing to do with what house (or faction) you might be in. It is just how it is! As Archmage of the Mages' Guild you still get rock bottom prices from the other mages with disposition at 100. But there is a mod out there somewhere that fixes it. Don't ask me what it is though. Link to comment Share on other sites More sharing options...
Blackmage Posted November 19, 2003 Share Posted November 19, 2003 Maybe the diffrent versions is the problem. I'm running some version or another, im not even too sure. But i distinctly remember this problem when it came up. I do believe that it was a "rusty key" of some sort. Link to comment Share on other sites More sharing options...
wolron Posted November 19, 2003 Author Share Posted November 19, 2003 Since I had a save game at the entrance to Assemanu, I went back and tried again. This is what happened (both times). I killed off a few Ash Slaves/Zombies/etc. There were two doors leading to the Shrine. The close door, the one that is straight ahead from the entrance to Assemanu, is a 75 skill locked door. The other one, which is quite a ways away, is only 35 skill. You discover two dead Ordinators on the way to the second door. There are a couple more Ascended Dreamers on the way also. I found no key either the first or second time. I picked the lock both times. I got in and tried to get out immediately this time and the lock did not work. If I used a lock pick again, it is ignored, just as though it was a door with no lock. After that, I find the robe and use divine intervention to exit. Both of the doors behave the same way. They are not doors that can be opened and left open. They are exits from one mod to another mod. As I mentioned earlier, I tried to use "TCL" via the console and I could walk through the door, but I simply walked out into oblivion. Link to comment Share on other sites More sharing options...
Malchik Posted November 20, 2003 Share Posted November 20, 2003 I cannot explain it. I do not remember Assemanu in detail but I have done the quest for the Robe of St Roris more than once without being locked in. I have been locked in in Hassour and Yakin. Trouble is my security skill is a major and invariably at 100 when I get to these quests so I never think about locks and keys. On the occasions I have been locked in I agree that going back to a previously saved game doesn't help. Yet in a new game when I get to the same quest no lock-in occurs. There has to be a trigger of some kind but I have no idea what it is. Wolron you have probably done the Mage's Guild quest to Yakin and the Temple quest to Hassour. You weren't locked in. Neither am I usually but I have been. Isn't there a brilliant mind out there that can help us solve the riddle? Link to comment Share on other sites More sharing options...
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