Murielkai Posted August 25, 2016 Share Posted August 25, 2016 (edited) I just got everything installed and went to check SI and the island and door were there, I could even zone into the little room with the ticking thing and table but the NPC wasn't in there to open the way to SI. I have never seen anything like this before. Is this a Steam problem or a mod problem? Has anyone ever heard anything about this kind of issue? The island is there but the A Strange Door quest is not in my quest log. I waited a few days to see if it would appear and it didn't. Edited August 25, 2016 by Murielkai Link to comment Share on other sites More sharing options...
bevilex Posted August 25, 2016 Share Posted August 25, 2016 (edited) Do you have the shivering isles.esp file activated ? You can activate it using a mod manager like Wrye Bash or in the launcher (in data).You should post your mod list and load order every time you ask for help, otherwise people will not be able to help you correctly. Edited August 25, 2016 by bevilex Link to comment Share on other sites More sharing options...
Surilindur Posted August 25, 2016 Share Posted August 25, 2016 Do you have the shivering isles.esp file activated ? You can activate it using a mod manager like Wrye Bash or in the launcher (in data).You should post your mod list and load order every time you ask for help, otherwise people will not be able to help you correctly. The Shivering Isles esp file is a dummy one that has no function and makes no difference, it is there most likely just so that the Shivering Isled bsa archives are loaded. The Shivering Isles content itself is merged in Oblivion.esm, and not having the esp would probably just result in missing voices, meshes and other things packed in the archives, but the game content itself is always loaded, being in the Oblivion esm file. :thumbsup: And yes, load order would probably have the potential to help. Posting it inside a spoiler tag would be considerate of others. :P Link to comment Share on other sites More sharing options...
Murielkai Posted August 26, 2016 Author Share Posted August 26, 2016 (edited) Edit: Alright, ignore all the other stuff I said while play testing. Basically, on a completely vanilla game with nothing but Maskar's Oblivion Overhaul installed, when I leave the starting dungeon and go directly to the SI door near Bravil the quest doesn't start for me. I have tried different MOO settings and its always the same.In case you try to repeat exactly what I am doing. I got tired of going through the whole tutorial stage so now I just make a character and "coc testinghall" then fast travel to bravil and run to the isle. In a vanilla game doing this triggers the SI quest when I approach the door. With MOO installed it does not.And... "setstage se01door 20" works but bugs like this just concern me, I worry about what other stuff out there might be wonky, heh.I will try playing a while and see if the quest pops up normally after a few days. Edited August 27, 2016 by Murielkai Link to comment Share on other sites More sharing options...
Surilindur Posted August 27, 2016 Share Posted August 27, 2016 You can use Alternative Beginnings ( http://www.nexusmods.com/oblivion/mods/37382 ) to optionally - as in, it still has the vanilla start as one of the options - skip the starting dungeon in a way that does not break anything. I use it all the time when testing different mods, my own mods, and to skip that terribly long prison start. And the options it offers are also great for roleplaying when mixed with a healthy amount of imagination. :thumbsup: I do not have any means to test anything at the moment, and I have not played the game properly for ages, but I do not remember having any issues with Maskar's mod regarding SI. Also, if you insist on using console commands for testing, you should probably use stage 10 and not 20. The stages are over at UESP, and I am not sure why you picked 20 for your testing, unless there is something I just cannot see. I think there were some things related to the scene at the gate that required stage 10 and not something else to run. But I cannot remember exactly, and I have no means to check. If you feel like checking in the CS, the quest script for SE01Door might provide some insights. Link to comment Share on other sites More sharing options...
Maskar Posted August 27, 2016 Share Posted August 27, 2016 MOO places a notice on the bravil notice board and disables the popup message as it's not very immersive. Instead the quest starts by talking to the guard in front of the "strange door". Talking to the guard normally happens automatically, but it's possible to ignore the "strange door" topic, which would result in the issue mentioned. Just talk to the guard and haskill will be in his correct location. This issue is fixed in the next update. Link to comment Share on other sites More sharing options...
Murielkai Posted August 28, 2016 Author Share Posted August 28, 2016 MOO places a notice on the bravil notice board and disables the popup message as it's not very immersive. Instead the quest starts by talking to the guard in front of the "strange door". Talking to the guard normally happens automatically, but it's possible to ignore the "strange door" topic, which would result in the issue mentioned. Just talk to the guard and haskill will be in his correct location. This issue is fixed in the next update.Thanks dude, I was going crazy over this. I upgraded MOO recently and couldn't figure out what was going wrong, heh. You're right, the guard approaches you and talks to you automatically but all I could think was "leave me alone man, I gotta figure out why SI isn't working!" Lol. Link to comment Share on other sites More sharing options...
Surilindur Posted August 28, 2016 Share Posted August 28, 2016 (edited) MOO places a notice on the bravil notice board and disables the popup message as it's not very immersive. Instead the quest starts by talking to the guard in front of the "strange door". Talking to the guard normally happens automatically, but it's possible to ignore the "strange door" topic, which would result in the issue mentioned. Just talk to the guard and haskill will be in his correct location. This issue is fixed in the next update. Now that is what I would call immersive (from my subjective point of view, based on what I like). Your notice boards are awesome. Time to re-evaluate the existence of my own Shivering Isles start mod. I always have MOO in my load order now, and the Nexus is full of SI start mods, so I might as well remove my own start delayer mod. Thank you, Maskar, for your overhaul - and for this bit of information, I never realised it does that, too. Now I can free one slot from my load order. :smile: Edited August 28, 2016 by Contrathetix Link to comment Share on other sites More sharing options...
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