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No orrery bandits


DragosDrakkar

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I am using the Oblivion DLC Delayers mod http://www.nexusmods.com/oblivion/mods/47089/? and have merged it with Wrye Bash as the maker said, and the mod was working fine: no rush of messages from the DLC down in the Imperial Sewers during the tutorial, notes for a number of the DLC provided, and so on. However, the Orrery DLC doesn't seem to be working correctly. As said in the mod, I picked up the note from the Arch-Mage's tower and that started the quest, however rather than the quest marker directing me to the camp with the first of the bandits, its pointing me towards the Orrery room, which is still locked at this point in the quest. Traveling to the camp myself revealed that the bandit that is supposed to be at the camp (with the note and first missing item) isn't there. Looking in TES4Edit showed that the script for the quest is missing the five bandits that are supposed to spawn. I get that the mod alters the quest, and that's why there is some other differences with the script, but it seems that the issue I'm having might be that the bandits aren't getting activated by the script as well, but that's just my interpretation of something that I have a minimal understanding of. Has anyone else encountered this problem and been able to solve it?

 

Edit: Using the console, I have found that the reason the quest marker is directing me into the Orrery chamber is that the bandit is not placed at the camp and enabled by the quest like he is supposed to be, instead he is showing up disabled inside of the Orrery. Now knowing that, it seems that the mod isn't placing that bandit (and likely the other four) at the camps and enabling him/them like the original DLC did. I could go into the room, enable the bandits and kill them there, but I would rather they work like how its supposed to. Still looking for help with this situation.

Edited by DragosDrakkar
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