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Aetherium Shard bug


Warte

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solution:

open console

type - setobjectivecompleted dlc1ld

then travel to Bthalft (if you are there do this anyway)

type - coc dlc1bthalft01

 

just go inside, if you are lucky enough you'll have katria at your back too...

 

reach a closed door and shoot with arrow or bolt at the things over it, then the door get open

 

now continue inside till you find the forge, close the 2 valves so you reach the forge, kill the spiders.

 

Forge is yours to be used.

 

End.

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  • 3 months later...

Thanks for the bypass(es)! Really glad I do not use consoles. Bethesda really sucks when they do not use game design documents - or make more than $400m on a game.

 

EDIT

 

Retracted. I went through the setstage dlc1ld 30, 40, 170, 176, 181, 190, 195, coc dlc1bthalft01, setstage 225, click on forge and nothing. It was clearly looking for the aetherium crest that was supposed to be created by combining all four pieces, yet with three and one glowing POS, I did not have this crest. The latter advice to use "setobjectivecompleted dlc1ld" does not work since it is missing parameters. I tried using help with the basic command and it says it only needs a toggle parameter yet ending it with a space and 1 still throws an error saying missing parameter. So that did not work either.

 

The only thing left is to "setstage 255" and remove this retarded quest, then spawn the item of my choice. What a waste of four hours - between missing map markers and hunting online for fixes that do not work, this was epic. Note, the fixes posted may have worked before Bethesda updated the game. Knowing Beth, they probably though they were fixing this quest and totally screwed it up.

Edited by KMA
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  • 4 weeks later...

You kinda would expect someone would have fxed this bug.

I got somewhat the same issue.

 

Before I went to Arkngthamz I already had 1 shard. (Mzulft)

After I met Katria and recovered the "1st" shard the quest started and counted the other shard that I already had found as 2nd shard.

Raldbthar was the 3rd shards I found and was counted.

But the one at Deep Folk Crossing is a Glowing Crystal Shard.

 

Before searching for an answer and possible solution I opened console did getstage DLC1LC_Misc and it showed: 255

 

I tried setstage DLC1LD_Misc 50 but that didnt work.

 

Anyone any idea?

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I wonder if anyone can help.

 

My problem was that "after installing Dawnguard, you have visited Mzulft or Deep Folk Crossing prior to reading The Aetherium Wars and the corpses at these locations have been fully removed from the game." (According to the Wiki this creates a bug). The quest never appeared despite my reading the Aetherium Wars. I went to Arkngthanmz and Katria was there. I completed that quest as normal, and picked up a "glowing crystal shard". Katria disappeared saying she was going to check out some things (according to her script). The shard was never updated to read "aetherium shard" after Katria's dialog.

 

Going to the next quest location did nothing, (there was no Aetherium shard there and Katria didn't appear), The one shard was still named "glowing crystal shard" and when I checked the quest ID it still read: GETSTAGE DLC1LD >> 0.00, so the damn quest never initiated at all!

 

I went back to Arkngthamz and nothing was there. I tried to set stage to get the quest started and nothing happens. Updating the marker, setstage DLC1LC_Misc 11, etc. does not give a quest marker, either. I could go to all 5 locations, but I can't complete the quest without Katria.

 

I started this quest months ago, so I can't load a previous save (to before I started Dawnguard), that was about 60 levels ago, I was level 40 now 100 and have completed Dragonborn questline, etc.

 

Is there any way to use the console to get Katria to appear and get the quest to work?

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  • 5 weeks later...
  • 10 months later...

Sorry to resurrect an old thread. I got hit by this bug today. Like most people, I didn't feel like going back and replaying forty hours, so I cracked open the CreationKit and script editor for a couple hours. I think I have a minimal solution.

 

TL;DR The best way to avoid the glitched shard bug entirely is to get Mzulft LAST.

 

It seems the quest designers expected you to get the shards "in order" (Arkngthamz, Raldbthar, Deep Folk Crossing, Mzulft), but of course the game doesn't really tell you that order. The quest aliases pointed to the shard refs are populated dynamically by a script, at the same time the names change from "Glowing Crystal Shard" to "Aetherium Shard". But the script that populates them stops after you get the Mzulft shard, and if you haven't got the others, their references stay as null (and their names don't change). Then the Dwemer Mechanism at Bthalft runs this code:

 

if player.getItemCount(null) >= 1 ...

 

Obviously, this line will never be true, and the mechanism can't be activated. The mechanism's script has a variable "animState" which never gets updated. (If you know how to do this from the console, please let me know. The problem is it's on a ReferenceAlias script and not a quest script - also, it's a local variable and not a property)

 

Anyways, I took the "setstage" idea posted earlier in this thread and came up with a way to bypass the mechanism but still open the door to Bthalft the "right way", so that you can go back in if you want and you don't need to clip or teleport anywhere. It's a bit long, but most of the length is manually running the animations for the elevator mechanism. I verified this works in at least two bugged saves. Note that anywhere I put a comment between commands, you need to exit the console and let the game run for a few seconds. There's three quests running simultaneously here, and each time one updates it needs to signal the others to run for a moment. Fragile coding, Bethesda.

; Start anywhere in Skyrim EXCEPT Bthalft.  There's a trigger that won't activate if you're already there.
setstage dlc1ld 30 ; if Raldbthar is bugged
setstage dlc1ld 40 ; if Deep Folk is bugged
; Go to Bthalft and talk to Katria
; Open the console and click on the Dwemer Mechanism.  The ref id should be xx013f26
sae crest01
; wait for anim to complete
sae crest02
; wait for anim
sae crest03
; wait for anim
sae crest04
setstage dlc1ld 175
; Talk to Katria. She tells you to take the crest out.
setstage dlc1ld 179
sae take
; wait for anim.  You get the idea.
setstage dlc1ld 180
; Stand clear!  Wait for rumbling to start
sae open
; last anim, I swear
setstage dlc1ld 182
 
; Optional - Remove the shards from your inventory
; (because we bypassed the script that usually does it)
; (and because they're quest items)
player.removeitem 200575c 1
player.removeitem 201433c 1
player.removeitem 201433d 1
player.removeitem 201433e 1

After this, I took the elevator and finished the quest as normal.

  • Thanks 1
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  • 3 months later...

Sorry to resurrect an old thread. I got hit by this bug today. Like most people, I didn't feel like going back and replaying forty hours, so I cracked open the CreationKit and script editor for a couple hours. I think I have a minimal solution.

 

TL;DR The best way to avoid the glitched shard bug entirely is to get Mzulft LAST.

 

It seems the quest designers expected you to get the shards "in order" (Arkngthamz, Raldbthar, Deep Folk Crossing, Mzulft), but of course the game doesn't really tell you that order. The quest aliases pointed to the shard refs are populated dynamically by a script, at the same time the names change from "Glowing Crystal Shard" to "Aetherium Shard". But the script that populates them stops after you get the Mzulft shard, and if you haven't got the others, their references stay as null (and their names don't change). Then the Dwemer Mechanism at Bthalft runs this code:

 

if player.getItemCount(null) >= 1 ...

 

Obviously, this line will never be true, and the mechanism can't be activated. The mechanism's script has a variable "animState" which never gets updated. (If you know how to do this from the console, please let me know. The problem is it's on a ReferenceAlias script and not a quest script - also, it's a local variable and not a property)

 

Anyways, I took the "setstage" idea posted earlier in this thread and came up with a way to bypass the mechanism but still open the door to Bthalft the "right way", so that you can go back in if you want and you don't need to clip or teleport anywhere. It's a bit long, but most of the length is manually running the animations for the elevator mechanism. I verified this works in at least two bugged saves. Note that anywhere I put a comment between commands, you need to exit the console and let the game run for a few seconds. There's three quests running simultaneously here, and each time one updates it needs to signal the others to run for a moment. Fragile coding, Bethesda.

; Start anywhere in Skyrim EXCEPT Bthalft.  There's a trigger that won't activate if you're already there.
setstage dlc1ld 30 ; if Raldbthar is bugged
setstage dlc1ld 40 ; if Deep Folk is bugged
; Go to Bthalft and talk to Katria
; Open the console and click on the Dwemer Mechanism.  The ref id should be xx013f26
sae crest01
; wait for anim to complete
sae crest02
; wait for anim
sae crest03
; wait for anim
sae crest04
setstage dlc1ld 175
; Talk to Katria. She tells you to take the crest out.
setstage dlc1ld 179
sae take
; wait for anim.  You get the idea.
setstage dlc1ld 180
; Stand clear!  Wait for rumbling to start
sae open
; last anim, I swear
setstage dlc1ld 182
 
; Optional - Remove the shards from your inventory
; (because we bypassed the script that usually does it)
; (and because they're quest items)
player.removeitem 200575c 1
player.removeitem 201433c 1
player.removeitem 201433d 1
player.removeitem 201433e 1

After this, I took the elevator and finished the quest as normal.

This is the best solution for me. Thanks friend :) .

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  • 10 months later...

Ehm so here is a weird one, same problem with the Deep Folk Crossing which is my last shard. I have the USLEEP installed.

 

So I go pick up the crystal thingy and I get no update on quest. Crystal thingy did not change name and did not become a quest item. So I fire up the CK dig little bit around. See condition for the shards so I go:

 

setstage dlc1ld 40

I talk to Katria get to the forge thingy talk to her again, activate it, and it opens. all fine. Then 3 dragons attack me with reinforcements that is 5. I die.
Reload do the same setstage dlc1ld 40, talk to Katria again get to the forge thingy activate it,nothing happens.
So I reload the save again and go:
setstage dlc1ld 71

setstage dlc1ld 72

setstage dlc1ld 73

setstage dlc1ld 74

setstage dlc1ld 75

setstage dlc1ld 40

 

Talk to Katria,

setstage dlc1ld 50

Get to the forge, talk to her again activate the pedestal aaaaaand its working. lol

No other issues after, quest completed completely.

 

For people that this is not working and they will not loose a TON of time reloading. This shard not renaming correctly and not registering as quest item issue is due to incorrect stages of the dlc1ld_misc quest. At the third shard which according to the quest markers is one of the dwarven ruins, the quest suddenly jumps to stage 255 which will complete the shard renaming stages and advances the parent quest beyond of point of no return.

So if you want to avoid all this hustle, just pick up the Deep Folk Crossing as third shard.

To see what order did Beth intended go:

setstage dlc1ld 0 wait till it will port you

setstage dlc1ld 1 wait till it will port you

setstage dlc1ld 2 wait till it will port you

setstage dlc1ld 3 wait till it will port you

setstage dlc1ld 4 wait till it will port you

Now you know in which order to do the guest as to avoid the hustle.

 

Much love D13

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  • 4 weeks later...

1.SAVE THE GAME

2. CLOSE THE GAME

3.LOCATE THIS PATH C:\Users\user\Documents\My Games\Skyrim

3.1 DELETE SKYRIM.INI AND SKYRIMPREFS.INI

3.2 REFRESH THE PC

4. LOAD GAME

5.FIND OUT IF THE BUGS HAS BEEN FIXED.

6. IF THE BUGS STILL THERE REPEAT THE PROCESS UNTIL FIXED.

 

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  • 2 months later...
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