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Game Forum / Role Playing Games / The Elder Scrolls / July 2008

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Guild Guide Glitch Grumbles...

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Starwatcher - 13 Jul 2008 19:50 GMT
First the guide in Wolverine Hall couldn't get me anywhere: the screen
would go dark, but the destiation area wouldn't load. Had to exit the
game and reload, and after the third time it happened, I just gave up
and recalled to my house in Gnaar Mok.
At the time I figured it was a glitch from either having a) Skink's
Detect Creatures potion in my inventory, or b) having the *exact*
amount of gold needed to make the trip. Things seemed to work ok after
I completed the potion quest.

But now the guild guide in Ald'ruhn is completely missing! Not at her
post, nowhere else in the biulding. I can get *to* Ald'ruhn from the
other guilds, but once I'm there, the quickest way out is the four-
hour silt strider trip to Balmora.

I'm gonna try to use the console to respawn her, and hope the game
doesn't blow up. Wish me luck.

--
invilsn
hyrusiv
DeAnn - 29 Jul 2008 11:18 GMT
> First the guide in Wolverine Hall couldn't get me anywhere: the screen
> would go dark, but the destiation area wouldn't load. Had to exit the
[quoted text clipped - 16 lines]
> invilsn
> hyrusiv

Since no one else has replied, I thought I'd offer some generic
advice.  Sometimes there is a problem within a mod of a trigger not
occuring and sometimes there is a mod conflict.  Often contacting the
author of the mod can resolve the first type.  They may tell you how
the trigger works or give you console commands that put it into effect.
David - 29 Jul 2008 12:02 GMT
>> First the guide in Wolverine Hall couldn't get me anywhere: the screen
>> would go dark, but the destiation area wouldn't load. Had to exit the
[quoted text clipped - 22 lines]
>author of the mod can resolve the first type.  They may tell you how
>the trigger works or give you console commands that put it into effect.

Funny, I have the reverse of the above situation. I can use the guild
guide but the silt strider operator in Ald'Ruhn has disappeared. This
makes getting to Gnisis rather difficult.
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Regards
David
fundamentalism (n.): fund = give cash to; amentalism = brainlessness

Jonathan Ellis - 29 Jul 2008 17:18 GMT
>>> First the guide in Wolverine Hall couldn't get me anywhere: the screen
>>> would go dark, but the destiation area wouldn't load. Had to exit the
[quoted text clipped - 26 lines]
> guide but the silt strider operator in Ald'Ruhn has disappeared. This
> makes getting to Gnisis rather difficult.

I've had the silt strider of Ald'Ruhn seem to disappear... in fact what
turned out to have happened was he stepped sideways, fell off his perch, and
was to be found UNDER the strider. Just as well he didn't actually die from
the fall.

Also, glitches in the way surfaces are handled, mean that sometimes a
character (including yourself) can fall through the supposedly solid floor
(if you're lucky, this results in the person ending  up swimming in the
notional "sea" below floor level)... which is annoying.

It is possible to do an "area reset" by use of the cheat console, resetting
every NPC to their original starting position.

Jonathan.
David - 29 Jul 2008 21:22 GMT
>>>> First the guide in Wolverine Hall couldn't get me anywhere: the screen
>>>> would go dark, but the destiation area wouldn't load. Had to exit the
[quoted text clipped - 31 lines]
>was to be found UNDER the strider. Just as well he didn't actually die from
>the fall.

I did look there but I'll have another look just in case.

>Also, glitches in the way surfaces are handled, mean that sometimes a
>character (including yourself) can fall through the supposedly solid floor
>(if you're lucky, this results in the person ending  up swimming in the
>notional "sea" below floor level)... which is annoying.

Yes, the "Corprousarium" was a prime example of that. Lucky I had the
"Boots of the Apostle" with a decent amount of levitation.

>It is possible to do an "area reset" by use of the cheat console, resetting
>every NPC to their original starting position.

I'll have to look into that. Thanks.
Signature

Regards
David
fundamentalism (n.): fund = give cash to; amentalism = brainlessness

Rusty - 30 Jul 2008 03:28 GMT
>> It is possible to do an "area reset" by use of the cheat console, resetting
>> every NPC to their original starting position.
>>
> I'll have to look into that. Thanks.

IIRC, the console code is RA or ResetActors
DeAnn - 30 Jul 2008 12:09 GMT
> >> It is possible to do an "area reset" by use of the cheat console, resetting
> >> every NPC to their original starting position.
>
> > I'll have to look into that. Thanks.
>
> IIRC, the console code is RA or ResetActors

If the siltstrider (or other character) has died from falling, you can
get a replacement.  See the Morrowind FAQ (posted every month or so in
this newsgroup) for details.
David - 30 Jul 2008 12:36 GMT
>>> It is possible to do an "area reset" by use of the cheat console, resetting
>>> every NPC to their original starting position.
>>>
>> I'll have to look into that. Thanks.
>
>IIRC, the console code is RA or ResetActors

Will that get them out of my way when they block a corridor or door?
Signature

Regards
David
fundamentalism (n.): fund = give cash to; amentalism = brainlessness

Greg Johnson - 31 Jul 2008 00:36 GMT
>>>> It is possible to do an "area reset" by use of the cheat console, resetting
>>>> every NPC to their original starting position.
[quoted text clipped - 4 lines]
>
>Will that get them out of my way when they block a corridor or door?

Generally yes, because it returns them to their starting position. I
don't think anybody's in a blocking position by default.
Greg Johnson - 31 Jul 2008 00:20 GMT
>>It is possible to do an "area reset" by use of the cheat console, resetting
>>every NPC to their original starting position.
>>
>I'll have to look into that. Thanks.

The command in question is "ra" for Reset Actors, and it resets the
position of all NPCs in the current cell.
 
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