Naradoth

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Trollkin
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Windows treats Nehrim as Oblivion, so they'll be in My Documents/My Games/Oblivion (if memory serves; not on my gaming rig atm) -
gregwak
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2 pages of this due to my stupidity. I found my saves in the documents folder. I have no idea how to upload the save to this board. Please help.
junovalkyrie
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As mentioned, there should be two tabs just under where the save/preview/submit buttons are on the left side of the window. Click the second one (it should say "Upload attachment" if it's in English), click the button immediately to the right of the first text box ("Browse..." in English), navigate the folders to the file and select it, and then click the buttom immediately to the right of the "Browse..." button ("Add the file" in English). After it finishes uploading, which could take a minute, the file will be attached to your message - you can tell because your filename will now appear between your post and the save/preview/submit buttons. At that point, all you need to do is click submit.

Uploading a save myself, as I've just done Naradoth and am encountering the same problem; the skeleton comes to (un)life but the gate doesn't open. I'll probably just tcl it unless there's some compelling reason not to. I tried it earlier and the skeleton didn't react to my presence, but I figure it's probably just that my high Personality attribute is preventing it from going hostile.

Edit: As an added aside, the only ESP I was using aside from NehrimData and Nehrim English was the glider wind sound remover I made, which just deletes three PlaySound lines in an unrelated script.
arvisrend
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I am pretty sure you pressed the button twice...
gregwak
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Thanks for the help. Here it is.
Dateianhänge
quicksave.ess
(2.87MiB)215-mal heruntergeladen
gregwak
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As I said earlier, I have pressed it multiple time at this point. Does that mean I can't finish now?
junovalkyrie
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arvisrend hat geschrieben:
I am pretty sure you pressed the button twice...
Nope. I should have clarified, I haven't pressed it at all in that save; I thought it would be easier for you to figure out what's going on if I hadn't already hit it. I'm positive of this not just based on my memory, but also because Istanur (the skeleton past the gate) hasn't risen yet in that save. After pressing the button, no matter how many times I press it, Istanur stays revived but the door doesn't open.

In case it helps... I was messing around in the CS last night to see if I could find the root of the problem, and noticed that in other gate/switch sets, the switch has the door listed as its parent reference. For this gate/switch, that is not the case. However, a quickie mod that added the gate as a parent reference for the switch made no difference.

Looking at the Use Info of both objects, I found that the switch was used by nothing (as is normal) and that the the only thing using the door was the NaradothSchalterSCN script, which contains the following text:
[+]
SCN NaradothSchalterSCN

short doOnce
; why this doOnce variable? because otherwise, pushing this button will enable the skeleton
; even when it's long dead, resulting in a crash (at least possibly).

Begin OnActivate

NaradothTuerRef.playgroup forward 0
NaradothTuerRef.enableLinkedPathPoints

if ( doOnce == 0 )
IstanurRef.enable
set doOnce to 1
endif
playgroup forward 0

end
Finally, when I did a text search for "NaradothSchalterSCN", the only thing that came up was the script itself (not other things that use the script, as is normally the case).

Hope this helps.
arvisrend
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junovalkyrie hat geschrieben:
Finally, when I did a text search for "NaradothSchalterSCN", the only thing that came up was the script itself (not other things that use the script, as is normally the case).
That's a CS bug. Activator NaradothSchalter uses the script.
Please try pressing the button WITHOUT the NehrimEnglish.esp active and tell me whether it works. I would normally do this myself, but I really have no time now.
Thanks a lot.
Aro
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arvisrend hat geschrieben:
junovalkyrie hat geschrieben:
Finally, when I did a text search for "NaradothSchalterSCN", the only thing that came up was the script itself (not other things that use the script, as is normally the case).
That's a CS bug. Activator NaradothSchalter uses the script.
Please try pressing the button WITHOUT the NehrimEnglish.esp active and tell me whether it works. I would normally do this myself, but I really have no time now.
Thanks a lot.
I had this problem as well, and turning off NehrimEnglish.esp worked.
junovalkyrie
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Huh. I tried that last night to no avail. But I'll try it again later on a fresh save (where I haven't entered Naradoth yet) and report back.

Edit: All right, did some tests. I think I've solved this bad boy. (Tldr version in the last paragraph.)

Test 1 - German, fresh save (a save where I've never been inside Naradoth): it worked!
Test 2 - German, old save (the save I uploaded where I'm standing right next to the button): it didn't work.
Test 3 - English, fresh save: surprisingly, it worked! (This was surprising because I had tried a fresh save earlier when I tested adding a parent reference to the door. At first I thought that this had messed it up somehow, or that maybe I repeated whatever I did the first time that kept it from working.)
Test 4 - English, old save: no surprise here, it still didn't work.

This, along with Aro's post, gave me an idea. I thought that maybe Aro, likely being less obsessive than me ( :wink: ), might have moved on and explored elsewhere before returning to Naradoth. So - Test 5 - I loaded the old save (in English), teleported to the Mountain Monastery, returned to Naradoth, went through the dungeon, hit the switch, and... lo and behold, it worked! I thought that there must have been some information about the area that was retained in the memory when I saved, preventing any attempts to make the switch work from, uh, working. (Close, but no cigar.)

This also suggested to me that there's some element - an action on the player's part, what's currently loaded into the game's memory, etc. - that prevents the gate from working sometimes but not always, as I was using the same data files when I first encountered the problem as I was when it was resolved. I wasn't sure what that element might be, though. One thing I did know is that in all attempts where it worked I zipped right through Naradoth, area1 -> area2 -> switch and ignored the enemies and so on. Whereas on the old save, I had taken a great deal of time in the second area, gone back in the dungeon for a moment before hitting the switch, maybe alt-tabbed out to play some music in the background, maybe even exited the game and come back to it later. So it might be something like if the first area is no longer stored in the game's memory, the gate fails to work. (On the earlier failed attempt from a fresh save, I just TCLed up to the switch, ignoring the Naradoth areas entirely until afterward.) This led to...

Test 6 - I loaded the old save in English, teleported to the Mountain Monastery, and came back. But instead of going through the dungeon, I TCLed straight up to the switch again. And guess what: the gate didn't work this time!

So based on these tests, my conclusion is that if you don't have the first area of Naradoth loaded into the game's memory, the gate doesn't work; if you do, it does. Of course, you'd need more tests to confirm this, but I think I've got a pretty solid basis for this theory at this point. Plus, it makes sense intuitively. Plus, I don't feel like doing any more testing today. :P
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