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Well, try not to unlock doors using the console unless you really feel the urge... and if you do, don't save your game afterwards, because this can break quests.
I wish to revitalize this topic. I am having the same issue, but I consider scrapping my character for someone else's to not be a solution. I have tried all of the "console" advice I could find. It just seemed to break my MQ progression. Meaning I received no quest updates using completequest mq07, and it wouldn't do the set stage commands either. This topic is 6 years old, and I'm hoping that by now someone has a real solution to this glitch.

Edit: Ok, so I figured this out. It's mods that cause this problem. Some mods have info related to oblivion and this messes with Nehrims' scripts, I believe. For me, I thought it was my fault by converting tes4 mods to Nehrim. For one of them this was the case, so I used tes4edit to remove the remaining Oblivion related info. For the record, 'Jasons pirate ship' unfortunately has some problems with MQ07 that I couldn't fix, but I theorize that it could be installed after MQ07 is completed. Too bad, it's a great sailing mod... So really, if you have the same problem with this quest, this is probably why.
11.02.2011 13:36arvisrend wrote:
How on earth did you manage to activate the quests mq15, 16, 17, 18 and 19? Normally the Temple of the Soul Flayer should be locked, and so is the Dusk Tower... Did you unlock any of those doors?
Apologies for thread necromancy, but I have an answer for this. They probably entered Cahbaet early and entered the throne room of the Fortress of Cahbaet, which automatically starts Daring the Sortie, regardless of quest progress. The devs forgot to lock the throne room door, so this quest can be started at any point after exiting the Shadow Song Mine site. This leads to an unintended sequence break, which allows for a better ending to the main quest than the developers intended:

https://nehrim.fandom.com/wiki/Daring_t ... ence_Break

The reason why the player was stuck at Stormwend Tower is because Arkt was no longer in the cell, since he gets transported to Soul Flayer Temple during The Soul of the Sword. To actually complete Into the Forsaken Country, Kim needs to be there to activate the silver plate, and Arkt has to be there to transport the player.

Also, any mod that edits the cell 3c will break the quest Encounter, because that is the world where the quest takes place.

Technically, with the sequence break, Encounter, The Escape, In Safe Hands, The Ruins of Treomar, and In the Underworld are completely optional quests. You can complete the game whilst saving kim, the arcane sanctum residents, the aeterna camp residents, and prevent the members of the shadow song mine from disappearing.
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13 posts • Page 2 of 2