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The Elder Council Quests Guide
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Scythe
Draconic Admin
Joined: Tue Feb 17, 2009 4:10 am Posts: 2096
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 Re: The Elder Council Quests Guide
glad its all taken care of mate  and maybe ur soultion will work for someone else kosh 
_________________
 One Life, One Honor, Protect and Serve
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| Tue Jun 01, 2010 8:32 pm |
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Nakia
Oracle
Joined: Mon Feb 23, 2009 9:31 pm Posts: 1516 Location: New Jersey, USA
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 Re: The Elder Council Quests Guide
 Agarmir to Dragon Captions. Glad your found the solution. Unfortunately Open Cities can cause conflicts. Was it load order or something else? Always good to know in case others have the same problem. 
_________________
 Once a rogue always a rogue.
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| Wed Jun 02, 2010 9:35 pm |
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Nowena
Draconic Admin
Joined: Fri Feb 27, 2009 8:08 am Posts: 1809
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 Re: The Elder Council Quests Guide
Uh, I'm a little confused Agarmir. Did you find a spot in Bravil where it updated, or did you change load orders so that it loads after Open Cities, or what exactly did you do that fixed it? If we want other Open Cities users to find the answer, it would be nice to know. (Or else, I'm really confused and just didn't see the solution you used.)
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| Thu Jun 03, 2010 7:59 pm |
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Lefty Scaevola
Kinsman
Joined: Fri Jul 03, 2009 10:05 pm Posts: 138 Location: San Antonio, TX
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 Re: The Elder Council Quests Guide
Kosh wrote: Assuming you have a flawless download, including the latest versions of DCRP end TEC, then you might check if TEC is ranked last in your mod-list. So then the dialog should be triggered. This was already a problem when KotN was introduced. And still can be if the mods in your list are many. Eventually it could also be a timing issue as is also mentioned above in the topic-start. You are talking about the "add topic" bug in the game engine? Where is you have a quest where "addtopic x" is triggered by clicking on an altered "GREETINGS" and a mod or DLC loading later also alters any "GREETINS" (whether or not an 'addtopic' is involved) then the game engine will failed to properly index the new topic and cannot find it.
_________________ …the folk of Beor were more steadfast in endurance of hardship and sorrow, slow to tears or laughter; their fortitude needed no hope to sustain it.
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| Sat Jun 05, 2010 12:46 am |
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Nakia
Oracle
Joined: Mon Feb 23, 2009 9:31 pm Posts: 1516 Location: New Jersey, USA
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 Re: The Elder Council Quests Guide
Hi Lefty. Could the mods or one of the mods involved be modyfied so that the "add topic" is actually actually added rather than the "greeting" being modified? Thi may sound like a stupid question but when it comes to scripting I am stupid. 
_________________
 Once a rogue always a rogue.
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| Sat Jun 05, 2010 10:02 am |
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Agarmir
Retainer
Joined: Sun May 30, 2010 5:15 pm Posts: 4
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 Re: The Elder Council Quests Guide
sorry that I haven't answered lately, I've been away from home. SO, the problem simply was that the quest didn't updated itself to "I arrived to Bravil, blah blah..." It didn't update even when I entered the castle hall. Seems that these quests need the "load between tamriel worldspace and the city" when arriving to quest related city. When I disapled open cities, it worked normally. don't know about the load order, I changed it but it didn't help me.... oh, and it seems that it does this with every quest that are "like the skooma one" (like pesants revolting). it was a simply solution after all.... 
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| Fri Jun 18, 2010 2:06 pm |
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Scythe
Draconic Admin
Joined: Tue Feb 17, 2009 4:10 am Posts: 2096
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 Re: The Elder Council Quests Guide
where did you get this file from? there is another version of tec that requires you to go to the city... you might be using a diffrent version...
_________________
 One Life, One Honor, Protect and Serve
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| Fri Jun 18, 2010 5:58 pm |
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Agarmir
Retainer
Joined: Sun May 30, 2010 5:15 pm Posts: 4
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 Re: The Elder Council Quests Guide
well, I'm using the version that works with patrols (entering the great hall).
well, maybe I have a wrong version then...?
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| Fri Jun 18, 2010 6:39 pm |
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Lefty Scaevola
Kinsman
Joined: Fri Jul 03, 2009 10:05 pm Posts: 138 Location: San Antonio, TX
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 Re: The Elder Council Quests Guide
Nakia wrote: Hi Lefty. Could the mods or one of the mods involved be modyfied so that the "add topic" is actually actually added rather than the "greeting" being modified? It is a good question, but I know zip about scripting, and have no modding skills. I have never written a word in the CS. I just use the CS for gameplay clues, to get information to use in the console, and to proofread when playtesting. To avoid the add topic bug, I GUESS the best way is to have the topic added by a quest stage, or something else other than recieving the "GREETINGS".
_________________ …the folk of Beor were more steadfast in endurance of hardship and sorrow, slow to tears or laughter; their fortitude needed no hope to sustain it.
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| Fri Jun 18, 2010 7:38 pm |
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Nowena
Draconic Admin
Joined: Fri Feb 27, 2009 8:08 am Posts: 1809
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 Re: The Elder Council Quests Guide
Ah, then you are using the DC-TEC version. I think it was originally altered to allow for Open/Better Cities which was why it required you to enter the main hall of the castle rather than just the city gates. Unfortunately, if Open/Better Cities changed their mods radically since that time, it may be broken again in that area.
DC-TEC can no longer be updated as per agreement with the original modder, so we are unable to keep up with them if the Open/Better Cities modders are making such alterations. If you are able to work around this problem, that may be your best bet. There is an updated version of TEC itself, but it is known to conflict with Open/Better Cities and does update the quests upon entering the city gate.
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| Fri Jun 18, 2010 9:58 pm |
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