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Related Issues: 28532
Possible workaround: start the scene only after you come back to the jarl first and complete MQ104. It works as far as I can see...
CWSoldier (Alias_Guard) alias looks buggy and absent if triggered too early by MS08ArgueQuest scene, after you killed the dragon...
CWSoldier (Alias_Guard) alias looks buggy and absent if triggered too early by MS08ArgueQuest scene, after you killed the dragon...
It happened to me. I killed Mirmulnir, came back in front of Whiterun gates at night, saved, entered and the scene triggered without the guards. I reloaded my save, waited for 6 hours, entered Whiterun and the scene triggered properly with everyone in place.
Owob did some testing and found a way to ensure the guard's presence, post <a href="http://forums.bethsoft.com/topic/1455269-relzwipz-unofficial-skyrim-patch-thread-31/page__st__60__p__22561163#entry22561163">here</a>. Hopefully it will help fixing this.
Owob reproduced the same problem but didn't find a solution. Just a fast-travel workaround...
We have to fix the script and understand where's the problem with Alias_Guard, or add the "first-talk to the Jarl" workaround (just a conditional check for the MS08ArgueQuest to be sure MQ104 stage-level >160). The 2nd solution is not so polished but works: at least, if you find the Alik'r warriors, they'll just skip the dialogue looking much more natural and realistic (who sees the scene for the first time won't notice "errors", just two strangers in town looking around at the gate)... Instead if you directly fast-travel to Dragonsreach and talk to the Jarl first, everything will be perfect and the Aliki'r + Guard scene will start without troubles then.
Here is the quick&dirty workaround: <a href="http://en.file-upload.net/download-7498585/temp_Alikr_workaround.zip.html">http://en.file-upload.net/download-7498585/temp_Alikr_workaround.zip.html</a>
We have to fix the script and understand where's the problem with Alias_Guard, or add the "first-talk to the Jarl" workaround (just a conditional check for the MS08ArgueQuest to be sure MQ104 stage-level >160). The 2nd solution is not so polished but works: at least, if you find the Alik'r warriors, they'll just skip the dialogue looking much more natural and realistic (who sees the scene for the first time won't notice "errors", just two strangers in town looking around at the gate)... Instead if you directly fast-travel to Dragonsreach and talk to the Jarl first, everything will be perfect and the Aliki'r + Guard scene will start without troubles then.
Here is the quick&dirty workaround: <a href="http://en.file-upload.net/download-7498585/temp_Alikr_workaround.zip.html">http://en.file-upload.net/download-7498585/temp_Alikr_workaround.zip.html</a>
I've discovered it has nothing to do with first speaking to the Jarl. It has to do with elapsed time after entering Whiterun. Why do I think that?:
1) After fast travelling to Dragonsreach, DO NOT ENTER the castle. Go immediately to the Alik'r. Guard is not there.
2) After fast travelling to Dragonsreach, DO NOT ENTER the castle. Wait 1 Hour. Then go to the Alik'r. Guard is there.
It has definitely something to do with that group of Guards that respawn to your left immediately after you fast-travel to Dragonsreach. My suspicion is the game needs one of those guards nearby for the scene to initialize correctly. I will do some more testing.
1) After fast travelling to Dragonsreach, DO NOT ENTER the castle. Go immediately to the Alik'r. Guard is not there.
2) After fast travelling to Dragonsreach, DO NOT ENTER the castle. Wait 1 Hour. Then go to the Alik'r. Guard is there.
It has definitely something to do with that group of Guards that respawn to your left immediately after you fast-travel to Dragonsreach. My suspicion is the game needs one of those guards nearby for the scene to initialize correctly. I will do some more testing.
Yep, now I know for sure. It's that stupid guard [001000ee]. This time I didn't wait 1 hour, but followed all those spawned guards around, and lo and behold, every time guard [001000ee] walks to the Alik'r and waits for me to approach and starts the scene.
My best guess is the the scene's code that places the guard near the Alik'r gets executed BEFORE the guard [001000ee] spawns into Whiterun (with all the other guards), at least most of the time...
This would explain why I had 1 occasion when the guard WAS there.
My best guess is the the scene's code that places the guard near the Alik'r gets executed BEFORE the guard [001000ee] spawns into Whiterun (with all the other guards), at least most of the time...
This would explain why I had 1 occasion when the guard WAS there.
Hahahaha. Try this: enter Whiterun. Wait until the Alik'r says his first line.
Immediately bring up the console and type: Player.moveto 001000ee
You'll be transported to the guard near Dragonsreach and it turns out he's delivering his lines up there as he should (while he's walking) !!!!
Immediately bring up the console and type: Player.moveto 001000ee
You'll be transported to the guard near Dragonsreach and it turns out he's delivering his lines up there as he should (while he's walking) !!!!
In fact speaking with the Jarl was just a workaround (and a logical player action), it won't trigger anything in the script. We know this already.
My quick&dirty workaround works anyway: the scene will be just skipped IF the guard is not there... you don't HAVE to speak with the Jarl.
...I've noticed the same: guards get respawned at Dragonsreach.
The script forces a guard 'moveto marker' so it should work anyway, but probably the moveto happens too early before the guards have been respawned and hence fails. Why the guard will be there if you wait/talk to the Jarl/do anything else? Because he still follows the scheduled package (go to marker position range 32) so he has to walk to the marker after the failed forced 'moveto'....
<blockquote class="ipsBlockquote" data-author="owob" data-time="1366814761">I've discovered it has nothing to do with first speaking to the Jarl. It has to do with elapsed time after entering Whiterun.</blockquote>
My quick&dirty workaround works anyway: the scene will be just skipped IF the guard is not there... you don't HAVE to speak with the Jarl.
...I've noticed the same: guards get respawned at Dragonsreach.
The script forces a guard 'moveto marker' so it should work anyway, but probably the moveto happens too early before the guards have been respawned and hence fails. Why the guard will be there if you wait/talk to the Jarl/do anything else? Because he still follows the scheduled package (go to marker position range 32) so he has to walk to the marker after the failed forced 'moveto'....
<blockquote class="ipsBlockquote" data-author="owob" data-time="1366814761">I've discovered it has nothing to do with first speaking to the Jarl. It has to do with elapsed time after entering Whiterun.</blockquote>
Ok, I've retested with a save of my own (from 2011), and I see no problem AT ALL. The guard is always where he's supposed to be.
Did you use Setstage for this save, Hexaae? And why are all the locations already on the map?
Did you use Setstage for this save, Hexaae? And why are all the locations already on the map?
<blockquote class="ipsBlockquote" data-author="owob" data-time="1366910217">Ok, I've retested with a save of my own (from 2011), and I see no problem AT ALL. The guard is always where he's supposed to be.
Did you use Setstage for this save, Hexaae? And why are all the locations already on the map?</blockquote>
Mmmh, that saving (TMM 1 cheat command apart to show all map markers for quick testing) comes from a vanilla game and a completely new game, no mods or anything else that could have corupted the savegame....
All I did is in the Journal. Never used setstage or other shortcuts.
Did you use Setstage for this save, Hexaae? And why are all the locations already on the map?</blockquote>
Mmmh, that saving (TMM 1 cheat command apart to show all map markers for quick testing) comes from a vanilla game and a completely new game, no mods or anything else that could have corupted the savegame....
All I did is in the Journal. Never used setstage or other shortcuts.
Other than with the specific save that's been provided, this cannot be reproduced. I've dug up one of my ancient 2011 saves that had done nothing more than make it to Riverwood. Worked fine.
Launched a fresh new game straight off of 1.9 and USKP 1.3.2. Got to the same point. No problem.
Game picked two different guards in these cases. Both arrived on scene as expected without having to walk in from somewhere.
Made no difference whether I fast traveled back straight after killing the dragon or if I walked back to the city.
Closing this out as not reproducible.
Launched a fresh new game straight off of 1.9 and USKP 1.3.2. Got to the same point. No problem.
Game picked two different guards in these cases. Both arrived on scene as expected without having to walk in from somewhere.
Made no difference whether I fast traveled back straight after killing the dragon or if I walked back to the city.
Closing this out as not reproducible.
USKP#31.142
I'm playing with a new character, and it was nice to see Kodlak not be naked after his death.
I also saw the Alik'r speaking to an invisible guard (In My Time of Need), but after removing Dawnguard and starting over, the scene took place normally. Not sure if the two are connected, or just a coincidence.
I'm playing with a new character, and it was nice to see Kodlak not be naked after his death.
I also saw the Alik'r speaking to an invisible guard (In My Time of Need), but after removing Dawnguard and starting over, the scene took place normally. Not sure if the two are connected, or just a coincidence.
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