Issue Data
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Issue #13965: dunNilheimQST (Telrav's Request) bug / Nilheim bounty quest bug
There are several issues that are related to Telrav's Request (dunNilheimQST) and/or the Nilheim (fort) location in the Rift:
Issue 1: After completing Telrav's Request (by killing Telrav), Telrav and the six bandits fail to cleanup from the game and their bodies persist forever. Note: I've tested this and waited 31 in-game days and they still don't despawn. I'm not sure what the problem could be here. Maybe adding dead body cleanup scripts for these NPCs would help or perhaps the problem has to do with the quest never shutting down properly. Issue 2: After completing Telrav's Request, if you are given a bounty quest by an innkeeper or the steward in the Rift that reads "Kill the Bandit Leader at Nilheim," it is impossible to complete, because the bandits never respawn and the floating map marker for the "bandit leader" never shows up. This bug also makes it impossible to get any more bounty quests in the Rift, because this one can't be completed without using console commands. Note: Strangely, I tried using a console command to resurrect the bandit who is up in the Nilheim fort tower and the floating marker showed up on him. I then killed him and the bounty quest advanced to "Collect bounty from Anuriel". |
I've uploaded two saves into a zip file which can be used to help fix this bug (if needed) <a data-ipb='nomediaparse' href='http://www.afkmods.com/index.php?/files/file/923-saves-for-bug-13965/'>here</a>.
The second save in the ZIP file can be loaded to show which bandit is the "bandit leader" as I referenced in Issue #2 above.
Note to UP project team: If any further information is needed to help fix this bug, please let me know.
Possibly related papyrus log error: Issue #14199
Similar or related bug report: Issue #885
The second save in the ZIP file can be loaded to show which bandit is the "bandit leader" as I referenced in Issue #2 above.
Note to UP project team: If any further information is needed to help fix this bug, please let me know.
Possibly related papyrus log error: Issue #14199
Similar or related bug report: Issue #885
Comment #1 Oct 16, 2013 5:33 am
Edited by BlackPete on May 10, 2020 2:24 am
Could Issue 2 be a similar issue (with a similar fix) to Issue #12832?
Comment #2 Oct 16, 2013 6:34 am
Edited by BlackPete on May 10, 2020 2:18 am
There are definitely similarities. That is a good point.
Another possible solution (for issue 2), but preferably a last resort solution, could be to remove Niheim from the list of bounty quest locations in the Rift altogether or when (and if) dunNilheimQST is completed.
When I tested this bug on the 360 (a long time back), I noticed that if dunNilheimQST was not completed, the bounty quest for this location would work as intended if and only if the NPC bandit leader (who is located inside the tower) was the only one that was killed. He respawned after 30 days in this case, but as mentioned, completing dunNiheimQST somehow messes this all up.
Another possible solution (for issue 2), but preferably a last resort solution, could be to remove Niheim from the list of bounty quest locations in the Rift altogether or when (and if) dunNilheimQST is completed.
When I tested this bug on the 360 (a long time back), I noticed that if dunNilheimQST was not completed, the bounty quest for this location would work as intended if and only if the NPC bandit leader (who is located inside the tower) was the only one that was killed. He respawned after 30 days in this case, but as mentioned, completing dunNiheimQST somehow messes this all up.
Comment #3 Oct 16, 2013 5:35 pm
Edited by BlackPete on Apr 18, 2020 6:16 am
Edit:
I added a link to a papyrus log in the first comment (above) that seems to be related to Issue #1. I don't really understand what it means, but maybe it will be of some help in fixing one or both of these issues.
I added a link to a papyrus log in the first comment (above) that seems to be related to Issue #1. I don't really understand what it means, but maybe it will be of some help in fixing one or both of these issues.
Comment #4 Nov 14, 2013 5:47 am
Edited by BlackPete on Apr 18, 2020 6:41 am
Fixed for USKP 2.0.1.
The quest simply was not being told to stop when Telrav was killed. That's it. Two simple Stop() statements in two stages, and 3 bugs are gone just like that.
The quest simply was not being told to stop when Telrav was killed. That's it. Two simple Stop() statements in two stages, and 3 bugs are gone just like that.
That's good news it was a simple fix. I had figured this one would be a mess to fix; good thing I was wrong.
Related Issue #885 (fixed) and Issue #14199 (fixed).
(You were right about the related issues BlackPete )
(You were right about the related issues BlackPete )
Comment #7 Jan 9, 2014 2:07 pm
Edited by BlackPete on Apr 18, 2020 6:18 am
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