The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

HalloweenSax Sep 12, 2017 @ 4:55am
The Cheydinhal's Fighter's Guild is always locked on very hard
What could've caused this? I tried accessing it with two different characters, both of which have never been to Cheydinhal before and it's always locked, regardless of time. It's a very hard lock, and when I picked it, people inside it were fine with me, but once I was outside, a guard ran up to me and fined me with trespassing.

I only have UOP, sr super hotkeys, idle dialogue, UODLC patch, AULIAS and SkillDiary OBSE. And OBSE. Oh, and OSR and EngineBugFixes.
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Showing 1-6 of 6 comments
CullinB Sep 12, 2017 @ 10:36pm 
UOP and EngineBugFixes might have touched AI packages.
cyäegha Sep 12, 2017 @ 11:03pm 
i'm fairly convinced it's something to do with the UOP, as i've noticed the same thing happen in bruma over various playthroughs; it can't be enginebugfixes, as some of those instances happened long before said mod was even released
HalloweenSax Sep 13, 2017 @ 6:35am 
Originally posted by CullinB:
UOP and EngineBugFixes might have touched AI packages.
Do you think launching a brand new game without them switched on might help, or did they permanently modify the game? So I should try reinstalling it?

Originally posted by cyäegha:
i'm fairly convinced it's something to do with the UOP, as i've noticed the same thing happen in bruma over various playthroughs; it can't be enginebugfixes, as some of those instances happened long before said mod was even released
Thanks! Strangely enough, I've played the game several times with UOP before and this is the first time it's happened, so I'm a bit disappointed. Not sure if I should do a clean reinstall or just play without UOP, go to a Fighter's Guild with vanilla and then try switching it on.
CullinB Sep 13, 2017 @ 7:31am 
Most easy way just bring up console then click the door and type "unlock"

If you have already set up CSE (Construction Set Extender), you can see UOP NPC's AI logic and just create new ESP that override them.

AI package "FGGuardWanderLockinGuild" and "FGGuardWanderUnloackinGuild" do lock and unlock every Fighter's Guilds' door.

UOP itself do not do any harm so there must be another MOD that break UOP's Porter AI action.
I don't know what Mods do affect.
HalloweenSax Sep 13, 2017 @ 2:54pm 
Thanks, I'll probably take a look at that. I haven't used the CSE, I'll first try reinstalling the game and if that doesn't work (to make sure nothing else was affected), I'll try that.
HalloweenSax Sep 19, 2017 @ 1:07pm 
So I have no idea what's causing this. When I disabled all mods using Wrye Bash, and loaded up an old save right at the exit from the Imperial Sewers (the tutorial) which was on a vanilla Oblivion, Cheydinhal was locked.

And whatever mods I disable or enable (out of the listed above), Cheydinhal is always locked. However it unlocks either a) one time it unlocked after I went to Skingrad, checked out their FG which was unlocked and went back to Cheydinhal b) the second time it didn't work, after going to Skingrad it was still locked, but after going to Bruma (where the FG is unlocked) and then to Cheydinhal made the C's FG unlocked.

I have no idea why. At first I thought Idle Dialogues might've made the porters not unlock the doors, but then why would only Cheydinhal be locked? And why on different characters? It's annoying though, as you can't roleplay properly since you have to go to a different town first to make it 'unlock'.
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Date Posted: Sep 12, 2017 @ 4:55am
Posts: 6