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[FINISHED] Tribunal Sidequests

Submitted by Brainslasher on
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This is thread will serve as a hub to track the debugging progess of the Tribunal Sidequests. Anathemastudio is also working on them but he hasn't replied to me so I don't exactly know which ones he's working on. Here's the list of all the sidequests andtheir current status. It's taken from here

  • The Barbarian and the Book->Done
  • Bouncer->Done.
  • The Champion of Clutter
  • Dwemer Warbots->Done
  • Estate Sale
  • Infidelities->Done.
  • The Museum -> Done.
  • Robot Arena->Done
  • The Smith's Apprentice->some debugging, some script changes.
  • The Thief
  • The Warlords->Done
  • Wood Elf with a Grievance->Done
  • The Black Dart Gang->Done.
  • The MatchMaker->Done, please test this.
  • Scroll Sales->Done
  • A Star is Born -> already debugged, I added the voice overs.
  • The Summoner->Done
  • Crimson Plague -> Done
  • The Natural -> Moved an object script to to a quest script because the quest couldn't progress otherwise and built in a quest stop after its done.
  • Custom Armor-> Done
  • Rerla's Mon's Pets-> Done, maybe a pack rat model would be nice, though.


I will start at the bottom of the list going up. Some of these are already in a fairly debugged state so it's less work than it looks at first glance.

Anyone else who wants to start debugging these quests is very welcome to do so. Just leave a post here with the quest you want to work on.

The rar file contains a few needed files and the single esp is the latest one that must replace the one in the rar file.

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Last edited by qwertyasdfgh on 16 Nov 2014 - 09:46.

http://youtu.be/5TYohIQn3I8

Black Dart Gang.

Going by WIKI if Stealth is High Enough you can Kill Black Dart Gang, so back to Tamriel pick up Stealth Suit while there pick Crossbow 27 Kill Rate and Arrows 54 Kill Rate Players Sneak 54 bit low.

Did not Work player Die to Easy and Arrows don't Kill, only takes Half there . Marksman 42.so Reload Reset  Player Sneak to 74 Marksman to 55 not Much Better. Reload Reset Player to Sneak 100 Marksman 75 Clip above is for this Setting Fire 1 Arrow and All Black Dart Gang knows Where you are Even if you Move. Reset All Settings on Player to 100 and Still Could not Kill an NPC with Over Kill Arrows..Player in Sneak Mode while Crouched in the Dark Didn't Help.

 

http://youtu.be/MS5BZ5QA0Tk

This Clip is All Burnt Out Torches Could not Flood the Tunnels could be in am trying Wrong Torch.

Quest did not Update When i Killed  All the Black Dart Gang All 4,Could not find a torch to Flood the Tunnels.

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Thanks for testing all the quests Roxon [External image]

Oblivion's combat and stealth system is completely different from Morrowind's so wiki's advice unfortunately doesn't always apply to Morroblivion. I didn't change anything about the NPC's stats but I know they're supposed to be quite tough, that's why the option to flood the tunnels exists.

That brings me to the next question: The torch to flood the tunnel is right outside the cell you're in right now, on the wall next to the right door. It used to be originally in the cell itself but Oblivion works differently from Morrowind so I had to change it. Just leave the area through were you came from and check next to the doors. The torch might be  a little high for your character though. [External image]

And no, there is no quest update if you kill the Gang or flood the tunnels. There wasn't one in Morrowind either. There is however a quest update in the CS with a wrong description which was never used though, mostly because it has false information. I could rewrite it and implement it but it would be quite different from Morrowind so I'll need some consent on this. I could of course also implement quest markers which would direct you to the quest giver once they're all dead.

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I did check on Black Dart Npc with CS for TES3 and CSE  all the Same Except the Under AI where it changes Aggression to 100 instead of 95. Will Replay anyway. Pic for ( Lever is Stuck ) took 1 Sujamma,1Mazte,1 Greef, 1 Flin to see if Strength was not High Enough on this Quest Update on Each Kill if Any Played it with Out WIKI First, Could not Remember where Lever was.

Would only have  needed Markers on Yellow Plate Quest, Problem was Solved with New Texture on Yellow Plates, only Quest that would have need Markers is Clutter Champion.

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This means you're trying the wrong torch. I left the old one there but placed another one just outside the doors. Or you already used it and flooded the tunnels.

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Yep Outside don't know how anyone will find it With  directions in Quest.

With Switch in Temple Sewers Before you go into Temple West Sewers.

 

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Well the ghost gives you a bit of direction and it's still correct. The switch is at the east end.

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Technical  Point.. Not Descriptive. for the Moment followed Quest Right Through Quest Completed.

Morrowind NPC Settings  makes Black Dart Gang Members Higher than an Oblivion Demora Lord

North East Temple Sewers

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Bouncer Quest Played it on the 26 of  Frost Fall, it is Now 16 of Sun's Dusk, and Denegor Still Laying on Floor knocked Out.

2 of Sun's Dusk Completed A Show of Power,Almalexia Says High Ordinators will Take Care of Eno Romari,16 of Sun's Dusk Eno Still Running Around.

Fair chance this the way it was in Morrowind, doesn't look Finished

Second Pic just for Thanks qwertyasdfgh\Brainslasher if a Person would read the Main Post more Often Player might not Get done For Stealing, Museum Quest Started no Problem, Donated Gold Brand\Umbra we have a Shield.

Thanks

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Okay, I uploaded a new version which should make Denegor disappear once the quest is done. This only works though if you haven't completed the quest yet. So if you already completed the quest, open the console click on him and type disable. Though once the quest is merged there might be problems, I don't know. I also set the unneeded torch to be disabled to avoid more confusion. And yes, Eno Romari is supposed to stay alive. Almalexia prefers a Show of Power instead of killing anyone. She will even get very angry if you kill him.

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No Problems Thanks.

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http://youtu.be/sMPt-luhEkI

Did not Steal the Sword From Karrod this time..Played through the Plot Quest to get to Helseth Champion Quest, After Defeating Karrod He Say Speak to my Liege lock off Player Then All Guards Attack Karrod and Kill Him

You can get Sword of Karrod.

http://www.uesp.net/wiki/Tribunal:King_Hlaalu_Helseth

After Completing Helseth Champion Quest you Have the Option to Taunt Helseth and Kill Him with no Effect to The Main Quest if you Had a Taunt Option it was Missed Out.

 

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Depending on how often karrod accidentally hit the guards their disposition may have dropped a lot resulting in them attacking him. I posted a quick bugfix here. Hopefully it works.

The taunt option described in the wiki exists for everyone in Morrowind. In Morroblivion it was disabled for certain important characters. Helseth is essential anyway and you wouldn't really gain anything from killing him. If you want to I can make him non essential after the main quest so that you can in fact kill him.

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Yes , Dagoth Ur has Better Character Structure and he is the Villain.

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The Natural

Arrived and Activated  on the 26th Frost Fall, is now 28th Sun's Dusk, Almalexia Completed and the Natural Quest has not Returned

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Hm, will look into it once I have the time. Thanks for reporting it.

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Forgive me if I'm doing something wrong, but i see that this thread has marked The Natural and the Bouncer quests as debugged.

I'm just running off of v 062 but when i did the bouncer quest, the only portion i could do was stop the hustler from cheating people. The part with the drunken patron wasn't doable. Whenever I spoke to him he just gave the respinse about needing sujamma and ended dialogue with me. however, the quest completed fine. Hessian just acted as if I had done that part of the quest.

And Gaenor never reappears in the Temple are after having talked to him. After talking to him, I left the Temple cell, waited for two days, and came back. It's been several in-game days since then and he still hasn'treappeared.

Does this mean that these quests haven't been debugged in the main release? Forgive me if I'm not understanding everything correctly:P

PS: My posts always look like a three year old wrote them because this forum doesn't play well with mobile devices.

Lo

 

 

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Yes, Bouncer, Black Dart Gang and Infidelities are completed only in esp form in the main post but not yet merged. You can play test them if you wish. Not sure what's wrong with Gaenor and the Natural but apparently the script doesn't work as intended, the soonest I'll have time to check on it is the weekend. I'm pretty swamped right now.

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Did you download the  2 files of the First Page  in this Topic, brainslasher Updated then After V062 was Release. and put them in Your Game.

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No, I didn't as it would cause problems when merged with the master, correct?

I'm sort of just playing Morroblivion for fun and I took a couple months break last fall to wait for Tribunal to be worked on some more. I wasn't paying attention and didn't realize that The Natural wasn't debugged or was having problems.

Do you guys actually need help debugging? I've never really debugged anything before, but I could report any Tribunal bugs I find in v 062.

 

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If you want to help debugging you'll need some familiarity with the TES3 and TES4 Construction Set.

I also uploaded a new version which fixes the Gaenor bug. It's one number that was wrong, this was already the case with the previous script which I put into the quest script, I never checked it. 

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Brainslasher

 

Brainslasher

 

If you want to help debugging you'll need some familiarity with the TES3 and TES4 Construction Set.

 

I also uploaded a new version which fixes the Gaenor bug. It's one number that was wrong, this was already the case with the previous script which I put into the quest script, I never checked it. 

 

 

Well, I'm definitely no stranger to the CS. I've been poking around in it for one reason or another (fun, curiosity, troubleshooting, and adding personal mods like houses) since Morrowind, twelve years ago.

 

I am no good with scripting and coding and the like, but I have a moderate to great understanding of how TES games work. And God knows I've had to solve enough problems by resorting to the CS or console for mod problems and the like.

 

But if it requires a thorough knowledge of code and scripts, then I guess I wouldn't be of much help.ou want to help debugging you'll need some familiarity with the TES3 and TES4 Construction Set.

I also uploaded a new version which fixes the Gaenor bug. It's one number that was wrong, this was already the case with the previous script which I put into the quest script, I never checked it. 

Well, I'm

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There's nothing wrong with just trying it out and seeing how far you get. Maybe you'll surprise yourself. You can see the three remaining Tribunal Sidequests in the main post. All of them require some nifty scripting though but a lot is happening through dialogues as well. Lots of dialogues weren't converted or are stored in MorroDefaultQuest. So you might have to copy a lot of dialogue from TES3CS to TES4CS. You'll also need to be careful with conditions and result scripts. All the topics are converted in Morroblivion it's just that when actual dialogue is missing you need to recreate it. This applies especially to greetings. You can try your luck with Warbots 1 and 2. 

Regarding scripts it's best to look at the original Morrowind scripts and see what Oblivion functions can be used to replace Morrowind's. Sometimes Oblivion has more elegant solutions to a problem whereas Morrowind could be somewhat clunky so you might not have to use each Morrowind script as is. A very good place for help is the CSWiki. And obviously it helps to have played the quest before starting to work on it.

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Had some time today and debugged BattleBots1 and 2 aka Dwemer Warbots and Robot Arena. Update is in the main post.

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Everytime I enter Ignatius Flaccus' house, i go downstairs to find Flaccus being attacked by all of his Dwemer constructa. Ran the update .esp from this thread and he's still under attack.

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You might have to Delete back a Few Saves, When i First went to Mournhold i went to See lgnatius Flaccus he was Dead on Floor,so had to Delete all Save in Mournhold back to Ebonheart before going over  ,gone Back to Mournhold Ignatius is Alive Again will have to Re_Do all Mournhold Quest Again.

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There's no need to actually delete save games. If he and all the other machines are still alive then all you need to do is be really fast and go down to the basement and open the console click on each dwemer bot and type in disable. This only happened because you already entered the cell before. If Flaccus or any of the machines are dead type in resurrect but I can't say for certain if this might cause problems later on. Then you can to talk to Flaccus as usual.

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Brainslasher

There's no need to actually delete save games. If he and all the other machines are still alive then all you need to do is be really fast and go down to the basement and open the console click on each dwemer bot and type in disable. This only happened because you already entered the cell before. If Flaccus or any of the machines are dead type in resurrect but I can't say for certain if this might cause problems later on. Then you can to talk to Flaccus as usual.

 

Would disabling the bots break the Warbots quests? It's been a while since I've played Tribunal, so I can't remember how integral they are.

 

Funny thing is, I haven't entered thia cell, Flaccus' house, until now. I went in there before, saw that the bots were hostile, and reloaded an earlier save. I realized that I probably didn't need to enter the cell until the Tribunal quests were finished.

 

I downloaded the .esp in this thread to test a few of the quests out, before they get merged into the master, yet the bots are still hostile?

 

Essentially, I'm playing through the Tribunal quests that are finished and plan to return to do the rest when you guys are done with them. Would just being in the Mournhold, Gods reach world space cause the bots go crazy?

 

I am able to enter Flaccus' house and get to the basement before the bots kill him, but I don't want to just delete the bots if it'll break the quest. Would changing their aggression factor or the creature faction that the bots belong to, in the CS, stop them from being hostile?

 

The main reason I posted this here was not to ask for personal help (though, I suppose I need it now), but to post that I had a problem with the bots still being hostile, though now it seems that might likely be a problem that is specific to my game.

 

I don't want to be in the way by posting questions for help like this in a development thread. I realize that this thread is mainly for debugging, so if this is "off-topic" let me know.

 

Oh, and I apologize if my formatting is strange. It's really difficult to post on this forum via mobile. :P

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I don't really mind where you post your comments, any help and bug related questions are welcome, no matter where you ask. This thread was created to get responses from people, otherwise what's the point? Now to your questions:

Disabling the bots via the "disable" command doesn't delete them, it just basically keeps the game from rendering them or even compute their AI. This is how they're initially supposed to be anyway so it won't break anything. And they are supposed to be hostile. There are two types of bots in the cell: Two, which fight one another and appear when you did the first quest - they're not hostile - and 6 others which will go insane after you completed the first quest and started the second. The latter ones will appear at a certain point in the quest. 

It's very strange that they are still visible even if you've never been in the same cell. I tried it with a character who has played Morroblivion for over 100 hours and a completely fresh one, both never where in Mournhold and the bots where invisible so I guess it must have to do with your savegame. Are you sure you downloaded the latest single esp from the main post and not just the rar file? Of course there is a way to have them be disabled via script but this could influence overall game performance so I decided against it. But perhaps I should, you're bound to be not the only one who's explored Mournhold before this point.

Again, you can ask anything you wish and complain about anything, as long as you're polite I don't mind at all, in fact I welcome any bug reports.

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Debugged Barbarian and the Book and also added a script to disable the bots if they're already enabled in the savegame. I also added all of the missing "latest rumors" replies from Tribunal.

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Thanks for being so helpful!

 

I am 98% sure I've never entered this cell before this time. I didn't even go to Mournhold until v. 062 was released. And yes, I downloaded the .esp and not the .rar file. Maybe it's something to do with load order? I don't really are how that could be the problem though, as I put it after the Morroblivion stuff.

 

Also, unrelated to this quest, but related to Tribunal...the map doesn't work properly. The local maps work fine, but the world map for Mournhold always has the player marker set on the Temple, even if you're in a totally different district, also, quest markers appear in the Temple in the exact spot as the player marker. This hasn't been a big problem for me as I know this game like the back of my hand and like I said, the local maps work fine. The only thing I know to say is that I'm running Darnified UI and Dynamic Map, but neither of those have cause problems with Morroblivion before, so I'm inclined to think it's something that hasn't been debugged. I have encountered a couple of other bugs with Almsivi and Divine Intervention spells in Mournhold and transportation issues with the Pack Rat, graphical glitches with Liches (heh...rhyming...) but nothing game breaking.

 

I realize some of these might not even be your cancern, as we've been discussing Tribunal quests, but I thought I'd mention them.

 

I love what you guys do. Morroblivion is probably the greatest mod for Oblivion. And there are some pretty fine mods for Oblivion, so that's quite a compliment.

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Sometimes Oblivion's memory isn't fully flushed when you reload an older savegame. So perhaps going into the cell, reloading the old savegame and then saving again saved information about the still buffered cell into your savegame.

And yes, the Mournhold map currently doesn't work right. I really don't know enough about how Oblivion's maps work especially in the kind of worldspace that the Mournhold districts are in. 

It would be great if you could specify what exactly the bugs with the Liches and Pack Rat are. That way they can be fixed :) . If it's the shield problem with the Liches, that's already been fixed.

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Yes, the Lich problem is the shield being stuck at its feet. And every time I choose Transport to Vvardenfell with Effect Tai in the Royal Palace area, my Pack Rat goes with me, even if I have him waiting for me somewhere else. this wouldn't be much of a problem, except that the inhabitants of the Grand Council in Ebonheart don't take kindly to rats, even pack rats. The poor little guy gets ganged up on. I seem to remember the Pack Rat staying in Mournhold in TES3. And whenever I cast Almsivi Intervention in Mournhold, it takes me to the Temple in Ald'ruhn. Divine Intervention seems to work most of the time, but occasionally, it just doesn't do anything at all. This only seems to happen in Mournhold and it seemed to only be the spell. I tried a DI scroll and it worked. And like I said, this doesn't happen every time. I really don't know what could be causing this. Oh and one other thing. In the Crimson Plague quest, Gedna Relvel, the Lich you must kill at the end doesn't seem to die. At least it shows no health meter. I gave it many many whacks with Trueflame and nothing happened. I ended up killing it with the console command. I'm not sure if that's one that's been debugged or not, Seeing as how the Lich shield problem and the warbots problem are still happening for me, I'm going to redownload the .esp and see if there's something wrong there. This may just be a fault on my end and I'm wasting everybody's time :P
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Crimson Plague Quest, i Could not Get it to Activate.

Second time Did It By WIKI, Went to Gedna Relvel's Tomb while doing Mazed Band  Quest.

Panel come Saying ( You Smell Something ) and the Rest, when back on surface went and Talked to Mehra Helas, tells you about New  Disease ( Red Plague ) when asking Latest Rumors, that was all.

Did not Refer you to Nerile Anderan went and Talked to Nerile Anderan Nothing comes up there in here Dialogue.

Did i do something wrong.

Gaenor Luck ran Out he turned up 2 Days Later, Re_Built Bots in Robot Arena easy 1000.

Edit

Completed Barilzar Mazed Band on 30 th Frost Fall, went into Gedna Relvel's Tomb on 29th Frost Fall..

Went to Morrowind to Get UMBRA and Lord's Mail for when i Get to  True Flame Quest. Talked again to Mehra Helas, Crimson Plague Quest Activated, Game date 7th Sun's Dusk . something was upsetting it.

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And every time I choose Transport to Vvardenfell with Effect Tai in the Royal Palace area, my Pack Rat goes with me, even if I have him waiting for me somewhere else. this wouldn't be much of a problem, except that the inhabitants of the Grand Council in Ebonheart don't take kindly to rats, even pack rats. The poor little guy gets ganged up on. I seem to remember the Pack Rat staying in Mournhold in TES3.

All travel services in Morroblivion work for any followers - this was an intentional change from Morrowind. However it should not transport them if they are set to 'wait'.

Looking at the rat script I think I found the cause - using SetRestrained is not the way to go here, because the game still counts restrained actors as 'following'. You should either manipulate the condition on 'follow' package or use AddScriptPackage\RemoveScriptPackage functions.

As for combat in Grand Council, it's probably a rat who actually initiates it - its aggression is set to 30.

Intervention scripts seem to be coded a little odd when it comes to Mournhold. I'll fix that.

Oh and one other thing. In the Crimson Plague quest, Gedna Relvel, the Lich you must kill at the end doesn't seem to die. At least it shows no health meter. I gave it many many whacks with Trueflame and nothing happened. I ended up killing it with the console command.

 

If you could kill her with console then she's killable. But she is very tough - has 700 HP, regenerates 2 HP\sec and completely immune to any sort of magic or poison.

This, however, does raise a concern - Resist Magic effect in Morrowind did not block elemental damage and some other spells, but in Oblivion it blocks absolutely everything. Maybe her magic resistance should be lowered to be like 80-90 % - otherwise pure mage classes would be practically unable to kill her.

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qwertyasdfghLooking at the rat script I think I found the cause - using SetRestrained is not the way to go here, because the game still counts restrained actors as 'following'. You should either manipulate the condition on 'follow' package or use AddScriptPackage\RemoveScriptPackage functions. As for combat in Grand Council, it's probably a rat who actually initiates it - its aggression is set to 30.

I did this because it's one script on all of the rats and you could have many rats at the same time. Adding a script package proved to be somewhat unstable, the rat would at some point just stop following anyway, seemingly losing the package. I will fix it by giving them an unplayable token item and set it as a condition for the following package. I didn't realize that SetRestrained will still teleport the affected NPC or creature. I will also fix the aggression.

 

 

qwertyasdfghIf you could kill her with console then she's killable. But she is very tough - has 700 HP, regenerates 2 HP\sec and completely immune to any sort of magic or poison.

This, however, does raise a concern - Resist Magic effect in Morrowind did not block elemental damage and some other spells, but in Oblivion it blocks absolutely everything. Maybe her magic resistance should be lowered to be like 80-90 % - otherwise pure mage classes would be practically unable to kill her.

The reason could also be the script which adds to her health 100 times the player level. So if you're level 50, her health would be 5700. This is how it was done in Morrowind, probably as a way to add something like Oblivion's creature levelling system and I implemented it the same way it was in Morrowind. I can only assume that this kind of health could be too high for certain characters and I may change it because of this. As to her magicka resistance, I didn't think of that problem, an 80-90% resistance is probably best. Also her and her minions' factions were set wrong that's why they attack each other, it's an oversight on my part.

These things may have to wait a bit though for me to do them because I don't have a lot of time this month.

 

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http://youtu.be/5AJftRE_ZkU

Gedna Revel Falls Down and Dies no Problems, Played 2 times Both times After Killing all the Skeletons, Gedna Relvel does not Put Up Any Fight you just Keep Flogging the Lich till it Dies. Has no Come Back to Attack.

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Another problem with the rat which I guess was probably already obvious to you guys but that I just noticed, is that he doesn't just travel with you between Mournhold and Ebonheart. Anytime you use any travel services he goes with you. When last i saw the little guy, I'd left him in Ebonheart, but as I took a boat from Khuul to Solstheim, he suddenly transported with me.

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Museum Of Artifacts when you Donate Items to the Museum with Torasa Aram You can Donate Goldbrand,,Umbra to Activate here giving you The Shield No  Problems.

If  you Donate Lord's Mail,, with Goldbrand,,  or Umbra, Torasa Aram will say thank you for the Donations But Does Not Take the Lord's Mail out of you Inventory you Still have to Give here Goldbrand,,Umbra to Get the Shield

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Ok, this should fix the rats, Gedna's minions and it also adds the missing Mournhold little advice and little secret topics. I also changed Gedn's script that the health will never go above 3000. I also reduced her resist magic spell from the insane 600 to 80. Also Note that Gedna's and the other Liches' factions were fixed here. I don't really know why Gedna doesn't fight back in your video Roxon, maybe it's something about the new Lich combat style? I don't know enough about what it changed though. 

Update is in main post.

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Nice! So, it leaves us with only 1 quest to debug, right?

I can take it, assuming you haven't started already.

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Nope, I haven't started yet and probably won't for another 2-3 weeks. So if you want to debug it, that would mean Tribunal will be completely finished very soon :) . The quest has the same kind of water raising problems as Black Dart Gang, so you might have to change the cell structure a little or try another way around  it. 

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This fixes a small problem regarding Fons Beren's dialogue I noticed with the Match Maker.

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