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Freeing a Slave Crashes the Game

Submitted by balladofwindfishes on

Everything else seems to be working just fine.

Right after I leave the first town, there's a cave I went in and tried to free some slaves. As soon as I set one free, I hear a chime and see a counter up in the corner and then Oblivion just crashes.

What should I do to fix this, besides not freeing slaves? Or is there maybe an item I need to get before freeing slaves (besides the key) that I havn't gotten yet?

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Last edited by morroblivion-admin on 27 Jan 2014 - 18:10.

Yeah I get this too... I haven't had time to explore it, but it is probably an issue with the slave-freeing script or the item the slave drops (if they drop the bracers on the ground like in the original Morrowind)...

Testing should be easy, just go to the cave by Seyda Neen with a new game, and try and free a slave - crashola!

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How many slaves have you freed? I have freed 51, and then on 52 I got a crash. I though maybe it was vampire "cattle" causing the problem, so I changed the class on them from "Slave" to "Commoner" so the dialog for freeing them doesn't keep coming up. I had not been disabling the slaves; I had just been sending them to a holding cell. I changed that with v031, so that now I am disabling them as well, but have not had a chance to test it again. There is a cave coming up where there are 6 more slaves, but I probably won't get to it before the next release. I have manually disabled all the slaves in my game by using COC 0FreedSlaveCell, but I don't know if that is going to make any difference or not. I think there is probably some kind of limit somewhere for something. To have the script work perfectly 51 times in a row leads me to believe that there is nothing wrong with the script. There is something else going on.
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The next think I will try is creating a second Freed Slave Cell and then start sending them there after a certain point. There may be some kind of stupid limit for the number of NPC's in a cell. Please let me know how many slaves you have freed before starting to have problems.
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Happens on the first slave I free in Addamasartus - or anywhere else for that matter.  As soon as I select "Go Free" the slave disappears in front of me and I get a crash to desktop.

David, do you know the name of the quest in the construction set that deals with this, or the names of any scripts?  I can't seem to find it in there anywhere...

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This has happened to me (and my daughter) also, on two separate computers.  We are not able to free any slaves without crashing the game... just as thermador said, after you pick the Go Free option, you get "Free the slave'--and as soon as his thank you clears the screen, the game crashes with a tinkle sound.  This happens on both a brand new game, and on characters who have been imported from Cyrodiil.

I thought it might have something to do with the wrist irons, so I ran Refscope on the slave(s ... sure enough, it said 'missing resource' in the hand slot (?).  But that wasn't the problem, as wrist irons work just fine in Cyrodiil--and just to be sure, I extracted the tex/meshes from the OB bsa and dumped them in the appropriate directory under Data.  The game stayed up longer (or long enough to see the thank you line)--no missing resources now--but it still crashes to desktop right afterward, every time.  Doesn't matter which cave/dungeon you're in.

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I've only freed about 15 or so in numerous locations around the map and in caves, but I have had no problems with crashing. I can't confirm about the Addamasartus slaves as they attacked me when I attacked the smugglers but all the rest have not caused a crash so far.

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I probably messed up all slaves with v031 by trying to disable them in dialog. Disabling somebody that you are talking to, in dialog, will crash the game every time. That's why I have to move them to the holding cell in the first place. I had thought that by moving them first, then disabling them, I could get away with it. Obviously not. That part, at least, will be fixed in v032. I have put in a second cell and logic to start moving slaves there after 50 freed, but may not be able to test that portion until after v032 is released.
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This may be more work (although I don't see how), but instead of moving them instantly, you could also use the script command AddScriptPackage

1) Create a new AI package that tells the slave to travel somewhere, wherever you want them to end up, such as the Argonian Mission in Ebonheart (a haven for escaped slaves) or something. 

That is, it would be a "Travel" package, with a schedule for all days/hours, no conditions, and a location of "Near Reference" and then set a cell and reference and a radius.  (Supposedly using "In Cell" instead of "Near Reference" to send an NPC to a cell can cause problems).  Then "Must Reach Location" must be ticked in the package options. Let's say you call this package is "SlaveGoFreeToArgonianMission"

2) For the result script of the "Go Free" dialogue, use AddScriptPackage:

AddScriptPackage SlaveGoFreeToArgonianMission

3) Then when you choose "Go Free" the slave will have to travel in real game time, and not instantly be warped somewhere.  Once they get to the location, the travel package will automatically be removed from their AI packages.  This not only adds realism, but risk, since if you go about freeing slaves and the slaves start walking out, they might get killed if you haven't cleared out the rest of the area of hostiles.

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Yes, that was basically my original plan. The reason that I didn't is then what to do with them once they reach the location? I did not want a bunch of freed slaves wandering around somewhere, and anything else except a generic package would require a specific reference, which would require a list of all slaves that would be freed. Given that, which I did not think was feasible given everything else that needed to be done, it would be fairly straightforward, although perhaps a bit tedious, to a script that disables them on package end.
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OK, I have tested the fixes and they work for me. These will be included in v032. I have now freed 57 slaves. I had no idea there were this many slaves to be freed in Morrowind!
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