Oblivion talk:Caught in the Hunt
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Is anyone able to fill in the name of the Orc in this quest? Endareth 23:20, 6 April 2006 (EDT)
I added it in. - Hanshi
I got the bug where I kill the orc and get the key and get out, but nothing happens to the quest. I am playing Oblivion on the Xbox 360. Is there any way to fix this, or am I pretty much stuck until a patch is released? (also, I do not have a savegame far enough back to avoid this) --Nirvelli 03:45, 27 April 2006 (EDT)
Was the problem with HAVING to use the console fixed in the patch?
- This exact same thing happened to me, and I don't have any save games far back enough either. It's incredibly annoying, because I can't complete the quest and I can't dispose of the bloody keys (including the fake key). Is there any fix that anyone knows of on the Xbox 360?
- I had a similar problem, but apparently, I was too quick for the game. I killed Kurdan, then immediately took the key off his body. Immediately after, I received the journal entry that I should search his body for the key. This means the game thinks I'm still stuck inside Fort Grief and, of course, I can't put the key back, so I can't complete the quest. -- Interrupt feed 23:37, 15 February 2008 (EST)
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- So, will we have to wait for a future patch to fix this? I've searched everywhere and apparently, it can't be fixed. I hope Bethesda knows about this because it's annoying having an incomplete quest in one's journal when one clearly completed it. 65.96.152.150 22:14, 25 May 2008 (EDT)
I don't know if it's everyone's experience, but this is a great quest for getting loot. The three hunters and Kurdan all have good gear you can use or sell. If necessary, use Kurdan's boat to shuttle back and forth to Bravil to get it all. Zompist 03:35, 24 June 2006 (EDT)
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[edit] Above the swinging barrels
have you noticed there is a way to sneak into "the hunter's run" as there is a door above the spiked swinging barrels. All you need is a little dexterity to climb (jump and face the wall moving forward/sideways)above the area. then you face the Orc first. and he's tough. I am in process of this route (he's very good at killing me) and I'm wondering if anyone knows if this will bugger the ending?
- Probably won't be a problem. I'm guessing you won't even need to kill the other two hunters, though they're much easier. (I got one of them just by standing on one side of that pit with the spikes at the bottom. He kept running at me, falling in the pit, climbing back up the ramp, and falling in the pit over and over until he died.) Come to think of it, you could lure the Orc up and use that trick on him, too. Or you could try drowning him like I did. (See tip on the main page.) If you can do it without killing the other hunters, be sure to post a tip here. --TheRealLurlock 15:05, 14 July 2006 (EDT)
[edit] a different glitch
(im compiling all my glitches into one coherent paragraph)
for tose of us who run the opencities pack... this quest will be quite a hair-pulling ordeal. heres whats up,
- the map in opencities is missing some stairs to reach Ursanne Loche's house. jump from another house to it, or use TCL.
- once you complete the quest you end up INSIDE the town. but, becuase of opencities all the doors and whatnot have been linked to the version of the map that is on the main world. so you cant go anywhere. just maptravel and you will reappear in teh correct version of the town.
- if you drop loot iside the unused portion of the town, you can still get it back. go back to the island and back to town and it will put you inside the unused town again. pick up your loot, and map again.
for the most part i would suggest deactivating opencities for this quest. its just a pain in the behind.
im going to add a glitch warning on the article to reflect this.
-TehBuG- (68.146.255.42 22:21, 17 June 2007 (EDT))
[edit] Yet another bug...
(I'm playing on the PS3.)
I defeated the hunters in the run and I got a message to go back to rescue Loche. As I went outside, I saw the orc kill him. He then proceeded to hack me to bits. I started at the entrance again and decided to pickpocket him rather than fight. I got the real key easily and was able to escape in the boat. I went to the wife's house but she still told me I needed to go find the husband. I went back to Fort Grief and the orc was wandering around but did not come up to attack me. When I spoke to him he gave me the same killing speech but he didn't pursue me (it was like he wasn't after me anymore). So I stabbed him and THEN he came after me. I decided to swim (I have a necklace that allows me to exist underwater indefinitely) to escape him so once I was safely across the river, I had to fast travel back (since I left the boat there). When I arrived, the boat was gone, the dead body was gone, and the angry orc was gone! The place is deserted... but I have not finished the quest! --BluecatTalk
- I THINK this is happening because you passed a one-way boundary that dictates whether or not stuff for the quest should be there (which you can only enter by way of the boat), and Ursanne is scripted to recognize the death of her husband only after the game tells you to go back to Bravil.
- See if there is a boat in Bravil. If there is, get on the boat and go to the fort. Hopefully, everything should come back. BEFORE you kill Kurdan, Reverse-pickpocket the key back into his pocket. We've had problems with the quest failing to update because of the player obtaining the key before the journal tells you to. Then kill Kurdan and get the key. Hopefully things should work properly from that point.
- If the game does not reset, then you might have to continue from any earlier save you might have, or abandon the quest. (Gromir the Wasted) 24.2.171.37 21:40, 15 May 2008 (EDT)
[edit] Ursanne Loche vanished ?
I'm playing on the 360 and the quest went normally for me (none of the other bugs people have described) up until the point where I headed back to Bravil to talk to Urasanne. The quest marker leads to a statue near the lonely suitor lodge, but Ursanne never shows up? She can't have died, and I can't find her anywhere in Bravil. :( —The preceding unsigned comment was added by 87.194.115.207 (talk • contribs).
- I've never seen the bug you've described, but every time I played that quest she was in her house in the center of Anvil. Have you tried looking there? –Rpeh•T•C•E• 10:24, 28 February 2008 (EST)
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- Yup, I've looked and she's not in Aleron's House or anywhere in Bravil. :(
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- I have the same problem! I can't find her! My quest marker leads to city swimmers house, where she isn't. —The preceding unsigned comment was added by 81.175.242.249 (talk • contribs).
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[edit] Yet another bug!
This is one buggy quest >.<
If you pickpocket the keys off any of the characters it'll hang the quest til you kill. The first hunter *has* to die in order for the second hunter to spawn (So the only way to get past the first area is to kill at least 1 hunter)... way to go supporting thief-builds Bethesda.
After that if you get lucky Kurdan may kill Aleron with his back to you, allowing you to cleanly sneak up to him and lift the real key from him undetected, if you pull this off the quest becomes permanently broken citing you should tell Aleron you found the key even though Aleron is dead. —The preceding unsigned comment was added by 85.62.18.8 (talk • contribs).
- I confirmed this (it's readily apparent in the hunters' scripting.) The strange part is that there's a contingency for the last hunter (the Orc) where you can pick his pocket for the key and the quest will update properly and be finishable, yet for the other two as noted the next hunter won't appear. Kivan 15:52, 25 May 2008 (EDT)
[edit] Very rare bug
I've never heard this before and I haven't been able to reproduce it. After coming out of Hunter's Run, instead of killing Aleron Kurdan stood there and took it while Aleron beat him to death with his fists. His death triggered the 'Kurdan has killed Aleron' message, but I had to use the console to unfreeze myself. Kurdan's sniper ally was nowhere to be found, Aleron just stood there chatting gossip, and his wife back in Bravil mourned him as though he were dead.
[edit] And yet another quest-breaking bug
There are invisible markers for all the three hunters near where they start. The Imperial's marker isn't used, but if the player kills the Imperial near the Nord's marker, or kills the Nord near the Orc's marker, the next hunter will never appear so the quest is broken. I have no idea why it was programmed this way with no contingency as the markers and code are completely useless; should just have all three enabled at once as the dungeon is large enough that the player is not going to have to fight more than one at a time unless they run into the unknown dungeon when being pursued rather than safely back to the entrance (how much hand-holding is required? And this hand-holding can break the quest completely.) I'll put another bug entry on the main page for this. Kivan 15:23, 25 May 2008 (EDT)
[edit] Bogus boat info?
re: If you fast travel to Fort Grief instead of using the boat, Aleron will not be there...
I added a "verification needed" tag to this. All that the boat's scripting does is enable the boat at Fort Grief, disable the boat in Bravil and move the player to Fort Grief's dock. I've never been able to recreate this by fast-travelling to Fort Grief or swimming there so if anyone has a recreatable set of circumstances to cause this bug, please post them. Kivan 16:31, 25 May 2008 (EDT)
- I've never had it happen to me. But when researching someone's questions about the Fort Grief boat, I did find some scripting that would seem to explain why you need to take the boat: in MS08Script there is a check to see whether the player is less than 600 feet from the boat's marker; only then does the quest advance to stage 50. So if you swam to the island and came ashore at a location nowhere near the boat dock, it seems like it could trigger a glitch of some sort. --NepheleTalk 17:56, 25 May 2008 (EDT)
- Thank you! I was always approaching the fort from the "correct" side from Bravil which passes near the boat marker. I tried it fast-travelling to Cadlew Chapel (too far to the east) and swimming back to Fort Grief, sticking close to the walls and only got about 1,400 units from the marker whereas it's checking for 600 (should be checking if the player is in the cell FortGriefExterior... will fix that up.) I removed the verification tag. Kivan 00:57, 26 May 2008 (EDT)

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