Oblivion talk:The Battle for Castle Kvatch

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Okay, so I've started a new character, and I've gotten to the part where you have to get allies for Bruma.

So I noticed I hadn't completed this quest yet, so I tried. Savlian Matius gets to the courtyard, and I clear out all the daedra.

I talk to him and he says "Charge the courtyard! Leave none of them standing!" even though I killed all enemies, including knocking HIM out a couple of times. Nope. Still no dice.

This happened with my previous character too. Are there any mods or anything that might conflict with this?

--Jojje 04:54, 27 February 2007 (EST)

So you mean you've lifted the gates, and you're in the last courtyard before entering the castle? It looks possible for there to be a conflict with a mod (well, I suppose, you could always imagine something in a mod that could mess anything up). The script there works by keeping track of how many daedra you've killed, using the counter ms49.courtyardkilled. Each of the critters in that courtyard has a custom script, MS49CourtyardScampScript, that gets called when it dies, and that script adds to the counter. Once the counter reaches 9, the game decrees that everyone is dead, updates the quest stage, and moves forward. So it has no idea of whether there are really any enemies left alive; it just assumes that the counter will take care of everything.
So there's all types of things a mod could do here to mess things up. If the number of critters in the courtyard is changed, the counter will never be able to get high enough. Or if any of the critters are changed to be standard daedra, instead of using the template that provides the script, killing them will do nothing. You could try using the console to enter the command set ms49.courtyardkilled to 9 and just force the counter to update. --Nephele 00:38, 28 February 2007 (EST)
A trick I just learned when the same thing happened to me was to just carry on without him and grab the ring myself. It seems that it forces the quest to move along once I grab the ring and give it to him in the courtyard. --Talon Lardner 12:43, 18 March 2007 (EDT)


Thanks a lot, Talon! I'll give that a shot, as I'm experiencing the same problem.
In the interests of working out what went wrong, here's a list of the mods I've got running:
  • Martigen's Monster Mod (probably what's causing the problem, based on Nephele's findings)
  • Crowded Roads
  • Natural Vegetation, Habitat, Weather and Water
Still, if I'm able to just head in and get the ring, that should be ok. Chump 21:33, 28 March 2007 (EDT)
Spooky, I'm using those same mods too (Well, plus a boatload more, I'm a mod addict... *bows his head in shame* --Talon Lardner 22:47, 28 March 2007 (EDT)
I'm using Adrenaline Oblivion, a mod that adds tons of enemies to each encounter, very Lord of the Rings-ish, and I had the same problem where Savlian just stands in the middle of the courtyard and won't run into the castle, even though everything is dead. After reading this I'm almost certain that mods are the cause of this odd little glitch. Thanks a lot for the fix! --66.61.85.80 20:39, 6 May 2007 (EDT)

Contents

[edit] Quest ID?

What is the quest ID for this quest? --4.158.156.70 20:12, 5 April 2007 (EDT)

MS49 --Nephele 20:26, 5 April 2007 (EDT)

[edit] "Everybody lives"

The page talks multiple times about keeping everybody alive. Who lives or dies doesn't actually affect the ending of the quest in any way, does it? The one guy that needs to be kept alive is marked essential, so he can't die anyway.

Of course, keeping everybody alive is the most satisfying way to complete the quest. And the hardest. I'm level 3 and playing an assassin-type character and it's just hell that I can't use my damage multiplier. I'm already poisoning every arrow I've got and drawing the enemy fire to me, but it's still extremely hard to kill all the enemies fast enough to keep these utter wimps of guards alive. With friends like these... JRM 17:32, 13 September 2007 (EDT)

Who lives or dies has no effect at all on the quest. Even talking to the Kvatch guards at the conclusion of the quest will yield generic greetings and the 'Rumors' topic. I don't think Savlian Matius is marked as essential though. So, while it doesn't really matter if anyone else dies (apart from you), if Savlian dies, that has an impact on both this quest, and Allies for Bruma. It's possible to just make a run for the Signet Ring and return to Savlian, but Savlian seems to have an odd habit of getting his armour broken and running around in his T-shirt. --Saruuk 19:19, 13 September 2007 (EDT)
I'm virtually certain that Savlian is essential, at least until you give him the ring. Everybody else has a nasty habit of dying, though. --Gaebrial 03:06, 14 September 2007 (EDT)
Funny thing is, I'm now right before triggering the main run to the castle. If I "kill" Savlian he just drops unconscious (so yes, he appears to be essential), but if I set bEssentialTakeNoDamage to 0 and bForceReloadOnEssentialCharacterDeath to 1, Savlian will die, but I don't get a reload prompt. (If Martin dies, of course, I get a "Martin has been slain, all hope is now lost", but I'm guessing this is coded separately). It doesn't quite work as I expect it to. (I'm trying these settings as way of upping the challenge/frustration a bit.) JRM 07:14, 14 September 2007 (EDT)

[edit] Signet Ring Bug + Potential Fix

I just played this quest on the Game of the Year version for the Xbox 360. After finding the count, I expected the quest to have given me his ring, so I went back the the quest-giver. He told me to get the ring, so I travelled back to the Count's body. This time I searched his body and saw a "brass topaz ring" on it, but nothing else other than clothes and some gold. I took the topaz ring back to the quest giver, but he still asked for the signet ring.

Eventually, after trying rest, restoring the game, and searching the courtyard for more monsters, I looted the Count's corpse completely. Strangely enough, I then had the signet ring in my inventory, even though I didn't see it in the Count's inventory. Weird stuff. I thought I might post that here, as I found this site while looking for a way to solve the quest.

[edit] Console Codes for Kvatch Armor

I did this quest a while ago, but lost special levelled Kvatch armor when moving houses. What are its console codes, because they don't appear on the article for this quest, and I don't seem to be able to find it in the other sections either...? Never mind - found it. Was spelling both words incorrectly ;)

[edit] Dark Brotherhood

Just on a side note, I find this is one of the best places to get Legion Armour and also Initiation into the Dark Brotherhood. It needs refining but when it is just you and the Legionairre in the Counts quarters, kill him there. No bounty, dark brotherhood and legion armour. It is a decent set of armour for a new guy, and if the oblivion stone you get has a element enchantment then you easilly OHKO him. Berober04 10:11, 2 February 2008 (EST)

[edit] Not everyone on top of the Castle is Daedra!

After spoke I completed this quest by returning the Signet ring to Savian, I exited the castle and crossed the bridge. As I did, I turned and looked back and saw a shadowy figure at the top of the castle. I figured there was one lone daedric archer that I hadnt finished off, so I put a 'damage health' potion on my bow and killed the straggler in one shot.

To my surprise, as I entered the Kvatch chapel and spoke to one of the guards there, I had a 1000 bounty and was being arrested!

Reloading the game, I took a closer look at the shadowy figure this time and found that it was a legion guard up there. I believe that I completed the quest with one or more legion guards alive, so perhaps one of them went up there as I left the castle?169.145.3.12 13:33, 29 May 2008 (EDT)

This was probably a glitch. In the normal course of things, guards won't spawn up there, but oddities like this will happen from time to time. --Robin Hood (TalkE-mailContribs) 11:56, 4 June 2008 (EDT)

[edit] Verification talk

I put a verification tag on the note on the main page. I personally think that whoever put that note there doesn't know what he's talking about. --Darth NANAME 11:37, 1 June 2008 (EDT)

I've deleted the whole note. This quest is nothing to do with the chapel halls and undercrofts - you gain access to those when you start the Pilgrimage quest of KotN. –RpehTCE 00:53, 2 June 2008 (EDT)
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