Shivering talk:Obelisk of Order

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Spawning Times[edit]

In the top of the main article here is a description of when the Obelisks begin to become active and spawn knights/priests.
"While the obelisks are not active at the beginning, they activate as you progress through the Main Quest. They are all active once you start Retaking the Fringe, only to all be deactivated at the end of that quest. They are then reactivated once you talk to Sheogorath about Rebuilding the Gatekeeper, and remain active until the completion of The End of Order."
This information is not correct for my game at all. The Obelisks became activate after speaking with Sheogorath at the end of Baiting the Trap for me. Other than the two at the palace, all Isles Obelisks have been active and spawning since then. I shut down three on the way to Cylarne to do The Cold Flame of Agnon, well before retaking the Fringe. I also don't understand why they would "all be active" while retaking the fringe but not after since 95% of that particular quest is inside The Fringe only?. Currently I am rebuilding the gatekeeper and they are still very much active which the statement confirms. However, prior to beginning this quest, I walked (free-roamed) Pinnacle Road where I came across at least two, one of which I deactivated. So, either the information is incorrect, worded incorrectly, or the active obelisks go by level? I did not want to force-change the information before getting confirmation from another editor. Can anyone confirm one of these? --AlbinoMudcrab 03:07, 24 April 2007 (EDT)

Checked the scripts in the CS. Each Obelisk is individually activated, by reference, at a specific stage of the quest SEObelisks. The quests SE03 (A Better Mousetrap) through SE07 (Ritual of Accession) each have calls to advance SEObelisks one stage, activating one or more Obelisks. At the END of SE08 (Retaking the Fringe), all Obelisks are deactivated. At the END of SE09 (Rebuilding the Gatekeeper), it's triggered again to re-activate ALL of the obelisks, including the ones you've shut down. Then SE13 (The End of Order) spawns the two at the New Sheoth castle. Once Jyggalag is defeated all are deactivated.
So as far as I can tell, the information on the page appears to be fully accurate. I'll try some more digging. --Deathbane27 03:40, 24 April 2007 (EDT)

If you checked the scripts, then I don't know what to say. I suppose it will need reworded and explained better. Finding out and marking which ones activate (advance) when stages SE03-SE07 are completed would be the next step. This, however, still isn't my game at all, so I'm at a loss here. I can even remember which ones I saw active at certain times that contradicts the statement. Most recently (prior to starting rebuilding the gatekeeper) the one beside Vitharn was active, whereas the scripts say it should be disabled after Retaking the Fringe. If it had been awhile I could say that maybe I was wrong about this, but we're talking about this just happening in my game, I just did it the last time I played.

I'll actually contradict myself here a little bit in that I do remember the one directly outside Cylarne not being active until leaving Cylarne during The Flame of Agnon. However, the 'Flame' quest is not completed until far after that, so that obelisk activates in the middle of the quest. However, like I previously stated, on the way to Cylarne I saw three active obelisks. One where the unnamed path forks going to Cylarne or Hale, one outside of Cann, and one beside Puddlejump Camp. We'll just have to tweak the article some and wait to see if anyone else has encountered this. Thanks for looking it up though. --AlbinoMudcrab 05:03, 24 April 2007 (EDT)

It's certainly possible I overlooked something. The only places I found (using Find Text) the ReferenceIDs of the Obelisks was in the SEObelisks quest stages (and the references themselves, of course). And the only places that SetStage SEObelisks appeared were result scripts in other quest stages. But again, I may have missed something.
It is also possible that the scripts actually don't do everything they appeared to be doing during my initial analysis. Most of the work is handled in the Obelisks' OnLoad block; the SEObelisks queststage scripts just set variables. Perhaps you came within load distance before the variable change, so they stayed active. Or maybe the Priests of Order aren't despawned on that step (I know they are on step 200, not sure about 80), so were able to reactivate the Obelisks themselves. This will need some controlled testing; or copying all the script segments to where one can look at them all at once, combined with a massive flowchart analysis. Neither of which is going to involve me, at least not this week!  :P --Deathbane27 05:31, 24 April 2007 (EDT)
Eh, nope. Stage 80 moves the Priests into a "holding cell", turns off Knight spawning, and does SetDestroyed on all the obelisks as well, so that's not it. I'm stumped. --Deathbane27 06:13, 24 April 2007 (EDT)

Status after main quest completion[edit]

After completing the main quest in Shivering Isles, do all of the obelisks shut down, (Like in Cyrodiil with the Oblivion gates) or do you have to go around and close any remaining obelisks yourself? --Merco 08:29, 15 August 2007 (EDT)

  • no, all shut down.--Themadgod 13:01, 20 April 2009 (EDT)

How to deal with them[edit]

I have added a third strategy on how to deal with the Priests/Knights of Order that I have found to be quite efficient (I have achieved it today, and it works really well). Please correct any mistakes if there are any, since I probably won't be passing by again very soon. I'm not sure if it's because you have good blunt/blade that it makes your opponent stagger more often when you hit them, so please correct that if I'm wrong.

Moonshadow[edit]

(moved from the article)
  • Sometimes while paying a visit to an Obelisk while using Moonshadow, and leaving it again without being seen, it might cause the obelisk to *shut down* itself. When you return later, the obelisk will look deactivated, and a bunch of Order Swords lies in a perfect row next to it. Also the ground would be filled with dead Knights of Order, but the Priest of Order is nowhere to be found. Nothing will happen when you try to use the obelisk. It can be fixed to do another quest of the main storyline, and return after. The Knights of Order and the Priest of Order will be alive again, and the Obelisk will be working again.

I've moved this partly because it sounds like a one-person glitch rather than a definite feature, and partly because it's not very well written and I can't tell exactly what is supposed to happen. If somebody can supply more information that would be good. –RpehTCE 12:12, 19 June 2008 (EDT)

Reactivation?[edit]

Is it possible to, using the console, re-activate obelisks after finishing the main SI quest? — Unsigned comment by 68.47.159.24 (talk) on 11. December 2008

I also have a bug where several obelisks that should be activated - aren't. A priest of Order prowls around each one, and as I can't deactivate the obelisk - the priests are effectively unkillable. Any console code to activate them? (so I can deactivate them properly) ComaDivine 10:08, 6 August 2010 (UTC)

Obelisk Loot[edit]

Once an obelisk is deactivated (glitched or not), attempting to use them again reveals a bunch of loot inside, which appears to be identical to the loottables for the crystal chests. Pretty sure taking the contents of the obelisk doesn't remove them from the associated crystal chest. — Unsigned comment by 121.44.48.23 (talk) on 25 January 2009

Yes it does. The activator on the obelisk passes the action on to the chest. I tested this in several ways, not least using the tcl console command to verify that both were emptied at the same time. –RpehTCE 10:59, 25 January 2009 (EST)
Ah well. Saves time hunting for the chests then :P — Unsigned comment by 121.44.48.23 (talk) on 27 January 2009

Obelisk of Order loot[edit]

When I deactivate an Obelisk I get to loot it, but loot in it is not leveled. I get only about 5 gold coins, some iron weapons and armor and petty gems. Is there any way to fix it to give leveled loot?

ok, I know this might be a dumb question, and I'm not trying to make you look stupid, but are .you like level 2 or 3?24.162.122.34 03:12, 13 April 2011 (UTC)
I know that some leveled items in the Isles have an issue where the level is set at the time you install the expansion, rather than the level your character is at when you get the item. So if you are starting with a level 1 character, and Shivering Isles is already installed, even if you are level 50 when you go to the Isles, you will always get the level 1 version of certain items. Perhaps this issue can also affect the obelisks? EmmBee 15:18, 31 July 2011 (UTC)

Reanimation bug[edit]

Just found this page I'm adding/clarifying the reanimation bug I started on the priest of order page as its not very clearly written here.