I had posted about this somewhere else, but am following a suggestion to seek help here since it may be more apropriate.
I find myself unable to complete the quest "The long way home" where you deliver flemeth's talisman to the altar in the moutain graveyard.
What happens is Merril gets stuck at the beginning of Sundermound passage and so she isn't available to open the magical barrier protecting the graveyard.
That also means I can't recruit her as a member of the party, and can't complete a main plot quest. This also means, I suppose, that I won't be able to start the Deep Road expedition and progress to Act 2
I have had no problem on my first character, but I had no premium content, since I wanted to experience the game "as is"
Now I have dowloaded all the content available to me. Could thisbe interfering?
Any help or suggestions welcome.
Game breaking bug with Merril and "The long Way Home" quest.
Débuté par
Doctorfun
, avril 16 2011 03:08
#1
Posté 16 avril 2011 - 03:08
#2
Posté 16 avril 2011 - 03:10
I forgot to mention: I'm on PC with Vista Pro 64bits and have the game patched to 1.01
#3
Posté 17 avril 2011 - 12:22
Nobody has an idea how to get around this?
#4
Posté 17 avril 2011 - 12:35
patch to 1.02 and see if the issue remains.
At the cave entrance near the bottom of sundermount there's a plot dialog with merrill. Did that activate? She starts off by saying that *You're not really seeing the Dalish at their best".
At the cave entrance near the bottom of sundermount there's a plot dialog with merrill. Did that activate? She starts off by saying that *You're not really seeing the Dalish at their best".
#5
Posté 17 avril 2011 - 12:36
Did you leave the Sundermount area between talking to the Keeper and going up the mountain? Sometimes if you do that, Merrill will be killed by shades. Try reloading to an earlier save (if you have one available). The premium content shouldn't be causing any interference.
#6
Posté 17 avril 2011 - 10:07
Yes, the dialog happens at the passage entrance and I have patched to 1.02 and the problem remains.
No I didn't leave the Soundermound area and Merril is alive, she simply doesn't seem to like dark passages
No I didn't leave the Soundermound area and Merril is alive, she simply doesn't seem to like dark passages
#7
Posté 17 avril 2011 - 10:55
Any chance you have an autosave on entering the cave? Or maybe another save before that?
#8
Posté 17 avril 2011 - 11:13
Yes, I tried the autosave and same problem happened. But it is solved now, as explained below.
Newsflash: After starting a game with another character, I came back to the save with the problem ,right near the magic barrier... and as if by magic, Merril was now there so everything went smoothly.
Not sure this qualifies as a workaround, it needs to be confirmed by others... but here's the info anyway.
Thanks to everybody who tried to help, this is a great community
Newsflash: After starting a game with another character, I came back to the save with the problem ,right near the magic barrier... and as if by magic, Merril was now there so everything went smoothly.
Not sure this qualifies as a workaround, it needs to be confirmed by others... but here's the info anyway.
Thanks to everybody who tried to help, this is a great community
#9
Posté 17 avril 2011 - 02:27
interesting.... so, basically loading a save game outside the cave caused merrill to warp next to you, but loading inside the cave, or simply walking in and out of the cave didn't fix it.
Odd, certainly, but glad to hear it's resolved.
Odd, certainly, but glad to hear it's resolved.
#10
Posté 17 avril 2011 - 05:56
Yes, only I had tried before quitting the game and loading that exact same save and it didn't make a difference. But after playing a different character and coming back, it was solved. Probably just a random thing, since I can't possibly imagine how loading a different character in the meantime could affect the outcome!





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