Now I am playing MotB (actually, makeover edition in the NW Vault) and got the Silver Sword, and standing in front of the Betrayer's gate.
But when I click the gate, the message says "There are enemies nearby." and I cannot open the gate.
I cannot rest there, too.
I tried to look for enemies by using a character with Track feat and 25+ or so of Survival skill but cannot find any enemies.
Can I somehow open the gate by, say, using console command?
Help! Betrayer's Gate: There are enemies nearby.
Débuté par
Jugonshi
, déc. 04 2013 11:11
#1
Posté 04 décembre 2013 - 11:11
#2
Posté 04 décembre 2013 - 11:36
I found the enemy!
I let Kaelyn cast Detect Undead and found an undead creature spawned beyond the gate!
I cannot attack that. And I cannot open the gate because the enemy is near. Does that mean I should re-start from some very old save?
I let Kaelyn cast Detect Undead and found an undead creature spawned beyond the gate!
I cannot attack that. And I cannot open the gate because the enemy is near. Does that mean I should re-start from some very old save?
#3
Posté 04 décembre 2013 - 02:55
Additional report.
Those are indeed two "Vampire Ancient" just on the other side of the gate. I can click them. But can't do anything as my characters have no line of sight to them.
If there is some way to kill them....
Those are indeed two "Vampire Ancient" just on the other side of the gate. I can click them. But can't do anything as my characters have no line of sight to them.
If there is some way to kill them....
#4
Posté 04 décembre 2013 - 03:26
You can try saving and reloading. Sometimes this will move creatures banging on doors past them. Or try an area of effect heal like mass heal, that one usually makes mincemeat of lurking undead.
#5
Posté 04 décembre 2013 - 03:47
Thank you for the reply.
Area effect spells nor heals did not work.
But after few hours of struggle, I just found the solution. The console command "dm_setfaction commoner" worked for me. Now those vampires are not enemies and thus I can open the gate.
Area effect spells nor heals did not work.
But after few hours of struggle, I just found the solution. The console command "dm_setfaction commoner" worked for me. Now those vampires are not enemies and thus I can open the gate.
#6
Posté 04 décembre 2013 - 06:59
Good that you found a solution, but in my case, those vampires would have to die just on principal. Demi-god-ish super-heroes defying the will of dead ancient deities should not have to put up with noisy neighbors!
There are a few select spells that should work - while I never had the same problem, I have run into similar disturbances in Kelemvor's city with paladin/cleric teams that spawn in on unreachable spots, but was able to drop them. I don't remember specifics, but ongoing area effect spells like incendiary cloud and storm of vengeance would be a good start. There were also a couple of directly targetable spells that worked (using TAB to select them), though these goody-two-shoes were always visible to me.
If you want to experiment, you're probably thinking you can't because you can't rest to learn new spells - not so. Install the Stone of Many Alarms mod for SOZ and console yourself one.
There are a few select spells that should work - while I never had the same problem, I have run into similar disturbances in Kelemvor's city with paladin/cleric teams that spawn in on unreachable spots, but was able to drop them. I don't remember specifics, but ongoing area effect spells like incendiary cloud and storm of vengeance would be a good start. There were also a couple of directly targetable spells that worked (using TAB to select them), though these goody-two-shoes were always visible to me.
If you want to experiment, you're probably thinking you can't because you can't rest to learn new spells - not so. Install the Stone of Many Alarms mod for SOZ and console yourself one.
Modifié par I_Raps, 04 décembre 2013 - 07:04 .





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