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Post by dogonporch on Mar 23, 2017 17:52:34 GMT
I was never keen on how Oblivion handled Glarthir's bipolar disorder. So if you'd like a different result...try the following after completing the quest... Standing over the recently slain Glarthir, open the console [the ~ key], click on him and type... setcrimegold 0 ...and hit enter. This should make the guards leave him alone. Then resurrect Glarthir...this can be done numerous ways...but I like using Mara's Protection. Slip a flower onto his corpse. Then...open the console again...click on Glarthir (so his name is displayed)...then type... update3d Glarthir should now go about his normal business. He will normally avoid you if you talk to him, but if you do get to the dialogue/topic NPC menu, you'll see entries for Bernadette, Toutius and David...which are Glarthir's dialogues re: their house locations. No need to panic. I kept an eye on the three intended targets and they still think Glarthir is dead...which is fine. Glarthir doesn't seem to want to attack them from my observations. Worth a go if you'd like something different. Glarthir has some 'Eat' packages...so you might want to also give him a supply of food.
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Post by Sniffles on Mar 23, 2017 20:45:34 GMT
I followed Glarthir to a suitable location, in front of the church, then zapped him with the console removeallitems and tai.
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Post by dogonporch on Mar 24, 2017 14:34:20 GMT
TAI...that works...I suppose. Did you know Glarthir snores? I think one might need Sounds of Cyrodill as I don't recall a 'snore' sound file in the stock CS. www.nexusmods.com/oblivion/mods/39804/?
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Post by jgf on Mar 24, 2017 18:56:17 GMT
I once ran from Glarthir, all the way out the west gate, and he followed me out of town. I kept running down the road, slowing occasionally so he wouldn't get discouraged, initially just to see how far he would chase me. When we encountered the bandits I drank an invisibility potion and lept on a rock, they attacked and killed Glarthir. I killed and looted them and Glarthir of all belongings then resurrected him ("resurrect", not "resurrect 1"), he wouldn't talk to me but returned to town in his underwear ...where he lived out the rest of that game wandering around town in his skivvies. Eventually he talked to me, but the options were as if he were waiting for me to report on his three alleged persecutors; everyone else had the default "dead Glarthir" dialog (apparently it doesn't matter how he dies ...in one game I found him dead in the street before ever talking to him).
But I agree there should be some denouement to this quest other than his death. Perhaps you find he has a disease or has poisoned himself and must gather rare ingredients for Sinderian to create a cure/antidote, then must get Glarthir to trust you enough to accept it (or play on his paranoia and tell him the potion will allow him to hear the thoughts of his suspects). (There are several quests in Oblivion that I think should have alternate, non-lethal, endings.)
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Post by Sniffles on Mar 24, 2017 21:10:12 GMT
With Glarthir, your comment jgf gives a glaring example of the canned trite Hollywood melodrama about 3/4 of the worlds population has been brainwashed and programmed into expecting. The plot, the build up, the dramas, the plot twists (cue the hero getting compromised / captured and the daring escape) the climax, maybe an additional plot twist and the happily ever after. I forget the actual info but there is, to western mind thinking, only three melodrama plots all of which follow the same single theme and 14? 16? variations of those. Time to barf.
If one wanted an interesting vomit free Glarthir, he could be made into a major sub plot of the entire game. People come to believe him. A secret following springs up, then not so secret, he becomes a potential threat to the count of Skingrad. Eventually his lies and delusions get taken as facts. You know, a Donald Trump scenario. No win for anyone but Glarthir.
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Post by dogonporch on Mar 25, 2017 20:47:33 GMT
Post quest, I usually change Glarthir's house over to owned by no faction so I can rifle through his chests, crates and barrels w/o getting arrested. A real 'hanging affair' in this particular build of Oblivion if one's bounty is too high.
In Glarthir's basement, there are a bunch of notes he writes to himself as the quest progresses. Perhaps you've seen them as well.
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Post by jgf on Mar 25, 2017 21:58:21 GMT
I typically grab his key after his demise, loot his house, and forget about it the rest of the game. Tried a mod which lets you buy his house, but it had horrid frame rates inside (I don't even buy the default houses anymore).
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Post by dogonporch on Mar 26, 2017 2:16:55 GMT
I typically grab his key after his demise, loot his house, and forget about it the rest of the game. Tried a mod which lets you buy his house, but it had horrid frame rates inside (I don't even buy the default houses anymore). Emma's houses are generally the ones we buy. But you can never have too much real estate. The robbers and such can't steal those. Bad frame rates are either too many lights...flickering in particular...some overly complex mesh....or rarely....some very large texture.
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Post by jgf on Mar 26, 2017 6:33:18 GMT
Lol, after a couple of playthroughs I decided the Cyrodiil architects are demented; floor plans are just weird and too much wasted space.
Think I've downloaded all Emma's houses, though currently only have Red Rose and Aleswell installed (the former is a bit much for just Vilja and I, but the latter makes a nice headquarters); will probably add the Leyawiin cottage since it's a long haul from there to Aleswell (was going to make a mod to use Greyland as a player house but a couple of threads on the subject dissuaded me ...and Emma's cottage is probably nicer anyway). Everywhere else we just stay at the inn (it's funny to be at the Tibre Septim and hear Vilja complain about the mattresses); throughout the game we don't spend as much as one house would cost, especially since I sell a few homebrew potions to the innkeeper for more than the cost of the room. The one exception is Cheydinhall, where, even if I don't plan to pursue a mage career, I join the Mages' Guild and do that recommendation quest; once Falcar runs away you have the entire basement to yourself, including his bedroom, a grinder, and, eventually, an enchantment altar (it's odd that none of the other guild members ever go down there, especially when there are five other beds in an adjacent room). And we never stay in Bravil, even the best accommodations there have the appeal of an unwashed latrine.
The Glarthir's House mod does have added lighting, plus a lot of clutter; I thought of tweaking it a bit for better fps but the room at the inn is nice enough for our occasional stays (plus I don't know how to have The Luggage appear there ...the main reason I also didn't make Arnora's house available for us in Bruma).
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Post by dogonporch on Mar 26, 2017 7:46:44 GMT
Adding the Luggage is pretty easy. Just need some CS experience. You have to "COBL-ize" your esp (load both Oblivion and COBL esm files).
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Post by dogonporch on Mar 26, 2017 7:49:44 GMT
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