Shivering talk:The Prince of Madness/Archive 1

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search
Semi Protection
This is an archive of past Shivering talk:The Prince of Madness discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Sheo's Palace, no living quarters?

Hey there, I was wondering if Sheo has a special chest and a bed in his palace? The dukes have that but Sheo doesn't seem to have anything. I would love to unload my quest rewards and other items I don't mainly use in some chest but I don't know where are the "safe places" to put them. -Vartan 14:08, 14 April 2007 (EDT)

Sheo's a god therefore i dont believe he needs sleep, also he is crazy.

You could just return to Cyrodiil for about 5 minutes if you have a house there. --Oblivion nerd 15:09, 7 December 2008 (EST)

sheogorath is still around

I did sheo's cyrodil quest after completing the isles and sheo talked to me? i thought i was sheogorath now that was weird to me

-This is likely a simple glitch in your installation, Make sure you've done the patch and Haskill should talk to you 'Praying to yourself, Lord?' ~Cassi


I have just completed the shivering isles main quest, but I don't know were I can store my stuff. Is there some kind of house or something that I can use without having to worry about my stuff disappearing. I have tried to use the duke of mania's quarters but I get a bounty every time I go in there. If any one could help me I would appreciate it.

If you have completed the main quest, either the Duke of Mania's, or the Duchess of Dementia's quarters should be available to you as a safe storage place. --GuildKnight (Talk) contribs 13:46, 15 April 2007 (EDT)

oh, thanx.

New Companions

When you finish the main quest of SI,will the Dark Seducer and Golden Saint escorts follow you back to Cyrodil or stay in the Isles?

They will stay in the isles, I don't know if you can use a player.placeatme command to summon them in Cyrodil, when I tried even in Sheoth it didn't work correctly. Does somebody have a fix for the FastTravel for the Aureals via mod btw? ~Cassi
If you summon them to Cyrodiil, they'll most likely have no dialog, so best not to do it. Re fast travel, if you have my Wrye Shivering mod, both escorts are quest targets and so are trackable, which is pretty handy. You can use the quest markers and map to monitor them as they head in your direction. (Also helps you to figure out where to go to meet them most quickly.)
The fast travel is probably doing the right thing -- it's just that their speed + athletics are lower than yours and so it takes them longer to reach the same point. Or maybe fast travel time calculation is based on as the crow flies, while their travel seems to be predominantly on roads and thus longer. Anyway, you might try forceav speed and athletics 100 on them to see if that helps. Maybe set quest item too. --Wrye 22:43, 29 June 2007 (EDT)
As a note, The Frostcrag Spire Atronach altar gives you an atronach that is very slow and can end up far behind you when just walking across a city hall, let alone a town or outdoors; But appears instantly on Fast Travel. Is there a flag or attribute that allows this 'travel with' to occur, and could it theoretically be applied to our Daedric guards. ~Cassi
It appears that setting PlayerInSEWorld to 1 turns off companion fast travel. I had to add GameMode scripts to the escorts so that they would follow the player. Kivan 01:54, 13 July 2008 (EDT)

Does anyone know the code for these two? I'm trying to set them to essential, but I can't find their codes in the save file. 14:29, 19 August 2008 (EDT)

Defending the Isles

When you are told that a settlement is under attack, and you choose to defend it yourself, do the residents of that particular settlement hide in their houses, or can they be killed by whatever threat is present? The reason that I am asking this is so that I know whether certain settlement-related quests can be started after the player becomes the new Madgod. --Merco 12:28, 2 November 2007 (EDT)

They don't hide, which means they tend to get slaughtered. If you want to defend, you might try waiting until the middle of the night, when they're fairly likely to be in bed. --Wrye 15:56, 2 November 2007 (EDT)
If you send guards, can the residents die? --Oblivion nerd 21:03, 10 December 2008 (EST)
Not too sure; however, I don't believe any killings really happen unless you enter the cell. Someone may need to double check this. --Mr. Oblivion 00:06, 5 May 2009 (EDT)
Whenever I send guards, the problem never resolves. I sent guards once, waited like 5 days, went to the settlement, And it was still flooded with monsters. I think you have to phyiscally be there before any damage is done. — Unsigned comment by (talk) on 1 July 2009
If you send guards, doesn't it just mean you have to go there yourself anyway, but you will have some help instead of having to fight alone? --Timenn-<talk> 09:37, 2 July 2009 (UTC)
I beleive I have the answer. When you send guards, monsters appear normally, and 4 "Golden Saints" or "Dark Sededucers" Will also spawn. They will fight, and the surviving guards will wonder around the settlement forever. And yes, people can still die. I went to deepwallow myself and saw Cindawae join in the battle, and perish in the fight. --Arch-Mage Matt 00:21, 14 November 2009 (UTC)
"I went to deepwallow myself and saw Cindawae join in the battle, and perish in the fight." Exactly. Through my experience of constantly watching over the two wandering Nords in SI (I don't want any NPCs to die since there's already quite a lack of population), I've learned that NPCs can only die when you are in the same cell. A rule of thumb is that if you're in a city and the NPC is in another city or in the wilderness, nothing should happen. If you can see the NPC, you might be in the same cell. So I don't think any NPCs will die if you send guards and don't go near the settlement. SwedishBerzerker at 11:16, 14 November 2009 (UTC)
I decided to test this the other day, and I do think you have to be present. Even when I am there with guards, it never stops because the guards and creatures are too evenly matched, and no one ever dies. --Oblivion nerd 15:25, 21 December 2009 (UTC)

Crimes as a God

So if I'm reading this correctly, you only speak to guards normally after being sent somewhere else if you pay the fine? --Merco 12:28, 2 November 2007 (EDT)

If you pay the fine you won't be sent outside at all. "Go with guard" option is an additional one. If you choose it you won't have to pay the fine. If you speak to the guards later you will get the same options again. --Mankar Camoran 13:13, 2 November 2007 (EDT)

Just a note: if you are arrested as a Madgod, and you choose to "go with guard," then any stolen items you had are confiscated and placed into the evidence chest in either Aichan or Corpserot Passage, depending on if it was a Mania or Dementia guard that arrested you. These chests CAN be accessed easily from the outside, and they will retain your items even if it has been a long time since you were arrested (as long as you were not arrested again, I am guessing). --Darkgoob 23:54, 25 March 2008 (EDT)

Guards are Angry

It seems even after the Main Quest is finished,the Mazken/Aureal have no love for you,is this true or do their remarks only sound like that.Because the look angry when targeted at the player and sometimes say "Go" to me in an angry tone.Puddle 16:58, 28 February 2008 (EST)

I think thats suposed to happen because 1. It's just some of thier normal diolog so they say it anyway 2. I can't confirm this but their disposition towrds you seems to go up more the longer that youre sheogorath. can anyone confirm or disprove this?--The Divine Crusader 20:46, 7 April 2008 (EDT)

Actually, you just have to tick them off for them to hate you. I've beaten SI, and they've never had any snide comments for me. Then again, I've never had an SI bounty, either. Their only greeting was, "Madgod's Blessings." --Oblivion nerd 21:02, 10 December 2008 (EST)

Heretic Assasins in Tamriel?

It seems the Heretics are after me now that i'm his nibbs the Madgod, a 'Heretic Watchman' ran at me as I entered the Tiber Septim Hotel in the Talos Plaza District. I thought it was a Mythic Dawn agent at first (til it summoned a Hunger and I noted the blue robes), I didn't think they appeared outside of the Shivering Isles. Any ideas? ~S'Rakiel 01:17, 8th April 2008 (GMT)

This is because the Tiber Septim Hotel is the general 'dumping ground' for the game. See the hotel's page, and the associated talk page for more details. --Gaebrial 03:40, 8 April 2008 (EDT)

Settlements under attack

With the Settlements under attack duties, I had the split one where many beasts attack. I guess I kill all of them because when i went to Haskill, he said that they were still in need of saving. is there anyway i can change that because i went back and all the creatures were gone. what should or can i do?? -- 15:23, 8 May 2008 (EDT)

Try summoning a creature at that location and see if it tries to run after something. Try running around the settlement. If your summon behaves weirdly, then it's possible there's a stuck monster. --Anonymous 10:01, 2 November 2008 (EST)

I had an instance where Haskill kept telling me that Fellmoor was under attack and needed my help, even after I sent Dark Seducers and went there myself to be sure all monsters were dead. I suspect that if one sends guards, then asks Haskill again about "Defend the Realm" either before the guards have succeeded or if the guards fail, then perhaps one can get stuck in limbo. I finally resorted to waiting three days, away from Fellmoor, and things reset themselves; Haskill reported that all was well. That is, until Highcross was under attack.... Oblivoid 10:51, 25 August 2009 (UTC)

Defending Gates of Madness

How often do the Gates fall under attack rather than settlements? It gets boring defending a 2 - house town from weak, boring-to-fight monsters. --Oblivion nerd 15:11, 7 December 2008 (EST)

Spilt glitch

When Haskill sent me to defend Split, no monsters spawned. How do I fix this? Can I fix it? P.S I didnt send guards.

Defending Settlements

I became Sheogorath after being Duke of Mania. I've defended Split and Hale, both of which are in Mania. If a town is under attack in Dementia, do Dark Seducers go instead of the Golden Saints. I'm wondering because I hoped I could collect all the Guard weapons. Im level 10 and only have a Golden Shortsword and Dark Waraxe. — Unsigned comment by (talk) on 11 March 2009

I don't believe so - I think you'll always get saints since you took the Manic route through the quest, but I could be wrong. If you find the answer, please could you add it here? –RpehTCE 02:03, 11 March 2009 (EDT)
Ok, as i answered above, If you are in the Dementia region, Dark seducers will come to aid the town. If you are in Mania, Golden saints will defend the town. (Tested it myself-- Went to Highcross, and there was golden saints. Went to Deepwallow, and got seducers. I chose dementia.--Arch-Mage Matt 00:25, 14 November 2009 (UTC)

worth it?

when you think about it, comparing the advantages to disadvantages, it isn't really worth completing the quest as: a) the disadvantages compared to the advantages don't even out. and b) none of it has a major effect on gameplay apart from the disadvantages such as not being able to get rid of bounty. but those are just my views on it — Unsigned comment by Repeater (talkcontribs) on 15 April 2009

How would this be relevant to the article? The quest is quite unavoidable, considering it follows up directly on the previous quest. --Timenn < talk > 10:49, 15 April 2009 (EDT)

sorry, didn't realise but i'm just asking what your views are and adding it to the article wasn't part of my idea. the point was, completing this quest or the one before it to become Sheogorath the advantages and disadvantages don't really even out.

this is confusing me

whenever i press "send gaurds" to defend a settlement, have i got to travel to that settlement to watch the creatures get killed or can i just do something else in the shivering isles while the guards do their job? --Repeater 17:20, 15 April 2009 (EDT)

The guards take care of things for you. If you head to the settlement you can watch the fight and help out, but you don't have to. –RpehTCE 08:44, 20 April 2009 (EDT)
ok thanks, makes it a lot easier for me because I ended up fast travelling there all the time to watch a boring fight where the result is obvious.

defending and xedillian

if you go to defend a town or the gates, are the creatures attacking lvled or no? and isnt the gates defended by the gatekeeper? can you go to xedillian and do those things just for fun? i know i liked it :) 18:08, 20 June 2009 (EDT)

Yes, the attacking creatures are leveled, just like the ones you encounter in the wilderness. The activities in Xedilian are a one time only, only during the Baiting the Trap quest. --Timenn < talk > 11:33, 22 June 2009 (EDT)

Frequency of raids against settlements?

How often do the raids occur? Thanks! SwedishBerzerker at 12:45, 8 July 2009 (UTC)

It would seem that it is every three days. In other words, once you have defended against an attack, you will have to wait until the fourth day before a new attack can be initiated. --Timenn-<talk> 15:49, 11 July 2009 (UTC)
Ah, makes sense since that's the same amount of time it takes for creatures and random loot to respawn. Thanks! SwedishBerzerker at 19:07, 11 July 2009 (UTC)
Prev: None Up: Shivering talk:The Prince of Madness Next: None