The year is 2023 and this bug still isn't fixed.
If you fell into the same issue I did, then the bugged Menhir is the one next to the questgiver, so you only have to use this console command, and then re-activate that menhir:
If you have set all the bdmenhiX_rune globals to 1 and it still is broken, it may be that BD_MENHIR_PLOT is stuck at something less than 6. Using EE Keeper or C:SetGlobal("BD_MENHIR_PLOT","GLOBAL",6) should spawn Crommus immediately and get you past the bugged quest.
For me it was even worse. It started as usual with Crommus not appearing after activating the 6th menhir stone. So I thought, "Well, there are console commands or EEKeeper there to solve my problems". "Suuure!" said the game giving me an evil grin. After spending hours trying to solve the issue playing with global variables and even replaying part of the chapter, Crommus still refused to appear.
One thing I should have taken for a hint from the very start was the fact that when I tried to summon Crommus using CreateCreature command he didn't appear either (while other NPCs perfectly did and I was 100% sure I had the right id). At some point though I did turn my brain on and it turned out that Crommus was indeed appearing all this time staying by the last stone I activated. But for some reason he was invisible. Not invisibility invisible, but missing graphics resource bug invisible. So if I hovered the pointer over the immediate area around the last activated stone, at some point I could see the "move" pointer changing to the "dialog" one. Once clicked, the dialog with Crommus started as it should have.
"Finally!" I cried in joy. "Up yours!" immediately responded the game. As soon as I finished the first part of the dialog with Crommus, the scripted scene started where Carline... never appeared, with my party staying there forever and me being unable to abort the scene or even exit the game gracefully. "Aha!" I said, "And what I manually summon Carline before I talk to Crommus?". And miraculously enough it did work (with Carline also missing graphics and being invisible). After a bunch of repeating the same dialogue over and over again for both Crommus and Carline (as it was obviously not initiated as expected by the original script), at some point she did offer me the "happy ending" option, that allowed me to end the dialog loop and finish the quest applying all the corresponding journal entries updates.
"Phew!" I said, "By the gods, this is over!". The evil grin the game was giving me all this time hasn't disappeared though. Instead now it was accompanied by a sly glance. It seemed now the background script responsible for Crommus and Carline disappearing was forever stuck, making me unable to save or start any other script, potentially breaking the entire game. This one was relatively easy to fix though. Using the Ctrl+Y with a sadistic smile I delightfully killed both Crommus and two (!) instances of Carline orienting myself with the dialogue pointer. And finally, all was well.
All and all. I might say this was a real quest, full of twists and drama. Good job, Beamdog!
For me it was even worse. It started as usual with Crommus not appearing after activating the 6th menhir stone. So I thought, "Well, there are console commands or EEKeeper there to solve my problems". "Suuure!" said the game giving me an evil grin. After spending hours trying to solve the issue playing with global variables and even replaying part of the chapter, Crommus still refused to appear.
One thing I should have taken for a hint from the very start was the fact that when I tried to summon Crommus using CreateCreature command he didn't appear either (while other NPCs perfectly did and I was 100% sure I had the right id). At some point though I did turn my brain on and it turned out that Crommus was indeed appearing all this time staying by the last stone I activated. But for some reason he was invisible. Not invisibility invisible, but missing graphics resource bug invisible. So if I hovered the pointer over the immediate area around the last activated stone, at some point I could see the "move" pointer changing to the "dialog" one. Once clicked, the dialog with Crommus started as it should have.
"Finally!" I cried in joy. "Not in this life!" immediately responded the game. As soon as I finished the first part of the dialog with Crommus, the scripted scene started where Carline... never appeared, with my party staying there forever and me being unable to abort the scene or even exit the game gracefully. "Aha!" I said, "And what I manually summon Carline before I talk to Crommus?". And miraculously enough it did work (with Carline also missing graphics and being invisible). After a bunch of repeating the same dialogue over and over again for both Crommus and Carline (as it was obviously not initiated as expected by the original script), at some point she did offer me the "happy ending" option, that allowed me to end the dialog loop and finish the quest applying all the corresponding journal entries updates.
"Phew!" I said, "By the gods, this is over!". The evil grin the game was giving me all this time hasn't disappeared though. Instead now it was accompanied by a sly glance. It seemed now the background script responsible for Crommus and Carline disappearing was forever stuck, making me unable to save or start any other script, potentially breaking the entire game. This one was relatively easy to fix though. Using the Ctrl+Y with a sadistic smile I delightfully killed both Crommus and two (!) instances of Carline orienting myself with the dialogue pointer. And finally, all was well.
So if you're like me have this bug, here is what I did (you'll need the game console and cheats activated for this):
1. Activate all 6 stones as normal.
2. The last one should give you the journal update saying that you've activated all 6 stones and something has appeared.
3. Look for the dialog pointer in the immediate vicinity of the last stone (usually below it). Once you see it, that's Crommus (if you have tooltips enabled, you'll see his name).
4. Summon Carline with C:CreateCreature("bdcarlin"). You can doublecheck the ids using the EEKeeper creature browser.
5. Start dialog with Crommus.
6. Follow the repeating dialog loop of Crommus and Carline. You might try this several times. At some point she should give you the happy ending option, after which the quest should be marked as completed.
7. Destroy Crommus and Carline instances using Ctrl+Y.
All and all. I might say this was a real quest, full of twists and drama. Good job, Beamdog!
Comments
If you fell into the same issue I did, then the bugged Menhir is the one next to the questgiver, so you only have to use this console command, and then re-activate that menhir:
C:SetGlobal("bdmenhi4_rune","GLOBAL",0)
I'm having the same issue. Is there a console command to skip past that part?
This quest has a sweet ending it is a love story, reminds me only of Skyrim quest the book of love and blessing of Mara
One thing I should have taken for a hint from the very start was the fact that when I tried to summon Crommus using CreateCreature command he didn't appear either (while other NPCs perfectly did and I was 100% sure I had the right id). At some point though I did turn my brain on and it turned out that Crommus was indeed appearing all this time staying by the last stone I activated. But for some reason he was invisible. Not invisibility invisible, but missing graphics resource bug invisible. So if I hovered the pointer over the immediate area around the last activated stone, at some point I could see the "move" pointer changing to the "dialog" one. Once clicked, the dialog with Crommus started as it should have.
"Finally!" I cried in joy. "Up yours!" immediately responded the game. As soon as I finished the first part of the dialog with Crommus, the scripted scene started where Carline... never appeared, with my party staying there forever and me being unable to abort the scene or even exit the game gracefully. "Aha!" I said, "And what I manually summon Carline before I talk to Crommus?". And miraculously enough it did work (with Carline also missing graphics and being invisible). After a bunch of repeating the same dialogue over and over again for both Crommus and Carline (as it was obviously not initiated as expected by the original script), at some point she did offer me the "happy ending" option, that allowed me to end the dialog loop and finish the quest applying all the corresponding journal entries updates.
"Phew!" I said, "By the gods, this is over!". The evil grin the game was giving me all this time hasn't disappeared though. Instead now it was accompanied by a sly glance. It seemed now the background script responsible for Crommus and Carline disappearing was forever stuck, making me unable to save or start any other script, potentially breaking the entire game. This one was relatively easy to fix though. Using the Ctrl+Y with a sadistic smile I delightfully killed both Crommus and two (!) instances of Carline orienting myself with the dialogue pointer. And finally, all was well.
All and all. I might say this was a real quest, full of twists and drama. Good job, Beamdog!
One thing I should have taken for a hint from the very start was the fact that when I tried to summon Crommus using CreateCreature command he didn't appear either (while other NPCs perfectly did and I was 100% sure I had the right id). At some point though I did turn my brain on and it turned out that Crommus was indeed appearing all this time staying by the last stone I activated. But for some reason he was invisible. Not invisibility invisible, but missing graphics resource bug invisible. So if I hovered the pointer over the immediate area around the last activated stone, at some point I could see the "move" pointer changing to the "dialog" one. Once clicked, the dialog with Crommus started as it should have.
"Finally!" I cried in joy. "Not in this life!" immediately responded the game. As soon as I finished the first part of the dialog with Crommus, the scripted scene started where Carline... never appeared, with my party staying there forever and me being unable to abort the scene or even exit the game gracefully. "Aha!" I said, "And what I manually summon Carline before I talk to Crommus?". And miraculously enough it did work (with Carline also missing graphics and being invisible). After a bunch of repeating the same dialogue over and over again for both Crommus and Carline (as it was obviously not initiated as expected by the original script), at some point she did offer me the "happy ending" option, that allowed me to end the dialog loop and finish the quest applying all the corresponding journal entries updates.
"Phew!" I said, "By the gods, this is over!". The evil grin the game was giving me all this time hasn't disappeared though. Instead now it was accompanied by a sly glance. It seemed now the background script responsible for Crommus and Carline disappearing was forever stuck, making me unable to save or start any other script, potentially breaking the entire game. This one was relatively easy to fix though. Using the Ctrl+Y with a sadistic smile I delightfully killed both Crommus and two (!) instances of Carline orienting myself with the dialogue pointer. And finally, all was well.
So if you're like me have this bug, here is what I did (you'll need the game console and cheats activated for this):
1. Activate all 6 stones as normal.
2. The last one should give you the journal update saying that you've activated all 6 stones and something has appeared.
3. Look for the dialog pointer in the immediate vicinity of the last stone (usually below it). Once you see it, that's Crommus (if you have tooltips enabled, you'll see his name).
4. Summon Carline with C:CreateCreature("bdcarlin"). You can doublecheck the ids using the EEKeeper creature browser.
5. Start dialog with Crommus.
6. Follow the repeating dialog loop of Crommus and Carline. You might try this several times. At some point she should give you the happy ending option, after which the quest should be marked as completed.
7. Destroy Crommus and Carline instances using Ctrl+Y.
All and all. I might say this was a real quest, full of twists and drama. Good job, Beamdog!