Oblivion talk:Dunbarrow Cove (quest)

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search

Bugs[edit]

I have done this quest, killing all the skeletons, the captain and claiming his journals. When I first went into through the door on the Clarabella to talk to Dahlia Rackham, there was a guy (his name was Captain Baszone Patreim) in there with her who attacked me on sight. The first time it happened, I fought back in the room and Dahlia attacked me, too. The second time, I left the room and he followed me onto the ship's deck and I killed him there. When I went back inside to talk to her, she didn't attack me. I still haven't bought from her, but the option is available. Did this happen to anyone else? Also, there is a locked door in the cave (it's to the Dining Hall) to which I can find no key. Anyone know anything about that? (I went back and bought everything from Dahlia, and looked for everybody in the cave, and they all seem to be where they are supposed to be.)

Captain Baszone Patneim is the captain of the Clarabella and is hostile. As for the locked door in the cave, you will get the key to by purchasing the Personal Quarters Upgrade, as explained at Smuggler's Cave. --NepheleTalk 13:45, 6 June 2007 (EDT)
I thank you much. Perhaps this should be added to the notes section?

Mutiny[edit]

Anyone had a problem with the residents of The Thieves Den fighting amongst themselves or fighting your character upon arrival?

I have seen them fighting each other but I haven't had them attacking me. Since they are "vital" NPCs, they won't die - they just go unconscious. They won't stop fighting until one of them "surrenders". As to why they fight amongst themselves, I have a theory that they wander into each others sword fighting and archery practice sessions, injure the other and hence start fighting.
-I've seen it twice now, and I don't think your theory works in my case because both times Kovan Kren rushed past me I think with chameleon on (saw the blur, and was wearing the gray cowl so saw his purple life force) to attack Khafiz, who as far as I've seen never leaves his little area. I had just sold some things to Khafiz as well.
I realize this isn't a viable solution and I personally haven't seent his occur, but if some members start fighting and a reload is not possible... Can you attack one of the members and then immediately surrender? This should stop them from fighting eachother, although it might make either A. all of them attack you or B. any member with a high disposition toward you try and help by attacking your "opponent". I know this isn't the best solution but it might help keep the peace in such situations. --AlbinoMudcrab 12:06, 21 August 2006 (EDT)
Somewhere in-game I recall seeing that crew members would teach you and other members of the crew their skills. This could be training games to simulate the pirate teaching each other skills. Either that or a way not get bored, i strogly doubt it is a bug though.
Just a thought, but the pirates probably all have pretty low responsibility, which may result in them attempt to steal from each other? Jadrax 17:10, 25 February 2007 (EST)

() This problem is solved (or at least temporarily fixed) either by reloading previous save or waiting 24 hours inside the cove. After 24 hours the characters act normally and no longer fight. Fighting them and then yielding does not solve the problem as they continue fighting one another. For me it is always Kovan Kren and Melliwen the Mongrel - Kovan is always the agresser even if he is in a different part of the cove (he will then seek Mongrel out). When they fight it is impossible to talk with them or to buy from them. I posted information about the problem and the solution into entry without seeing this talk topic. Redgeneral

I thought it was a scripted brawl. --74.135.103.40 21:12, 4 May 2007 (EDT)
I've had the same problems with them fighting and i cant figure out how to make them stop. 98.220.78.0 11:53, 4 July 2008 (EDT)
The best way to deal with the pirates is to use a powerful calming spell (with a large AOE). If a battle breakes out, simply cast the spell, and quickly wait for 1+ hours. When you "awaken", the pirate's attack will have stopped, and they'll go back to their positions as if nothing had happened. You'll probably need to be a master of Illusion to cast such a powerful spell, but you can also create one that only lasts for 1-2 seconds (and therefore takes less skill) and just go into wait mode quickly after casting it. --Zirakseez 21:18, 22 November 2008 (EST)

Sealed Cove?[edit]

The Captain's journal said that he and his men were trapped down in the cove for 20 some years. So why are there two doors that lead directly into the "sealed" area. To make the storyline more realistic, shouldn't you have to find some sort of evidence of the coves existence, then use explosives or something to make an entrance?--ChristensenCT 21:21, 18 August 2006 (EDT)

There's only one door that leads to the "Sealed" area, the door from Smugglers Cave to Dunbarrow Cove. Smugglers Cave is always in-game, even before the plug-in, but the entrance to Dunbarrow isn't uncovered until the plug-in. The letter you get at the beginning says the "hidden" entrance is rumored to have been found/uncovered. By who is anyone's guess but they probably didn't claim it for fear of the Red Sabre Skeletons, or they fell whilst fighting them. You're simply following up on the rumors. --AlbinoMudcrab 12:13, 21 August 2006 (EDT)
There is a sabre on the groud infront of the "sealed" door...possibly a sign of a pirate who ran in fear?
You guys are playing a game where skelatons of pirates rise up from the dead and atatck you... But you want realism?
Now that's the attitude that leads to bad games. ^^ --81.183.144.167 14:02, 30 May 2007 (EDT)
Roleplay a little,Rocks naturally erode,maybe thats what happened,maybe a previous Count/Countess made a door there but was killed in the cave (There is a body in the cage and in the small boat next to the ship).It's a roleplaying game after all.--Puddle 18:14, 28 February 2008 (EST)

() Well they didn't really care about how these Missions started out, so the introductions are always silly. Durring the Mehrun's Razor plugin I "heard" about the rumors while in an underwater cave behind some Slaughterfish. It was actually really weird, because I was thinking "My God! Even the fish know about the dagger!". It's best just not to think about it.--Zirakseez 21:36, 22 November 2008 (EST)

I was also thinking about this. Perhaps the door, as someone suggested, is because some of the people who previously created/used the smuggler's cave, found the dunbarrow cove and created an entrance to it, but fled after seeing the skeletons (as per the steel cutlass on the floor). They probably excavated the cave themselves and found it during some expanding.
I think a secret underwater entrance would've been a another good choice, or a collapsable wall that you can break down. Then another upgrade you could buy would be an actual door and entrance to the place. Sorry to respond to an old topic, but I was just thinking of this and didn't want to start a new section. dtm 09:17, 21 March 2011 (UTC)

Containers respawn or not?[edit]

There needs to be a section on if the containers in each section of the cave (Captain's Quarters, the boat, dunbarrow cove, and the smuggler's cave) respawn or not. I'm pretty sure the captain's quarters containers don't respawn, but I don't know about everywhere else. VegaDark 15:30, 13 October 2006 (EDT)

No, none of the containers respawn. --Umbacano 11:18, 26 February 2008 (EST)

Ship[edit]

After you get all the upgrades which seems like it costs alot. It says you can tell your pirates to go out to sea and take n loot and whatever. By then is the Ship fixed up so do you see it leave and can you go with it or sail around with it in anyway. Also what are the MAx number of pirates you can get. I dont mean the ones you buy I mean the ones that come every time you get more upgrades.

You're way off on this. You only get the Pirates that come when you buy the certain upgrades, the others are fences and trainers so-to-speak. They don't sail off, they just leave the cove. Since they're gone so long I would presume they get on a random boat leaving the port and pirate, returning with your cut after so long. You don't see them sail back in or carrying around piles of gold, it just gives you a message in-game that they have returned. --AlbinoMudcrab 17:05, 1 February 2007 (EST)
That would be great,If you were expecting that there might be a mod for it (PC only)--Puddle 18:17, 28 February 2008 (EST)

Dunbarrow Cove - PS3[edit]

Am i able to due this quest or is it not compatible? I'm reading alot on upgrades, and I have no clue if the Playstation 3 will need it as well. If not, then how would I start the quest. — Unsigned comment by 24.174.44.64 (talk)

Dunbarrow Cove is an Official Mod. Currently, there is no way to download or purchase official mods for the Playstation3. Knights of the Nine is the only official mod included with the Playstation3 version. --GuildKnight (Talk) contribs 21:32, 26 April 2007 (EDT)
Whilst you can enter Smuggler's cove (where Dunbarrow cove is), as there is no plug-in yet, there is nothing there. --Merco 09:35, 14 August 2007 (EDT)

Bacon[edit]

Doesn't bacon come with Tahm Blackwell? I got all the upgrades at once, and when I found Bacon he was with Blackwell. 168.122.234.241 13:36, 10 May 2007 (EDT)

Oops. blackwell sleeps where you usually find Khaviz (wtf?!) but Bacon doesn't follow him.
And when you hire Khafiz you are told: "If he is to work on my crew, Khafiz insists on bringing his pet warthog, Bacon. I can find Khafiz and Bacon in the caverns of Dunbarrow Cove." He's definitely Khafiz' pet. --NepheleTalk 13:44, 10 May 2007 (EDT)

Dunbarrow Cove - Icon[edit]

What is the purpose with the Dunbarrow Cove Icon?--Robert Smith 12:54, 18 May 2007 (EDT) — Unsigned comment by Robert Smith (talkcontribs)

I'm not too sure what you're asking... which icon and what about its purpose is unclear? If you're asking about the icon that appears on the Tamriel map, it's just like any other map icon and can be used for fast traveling to the cove. --NepheleTalk 13:33, 17 May 2007 (EDT)
My question was regarding the place on the Tamriel map. We all know that the cave is under the castle (Smugglers Cave). So why isn't the icon there. First time I fast travel, I spent many minuts trying to find another way in to the cave. Compare with the unmarked entre to Deepscorn Hollow (not the one under water) :)
None of the fast-travel map markers are directly on top of the doorways they correspond to, and the distance between the map marker and the doorwary varies a lot (for example, Veyond where you have to walk around the entire ruin to get from the map marker to the door). The mod houses all seem to be less than convenient (Frostcrag Spire is definitely a hike from the fast travel point to the door), and with Dunbarrow Cove part of the problem is probably just that the door to Smugglers Cave is in the water. Given that both you and your horse appear at the fast travel marker (and that horses are so inept at swimming), having the marker in the water or even on the rocky island right across from Smugglers Cave would probably be impractical. --NepheleTalk 12:14, 18 May 2007 (EDT)

Nightmask potions[edit]

Has anyone been able to buy Nightmask potions from Khafiz? I can't buy following four potions Strong Potion of Magnification, Weak Potion of Nightmask, Potion of Nightmask and Strong Potion of Nightmask. --Robert Smith 03:32, 20 May 2007 (EDT)

Turns out the Nightmask potions are available from Jak Silver instead of Khafiz. The chest that stores them is called "Khafiz' Chest", but it's actually owned by Jak Silver. They are all randomly generated, so other potions may appear in their place depending upon your level and the probabilities. But I did just confirm that it is possible to get all three nightmask potions from Jak.
The Strong Potion of Magnification would be unavailable if you are level 10 or higher, because of the mixup with the levels on those potions and how that leveled list works. (The Weak Potion of Nightmask, though, is available to characters at all levels, because it's using a different type of leveled list). --NepheleTalk 13:28, 20 May 2007 (EDT)

Cheat Problem[edit]

WARNING: After downloading this plugin, the duplication cheat will cease to work!— Unsigned comment by 86.144.161.175 (talk)

That's totally untrue. 83.183.219.250 21:10, 22 July 2010 (UTC)
Far as I Know, I think he means the arrow duplication glitch, since when he conected to live, it downloaded the 1.2 patch. There is still a scroll Dupe glitch though, and it works 184.77.194.254 21:20, 22 July 2010 (UTC)

Object ID for Masterforge Steel Cutlass?[edit]

Has anyone double checked the Object ID for the Masterforge Steel Cutlass? I attempted to spawn one by entering "player.additem 01011AE1 1" and it returned the error that you get when entering an invalid item ID. Ifandbut 22:32, 16 July 2007 (EDT)

The first two digits vary depending on what order your plugins load. If Dunbarrow Cove is not your first plugin, it could very well be 02011AE1, 03011AE1 and so on. If you know where in your load order it falls, substitute the correct number, otherwise, use trial and error. (Also this is a hexadecimal number; if you have more than nine plugins, the next to try after 090011AE1 would be 0A0011AE1, not 100011AE1.) Other pages use an "xx" notation for the first two digits of the FormID due to this uncertainty, I'll edit this page to match. 72.28.170.64 21:20, 16 July 2007 (EDT)
Thank you very much. I always wondered what that "xx" in some item IDs were. Ifandbut 22:32, 16 July 2007 (EDT)

Strange Kovan Kren Problem[edit]

As all of you know, Kovan loves to attack the other people in the cave and can't be killed, but this is where my problem comes in. One day Kovan attacks the housebreaker and the housebreaker attacks back. Kovan goes : "uh-oh! Run away!" and goes out the door to smugglers cave. Housebreaker follows and I get a message saying that Kovan is unconcious. The catch is I can't find kovan anywhere (smugglers cave, dunbrrow, outside area). I've reset the cache, and he doesn't come back. I' ve come back weeks later and he's still not there. What should I do? Thanks! IndoGTR 20:02, July 27, 2007

If you're on the Pc,I would suggest using the playermoveto(ID) command Note:This isn't the correct command the Console Section may have it.--Puddle 18:24, 28 February 2008 (EST)
Since you've lost him, I don't believe there's a way other then console commands. But if you decide to reload the game, you should know that the best way to deal with the pirates is to use a powerful calming spell (with a large AOE). If a battle breakes out, simply cast the spell, and quickly wait for 1+ hours. When you "awaken", the pirate's attack will have stopped, and they'll go back to their positions as if nothing had happened. You'll probably need to be a master of Illusion to cast such a powerful spell, but you can also create one that only lasts for 1-2 seconds and just go into wait mode quickly after casting it. --Zirakseez 21:18, 22 November 2008 (EST)

Dunbarrow Test area?[edit]

I figured that with the frostcrag spire test area, there should be a Dunbarrow cove test area, right?

There isn't. The area you could enter using the frostcrag-glitch wasn't added by the plugin; it existed well before insalling any mod. You could also enter that cell by using the console. Using the glitch was just another way of entering that cell. (though very handy for Xbox 360-players). -- LordDagon 09:36, 17 February 2008 (EST)

Page Split[edit]

Most people will probably have seen what has recently happened to the Battlehorn Castle pages - what was one page is now three: Oblivion:Battlehorn Castle (quest) for the quest, Oblivion:Battlehorn Castle (place) for the location, and Oblivion:Fighter's Stronghold for the actual plugin. The suggestion came up during that debate that the same be done to some of the other plugin pages - including this one. The proposal is to make "Dunbarrow Cove" purely about the quest, extend "Smuggler's Cave" to include plugin-specific areas and create "Thieves Den" for the plugin. I doubt there'll be much debate but I thought I'd better check. --RpehTCE 14:58, 28 October 2007 (EDT)

Would you want this....[edit]

Bacon.jpg

I'm wondering, is it legal for you to take this image for Khafitz's (forgot name)pet Bacon, but it's a wiki so i'm pretty sure it's legal, oh well....ENJOY!! — Unsigned comment by 68.194.37.234 (talk)

Legally, all images are copyrighted by Bethesda and all websites use them under fair use. So legally, yes, we can use images from other sites. But ethically it's something that I'd prefer not to do. We have more than enough contributors on UESPWiki who are capable of creating screenshots, and in fact better quality screenshots than that one, so I'd rather not steal material from other websites. --NepheleTalk 17:42, 5 November 2007 (EST)

Money per Plunder?[edit]

Does the amount of money change per plunder? I was wondering, because not only that it seems like I can get more pirates to plunder for me the more times I plunder. (Not the pirates you buy but the ones that you tell to go plunder). — Unsigned comment by 70.16.200.65 (talk)

The reward is 100× your current level up to a maximum of 2000 gold, as stated here. I've added that link to the article to make it easier to find. –RpehTCE 17:53, 4 March 2008 (EST)
Aha, thanks. I was looking at this page instead: http://www.uesp.net/wiki/Oblivion:Dunbarrow_Cove

Jak's Chest[edit]

I have a friend who glitched through dunbarrow cove while i was at his house and underneath he found "Jak's Chest" it had sweet magic items and the ring of the kajit has anyone else found the chest if so how do unglitch yourself out of the cove? - Philip

I had a similar thing happen to me once. Unfortunately, the only way I was able to get out (on the 360) was through reloading an earlier save. On PC you could use console commands, and on the PS3 you're in the same boat as us 360 users. Darkle 22:25, 3 July 2008 (EDT)
I had this happen too. It was after I killed all of the skeletons, but before leaving the cave to go purchase upgrades. I jumped off the ledge to go to the area down below, and somehow found myself in deep water. I kept going down and eventually looked up to notice that I was below the whole area. Five or six feet underneath the small prison cell area was Jak's Chest. The loot must be random, because the only magic items in it were a Warhammer of Winter and a Shield of the Red Mountain. After exploring a bit more, I tried pointing myself straight down to see how far I could go, and after going down a ways, it popped me back up above the surface of the water. I couldn't find the place to go down again afterward. --MBA

crew dying[edit]

Is your crew essential? Can they die while out on a mission? --Oblivion nerd 00:01, 27 November 2008 (EST)

As usual, the article (not to mention the individual crewmembers' articles) already provides this information. --NepheleTalk 00:17, 27 November 2008 (EST)

Crew Wont Plunder?[edit]

It's only the third time I've tried to send them off, but for some reason (even if I've waited a day) they still need a days rest. I've waited for over a week now and i have no idea why they've glitched up. Any ideas?

Purchasing Bug[edit]

(moved from the article)
  • If you purchase all of the upgrades at once, one after the other, without waiting for the messages to clear, the journal will be updated to say they were all purchased, and the gold will be removed from your inventory, but the services you upgraded won't all show up. For example, the fence will be there, and the pirates that plunder for you will be there, but everyone else will be missing altogether.

Tried this three times and couldn't get the bug to occur. Sounds more like a one-off problem. –rpehTCE 12:02, 19 July 2009 (UTC)

Ship Bug[edit]

I finished the quest, bought every single upgrade in one go... When I went back to the cove, there was nothing but bones and the abandoned ship... and other props. No fences, crew, sleeping cabins, ect ect. ~Ibbi 112.169.33.215

I am having the same problem, any solution? — Unsigned comment by 58.160.180.218 (talk) at 19:20 on 9 August 2011 (GMT)

Crew Won't Return[edit]

My crew hasn't returned from the first time I sent them out to plunder. They won't return to the ship, the money is not in the chest, and no message has ever told me they returned. Several weeks have past. Any ideas on how to fix this? It's on the 360 version, if that matters. — Unsigned comment by 69.139.237.151 (talk) on 24 November 2009

they may have died when thay wher out — Unsigned comment by 99.53.193.118 (talk) on 25 February 2010
Actually, no they cannot die while plundering. I am not sure what happened but a week in-game is a pretty long time, but if you are sure try exiting the cell, waiting for 24 hours, then reentering and see if you get the message.--Corevette789 00:29, 25 February 2010 (UTC)

We Are Detecting Life Signs Captain![edit]

After purchasing all upgrades and such I came back to the ship and found that upon entering the first level of the ship and looking left (north) and slightly down, there is a distant detect life sign. Going down to the second level I couldn't find it, but at the very bottom where there are storage chests the little life sign is there again. compass direction almost exactly south. it is very easily recognizable as a detect life sign. this is with both the gray cowl of nocturnal and the ring of the gray equipped. to this day it hasn't gone away. any ideas? 58.178.166.59 14:17, 25 July 2010 (UTC)

K this is almost a year later but I think I figured out what this is. On the second level where Jak Silver sells his wares, he was missing yet there was a detect life outline under the ship swimming under where he should be. I assume its a small bug where when you walk in, the game spawns him under the ship sort of, but not outside if you get what I mean, since this is it's own cell and you don't detect life from the other pirates cause they're outside the ship. Anyway, I waited 2 hours and he appeared at his usual spot. 207.6.253.123 03:06, 16 April 2011 (UTC)
Edit: Well, you're right about the detect life sign there on the top and bottom levels. But I discovered that as SOON as Jak leaves his shop on the second floor, the detect life sign dissapears on both the top and bottom level. In fact, on the top level, it disappeared as soon as he came up through the trap door from his shop to sleep, so it probably has something to do with the game needing him to be in the cell on all levels? I wish I could hack my xbox and go through the walls and see what he does and such. dtm 00:14, 22 April 2011 (UTC)

Bacon the B*****ed![edit]

I knocked out Bacon the Boar, and it said he was unconsious, so I waited for him to come back to life, and used him to train. After a while, I let him regenerate, and he tried to kill me. Can I use him for permenant storage, or will he refresh? Because I can search him like he's dead, but he isn't. Is this a glitch or has it happened to anyone else? — Unsigned comment by 142.177.62.233 (talk) on 26 August 2010

Bacon doesn't have the "References persist" flag set, unlike Shadowmere, so I have a feeling that his contents might respawn. I have absolutely no proof for that though. Why would you want to use him as storage anyway? There are other storage locations as listed here. rpeh •TCE 17:31, 26 August 2010 (UTC)

Skeleton Glitch[edit]

(moved from the article) If you leave the main area of Dunbarrow Cove the skeleton you are currently fighting will follow you. However, when you get back to the entrance it will freeze and be unable to follow you any longer. This allows you to kill all the skeletons at your own leisure and is a very useful way to grind combat skills such as Destruction.

Note: If you approach the skeleton the glitch will reset and it will continue attacking you. This strategy can only be used for ranged skills.

I can't make this happen, nor can I see any anything that would cause the described behavior. The only script on these skeletons increments a counter to keep track of the number killed. rpeh •TCE 16:25, 22 February 2011 (UTC)

My dunbarrow cove is GONE!!!![edit]

I had dunbarrow cove and was using it mainly for selling items. I started the Knights of the nine quest and now my dunbarrow cove is gone! Is this normal or is this just some weird glitch? — Unsigned comment by Feir Cusat (talkcontribs) at 20:55 on 17 August 2011 (GMT)

You must have deselected the plug-in. --Legoless 21:43, 17 August 2011 (UTC)

I can't deselect it on X-box 360 can I?

No Map Marker[edit]

After installing the "Unofficial Official Oblivion Patch" I lost the fast travel marker for Dunebarrow Cove. Any one else have this problem? How to fix? If anyone knows why/how it happend would they care to explain...— Unsigned comment by 68.12.209.42 (talk) at 01:46 on 8 February 2012 (UTC)

I have the same problem. After experimenting with NMM, it appears that the general bug patch for the Thieves Den (v1.0.10) from UOMP (not the sigil stone sound fix) is the cause. The changelog says they moved the map marker closer to the entrance of the cave. Perhaps they accidentally deleted the marker instead? They heavily recommended not editing UOMP files with the Construction Set, so I'm not sure how to fix it.--Zimbog 20:58, 6 May 2012 (UTC)
The manual version of the patch is missing data for the marker. Use the omod version and overwrite the esp file (DLCThievesDen - Unofficial Patch.esp) to fix it. --Max8126 03:11, 13 June 2012 (UTC)

Crew won't plunder?!?[edit]

I go into the cave, but when I tell them to go out and plunder, they say, " I don't think so." Then it says at the top left corner of the screen, "Your crew needs to rest for one day before they can go out and plunder again." What do I do? — Unsigned comment by 72.190.72.9 (talk) at 16:28 on 14 March 2018

Have you tried waiting a day? I can't tell from your question if you actually did that. —Dillonn241 (talk) 09:34, 22 March 2018 (UTC)
Yes, I'm sorry I didn't make that clear. :D — Unsigned comment by 72.190.72.9 (talk) at 22:51 on 3 May 2018