Kragenir's Death Quest: A Retrospective

Post » Tue Feb 16, 2016 8:29 am

Hey guys, it's been a long long time since I've visited this part of the forums. I wanted to talk about my quest mod, http://www.nexusmods.com/oblivion/mods/26219/. I have no idea how many of you guys have played it, but it's something I wanted to get off my chest.



I believe that I started working on this project in 2007, when I was 16 years old (I'm 25 now!). It started out as a quest mod with just a main quest, featuring many fairy tale references and lots of sillyness. All the modding was done by me, and most of the quests/dialogue/books were done by a writer friend of mine from the UK. As I started this project I had a bit of experience with modding, but not a lot. I learned a lot as the mod progressed, and I had to partially redo the early sections of the main quest because of mistakes I made. I think this serves as a good warning to beginning modders: Don't start your first project with something huge, because you will make mistakes. And fixing those afterwards can be a pain in the ass.



Still, things worked out. But the project got bigger. My friend started writing side quests for every single city and village in the game, and a whole bunch of extra 'Less Generic NPCs' style dialogue that we released as an add-on. Oblivion has a lot of dungeons and NPCs that aren't used for anything special, so we wanted to address that. He also wrote a bunch of books, and we added unique items to various vanilla dungeons. Mind you, all of this was done before the mod had its initial release. Looking back it is pretty insane how big the project became, and I'm surprised I managed to finish it at all without cutting any corners. I guess that's the advantage of not working with a team, and the fact that we relied for the most part on vanilla assets and locations. http://i.imgur.com/mj4BT6i.png?1 from the walkthrough guide shows the full list of side quests. In 2009, somehow, we finally managed to release the mod.



My writer friend helped me to bugtest the mod, but as the writer he didn't have a completely neutral perspective either. When we released it to the public it turned out that people found some quests really unclear and there were a bunch of bugs. Not a disaster, but it had to be adressed. After several small patches I worked on a big 2.0 update with improved quest directions and many bugfixes. We also wrote a walkthrough for the majority of quests. Somehow my friend convinced me to add even more quests he wrote for this update.



This is the biggest project of any kind I've ever done in my life and while it has its flaws I am really proud of it. Special thanks also go to WalkerInShadows for releasing several updates to the mod (especially for optimizing my awful scripting) and helping people with their questions after I retired from Oblivion modding in 2011. I've done some small projects for other games since but not anything like this. I don't know if I will ever do something like this again. But I don't regret it one bit.



Thanks for reading! I love the Bethesda modding communities and I'm glad I was able to give something substantial back to it.

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Penny Flame
 
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Post » Tue Feb 16, 2016 8:40 am


You have every right to be proud. Kragenir's Death Quest, in my opinion, is a classic Oblivion quest mod. I'll go further: if I were compiling a "Top Ten" list of Elder Scrolls quest mods Kragenir's Death Quest would be on that list. I believe that people will be playing your mod decades from now. As long as Oblivion is around, I believe your mod will be around. It is a genuine classic. :goodjob:

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Vivien
 
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Post » Tue Feb 16, 2016 9:01 am

I'll second that. You have every right to be proud. Kragenir's is indeed a classic. You kept me entertained for weeks when I first tried puzzling out all the quests. I mean wow...the scope of what you did here is really amazing for two people to pull off. It's the single largest quest mod I know of for Oblivion, and 100% playable. One of the few that has stayed in my personal list and always will. It's still very popular to this day and yes, most likely will be for years to come. I've even made a few compatibility patches for it over the years, and no surprise the Kragenir's patches have some of the biggest download numbers of all my patch files. Proof is in the pudding as they say.



So yeah...you can be proud of a job well done. And thanks for doing it!

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Amy Smith
 
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Post » Tue Feb 16, 2016 11:21 am

And I'll third the above comments. It was one of the most enjoyable mods I've played. I'm VERY grateful to you for creating it. Thank you! :)
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Mel E
 
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Post » Tue Feb 16, 2016 5:48 am

Many thanks for this mod! The mod is big, has many fine and interesting quests, adds many dialogs and is fun to play. An essential thing in a modded setup. It adds a lot to the game.

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Ross
 
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Post » Mon Feb 15, 2016 11:57 pm

Yes, long term favorite. Added much needed, and interesting to boot, variety to the vanilla game.



Thanks for your (and your friend's) hard, and long, work.



Now I need to go make sure that it's installed on my current heavily modded game : )



Tarl

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Jynx Anthropic
 
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Post » Tue Feb 16, 2016 11:32 am

I have never tried the mod, but after all this praise it is now installed :) Thanks for a reason for another playthrough
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Miss Hayley
 
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Post » Tue Feb 16, 2016 1:52 am

Not sure I can add anything to this conversation. I too am huge fan of this mod. It has afforded me countless hours of pleasure. I can't envision anyone with the slightest interest in questing not wanting it in their load-order. Heck, the supplementary added NPC dialog ESP alone is worth the price of admission.

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Craig Martin
 
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Post » Mon Feb 15, 2016 9:46 pm

One of my top ten favourites too. Just had to reinstall OB from scratch and had to fire up KDQ very early on, I like the way it fleshes out even tiny settlements by adding dialogue and quests. Thank you very much for this enduring gem.




Seen. The British idioms (not unnaturally) stand out strongly to me. Though I'd assumed you were from the UK...

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Lauren Graves
 
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Post » Tue Feb 16, 2016 2:00 pm

Thanks for bringing this to my attention, OP. I don't know if I'll have the time to play it among the other quest mods I've installed but it sounds intriguing, and I like quest mods.



Does anyone know if this is compatible with an FCOM installation plus all the Unique Landscape mods?

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Matt Terry
 
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Post » Tue Feb 16, 2016 2:01 am

I haven't played this mod yet so I cannot comment that, but I assume it's equally big as Pluto's Sable Dragon mod is for Morrowind which I have played a couple of times before. Perhaps I'll play it someday in the future who knows.



However, I was aware of this mod when you were active in the Oblivion modding community. I recent years I was a beta tester for the http://www.theassimilationlab.com/forums/topic/5135-wipalpha-the-black-marshes/ mod and also tested a few other mods.




As the other said, you do have the right to be proud of what you have accomplished. :)

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Nauty
 
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Post » Tue Feb 16, 2016 11:52 am

It's a different experience from Pluto's mod I think, as the starting points for KDQ's miscellaneous quests are all over the world with vanilla NPCs whereas Pluto centralized it in an inn with new characters.




I know there are compatibility patches for Unique Landscapes but my information on that is about 5 years old. So I'm not entirely certain if that's still correct.

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Emerald Dreams
 
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Post » Tue Feb 16, 2016 3:13 am

Yes, it's compatible with FCOM, and the UL patches are kept up-to-date.

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Taylah Haines
 
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Post » Tue Feb 16, 2016 12:58 pm

I can't answer for FCOM (oops Walker beat me on that one), but yes KDQ is compatible (via patch files) with UL mods. You can find patches http://www.nexusmods.com/oblivion/mods/13834 for UL Cliffs of Anvil, Cloud Top Mountains, The Eastern Peaks, The Lost Coast, and Rolling Hills.



On a similar note you can find several KDQ patch variations http://www.nexusmods.com/oblivion/mods/44788 for Reclaiming Sancre Tor and Cliffs of Anvil. Also several KDQ patch variations http://www.nexusmods.com/oblivion/mods/45059 for BC 6.0, SOC Legion Outposts, and MTC Thieves Grotto.

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Gen Daley
 
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Post » Mon Feb 15, 2016 11:19 pm

If that sounds like a fearsome number of patches, It should also be noted that there is a single merged patch included for all the affected ULs, which saves a lot on esp slots. Oh, and http://www.nexusmods.com/oblivion/mods/30816/ used to clash, but the author has amended it so no patch needed.



I'm quite heavily modded, but I think I only have 2 patches for KDQ (including the LTPD one included in the KDQ installer), which is a pretty high degree of compatibility for a mod that ranges all across Cyrodiil.

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Fluffer
 
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Post » Tue Feb 16, 2016 3:17 am

It also should be noted that the LTPD one includedfin the KDQ installer is no longer necessary if you're using Better Cities as long as you use the KDG-Arboretum patch included in the last version of BC.

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Jessica White
 
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Post » Tue Feb 16, 2016 4:35 am

A thank you is definitely deserved as well for everyone who has worked on compatibility patches for KDQ!



Fun fact: Kragenir's Death Quest is actually an anagram of " and 's quest". Other than that it's not a great mod title as Kragenir does not really have a 'death' quest. :P

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sam
 
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Post » Mon Feb 15, 2016 11:06 pm

Cool tidbits on a favorite mod. Thanks for sharing your insight into it Povuholo!



I also remember KDQ had a quest for weapons from Gods of another dimension as provided by residents of Brindle Home. The Gods had names that were something similar to Povu and holo, IIRC.

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Emma
 
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Post » Tue Feb 16, 2016 1:54 am

This is one of the mods that stays in my mod list all the time. The side quests in particular are something that lacked in the vanilla game and it changes the game entirely in my opinion. I really appreciate your efforts in creating this fabulous mod. Same goes to WIS for his continued efforts to maintain and update. Thank you guys!! :goodjob: :clap: :thanks: :tops:

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Jonathan Windmon
 
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