[Relz] Kragenir's Death Quest v2.0

Post » Sat May 28, 2011 5:25 pm

Question - during the Orc Social Club quest I'm instructed to speak to someone at Pell's Gate - I've spoken to everyone and there doesn't seem to be anything quest related - am I missing something or is something broken here? Thanks! Love the mod - great job.
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Laura Samson
 
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Post » Sat May 28, 2011 5:28 pm

Hey guys. Im stuck in Futurus X palace. I can't summon the ghost of Futurus.
BTW the mod is great :D
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phil walsh
 
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Post » Sat May 28, 2011 11:32 pm

Check out EE. With those quests, you can click on the quest in the journal and get a pop-up that shows which dungeons you've checked. It's really cool.


Yeah, I was expecting to see a glow. :P


Oh, yeah, you're right. The COBL Options item in Misc Items opens a menu for all that stuff.


The mod list in Wrye Bash. Each mod is given a two-character prefix, like 1A, 22, 3C, etc. If you're not using Wrye Bash, you really should. :)

I see, well I do not hence the confusion but I suppose I have to examine it.
I wwent to Oblivion nexus and looked at it, which version do you recommend?
Looks interesting and helpful, on an unrelated topic, shop signs and so on what
does it go under meshes or textures? You see I have a problem with Ruined tails tale
I have these yellow diamonds here and there I have tried to install the mod in various ways
but it always fails, i do know that this is not the relevant thread for it but I have tried
the thread for RTT and not gotten any answers.
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e.Double
 
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Post » Sun May 29, 2011 12:17 am

I see, well I do not hence the confusion but I suppose I have to examine it.
I wwent to Oblivion nexus and looked at it, which version do you recommend?

Always get the latest version (that would be 2.85). If you need help from there, there's an official Wrye Bash thread on these forums. :)

Looks interesting and helpful, on an unrelated topic, shop signs and so on what
does it go under meshes or textures? You see I have a problem with Ruined tails tale
I have these yellow diamonds here and there I have tried to install the mod in various ways
but it always fails, i do know that this is not the relevant thread for it but I have tried
the thread for RTT and not gotten any answers.

When you unzip everything, it should be organized properly - just transfer the files into the folder of the same name in the Data folder. For example, I'll use something from Arthmoor's Roads and Bridges: Textures/Arthmoor/NRB4/BleakersWaySign would go into Data/Textures/Arthmoor/NRB4. See? Simple. Diamonds sounds like missing textures (are they actually exclamation points?).
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sophie
 
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Post » Sat May 28, 2011 8:17 pm

... on an unrelated topic, shop signs and so on what
does it go under meshes or textures? You see I have a problem with Ruined tails tale
I have these yellow diamonds here and there I have tried to install the mod in various ways
but it always fails, i do know that this is not the relevant thread for it but I have tried
the thread for RTT and not gotten any answers.

If I may chime in.

When I started replaying the game with MODs I found two things almost indispensable: Wrye and Oblivion Mod Manager (OBMM.) Some MODs will also require you to extend the Vanilla base game with Oblivion Script Extender (OBSE) and Common Oblivion (COBL.)

Wrye may seem overpowering (it actually requires installing a high-level programming language) but it rather elegantly keeps all its power under wraps to allow average players like me to use its major functions (like Bashing) without learning loads of esoteric commands. The more MODs you add, the more valuable it becomes in making them fit together.

Many MODs are written with OBMM in mind and can be installed and uninstalled almost automatically. (Ruined Tail is not one of them) I can't remember any serious problems when I played it. Here are the file locations from the readme:
RTT.esp file - Oblivion\Data\
Sound files (prefixed with RTT_Soundnumber) - Oblivion\Data\Sound\FX\
Voice files - Oblivion\Data\Sound\Voice\RTT.esp\\\
Mesh files - Oblivion\Data\Meshes\
Texture files - Oblivion\Data\Textures\

Also make sure that you have the v3.0 with the v3.0.1 update.
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I’m my own
 
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Post » Sun May 29, 2011 12:26 am

I thought the KDQ Quest Information.html was a spoiler document, but really, it has too little information when I need it...

Anyway, I was looking at this quest called "Gift from the Gods" provided by
Spoiler
Torbal the Sufficient in the Brindle Home village. I didn't understand what was required of me. I spoke to everybody, they gave me their viewpoints, and when I went back to Torbal to tell him what i thought, he said I was of no help without listening to me, and the quest ends... he did m,ention that if I find the armor pieces, I should come back to Torbal and show him, so that I can get that ebony mace off of melindor[sp?]


Is this how this quest is supposed to progress?
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lauraa
 
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Post » Sat May 28, 2011 4:02 pm

Thanks to you all for your advice, I will try to implement them shortly, I will let you know.
As for the Gifts from the gods I am as baffled as you are, interestingly enough I have yet to
find one of these armourparts, Perhaps Povuholo can give us a hint or two?
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Kyra
 
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Post » Sat May 28, 2011 9:21 pm

Hmm... I've run into a problem with the Babysitting quest. I got through the first dungeon with Jhared and he ended up happy; when I left, he wasn't with me, so I thought he'd gone back to the lodge. I went to Bruma, spent the night at the inn... and when I woke up, he was in my room! He's been following me around ever since, doesn't have any topics besides Rumors, and doesn't attack anything, even to defend himself. Really weird...

I thought the KDQ Quest Information.html was a spoiler document, but really, it has too little information when I need it...

Anyway, I was looking at this quest called "Gift from the Gods" ...

Is this how this quest is supposed to progress?

Sounds about right. I remember doing this one a long time ago, and I got the same thing you did. I never found all the pieces (I had to start a new game due to incorrectible problems), but the spoiler doc says they're in random dungeons anyway.

On a side note, I'd like to add another voice to the "spoiler doc needs more info" crowd. All the quests should have at least a simple walkthrough or sequence of events so you know things are going right.
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Steph
 
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Post » Sat May 28, 2011 6:41 pm

I took a little break from KDQ but now I'm back to fix the remaining bugs. I'm looking at you, Cluttermonkeys... :stare:

Hey guys. Im stuck in Futurus X palace. I can't summon the ghost of Futurus.
BTW the mod is great :D

There should be a quest marker pointing to a part of the palace. Get as close to the quest marker as you can and use the scroll.
I thought the KDQ Quest Information.html was a spoiler document, but really, it has too little information when I need it...

Anyway, I was looking at this quest called "Gift from the Gods" provided by
Spoiler
Torbal the Sufficient in the Brindle Home village. I didn't understand what was required of me. I spoke to everybody, they gave me their viewpoints, and when I went back to Torbal to tell him what i thought, he said I was of no help without listening to me, and the quest ends... he did m,ention that if I find the armor pieces, I should come back to Torbal and show him, so that I can get that ebony mace off of melindor[sp?]


Is this how this quest is supposed to progress?

Yes. It's not much of a quest by itself. The quest ends but when you have found an armor piece you can still show it to Torbal. It's quite difficult to find the armor pieces so I didn't want to leave the quest open.
Hmm... I've run into a problem with the Babysitting quest. I got through the first dungeon with Jhared and he ended up happy; when I left, he wasn't with me, so I thought he'd gone back to the lodge. I went to Bruma, spent the night at the inn... and when I woke up, he was in my room! He's been following me around ever since, doesn't have any topics besides Rumors, and doesn't attack anything, even to defend himself. Really weird...

You're supposed to talk to Jhared when you're left the cave. I think his greeting will only work if you do this somewhat near the entrance... I'll see if I can change this. For now you should go back to the first cave (Beast's Maw?) and talk to Jhared while standing near the entrance.
On a side note, I'd like to add another voice to the "spoiler doc needs more info" crowd. All the quests should have at least a simple walkthrough or sequence of events so you know things are going right.

I'm working on it now. It's a lot of quests. :D

I'll be sure to add a list of the armor pieces too.
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Jessie Butterfield
 
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Post » Sun May 29, 2011 12:12 am

Question - during the Orc Social Club quest I'm instructed to speak to someone at Pell's Gate - I've spoken to everyone and there doesn't seem to be anything quest related - am I missing something or is something broken here? Thanks! Love the mod - great job.

Did you get the Lee Lines quest at Pell's Gate earlier? It is linked to the Orc Social Club quest so you'll have to finish that one.
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Steven Hardman
 
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Post » Sat May 28, 2011 11:04 pm

Ah - perfect. Thanks!
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Stryke Force
 
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Post » Sat May 28, 2011 6:46 pm

You're supposed to talk to Jhared when you're left the cave. I think his greeting will only work if you do this somewhat near the entrance... I'll see if I can change this. For now you should go back to the first cave (Beast's Maw?) and talk to Jhared while standing near the entrance.

Oh. When I first left the cave, he wasn't there - I figured he'd automatically just teleported back to the lodge, but I guess he just took a little longer to leave than I did.

I'm working on it now. It's a lot of quests. :D

I'll be sure to add a list of the armor pieces too.

Sweet! :D
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Angus Poole
 
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Post » Sat May 28, 2011 3:13 pm

I intend to release an updated spoiler file along with the next mod update. It fixes several quest stopping bugs in the Clutter quest line, some minor issues, and has updated compatibility for the new Better Cities release build into it thanks to Arthmoor.

Adding detailed instructions for all the quests is going to take a while, so this first update is probably only going to have the whole main quest and a couple of the miscellaneous quests (including the armor quest). I intend to have a complete walkthrough of all quests at some point though.
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Pumpkin
 
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Post » Sat May 28, 2011 9:28 pm

I intend to release an updated spoiler file along with the next mod update. It fixes several quest stopping bugs in the Clutter quest line, some minor issues, and has updated compatibility for the new Better Cities release build into it thanks to Arthmoor.

Adding detailed instructions for all the quests is going to take a while, so this first update is probably only going to have the whole main quest and a couple of the miscellaneous quests (including the armor quest). I intend to have a complete walkthrough of all quests at some point though.


Thanks for heeding the call of the deprived! :bowdown:

By the way, are the following (unvoiced) rumor topics to NPCs from KDQ?:
1. Hear about an enchanted sword at Fort Coldcorn that points to riches. Don't know if true?
2. Two Cammona Tong guys having a skooma drop near Kingsrest cavern.
3. Have you asked the Daedra Lords for tasks? Their rewards are good.
etc.

also, are rumors # 1 and #2 associated with some quests that I should check out?
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Marcia Renton
 
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Post » Sun May 29, 2011 2:26 am

Yes they are, all 3.

1. Sort of. It's from the vanilla game, a quest without journal entries. In fact Malchik wrote the rumors and it wasn't until right now that I had a look at what this rumor was about myself. :P The sword exists. http://www.uesp.net/wiki/Oblivion:The_Unbeaten_Path

2. These guys are also from the vanilla game, and do drop off skooma near that cave. There's a quest in which they may get involved, but there's no quest directly to be found there.

(Also if you don't want all the non voiced rumors in your game anymore, you can disable them all with the following console command: Stopquest povrumors)
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OnlyDumazzapplyhere
 
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Post » Sat May 28, 2011 5:03 pm

I finished the main quest walkthrough up to the end of Seal 2. Seal 3 and the conclusion is going to take forever. :snoring:
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Melis Hristina
 
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Post » Sat May 28, 2011 8:51 pm

Yes they are, all 3.

1. Sort of. It's from the vanilla game, a quest without journal entries. In fact Malchik wrote the rumors and it wasn't until right now that I had a look at what this rumor was about myself. :P The sword exists. http://www.uesp.net/wiki/Oblivion:The_Unbeaten_Path

2. These guys are also from the vanilla game, and do drop off skooma near that cave. There's a quest in which they may get involved, but there's no quest directly to be found there.

(Also if you don't want all the non voiced rumors in your game anymore, you can disable them all with the following console command: Stopquest povrumors)


No way, I love your rumors way better than the vanilla!


ANd for the past 4 years that I've been playing Oblivion, I'd never heard about the Fort Coldcorn quest or the skooma drop fellows. I love your rumors precisely for that - they give me tidbits about the vanilla game and blend in seamlessy. Three cheers for KDQ :foodndrink: , my favorite quest mod EVAR :devoted fan:
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neil slattery
 
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Post » Sat May 28, 2011 12:35 pm

I'm stuck in Bravil trying to figure out how to find skooma for Grumpy. Is it possible for someone to give me a hint? I'm sure I'm overlooking something obvious.
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sam
 
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Post » Sat May 28, 2011 4:14 pm

I'm stuck in Bravil trying to figure out how to find skooma for Grumpy. Is it possible for someone to give me a hint? I'm sure I'm overlooking something obvious.

There are a lot of bottles in the Skooma Den building, did you look there?
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Heather Dawson
 
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Post » Sun May 29, 2011 1:05 am

There are a lot of bottles in the Skooma Den building, did you look there?


The only thing I had not done was look inside the containers. I knew I was missing something obvious.
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Dean Ashcroft
 
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Post » Sat May 28, 2011 9:30 pm

I am now having problems with Little Red. I got to the place where the wolf is supposed to be, but it won't show up. I do have the required item in my inventory.

I loved that fairy godmother by the way.
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CArla HOlbert
 
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Post » Sat May 28, 2011 6:54 pm

EDI: Nevermind, figured it out, I hadn't read one book. Also, from the spoiler text:
Spoiler
One doesn't need to talk to all people to advance the quest, just the books are to be read.

I am stuck on the "An Inflammatory Letter" quest.
Spoiler

I know how the quest proceeds as I have done it on a previous character for KDQ v1.06. In this game, I think I have spoken to everybody, but the quest does not advance (going back toit he Attius guy who gave me the quest doesn't help either to move it forward). it might be possible that I looked for the books and read them before I spoke to a few people (Winson etc.) - is that what's blocking the quest from, moving forward (I did not get the message box that told me about the letter not being there).

Is there a console command I can use to move it to the next phase. By the way, how can I find the various quests stages for the various quests in KDQ? Do I open the mod in the CS for that?

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remi lasisi
 
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Post » Sun May 29, 2011 12:13 am

I am now having problems with Little Red. I got to the place where the wolf is supposed to be, but it won't show up. I do have the required item in my inventory.

I loved that fairy godmother by the way.

Are you sure you're at the right spot? There are two quest markers if I recall correctly, one for the wolf pen, and one closer to Kvatch. The one near Kvatch points at the wolf. And are you absolutely sure that you have a piece of rat meat in your inventory?





For the complete main quest walkthrough I've now written Querulus Mona's quest and 2 of the Deadly Sins quests from start to end. I'm not looking forward to writing Gluttony. :P
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Umpyre Records
 
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Post » Sun May 29, 2011 2:42 am

Are you sure you're at the right spot? There are two quest markers if I recall correctly, one for the wolf pen, and one closer to Kvatch. The one near Kvatch points at the wolf. And are you absolutely sure that you have a piece of rat meat in your inventory?

Yes I am aware of both quest markers. The wolf is not showing up and last time I checked, I had 19 pieces of rat meat in my inventory. Am I supposed to only have one? I will try that and see if that works.





For the complete main quest walkthrough I've now written Querulus Mona's quest and 2 of the Deadly Sins quests from start to end. I'm not looking forward to writing Gluttony. :P


Do you have those walkthroughs you have finished published yet? This is a great quest mod.
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Allison Sizemore
 
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Post » Sat May 28, 2011 11:26 am

Do you have those walkthroughs you have finished published yet? This is a great quest mod.

Not yet, I still need to fix the layout a bit, it's a bit of a mess right now. Once the main quest is done I'll tidy it up and release it. The current quest hints document (that came with the main download and is also available separately on the download page) does provide some answers to difficult parts of the main quest, but it's more of a short FAQ for specific points in just a couple of quests, than a real walkthrough.

I'll have a look at the wolf. It should work with any amount of rat meat in your inventory. What happens if you use the console command:

movetoqt


Maybe it ended up below the landscape because of a mod altering the surroundings of Kvatch or something. (This command might teleport you to the other quest marker though, in which case it wouldn't be useful)
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CRuzIta LUVz grlz
 
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