[Relz] Kragenir's Death Quest v2.0

Post » Sat May 28, 2011 8:07 pm

New updates? Awesome. By the way, if you need more material from me, just ask - I'm always a bit weak on timelines, but it's always a pleasure.

Thinking about it - I posted in the previous thread, if I recall, near the end of a page, and didn't get any answer, I think it's been missed. I'm stuck - actually, for months, since I just "temporarily" gave up on that quest - on the 'vampire rising' quest. I'm supposed to talk to someone living in Mathias Draconis' house: the right NPC is there, but he doesn't have anything interesting to say. He doesn't seem to ever get out of his house, too, and stays locked up inside, so I have to trespass to talk to him (no big deal, but a bit weird, and it leads me to suspect I'm having some mod conflict here). Anything I could do to force him to talk to me? Or any setstage whatever to advance the quest past that point? I've been trying again every couple week to talk to that guy, no luck, and he must be thinking I'm a maniac by now...
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Luna Lovegood
 
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Post » Sat May 28, 2011 11:50 pm

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)


movetoqt did not help. When I opened up the console after trying that, I realized that the script isn't finding the rat meat in my inventory for some odd reason. that line says get item>>0 in the lines that appeared in the console. I also tried disabling Giskard's mods, which are the only mods I have running that modify Kvatch. I don't think they affect that ayleid well though.
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Laura Mclean
 
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Post » Sat May 28, 2011 2:05 pm

New updates? Awesome. By the way, if you need more material from me, just ask - I'm always a bit weak on timelines, but it's always a pleasure.

Currently I'm working on a bugfix update (Hopefully the last one for now) but there might be another quest update in the future. V2.0 already adds new quests to the Fighter's Guild, but none to the Mages Guild or Dark Brotherhood. If we do another update it'll add quests related to those 2 factions.

I'm supposed to talk to someone living in Mathias Draconis' house: the right NPC is there, but he doesn't have anything interesting to say. He doesn't seem to ever get out of his house, too, and stays locked up inside, so I have to trespass to talk to him (no big deal, but a bit weird, and it leads me to suspect I'm having some mod conflict here). Anything I could do to force him to talk to me? Or any setstage whatever to advance the quest past that point? I've been trying again every couple week to talk to that guy, no luck, and he must be thinking I'm a maniac by now...

There are 3 people who live in Mathias Draconis' house. They all have something to say about dreams, but only Collatinus Vedius has anything useful to say. When you talk to him you should get the journal entry. Are you sure you were talking to him and not another guy in there? You can force the journal entry that is triggered after talking to Collatinus with setstage povssictalosquest 20 .
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Jonathan Montero
 
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Post » Sun May 29, 2011 2:36 am

movetoqt did not help. When I opened up the console after trying that, I realized that the script isn't finding the rat meat in my inventory for some odd reason. that line says get item>>0 in the lines that appeared in the console. I also tried disabling Giskard's mods, which are the only mods I have running that modify Kvatch. I don't think they affect that ayleid well though.

Could it be that you have a different kind of rat meat added by a mod? If you use:

player.additem 3368F 1

Then you should definitely have the vanilla rat meat item. If that doesn't work, I don't know. Do you have any kind of Alchemy bag or something in your inventory, that separates the ingredients from your regular inventory? I don't know if that even exists. I ran into a similar problem with the Keychain mod, which made it impossible to check for keys in the player's inventory through script because the Keychain mod puts them somewhere else.



I just finished the Gluttony walkthrough. It's 920 words long! :P
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Javaun Thompson
 
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Post » Sat May 28, 2011 8:54 pm

It has to be COBL changing the rat meat. Which would mean your mod isn't compatible with COBL.

That does explain why it doesn't work. Your script no longer recognizes the rat meat because it got changed by COBL. player.additem did not work. There are no uninstall instructions that I can find for COBL.

I do find it strange that the cheese worked in the Cinderella part of the quest, but the rat meat doesn't work in the Little Red part of the quest.
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Sian Ennis
 
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Post » Sat May 28, 2011 1:32 pm

It has to be COBL changing the rat meat. Which would mean your mod isn't compatible with COBL.

That does explain why it doesn't work. Your script no longer recognizes the rat meat because it got changed by COBL. player.additem did not work. There are no uninstall instructions that I can find for COBL.

I do find it strange that the cheese worked in the Cinderella part of the quest, but the rat meat doesn't work in the Little Red part of the quest.

That's very strange. I find it hard to believe COBL would delete a vanilla object just like that though, it's not exactly a smart thing to do and I don't what would be the point of it.

I just had a quick look at the .esm file and it does add a new 'Roasted Rat Meat' ingredient but I don't see anything that suggests that it deletes the regular rat meat ingredient. With the Cobl Main.esm active I could still add the rat meat. What other COBL esps are you using?
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RaeAnne
 
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Post » Sat May 28, 2011 9:06 pm

That's very strange. I find it hard to believe COBL would delete a vanilla object just like that though, it's not exactly a smart thing to do and I don't what would be the point of it.

I just had a quick look at the .esm file and it does add a new 'Roasted Rat Meat' ingredient but I don't see anything that suggests that it deletes the regular rat meat ingredient. With the Cobl Main.esm active I could still add the rat meat. What other COBL esps are you using?


You are right, this doesn't make sense.

I had glue, si and tweaks checked. The only other overhauls I had active were OOO 1.33b lite and Giskards. I do not see how either of those would affect vanilla rat meat either. I'm re-installing right now. I'm going to see if it messes up in vanilla in my game.
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SWagg KId
 
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Post » Sat May 28, 2011 11:15 am

Apologies if this has already been mentioned/commented upon, but I can't seem to get the Mod working if I install two of the included .esp files:
KragenirsDeathQuest-LostCoast patch
KragenirsDeathQuest-RollingHills patch

I have both of these Mods installed (Lost Coast and Rolling Hills)-- when I check the Mods in the Data Files, Oblivion loads upto and PAST the Bethesda Soft Screen, and the next loading menu comes up (the one with the Oblivion Symbol, between the gamesas Screen and the Title Screen), at which point Oblivion crashes to desktop...

Any idea what is up with this? I've had a mess with my LO since, so my current one isn't perfect, but this issue occured even before that, after I'd ran it through BOSS, which reported no errors, and neither does WryeBash.
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Beulah Bell
 
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Post » Sat May 28, 2011 5:37 pm

The correct load order is Unique Landscapes, Kragenir's Death Quest loading later, and then the patches loading later than that. Is that your current load order? If you have it in the wrong order (Loading UL after KDQ isn't that bad, but having the compatibility patch loaded before those 2 is.) the game tends to crash before reaching main menu.

If that's not it, the LostCoast patch might need to be remade. I don't recall if I made any changes to that area for the V2.0 release that could cause problems with the patch...
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Madeleine Rose Walsh
 
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Post » Sat May 28, 2011 4:44 pm

I have installed this mod again in my last setups. Great work! this bring more life to Oblivion. I play with no povrumors.
Some NPCs should apperar only when the quest were they belong has started. Example is a guy near Gnoll Mountain! why he is standing there doing nothing?
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Penny Flame
 
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Post » Sat May 28, 2011 11:16 pm

I have installed this mod again in my last setups. Great work! this bring more life to Oblivion. I play with no povrumors.
Some NPCs should apperar only when the quest were they belong has started. Example is a guy near Gnoll Mountain! why he is standing there doing nothing?

Ah, thanks. This is true. We've forgotten about some of these NPCs but we've started to fix that, and now in most cases NPCs should not show up until they're supposed to. Looks like we've missed this guy, who plays a role at some point in the mod's main quest.
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Joanne Crump
 
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Post » Sat May 28, 2011 6:01 pm

The correct load order is Unique Landscapes, Kragenir's Death Quest loading later, and then the patches loading later than that. Is that your current load order? If you have it in the wrong order (Loading UL after KDQ isn't that bad, but having the compatibility patch loaded before those 2 is.) the game tends to crash before reaching main menu.

If that's not it, the LostCoast patch might need to be remade. I don't recall if I made any changes to that area for the V2.0 release that could cause problems with the patch...


Thanks, that seems to have done it-- I guess the moral is "Trust, but Verify" (I trusted BOSS to have everything right, but something must have messed those two up). So far, everything seems to be working fine, but I've not really tried engaging the Mod directly yet, so if i hit any CTDs or issues, I'll let you know; but it starts now, which is a good sign :)
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Brooke Turner
 
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Post » Sat May 28, 2011 2:57 pm

I guess the moral is "Trust, but Verify" (I trusted BOSS to have everything right, but something must have messed those two up).


If BOSS gets it wrong with those you should post about it in the BOSS thread so it can be fixed. No idea myself as I'm not using those mods.
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Alyesha Neufeld
 
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Post » Sat May 28, 2011 3:12 pm

If BOSS gets it wrong with those you should post about it in the BOSS thread so it can be fixed. No idea myself as I'm not using those mods.


Anyway to save your current LO? For easy fix later-- I'll have to D-Check with Boss to confirm (don't want to tell them it's faulty if it's not :) ), and would rather not lose my working LO (and I'd like to avoid hours of putting it back, you know what LOs can be like :S )
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Kirsty Wood
 
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Post » Sat May 28, 2011 9:06 pm

Thanks, that seems to have done it-- I guess the moral is "Trust, but Verify" (I trusted BOSS to have everything right, but something must have messed those two up). So far, everything seems to be working fine, but I've not really tried engaging the Mod directly yet, so if i hit any CTDs or issues, I'll let you know; but it starts now, which is a good sign :)

That's why I do my load order manually and maintain the master list in HTML format. :)
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Albert Wesker
 
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Post » Sun May 29, 2011 12:30 am

Anyway to save your current LO? For easy fix later-- I'll have to D-Check with Boss to confirm (don't want to tell them it's faulty if it's not :) ), and would rather not lose my working LO (and I'd like to avoid hours of putting it back, you know what LOs can be like :S )

In Wrye Bash, right click on the 'file' bar (or anything on that bar up there), then go to 'load->save list...'.




I've finished writing the walkthrough bit for Lust and Greed. That leaves Pride, Sloth, and the last part of the main quest.
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jodie
 
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Post » Sun May 29, 2011 1:55 am

That ork quest where you are supposed to organize a party gets stuck at me talking to salmo. The quest stage is 20.

Any thing special you have to do to advance?
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jesse villaneda
 
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Post » Sat May 28, 2011 3:44 pm

That ork quest where you are supposed to organize a party gets stuck at me talking to salmo. The quest stage is 20.

Any thing special you have to do to advance?

Did you talk to Ugak gra-Mogakh at the stables about getting the meat? If so, did you get the three pieces of boar meat that she suggested? The journal entry can be a bit vague depending on the order in which you talked to people, have a look at the last few entries. Once you have the three pieces of boar meat you should be able to talk to Salmo again.

----

I've added the 'walkthrough' for the Heavenly Armor pieces. I've also added some small lights to some of them, or slightly moved them, because some of them were almost impossible to find unless you knew that it would be in the room. Which you never know. You don't even know if there is a piece in the whole dungeon. So yes it was very very hard. :P


Seriously, how many of you have found more than 1 (or even 1) piece of the Chik Mal or Holopuvo armor set?
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suzan
 
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Post » Sat May 28, 2011 11:28 pm

There are 3 people who live in Mathias Draconis' house. They all have something to say about dreams, but only Collatinus Vedius has anything useful to say. When you talk to him you should get the journal entry. Are you sure you were talking to him and not another guy in there? You can force the journal entry that is triggered after talking to Collatinus with setstage povssictalosquest 20 .

I'm sure it was Collatinus, yep. Quest log said I had to find 'the other object', and that that someone would be able to tell me where it is (I can only vaguely remember what it's all about, I'm afraid - quest started like, 6 or 8 months ago...). Noone of that house's inhabitants has anything to say about this. Used the setstage to get an update (had to put it to 30, it was 26), went to Thamriel, and... She hasn't anything to say, either. I guess I'll have a go with this quest for my next character only. Seems like I messed something up somehow, probably when I updated the mod with this quest already started (bad move, obviously, but I figured i'd take the chance and report any issue this could cause). So, yeah - just reporting. Not really usefull, I'm afraid, probably not a mod conflict or a bug ;)
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LuBiE LoU
 
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Post » Sat May 28, 2011 4:37 pm

I'm sure it was Collatinus, yep. Quest log said I had to find 'the other object', and that that someone would be able to tell me where it is (I can only vaguely remember what it's all about, I'm afraid - quest started like, 6 or 8 months ago...). Noone of that house's inhabitants has anything to say about this. Used the setstage to get an update (had to put it to 30, it was 26), went to Thamriel, and... She hasn't anything to say, either. I guess I'll have a go with this quest for my next character only. Seems like I messed something up somehow, probably when I updated the mod with this quest already started (bad move, obviously, but I figured i'd take the chance and report any issue this could cause). So, yeah - just reporting. Not really usefull, I'm afraid, probably not a mod conflict or a bug ;)

It's possible that you already have the object that Collatinus refers to, which is the 'evil item', which is an amulet called 'Vampiric Charm'. If you look back a few journal entries, it should mention Dralora Athram was the other person to talk to for the other item, which is the 'good item'. This item is 3 pieces of 'efficacious garlic', which show up under Ingredients.

I did make some changes with regards to this part of the quest. I think I squeezed in another journal entry to make things clearer, which might've broken something. But could you check if you have these items?

If you set the stage to 31 you should be able to ask for the next quest.

Another thing you could try is the console command addtopic Thamrielitems to make sure that Thamriel's topic will appear (if the conditions are met of course).
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Sxc-Mary
 
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Post » Sat May 28, 2011 9:53 pm

If that's not it, the LostCoast patch might need to be remade. I don't recall if I made any changes to that area for the V2.0 release that could cause problems with the patch...


I think this is it - the lost coast patch caused crashes the last time I installed it for KDQ v2.01, but after uninstalling that , eeverrything is kosher...
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Nathan Maughan
 
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Post » Sat May 28, 2011 4:45 pm

I figured out through process of elimination which mod was causing the quest to fail with Little Red's quest. Fogrum's Travelogue. It seems to interfere with lots of things that now all work perfectly. It turns out that this mod was causing all kinds of havoc with main quests breaking and the outside containers in OOO not opening for me as well.
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cassy
 
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Post » Sat May 28, 2011 2:12 pm

I figured out through process of elimination which mod was causing the quest to fail with Little Red's quest. Fogrum's Travelogue. It seems to interfere with lots of things that now all work perfectly. It turns out that this mod was causing all kinds of havoc with main quests breaking and the outside containers in OOO not opening for me as well.

I looked it up.That mod was supposed to be just a mark&recall mod, but it causes all these problems? That sounds pretty bad.


I'll see if I can arrange for the Lost Coast patch to be updated. I think I altered the slaughterfish that it's supposed to move...
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kristy dunn
 
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Post » Sat May 28, 2011 9:59 pm

N/m.. I said something stupid and corrected it before making a fool of myself (again).
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Tammie Flint
 
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Post » Sat May 28, 2011 3:52 pm

Ready for a new thread!
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carley moss
 
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