[Relz] Kragenir's Death Quest v2.0

Post » Sat May 28, 2011 9:03 pm

Thanks for the update. I repackaged the mod. Maybe this can tip you on folder structure:
Spoiler
\---Kragenir's Death Quest archive    +---00 Core    |   |   Kragenir's Death Quest.esp    |   |       |   +---DOCS    |   |   \---Kragenir's Death Quest v2    |   |           2.0 Hotfix 1.txt    |   |           Dialogue Installation (IMPORTANT INSTALLATION STEP).txt    |   |           KDQ Quest Information.html    |   |           Kragenir's Death Quest Changelog.txt    |   |           Kragenir's Death Quest README.txt    |   |               |   +---Meshes    |   |                   |   \---Textures    |                       +---01 Rural Line Additions    |       KDQ - Rural Line Additions.esp    |           \---02 Compatibility Patches        |   KragenirsDeathQuest-CloudtopMountains patch.esp        |   KragenirsDeathQuest-LetThePeopleDrink patch.esp        |   KragenirsDeathQuest-LostCoast patch.esp        |   KragenirsDeathQuest-RollingHills patch.esp        |   Kragenirs_WhiteStallion_Compat.esp        |           \---Docs            \---Kragenir's Death Quest v2                    Compatibility Readme.txt

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Sophie Louise Edge
 
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Joined: Sat Oct 21, 2006 7:09 pm

Post » Sat May 28, 2011 7:15 pm

First off: Congrats on the release.

Second: I have a problem (of course...). I disabled 1.06, made a clean save, installed KDQ 2.0, rebuilt the patch, and started up Oblivion... and it crashed before I even got to the main menu. This occurs every time I try it. If I disable KDQ, it loads and plays just fine. Here's my load order, FWIW:

Spoiler
Active Mod Files:00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.3]02  Francesco's Leveled Creatures-Items Mod.esm03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]05  Mart's Monster Mod.esm  [Version 3.6beta3]06  Enhanced Daedric Invasion.esm07  TamrielTravellers.esm  [Version 1.39c]08  FCOM_Convergence.esm  [Version 0.9.8]09  Better Cities Resources.esm0A  NNWAEMaster.esm0B  The Other Spheres Base.esm0C  CustomSpellIcons.esm**  TweakedGenericFaces.esp0D  Unofficial Oblivion Patch.esp  [Version 3.2.6]0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]10  Better Cities .esp11  Francesco's Optional Chance of Stronger Bosses.esp12  Francesco's Optional Chance of Stronger Enemies.esp++  FCOM_Francescos.esp  [Version 0.9.8]++  EnhancedWeather - Darker Nights, 50.esp  [Version Final]++  Advanced_Water_Modification-2734.esp++  Symphony of Violence.esp13  Echo_ChapelChant.esp14  MIS Low Wind.esp15  MIS New Sounds Optional Part.esp16  PCSoundAnnah.esp  [Version 2.6]++  Vincente Valtieri Imperial.esp17  OBSE-Storms & Sound.esp18  WindowLightingSystem.esp19  AliveWaters.esp1A  Book Jackets Oblivion.esp**  CNRP Bruma4OOO.esp  [Version 0.2]**  CNRP Chorrol4OOO.esp  [Version 1.1]**  CNRP FightersGuild4OOO.esp  [Version 1.0]**  CNRP DB for OOO.esp  [Version 1.0]**  CNRP Cheydinhal4OOO.esp  [Version 1.0]1B  diversegrasses.esp1C  DS Time Manager.esp  [Version 1.0]++  Item interchange - Extraction.esp  [Version 0.76]++  Less Creepy Guild Porters.esp1D  Musical Immersion 1.0.esp1E  QZ Easy Menus.esp1F  RealitySpectre'sBetterPotions.esp20  ReneerCreatureMod.esp21  Reznod_Mannequin.esp22  Enhanced Economy.esp  [Version 4.1.1]23  Choices and Consequences.esp  [Version 2.0]24  C&C - The Blackwood Company.esp25  Map Marker Overhaul.esp  [Version 3.5]26  sr_super_hotkeys.esp27  1DeadlyShadows.esp28  Nicoroshi Creations DW Light.esp29  PTArtifacts.esp2A  StealthArmor.esp**  mz_Shields.esp2B  Thieves Arsenal.esp2C  Oblivion WarCry EV.esp2D  FCOM_WarCry.esp  [Version 0.9.8]2E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33b]2F  OOO-LightOfDawnFlamesWhenDrawnOBSE_1handed.esp**  OMOBS.esp  [Version 1.0]30  Choices and Consequences - OOO.esp  [Version 2.0]31  FCOM_Convergence.esp  [Version 0.9.8]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.8]32  Mart's Monster Mod - Extra Wounding.esp  [Version 3.6Beta3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.6Beta3]33  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.6Beta3]++  Mart's Monster Mod - No Blood.esp  [Version 3.6Beta3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.6beta3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.6Beta3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.6beta3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.6Beta3]++  TamrielTravellerAdvscript.esp  [Version 1.39c]34  TamrielTravellers4OOO.esp  [Version 1.39c]++  TamrielTravellersItemsnpc.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.8]**  FCOM_FriendlierFactions.esp  [Version 0.9.8]35  TIE In.esp  [Version 1.07]36  TIE In - FCOM Convergence.esp  [Version 1.07]37  TIE In - Game Settings.esp  [Version 1.07]++  TIE In - Sounds.esp  [Version 1.07]38  SSEE-OOO.esp39  C&C - The Blackwood Company - OOO.esp3A  Ivellon.esp  [Version 1.5]3B  Bandit Hideouts.esp3C  Better Dark Brotherhood Sanctuary for Cobl & OBSE.esp3D  Bottomless Cavern.esp3E  Brendi.esp3F  BrotherhoodRenewed.esp  [Version 1.0.1]40  CDEP_FanaCeya.esp41  CDEP-UnderpallCave.esp42  Fort Ferrion.esp43  FortDragonShirev1.esp44  Gelden_Halls.esp45  Dirtier Waterfront.esp46  JQ-AssassinQuest.esp47  Kragenir's Death Quest.esp48  LostSwordOfTheAylied.esp49  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.2]4A  NNWAEDungeons-Series2EV.esp4B  NNWARE06-RhyeliaEmeroEV.esp4C  Return Of Shadows.esp  [Version 1.03]4D  Ruins of Tarnesia.esp  [Version 1.0]4E  Septim Mansion.esp4F  sunk ships.esp50  Sylar_INNMergedCyrodillInnsRevised.esp51  The Ayleid Steps.esp  [Version 3.3.2]52  The Crimson Queen.esp53  Treasure Maps Blood Ransom.esp54  Treasure Maps_Boethia's Burden.esp55  VHBloodlines 1.2.esp  [Version 1.4]56  TOS - Prelude.esp57  AFK_Weye.esp58  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.8]59  ElsweyrAnequina.esp5A  Reaper's Esmeralda's Desert Manor.esp5B  ElsweyrC&CBlackwoodPatch.esp5C  ElsweyrAnequinaFemaleBody.esp5D  Tales from Elsweyr Anequina.esp5E  Walkabout.esp5F  road+bridges.esp  [Version 4.5.5]60  Faregyl.esp  [Version 1.0.10]61  Faregyl+Anequina Patch.esp62  xulFallenleafEverglade.esp63  Anequina-Fallenleaf-Patch.esp64  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]65  KragenirsDeathQuest-LostCoast patch.esp66  xulBravilBarrowfields.esp  [Version 1.3.2]67  xulLushWoodlands.esp  [Version 1.3]68  xulAncientYews.esp69  xulBrenaRiverRavine.esp  [Version 1.0.2]6A  xulAspenWood.esp  [Version 1.0.1]6B  West Roads.esp6C  The Ruins of Miscarcand.esp6D  300 Arcane University.esp6E  Open Better Cities FULL.esp6F  OBCBravil-Barrowfields patch.esp70  JQ-Fighters_Guild_United.esp++  FCOM_FighterGUnited.esp71  Harvest [Flora].esp  [Version 3.0.0]72  AutoBookPlacer.esp++  DeadlierDarkBrotherHood.esp73  Leviathan Soulgems.esp++  more books teach.esp74  P1DkeyChain.esp  [Version 5.00]75  Enhanced Vegetation [125%].esp++  SigilStonesUnlevelled - Adjusted.esp76  Toggleable Quantity Prompt.esp  [Version 3.1.1]77  StarX Vampire Deaths.esp78  Ayelid Wells.esp79  Shadow Ranger.esp  [Version 2.9]7A  Quest Award Leveller.esp  [Version 2.0.1]7B  StartChoices.esp7C  LessHealthfulRest.esp7D  SM Encumbrance and Fatigue.esp  [Version 2.1b]7E  RealisticForceMedium.esp7F  RealisticMagicForceMedium.esp80  StarX Vanilla Vampires Revised.esp81  StarX VVR_OOO Patch.esp82  ArcaneArchery.esp83  RshAlchemy.esp84  attack and hide medium v2.1.esp85  ZumbsLockpickingMod - OBSE.esp86  RenGuardOverhaul.esp87  Smarter Mercantile Leveling - Multi.esp88  RealisticLeveling.esp++  Level_Rates_Modified_x5.esp89  immersive_caves_auto.esp8A  Let There Be Darkness - Cyrodiil + SI.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]8B  bgBalancingEVCore.esp  [Version 10.52EV-D]8C  bgMagicEV.esp  [Version 1.7EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]8D  bgMagicEVPaperChase.esp  [Version 1.68EV]8E  bgMagicAlchemy.esp  [Version 1.57]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]8F  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]90  bgIntegrationEV.esp  [Version 0.962]**  bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp  [Version 0.95]91  OC+Integration Patch.esp  [Version 1.0]92  Better Cities IC Arboretum.esp93  Better Cities IC Arena.esp94  Better Cities IC Elven Gardens.esp95  Better Cities IC Green Emperor Way.esp96  Better Cities IC Market.esp97  Better Cities IC Prison.esp98  Better Cities IC Talos Plaza.esp99  Better Cities IC Temple.esp9A  Zero Annoying Comments and Messages.esp9B  bgMagicLightningbolt.esp9C  DS Flaming Arrows.esp  [Version 1.1]++  Magic Projectile Variants.esp++  Visually Realistic Lava.esp9D  Visual Enchantments v1.0.esp++  X-Ray Detect.esp**  NRB4 Standard Road Record.esp9E  Bashed Patch, 0.esp


The only time I've experienced crashes with KDQ before the menus was when I had the Kragenir's Death Quest.esp loaded later than compatibility patches for the mod or things like that, but this doesn't seem to be a problem on your list. Still, what happens if you disable the Lost Coast compatibility patch but leave KDQ enabled? I suppose it's possible that an update to that mod screwed up the patch.
Thanks for the update. I repackaged the mod. Maybe this can tip you on folder structure:
Spoiler
\---Kragenir's Death Quest archive    +---00 Core    |   |   Kragenir's Death Quest.esp    |   |       |   +---DOCS    |   |   \---Kragenir's Death Quest v2    |   |           2.0 Hotfix 1.txt    |   |           Dialogue Installation (IMPORTANT INSTALLATION STEP).txt    |   |           KDQ Quest Information.html    |   |           Kragenir's Death Quest Changelog.txt    |   |           Kragenir's Death Quest README.txt    |   |               |   +---Meshes    |   |                   |   \---Textures    |                       +---01 Rural Line Additions    |       KDQ - Rural Line Additions.esp    |           \---02 Compatibility Patches        |   KragenirsDeathQuest-CloudtopMountains patch.esp        |   KragenirsDeathQuest-LetThePeopleDrink patch.esp        |   KragenirsDeathQuest-LostCoast patch.esp        |   KragenirsDeathQuest-RollingHills patch.esp        |   Kragenirs_WhiteStallion_Compat.esp        |           \---Docs            \---Kragenir's Death Quest v2                    Compatibility Readme.txt


If you could upload your repackaged version somewhere that would be even better! :D
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Liv Brown
 
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Post » Sat May 28, 2011 6:55 pm

Edit: Actually there should be an ID for the effect, the enchantment ID. So what about:

player.dispel XX004114

edit: Fixed the command to use the FormID as it is supposed to, not the Editor ID. Replace 'XX' with the load order numbers/letters of Kragenir's Death Quest in your load order.

If this would work DispelAllSpells should've worked too I think.

Another command you could try if the above doesn't work is RemoveSpell. So:

player.RemoveSpell XX004114

Again replace 'XX' with the load order numbers/letters of Kragenir's Death Quest in your load order.

Let me know if any of this works! :)

I'm going to hold off on updating until I finish the missing mounts quest (the only essential one you mentioned as possibly problematic that I've not finished) ... actually I may try to wrap up all current quests.

I tried the first option and it worked. I hadn't realized that the positive effects were still active but they were so I used UOP attribute restore afterward and all seemed good.

I'll try not to put anymore amulets on - lot of amulets in this mod.

May want to mention in the updating/troubleshooting section about this fix.

thanks!!
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Tyler F
 
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Post » Sat May 28, 2011 3:49 pm

The only time I've experienced crashes with KDQ before the menus was when I had the Kragenir's Death Quest.esp loaded later than compatibility patches for the mod or things like that, but this doesn't seem to be a problem on your list. Still, what happens if you disable the Lost Coast compatibility patch but leave KDQ enabled? I suppose it's possible that an update to that mod screwed up the patch.

That did it. :D I haven't updated Lost Coast lately, though, and it was working fine with 1.06. Did you change anything in 2.0 to render it inapplicable? What's down there anyway?
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Gisela Amaya
 
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Post » Sat May 28, 2011 11:25 pm

That did it. :D I haven't updated Lost Coast lately, though, and it was working fine with 1.06. Did you change anything in 2.0 to render it inapplicable? What's down there anyway?

I didn't change anything as far as I can remember. But I made tons of changes so maybe that doesn't say much.

The compatibility patch moves the vanilla shipwreck (which was moved by Lost Coast) closer to its vanilla position and also moves the KDQ slaughterfish, which got stuck in the sand added by Lost Coast.

It is possible that I altered the slaughterfish and that a new patch needs to be made, but I'll have a look myself first.

There have been so many changes between 1.06 and 2.0 that I have lost track of some of the smallers ones that I didn't write down.
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lilmissparty
 
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Post » Sat May 28, 2011 9:11 pm

Just downloaded and look forward to starting to play this evening. Thanks for all your hard work on all the new quests and updates to existing ones. Yours and Malchick's dedication to this mod is unmatched.
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IM NOT EASY
 
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Post » Sat May 28, 2011 2:49 pm


I tried the first option and it worked. I hadn't realized that the positive effects were still active but they were so I used UOP attribute restore afterward and all seemed good. I'll try not to put anymore amulets on - lot of amulets in this mod.
thanks!!

Thank you for this. I didn't know this was an option in UOP. I have been going nutz :bonk: trying to figure out how i got a -50 to intelliigence.

Which amulet are you guys talking about and what was the effect?
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Miguel
 
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Post » Sat May 28, 2011 2:51 pm

Thank you for this. I didn't know this was an option in UOP. I have been going nutz :bonk: trying to figure out how i got a -50 to intelliigence.

Which amulet are you guys talking about and what was the effect?

I've found most of my stat miscalculations were the result of using enchantments that boost stats with realism mods that alter stats on the fly ... then mods that boost skill ups from non-related skills may be a factor too - nothing I'm prepared to post about - just my observations. The UOP tool has been very helpful and I've not seen it be wrong very often. Just remember when using the UOP stat attribute restore to remove all enchantments, be rested and fed (if using realism mods), and as little fatigue as possible (note Realistic Fatigue will almost never be 100%) before using it. and save ahead of time.

The amulet that got my character was the Amulet of Infections Charm
Spoiler
one of the seven dwarf quests


going back to the previous thread will tell you the other amulet, but if you didn't have 1.06 installed should not be a problem as this is supposed to be fixed in 2.0.
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Jeneene Hunte
 
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Post » Sat May 28, 2011 2:33 pm

The amulet that got my character was the Amulet of Infections Charm
Spoiler
one of the seven dwarf quests


going back to the previous thread will tell you the other amulet, but if you didn't have 1.06 installed should not be a problem as this is supposed to be fixed in 2.0.

I did have v1.06 completed except for a couple of the smaller side quests. What I should have done is remove all items before saving and removing the old version. This is what UOP told me to do and it worked just fine. I can't remember if I tried to put that amulet on or not while I'm was playing. But since it has nothing to do with Intelligence, I don't think it's relevant beyond an object lesson.

I just did the Dwarf Quest in V2.0 and I'm sure I didn't even try to put it on.
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Misty lt
 
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Post » Sat May 28, 2011 11:43 pm

There are two enchanted amulets. There's the Amulet of Infectious charm in Bashful's quest, and Jhared's Amulet at the end of the Baby Sitting quest. The bug would occur if you'd be wearing an amulet at the time that it is removed from your inventory during a conversation: Once the amulet was removed the effects of the enchantment on the amulet would stick.
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Matthew Barrows
 
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Post » Sat May 28, 2011 10:41 pm

There are two enchanted amulets. There's the Amulet of Infectious charm in Bashful's quest, and Jhared's Amulet at the end of the Baby Sitting quest. The bug would occur if you'd be wearing an amulet at the time that it is removed from your inventory during a conversation: Once the amulet was removed the effects of the enchantment on the amulet would stick.

I never finished the Babysitting Quest because it was one of those open-ended things I never got around to it :whistling:

I knew about the going-to-jail glitch, but I never heard about the same thing happening during a quest removal. Makes sense, though.

Now that I think about it the same thing should happen if your wearing (or miscellaneous items you're just carrying) if you delete the MOD that created them. Problem is after several MODs, you forget where you get this stuff :rolleyes:
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NeverStopThe
 
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Post » Sun May 29, 2011 2:14 am

Problem is after several MODs, you forget where you get this stuff :rolleyes:

http://www.tesnexus.com/downloads/file.php?id=16704 could help with that.
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Kevin S
 
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Post » Sat May 28, 2011 10:04 pm

http://www.tesnexus.com/downloads/file.php?id=16704 could help with that.

What a great resource! :goodjob:
Thank you for pointing me to it :icecream:
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Misty lt
 
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Post » Sat May 28, 2011 11:14 pm

Does the new version of this mod add a boat and a dock outside of Leyawiin? Also does it add a house close to Skingrad looking over the river a short way to the southeast?
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Tyrone Haywood
 
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Post » Sat May 28, 2011 3:55 pm

Does the new version of this mod add a boat and a dock outside of Leyawiin? Also does it add a house close to Skingrad looking over the river a short way to the southeast?


Until you get an answer from povuholo:

http://www.tesnexus.com/downloads/file.php?id=16704 could help with that.


I'm using it a lot and have found out several houses added by KDQ via it. Using lots of mods adding stuff it's pretty much a necessity IMO.
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leigh stewart
 
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Post » Sun May 29, 2011 1:28 am

Does the new version of this mod add a boat and a dock outside of Leyawiin? Also does it add a house close to Skingrad looking over the river a short way to the southeast?

No it doesn't. The mod adds one house to the south of Leyawiin (Dwarven House), two near the Ayleid ruin of Nunongalo (or whatever you spell that, I always get it wrong), one at Dive Rock and one near Roland Jenseric's cabin near Cheydinhal, but other than that the mod doesn't add any structures. And those were all from the V1.0 release.
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suniti
 
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Post » Sat May 28, 2011 3:14 pm

How could I even miss this big update :facepalm:

Downloading instantly :)
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Joe Alvarado
 
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Post » Sun May 29, 2011 12:24 am

I'm using it a lot and have found out several houses added by KDQ via it. Using lots of mods adding stuff it's pretty much a necessity IMO.

Yeah I use it all the time. I also very frequently use the 'ori' console command in Morrowind, which is like a simple version of the FormID Finder. Every time I find something new I want to know what it's from. Sometimes it's actually from the original game that I hadn't seen before. :P
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Dragonz Dancer
 
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Post » Sun May 29, 2011 2:19 am

Until you get an answer from povuholo:



I'm using it a lot and have found out several houses added by KDQ via it. Using lots of mods adding stuff it's pretty much a necessity IMO.

Oh cool, I hadn't known there was something like this for Oblivion. Thanks for the tip.

No it doesn't. The mod adds one house to the south of Leyawiin (Dwarven House), two near the Ayleid ruin of Nunongalo (or whatever you spell that, I always get it wrong), one at Dive Rock and one near Roland Jenseric's cabin near Cheydinhal, but other than that the mod doesn't add any structures. And those were all from the V1.0 release.

Figuring out what is causing conflicts when you use over 200 mods is a nightmare for this game. It was a lot easier with MW and the ori command. Thanks for the quick answer also.
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Undisclosed Desires
 
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Post » Sat May 28, 2011 1:05 pm

Got a bug report from Malchik himself. There appears to be a problem with the new Leyawiin quest 'Killing the Queen'. Ironically, if you actually kill the rat queen you are unable to redeem your reward from Weebam-Na. This will be fixed soon.

I could put up another hotfix for this or wait a little longer, see if any other issues pop up, and release it as v2.01. For now I'll wait a little longer.
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Jonathan Braz
 
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Post » Sat May 28, 2011 9:38 pm

I'm having trouble completing the new quest in Skingrad called Party Time. When I get to the part where I have to go ask around for 25 onions the quest marker still points to Salmo. After checking every npc in and outside of Skingrad the dialog topic will not appear either. On another note I could not find 1 npc in Skingrad that's an alchemist and sells onions...although I did discover that the list of ingredients the 2 main alchemists possess when using cobl is quite massive.

That landscape tear I was having was from Vampire Hunting - Order of the Virtuous Blood being loaded below Kvatch Rebuilt by the way. Moving it right above Kvatch Rebuilt fixed the problem. I haven't been back to Leyawiin yet to check where that dock and boat is from though. :ahhh:
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Catherine Harte
 
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Post » Sat May 28, 2011 11:36 pm

I'm having trouble completing the new quest in Skingrad called Party Time. When I get to the part where I have to go ask around for 25 onions the quest marker still points to Salmo. After checking every npc in and outside of Skingrad the dialog topic will not appear either. On another note I could not find 1 npc in Skingrad that's an alchemist and sells onions...although I did discover that the list of ingredients the 2 main alchemists possess when using cobl is quite massive.

You have to find your own 25 onions, as far as I can remember once you've given those to Salmo the quest marker will disappear and you can talk to other people about the other ingredients.

I thought the alchemists did sell some onions but maybe the Inn does...
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Emily abigail Villarreal
 
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Post » Sat May 28, 2011 10:38 am

I have to find them all myself? Oh well, I'll have to go check out some other cities then. I already checked both of Skingrads inns also, no onions there. I think the alchemist in the imperial city had some, and possibly someone over in Anvil where the paranoid guards like to chase me because they think I'm going to pickpocket everyone in the entire city or something.
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Chica Cheve
 
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Post » Sat May 28, 2011 2:36 pm

Malchik originally suggested 50 onions but I said that was way too much. :P

I might reduce it to 15 though if they're really that hard to find.
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helliehexx
 
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Post » Sat May 28, 2011 10:34 am

Malchik originally suggested 50 onions but I said that was way too much. :P
I might reduce it to 15 though if they're really that hard to find.

Accordin to the UESP Wiki there are 70 respawning onions scattered around in homes and caves, castles and ruins throughout Cyrodiil—although it lists only 59 :rolleyes: Since obtaining most of these would be stealing, many players may have an ethical conundrum. Also your quest-giver would have to accept stolen items :ninja:

It goes on to say that the onions appearing in vendor's stocks are random. So deciding on the number to require depends on how much of a Sadist you are and how much of a Masochist you think your player may be :drool:

I think 15 would be about right.

As for me; I usually put those quests on hold while I do another one and look for the items (onions in this case) at the same time. If I finish the other quest then its
Spoiler
player.additem 3368A (for onions)
and on to the next quest.
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Alada Vaginah
 
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