[Relz] Kragenir's Death Quest (Thread #3)

Post » Fri May 27, 2011 2:10 pm

During another inspirational shower (many ideas/solutions come from those :P) I've figured out a good way to handle the The One Ring quest. I'll post the update tomorrow.
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anna ley
 
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Post » Fri May 27, 2011 2:50 am

Okay, I figured out what the problem was:

Spoiler
I noticed that I had "lifting the vale" quest not completed yet. And since the countess of bruma also has the sword of Jedd Eye, I figured that was what was bugging out my quest. So I reverted to a previous save, gave the countess the draconian madstone, went back and did the 7 doors of kragenirs tower, and voila, it worked. ALTHOUGH, I do have another problem, and I'm not sure if its a bug or not..... but when I am trying to find a caretaker for all the old knights of the silver nose, the quest journal suggests I talk to Doc. I go back to the house that's by Dive Rock, and Doc is the only dwarf NOT there. I figured maybe he was scripted to run errands or something, so I have waited throughout all hours of the day and night, and Doc never shows. Am I forgetting something here, is Doc somewhere else? Or is he supposed to be at the house by dive rock? If he is supposed to be there, what do I need to do to get this thing back on track.....I'm sooooo close to the end, and I had virtually zero bugs throughout the whole quest up until the end. The little bit of sanity I have left is swiftly fleeting. :P

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Bones47
 
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Post » Thu May 26, 2011 9:58 pm

Spoiler
I go back to the house that's by Dive Rock, and Doc is the only dwarf NOT there.

He should be in the mine area somewhere. It's kinda dark there in some places though so I'll make sure he has a torch in the next update. He should never leave the mine. I don't know how much he moves but by default he's standing somewhere on the right side of the mine when you enter it.

The update is still planned for later today.
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Tarka
 
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Post » Fri May 27, 2011 7:30 am

He should be in the mine area somewhere. It's kinda dark there in some places though so I'll make sure he has a torch in the next update. He should never leave the mine. I don't know how much he moves but by default he's standing somewhere on the right side of the mine when you enter it.

The update is still planned for later today.


I put on my detect life ring 150 ft, just to double check, and no doc. I only see 5 drawves sleepy, bashful, grumpy, happy, and sneezy (dopey is upstairs in the main house with snow white singing the cliff racer song...lol)
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lilmissparty
 
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Post » Fri May 27, 2011 9:16 am

I put on my detect life ring 150 ft, just to double check, and no doc. I only see 5 drawves sleepy, bashful, grumpy, happy, and sneezy (dopey is upstairs in the main house with snow white singing the cliff racer song...lol)

Strange. The only thing I can think of is that Doc hasn't come back from Bawn yet during the Gluttony quest, but he leaves that place and heads for the house right after you meet him there. And enough time should've passed for him to reach the place...

You could check the exterior of the ayleid ruin of Bawn and see if he's still there somehow?

If he's indeed still at Bawn I think I know what is wrong and it'll be fixed for the next version.
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Vicki Blondie
 
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Post » Fri May 27, 2011 2:23 pm

Version 1.06 is now available!

Changelog:

1.06 26/09/09:

-Fixed an issue that possibly caused random CTDs introduced by a tweak in V1.05.

-The items for the Querulus Mona's Belongings Quest will no longer be available until that quest has been started.

-Made sure it is always possible to talk to On Staya Sundew during the Gluttony quest.

-Made sure the Unmarked Cave door is always unlocked during the Indigo quest. (Should be fixed by the Unofficial Oblivion Patch too)

-Minor tweaks.

-Preparations made for the additional quests that will be added in a future release.

-Small additions to the quest hints document (And there was still some rejoicing!)

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Caroline flitcroft
 
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Post » Fri May 27, 2011 11:25 am

Nice update :)

Just wanted to let you know that Doc, was still at Bawn, and as soon as I finished the conversation with him, he went back to the house, and was finally able to complete the main quest. So thanks for the help. It was an unreal experience to say the least.
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Ash
 
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Post » Fri May 27, 2011 5:49 am

So if I upgrade this mod - and since I stopped the one ring quest - should I reactivate the quest then upgrade?

thanks
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Lifee Mccaslin
 
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Post » Fri May 27, 2011 10:59 am

So if I upgrade this mod - and since I stopped the one ring quest - should I reactivate the quest then upgrade?

thanks

If you haven't started the quest yet by reading the book you don't need to reactivate it. It'll activate itself when the first journal entry is triggered should you decide to do the quest.

Just wanted to let you know that Doc, was still at Bawn, and as soon as I finished the conversation with him, he went back to the house, and was finally able to complete the main quest. So thanks for the help. It was an unreal experience to say the least.

Okay. In that case I probably solved the problem in yesterday's update.
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megan gleeson
 
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Post » Fri May 27, 2011 5:20 am

Ok thanks - I take it that the newer mod only activates the quest then at that point?

so in cleaning the mod tes4edit defined these records as identical to Oblivion.esm:
Removing: UnmarkedCave01ExRef [REFR:00015240] (places CDoor00 "Wood Door" [DOOR:000F58BD] in GRUP Cell Persistent Children of [CELL:00023777] (in Tamriel [WRLD:0000003C] at 0,0))
Removing: [REFR:00014FB8] (places CDoor01 "Wood Door" [DOOR:00003513] in GRUP Cell Persistent Children of UnmarkedCave01 "Unmarked Cave" [CELL:00014991])
Removing: LeyawiinBlackwoodTreeRoom "Blackwood Company Hall Basemant" [CELL:0003B1E5]
Removing: SkingradCastleChamberOfTheLost "Chamber of the Lost" [CELL:00035C31]
Removing: EchoCave02 "Echo Passages" [CELL:00083896]
Removing: SkingradHouseForSaleBasemant "Rosethorn Hall Basemant" [CELL:00029075]
Removing: ICWaterfrontDarelothsHouse "Dareloth's House" [CELL:0004BF34]
Removing: ParadiseCamoranFortress "Carac Agaialor" [CELL:0001FB1E]
Removing: AndreLetter "Andre's Letter" [BOOK:000C56D9]
[Removing "Identical to Master" records done] Processed Records: 10115 Removed Records: 9 Elapsed Time: 00:00

and this one as a deletion:
Undeleting: [REFR:000C52EA] (places EnchSteelHelmetResistMagicka "Witchhunter Helmet" [ARMO:0004965E] in GRUP Cell Temporary Children of AnvilJesansixtiusHouse "Jesan sixtius' House" [CELL:000308C0])

Is it ok to clean these records? Normally I'd just do this with little thought, but my gut tells me I should ask considering the difficulty I've been having.

thanks
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jessica Villacis
 
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Post » Fri May 27, 2011 11:56 am

Ok thanks - I take it that the newer mod only activates the quest then at that point?

so in cleaning the mod tes4edit defined these records as identical to Oblivion.esm:
Removing: UnmarkedCave01ExRef [REFR:00015240] (places CDoor00 "Wood Door" [DOOR:000F58BD] in GRUP Cell Persistent Children of [CELL:00023777] (in Tamriel [WRLD:0000003C] at 0,0))

I 're-unlocked' that cave to solve a problem some people were having with that door not staying unlocked. I don't know if that trick actually works and the door is going to be unlocked by script now too when necessary so it's not really needed anymore. So it should be safe to clean.
Removing: LeyawiinBlackwoodTreeRoom "Blackwood Company Hall Basemant" [CELL:0003B1E5]
Removing: SkingradCastleChamberOfTheLost "Chamber of the Lost" [CELL:00035C31]
Removing: EchoCave02 "Echo Passages" [CELL:00083896]
Removing: SkingradHouseForSaleBasemant "Rosethorn Hall Basemant" [CELL:00029075]
Removing: ICWaterfrontDarelothsHouse "Dareloth's House" [CELL:0004BF34]
Removing: ParadiseCamoranFortress "Carac Agaialor" [CELL:0001FB1E]

All related to how The One Ring quest originally worked, can/should be cleaned.
Removing: AndreLetter "Andre's Letter" [BOOK:000C56D9]

Yes, that's fine.

and this one as a deletion:
Undeleting: [REFR:000C52EA] (places EnchSteelHelmetResistMagicka "Witchhunter Helmet" [ARMO:0004965E] in GRUP Cell Temporary Children of AnvilJesansixtiusHouse "Jesan sixtius' House" [CELL:000308C0])

This helmet is going to be a reward from Jesan sixtius in a quest I'm working so I wanted to remove it from his house, so it was deleted on purpose. But if you want to undelete it that doesn't matter much, especially since you can't even get the quest yet.

From now on I'll clean the mod myself before releasing an update. It was done for the first release but not the last few.
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Bek Rideout
 
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Post » Thu May 26, 2011 10:23 pm

thanks povuholo, glad to see you so active with this masterpiece :foodndrink:
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Czar Kahchi
 
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Post » Fri May 27, 2011 3:09 am

Doc was at Bawn for me as well, and his only topics were "Nuts" and "Prophet" -- which kinda makes sense, in a way... lol Using v. 1.06, btw.
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Lloyd Muldowney
 
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Post » Fri May 27, 2011 3:16 am

I can not believe how great this mod is! Adding so many quests...which give the game purpose. You can't always just fight creatures non-stop...you need something to do besides! As usual, I will say once more...KEEP ADDING QUESTS!!!!!!!!!!!!
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Mandy Muir
 
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Post » Fri May 27, 2011 12:33 pm

I have just started the "find the 6 plates/dishes" in Anvil. I like how you added this to an existing character. MORE MORE MORE!!!!!!!!
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Stay-C
 
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Post » Fri May 27, 2011 8:37 am

Minor thing that I appreciate: putting the date of the last change in addition to the version number. With so many mods, it makes it really easy to know which ones to update based on date. Thank you! :goodjob:
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Prue
 
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Post » Fri May 27, 2011 11:19 am

Have this issue been reported: I got two Jhared Strongblade in the Knights Knights of the Thorn.

I completed recycling rubbish yesterday, that one was hard - spent days searching, just as I would in real life I guess. If they knew how much trouble I went through to get their things back they wouldn't be jabbering about the Kashara all the time...

Cheerio!
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Motionsharp
 
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Post » Fri May 27, 2011 10:49 am

... that one was hard - spent days searching, just as I would in real life I guess. If they knew how much trouble I went through to get their things back they wouldn't be jabbering about the Kashara all the time...


That is somewhat true! I am searching for the paintbrush again and again (all other items have I found). I know where it should be and the room is not that big, but nothing. Not on the table, not on the floor. Guess I can't get this quest to an end because of this damn little thing...
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Enny Labinjo
 
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Post » Fri May 27, 2011 1:18 am

I found my paintbrush on the
Spoiler
stone outcropping, you know where there usually is a chest, on the outer brim.


Cheers!
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Lily Evans
 
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Post » Fri May 27, 2011 1:37 am

That sound interesting, thanks! I searched it first on the table and it's surroundings, then on the floor all over the room and finally I was pretty sure, some NPC has taken it (unfortunatelly there have been no corpses left over to check this, I use a spell to get rid of them...). Will go back to the cave to check it out, let's hope that I was only to stupid to find it while my last searches and it is still there... ;)


Edit: Ok, got it. I'm sooo stupid! With the help of the CS I realized that I have searched the wrong room over and over... Finally this quest is finished and I can go on :)
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sharon
 
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Post » Fri May 27, 2011 2:38 am

MORE MORE MORE!!!!!!!!

I'm on it. :P
Minor thing that I appreciate: putting the date of the last change in addition to the version number. With so many mods, it makes it really easy to know which ones to update based on date. Thank you! :goodjob:

The version number where exactly?
Have this issue been reported: I got two Jhared Strongblade in the Knights Knights of the Thorn.

This isn't supposed to happen, obviously. For the duration of the 'Baby Sitting' quests a clone of Jhared is used because the original Jhared has been reported to disappear forever for no reason sometimes.
However when the mod makes the Jhared clone appear it should also disable the original Jhared until the end of the quest series. Did you notice the two Jhareds at the beginning of the Baby Sitting quest, or did you already do a few quests with him before a second one appeared? Or haven't you started the 'Baby Sitting' quest at all in your game and were you just visiting the lodge?
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Liii BLATES
 
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Post » Fri May 27, 2011 5:34 am

I have the quest activated (man, there pops up more quests than one gets around finishing LoL) and the first time I went to the lodge (sleeping purposes) I just noticed one; so he might have gotten added when I updated to the newest version maybe.

Cheers!
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Ryan Lutz
 
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Post » Fri May 27, 2011 7:50 am

I have the quest activated (man, there pops up more quests than one gets around finishing LoL) and the first time I went to the lodge (sleeping purposes) I just noticed one; so he might have gotten added when I updated to the newest version maybe.

Cheers!

Okay. Well you can check both Jhareds and see who has the 'baby' topic. He's the clone. You can then open the console and click on the REAL Jhared and type 'disable' to make him disappear. Then everything should work just fine.
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Matt Bee
 
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Post » Fri May 27, 2011 12:51 am

Now that we are speaking about Jhared povuholo:

I have just finished the second mission with him and his armor parts have started dissapearing (broken after sometime against hordes of enemies from MMM & Frans). When he escorted me to the fort (2nd mission) he was wearing only his boots and carried his shield. Eventually they will wear out as well as his sword so I am afraid he will end up escorting me in his underwear, fighting with his bare fists :P

Unfortunately I cannot use Talkie Toaster's sharing mod which would allow me to repair his armor 'cause it conflicts with Giskard's mods that I have installed in my game.

Activating the clone, I tried using the console command "resurrect" but it does not help. Jarhed clone reappears in his underwears!

Whenever I visit the Knights house, the "real" Jhared is there in his shiny armor waiting for a new mission.

Is there another way / console command I can use to repair the clone's armor?
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SHAWNNA-KAY
 
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Post » Fri May 27, 2011 2:39 am

Is there another way / console command I can use to repair the clone's armor?

I don't think so, unless you use the console to add brand new pieces of armor after removing the originals first the same way. Don't use 'removeallitems' though, he has some other items that mustn't be removed.

But you gave me an idea, for the next version I'll remove the equipped armor after each mission and replace them with new undamaged versions. :)]


Just a heads up, someone told me that the 'Last Queen of the Ayleids' mod is incompatible with KDQ. Apparently the mod blocks the Unmarked Cave entrance with a pillar or something until the quest it adds there is started and the interiors have also been changed. Unmarked Cave is used during the Indigo quest in Kragenir's Death Quest's main quest.
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Jessica Nash
 
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