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

Post » Fri May 27, 2011 12:38 pm

I'll see what I can figure out from your clues.

Now how about a clue for Tuck Little? I went to Sanguine Shrine and they sent him west. Spent about an hour already trying to find him. Frustrating that such a great mod with great story and quests has no frigging map markers for us old timers who cannot figure this stuff out for ourselves. :( :)

http://i18.photobucket.com/albums/b120/iamerik/KDQ%20Quest%20Help/tucklocationhelp.jpg :)
Is the next update with new quests coming any time soon?

Nope, only one quest has actually been finished so far and I've been busy with other things as well. I'll post any significant developments in this thread, but I wouldn't expect it any time soon.
Man.....can someone point me in the right direction to the beginning of the Main quest? I've spoken to Ventus obtained the book and location. the only caves north of the town in question are Fingerbowl and Unmarked cave. Unmarked cave came with an update that its not the cave its to far north and Fingerbowl comes with no updates and is just swarming with undead and nothing pointing to a developing storyline...so a little help please? my update in the journal stays at -you must read the diary for clues to the seal etc etc-

From the quest hints doc:
- I went to Fingerbowl cave and I couldn't find anything!


You need to find a stone coffin in the Noble Crypt section.

The note should be in there. As Locksley suggested some mods may allow NPCs to randomly pick up objects so if the Unexpected Note is not in the stone coffin you may want to check the corpses of NPCs you killed.
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Michael Russ
 
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Post » Fri May 27, 2011 4:58 am

Yes I have acquired the note my thanks to all of you ^_^ excellent mod by the way :)
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Emily Jeffs
 
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Post » Fri May 27, 2011 6:34 am

WOAH! WAAAAYYY too many random errands for my 50+ lvl character. Stuck with it cause i read a post earlier mentioning the earlier quests were intended for low level characters and the pace would pick up... just ease up on the "go fetch" quests. The pace IS improving, but I can't help but be annoyed when I'm running around in circles LITERALLY around all of cyrodill, to find some woman, to then not find her. I was waiting to blast her immortal soul to smithereens a few times.

But enough whining... I'm currently looking through Raj Stan's burnt house for an item, but I believe I've searched everywhere (probably not the case) and haven't found anything or received any quest updates. Hints anyone? (trying not to spoil any details)

ANYWAY... thanks in advance and thanks for all the extra quests... Gives oblivion a ton of replay value. Should definitely be started with a low level character.
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Add Me
 
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Post » Thu May 26, 2011 10:53 pm

WOAH! WAAAAYYY too many random errands for my 50+ lvl character. Stuck with it cause i read a post earlier mentioning the earlier quests were intended for low level characters and the pace would pick up... just ease up on the "go fetch" quests. The pace IS improving, but I can't help but be annoyed when I'm running around in circles LITERALLY around all of cyrodill, to find some woman, to then not find her. I was waiting to blast her immortal soul to smithereens a few times.

But enough whining... I'm currently looking through Raj Stan's burnt house for an item, but I believe I've searched everywhere (probably not the case) and haven't found anything or received any quest updates. Hints anyone? (trying not to spoil any details)

ANYWAY... thanks in advance and thanks for all the extra quests... Gives oblivion a ton of replay value. Should definitely be started with a low level character.


These random quests are the soul (IMO) of Krag, and what makes it so great. Also, from what I've encountered, Pov has limited the simple "go fetch" quests, and most that are are interesting. Having low-medium level quests in a FCOM world is a much appreciated way to level up (Oblivion XP) and gain some rewards. That, and you can ignore most of them.
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carley moss
 
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Post » Fri May 27, 2011 1:43 pm

Don't bug too much about GO FETCH quests...I kind of like them somewhat!
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helliehexx
 
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Post » Fri May 27, 2011 2:21 pm

Don't bug too much about GO FETCH quests...I kind of like them somewhat!


As long as it makes sense, it helps to have more mundane quests--not everything can be EPIC!!!1 after all :P (Part of the reason why TW's "go fetch" quests made sense and worked)
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Joe Alvarado
 
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Post » Fri May 27, 2011 11:32 am

Indeed, don't get me wrong. They are ok at times... but as an "chaotic" character, sometimes I'd like to simply dispatch of certain peoples. Like Camilla the Vampire, for example... However, I do understand and submit in certain cases, if it does help the story progress. It does feel a but needless at times is really all I'm saying. I prefer "lead me to X location" quests or puzzle dungeon type quests, personally.

Anyway, I FIGURED IT OUT :)
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Kelvin
 
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Post » Fri May 27, 2011 12:21 pm

I am close to the end of the second part of the main quest (I guess). I finished all color quests for the teleporter and have been asked now to meet someone at the chapel in Leyawiin. Inside the chapel I see a green mapmarker, but at the point where it is shown, no one ist standing around. There are other people inside the chapel, but all have no other options than 'rumours'. When I go down to the crypt, the marker turns red, so I guess the contact person should really be on the main level of the chapel. Can I meet him only at special hours? I waited already for some hours, but nothing has been changed, the green marker is still on the same place (near the first small altar on the left side), but no NPC is in sight. After reaching so far in the main quest it would be too bad to be thrown out of the quest just because of a missing contact. Does anyone know a way around or at least can anyone give me a quest name, so I can try to go on with the help of the console? Thanks in advance!
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Bigze Stacks
 
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Post » Fri May 27, 2011 8:07 am

I too wish I could have turned down the Helvo Atius Quest.

I tried to find everyone and talk to them and then search their homes (by B&E - very uncharacteristic of my character, but i got so that I wanted to know). Seemed it would not progress no matter how many of the suspect books I found.

Spoiler
then I got frustrated and looked in tes4edit to see next quest stage and saw that I had to find a certain number only to return adn find that he had it all along - hours wasted on nothing. Yet the quest hangs out on my quest page. I know setstage, but kinda a lot for nothing.

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Danel
 
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Post » Thu May 26, 2011 11:13 pm

New rumours are nice and funny, but most of them would be better if they were separated in two lines instead of tucked all in one.
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Cayal
 
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Post » Fri May 27, 2011 1:12 pm

What do i do after I get the note which says "Veyond" from a house in Leyawiin? Im completely stuck and I've been through the whole ruin twice....
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sam westover
 
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Post » Fri May 27, 2011 2:04 pm

ok, it seems povuholo is pretty busy so I am posting my question here:

I am doing the "where did I put it" quest in Anvil and I 've searched all of the town houses (except Benirus Manor - I ve not done that quest yet) but the castle mage's book seems to be nowhere...

any hints pls?
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Ella Loapaga
 
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Post » Fri May 27, 2011 8:52 am

I am close to the end of the second part of the main quest (I guess). I finished all color quests for the teleporter and have been asked now to meet someone at the chapel in Leyawiin. Inside the chapel I see a green mapmarker, but at the point where it is shown, no one ist standing around. There are other people inside the chapel, but all have no other options than 'rumours'. When I go down to the crypt, the marker turns red, so I guess the contact person should really be on the main level of the chapel. Can I meet him only at special hours? I waited already for some hours, but nothing has been changed, the green marker is still on the same place (near the first small altar on the left side), but no NPC is in sight. After reaching so far in the main quest it would be too bad to be thrown out of the quest just because of a missing contact. Does anyone know a way around or at least can anyone give me a quest name, so I can try to go on with the help of the console? Thanks in advance!

Usually when a quest marker is supposed to point at an NPC but the NPC isn't there, he's dead or disabled. In this case however you're looking for Marvo the Magnificent who is an NPC added by the mod so he shouldn't be able to die. He also should've been enabled (at the same time as Violetta) when Orintur points you towards Willow Bank.

I don't know what happened, but the easiest way to fix it yourself is to load the mod in the construction set (click 'yes' to the errors, they're normal), find the CheydinhalChapelofArkay cell, find the NPC povssmarvomage there (reference ID povssmarvonewref), double click on him and UNtick the 'disabled by default' checkbox. I'll see if I can find out what went wrong.
I too wish I could have turned down the Helvo Atius Quest.

I know, the next version will add the option to turn down all the quests that I forgot to give that option to.
I tried to find everyone and talk to them and then search their homes (by B&E - very uncharacteristic of my character, but i got so that I wanted to know). Seemed it would not progress no matter how many of the suspect books I found.

I'll have a look.
New rumours are nice and funny, but most of them would be better if they were separated in two lines instead of tucked all in one.

With the way rumours are handled by the game this is (annoyingly) not possible. I had to put them all in one line.
What do i do after I get the note which says "Veyond" from a house in Leyawiin? Im completely stuck and I've been through the whole ruin twice....

The chest you need to find is in Veyond Mathmalatu (second level of Veyond). It's in a room near the door leading to the third level, Veyond Bangrara
ok, it seems povuholo is pretty busy so I am posting my question here:

I am doing the "where did I put it" quest in Anvil and I 've searched all of the town houses (except Benirus Manor - I ve not done that quest yet) but the castle mage's book seems to be nowhere...

any hints pls?

It's in the house of
Spoiler
Silgor Bradus
.


I'm still working on the new quests. Malchik just finished writing one of the last quests, Death and the Maiden, dealing with a possible conspiracy surrounding the mysterious death of the countess of Cheydinhal. Did she really just fall down the stairs as rumoured in the game? :ninja:
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James Wilson
 
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Post » Thu May 26, 2011 11:41 pm

Oops sorry - should have come back to tell you that I finished the Helvo quest.

It seemed I had to do more than just break into houses and look in their books, I had to talk to them all as well ... or at least that is how it seemed.

that whole quest was basically a thieves quest - to even talk to Helvo you had to practically break into his house (you did) as I never saw him leave it or at his brothers. Then all the various people I had to talk to seemed to never be home so there was my paladin perplexed about breaking into houses. The only other option was to constantly look on UESP for schedules and yet all are not there. That would have been far more tedious.

That quest made me finally install the Journal mod - and it too is really helpful.

Othwise some quests are just ok and some are really good. So thanks for this. I like the variety and the variance in how difficult some are to complete.
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Nicole M
 
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Post » Fri May 27, 2011 3:47 am

Is anyone else having a problem with the rumors sticking around in the SI?

I might have missed something, or it could be a mod conflict, but some of the rumors added by this mod are still common knowledge throughout the SI.

Is it supposed to do that? :shrug:
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Dj Matty P
 
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Post » Fri May 27, 2011 6:39 am

Is anyone else having a problem with the rumors sticking around in the SI?

I might have missed something, or it could be a mod conflict, but some of the rumors added by this mod are still common knowledge throughout the SI.

Is it supposed to do that? :shrug:

I do not have SI (yet) so I have no idea. Does anyone know how the rumors in the original game are disabled in SI?
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Princess Johnson
 
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Post » Fri May 27, 2011 3:59 am

In order to prevent inappropiate dialog in Shivering Isles, most standard Tamriel dialog (including GREETING) is de-activated in the Shivering Isles, while standard Shivering Isles dialog is deactivated in Tamriel. The deactivation is governed by the condition at the bottom of the first tab of the quest configuration dialog and is based on the state of the GetPlayerInSEWorld function.


The GetPlayerInSEWorld function is available in the updated version of the game regardless of whether Shivering Isles is installed.
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Lew.p
 
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Post » Fri May 27, 2011 2:11 pm

thanks a lot povuholo :foodndrink:

I
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Cash n Class
 
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Post » Fri May 27, 2011 12:27 am

I need a bit of clarification...

Spoiler
A certain quest (for gloves) has us enter Nonungalo to get a key "guarded by a creature". I did so and found Rosina Leckermaul's not far in. I then exited the ruin and found a trap door very near the witch's house. Only, when I activate the trapdoor it says I need a key. I double-checked to ensure Rosina's key is in my inventory. It is. I went back into Nonungalo and cleared the zone (as best I can tell) without finding another key. Nor have I found any other trapdoor near the house.


My question is, is this a bug or have I overlooked something?

Thanks in advance!

-Decrepit
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JUDY FIGHTS
 
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Post » Fri May 27, 2011 1:00 am

It's the wrong trapdoor. There are two trapdoors: One which you use to enter the house, and one which you use to leave later. There should be another one between the house and the ruin.

Perhaps I'll make the second trapdoor invisible for the next version to avoid confusion.

The GetPlayerInSEWorld function is available in the updated version of the game regardless of whether Shivering Isles is installed.

Okay, thanks. I'll make sure that the rumours won't appear in SI in the next version then. :)
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DAVId MArtInez
 
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Post » Fri May 27, 2011 6:30 am

It's the wrong trapdoor. There are two trapdoors: One which you use to enter the house, and one which you use to leave later. There should be another one between the house and the ruin.

Perhaps I'll make the second trapdoor invisible for the next version to avoid confusion.


Oho! I was hoping it was something like that. Just my bad luck not seeing the other trapdoor.

I don't think you need to make the exit invisible. Just edit your journal reference to say something about the key being needed for "...one of several trapdoors..." rather than "...a trapdoor". Or better yet, add pop-up text like that you did for the two houses so that if you try to activate the exit door you see "hmmm.... this can't be right. I better keep looking". That should alert folk of a potential second (or third or fourth) trapdoor.

Thanks! Gonna go find that other door!

-Decrepit
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Matt Gammond
 
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Post » Thu May 26, 2011 11:29 pm

Okay, thanks. I'll make sure that the rumours won't appear in SI in the next version then. :)


Awesome. Awesome to the max.

:bigsmile:
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Chris Cross Cabaret Man
 
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Post » Fri May 27, 2011 12:03 pm

I was told to get these herbs to the sick elf but when I returned he was not there, hints anyone?
I did found the ruin of the palace though west of Chorrol, funny.
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Brentleah Jeffs
 
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Post » Thu May 26, 2011 11:46 pm

Just a small mistake to report:

Mirisa has topic about Imperial Bridge Inn where Corbolo river should be replaced with Silverfish river.
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:)Colleenn
 
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Post » Fri May 27, 2011 4:25 am

I found sneezy but where is the ring to help dopey? the note says something about a
garden, what garden? There are just vilderness outside the dwarfs cottage.
I got a note from one of the guardcaptains in IC saying something about the
red ring road challenge, it is worth cleaning up all those ruins? Does one get a reward
afterwards?
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Alyesha Neufeld
 
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