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

Post » Fri May 27, 2011 2:27 am

Kragenir's Death Quest

A large quest mod within Cyrodiil's borders


V1.06 (24/09/09)

By Povuholo & Malchik




http://www.gamesas.com/bgsforums/index.php?showtopic=1030665&hl=
http://www.gamesas.com/bgsforums/index.php?showtopic=1022968&hl=


Many years ago, Kragenir's tower had been sealed by the Knights of the Silver Nose, but as they die, the seals weaken...

Can you find the keys required to break the seals so you can face Kragenir inside the tower before he escapes? Or... Are you going to help him?

With over 75* new quests (half main story, half miscellaneous), 15+ new books and over 2500 lines of dialogue this mod should keep you entertained for many hours!

Find tons of new miscellaneous quests in cities, villages and other locations, all within Cyrodiil's borders,
and visit the best dungeons Cyrodiil has to offer, now a lot more interesting than before.

*Conservative estimate. If you'd count every small quest within a quest as a separate quest, it would be around 160, which still doesn't include everything.


http://s18.photobucket.com/albums/b120/iamerik/Kragendirs%20death%20quest%20screenshots/


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!)


I'll get right back to those new quests now...


Downloads
=======

http://tesnexus.com/downloads/file.php?id=26219
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5784

Details
=======

This is primarily a quest mod, and a large one at that. But there's more, like new non quest related dialogue and 'full size' books.

The mod was designed to be started with a low level character, who grows stronger as he advances through the quests.
There are a few multi-step quests that have an increasing level requirement for each quest, to create the idea of time having passed between them.
Every quest can be started at level 1, but the final quest of some of the 'level quests' usually can't be done until level 20.

So for the best experience we recommend starting the mod with a low level character, but you won't run into any problems
and quests will never be too easy if you start it at a higher level.


These are the issues we found in the original game that we meant to fix with our mod:

- The game is too short, there should be more quests: I think we solved that one.

- The game is too easy: The quests introduced in the mod will not hold the player's hand too much: There's no excessive use of quest markers.

- Too many pointless vanilla characters: Many NPCs, especially those in villages, were there just to make the places feel less empty.
They did not have any personality at all. With this mod they will, as many will be involved in quests and the additional dialogue mod will make them a lot less generic.

- Too many pointless vanilla dungeons: There are many dungeons in Oblivion, but the ones that are not involved in quests all feel the same.
There is no unique treasure as everything is levelled. With this mod many more dungeons are involved in quests, and it's also possible to find
unique items in random dungeons.



I've categorized the different parts of the mod for a good overview.


Kragenir's Death Quest: The Main Quest

The story of the main quest is both serious and humorous. You'll find fairy tale (and other) real life references in the Main Quest,
but always with an Elder Scrolls twist and never 'too much' so they do fit in the game. And the problem at hand is no laughing matter!
The fairy tale element is the strongest at the start of the main quest, but the further you get the obscurer these references become
and I'm sure most people won't even see half of the things in the mod as a reference to something outside the game.
The first four quests for the wood elves (which is really the start of the mod proper) are intentionally simple to ease new players into the game.
Experienced players may find them rather basic. However we felt it was best to let new players in gently.
From quest 5 onwards the quests grow increasingly complex, challenging and in our opinion intriguing.
Don't be put off if at first it seems too easy.

The main quest is only half of what this mod is about in the quest area: There are tons of new 'miscellaneous' quests spread across Cyrodiil.
You won't find them all in one game, so you'll probably want to use this mod for multiple characters.

Because you might not want to do the mod's main quest a second time (Or you don't like the idea of fairy tale/real life references in the game,
which the miscellaneous barely have) you'll have the option to refuse the main quest right from the start.
As for the previously mentioned miscellaneous quests...



Miscellaneous Quests



The number of Miscellaneous quests is at least as much as that of the main quest, if not more. This is how we organised it:

-Imperial City Quests: There's a new quest for each district of the Imperial City except for the Palace, Prison and Arcane University district.
-Village Quests: There's a new quest to be started at every village, except for those in which the inhabitants are killed in a
vanilla Oblivion (Meaning the original Oblivion. No mods.) quest.
-Seven Cities quests: There are two new quests per city, except for the above mentioned Imperial City.
-The Documents Quest: Documents found in vanilla Oblivion locations (that are visited during the mod's main quest) may lead to treasures.
There is one exception which is document #2, which is in a house added by the mod. But this house is accessible at any time.
These documents are unrelated to the Main Quest and may be picked up at any time.

Note that there are a few miscellaneous quests that require having reached specific points in the mod's main quest of our mod to be obtained.
But most of them don't, so you won't miss out on a lot if you skip the main quest.

We have thrown in a few total surprises as well.

Examples of quests:

-There's a rumor in the game that Dro'shanji in Bravil has been hearing noises, but when the player would talk to Dro'shanji he had nothing to say about it.
Now there's a quest to help him.

-There's the skooma dealing Orum gang in Cheydinhal which didn't have any quests attached to them... Until now.

-S'drassa, a member of the Leyawiin Mages Guild, is rumored to be working on a cure for Skooma addiction. Why not help him a hand?

-Jhared Strongblade, youngest member of the Knights of the Knights of the Thorn, is usually left behind while the other Knights go out to do good.
He'd probably love to go dungeon diving with someone a few times.

-Thamriel, touched by the gods, made an alarming prophecy concerning the return of a powerful vampire to Cyrodiil.


Books & Dialogue


We didn't stop at quests. Aside from the books, letters and dialogue added for quest purposes, there's also the following:

-15 unique 'full size' books. These can be bought in the different book stores of Cyrodiil, or found in some houses.

-100 new rumours added to NPC's for more rumour variety. These are not voiced (but they are lipsynched).
There's the option to disable them should you want to.

-Rural Line Additions: Mostly for all those boring NPC's at wilderness settlements/villages with only a rumour topic.
A lot of npc's who don't have anything else to say than the regular rumours topic will get 3 new topics:
, , and .
There's a unique line for each NPC used, so you won't have everyone in Water's Edge for example saying exactly the same thing about it.
Each will also get an unique rumour that is specifically for them.

So it is something like the less generic NPC's project from morrowind, on a smaller scale. This comes in an optional .esp.


(In)compatibility
===============


Check the compatibility folder for compatibility patches.


-Open Cities and Better Cities are already compatible without patches.

-Challenging Thievery has a small conflict with the 'Clerical Dalliance' quest (Chorrol miscellaneous quest).
For some reason Challenging Thievery deletes the vanilla NPC Ariela Doran, which is used during this quest, making it impossible for the player to finish it.

-Let the People Drink currently has a small conflict with the miscellaneous quest Vampire Rising:
It puts a fountain on top of quest items I placed in the Arboretum. A patch is coming soon.

Heart of the Dead has been confirmed compatible.

About compatibility with overhaul mods:

The mod was designed with the idea that the player starts as a lower level character, who levels up as he goes through the quests.
The 'problem' with overhaul mods like OOO or FCOM is that they remove the levelled creatures, and instead place creatures in dungeons by hand.
This means that the difficulty of a dungeon is different in every dungeon, while our mod assumes it stays the same.

The problem is that in a very early stage of our mod's main quest where you are assumed to be of a low level, you may have to enter a dungeon
that was made a challenge for level 20 characters by overhaul mods.

This is not a technical incompatibility, but it is something to keep in mind if you were going to start the mod's main quest with a fresh character.


Licensing/Legal
===============

You must contact me and obtain my permission before re-packaging any part of
this mod. If I do not respond within 3 weeks, feel free to do whatever you
like with this mod, as long as you give credit where credit is due and include this unmodified readme.

===============

More info in the readme.


The future of Kragenir's Death Quest


Obviously I'll fix any bugs that are reported, and I will also try to keep the mod compatible with other popular mods.

The next major update will be a content update. This will include several new quests, a few small additions to the Rural Dialogue Additions esp, and fixes for any reported bugs.

I'm very busy with this strange phenomenon called 'real life', so it probably will take a while for this to be finished. But I'd say that the mod has enough quests already to keep you busy for quite some time! :hehe:

If any critical bugs are reported in the mean time I can always release a quick update first.

(Edit October 21st)
These are the quests that will be added in the big update:

Anvil:
Sounds of Sweetest Harmony: Composer Jesan sixtius is looking for the music notes for the Cliff Racer Song.
Bravil: Off the record: The Fighter's Guild is looking for someone to do some small jobs. Being a member is not required.
Bruma: Out of Control: Olfand needs some help with his wife.
Cheydinhal: A Dyeing Wish: http://www.uesp.net/wiki/Oblivion:Shelley is looking for a rare red dye for her hair.
Chorrol: Rich pickings: Extra missions for the Thieves Guild given by Glistel. (membership required).
Leyawiin: Killing the Queen: Rats are infesting Leyawiin. Unfortunately for them the Leyawiin citizens don't like rats as much as Arvena Thelas does.
Skingrad: Party Time: Some of the orcs in Skingrad are interested in forming an Orc Social Club. Of course they love to leave most the organising up to you, but the payment is good.

Other:

The Cluttermonkeys: This small guild, http://www.uesp.net/wiki/Tribunal:The_Champion_of_Clutter, has come to Cyrodiil to do what they like to do best: Gather (usually worthless) clutter. Will you be able to rise through the ranks in the Cluttermonkey Guild to become the Champion of Clutter? Do you even want to?

Death and the Maiden: Lady Llathasa Indarys, wife of Andel Indarys, died when she fell down the stairs in the Cheydinhal County Hall one day. It is rumoured however that the count may have something to do with it. Can you find out what really happened?

Progress is slow, but steady. But I have no idea when this'll be done. Right now the Anvil quest is done and I'm halfway through the Bravil quest.



I'll end this thread like I did with the other ones, with the diary of one of the Knights of The Silver Nose, which you'll obtain at the beginning of the main quest. Can you solve the riddle already? :)

Larrion's Diary
Introduction

I grow old. I am more than ever aware of my mortality. In my youth and maturity I did many heroic deeds but who will remember them when I have gone? They should be remembered, not just for myself but for the brave companions who together made up the Knightly Order of the Silver Nose.

This will be a memorial to all of them.

It all began some forty years ago. We were little more than a disorganised rabble of layabouts who used to hang around the inns of the Imperial City and jeer at the citizens. Sometimes we'd do a little work but mostly we scrounged what we could and scavenged the sewers.

Who knows what we would have gone on to become without the arrival of the Aripotah, the mage who was to become our inspiration and founder of the order.

I remember his arrival as if it were yesterday.

Agilius Pranko had just placed a chamber pot on the top of the White Gold Tower when the mage appeared, walking purposefully towards us. I don't know what it was that made us look at him twice - surely not the spectacles? Perhaps it was the oddly shaped nose. Of course we did not know then that the nose was attached to the spectacles and came off with them.

Still, this part of our history is less than heroic as we elected to give him a drubbing for looking so ridiculously studious. When we knocked off the spectacles we saw the silver nose. It made him altogether more interesting. So we dusted him down, put his fractured arm in a splint and took him to The King and Queen for a jug of ale.

He told us the story of the nose; how he'd lost his own because he kept sniffing some strange substance. I can't remember what it was called but it sounded like it ought to have been some perfectly harmless soft drink. We offered him some skooma and moon sugar. He claimed never to have heard of them but when we explained what they were he said he was clean now and would never touch the stuff again. I thought he had to be rather mad at that point because he hadn't touched them at all, so how could he never touch them again? Anyway, then I got even more confused, perhaps because we hadn't stopped at one jug of ale. I recall that the wretched schoolgirl swot Herminia Cinna turned up.

Aripotah muttered darkly about Herminia certainly being a Cinna, which we all knew anyway. Apparently she had introduced him to some heroine or other and this was what ultimately led to the loss of his nose. I can't say I understood half of what he was talking about. And yet the subject of heroism having been raised...

And that's when it was set up. The Knightly Order of the Silver Nose - an underage wizard and a score of drunken wastrels!

Ah - but what it was to become....

The diary goes on to describe the deeds of derring and do that the knights dared and did. None of it mentions seals. Eventually you find the reference.

I do not know what the evil was but we have done as Aripotah commanded and left him alone to face it. This was no act of cowardice. We begged and pleaded with him not to be so foolhardy but he would not be swayed. Using our individual tokens we forged three great seals. After he had gone inside the tower to face whatever lay within, we sealed the doors forever.

Three of us were entrusted to carry the keys to unseal the doors and told to secure them beyond reach. However, no protection could be regarded as completely sure and, as Aripotah pointed out, they could be lost or destroyed. To reforge any one of them we would need the seven tokens. Each knight was to be responsible for his own token. The exception was Aripotah himself. As he was going into the tower to face the unknown his token was needed outside. It was entrusted to me.

At the mage's request we then divided our forces into three groups comprising the seal makers and travelled to distant parts of Cyrodiil to secure the seals so no one could gain access to the tower until Aripotah called us together again.

I took the five members of my team north. The leader of the second team, Dummus Annox, went to the south and the third seal was taken east by Lemmy Attem. We were never to speak of how we secured our respective seals.

And so we waited and waited for a call that never came. At first we tried to maintain the three teams as they had been, forces to combat the evils of the world. But without the founder and guiding light the teams fragmented. And as the numbers grew smaller, the losses in the battles we tried to fight increased. Now old age and infirmity are slowly claiming the few of us who remain.

By chance I was passing the fateful tower earlier in the year and noticed that the seals were cracking. It seems they do not last forever but only for as long as we remain alive. If the seals break, whatever evil has been locked within for so long will be unleashed on an unsuspecting and unprotected world. We must act.

Of my own team only the Nord Bonehead the Brainless remains alive. He has retired into a religious community far in the north and taken a new name but I can leave him in peace. I know where our key is. If anything should happen to me read the entry on the last page of this diary.

Dummus has died but I know at least two of his team still live. Ventus Verbosus is at Pell's Gate and Querulus Mona at Blankenmarch. The former was the more reliable as I recall so I will visit him first. Of Lemmy and his team I know nothing. I only hope one of those I can contact has news. Whoever is left must accompany me to the tower with the keys and deal with whatever remains within forever.

I will send word to Ventus of my impending arrival when I am a little nearer.



You turn to look at the inscription at the back of the book.
We hid our seal in a cave. The cave is just north of a village on the red ring road where it sounds as if the drink is very good.

User avatar
Joey Avelar
 
Posts: 3370
Joined: Sat Aug 11, 2007 11:11 am

Post » Fri May 27, 2011 12:07 am

hello povuholo,

one more question:

I got the "chest of wonders" quest and I need some help / hints regarding the items I am to collect. I got no idea how to proceed with it.

thanks again mate
User avatar
Kate Schofield
 
Posts: 3556
Joined: Mon Sep 18, 2006 11:58 am

Post » Fri May 27, 2011 12:51 am

Did you have the 'Do You Need Stories?' quest active? For one of the quests you need to look for someone at Dive Rock, and a pop up appears when you come within a certain distance to the little camp there... But I guess that GetDistance doesn't take height in account. If you didn't have that quest active at all you shouldn't get it, so if you did it might be a bug.

edit: I had a look at Vampire Rising. Your last journal entry was stage 60 (I have found the evil object. I should bring it to Thamriel.), correct? I assume the early journal entry from Mirie may have caused some problems... To advance you need to go to stage 61, but you'll also need the povssthamrielcharm item which Thamriel gives to you when you talk to her about the 'The Items' topic, where she also takes the dagger. If you can't get that topic to appear you'll have to use the console to add the charm. The FormID is 010A168C. The dagger's FormID is 010A1159.


I found Andre Wassisname at the bottom of Dive Rock. Didn't actively serach for him, but I noticed that his body was quite a bit away from where I got the quest pop-up. Does he actually jump in the game? I guess not, since there is no blood. Would have been cool to actually see him slip and fall to his death, though.

Regarding the Vampire Rising quest, I managed to proceed by just removing the QuestStage=60 condition.
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Emmie Cate
 
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Joined: Sun Mar 11, 2007 12:01 am

Post » Fri May 27, 2011 1:59 pm

This quest is annoying the hell out of me. I can't seem to find Neverard Smallparts when I checked for hours in all three ruins where he MAYBE at. Where the hell is he!?
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Amy Siebenhaar
 
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Post » Fri May 27, 2011 9:57 am

Neverard Smallparts... what a name lol
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Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Fri May 27, 2011 6:30 am

This quest is annoying the hell out of me. I can't seem to find Neverard Smallparts when I checked for hours in all three ruins where he MAYBE at. Where the hell is he!?

He's on the first level in Nornal,
Spoiler
lying dead on the floor with a living female orc standing next to him.



Version 1.04a is now available!

Changelog:

1.04a 06/09/09:

Fixes a bug where the Vampire Rising quest could be started half way through after completing the Peryite quest.

Fixes an A.I. bug introduced by V1.04.

Bigger update coming later.
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Justin
 
Posts: 3409
Joined: Sun Sep 23, 2007 12:32 am

Post » Fri May 27, 2011 10:49 am

I'm having some trouble. I gave the ingredients to a Woodelf to gain entry to the Dwarven house, but I can't find the key anywhere. I'd be grateful for any help.
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Megan Stabler
 
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Joined: Mon Sep 18, 2006 2:03 pm

Post » Thu May 26, 2011 10:32 pm

hello povuholo,

one more question:

I got the "chest of wonders" quest and I need some help / hints regarding the items I am to collect. I got no idea how to proceed with it.

thanks again mate

You're not supposed to go look for them actively, since there's no hint as to where they are. You can simply continue doing other quests or exploring places, and you'll probably find them occasionally.
I'm having some trouble. I gave the ingredients to a Woodelf to gain entry to the Dwarven house, but I can't find the key anywhere. I'd be grateful for any help.

There's a note to be found on the floor inside. It has been mentioned in the quest hints document as well.
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Nany Smith
 
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Joined: Sat Mar 17, 2007 5:36 pm

Post » Fri May 27, 2011 2:43 am

You're not supposed to go look for them actively, since there's no hint as to where they are. You can simply continue doing other quests or exploring places, and you'll probably find them occasionally.

There's a note to be found on the floor inside. It has been mentioned in the quest hints document as well.


I've already come across several of your quests, and I'm quite pleased with them. I particularly liked stumbling across items and then having to find out where to find out more about them. I'm also happy that it's noted in the quest log that it shouldn't be considered and "active" quest--considerably different from Oblivion fare. :goodjob:
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My blood
 
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Post » Fri May 27, 2011 10:30 am

Version 1.04b is now available!

Changelog:

V1.04 Hotfix:

Fixes the problem with Doc's Mortar & Pestle missing, which stopped appearing in V1.04.

Fixes a bug where the Vampire Rising quest could be started half way through after completing the Peryite quest.

Fixes an A.I. bug introduced by V1.04.

Just a quick fix for those who only just got started with the main quest. Hopefully that's the last mini update.
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Charity Hughes
 
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Post » Fri May 27, 2011 7:20 am

Posting to remember to download this mod later. :D
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Emma-Jane Merrin
 
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Post » Thu May 26, 2011 11:43 pm

Thanks to that buggy piece of **** of a construction set I just lost an hour of work of boring script writing for the revision of The One Ring quest. :banghead:


I'd like to have it done for the next update but I'm not writing all of that up again any time soon.
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lacy lake
 
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Post » Fri May 27, 2011 6:15 am

Alright, I got it. I should have downloaded the quest documents before but I overlooked it. I've ran into another issue, though, it's the task right after that one where I have to retrieve his ring of fortify intelligence. The note mentioned it was behind the tombstone, but it isn't any where to be found.
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Emmie Cate
 
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Joined: Sun Mar 11, 2007 12:01 am

Post » Thu May 26, 2011 10:03 pm

Alright, I got it. I should have downloaded the quest documents before but I overlooked it. I've ran into another issue, though, it's the task right after that one where I have to retrieve his ring of fortify intelligence. The note mentioned it was behind the tombstone, but it isn't any where to be found.

There's a chest behind the tombstone, can't you see it?
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Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am

Post » Fri May 27, 2011 11:45 am

Finished!!

Not only the main quest but Vampire Rising too. Great fight/ending sequence to the main quest, nice "cool down" afterglow too, but a little disappointed with the end of Vampire Rising.
Spoiler
I would have liked the Vampire to have a chat and say how deprived he was as a kid and his dog died and he'd swore vengeance on all of humanity, .....or something like that, just to monologue a little and explain why he was going to svck me dry, if you pardon the expression, and perhaps even offer me a chance to join him, or not. But Wham Bam! All over too quickly really considering how much effort went in to getting there.

Buffy never stayed for a drink and a biscuit either, I would have liked that. (phwoarr!! missed out again ) She never even left her phone number! Could we get a summon buffy lesser power or something? And could we dress her up...PLEASE!!?


Two great story lines in amongst so much extra content. Should be in top 20 mods permanently. Huge kudos and a big thankyou. :clap:

To all you downloaders. Do you pay for ?30 + for a new game and finish it in a day or two ( Medal of Honour Airborne springs to mind ) Here we have weeks of gameplay for free. Do the right thing and make a donation.

Happy goblins :gun:
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Kitana Lucas
 
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Post » Thu May 26, 2011 11:18 pm

No, I didn't see any chest.
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Amelia Pritchard
 
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Post » Fri May 27, 2011 4:24 am

Thanks really interesting this mod.
Today I got some "unique ring" at the end of "The Collector" quest; i have to find for what purpose it is...
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ONLY ME!!!!
 
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Post » Fri May 27, 2011 1:27 pm

I posted this on Tesnexus, because there wasn't currently a topic:... ahh, well you replied to that.


Thanks for the first one, I fixed it now.

As for the second, I'm pretty sure it works fine. Are you sure you have followed up on all the clues?
Spoiler
Did you find the hoof prints and the dead horse near Chorrol
?
Yes I did find the
Spoiler
hoof prints, as well as the blood and bones, I also found the torn cloth, and the poisoned feed bag. I think the other stable people didn't have anything for me to do
.

This also has happened to me in other quests, presumably because I've went out of the intend order or something. Two of them I've mentioned prior:
Missing quest updates:

The
Spoiler
card of Wonder at Whitmond farm. Before doing it I located the drunken dragon inn
card of wonder, and later got the chest of wonder quest.
The document in
Spoiler
Lazzare's basemant
gave no update. All I had done was gotten the
Spoiler
Cinderlla
document.
Continuing with the Cards of Wonder.... I didn't receive an update for the
Spoiler
Maeridia(sp?)
Card of Wonder, but I did get an update for the Card of Wonder note in
Spoiler
Roland Jenseric's cabin
.

I've glanced at the two quests in the CS and it does seem that there are entries for the events in question, they just aren't updating.
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brian adkins
 
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Joined: Mon Oct 01, 2007 8:51 am

Post » Fri May 27, 2011 3:47 am

Thanks really interesting this mod.
Today I got some "unique ring" at the end of "The Collector" quest; i have to find for what purpose it is...

Another ring from the optional The One Ring quest. I was partially rewriting that part today so that you wouldn't end up with those rings with no idea what to do with them, but the construction set acted funny and I lost all my work on that. I'll get it done at some point though. Any of the rings you have will be removed from your inventory if you haven't started The One Ring quest, and they will be added again if you decide that you want to do the quest.

Phoenix: I'll have a look, thanks for the report.
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phillip crookes
 
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Joined: Wed Jun 27, 2007 1:39 pm

Post » Fri May 27, 2011 4:04 am

Thanks pavuholo for your efforts. I also found some dead characters related to "Kragenir's Death Quest" (I use form ID finder) without starting the quest; namely:

- Dead characters in Ayleid ruins (Culotte I think).
- A dead character in Nayon Camp (for those using OOO they know it's related to Slavers and Smugglers quest).
- A misplaced rock (with a name) in Marsh-Punk Camp (again related to OOO Slavers and Smugglers quest, OOO place a tent too close to the rock).

I finished Thieve Guild but found nothing related to "Kragenir's Death Quest", good news for me as I always think that the Thieves Guild is the worse quest in oblivion; I especially dislike it's end.
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Nicholas
 
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Joined: Wed Jul 04, 2007 12:05 am

Post » Fri May 27, 2011 6:03 am

Culotte: Those characters shouldn't be there right away. I remember fixing it before, but it's possible that the CS crashed later and I forgot to fix it again... Thanks!

The named stones can indeed be found before starting the quest. If you find and activate one however it will remember that for when the quest starts (it doesn't break the quest either) so you won't have to find it again.

The Thieves Guild ring is found in Dareloth's house on the Waterfront, but I'd just leave it there for now.

The document in Lazzare's basemant gave no update.

It's part of the Robe of Lust quest in the main quest. It shouldn't have been available this early. I fixed it now. If you are sent to Lazzare's basemant at some point in the main quest, re-read the letter to continue.
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Bonnie Clyde
 
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Joined: Thu Jun 22, 2006 10:02 pm

Post » Fri May 27, 2011 9:16 am

I'm working on the "Recycle the Rubbish" quest... I've been all through the cave where all the items are supposed to be, but I've only found three of them. They ARE all in the cave, right?

Oh, on a side note... the hint files appear to be in Word 6.0 format - I can't open them in Wordpad. Perhaps you should make them either text files or rtf files, so anyone can open them. Just a suggestion. :)
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Emilie Joseph
 
Posts: 3387
Joined: Thu Mar 15, 2007 6:28 am

Post » Fri May 27, 2011 4:46 am

I'm working on the "Recycle the Rubbish" quest... I've been all through the cave where all the items are supposed to be, but I've only found three of them. They ARE all in the cave, right?

Yes they are. I'll add all the item locations in the update to the quest hint file, soon hopefully.

I'll change the other docs to rtf files.



The chest in Whitmond farm should be locked. It isn't, somehow. Weird. I set it locked in the CS. Even locking it the console doesn't work! Checking the lock level with the console says it IS locked. This game drives me crazy sometimes...

Edit: Apparently the chest won't lock if the ownership is set to the player. Ugh... I'll just have to use a script as a workaround.
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Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Fri May 27, 2011 12:27 pm

I'm working on the "Recycle the Rubbish" quest... I've been all through the cave where all the items are supposed to be, but I've only found three of them. They ARE all in the cave, right?


When I did the quest, three of the items had been picked up by bandits...
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Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Fri May 27, 2011 11:42 am

I'm working on the "Recycle the Rubbish" quest... I've been all through the cave where all the items are supposed to be, but I've only found three of them. They ARE all in the cave, right?

Spoiler
The Guide to Leyawiin: Rockmilk Cave (first level), somewhere in a room which is a dead end, on top of a crate which also has an open sack and a sack on it.

The Shovel: In front of a chest on the first level of Rockmilk Cave as well.

The Breeches: Next to a dead argonian on a bed with arrows sticking out of him, also on the first level.

The paintbrush: Also on the first level of Rockmilk Cave, at another dead end which is just behind a door (one that opens, not one that loads a new level).

The Skooma: On a bench close to the big tent on the second (second I think?) level of Rockmilk cave, next to a small fire with two cooking pots hanging above them.

The Robe: Same large cave area as the skooma, in front of a wooden table lying on its side. There's food, plates and cups around it lying on the floor as well.
The table is next to the small fire I mentioned before.

The Amulet: Inside the tent, on the table.



If you really can't find them with this, check the corpses of the bandits you've killed as well.

I've added it to the quest hints document, which will be uploaded soon. It's now almost thrice as long!



I'll probably have the update ready tomorrow. So if there's anything else I need to know, now's your chance!
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P PoLlo
 
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Joined: Wed Oct 31, 2007 10:05 am

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