[Relz] Kragenir's Death Quest (Thread #5)

Post » Mon Mar 14, 2011 2:59 pm

Some problems with my game. I have the letter from Andre, but Ra'jhan won't accept it - the topic to give it to him doesn't appear.

It was Hassiri who wanted that letter. :)
Also, in Mauve the Buxom's house when I go to open the chest both the inventory and the notification that the key openedd the chest come up at the same time, with the result that I can't do anything; I can scroll over potions and scrolls and see what they do, but I can't pick them up and I can't exit the inventory; I have to reload an eaerlier save.

Any ideas on how to fix these?

Try downloading the hotfix http://www.tesnexus.com/downloads/file.php?id=26219 or at the Planet Elder Scrolls download. It should fix the problem with that chest.
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:)Colleenn
 
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Post » Mon Mar 14, 2011 9:35 pm

It was Hassiri who wanted that letter. :)


The chest fix worked - thanks! But I talked to Hassiri and he won't take the letter either. No topic appeared.
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Lynne Hinton
 
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Post » Tue Mar 15, 2011 4:01 am

So how close are we to the next version? It's Feb already!
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Cedric Pearson
 
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Post » Mon Mar 14, 2011 11:21 pm

The chest fix worked - thanks! But I talked to Hassiri and he won't take the letter either. No topic appeared.

Damn. I see what went wrong. I replaced the letter in Andre's inventory with a copy of the original with a new ID. It's something I changed in one of the updates. Which was a good idea, but the dialogue topic still checks if the original letter is in the player's inventory rather than my copy, so if you bring my copy to Hassiri the topic won't appear.. I fixed it now. For now what you need is the original letter, which you can add with the following console command:

player.additem 000C56D9

Then the topic should appear.

So how close are we to the next version? It's Feb already!

I'm not sure. New things kept popping up (Like the quest breaking bug I just fixed above :P), but I think that I'm now at the point that I'm not coming up with any new tweaks on the to-do list. But there's still quite a bit to do:

  • I need to check if the tweaks that I've already done haven't broken the quests they were related to. EddyP was stuck with a quest because I broke it with a tweak in a previous update. That shouldn't happen.
  • I still need to add scripted delays between the quests of Akaviri Obsession and Baby Sitting.
  • There are a a couple of quests which still need better directions.
  • I still need to tweak the Chest/Cards of Wonder quest.
  • The Daedra Zoo is now always open, but now there are a few dialogue issues that need fixing.
  • There are some more smaller things here and there...
  • Also I still need to finish the Cluttermonkey faction and the new Skingrad quest.

And there's some other interesting stuff going on behind the scenes. Right now I can't promise any specific release date yet. I was already wrong about January. I currently have the feeling that there's still quite a lot I need to do when I look at the to-do list but those probably won't take a lot of time, when I finally get around to doing them properly. I'll keep the thread updated with my progress.

I could finish up the quests first, release the mod and add the other tweaks in an update. But I know that the 2.0 release is going to get more attention than the average bug fix update, and that many people who download V2 will miss the later updates. I feel sorry for everyone who is still running V1.0, and I'm sure there are still people who still are. :P I'd like to have everything finished when I release 2.0.

Thanks to all the feedback I've learned a lot about seeing the mod from a player's perspective, rather than my own as the modder. When we released V1.0, we thought the main quest was just fine. But now I understand that many journal entries are very vague. Every time a dungeon is mentioned it is marked on your map, but the journal entry doesn't give a single clue of where in Cyrodiil the dungeon is. If you have explored a lot of Cyrodiil already it can be very frustrating to find the dungeon on your map. And some journal entries didn't quite say what the next step in a quest was, but I had no problem with that because how the quest should progress felt very logical to me. Because I made it! Version 2.0, in a perfect world, will be what Kragenir's Death Quest should have been from the start!


edit:
Lee Lines Question:

I missed your post. I'll get back to you about this tomorrow. Now I'm going to :snoring:
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Cassie Boyle
 
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Post » Mon Mar 14, 2011 9:39 pm

Hooray, I'm useful!
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Josh Dagreat
 
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Post » Tue Mar 15, 2011 4:38 am

Hi, I've tried installing the OMOD version (because I don't need any silent voice pack, like it says in the readme), and I keep getting this weird error: file not found - C:\Documents and settings\blabla\KDQ - Rural Aditions.esp

I've downloaded the omod version from both tesnexus and planetelderscrolls. What am I doing wrong?
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helliehexx
 
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Post » Tue Mar 15, 2011 1:02 am

edit:
I missed your post [concerning the "Lee Lines" quest]. I'll get back to you about this tomorrow. Now I'm going to :snoring:


Thanks!

I'm almost tempted to ask for that detailed advice you once offered to work around my Vampire Rising dilemma, what with v2 a ways off and so many people saying how good Vamp is.

-Decrepit
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Chloe Mayo
 
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Post » Mon Mar 14, 2011 4:36 pm

  • I need to check if the tweaks that I've already done haven't broken the quests they were related to. EddyP was stuck with a quest because I broke it with a tweak in a previous update. That shouldn't happen.
  • I still need to add scripted delays between the quests of Akaviri Obsession and Baby Sitting.
  • There are a a couple of quests which still need better directions.
  • I still need to tweak the Chest/Cards of Wonder quest.
  • The Daedra Zoo is now always open, but now there are a few dialogue issues that need fixing.
  • There are some more smaller things here and there...
  • Also I still need to finish the Cluttermonkey faction and the new Skingrad quest.

... And a few more little textures/icons, for eye-candy, which are still on my to-do list :ahhh: I'll get it done, I swear !!
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Louise Andrew
 
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Post » Mon Mar 14, 2011 5:22 pm

Lee Lines Question:

I had forgotten about this one. It has sat neglected in my journal for ages. (It might well be the first Kragenir quest I began.) I'm on the phase that says "...east of Nornalhorst...". But that's an awfully big area. Much of Cyrodiil, including Bruma, IC, and Leyawiin, is east of Nornalhorst. It that what is meant? If so I will certainly search there, exhaustive as that might be (and not knowing what I'm looking for other than "treasure"). Or does "...east of Nornalhorst..." in this case mean " more-or-less straight east from Nornalhorst somewhere in its general vacinity"? I've called myself doing a fairly thorough search of the immediate area east of Nornalhorst, but have so far found nothing but two underwater chests that contain nothing but a bit of money and lockpicks.

I'm not necessarily looking for a spoiler here. Just clarification on what is meant by "...east of Nornalhorst..." and maybe a subtle hint if there is glitches to watch out for.

Oh, I will point out that I use New Roads & Bridges, which adds a road that runs just south of Nornalhorst and an Inn with stable not far to its east, as well as Faregyl Village, an expansion to the Faregyl Inn area, also not terribly far east of Nornalhorst. I hope neither of these interfere with Lee Lines. I doubt it, since something surely have been said by now.

Thanks in advance!
-Decrepit

*Adds to the list of quests that need better rewards* :whistle:

There are several clues to the location of the treasure, each told by different inhabitants of Pell's Gate. If you ask a few other people they'll be able to tell you more. I've improved the journal entries now to reflect this. You've more or less been wasting your time, sorry. :facepalm:

There shouldn't be any conflict issues.
Hi, I've tried installing the OMOD version (because I don't need any silent voice pack, like it says in the readme), and I keep getting this weird error: file not found - C:\Documents and settings\blabla\KDQ - Rural Aditions.esp

I've downloaded the omod version from both tesnexus and planetelderscrolls. What am I doing wrong?

I have no idea, this error is new to me. I'll check it out.
Thanks!

I'm almost tempted to ask for that detailed advice you once offered to work around my Vampire Rising dilemma, what with v2 a ways off and so many people saying how good Vamp is.

-Decrepit

It would be pretty annoying. Every time you found the two items you needed you'd have to remove them with the console, add the journal entry that tells you to start looking for the next item set, and possibly add an item to your inventory as well. I've improved journal entries for the update but I have no idea how unclear those journal entries are in V1.06, especially because you'll miss out on Thamriel's dialogue...
... And a few more little textures/icons, for eye-candy, which are still on my to-do list :ahhh: I'll get it done, I swear !!

Looks like my delayed release is good news for at least someone. :P
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Emily Jones
 
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Post » Mon Mar 14, 2011 4:25 pm

*Adds to the list of quests that need better rewards* :whistle:

There are several clues to the location of the [Lee Lines] treasure, each told by different inhabitants of Pell's Gate. If you ask a few other people they'll be able to tell you more. I've improved the journal entries now to reflect this. You've more or less been wasting your time, sorry. :facepalm:

It would be pretty annoying. Every time you found the two items you needed you'd have to remove them with the console, add the journal entry that tells you to start looking for the next item set, and possibly add an item to your inventory as well. I've improved journal entries for the update but I have no idea how unclear those journal entries are in V1.06, especially because you'll miss out on Thamriel's dialogue...


Thanks for the Lee Lines pointer. Once I realized that my journal updates weren't necessarily chronological (I had already talked with all Pell's Gate inhabitants), I restudied 'em and made my best guess as to which would most likely advance the quest. Sure enough, the one I picked (the second oldest of the four in my journal) led me to clues which in turn made it easy to find the treasure. As to the reward, I had no issue with it. Not all quests need big fancy rewards.

Aye, the Vamp Rising workaround seems fraught with peril and more hassle than it's prolly worth. Oh well, I'll someday start Oblivion afresh and be able to do it.

Oh, I've another question. This is gonna be somewhat vague, so bear with me. While cleaning out a bandit camp the other day I stumbled upon a unique gem in either a bag or sack. Picking it up triggered reference to recovering more of them, and when all were found reporting it to someone. Sadly, I don't think it updated my journal, and I've since forgotten who that someone was. Is this related to a Kragenir quest? Doesn't ring a bell at all to me. But it's gotta be part of something. Heh.

Thanks again.
-Decrepit
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Joe Alvarado
 
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Post » Tue Mar 15, 2011 3:48 am

Oh, I've another question. This is gonna be somewhat vague, so bear with me. While cleaning out a bandit camp the other day I stumbled upon a unique gem in either a bag or sack. Picking it up triggered reference to recovering more of them, and when all were found reporting it to someone. Sadly, I don't think it updated my journal, and I've since forgotten who that someone was. Is this related to a Kragenir quest? Doesn't ring a bell at all to me. But it's gotta be part of something. Heh.

Yes, this is part of the Crown of Stars quest. There are two ways this quest can be started:

1. You talk to Hamlof at the Red Diamond Jewelry Store in the Imperial City.

2. You find one of the gems.

If you pick up the gems first, a messagebox picks up with a choice: Either you want to find the original owner, which should trigger a journal entry leading to Hamlof, or you want to keep the gems to yourself, which disables the quest, clears the quest item tag on all the gems and allows you to sell them.
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Stat Wrecker
 
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Post » Mon Mar 14, 2011 11:55 pm

I'm currently trying to finish the quests before doing any more tweaks. Unfortunately my mouse wheel has stopped working for some reason. It started out getting less responsive, not properly scrolling every now and then, but now it is failing me completely.

Which is not very handy when you're trying to add things to cells. Also I use it together with another key to control the speaker volume! Annoying.

There should still be a warranty on the thing so hopefully I can get it repaired soon.

Still no ETA on the mod.
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Aliish Sheldonn
 
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Post » Mon Mar 14, 2011 6:50 pm

If equipment breaks down, we will not blame you if you put off the release date until next month. WE WILL COME DOWN HARD ON THE EQUIPMENT MANUFACTURER INSTEAD...
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Margarita Diaz
 
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Post » Mon Mar 14, 2011 6:16 pm

If equipment breaks down, we will not blame you if you put off the release date until next month. WE WILL COME DOWN HARD ON THE EQUIPMENT MANUFACTURER INSTEAD...

It's a Razer Diamondback 3g. Have fun with them. :P

It's still going to take a while, even with my mouse fixed, to finish everything. I'm getting the quests done first now, so it'll at least be release-able at any point should I want to. Still it should be worth the wait.
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Trevor Bostwick
 
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Post » Mon Mar 14, 2011 7:22 pm

Yes, Master Designer Povhulo...anything you say!
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Bitter End
 
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Post » Tue Mar 15, 2011 4:38 am

I love this, downloaded yesterday and activated, and went about my normal gameplay - and the quests start of their own accord, seamlessly integrated into your usual gameplay (sleeping, exploring, etc.) Kudos! :goodjob:
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Michael Russ
 
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Post » Tue Mar 15, 2011 2:01 am

Yes, Master Designer Povhulo...anything you say!

Master Designer? I don't know. Most of the stuff I do isn't all that complicated actually, it just takes some time. :P

http://www.fallout3nexus.com/downloads/file.php?id=6270 on the other hand is true master design. I'd recommend it to everyone who has FO3 on the PC.

I love this, downloaded yesterday and activated, and went about my normal gameplay - and the quests start of their own accord, seamlessly integrated into your usual gameplay (sleeping, exploring, etc.) Kudos! :goodjob:

You should probably track the file on TesNexus so you can see when the big update is released, whenever that is. It's definitely going to be a large improvement over 1.06 and you don't want to miss that. :)


So I'm still stuck with my mouse with its defective scrolling wheel. Apparently there are two buttons on the side of my mouse which I can use for scrolling, but those don't work well if you need to be precise. So instead of working on the new quests, I returned to the to-do list for now. Both 'Baby Sitting' and 'Akaviri Obsession' now have a scripted delay of 3 days before the next part of the quest can be done, which makes sense.
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ZANEY82
 
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Post » Mon Mar 14, 2011 5:30 pm

More tweaks/fixes done. They're not very fun to do (and I regret leaving them as one of the last things to do) but without a proper mouse finishing the quests is annoying.

On the plus side, the to-do list is now shrinking more quickly, and the changelog is growing.

2.0:



-NEW QUESTS: 'Sounds of Sweetest Harmony', 'Off the record', 'Out of Control', 'A Dyeing Wish', 'Rich Pickings',
'Killing the Queen', 'Party Time', 'The Cluttermonkeys', 'Death and the Maiden'.

General:

-Better directions, more quest markers for difficult to find NPCs and more varied and appropriate facial expressions during dialogue (instead of always disposition based expressions).
-Rumours added by the mod will no longer be told in the Shivering Isles. Other Shivering Isles related oddities have been fixed as well.
-Rumour fixes and tweaks to make certain rumours less or more frequent.
-The Documents quest is no longer journal entry based (with one exception), to avoid the issue that the quest stays open forever if people
are unable to find all documents. Also the directions in the documents have been improved.
-The Card of Wonders quest is now better connected with the Chest of Wonders quest: It is now clearer what the cards are for.
-Added the possibility to refuse many of the miscellaneous quests.
-NPC Optimisation: Unimportant A.I. schedules are no longer processed in the background if the player isn't there to see it. May prevent what is known as 'A.I. overload'.
-Further optimized the script that runs the first time a save file is loaded with this mod active.
-Reduced the weight of many of the small notes, many of which weighed as much as a book.

Main Quest:

-Sneezy will now return to his original position in front of the door if he's ever distracted by nearby hostile creatures.
-Problem fixed with Doc staying at Bawn instead of moving to the new house when he is supposed to.
-The topic for buying a flawless topaz during the Yellow quest now shows up properly.
-Fixed a problem where Tin Man would not recognise that the captain is dead. Also fixed an A.I. problem he had.
-Made it so that you can no longer buy green silk garments from any random NPC, but only from the Nord Winds store.
-Fixed a missing journal entry in 'Blue'.
-Made sure that every time Ilplanderin 'moves' to a new location he can no longer be found in his previous location.
-Made it easier to find the Spectral Slaughterfish and use the Cats Eyes ring.
-Fixed a problem where you would be unable to hand over the final ingredients to Ilplanderin if you forgot to show Marana the feather in advance.
-(A copy of) Robin Little will no longer stay at Fort Coldcorn forever.
-The quest marker pointing to Angelie will now disappear after it is no longer needed.
-Improved Querulus Mona's follow A.I.
-Lemmy Attem now gives the player several more 'open lock' spell scrolls.
-Added some forgotten dialogue from Lemmy Attem.
-Fixed a problem where talking to Testemonia during the main quest triggered the first stage of a different miscellaneous quest than intended.
-Made sure it is possible to talk to Hal-Liurz during the Gauntlets of Gluttony quest: Sometimes her greeting ended the conversation right away.
-Made sure Scam stays put in Fort Rayles.
-The Daedra Zoo can now be visited at any time.
-The Gorbal now gives the endurance bonus as intended.
-Made two characters from the Envy quest stronger.
-Improved Jago's archery challenge.
-Fixed a rare bug where Jack Horner would not recognise the death of 2 NPCs.
-The 5000 gold given to Camilla can now be taken back at the end of the quest. Makes more sense.
-The Futurus X topic will now disappear from Jirolin Doran's topic list after it is used.
-Made a few changes to Greed so that some things can't be done in the wrong order.
-Many notes have been given unique names to make them easier to find in your inventory.
-The ghosts in the Greed quest no longer repeat their dialogue when talked to again.
-Fixed a wall in Shadows Rest Cavern.
-'Loser Wayne' can no longer be found before he is needed.
-Some small cosmetic changes to Kragenir's Tower.
-Fixed a problem where the portal to the top of Kragenir's Tower wouldn't appear or be invisible.

Miscellaneous:


-Fixed a problem where the player is unable hand over a letter to Hassiri in the 'Do you need stories?' quest.
-Black Horse Couriers will now hand out editions of the stories collected by the player in the 'Do you need stories?' quest.
-Many 'Baby Sitting' quest improvements. Better directions, Jhared Strongblade is stronger and will also 'repair' his weapon and armor after each dungeon you clear with him, and more.
-Both 'Baby Sitting' and 'Akaviri Obsession' now have a scripted delay of several days between their quests.
-Fixed a problem with opening a chest in Whitmond Farm.
-Fixed several bugs related to the 'The One Ring' quest, and improved the journal entries for better understanding.
-Improvements to the 'An Inflammatory Letter' quest. Better instructions, directions and a more suitable reward.
-Added an additional reward for completing the Lee Lines quest.
-Some tweaks to the Cards of Wonder quest to make it easier for the player to find out what they're for.
-Fixed the broken conversation at the end of the On The Waterfront quest if the player decides to use Isleif's inscription for the grave.
-Changed the 'An Orc's bag' quest a bit so it is always possible to give the bag back.
-People should no longer end up with duplicate rings in 'The One Ring', and even if they do, it won't break the quest anymore.
-Removed a duplicate journal entry in the Pass the Bottle quest.
-Re-added the first journal entry for the Aleswell quest which mysteriously disappeared...
-Objects from the Pell's Gate quest can no longer be found before the quest is started.
-Removed the unnecessary extra map marker at Cadlew Priory.
-Moved a letter related to Stantus Varrid slightly so that it is no longer covered by a book for people using OOO.
-Removed the pointless nameless naked Dark Elf near Kragenir's Tower.
-Added better directions at the start of The One Ring.
-Improved the layout of a few books.
-Grounded a floating stone in Sage Glen Hollow.

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Austin England
 
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Post » Mon Mar 14, 2011 5:10 pm

I can't wait to try this out! Especially the fact that Sneezy ALWAYS returns home.
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Emma
 
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Post » Mon Mar 14, 2011 2:04 pm

THanks povuholo for this amazing mod - I especially like the fact that you integrate existing characters into new stories - like when I visited Aleswell again, to find they had new problems :) Brought a smile!

Looking forward to v 2.0 - I have a question, when I install v2.0, will be able to continue my current progress (items and quests started do not get deleted, do they?)
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Johanna Van Drunick
 
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Post » Mon Mar 14, 2011 10:16 pm

I have a question, when I install v2.0, will be able to continue my current progress (items and quests started do not get deleted, do they?)

Yes, updating will allow you to continue where you left off. Nothing difficult there. There are a few quests that were changed a bit and there's a tiny chance that if you are at a certain stage with certain quests that there could be a problem when you continue it, but I wouldn't count on that happening.
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Juanita Hernandez
 
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Post » Mon Mar 14, 2011 2:09 pm

This is all nothing but GOOD NEWS!
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Dawn Farrell
 
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Post » Mon Mar 14, 2011 8:27 pm

Found a chest in Lost Boy Caverns, in the final zone, which seemed to be added by KDQ. Inside it was a folded note and a key, but when I went to read the note, it described how the mage supposedly purified his friend; exactly the same as a note I found at the other end of the same zone. Something that needs fixing?

Also, I think the Cards of Wonder quest needs a bit of work/some more direction. I stumbled across a corpse in a slaver (OOO) camp, and found a key on his body, then I got a quest update telling me that I could open the chest in White Stallion Lodge containing a card. It's been the same for all the cards really - rather than deliberately searching for them, I've found them by accident, and as a result the journal entry is rather jumbled.
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ezra
 
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Post » Mon Mar 14, 2011 1:34 pm

Found a chest in Lost Boy Caverns, in the final zone, which seemed to be added by KDQ. Inside it was a folded note and a key, but when I went to read the note, it described how the mage supposedly purified his friend; exactly the same as a note I found at the other end of the same zone. Something that needs fixing?

Kragenir's Death Quest doesn't add anything to Lost Boy Caverns (nothing you can see anyway) so I think that's from another mod.

Also, I think the Cards of Wonder quest needs a bit of work/some more direction. I stumbled across a corpse in a slaver (OOO) camp, and found a key on his body, then I got a quest update telling me that I could open the chest in White Stallion Lodge containing a card. It's been the same for all the cards really - rather than deliberately searching for them, I've found them by accident, and as a result the journal entry is rather jumbled.

Improving the Cards of Wonder quest is on the to-do list and I've been working on it already. But you are supposed to find them by accident.
This is all nothing but GOOD NEWS!

It's funny how things seem to go much faster even though my mouse wheel is broken. I've almost finished the Party Time quest and tweaked a whole lot. There are only a few things left:

1. Finishing the Party Time quest
2. Finishing the Cluttermonkey Faction (Still needs quite a bit of work)
3. Finishing the Cards of Wonder improvements
4. Some tweaks to the Documents quests
5. Improvements to Vampire Rising
6. Small things here and there.
7. Re-test a whole bunch of quests to make sure that the 'improvements' haven't broken anything.
8. Finish the new Spoilers file in html format which is much better than that simple .txt file it is now (Thanks WalkerInShadows!)
9. Something that starts with a T.
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Sasha Brown
 
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Post » Tue Mar 15, 2011 12:14 am

9. Something that starts with a T.

No, no, no. "Release the update" starts with an R. :P

Looking forward to the new version, Povuholu. BTW, where does your name come from? Does it mean anything?

gothemasticator
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Rachel Cafferty
 
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