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

Post » Tue Mar 15, 2011 12:51 am

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

The T and the R will come simultaneously. :hehe:
BTW, where does your name come from? Does it mean anything?

Nope, I randomly generated it from somewhere and changed a few letters, it has no meaning. I thought it would be a nice unique name. Oddly enough I found a few Povuholo's on the internet with Google that weren't me.
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butterfly
 
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Post » Tue Mar 15, 2011 5:28 am

Povuholo, I swear, you are my gaming diety!
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Suzy Santana
 
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Post » Tue Mar 15, 2011 3:08 am

Povuholo, I swear, you are my gaming diety!

Don't you mean deity? I don't think the mod has any influence on your diet. :P

The Quest Hints.txt, The Quest Info document and the Quest Givers list have all been merged into one organized pretty html file now. The quest hints part still needs some work (Lots of good questions were asked that weren't in the quest hints file yet) and the quest info/givers part needs to be updated so that it mentions the new quests.

A little preview:

http://i18.photobucket.com/albums/b120/iamerik/SpoilerPreview2.jpg

http://i18.photobucket.com/albums/b120/iamerik/SpoilerPreview1.jpg

Credits to WalkerInShadows for setting this up, it's much better than that little txt file! :)
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Elizabeth Falvey
 
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Post » Mon Mar 14, 2011 3:17 pm

Holy Bajeezus...is this going to be great when you get it done!
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Madeleine Rose Walsh
 
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Post » Mon Mar 14, 2011 4:17 pm

Does anything in Kragenir's Death Quest use ModAV to alter stats on the PC or any other actor? The reason I ask is because of a mod by a completely different author. They used the function in such a way that it lowered Strength, Agility, and Luck on my character and CM Partners permanently. I couldn't deal with it because I had carefully powerleveled my character with vanilla rules and I had become quite attached to my CM Partners. So I had to revert to an earlier save 6 hours before, and then decided I would not play with any ModAV mod and would no longer use ModAV in my own mods.
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BEl J
 
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Post » Tue Mar 15, 2011 3:32 am

Holy Bajeezus...is this going to be great when you get it done!

I wish people had been this enthousiastic in the WIP thread. :P

In 2 years and 3 months the thread reached 100 posts, almost half of which were my own. :rofl:

But I guess it's a difficult mod to be excited about, since it doesn't allow for many spectacular screenshots, the scope was rather big, and despite having made significant progress the release was always far away. And there's the not quite serious nature of the main quest. :P
Does anything in Kragenir's Death Quest use ModAV to alter stats on the PC or any other actor? The reason I ask is because of a mod by a completely different author. They used the function in such a way that it lowered Strength, Agility, and Luck on my character and CM Partners permanently. I couldn't deal with it because I had carefully powerleveled my character with vanilla rules and I had become quite attached to my CM Partners. So I had to revert to an earlier save 6 hours before, and then decided I would not play with any ModAV mod and would no longer use ModAV in my own mods.

There are a few occassions where the player is rewarded with a small permanent attribute bonus, and a in a few rarer occassions a slight penalty is possible too. But these are all intended to be permanent, there's no constant fiddling with your skills or attributes. And it's never anything extreme. I used modpcattribute and modpcskill instead of ModAV for this though, if that matters.. And NPCs are never touched.

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


Bleral has provided me with several new icons, and they're looking good as always! Thanks Bleral! :)
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Johnny
 
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Post » Mon Mar 14, 2011 9:26 pm

My pleasure !

About enthusiasm in the WIP-threads: same story for every (few) large quest mods, I'm sure it interests a lot of people, but there's not much to say about it excepted "woot, sounds awesome, keep up the good work" - and that gets old pretty quick.... And once it gets out of WIP-stage, there are many people who wait months before they download it ("this will be perfect for my next play-through - I'll create a new character just to play through this and that"), and others install it right away, but play it so slowly, week after week, that they forget about giving any feedback... That's pretty much my case, actually ;) I can only imagine how frustrating it is for the modder sometimes, but I'm certain this "quietness" is in no way a sign of any lack of interest...
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Cheville Thompson
 
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Post » Tue Mar 15, 2011 4:43 am

I know. :)



I'm thinking of giving the Tension in Town quest the same treatment as An Inflammatory Letter. That is, adding quest markers and journal entry updates for every NPC you speak to in the early part of the quest. Right now you get a large list of people in Leyawiin that you need to talk to, and after you've talked to everyone a journal entry pops up. But there's no quest marker pointing to the location of the NPCs, or something to keep track of which NPCs you've talked to and which you haven't (except for that the investigation topic disappears when you've talked to someone) so it can be quite frustrating to find out who you haven't talked to, and where this person is.

It's not as bad as it was for the An Inflammatory Letter quest, but it would be a improvement nevertheless.

Hopefully that's the last improvement I can come up with. :P
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Betsy Humpledink
 
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Post » Mon Mar 14, 2011 9:46 pm

Any news?
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FLYBOYLEAK
 
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Post » Mon Mar 14, 2011 2:40 pm

I wish people had been this enthousiastic in the WIP thread. :P

In 2 years and 3 months the thread reached 100 posts, almost half of which were my own. :rofl:


Heh, you fooled this player with the title Kragenir's Deat Quest. I don't usually follow Quest mod WIPs, to avoid being spoiled, but had I known that most of your mod was about fleshing out vanilla characters, then I would have been much more likely to give some input.
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Marie
 
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Post » Mon Mar 14, 2011 1:08 pm

Where can I find the 7th jewel for the Crown of Stars? So far I have the diamond, topaz, sapphire, ruby, and left and right pearls.
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Lovingly
 
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Post » Mon Mar 14, 2011 2:33 pm

I hope it is ok to post som ideas regarding the mod.

I have always thought the Blades faction was way to small and that it needed more quest. I would really like to see that!
So when the player joins the Blades, the player can chose to play the Main Quest or start gaining reputation by doing some Blade missions. Here I am thinking spy missions, missions for Agent-class players or something like that, where the player needs social skills (Speechcraft?). magic skills and stealth skills, cunning and wit, to be able to obtain the nessecary intelligence from the Empire's enemies, or maybe to be able to do an assasination on an important figure of the Necromancers or the Mythic Dawn?

Personally I think that would make a great supplement for this already epic mod :)
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Princess Johnson
 
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Post » Tue Mar 15, 2011 12:40 am

Heh, you fooled this player with the title Kragenir's Deat Quest. I don't usually follow Quest mod WIPs, to avoid being spoiled, but had I known that most of your mod was about fleshing out vanilla characters, then I would have been much more likely to give some input.

At first, I didn't know it was going to be about that either. :P

It wasn't until I was around halfway through modding the second seal part of the main quest that Malchik 'revealed' what he really wanted to do with the mod. Up to that point it was only the main quest that was planned. A few more quests along with the main quest? Okay. No wait 2 quests for each city? That'll take a while but I like it. A quest for each village too? Sure. 7 cards of wonder and two armour sets in the wilderness? Alright. Lets add new stories to the market district quest! New books? Okay. Dialogue additions for all generic village NPCs? Alright. 100 new rumours? Why not. Okay, we're almost done now, just need to do some more test- What? Two more quests for after the main quest? Sounds good, but we need to release this at some point... :hehe:

Now V2.0 adds one more quest for each city, along with some others. With this the mod is really what we wanted it to be, having new quests for almost all the interesting things in the game that Bethesda didn't do much with.
Where can I find the 7th jewel for the Crown of Stars? So far I have the diamond, topaz, sapphire, ruby, and left and right pearls.

http://www.uesp.net/wiki/Oblivion:Sercen_Camp. :)
I hope it is ok to post som ideas regarding the mod.

Always, especially regarding improvements to the existing quests of the mod, but all ideas are welcome. :)
I have always thought the Blades faction was way to small and that it needed more quest. I would really like to see that!
So when the player joins the Blades, the player can chose to play the Main Quest or start gaining reputation by doing some Blade missions. Here I am thinking spy missions, missions for Agent-class players or something like that, where the player needs social skills (Speechcraft?). magic skills and stealth skills, cunning and wit, to be able to obtain the nessecary intelligence from the Empire's enemies, or maybe to be able to do an assasination on an important figure of the Necromancers or the Mythic Dawn?

Personally I think that would make a great supplement for this already epic mod :)

Side quests for the Blades sounds pretty good, but right now we're trying to finish up V2.0. I'm not sure if I'll continue to work on new quests after that, but we'll see. I'll keep this idea in mind.
Any news?

There are still two quests that need to be finished, but I've made a lot of progress on one of them. A large number of tweaks to the V1 quests has been finished, but a couple still remain and a lot of quests still need to be re-played to make sure that the changes haven't broken anything. Malchik is currently testing the new quests that I've finished already. I still have no idea when I'll be able to release it because it's very different from week to week how much time I have available to work on the mod (and feel like doing it).
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KU Fint
 
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Post » Tue Mar 15, 2011 12:12 am

Now V2.0 adds one more quest for each city, along with some others. With this the mod is really what we wanted it to be, having new quests for almost all the interesting things in the game that Bethesda didn't do much with.


It has become the mod I would have wanted to make myself if I had the talent and the patience/interest for modding.
And I'm looking forward to play it again with a brand new character.
So big kudos to you and Malchic. :tops:
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kasia
 
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Post » Mon Mar 14, 2011 6:53 pm

This is the best overall mod for Oblivion, hands down.
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Mistress trades Melissa
 
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Post » Mon Mar 14, 2011 10:47 pm

Version 2.0 of this is definitely at the top of my most-anticipated list. (DR 6 is probably in the number two slot.) Keep up the fantastic work, but don't rush it!

Kragenir's and Integration are, I think, the two essential quest mods for Oblivion. Integration is like a second expansion to the game, which is great; but Kragenir's is like a "Director's Cut" or "Expanded Edition," with more content filling in all the gaps of the vanilla game. I love it. Talking to everyone you meet is so much more rewarding now than it used to be.
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naome duncan
 
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Post » Tue Mar 15, 2011 12:57 am

I've run into a bit of an annoyance.
Spoiler
Jhared Strongblade won't stop following me after we cleared beast's maw. Last journal entry says he found a rock yadda yadda, hes happy enough to leave.
Is there more to that quest that I'm completely missing? I do seem to do that allot.


Also, just ran into this issue
Spoiler
I'm at the part where you have to dump the mug of water on sleepy. I have vampirism so after I dump the water on him I get the talk/feed menu. I get a CTD for both choices. Gonna cure vampirism, that will probably fix it. Just thought I would make it known if it wasn't already.

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Mariaa EM.
 
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Post » Mon Mar 14, 2011 10:47 pm

It has become the mod I would have wanted to make myself if I had the talent and the patience/interest for modding.
And I'm looking forward to play it again with a brand new character.
So big kudos to you and Malchic. :tops:

This is the best overall mod for Oblivion, hands down.

Version 2.0 of this is definitely at the top of my most-anticipated list. (DR 6 is probably in the number two slot.) Keep up the fantastic work, but don't rush it!

Kragenir's and Integration are, I think, the two essential quest mods for Oblivion. Integration is like a second expansion to the game, which is great; but Kragenir's is like a "Director's Cut" or "Expanded Edition," with more content filling in all the gaps of the vanilla game. I love it. Talking to everyone you meet is so much more rewarding now than it used to be.

Thanks, I do my best. :)

I've run into a bit of an annoyance.
Spoiler
Jhared Strongblade won't stop following me after we cleared beast's maw. Last journal entry says he found a rock yadda yadda, hes happy enough to leave.
Is there more to that quest that I'm completely missing? I do seem to do that allot.

You need to talk to him when you're at the entrance outside the cave (it will work like this every time), but I think the greeting disappears if you travel too far from the cave entrance. I'll see if I can change it, but for now you can travel back to the Beast Maw entrance and talk to Jhared there.
Also, just ran into this issue
Spoiler
I'm at the part where you have to dump the mug of water on sleepy. I have vampirism so after I dump the water on him I get the talk/feed menu. I get a CTD for both choices. Gonna cure vampirism, that will probably fix it. Just thought I would make it known if it wasn't already.

Ah, I've heard of someone having crashing issues at this point but he didn't mention he was a vampire. I'll see if I can do something about it, but I have the feeling that there may be more moments in the main quest that could behave oddly when played as a vampire so perhaps I can block the main quest at certain points when the player is a vampire to prevent this from happening.


IglooGreenHouse has made a trailer for Kragenir's Death Quest which can be viewed http://www.youtube.com/watch?v=1uCad05TRhU
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Gaelle Courant
 
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Post » Mon Mar 14, 2011 10:02 pm

You need to talk to him when you're at the entrance outside the cave (it will work like this every time), but I think the greeting disappears if you travel too far from the cave entrance. I'll see if I can change it, but for now you can travel back to the Beast Maw entrance and talk to Jhared there.

Ah, I've heard of someone having crashing issues at this point but he didn't mention he was a vampire. I'll see if I can do something about it, but I have the feeling that there may be more moments in the main quest that could behave oddly when played as a vampire so perhaps I can block the main quest at certain points when the player is a vampire to prevent this from happening.


Excellent, Thanks for the advice. I plan on running the vampire cure anyways, I'm just about done with it. Ill do that and see if the problem still persists. Its a cool vamp system, just not my play style.

Anyways, Seems like a pretty cool mod so far. Nice to see more life being put into a still awesome game.
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BRAD MONTGOMERY
 
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Post » Mon Mar 14, 2011 8:04 pm

My god, I don't like this new forum layout at all.

I've added an extra step to the 'The Serpent Project' quest which will make tracking down the chapters of the paper a little bit easier. Right now there are no hints at all as to where they are, and even if you happen to enter a cave which had a chapter in it there wasn't any indication there would be one, so it would still be possible that you'd miss it. Overall I'd guess that the chances of someone finding all the chapters was pretty low. Now it is clearer where the chapters are, but without completely betraying their location.
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Pumpkin
 
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Post » Mon Mar 14, 2011 10:38 pm

Hurrah! Or should I say Hussah!
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Guy Pearce
 
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Post » Tue Mar 15, 2011 3:07 am

Excellent, Thanks for the advice. I plan on running the vampire cure anyways, I'm just about done with it. Ill do that and see if the problem still persists. Its a cool vamp system, just not my play style.

Anyways, Seems like a pretty cool mod so far. Nice to see more life being put into a still awesome game.

Is there a way to modify that vampire menu (add an 'other' item or even 'wake')?
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Steve Smith
 
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Post » Mon Mar 14, 2011 10:34 pm

Is there a way to modify that vampire menu (add an 'other' item or even 'wake')?

I'm not sure myself, but there might be a way to stop the menu from popping up altogether in this particular case.

If that's not possible and I can't think of another solution then quest advancement will be blocked for vampires at that point to prevent the game from crashing.


The new forum allows you to attach videos to posts, so the trailer can now be watched from the first post. :)
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Tyrel
 
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Post » Mon Mar 14, 2011 11:05 pm

So glad to see you are enrichening & improving this masterpiece povu [img]http://static.zenimax.com/forums/images/public/style_emoticons/default/foodndrink.gif[/img]

by far the most anticipated game addition mate

take care
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Ashley Campos
 
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Post » Mon Mar 14, 2011 5:42 pm

This is not just the most anticipated game addition for me, but also THE MOST REQUIRED game addition. Game is totally boring without it.
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Krystina Proietti
 
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