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

Post » Mon Mar 14, 2011 8:30 pm

I'm afraid I'm stuck on finding Tuck Little. I've got the hints - JPEG screenshot and all of the forum references I could find, I've searched everywhere, tried placeatme with two different Tuck ID's, all to avail. Also, there's only one NPC at the supposed location, whose only topic of conversation is "Rumours".

Any assistance would be greatly appreciated.

Or should I just wait for Version 2?
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Rebecca Dosch
 
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Post » Mon Mar 14, 2011 8:31 pm

I'm afraid I'm stuck on finding Tuck Little. I've got the hints - JPEG screenshot and all of the forum references I could find, I've searched everywhere, tried placeatme with two different Tuck ID's, all to avail. Also, there's only one NPC at the supposed location, whose only topic of conversation is "Rumours".

Any assistance would be greatly appreciated.

Or should I just wait for Version 2?

You need to talk to Engorm at the shrine first. I checked, and Tuck Little will not appear until you've talked to him. Which is not very logical, so I'll make sure it's possible to find Tuck Little by yourself as well and skip the conversation with Engorm. Was it Engorm you found at the shrine?

I noticed that Engorm is not essential by default. Daedric shrines aren't always in the safest locations, so I'll make sure he is set essential until the quest is finished so he can't get killed. If Engorm wasn't at the shrine he was probably killed, you can find the ID to spawn him again on the UESP or in the Construction Set.

Engorm should have the Tuck Little topic. If Engorm was there but didn't have the topic, something went wrong when the topic was supposed to be added. Could be a random glitch because it works just fine for me. To add the topic you can use the console command 'addtopic juliette6yes'.
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Ymani Hood
 
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Post » Mon Mar 14, 2011 3:10 pm

You need to talk to Engorm at the shrine first. I checked, and Tuck Little will not appear until you've talked to him. Which is not very logical, so I'll make sure it's possible to find Tuck Little by yourself as well and skip the conversation with Engorm. Was it Engorm you found at the shrine?

I noticed that Engorm is not essential by default. Daedric shrines aren't always in the safest locations, so I'll make sure he is set essential until the quest is finished so he can't get killed. If Engorm wasn't at the shrine he was probably killed, you can find the ID to spawn him again on the UESP or in the Construction Set.

Engorm should have the Tuck Little topic. If Engorm was there but didn't have the topic, something went wrong when the topic was supposed to be added. Could be a random glitch because it works just fine for me. To add the topic you can use the console command 'addtopic juliette6yes'.

Excellent. Thanks very much for that.

The only NPC still around was Faurinthil. Engorm had apparently long since died and disappeared. The UESP says that he's "Essential until Sanguine's Daedric Shrine Quest is completed" and I'd done that ages ago.

For information, you're apparently not supposed to use 'placeatme' for unique NPC's. Instead you use 'prid ' to "focus" on that NPC. So for Engorm I used:

prid 00097009

and then a few repetitions of the following to eventually get him back:

moveto player
enable
resurrect 1
(He arrived with the Tuck Little topic, so addtopic wasn't necessary).

I imagine I could have gotten it done with fewer repetitions if I was clever enough, but I'm not. More than happy to be corrected though.
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Barbequtie
 
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Post » Tue Mar 15, 2011 2:51 am

Alright, good to hear you've solved it.


The 'Party Time' quest is finally finished, which leaves only the Cluttermonkey Guild (Which I've worked on as well now, but is a lot more work than I expected) and the end of the Running Wild quest that need finishing quest-wise. There are still a couple of other things that need to be added/changed and I need to replay around 1/3 of all miscellaneous quests of V1 to make sure that my changes haven't broken anything, but we're getting closer to the finish! :twirl:


Now lets get this topic to 200 posts so we can get rid of the January release promise in the topic description. :angel:
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danni Marchant
 
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Post » Mon Mar 14, 2011 7:21 pm

Now lets get this topic to 200 posts so we can get rid of the January release promise in the topic description. :angel:


I don't see a problem. You said January, but not which January.

-Decrepit-
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Yonah
 
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Post » Mon Mar 14, 2011 3:51 pm

I don't see a problem. You said January, but not which January.

-Decrepit-

Hey now.. I'm not waiting until next January for 2.0!


And speaking of waiting... I've run into an odd problem with 1.05. Every time I make it active, my game starts crashing every 10-15 minutes. If I remove it, it stops. I've resigned myself to waiting until 2.0 comes out, but does anyone know what might be causing this, so I go back to playing it? I miss being able to pick up little quests in all the towns and villages.
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Lynette Wilson
 
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Post » Mon Mar 14, 2011 12:59 pm

I don't see a problem. You said January, but not which January.

-Decrepit-

Well it shouldn't be that bad. :laugh:
And speaking of waiting... I've run into an odd problem with 1.05. Every time I make it active, my game starts crashing every 10-15 minutes. If I remove it, it stops. I've resigned myself to waiting until 2.0 comes out, but does anyone know what might be causing this, so I go back to playing it? I miss being able to pick up little quests in all the towns and villages.

Yes that's a bug in 1.05, but you don't have to wait for 2.0 because it was fixed in 1.06, which has been available for quite some time already. There's a hotfix available for 1.06 too (On both Nexus and Planet Elder Scrolls), which solves a few issues with 1.06 that couldn't wait. If you download the hotfix you don't have to download the main 1.06 file anymore. Not that it's a big download...
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Miragel Ginza
 
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Post » Mon Mar 14, 2011 4:43 pm

Well it shouldn't be that bad. :laugh:

Yes that's a bug in 1.05, but you don't have to wait for 2.0 because it was fixed in 1.06, which has been available for quite some time already. There's a hotfix available for 1.06 too (On both Nexus and Planet Elder Scrolls), which solves a few issues with 1.06 that couldn't wait. If you download the hotfix you don't have to download the main 1.06 file anymore. Not that it's a big download...

Hmm. My backup file says 1.06, but apparently it was 1.05. Yay me. :banghead: Thanks.

Edit: I've been meaning to ask: when Larrion first appears, he says "Psst!" and your reply is "No I'm not!". Is there something missing in between?
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Bitter End
 
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Post » Tue Mar 15, 2011 12:27 am

Hmm. My backup file says 1.06, but apparently it was 1.05. Yay me. :banghead: Thanks.

Edit: I've been meaning to ask: when Larrion first appears, he says "Psst!" and your reply is "No I'm not!". Is there something missing in between?

Not really. 'Psst' is here interpreted by the player as '(are you) pissed', meaning drunk or angry. I can see why you think that though. I know it's a rather confusing conversation Malchik cooked up for the intro. :P
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Len swann
 
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Post » Tue Mar 15, 2011 1:15 am

Not really. 'Psst' is here interpreted by the player as '(are you) pissed', meaning drunk or angry. I can see why you think that though. I know it's a rather confusing conversation Malchik cooked up for the intro. :P

Ohh. I see.
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Celestine Stardust
 
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Post » Mon Mar 14, 2011 4:31 pm

I love to hear that you are getting closer!!!!!! THE FINISH LINE IS SO CLOSE NOW!!!!!!!! That is, the finish line as of now...But All the questmaking you do will never end! I hereby dub you St. Questmaker...
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Celestine Stardust
 
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Post » Mon Mar 14, 2011 8:39 pm

Bumping to show some luv!
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bimsy
 
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Post » Mon Mar 14, 2011 6:21 pm

I'm now at the point where I need to give Ilplanderin some stuff after breaking up a wedding.

I've been to the fort and done all that - nobody there has anything useful to say to me any more. And I'm fairly certain that I've done everything else according to the rules up to this bit.

It appears that I'm supposed to talk to Ilplanderin at Willow, but neither that one, nor the one at the teleporter, have anything (at all) to say.

The previous threads seem to indicate that I need to wait for v2.0 to fix this. Is that so, or is there a workaround?
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Sxc-Mary
 
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Post » Mon Mar 14, 2011 3:23 pm

Looking for a nudge here.
Spoiler
I'm early on in the main quest and am now investigating the poison apple shipments. I've been told to ask the Innkeeper at Boarder Watch. But all she says is "Kaajit have fur and pointed ears and that's all I'm saying right now". I've tried charm spells and bribing but I still get nothing. I've found all the stolen items for the townfolk but that didn't seem to help.


Please point me in the right direction.
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Strawberry
 
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Post » Tue Mar 15, 2011 1:47 am

Looking for a nudge here.
Spoiler
I'm early on in the main quest and am now investigating the poison apple shipments. I've been told to ask the Innkeeper at Boarder Watch. But all she says is "Kaajit have fur and pointed ears and that's all I'm saying right now". I've tried charm spells and bribing but I still get nothing. I've found all the stolen items for the townfolk but that didn't seem to help.


Please point me in the right direction.

Spoiler
From memory, you need to get her disposition REALLY high, so you're on the right track.

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JERMAINE VIDAURRI
 
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Post » Mon Mar 14, 2011 9:58 pm

Okay, thanks Fergus. I'll keep trying with that approach.
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Doniesha World
 
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Post » Mon Mar 14, 2011 5:59 pm

I could use some help, as I am pretty stuck.

Spoiler
I would be very grateful if anyone could give a tiny pointer towards where the final item in the 'Vampire Rising' quest is. It's supposed to be a scroll, somewhere in the Imperial Sewers, but I have a mod which expands the sewers adding new sections and what not. I've assumed it's in one of the original sewer corresponding to the various disticts. But I've traversed all of them and I can't find this scroll anywhere.


Thanks in advance.
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Liv Staff
 
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Post » Mon Mar 14, 2011 7:23 pm

I could use some help, as I am pretty stuck.

Spoiler
I would be very grateful if anyone could give a tiny pointer towards where the final item in the 'Vampire Rising' quest is. It's supposed to be a scroll, somewhere in the Imperial Sewers, but I have a mod which expands the sewers adding new sections and what not. I've assumed it's in one of the original sewer corresponding to the various disticts. But I've traversed all of them and I can't find this scroll anywhere.


Thanks in advance.


If you are familiar with TES4EDIT, look up Kragenir's Death Quest in it, find the Reference Form ID of the scroll and write it down. When in game use the console command player.moveto Reference Form ID to teleport to the scroll. You will then see if it's located in an area which has been made unaccessible by the other mod.
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claire ley
 
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Post » Tue Mar 15, 2011 12:07 am

I'm now at the point where I need to give Ilplanderin some stuff after breaking up a wedding.

I've been to the fort and done all that - nobody there has anything useful to say to me any more. And I'm fairly certain that I've done everything else according to the rules up to this bit.

It appears that I'm supposed to talk to Ilplanderin at Willow, but neither that one, nor the one at the teleporter, have anything (at all) to say.

The previous threads seem to indicate that I need to wait for v2.0 to fix this. Is that so, or is there a workaround?

You didn't give the items to Ilplanderin at Willow Bank yet, right? Are you sure you have all the items you need? You need the potion of cure drunkeness, the sunbird feather (If you didn't show it to Marana first you should have an update to the Sunbird Feather quest as it would then be gone. If not it should be under the ingredients section of your inventory), and the books Mysticism and Varieties of Daedra.

I just checked my changelog and yes, if the feather was stolen and you recovered it, you would be unable to hand over the ingredients. If this is the case I'll check if there's a workaround.
I could use some help, as I am pretty stuck.

Spoiler
I would be very grateful if anyone could give a tiny pointer towards where the final item in the 'Vampire Rising' quest is. It's supposed to be a scroll, somewhere in the Imperial Sewers, but I have a mod which expands the sewers adding new sections and what not. I've assumed it's in one of the original sewer corresponding to the various disticts. But I've traversed all of them and I can't find this scroll anywhere.


Thanks in advance.

Spoiler
It's in the 'South East Tunnel' of the sewers (The cell ID is ImperialSewerSystemSE) on top of a crate in the last room before the exit to the outside. (I think it's the only exit that leads directly outside, in the original that that is)




Progress is good. It's too bad that most of the things that need doing are rather boring, so those aren't going very fast. But we're getting there. After that it's just a whole lot of replaying quests. And it helps to have a 60 hour long music playlist on random in the background. :P

After the release I will turn my attention to a pretty cool FO3 mod idea (I will continue to provide support for KDQ of course), so stay tuned FO3 fans! :)
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Emma Copeland
 
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Post » Mon Mar 14, 2011 8:41 pm

You didn't give the items to Ilplanderin at Willow Bank yet, right? Are you sure you have all the items you need? You need the potion of cure drunkeness, the sunbird feather (If you didn't show it to Marana first you should have an update to the Sunbird Feather quest as it would then be gone. If not it should be under the ingredients section of your inventory), and the books Mysticism and Varieties of Daedra.

I just checked my changelog and yes, if the feather was stolen and you recovered it, you would be unable to hand over the ingredients. If this is the case I'll check if there's a workaround.


Ta. Turns out that, despite all of my efforts, I still don't seem to have a Potion Of Cure Drunkeness, assuming that it's listed under Potions. I thought that I had obtained one at some stage, but apparently not.
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Lew.p
 
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Post » Mon Mar 14, 2011 11:21 pm

Actually, I think it may be under miscellaneous (same category as repair hammers, gems and most worthless items), because I wanted to avoid that the player might accidentally drink the potion. Making it a quest item doesn't prevent that for some reason. Or maybe you really don't have the potion.

----

Here's the current 2.0 changelog. Many points have been dealt with again and besides the new quests that need finishing and all the quests that need to be re-tested there are only a few points left! :)

Spoiler

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.
-The penalty for refusing to help someone in a certain quest has been reduced.
-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, even when you aren't doing the main quest.
-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.
-The door to Ocato in the Imperial Palace is now unlocked when quests require it to be.
-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 to make them more believable.
-Fixed a problem with opening a chest in Whitmond Farm when using a Keychain mod.
-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 and interesting reward.
-Added an additional reward for completing the Lee Lines quest.
-The quest 'The Serpent Project' now features an extra step which makes tracking down the chapters a bit easier.
-Fixed several bugs related to the 'The Serpent Project' quest.
-In 'Clothes make the man', Mahei
-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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Mrs shelly Sugarplum
 
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Post » Mon Mar 14, 2011 9:10 pm

thanks for all the hard work povu :foodndrink:

remarks on two side quests:

-rocks that Ocatto asks you two find around Cyrodiil: I found a couple of them near some camps (near Skingrad I think) but that's all.

Where did you hide them? :)

-guy at Tiber Septim hotel that asks you to fetch him a chid's sword (if I recall correctly).

that's a bit vague, I think a bit more specific directions would be useful :)

looking forward to the update you prepare mate,

take care
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Melung Chan
 
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Post » Tue Mar 15, 2011 4:11 am

This blows my mind how you are constantly improving this classic!
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Jay Baby
 
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Post » Mon Mar 14, 2011 4:49 pm

-guy at Tiber Septim hotel that asks you to fetch him a chid's sword (if I recall correctly).

that's a bit vague, I think a bit more specific directions would be useful :)


I prefer that some quests are so vague. When you actually do stumble upon the sword, you will hopefully remember who wants it.
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Chloe :)
 
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Post » Mon Mar 14, 2011 5:47 pm

Actually, I think it may be under miscellaneous (same category as repair hammers, gems and most worthless items), because I wanted to avoid that the player might accidentally drink the potion. Making it a quest item doesn't prevent that for some reason. Or maybe you really don't have the potion.



Thanks. I checked again and I actually do have the Potion of Cure Drunkeness under Miscellaneous, and all three of the other required items. Which is good. But no luck with Ilplanderins, which is bad.
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ijohnnny
 
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