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

Post » Tue Mar 15, 2011 3:00 am

Bookmarked, looking forward to 2.0 :hehe:
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Brandon Bernardi
 
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Post » Mon Mar 14, 2011 3:30 pm

is there anyway to slow down the speed at which the dialogue changes to another sentence or paragraph?

Yes, by reading the installation instructions in the readme. ;)
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StunnaLiike FiiFii
 
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Post » Mon Mar 14, 2011 2:15 pm

Omg! 160 new quests!! Sounds and looks amazing. It shocked me when I first red it. Thanks for making our Oblivion world a better place and keep up the good work!



Cheers,
Pushkatu!
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HARDHEAD
 
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Post » Tue Mar 15, 2011 4:59 am

Yes, by reading the installation instructions in the readme. ;)


doh.. yeah Im very bad at that.. Haha thanks, I will do that.
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Angel Torres
 
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Post » Mon Mar 14, 2011 11:46 pm

I'm at the very end of the main quest and need help.
Spoiler
I hit Kraginer with the sword, he comes back to life, the mage dude tells me to destroy the devices around the area. I do so. Then nothing happens. He just keeps coming back alive. I can't use the sword again and the mage won't talk to me.


What did I miss?
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OJY
 
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Post » Mon Mar 14, 2011 8:59 pm

I actually fixed my issue (sort of) by manually advancing the stage.

Another issue I had is when I escorted Aritopah to Dwarven Home he never would talk to me even through I brought him through the house, the mine etc. I talked to everyone else. Nothing. So I had to advance that manually too. So, I missed out on the reward and the tower.

I was really disappointed by this after going through SO much time and effort. And Kragenir's ghost is STILL alive at the top of the tower. :banghead: etc...
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Matt Gammond
 
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Post » Mon Mar 14, 2011 6:03 pm

I have discovered an issue (if it is a bug, it is a minor one). I am doing the Boots quest, and got the list of 'Heaven' doomstones from Kud-Ei. The associated script added the locations of places I had yet to 'discover' onto my map....all but one. Your mod did not add the inn which is mentioned on Kud-Ei's list to my map. I am already past that part of the quest.
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Sarah Unwin
 
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Post » Mon Mar 14, 2011 8:40 pm

I'm at the very end of the main quest and need help.
Spoiler
I hit Kraginer with the sword, he comes back to life, the mage dude tells me to destroy the devices around the area. I do so. Then nothing happens. He just keeps coming back alive. I can't use the sword again and the mage won't talk to me.


What did I miss?

Spoiler
The devices protected the crystal in the middle. If you activate it Kragenir should disappear (or not return after dying again). I'll have a look if I can make this any clearer.



I actually fixed my issue (sort of) by manually advancing the stage.

Another issue I had is when I escorted Aritopah to Dwarven Home he never would talk to me even through I brought him through the house, the mine etc. I talked to everyone else. Nothing. So I had to advance that manually too. So, I missed out on the reward and the tower.

I was really disappointed by this after going through SO much time and effort. And Kragenir's ghost is STILL alive at the top of the tower. :banghead: etc...

Spoiler
You need to bring him all the way to where Snowwhite was, close to the bed (He needs to be closer than '750' to it.). Most of the knights have a certain greeting when you've arrived in the house and you're not at the right place in the house yet, but I see Aripotah doesn't.


And I'm sorry to hear you had this much trouble throughout the entire story. :shakehead:
I have discovered an issue (if it is a bug, it is a minor one). I am doing the Boots quest, and got the list of 'Heaven' doomstones from Kud-Ei. The associated script added the locations of places I had yet to 'discover' onto my map....all but one. Your mod did not add the inn which is mentioned on Kud-Ei's list to my map. I am already past that part of the quest.

I'll have a look, thanks. :)
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Trevi
 
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Post » Tue Mar 15, 2011 2:16 am

I'll wait until a new version comes out and do a full reload at some point. It kept me entertained for HOURS and that is reward enough. Plus I may have helped along the way. I'm going to go back through my mods and update my quest logs after this. It gave me an entirely new perspective.
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JUDY FIGHTS
 
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Post » Mon Mar 14, 2011 11:53 pm

Starting playing through a few quests and really enjoying myself so far. Excellently written from the few quests I've played through so far!

I do have a question however. I was able to find the location for Larrion's Diary Clue (won't spoil it here) and have been there. I haven't completed it yet because my character is not strong enough to get through. However, every NPC I'm talking to now has the Larrion's Diary clue topic (even in the Shivering Isles). Is this supposed to be doing that or should that have been removed once I found the location? I was thinking maybe it would go away once I complete the dungeon but wasn't sure. I'm using OOO+MMM so it might be a while until I clear it out.

Below is my LO if it makes any difference. Thanks in advance.

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Carys
 
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Post » Tue Mar 15, 2011 3:35 am

Starting playing through a few quests and really enjoying myself so far. Excellently written from the few quests I've played through so far!

I do have a question however. I was able to find the location for Larrion's Diary Clue (won't spoil it here) and have been there. I haven't completed it yet because my character is not strong enough to get through. However, every NPC I'm talking to now has the Larrion's Diary clue topic (even in the Shivering Isles). Is this supposed to be doing that or should that have been removed once I found the location? I was thinking maybe it would go away once I complete the dungeon but wasn't sure. I'm using OOO+MMM so it might be a while until I clear it out.

Yes it should show the Larrion's clue topic on every NPC, but I have not taken Shivering Isles in account. I'll make sure the topic doesn't appear in SI in the next version, like I did with the rumors (which currently also appear in SI).

If you have the latest version (1.06) the Larrion topic should disappear once you've found the location of the first seal key. In one of the older versions the topic didn't disappear.

I'm building up quite a long changelog for 2.0 with everyone's feedback, thanks! :)
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Natasha Biss
 
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Post » Tue Mar 15, 2011 2:26 am

Yes it should show the Larrion's clue topic on every NPC, but I have not taken Shivering Isles in account. I'll make sure the topic doesn't appear in SI in the next version, like I did with the rumors (which currently also appear in SI).

If you have the latest version (1.06) the Larrion topic should disappear once you've found the location of the first seal key. In one of the older versions the topic didn't disappear.

I'm building up quite a long changelog for 2.0 with everyone's feedback, thanks! :)


Is there a quest update after I enter the cave? And just to be 100% sure - it's
Spoiler
Fingerbowl
, correct? If I go a little north of there I get a message saying I went too far. I've also updated to the Hotfix just to try and the same thing is happening. Do you know off-hand if there is a way to advance the quest just so I can get rid of the topic?

Sorry for feedback on such a minor thing.
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D IV
 
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Post » Mon Mar 14, 2011 5:49 pm

Yes. When you find the item that you're looking for (sort of) in that cave the first journal entry of a new quest will appear, and then the topic will disappear.
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TASTY TRACY
 
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Post » Tue Mar 15, 2011 12:10 am

Yes. When you find the item that you're looking for (sort of) in that cave the first journal entry of a new quest will appear, and then the topic will disappear.


Whewwwwwww! Just made it through the most challenging dungeon I've been through so far to get the end of that quest. Now I know what you meant by the "sort of" :biglaugh: I wasn't sure whether I should laugh or cry.

But I've now completed about 7 or so of the quests so far and I must say that I am addicted. Thank you so much for putting this together and releasing it. The writing is excellent, the quests are a good mix of simple and challenging and it's an excellent break from the vanilla quests I've done before.
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Kevin S
 
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Post » Tue Mar 15, 2011 2:10 am

"Tara Raboum, DA." :hehe: It took me awhile to catch on - I knew when she introduced herself that way that there was some kind of easter egg, but I didn't get it right off.

Thanks for this mod. With this, FCOM, and Elsweyr Anequina, I've been chugging along happily for over a hundred hours (L22) and looking forward to a few hundred more. I've never played a PC past L33 or so; I usually complete everything there is to do and see everything there is to see, but this time there's just so much of both that it's taking me a good long time to experience it all. I haven't even gotten past the seven dwarves yet!
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Antony Holdsworth
 
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Post » Mon Mar 14, 2011 12:55 pm

IMHO the main quest needs quite a bit of work yet but the side quests are pretty solid. Also after going through the entire main quest the reward I don't quite understand. I get a ring but it has no enchantments but perhaps that is because of all the trouble I ran into. I enjoy the side quests but I think in some cases quest targets would be nice. They are provided at an extremely odd interval if at all. I think a balance would be nice because not everyone can spend 8 hours a day on this game trying to figure out where to go, for instance the Lee Lines quest. Stuff like this sounds good in theory but can be very frustrating in real life game play. I know there is a big segment out there that hates quest targets but for those of us that actually have lives outside the game it can be very frustrating, even when we do have time.

Overall I enjoyed the main quest for all of it's twists and turns and I've remarked on the quest logs as to how they should give locations to the various NPCs you have to talk to because it's very easy to lose track of. I learned a lot by playing it and it has given me a new perspective on quest logs in my own mods.
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jenny goodwin
 
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Post » Mon Mar 14, 2011 3:07 pm

IMHO the main quest needs quite a bit of work yet but the side quests are pretty solid. Also after going through the entire main quest the reward I don't quite understand. I get a ring but it has no enchantments but perhaps that is because of all the trouble I ran into.

Yeah, you probably missed the actual reward.
I enjoy the side quests but I think in some cases quest targets would be nice. They are provided at an extremely odd interval if at all. I think a balance would be nice because not everyone can spend 8 hours a day on this game trying to figure out where to go, for instance the Lee Lines quest. Stuff like this sounds good in theory but can be very frustrating in real life game play. I know there is a big segment out there that hates quest targets but for those of us that actually have lives outside the game it can be very frustrating, even when we do have time.

I agree. From a modder's perspective it is sometimes easy to forget that the player doesn't have all the information about where the quest is going at hand. Things that are only logical to me might not be as logical to the player. It doesn't help that my only tester was the guy who actually wrote the quests. More quest markers and clearer journal entries are definitely on the list of improvements for the update.

It's been quite some time since I last played the main quest (or any quest), so I don't remember every detail anymore. So when I'm going to play it now it should help with looking at things from a player's perspective.

Thanks for the feedback, and good to hear that it has helped you with your own mods. :)

"Tara Raboum, DA." :hehe: It took me awhile to catch on - I knew when she introduced herself that way that there was some kind of easter egg, but I didn't get it right off.

Heh, I actually still don't get it! :P

Malchik wrote 99% of the dialogue and quests and I think that not even I caught every subtle joke in it.
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A Boy called Marilyn
 
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Post » Mon Mar 14, 2011 9:50 pm

I have a problem with the mainquest. I need to summon a strange spectral fish. But when i throw the ring into the water nothing happens. Could you please give a hint what to do? I think i collected everthing needed for this quest und found the right spot. Or i hope so.
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Nancy RIP
 
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Post » Mon Mar 14, 2011 1:49 pm

It's largely a trial and error process. Just make sure you do a unique save before you drop the ring in the water. It took me about four or five times in the right spot before it showed up. Being in God Mode helped too so I could stay underwater and wait for it to appear.
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Andres Lechuga
 
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Post » Mon Mar 14, 2011 1:27 pm

Usually if you stand in the middle of the ship and drop it in the water from there it should appear.

I think I should be able to add a quest marker pointing to the exact location where it should be dropped... Trial and error processes aren't fun when it's about finding a tiny ring back that you just dropped in the ocean. :P

Also a confirmation pop up box when you've dropped the ring in the right place wouldn't hurt...

Sometimes I wonder why I don't come up with these things in the first place. :P
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Oyuki Manson Lavey
 
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Post » Mon Mar 14, 2011 6:08 pm

So I'm now playing through the main quest again. I just finished the first part and did several tweaks, journal entry improvements and other things like disposition boosts when the player has helped someone, and the use of different facial expressions in dialogue. It's nice to be able to see things from a player's perspective now that it has been so long since I've created the quests that I don't remember every detail anymore.

Off to part 2!
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Pete Schmitzer
 
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Post » Mon Mar 14, 2011 4:55 pm

I'm up to the Deadly Sins part now, and made countless tweaks already and added facial expressions for all dialogue in the main quest so far. It makes quite a difference.

If anyone has any ideas for an improvement, no matter how tiny, now is the time to speak! :)
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Lindsay Dunn
 
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Post » Mon Mar 14, 2011 11:52 pm

I am having problems with the "Tension in Town" quest. I have spoke to everybody that I am supposed to but I am still unable to continue. There was some mention about only talking to the count when he is outside of the castle but this never occurs and I have even moved the count outside of the castle but to no avail. Is there something I am missing?
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rebecca moody
 
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Post » Tue Mar 15, 2011 4:04 am

Make sure the end of the main quest is more clear. I had an issue with the main evil(?) dude not dieing and when escorting the head guy there that got screwed up too. You may want to check your stage triggers there.
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BethanyRhain
 
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Post » Tue Mar 15, 2011 2:53 am

Please just try to make sure the main quest does not screw up when you need to find the dwarves again.
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Philip Rua
 
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