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

Post » Tue Mar 15, 2011 2:03 am

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?

These are the people you need to talk to:
Spoiler
S'kasha, Shuravi, S'drassa, Tsavi, Betto Plottius, Julitta Plottius, Eitar, On Staya Sundew, Hlidara Mothril, Alessia Caro,
Janonia Arunceia, Desiree Alloure, Rancid Ra'dirsha, Ra'Jahirr, Shamada, Shomari, Ahdahji and J'Bari.


You'll automatically get a journal entry update once you've talked to all of them.

The count indeed doesn't leave the castle. You don't have to talk to him at this point yet. I can see how this can be confusing, so I'll change the dialogue a bit to reflect that...
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.

I'm looking into it now.
Please just try to make sure the main quest does not screw up when you need to find the dwarves again.

You mean the thing with Doc not showing up at the new house near Dive Rock near the end of the main quest? I think I fixed it now, I'll be able to confirm it when I get to that point. I've played and fixed everything up to the end of the Deadly Sins quests now.


I'm shifting the 2.0 ETA to early February.
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Chris Johnston
 
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Post » Mon Mar 14, 2011 10:59 pm

Hey!
About the questmarkers that Sulteric Drums mentioned... Maybe you could create a dummy quest that could have quest script with variable ShowQuestMarkers and for every quest where you'd use them set additional condition like KDQuestMarkers.ShowQuestMarkers == 1

Then, the player if stuck, could just type in the console:
set KDQuestMarkers.ShowQuestMarkers to 1
to get them show, and later
set KDQuestMarkers.ShowQuestMarkers to 0
to hide them again.

What do you think?
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Cedric Pearson
 
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Post » Mon Mar 14, 2011 11:24 pm

More quest markers and clearer journal entries are definitely on the list of improvements for the update.


Yay! I have yet to get a single quest marker of any sort, even though I've completed its MQ. lol

My kids and I love this mod, though... just love it!
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Rebecca Dosch
 
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Post » Tue Mar 15, 2011 12:42 am

I have a problem with the gauntlets of gluttony quest, I have
collected the flyslime and given it to the baker, then he says
that i should tell Hal-Liurz at the castle but the topic never
appear, all she says is that the count will shortly arrive and
I cannot get the buns from the baker so the conversion with
her is a trigger for the next stage namely the buns, confusing.
One more thing I got a quest from somebody named Lyra about
a shield, I have retrieved she shield but I have forgotten where
Lyra is, help!
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Kayla Bee
 
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Post » Mon Mar 14, 2011 3:56 pm

Let me know if you need more details. I've unchecked the mod for now but I can still be of help I'm sure.
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Sammykins
 
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Post » Tue Mar 15, 2011 3:50 am

Spoiler
Desiree Alloure


I have never seen this NPC. I'm assuming they are a new one that you added since they don't show up on the wiki.



The only thing that I would recommend changing, besides what others have already stated in this thread, is the location of QM's Dagger.
Spoiler
I'm not sure if it is just me but I don't tend to look at the ground very often and since the dagger is small it is easy to pass over when entering the next zone. I would say place it on top of one of the two tables near the staff or something of that nature.


Edit: Oh almost forgot there is also a spelling error in one of the document quests the npcs name is
Spoiler
suurootan not suurotan.

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Phillip Brunyee
 
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Post » Mon Mar 14, 2011 4:08 pm

> spelling error in one of the document quests the npcs name is

That tripped me up too when researching the location on the Wiki site.
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Chris Duncan
 
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Post » Tue Mar 15, 2011 4:14 am

I have never seen this NPC. I'm assuming they are a new one that you added since they don't show up on the wiki.

She's an old 'friend' from the main quest who is staying at the Three Sisters Inn.
Edit: Oh almost forgot there is also a spelling error in one of the document quests the npcs name is
Spoiler
suurootan not suurotan.

Thanks, I'll fix it.

Hey!
About the questmarkers that Sulteric Drums mentioned... Maybe you could create a dummy quest that could have quest script with variable ShowQuestMarkers and for every quest where you'd use them set additional condition like KDQuestMarkers.ShowQuestMarkers == 1

Then, the player if stuck, could just type in the console:
set KDQuestMarkers.ShowQuestMarkers to 1
to get them show, and later
set KDQuestMarkers.ShowQuestMarkers to 0
to hide them again.

What do you think?

I think that the new quest markers I've added will help people a lot, but not in a way that it makes quests easier. Just less frustrating. I don't think anyone would want them disabled.

One more thing I got a quest from somebody named Lyra about
a shield, I have retrieved she shield but I have forgotten where
Lyra is, help!

Lyra Rosentia has a house in the north east corner of Bruma. For the upcoming update I've already improved the journal entries to remind the player of where she is and added a quest marker pointing to her at all times.

I have a problem with the gauntlets of gluttony quest, I have
collected the flyslime and given it to the baker, then he says
that i should tell Hal-Liurz at the castle but the topic never
appear, all she says is that the count will shortly arrive and
I cannot get the buns from the baker so the conversion with
her is a trigger for the next stage namely the buns, confusing

Appears to be a thing with Hal-Liurz's dialogue. Sometimes she greets you normally and sometimes she says she is getting the count for you and ends the conversation. I'll add a new greeting for her so this doesn't happen during the quest.

You can use the console to force her to start the conversation with you with the Dead Fly Buns topics. You open the console, click on Hal-Liurz and type:
startconversation player salmobunstopic

The first thing she then says is about the Dead Fly Buns. I think you have to talk to her twice about the same topic during the quest, so if you have to return to her later use the same console command.
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Eve(G)
 
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Post » Mon Mar 14, 2011 7:51 pm

I think that the new quest markers I've added will help people a lot, but not in a way that it makes quests easier. Just less frustrating. I don't think anyone would want them disabled.
Just wanted to say that adding ways to disable/enable quest markers in quest mods is a very bad idea, as we'll end up with as many different ways to control quest markers as we have quest mods.

Instead, if players want to disable quest markers they can easily do so through UI mods like DarnifiedUI - or my own Map Marker Overhaul where you even have the option of disabling the quest markers in the local map while keeping it in the world map (simulating that you know the general area but not exact location).

So it is a good choice to add (some) quest markers, and then simply let the people who don't want them to use UI mods to disable them.
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NO suckers In Here
 
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Post » Mon Mar 14, 2011 9:44 pm

So it is a good choice to add (some) quest markers, and then simply let the people who don't want them to use UI mods to disable them.

Exactly. There are a few moments however where I am really assuming that the player sees the quest marker I added and it is very difficult to see where you're supposed to go otherwise, so I'll see if I can change anything so that the people who have disabled them don't get lost...



Current changelog:

-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.
-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 first journal entry for the Aleswell quest which mysteriously disappeared...
-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.

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.
-The quest marker pointing to Angelie will now disappear after it is no longer needed.
-Improved Querulus Mona's follow A.I.
-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.
-The Daedra Zoo can now be visited at any time.
-Countless small tweaks.

Miscellaneous:

-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.
-Fixed a problem with opening a chest in Whitmond Farm.
-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.
-Removed a duplicate journal entry in the Pass the Bottle quest.
-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.
-Countless small tweaks.

Edit: Finished tweaking and testing Gluttony and Anger.
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Rachel Eloise Getoutofmyface
 
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Post » Mon Mar 14, 2011 10:56 pm

Just wanted to say that adding ways to disable/enable quest markers in quest mods is a very bad idea, as we'll end up with as many different ways to control quest markers as we have quest mods.

Instead, if players want to disable quest markers they can easily do so through UI mods like DarnifiedUI - or my own Map Marker Overhaul where you even have the option of disabling the quest markers in the local map while keeping it in the world map (simulating that you know the general area but not exact location).

So it is a good choice to add (some) quest markers, and then simply let the people who don't want them to use UI mods to disable them.


I disagree here.
I'm generally against quest markers but the way I suggested is meant like a help when you're stuck with a quest. Instead of quitting the game and looking hints in readme, spoilers or forum one could just turn help on in the game.

Anyway, it was just a friendly suggestion and an idea not a request of any kind.
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Elina
 
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Post » Mon Mar 14, 2011 8:50 pm

She's an old 'friend' from the main quest who is staying at the Three Sisters Inn.


There we go quest is not completed but it is not clear that you are supposed to talk to her for this quest. She doesn't fall under any of the categories of people that should be talked to, "All the khajiits, Betto, Julitta, Eithar and everybody in the castle."
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Melissa De Thomasis
 
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Post » Mon Mar 14, 2011 9:11 pm

There we go quest is not completed but it is not clear that you are supposed to talk to her for this quest. She doesn't fall under any of the categories of people that should be talked to, "All the khajiits, Betto, Julitta, Eithar and everybody in the castle."

True. We assumed that people would find her sudden presence in Leyawiin suspicious and would talk to her anyway. I'll see if there's anything I can do to make it clearer that you need to talk to her, without making it too obvious.

I have an idea...

edit: Did you say you talked to all the NPCs but there's still no update?
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suniti
 
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Post » Mon Mar 14, 2011 9:22 pm

Oops i meant to say the quest IS completed sorry.

From what I'v seen so far the mod is great. The added quests make oblivion seem more realistic for a country in peril. At one point I had over 40 active quests! The only thing that would make this mod better is if the quests were unique as apposed to the go here get me this item. Something along the lines of the dark brotherhood quests.
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Crystal Clarke
 
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Post » Tue Mar 15, 2011 3:07 am

I'm generally against quest markers but the way I suggested is meant like a help when you're stuck with a quest. Instead of quitting the game and looking hints in readme, spoilers or forum one could just turn help on in the game.
But if you use Darnified UI or Map Marker Overhaul (and some others) you can do this now. Use those mods to disable quest markers, and just turn them on if you need them. My point was that being able to do so is fine, but better handled by a UI mod than in each individual quest mod. I'll try to stop being OT now...
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BEl J
 
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Post » Mon Mar 14, 2011 7:10 pm

I'll try to stop being OT now...

It's an interesting discussion, I don't mind. :)
I just realized that when I post the 2.0 update it will very appropriately be the seventh update. :P

Also, if I release it in February, the total time that the mod has been in development will be 40 months! :o
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Greg Swan
 
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Post » Mon Mar 14, 2011 7:54 pm

thanks for the help with the flybuns, that sounds like something
flybuns oh jummy! I do
have another problem with Clothes make the man, Numeen sent
me to Blankenmarch to search for some pirates and take her husband
with me but he did not want to go so i went by myself, no pirates
and the three individuals that lives there has nothing to say about the
issue, another glitch?
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Emily Rose
 
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Post » Tue Mar 15, 2011 2:44 am

thanks for the help with the flybuns, that sounds like something
flybuns oh jummy! I do
have another problem with Clothes make the man, Numeen sent
me to Blankenmarch to search for some pirates and take her husband
with me but he did not want to go so i went by myself, no pirates
and the three individuals that lives there has nothing to say about the
issue, another glitch?

There should be a tent nearby with pirates outside.

*Adds quest marker*
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aisha jamil
 
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Post » Tue Mar 15, 2011 4:42 am

Thanks for the help but here is another one, I am looking for the shield of pride, I went
to lord Rugdumphs estate and he told about the servants quarters which is there, however
the house is just a prop, you cannot enter it I do not know what to do unless there is another
house close by but I have not found any.
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LuBiE LoU
 
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Post » Mon Mar 14, 2011 11:14 pm

Thanks for the help but here is another one, I am looking for the shield of pride, I went
to lord Rugdumphs estate and he told about the servants quarters which is there, however
the house is just a prop, you cannot enter it I do not know what to do unless there is another
house close by but I have not found any.

Funny, I was testing this part just now. It works fine for me. The house definitely shouldn't be a prop, it's a house from the original game that has always been accessible. Maybe if you fast travel somewhere else and come back the door will work again? It seems to be another one of those random glitches Oblivion has sometimes...

Alternatively you can teleport inside with the following console command:

coc LordRughdumphEstateServants



Things are going well. Of the Deadly Sins quests I only need to test the Shield of Pride and the Helmet of Greed quest now.
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Misty lt
 
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Post » Mon Mar 14, 2011 4:01 pm

Things are going well. Of the Deadly Sins quests I only need to test the Shield of Pride and the Helmet of Greed quest now.


Sounds great. I've had the current version in queue for playing for some time, and look forward to replacing it when the new one shows up, shortly.
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Pete Schmitzer
 
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Post » Mon Mar 14, 2011 9:09 pm

Funny, I was testing this part just now. It works fine for me. The house definitely shouldn't be a prop, it's a house from the original game that has always been accessible. Maybe if you fast travel somewhere else and come back the door will work again? It seems to be another one of those random glitches Oblivion has sometimes...

Alternatively you can teleport inside with the following console command:

coc LordRughdumphEstateServants

I am sorry to say that that is not working, when I type the commands nothing happens, I tried
to do the same with the estate and that worked but I cannot get access to servants quarters, it is
like it is not even there, do not know what happened, I am grateful for some advice and as a last
resort a setstagecommand, I assume there are some kind of documents in there that leads me
to another location.



Things are going well. Of the Deadly Sins quests I only need to test the Shield of Pride and the Helmet of Greed quest now.

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Queen of Spades
 
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Post » Tue Mar 15, 2011 3:41 am

Sorry my mistake. I got confused with the other Rugdumph cell. And Rugdumph should be spelled without an 'h' behind Rug. What you should type is:

coc LordRugdumphServants
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Danny Warner
 
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Post » Mon Mar 14, 2011 4:21 pm

The h thing had I already figured out but the rest
worked though I had to coc out of there to ,thanks for
the help, one thing though I have meet Camilla and I assume
that one has to grab the shield when she shows it to you, later
it is impossible to open the wall again.
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Sudah mati ini Keparat
 
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Post » Tue Mar 15, 2011 2:12 am

I think I encountered two bugs in the main quest. During the bow of envy quest, I talked to Testimonia and after she was done talking i received the quest "Clerical Dalliance", which from the journal entry it seems this quest should be given by the priest in chorrol.

Also, during the gauntlets of gluttony quest after I picked up the second pair of gloves there was no additional journal entry. I talked to all of the other people that were already involved in the quest but there was no dialog to continue. Bul-Leemya gives her "can you read...." dialog and dar-jee has no additional dialog options. The man at the brindle home tells me that he can only give out one quest at a time leading me to believe that these are not the gloves I am looking for.

Forget about the second one I figured out what to do. I think the 3rd gauntlets should be given to you the first time you talk to the NPC though not after you find the second pair as there is no indication that he will give you a pair the first time you talk to him.
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Laura Cartwright
 
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