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

Post » Mon Mar 14, 2011 2:14 pm

Kragenir's Death Quest

A large quest mod within Cyrodiil's borders


V1.06 (13/12/09)

By Povuholo & Malchik



http://www.gamesas.com/bgsforums/index.php?showtopic=1051034
http://www.gamesas.com/bgsforums/index.php?showtopic=1036985
http://www.gamesas.com/bgsforums/index.php?showtopic=1030665&hl=
http://www.gamesas.com/bgsforums/index.php?showtopic=1022968&hl=
http://www.gamesas.com/bgsforums/index.php?showtopic=670284&hl=

*Cough* V2 In February eventually *cough*


[media]http://www.youtube.com/watch?v=q4i3saa4WPI[/media]



Many years ago, Kragenir's tower had been sealed by the Knights of the Silver Nose, but as they die, the seals weaken...

Can you find the keys required to break the seals so you can face Kragenir inside the tower before he escapes? Or... Are you going to help him?

With over 75* new quests (half main story, half miscellaneous), 15+ new books and over 2500 lines of dialogue this mod should keep you entertained for many hours!

Find tons of new miscellaneous quests in cities, villages and other locations, all within Cyrodiil's borders,
and visit the best dungeons Cyrodiil has to offer, now a lot more interesting than before.

*Conservative estimate. If you'd count every small quest within a quest as a separate quest, it would be around 160, which still doesn't include everything.


http://s18.photobucket.com/albums/b120/iamerik/Kragendirs%20death%20quest%20screenshots/


1.06 HOTFIX is now available!

Changelog:

Hotfix 13/12/09:

-Fixed the problem with Doc's missing mortar & pestle. Use the console command ' setstage povssquestdwarven 82' if you are already experiencing this problem, otherwise it won't be fixed.

-Disables an unfinished quest from the upcoming content update.


I'll get right back to those new quests now...


Downloads
=======

http://tesnexus.com/downloads/file.php?id=26219
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5784

Details
=======

This is primarily a quest mod, and a large one at that. But there's more, like new non quest related dialogue and 'full size' books.

The mod was designed to be started with a low level character, who grows stronger as he advances through the quests.
There are a few multi-step quests that have an increasing level requirement for each quest, to create the idea of time having passed between them.
Every quest can be started at level 1, but the final quest of some of the 'level quests' usually can't be done until level 20.

So for the best experience we recommend starting the mod with a low level character, but you won't run into any problems
and quests will never be too easy if you start it at a higher level.


These are the issues we found in the original game that we meant to fix with our mod:

- The game is too short, there should be more quests: I think we solved that one.

- The game is too easy: The quests introduced in the mod will not hold the player's hand too much: There's no excessive use of quest markers.

- Too many pointless vanilla characters: Many NPCs, especially those in villages, were there just to make the places feel less empty.
They did not have any personality at all. With this mod they will, as many will be involved in quests and the additional dialogue mod will make them a lot less generic.

- Too many pointless vanilla dungeons: There are many dungeons in Oblivion, but the ones that are not involved in quests all feel the same.
There is no unique treasure as everything is levelled. With this mod many more dungeons are involved in quests, and it's also possible to find
unique items in random dungeons.



I've categorized the different parts of the mod for a good overview.


Kragenir's Death Quest: The Main Quest

The story of the main quest is both serious and humorous. You'll find fairy tale (and other) real life references in the Main Quest,
but always with an Elder Scrolls twist and never 'too much' so they do fit in the game. And the problem at hand is no laughing matter!
The fairy tale element is the strongest at the start of the main quest, but the further you get the obscurer these references become
and I'm sure most people won't even see half of the things in the mod as a reference to something outside the game.
The first four quests for the wood elves (which is really the start of the mod proper) are intentionally simple to ease new players into the game.
Experienced players may find them rather basic. However we felt it was best to let new players in gently.
From quest 5 onwards the quests grow increasingly complex, challenging and in our opinion intriguing.
Don't be put off if at first it seems too easy.

The main quest is only half of what this mod is about in the quest area: There are tons of new 'miscellaneous' quests spread across Cyrodiil.
You won't find them all in one game, so you'll probably want to use this mod for multiple characters.

Because you might not want to do the mod's main quest a second time (Or you don't like the idea of fairy tale/real life references in the game,
which the miscellaneous barely have) you'll have the option to refuse the main quest right from the start.
As for the previously mentioned miscellaneous quests...



Miscellaneous Quests



The number of Miscellaneous quests is at least as much as that of the main quest, if not more. This is how we organised it:

-Imperial City Quests: There's a new quest for each district of the Imperial City except for the Palace, Prison and Arcane University district.
-Village Quests: There's a new quest to be started at every village, except for those in which the inhabitants are killed in a
vanilla Oblivion (Meaning the original Oblivion. No mods.) quest.
-Seven Cities quests: There are two new quests per city, except for the above mentioned Imperial City.
-The Documents Quest: Documents found in vanilla Oblivion locations (that are visited during the mod's main quest) may lead to treasures.
There is one exception which is document #2, which is in a house added by the mod. But this house is accessible at any time.
These documents are unrelated to the Main Quest and may be picked up at any time.

Note that there are a few miscellaneous quests that require having reached specific points in the mod's main quest of our mod to be obtained.
But most of them don't, so you won't miss out on a lot if you skip the main quest.

We have thrown in a few total surprises as well.

Examples of quests:

-There's a rumor in the game that Dro'shanji in Bravil has been hearing noises, but when the player would talk to Dro'shanji he had nothing to say about it.
Now there's a quest to help him.

-There's the skooma dealing Orum gang in Cheydinhal which didn't have any quests attached to them... Until now.

-S'drassa, a member of the Leyawiin Mages Guild, is rumored to be working on a cure for Skooma addiction. Why not help him a hand?

-Jhared Strongblade, youngest member of the Knights of the Knights of the Thorn, is usually left behind while the other Knights go out to do good.
He'd probably love to go dungeon diving with someone a few times.

-Thamriel, touched by the gods, made an alarming prophecy concerning the return of a powerful vampire to Cyrodiil.


Books & Dialogue


We didn't stop at quests. Aside from the books, letters and dialogue added for quest purposes, there's also the following:

-15 unique 'full size' books. These can be bought in the different book stores of Cyrodiil, or found in some houses.

-100 new rumours added to NPC's for more rumour variety. These are not voiced (but they are lipsynched).
There's the option to disable them should you want to.

-Rural Line Additions: Mostly for all those boring NPC's at wilderness settlements/villages with only a rumour topic.
A lot of npc's who don't have anything else to say than the regular rumours topic will get 3 new topics:
, , and .
There's a unique line for each NPC used, so you won't have everyone in Water's Edge for example saying exactly the same thing about it.
Each will also get an unique rumour that is specifically for them.

So it is something like the less generic NPC's project from morrowind, on a smaller scale. This comes in an optional .esp.


(In)compatibility
===============


Check the compatibility folder for compatibility patches.


-Servant of the Dawn is incompatible with KDQ's main quest, because it kills off the people in Blankenmarch. If you're not doing KDQ's main quest (or you already have finished it, before starting the Servant of the Dawn quests) you'll be fine.

-Open Cities and Better Cities are already compatible without patches.

-Challenging Thievery has a small conflict with the 'Clerical Dalliance' quest (Chorrol miscellaneous quest).
For some reason Challenging Thievery deletes the vanilla NPC Ariela Doran, which is used during this quest, making it impossible for the player to finish it.

-Heart of the Dead has been confirmed compatible.

-Lore Dialogue 300 Updated is compatible with the Rural Line Additions add-on, and I recommend using both.



About compatibility with overhaul mods:


The mod was designed with the idea that the player starts as a lower level character, who levels up as he goes through the quests.
The 'problem' with overhaul mods like OOO or FCOM is that they remove the levelled creatures, and instead place creatures in dungeons by hand.
This means that the difficulty of a dungeon is different in every dungeon, while our mod assumes it stays the same.

The problem is that in a very early stage of our mod's main quest where you are assumed to be of a low level, you may have to enter a dungeon
that was made a challenge for level 20 characters by overhaul mods.

This is not a technical incompatibility, but it is something to keep in mind if you were going to start the mod's main quest with a fresh character.


Licensing/Legal
===============

You must contact me and obtain my permission before re-packaging any part of
this mod. If I do not respond within 3 weeks, feel free to do whatever you
like with this mod, as long as you give credit where credit is due and include this unmodified readme.

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

More info in the readme.


The future of Kragenir's Death Quest


Obviously I'll fix any bugs that are reported, and I will also try to keep the mod compatible with other popular mods.

The next major update will be a content update. This will include several new quests, a few small additions to the Rural Dialogue Additions esp, and fixes for any reported bugs.

I'm very busy with this strange phenomenon called 'real life', so it probably will take a while for this to be finished. But I'd say that the mod has enough quests already to keep you busy for quite some time! :hehe:

If any critical bugs are reported in the mean time I can always release a quick update first.


These are the quests that will be added in the 2.0 update:

Anvil:
Sounds of Sweetest Harmony: Composer Jesan sixtius is looking for the music notes for the Cliff Racer Song.
Bravil: Off the record: The Fighter's Guild is looking for someone to do some small jobs. Being a member is not required.
Bruma: Out of Control: Olfand needs some help with his wife.
Cheydinhal: A Dyeing Wish: http://www.uesp.net/wiki/Oblivion:Shelley is looking for a rare red dye for her hair.
Chorrol: Rich pickings: Extra missions for the Thieves Guild given by Glistel. (membership required).
Leyawiin: Killing the Queen: Rats are infesting Leyawiin. Unfortunately for them the Leyawiin citizens don't like rats as much as Arvena Thelas does.
Skingrad: Party Time: Some of the orcs in Skingrad are interested in forming an Orc Social Club. Of course they love to leave most the organising up to you, but the payment is good.

Other:

The Cluttermonkeys: This small guild, http://www.uesp.net/wiki/Tribunal:The_Champion_of_Clutter, has come to Cyrodiil to do what they like to do best: Gather (usually worthless) clutter. Will you be able to rise through the ranks in the Cluttermonkey Guild to become the Champion of Clutter? Do you even want to?

Death and the Maiden: Lady Llathasa Indarys, wife of Andel Indarys, died when she fell down the stairs in the Cheydinhal County Hall one day. It is rumoured however that the count may have something to do with it. Can you find out what really happened?


V2 Quest progress:

Sounds of Sweetest Harmony: Done.
Off the record: Done.
Out of Control: 95% Done.
A Dyeing Wish: Done.
Rich pickings: Done.
Killing the Queen: Done.
Party Time: Not yet started.

Death and the Maiden: 99% Done.
The Cluttermonkeys Guild: 25% Done.



I'll end this thread like I did with the other ones, with the diary of one of the Knights of The Silver Nose, which you'll obtain at the beginning of the main quest. Can you solve the riddle already? :)

Larrion's Diary
Introduction

I grow old. I am more than ever aware of my mortality. In my youth and maturity I did many heroic deeds but who will remember them when I have gone? They should be remembered, not just for myself but for the brave companions who together made up the Knightly Order of the Silver Nose.

This will be a memorial to all of them.

It all began some forty years ago. We were little more than a disorganised rabble of layabouts who used to hang around the inns of the Imperial City and jeer at the citizens. Sometimes we'd do a little work but mostly we scrounged what we could and scavenged the sewers.

Who knows what we would have gone on to become without the arrival of the Aripotah, the mage who was to become our inspiration and founder of the order.

I remember his arrival as if it were yesterday.

Agilius Pranko had just placed a chamber pot on the top of the White Gold Tower when the mage appeared, walking purposefully towards us. I don't know what it was that made us look at him twice - surely not the spectacles? Perhaps it was the oddly shaped nose. Of course we did not know then that the nose was attached to the spectacles and came off with them.

Still, this part of our history is less than heroic as we elected to give him a drubbing for looking so ridiculously studious. When we knocked off the spectacles we saw the silver nose. It made him altogether more interesting. So we dusted him down, put his fractured arm in a splint and took him to The King and Queen for a jug of ale.

He told us the story of the nose; how he'd lost his own because he kept sniffing some strange substance. I can't remember what it was called but it sounded like it ought to have been some perfectly harmless soft drink. We offered him some skooma and moon sugar. He claimed never to have heard of them but when we explained what they were he said he was clean now and would never touch the stuff again. I thought he had to be rather mad at that point because he hadn't touched them at all, so how could he never touch them again? Anyway, then I got even more confused, perhaps because we hadn't stopped at one jug of ale. I recall that the wretched schoolgirl swot Herminia Cinna turned up.

Aripotah muttered darkly about Herminia certainly being a Cinna, which we all knew anyway. Apparently she had introduced him to some heroine or other and this was what ultimately led to the loss of his nose. I can't say I understood half of what he was talking about. And yet the subject of heroism having been raised...

And that's when it was set up. The Knightly Order of the Silver Nose - an underage wizard and a score of drunken wastrels!

Ah - but what it was to become....

The diary goes on to describe the deeds of derring and do that the knights dared and did. None of it mentions seals. Eventually you find the reference.

I do not know what the evil was but we have done as Aripotah commanded and left him alone to face it. This was no act of cowardice. We begged and pleaded with him not to be so foolhardy but he would not be swayed. Using our individual tokens we forged three great seals. After he had gone inside the tower to face whatever lay within, we sealed the doors forever.

Three of us were entrusted to carry the keys to unseal the doors and told to secure them beyond reach. However, no protection could be regarded as completely sure and, as Aripotah pointed out, they could be lost or destroyed. To reforge any one of them we would need the seven tokens. Each knight was to be responsible for his own token. The exception was Aripotah himself. As he was going into the tower to face the unknown his token was needed outside. It was entrusted to me.

At the mage's request we then divided our forces into three groups comprising the seal makers and travelled to distant parts of Cyrodiil to secure the seals so no one could gain access to the tower until Aripotah called us together again.

I took the five members of my team north. The leader of the second team, Dummus Annox, went to the south and the third seal was taken east by Lemmy Attem. We were never to speak of how we secured our respective seals.

And so we waited and waited for a call that never came. At first we tried to maintain the three teams as they had been, forces to combat the evils of the world. But without the founder and guiding light the teams fragmented. And as the numbers grew smaller, the losses in the battles we tried to fight increased. Now old age and infirmity are slowly claiming the few of us who remain.

By chance I was passing the fateful tower earlier in the year and noticed that the seals were cracking. It seems they do not last forever but only for as long as we remain alive. If the seals break, whatever evil has been locked within for so long will be unleashed on an unsuspecting and unprotected world. We must act.

Of my own team only the Nord Bonehead the Brainless remains alive. He has retired into a religious community far in the north and taken a new name but I can leave him in peace. I know where our key is. If anything should happen to me read the entry on the last page of this diary.

Dummus has died but I know at least two of his team still live. Ventus Verbosus is at Pell's Gate and Querulus Mona at Blankenmarch. The former was the more reliable as I recall so I will visit him first. Of Lemmy and his team I know nothing. I only hope one of those I can contact has news. Whoever is left must accompany me to the tower with the keys and deal with whatever remains within forever.

I will send word to Ventus of my impending arrival when I am a little nearer.



You turn to look at the inscription at the back of the book.
We hid our seal in a cave. The cave is just north of a village on the red ring road where it sounds as if the drink is very good.

User avatar
Jonathan Braz
 
Posts: 3459
Joined: Wed Aug 22, 2007 10:29 pm

Post » Mon Mar 14, 2011 4:41 pm

Yet another stupid question.

I'm after the robe of lust. I'm currently after a robe with a note in it but I couldn't find it so I went into the CS to locate it and it looks like it is in Leyawin at
Spoiler
Margarate's house.
I picked up the green robe on the floor but nothing happened.

Am I in the right place? Is that that robe? What about the note? I'm totally stumped here.
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DarkGypsy
 
Posts: 3309
Joined: Tue Jan 23, 2007 11:32 am

Post » Tue Mar 15, 2011 3:51 am

Thanks for the reply. Efficacious Garlic is indeed what is housed in my inventory, so I'm okay there. A dream with associated "evil item(s)" does not ring a bell at all. I'm gonna assume I never stumbled across that NPC. Gonna investigate it later today.



It should be in the first journal entry. You are supposed to look for the evil item and the balancing item. But if you go for the good item you'll get a journal entry which no longer mentions that you still need to look for the other item as well.


Progress and possible roadblock:
I tracked down the Matthia Draconis house resident you mentioned earlier and had indeed not spoken with him before so got new journal entry. The location clues were a dead giveaway; I found the "evil item" without problem. I then got an update message or journal entry (I forget which) to report with my finds to Thamriel. I did so. Only, she still doesn't have any conversation concerning Vamp Rising. I arrived in the Imperial City right at RL supper time so didn't get a chance to experiment. Gonna do that in a bit and hope for the best.

-Decrepit
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BRAD MONTGOMERY
 
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Joined: Mon Nov 19, 2007 10:43 pm

Post » Tue Mar 15, 2011 4:25 am

Yet another stupid question.

I'm after the robe of lust. I'm currently after a robe with a note in it but I couldn't find it so I went into the CS to locate it and it looks like it is in Leyawin at
Spoiler
Margarate's house.
I picked up the green robe on the floor but nothing happened.

Am I in the right place? Is that that robe? What about the note? I'm totally stumped here.

I assume you're at the point that you've talked to Simon who has told you to look for his robe? That's the right house indeed. The note is underneath it, which'll lead you to another dungeon. You're close. :P

By the way I just found out that the name of the dungeon it mentioned is not only the name of the Ayleid Ruin, but also that of a cave to the north of Bravil. You need to go to the Ayleid Ruin. It's north east of Leyawiin and will be marked on your map when you pick up the note.

And now I've made some improvements to the Lust quest. Seriously, if you keep on asking questions the mod will be perfect in no time! :rofl:


I should really try some of your mods some time, anything related to the Baldur's Gate series can only be good. :foodndrink:
Progress and possible roadblock:
I tracked down the Matthia Draconis house resident you mentioned earlier and had indeed not spoken with him before so got new journal entry. The location clues were a dead giveaway; I found the "evil item" without problem. I then got an update message or journal entry (I forget which) to report with my finds to Thamriel. I did so. Only, she still doesn't have any conversation concerning Vamp Rising. I arrived in the Imperial City right at RL supper time so didn't get a chance to experiment. Gonna do that in a bit and hope for the best.

-Decrepit

Hmm... So the last journal entry is: 'I have found both the good and evil object. I should show them to Thamriel.'?

If it is Thamriel should have a new topic called Objects. The only condition for the topic is that the quest stage is 30. 30 is the quest stage I just mentioned, so if you have it the topic should show.

If it's still not there maybe the addtopic command I used in the journal entry script didn't trigger correctly. Try the console command 'addtopic ThamrielItems' and talk to Thamriel again.

Let me know when you find out what it was? :)
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lydia nekongo
 
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Post » Tue Mar 15, 2011 12:09 am

Thanks!

I'm a software QA guy by trade.
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Connor Wing
 
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Post » Tue Mar 15, 2011 5:05 am

I am just wondering...

Is it possible to have a person give a quest...and then after you complete it, you go elsewhere in the game...then later, after a week or two, you come back to the person and he gives you another quest? Or do quests have to come one right after another...no break inbetween?
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Melung Chan
 
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Joined: Sun Jun 24, 2007 4:15 am

Post » Mon Mar 14, 2011 3:38 pm

I'm having a problem extracting these files. I have the latest zipgenius and have never had a RAR problem before but all the files (both from PES and TesNexus) give an error "not a valid rar file" Anyone else having this issue?

edit: BTW, the quest doc.rar opens OK but not the main file.
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des lynam
 
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Post » Mon Mar 14, 2011 2:30 pm

Thanks!

I'm a software QA guy by trade.

I'm guessing that comes in useful when making mods. ;)
I am just wondering...

Is it possible to have a person give a quest...and then after you complete it, you go elsewhere in the game...then later, after a week or two, you come back to the person and he gives you another quest? Or do quests have to come one right after another...no break inbetween?

Yes it is possible to script delays in between of quests. I never really tried it before but I had to figure it out for a few moments in the Death and the Maiden quest so now I know how it works. Not very difficult. I might add a real delay to quests like Akaviri Obsession and Baby Sitting which currently are only delayed by player level requirements. The disadvantage of the current system is that if you'd start the questline at level 30 or something you'd never have any delays.
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Josh Lozier
 
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Post » Mon Mar 14, 2011 2:48 pm

Hmm... So the last journal entry is: 'I have found both the good and evil object. I should show them to Thamriel.'?

If it is Thamriel should have a new topic called Objects. The only condition for the topic is that the quest stage is 30. 30 is the quest stage I just mentioned, so if you have it the topic should show.

If it's still not there maybe the addtopic command I used in the journal entry script didn't trigger correctly. Try the console command 'addtopic ThamrielItems' and talk to Thamriel again.

Let me know when you find out what it was? :)


Indeed, my most recent Vamp Rising entry is, as you state, "I have ...... I should show them to Thamriel".

Sadly, she doesn't show an Objects conversation option, even when I first type 'addtopic ThamrielItems' (minus quotes). (Hmm....you first mention an Objects option, then to type ThamrielItems. Should it actually be ThamrielObjects?) Not sure what my issue is. I tried dropping the garlic and was told I couldn't 'coz they were quest items. That seems to indicate that my garlic is indeed correct. Oh, I have three pieces of it, is that right?

Sorry for taking up so much of your time with this. Not sure what my issue is. Don't recall anyone else having trouble with Vampire Rising at this stage.

Thanks again.
-Decrepit
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Mike Plumley
 
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Post » Mon Mar 14, 2011 1:53 pm

Indeed, my most recent Vamp Rising entry is, as you state, "I have ...... I should show them to Thamriel".

Sadly, she doesn't show an Objects conversation option, even when I first type 'addtopic ThamrielItems' (minus quotes). (Hmm....you first mention an Objects option, then to type ThamrielItems. Should it actually be ThamrielObjects?) Not sure what my issue is. I tried dropping the garlic and was told I couldn't 'coz they were quest items. That seems to indicate that my garlic is indeed correct. Oh, I have three pieces of it, is that right?

Sorry for taking up so much of your time with this. Not sure what my issue is. Don't recall anyone else having trouble with Vampire Rising at this stage.

Thanks again.
-Decrepit

The topic is really ThamrielItems. And it's right that you have 3 pieces of garlic.

Does she use any custom greeting when you talk to her?

I'm going to bed now though, I'll be back in an hour or twelve. :P
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Minako
 
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Post » Mon Mar 14, 2011 5:29 pm

A quick update. Thamriel greets me with what I assume is her standard statement: "Thamriel of Tamriel. ..... Where are all the white birds?" I went back to an earlier save, before I tried the addtopic command, to be on the safe side.

-Decrepit
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Nathan Barker
 
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Post » Mon Mar 14, 2011 11:00 pm

Okay... Under certain conditions a custom greeting could block topics from showing but that doesn't seem to be the case now.

The only thing I can imagine is that the conditions for the topic aren't met, so that the quest stage is somehow not set as 30. What number does it return when you use the following console command?

getstage povssictalosquest


If it does say it's at stage 30, maybe you can force her to greet you with the topic.

Click on her with the console and type: startconversation player ThamrielItems

Then she should greet you with the line of the Object topic. I hope, anyway.
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Liv Staff
 
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Joined: Wed Oct 25, 2006 10:51 pm

Post » Mon Mar 14, 2011 7:22 pm

Oho, the plot thickens!

I typed "getstage povssictalosquest" (minus quotes) and got this: GetStage >> 64.00

-Decrepit
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Samantha hulme
 
Posts: 3373
Joined: Wed Jun 21, 2006 4:22 pm

Post » Mon Mar 14, 2011 9:04 pm

Oho, the plot thickens!

I typed "getstage povssictalosquest" (minus quotes) and got this: GetStage >> 64.00

-Decrepit

Ah.

Do you also have a 'I need to look for a special scroll somewhere in the Imperial sewers. Gemellius Axius couldn't be any more specific.' journal entry in your log? Because that's stage 64. It is triggered by talking to Gemellius Axius when the quest is at stage 63.

I don't know if it was you or someone else, but in an earlier version of the mod it was possible to trigger stage 63 of this quest by talking to Mirie at the Peryite shrine, even if you hadn't started the quest yet. If you've talked to Mirie, the Dreams topic appears for Gemellius Axius, who then triggers stage 64 when you talk to him about it.

For some reason the getstage command always recognises the highest and not the current quest stage so the topic won't show up.

Argh... I could give you the console command to advance the quest but the Objects topic continues to use a getstage condition, so up until the point you are supposed to talk to Gemellius Axius (which isn't soon) you'd constantly have to use the console to skip the Objects topic, remove the two items that she is supposed to take, and probably more. So I'm afraid the quest is broken for you now, unless it's possible to remove the journal entry with a savegame editor? Or you could deactivate the esp, but then you'd lose all progress on any other quests you may have been doing.
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Alyce Argabright
 
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Post » Mon Mar 14, 2011 4:43 pm

Do you also have a 'I need to look for a special scroll somewhere in the Imperial sewers. Gemellius Axius couldn't be any more specific.' journal entry in your log? Because that's stage 64. It is triggered by talking to Gemellius Axius when the quest is at stage 63.

I don't know if it was you or someone else, but in an earlier version of the mod it was possible to trigger stage 63 of this quest by talking to Mirie at the Peryite shrine, even if you hadn't started the quest yet. If you've talked to Mirie, the Dreams topic appears for Gemellius Axius, who then triggers stage 64 when you talk to him about it.

For some reason the getstage command always recognises the highest and not the current quest stage so the topic won't show up.

Argh... I could give you the console command to advance the quest but the Objects topic continues to use a getstage condition, so up until the point you are supposed to talk to Gemellius Axius (which isn't soon) you'd constantly have to use the console to skip the Objects topic, remove the two items that she is supposed to take, and probably more. So I'm afraid the quest is broken for you now, unless it's possible to remove the journal entry with a savegame editor? Or you could deactivate the esp, but then you'd lose all progress on any other quests you may have been doing.


Oh oh...
I've not been back in the game to verify this but am 99.99% sure I do indeed have the Imperial Sewers scroll entry in my journal. Seems like it's been there for months. I know I've looked through the sewers several times for a Kragenir quest, and always associated it with Vamp Rising. (So far as I know, I never found the scroll.) I don't recall either Mirie or Gemellius specifically, but have been to the Peryite Shrine on a number of occasions, and a Dream topic does ring a bell. I've been playing Kragenir almost from its initial release, so might well have talked with both those two while running an early quest version.

In other words, Vamp is likely hosed. Having finished the Kragenir's main quest, as well as a goodly number of side quests, starting afresh isn't a viable option. And I agree that using the console, as you describe, to advance the quest seems more trouble than it's worth. A savegame editor sounds interesting. Sadly, I know nothing of them. Do you have any solid recommendations, preferably one that's easy to use and comes with detailed instructions?

Even should Vamp prove irreversibly borked, Kragenir has provided me with months of enjoyment, and promises more fun to come with version two. It remains a favorite mod that I recommend to one and all.

Thanks again!
-Decrepit
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steve brewin
 
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Post » Mon Mar 14, 2011 8:33 pm

I'm a bit confused: the start of this thread lists the mod as "V1.06 (13/12/09)," yet I downloaded 1.06 on 22/10, from TES Nexus.

EDIT: Nevermind. I see you didn't update the number for a hotfix issued on 13/12. Got it.
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Budgie
 
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Post » Mon Mar 14, 2011 9:37 pm

I'm considering creating a trailer for the mod for version 2, because http://www.youtube.com/watch?v=FhznUkaXIfY http://www.youtube.com/watch?v=zU8H_MN8RtY http://www.youtube.com/watch?v=AU6w4Qn_P2Q http://www.youtube.com/watch?v=IlPhjQpxNzw http://www.youtube.com/watch?v=rqw-A1F1V0o :P
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Amanda savory
 
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Post » Mon Mar 14, 2011 5:19 pm

I'm considering creating a trailer for the mod for version 2, because http://www.youtube.com/watch?v=FhznUkaXIfY http://www.youtube.com/watch?v=zU8H_MN8RtY http://www.youtube.com/watch?v=AU6w4Qn_P2Q http://www.youtube.com/watch?v=IlPhjQpxNzw http://www.youtube.com/watch?v=rqw-A1F1V0o :P


Heh. Then you could add a screen at the end saying,

Coming to a Morrowind mod setup near YOU...!

But it is a damn fine mod, and you do deserve the publicity. So why not? ;)
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Beth Belcher
 
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Post » Mon Mar 14, 2011 1:22 pm

Coming to a Morrowind mod setup near YOU...!

But then I'd disappoint all the Morrowind fans because it's an Oblivion mod! :P
But it is a damn fine mod, and you do deserve the publicity. So why not? ;)

Well I've never done anything like that before, but I'll see what I can come up with. ;)


edit: Oh and I searched for a savegame editor or something similar but I couldn't find anything.
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D LOpez
 
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Post » Mon Mar 14, 2011 11:50 pm

Got yet another stupid question. I'm after the boots of sloth. I went to the Daedra Zoo and the Dremora wanted me to get him cocktails. I went to Gimlets, he gave the the list. I bought a bunch of drinks. I went back to the zoo. The Dremora has nothing to say to me nor does Gladnaf.

What did I do wrong?
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Nuno Castro
 
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Post » Mon Mar 14, 2011 9:07 pm

You need 5 drinks but you could buy only 4. Or you needed 4 and could buy 3, I don't remember. Either way you can ask Gimlet about the last drink, who will tell you that Frood has one.
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Mark Churchman
 
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Post » Mon Mar 14, 2011 7:17 pm

Did it, thanks.

I'm sure someone else has mentioned it but Brindle Home where the guy gives you the seven item quests, when you go there it isn't marked as found so you can't fast travel back there.
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neil slattery
 
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Post » Tue Mar 15, 2011 12:04 am

I'm in the tower and trying to get through the thing with rooms that each have four doors. I'm totally stumped on this one. What's the deal? Where is the key at?
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Chrissie Pillinger
 
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Post » Mon Mar 14, 2011 4:10 pm

I'm in the tower and trying to get through the thing with rooms that each have four doors. I'm totally stumped on this one. What's the deal? Where is the key at?

There is no key, it's a door leading nowhere. The type/number of candles on the wall indicate the room which you are in.

Let's call them levels. Level 1 has 1 candle on the wall. There are 4 doors, usually 3 lead somewhere. A door on level 1 can lead you to level 1 again, to level 2, or level 0. Level 0 has no candles on the wall. Level 2 has a double candle on the wall. From level 2 you can go to 3, back to 1, or level 2 again, something like that. If you keep checking for changes related to candles in the room you should be able to figure out which doors lead you where. After a number of levels (of which level 5 or so can send you back to 0 :P) you'll end up in a hallway with the way out.
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lisa nuttall
 
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Post » Mon Mar 14, 2011 6:01 pm

is there anyway to slow down the speed at which the dialogue changes to another sentence or paragraph?
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I’m my own
 
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