[Relz]Kragenir's Death Quest 1.06 (Thread 6)

Post » Sat Feb 19, 2011 3:16 am

I assume you'll have to start version 2.0 with a clean save from 1.06? I've done and/or started several of the side quests, and I'd have to reset progress :(. At least I haven't been able to start the main quest yet, as my character has no place in the first cave at his level (due to FCOM :dead: ).
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Alex [AK]
 
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Post » Fri Feb 18, 2011 8:50 pm

-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.


I think it would be a good idea to make a "dirty" edit out of Ariela Doran to avoid any compatibility problems and avoid the peanut gallery at Nexus,who don't RTFM, screaming at you if they have both mods installed and can't complete the Chorrol quest because the NPC is missing. By slightly changing one of the NPC's stats it will not be deleted by automatic mod cleaning and those who do notice the "dirty" edit are more likely to have RTFM.
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clelia vega
 
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Post » Sat Feb 19, 2011 12:31 am

I assume you'll have to start version 2.0 with a clean save from 1.06? I've done and/or started several of the side quests, and I'd have to reset progress :(. At least I haven't been able to start the main quest yet, as my character has no place in the first cave at his level (due to FCOM :dead: ).

Well as I'm continuing to improve on the quests the chance of something not working right when updating from 1.06 without a clean save does become bigger. But I think that as long as you don't upgrade while you're in the middle of certain quests (I'll make a short list) it should be pretty safe. Of course using a clean save would be the safest.
I think it would be a good idea to make a "dirty" edit out of Ariela Doran to avoid any compatibility problems and avoid the peanut gallery at Nexus,who don't RTFM, screaming at you if they have both mods installed and can't complete the Chorrol quest because the NPC is missing. By slightly changing one of the NPC's stats it will not be deleted by automatic mod cleaning and those who do notice the "dirty" edit are more likely to have RTFM.

Yeah I'll probably do this.


It's been a long modding day and I've made a lot of progress. I'm looking forward to finishing it all soon. Can you believe it has been 43 months since this project was first started? :wacko:

I needed a dungeon to place something in so I checked which caves we didn't add anything to yet, and then checked on the UESP if it wasn't part of any quests. It's funny how we seem to be running out of non quest related dungeons to add things to. :P
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Petr Jordy Zugar
 
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Post » Sat Feb 19, 2011 1:19 am

It's been a long modding day and I've made a lot of progress. I'm looking forward to finishing it all soon. Can you believe it has been 43 months since this project was first started? :wacko:

Don't you feel exalted? Oh great St. Povuholo, we worship you!
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Richard Dixon
 
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Post » Sat Feb 19, 2011 11:12 am

Don't you feel exalted? Oh great St. Povuholo, we worship you!


I've never had the pleasure of playing through these quests and I'm hoping to have my chance on 2.0. It sounds like you've made many of Vanilla's dungeons relevant, which should be amazing to play through. My character is set to level very slowly and I think she's level 4-6. Will this be too high to start KDQ?
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LittleMiss
 
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Post » Sat Feb 19, 2011 12:28 am

Don't you feel exalted? Oh great St. Povuholo, we worship you!

A worshipper, are you? I know Cyrodiil has worshippers of all kinds. Perhaps we'll find you there one day.
I've never had the pleasure of playing through these quests and I'm hoping to have my chance on 2.0. It sounds like you've made many of Vanilla's dungeons relevant, which should be amazing to play through. My character is set to level very slowly and I think she's level 4-6. Will this be too high to start KDQ?

No that's pretty good. It shouldn't been done very late, but I've actually decided to delay the mod's main quest until he's at least level 3.

A disadvantage of installing this mod very late is that while you've been playing the chance exists some NPCs used in quests are killed in the wilderness or somewhere else accidentally. KDQ sets the ones that are at risk essential but that doesn't help if they're already dead. I think you'll be fine though.

After all, we're looking at a release soon. :hubbahubba:
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Charlotte Henderson
 
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Post » Fri Feb 18, 2011 9:47 pm

Povuholo, you obviously don't realize that I get a notice everytime you use words like Release or Complete on this thread! (or maybe you do? :nono:)


Really looking forward to this, kudos to you for sticking with it for so long.
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Natasha Callaghan
 
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Post » Sat Feb 19, 2011 6:47 am

I've finished Knights of the Nine and I think I may have lost one of the followers in the final battle. Do you use any of KOTN's npcs? If so, could I find their corpse and just resurrect it? I've actually done several quests. I'm leveling about once per 4-5 dungeons. I've gotten through the mage's guild quests up to getting my staff. I'm not super worried if I have to start over. Low level Oblivion is the most fun for me.
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Natalie J Webster
 
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Post » Sat Feb 19, 2011 6:07 am

Povuholo, you obviously don't realize that I get a notice everytime you use words like Release or Complete on this thread! (or maybe you do? :nono:)

But this time I'm all serious and stuff y'know. We are really really really close. :evil:
I've finished Knights of the Nine and I think I may have lost one of the followers in the final battle. Do you use any of KOTN's npcs? If so, could I find their corpse and just resurrect it? I've actually done several quests. I'm leveling about once per 4-5 dungeons. I've gotten through the mage's guild quests up to getting my staff. I'm not super worried if I have to start over. Low level Oblivion is the most fun for me.

I don't have KOTN. These followers, are they NPCs from the original game or added by KOTN? I don't think we're using them.

All I know about KOTN is that at some point we had to use a few different NPCs for KDQ because KOTN kills a few when it starts.
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Eliza Potter
 
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Post » Fri Feb 18, 2011 11:25 pm

The day is almost here....YES!!!!!!!!!
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Amber Ably
 
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Post » Fri Feb 18, 2011 10:41 pm

The updated and almost final changelog of the upcoming unreleased version:


I hope this is a good excuse for why it has been taking so long? :vaultboy:

I will start a new thread when it's done.

2.0

NEW CONTENT
=============

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', 'The Director's Cut'.

General changes
=============


-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 new rumours are rarer now, but there are more of them and they shouldn't repeat themselves as much as before.

-The custom rumors no longer override the unique rumours of M'aiq the Liar and Lucien Lachance.

-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.

-Made the mod compatible with the mod 'The Last Unicorn'.


Main Quest changes
===============


-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'.

-Fixed a crash if you'd attempt to wake up a sleeping Ubad gro-Worz or Sleepy with a vampire character.

-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 in multiple ways.

-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.

-Certain NPCs from the Gluttony quest will no longer be found standing in the wilderness until they are needed.

-It is now possible to buy additional dead fly buns from Salmo and give them to any Argonian for a disposition boost, as originally intended.

-Fixed a few issues 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.

-Solved a potential issue where Aripotah could get killed and break the quest.

-Countless small fixes and tweaks.


Miscellaneous (quests) changes:
=============


-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.

-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 will now return to his home after a while.

-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.

-Many bugfixes for The One Ring.

-Improved the layout of a few books.

-Grounded a floating stone in Sage Glen Hollow.

-Countless small fixes and tweaks.

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Kaylee Campbell
 
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Post » Sat Feb 19, 2011 7:33 am

.... Wow.

Question: Where's the Black Horse Courier article about the seven stones? I found it the first time I played through, but then I had to start over, and I can't find it now. I looked all through their office, and I couldn't turn it up.
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Victoria Bartel
 
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Post » Sat Feb 19, 2011 4:40 am

.... Wow.

It makes 1.06 look like a buggy mess even though it isn't. :rofl:


Question: Where's the Black Horse Courier article about the seven stones? I found it the first time I played through, but then I had to start over, and I can't find it now. I looked all through their office, and I couldn't turn it up.

You first have to find a torn scrap of paper which is a part of the article, and if you show that to one of the courier brothers you'll get the full article.

The piece of paper can be found at:
Spoiler

Next to the big tree in Chorrol, near a bench.
In the Arcane University Lobby
Just outside the Tutorial sewers, on the jetty.

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lolly13
 
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Post » Sat Feb 19, 2011 10:21 am

Hurry...Get it out!!!!!!! For the sake of humanity!!!!!!
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James Baldwin
 
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Post » Sat Feb 19, 2011 3:14 am

You first have to find a torn scrap of paper which is a part of the article, and if you show that to one of the courier brothers you'll get the full article.

Ohhh, that's right. I found the first one you listed last time I played. I'll have to snag it next time I'm there.
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Nicola
 
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Post » Sat Feb 19, 2011 3:38 am

I uploaded the http://ul.to/zoho5y.

I'd like the opinion of a few people about its layout and such. Is anything confusing or whatever?
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Heather Kush
 
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Post » Sat Feb 19, 2011 6:53 am

I uploaded the http://ul.to/zoho5y.

I'd like the opinion of a few people about its layout and such. Is anything confusing or whatever?

WOW :facepalm:

That's a lot to absorb at once. I downloaded it and I will plow through it a bit at a time.
This is on the order of several magnitudes better than the old text files. If only all hint files were done this way. Kudos :thumbsup:

One thing I would like to note is that I (and I would like to think a majority of players) have already played a large majority of the vanilla game or even completed it before adding mods. Giving an 'undiscovered' map marker alone is not helpful to those who have explored almost everything.

Would it be possible, say, to check to see if the marker was already "discovered' and return it to the 'undiscovered' state?

I know that you are planning to add additional quest markers but that tends to annoy some experienced players. I, however, have installed the Ayleid Steps mod and am plagued with NPCs teleporting all over the map! It's challenging enough tracking them down with a quest marker—impossible without one.
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CxvIII
 
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Post » Fri Feb 18, 2011 11:55 pm

I liked what I read...nothing too hard sounding, but also good with the blanked out spoiler parts.
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jess hughes
 
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Post » Sat Feb 19, 2011 11:26 am

I uploaded the http://ul.to/zoho5y.

I'd like the opinion of a few people about its layout and such. Is anything confusing or whatever?



Wow! I only saw scrolling it for do not read spoilers but I can see you are perfectionist. I cant wait now. :user:
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lauraa
 
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Post » Sat Feb 19, 2011 11:42 am

WOW :facepalm:

That's a lot to absorb at once. I downloaded it and I will plow through it a bit at a time.
This is on the order of several magnitudes better than the old text files. If only all hint files were done this way. Kudos :thumbsup:

Credits go to WalkerInShadows for providing me with a more than basic layout for this. :)
One thing I would like to note is that I (and I would like to think a majority of players) have already played a large majority of the vanilla game or even completed it before adding mods. Giving an 'undiscovered' map marker alone is not helpful to those who have explored almost everything.

True. In most of the cases there's also a direct spoiler answer in the file, but it would be nice if it were possible to set those markers back to undiscovered. I actually have no idea whether this is possible or not. I'll look into this.

I have to wait for Malchik to finish testing several quests anyway and there's not all that much else left to do. :celebration:
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Sammie LM
 
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Post » Fri Feb 18, 2011 8:04 pm

May the Nine Divines bless Machik with +7 speed...
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Joey Avelar
 
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Post » Sat Feb 19, 2011 1:29 am

I am really looking forward to the next version (even though I have yet to play through this mod at all.) It is just so exciting... :D
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Josh Lozier
 
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Post » Sat Feb 19, 2011 6:36 am

In the current version, I am still collecting the herbs that Dopey or whaterver his name is wants. So I will not mind "starting over" again.
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leni
 
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Post » Fri Feb 18, 2011 10:25 pm

May the Nine Divines bless Machik with +7 speed...

The Clutter quest is a real pain to test so he could use a more powerful enchantment. :P
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gary lee
 
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Post » Sat Feb 19, 2011 5:34 am

The Clutter quest is a real pain to test so he could use a more powerful enchantment. :P

http://www.tesnexus.com/downloads/file.php?id=8763 enough speed?(+500 speed when worn, minor blindness when running)
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Nick Tyler
 
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