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

Post » Sat Feb 19, 2011 8:15 am

I've been muttering this to myself for a while, and I just figured I'd share a bit of my insights into fast travel and why it's not fast enough.

I used to fast travel all the time, and I often still do fast travel if I see tons of things I don't want to pass through(like three feral trolls close enough together so that they will know if I attack one, but far enough apart that my fireballs don't hit all of them), and can't spend all day going cross country.
Point in case: Mouth Of The Panther to Kvatch.
I used to fast travel this path, and I knew that it took me a few hours more then I'd want to spend, so I once decided that I needed to rush one day, since one of my quests said I had three days to do some stuff before it was too late to do it. I knew that the fastest way to get somewhere is it just go straight, and I looked at my map, and sure enough, the fastest route was right over the water. I cast a few spells, and booked it across the lake on my horse and just kept running, not even stopping to fight the big ass spiders attacking me(stupid paralyze spell they have, being ranged and potent). It took me maybe three hours to get there, and that's with time scale 30. I even had time to chat with the NPCs there, stock up on repair hammers, and dive through the gate there before the day was over. I didn't take the same route back, since I fast traveled, and even though it was just a bit after midnight, when I got back to where I started, it was mid day(I think. Didn't check the clocks well enough, really).
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Campbell
 
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Post » Sat Feb 19, 2011 7:28 am

:rofl:
I wish I was tall, I come from a long line of short people. I've "accidently" broken or lost all of my wifes' high heeled shoes. She's taller than me anyway but with heels it's just absurd.
For a second there I thought you were going to say they were broken because you were wearing them :hubbahubba:

Also, for RP reasons I never fast travel and would love odd delivery type jobs. WalkerInShadows idea of distance/risk vs reward seems like a reasonable solution.

I've been muttering this to myself for a while, and I just figured I'd share a bit of my insights into fast travel and why it's not fast enough.
I used to fast travel all the time, and I often still do fast travel if I see tons of things I don't want to pass through(like three feral trolls close enough together so that they will know if I attack one, but far enough apart that my fireballs don't hit all of them), and can't spend all day going cross country.



May I suggest two Mods: The Ayleid Steps provides a huge home and an elaborate teleport system which you can later use to get around. Hoarfrost Castle will provide a huge castle home with a teleportation hub. You can teleport from anywhere to the castle and from there to the IC Palace or any of the seven cities castles.

While I found the Ayleid Steps entertaining there are several caveats as it can affect all your gameplay.
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Laura Wilson
 
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Post » Sat Feb 19, 2011 7:27 am

While I found the Ayleid Steps entertaining there are several caveats as it can affect all your gameplay.

TAS is great for random exploration, but not so much for "I need to get here quickly" unless you happen to know that the step you're taking will actually get you there (which is unlikely in the majority of cases).
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lydia nekongo
 
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Post » Sat Feb 19, 2011 11:50 am

This is off-topic but the Ayleid Steps should never be played without Map Marker Overhaul. That overhaul allows you to "tag" all the steps with information on whether the step is static or not. If it is, you'll know right off where it leads to by reading your map. It also has a specific icon for the various steps. Once I finish Glenvar Castle, a rough job because I started it at level 9 and it's geared for level 20, TAS is my next quest to play through.

Povohulo, I think your game is going to require me to roll up a new character, this gal is getting tough. Oh darn! Another reason to sink a few more months of my free time into Oblivion. :celebration:
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Chris Duncan
 
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Post » Fri Feb 18, 2011 11:15 pm

TAS is great for random exploration, but not so much for "I need to get here quickly" unless you happen to know that the step you're taking will actually get you there (which is unlikely in the majority of cases).

Once you explore the steps in the wild, the "good" ones will be markered and always take you to that specific place. Unfortunately getting out will, usually, put you in a random spot. The Hub Rooms and the Guardian's Hub will always take you to the same place.

I haven't had time to map them, yet, but there are a few in the wild that I can fast travel a short distance to and then get where I want to go.
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Shannon Lockwood
 
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Post » Sat Feb 19, 2011 6:41 am

For a second there I thought you were going to say they were broken because you were wearing them :hubbahubba:

Well if you know of a better way to break shoes I'd like to hear it!

May I suggest two Mods: The Ayleid Steps provides a huge home and an elaborate teleport system which you can later use to get around. Hoarfrost Castle will provide a huge castle home with a teleportation hub. You can teleport from anywhere to the castle and from there to the IC Palace or any of the seven cities castles.

While I found the Ayleid Steps entertaining there are several caveats as it can affect all your gameplay.


I actually had Hoarfrost Castle downloaded before I purchased Oblivion (big fan of the authors Fallout mods) but I've not tried Alyied Steps, I guess I'll try that out when I start my new game. I'm hoping my next play through will be a longplay game so I'm wanting all my mods loaded and ready when I start. I think Kragenirs Death Quest is one of the last that I'm waiting on.
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xx_Jess_xx
 
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Post » Fri Feb 18, 2011 8:07 pm

Well if you know of a better way to break shoes I'd like to hear it!



I actually had Hoarfrost Castle downloaded before I purchased Oblivion (big fan of the authors Fallout mods) but I've not tried Alyied Steps, I guess I'll try that out when I start my new game. I'm hoping my next play through will be a longplay game so I'm wanting all my mods loaded and ready when I start. I think Kragenirs Death Quest is one of the last that I'm waiting on.


If you are going to play Steps early on, make sure you use Wrye to tweak the variables. You have the choice to not let NPCs "Step;" let them (and they will go galavanting all over the map—often making you chase down quest characters all over the countryside; let them, but make them essential. Since the former might get somebody you need killed off and the latter may make someone you need dead, impossible to kill, the first option may be the best move.
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Umpyre Records
 
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Post » Sat Feb 19, 2011 4:32 am

This is off-topic but the Ayleid Steps should never be played without Map Marker Overhaul. That overhaul allows you to "tag" all the steps with information on whether the step is static or not. If it is, you'll know right off where it leads to by reading your map. It also has a specific icon for the various steps. Once I finish Glenvar Castle, a rough job because I started it at level 9 and it's geared for level 20, TAS is my next quest to play through.

Only the ones that lead to lost dungeons. :) The TAS dungeons should be easier for you, though, since they're mostly levelled.
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Eilidh Brian
 
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Post » Sat Feb 19, 2011 10:34 am

But yeah there's the money thing. I've considered increasing it but I don't want to increase it too much either, so people just fast travel all over the place for some quick cash. Any thoughts?



Povu,
have you considered disabling "fast travel" for as long as one delivery job is active in the player's quest log?
Giskard had succesfully implemented this solution in one of his mods where you had to deliver packages from one town to the other...
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Michael Russ
 
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Post » Sat Feb 19, 2011 1:13 am

Pae de Pijper???
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TOYA toys
 
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Post » Sat Feb 19, 2011 5:06 am

With all the changes that have been made to the KDQ main quest and the other V1.0 quests for the next update, Malchik is not only testing the new V2.0 quests but all the old ones as well. For the millionth time too, why he's not bored to death yet I don't know. Respect. :thumbsup:

Anyway this means his final testing round is taking longer but he's going through it pretty fast. And yes, he is still finding issues. Mostly typos and small stuff, but there were a couple of bigger issues as well.

have you considered disabling "fast travel" for as long as one delivery job is active in the player's quest log?

I have considered it, for a few other occassions as well, but I wasn't sure if it was a good idea in case someone was playing with fast travel disabled already, because then it would be enabled afterwards.

Then again, if he's not using fast travel he wouldn't find out about that, could just resist the temptation, or use the console to disable it again...

Pae de Pijper???

You're Dutch too I see, no it doesn't mean what you think it meant. :rofl:

It's a reference to http://en.wikipedia.org/wiki/The_Pied_Piper_of_Hamelin ("pay the piper")
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Ann Church
 
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Post » Sat Feb 19, 2011 9:13 am

Pae de Pijper???

There are a ton of those. Everard Smallparts, Tara Raboom are two that, for better or worse, are indelibly lodged in my psyche. :facepalm:
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Christina Trayler
 
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Post » Sat Feb 19, 2011 8:52 am

You're Dutch too I see, no it doesn't mean what you think it meant. :rofl:

O M G

Now I want to know what it means in Dutch :whisper:
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Tiffany Castillo
 
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Post » Sat Feb 19, 2011 7:43 am

Lol but it sure sounds like it;). It's the dutch name for putting something from another male in your mouth...
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Cayal
 
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Post » Sat Feb 19, 2011 1:03 am

Exactly, and Pae is not that kind of guy. Maybe if I change the name to Pae THE Pijper Dutch people won't think it's a Dutch name.
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stevie trent
 
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Post » Sat Feb 19, 2011 9:12 am

Stuck - need help - please spoiler me - or at least point me in the right direction.

Quest of missing mounts ... character has been to Bruma, Chorrol, Cheydinhaal, Layawiin ... now in Bravil. So by the other cities you know I've learned to look around for clues, not finding any however.

Scanned in widening circles the area around Bravil Stables (and fought a literal hord of MMM giant blackwidow spiders - very creepy - and fast and scary looking ... they seemed they would be cuprits they were about twice as big as a horse ... but I digress ...) and found nothing.

I then remembered I had Bravil Barrowfields and a few patches for it as well (but not KDQ) then thought maybe a previously unreported conflict.

also after being told to look for hints I got no quest update -
Spoiler
I did check the wayshrine too.


Basically I'm lost.
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CHARLODDE
 
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Post » Sat Feb 19, 2011 10:49 am

Stuck - need help - please spoiler me - or at least point me in the right direction.

Quest of missing mounts ... character has been to Bruma, Chorrol, Cheydinhaal, Layawiin ... now in Bravil. So by the other cities you know I've learned to look around for clues, not finding any however.

Scanned in widening circles the area around Bravil Stables (and fought a literal hord of MMM giant blackwidow spiders - very creepy - and fast and scary looking ... they seemed they would be cuprits they were about twice as big as a horse ... but I digress ...) and found nothing.

I then remembered I had Bravil Barrowfields and a few patches for it as well (but not KDQ) then thought maybe a previously unreported conflict.

also after being told to look for hints I got no quest update -
Spoiler
I did check the wayshrine too.


Basically I'm lost.

In Bravil there's a torn piece of cloth lying around in the stables (within the fence), which adds a new topic to the two stable owners, but finding it is not required in order to continue the investigation.

At every city besides Bruma, Bravil and Chorrol
Spoiler
there's nothing to be found outside at the stables, so you only need to speak to the two owners of all of those stables about what they've heard.

At Chorrol
Spoiler
as you leave the city through the exit near the stables, and follow the road to the right, almost immediately on that road (with the stables just a couple of meters away on your right side) you'll get a pop up about visible hoofprints. Did you get that one? It should lead you to something else further along the road (another pop up). Before the first release I tested it with the UL mods, of which one touched the Chorrol surroundings, and that didn't give me any problems.


Once you've spoken to the two owners of all those stables in Cyrodiil (including the Imperial City), and have found the clues in Bruma (the Odd Empty Feed Bag) and Chorrol you'll get a journal update.


Malchik is still working his way through all the quests and I've fixed all problems that he has reported so far. Maybe I'll play through the Missing Mounts quest again and see if there's anything that could be improved.
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A Boy called Marilyn
 
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Post » Sat Feb 19, 2011 9:32 am

Not sure how to not spoil so the whole rely gets it.

Spoiler
Well for some reason I read the journal entry after getting the feedbag as saying I should check the other stables then talk to the stable folk at Bruma and not the other way around. My fault.

So I'd already been everywhere. Problem is now I cannot for the life of me find the feedbag I'm supposed to show them. Where I put it is beyond me. I searched Hoarfrost castle and COBL containers and then gave up.

I was so focused on knocking out a couple of (very obnoxious) mods that I'm certain I misplaced it somewhere.

Is it a quest item? If not it perhaps should be. Is there a console command I can use to get it to return to me?

Also the torn cloth at Bravil was submerged under the ground, so most likely due to Bravil Barrowfields. If you placed it on the platform behind the stables I'm certain it would not get submerged that way.

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Elizabeth Lysons
 
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Post » Sat Feb 19, 2011 12:39 am

IIRC the feed bag doesn't actually get added to your inventory. Once you've examined the feed bag on the ground once the topic should show up on the stable owners.

edit: If you already have the journal entry of 'I have my first clue, but I still have no idea of what's going on. Once I've talked to both Petrine and Humilis I should probably visit the other stables in Cyrodiil and see what else I can find out.' then you've already showed the feed bag to Humilis (and Petrine).
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Jessie Butterfield
 
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Post » Sat Feb 19, 2011 4:31 am

Lol but it sure sounds like it;). It's the dutch name for putting something from another male in your mouth...

What was the quest again? Something about a toy sword? Uhh...

povuholo, just a small heads up, been using KDQ for quite some time now and I especially enjoy all the miscellaneous quests that I stumble across from time to time. Currently I'm playing Vampire Rising (simply because I asked a guy about rumors and he said that Thamriel had visions - excellent implementation!), which sounds like it might be quite an epic questline, but I wouldn't be too surprised if there was some anticlimatic twist at the end :lol:
(I just hope Vampire Rising actually *is* from your mod. I have no idea, but I'm assuming it because I seem to recognize some elements that are typical for your quests.)
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Red Bevinz
 
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Post » Fri Feb 18, 2011 11:44 pm

I voted. Prob some moths late :P Delayed in a different way: finished some quests, discovered some places in the world. They aught to be exclusive, that is one just have to do one or two of the things not all. Let's say you got 20 places that counts as discovering the world, one is enough to trigger the quest, you don't have to discover all 20. Quests may not be optimal; can't say I can think of any that in any way connects to the start of this mod. An other trigger might be reaching a certain skill - lv 30 in merchant e.g.

It's just that so many quests starts with a PC's level - we might as well start to mix it up a bit :D

Cheers!
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Dewayne Quattlebaum
 
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Post » Sat Feb 19, 2011 6:39 am

IIRC the feed bag doesn't actually get added to your inventory. Once you've examined the feed bag on the ground once the topic should show up on the stable owners.

edit: If you already have the journal entry of 'I have my first clue, but I still have no idea of what's going on. Once I've talked to both Petrine and Humilis I should probably visit the other stables in Cyrodiil and see what else I can find out.' then you've already showed the feed bag to Humilis (and Petrine).

Then I guess I've already shown them because I do have that journal entry. I don't recall showing them, but I guess I did. The phrasing of that quest stage seems odd for a past tense kind of telling you what is going on - would seem that the future tense 'once I've talked to' statement is supposed to indicate what you have to do next.

Found the 'buried' bloody rag - but no quest progress. I've done full investigations at Cheydinhal, Layawiin, and Chorrol (I think)
Spoiler
Found the pile of bones.
Wait maybe I've not been to Anvil/skingrad yet ... Ahh now I can't remember. Well if that is not the answer please let me know what to do next.
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Ally Chimienti
 
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Post » Sat Feb 19, 2011 3:54 am

Then I guess I've already shown them because I do have that journal entry. I don't recall showing them, but I guess I did. The phrasing of that quest stage seems odd for a past tense kind of telling you what is going on - would seem that the future tense 'once I've talked to' statement is supposed to indicate what you have to do next.

True, I think it's impossible NOT to have talked to both of them before you get that update.

And yeah you're done with Chorrol. You should get a journal entry once you've spoken to everyone. Remember that each stable has two owners.

The problem is that there are no journal updates at all until you've spoken to everyone, and no way to track who you've talked to and who you haven't unless you write it down. It worked similar in the Tension in Town quest, but I've improved that one now by adding reminder notes to the player's inventory so you can keep track of who you've talked to and who you haven't. Maybe I can do something similar for this quest.

Edit: There are 3 people working at the stables in the Imperial City: Snak gra-Bura, Brielus and Restita.
Edit 2: Bah this quest must be very confusing for most people. I'm definitely going to make some improvements here.

Edit 3: All done. Now Missing Mounts is up to the new '2.0 quality standards'. The reward has been improved too. Hurray! :P
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luke trodden
 
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Post » Sat Feb 19, 2011 11:48 am

(I just hope Vampire Rising actually *is* from your mod. I have no idea, but I'm assuming it because I seem to recognize some elements that are typical for your quests.)

Just checked and confirmed that it is from your mod. ;)
And now I have a question... I've gathered 4 pairs of objects now, and Thamriel tells me I need to get stronger for the last part of the quest. I'm guessing this means I need to level up, but there's no indication on which level I need to reach before I can continue the quest... since I don't want to check Thamriel after each level up (yes I'm that eager to finish the quest), can you tell me which level I need to be in order to proceed?
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jennie xhx
 
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Post » Sat Feb 19, 2011 8:59 am

Just checked and confirmed that it is from your mod. ;)
And now I have a question... I've gathered 4 pairs of objects now, and Thamriel tells me I need to get stronger for the last part of the quest. I'm guessing this means I need to level up, but there's no indication on which level I need to reach before I can continue the quest... since I don't want to check Thamriel after each level up (yes I'm that eager to finish the quest), can you tell me which level I need to be in order to proceed?

Ah I didn't see your post there.

There's a level requirement for each of the quests. The first one can be done at any level, the second at level 3 or higher, the third at level 5, the fourth at level 10, and the fifth, which I think you need to do next, at level 15. For the sixth and seventh quest you need to be at least level 20.

I could add a messagebox pop up after the 'you need to toughen up' dialogue that says which level is required, or I could leave it as it is with no explanation. What do you think?


-------------


One of the random repeatable deliveries in the Sugar Shortage quest couldn't be completed, I fixed this now. Once again I have nothing to do but kicking back and relax until Malchik starts poking me with more bug reports from the quests he has yet to test, a list which is getting shorter and shorter... It looks like my previous ETA was wrong again, but, as sick as people must be of hearing this by now, we're really close! :P
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GabiiE Liiziiouz
 
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