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

Post » Sat Feb 19, 2011 3:45 am

Ohh I just saw the poll at the top.

Well I voted for the unique version due to wishing there to be either a check that the character has escaped prison or no reference to escaping prison. The reason being that many alternate start mods start the main quest after a visit to prison.

Then yeah level 5 after that.
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Cathrin Hummel
 
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Post » Sat Feb 19, 2011 12:00 pm

Ohh I just saw the poll at the top.

Well I voted for the unique version due to wishing there to be either a check that the character has escaped prison or no reference to escaping prison.

A check should be doable for those starting a new game with the mod at least. I'll have a look.
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Maya Maya
 
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Post » Sat Feb 19, 2011 6:56 am

Re: The poll

I voted unique way - the reason is that I have an alternative start mod that enables me to start off either in one of the cities, in jail (vanilla), arrival in anvil by ship, or as a homeless person in a cave. I chose the last option.

In this mod, I start the main quest by chancing upon a dead knight near Chorrol, who was out to deliver the amulet to Jauffre.

I don't know how you want to tie-in your Main quest delayer with that...
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Dean
 
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Post » Sat Feb 19, 2011 12:32 am

Maybe I should change the wording of the poll a bit... The main quest I'm referring to is the mod's main quest, not the original Oblivion main quest.
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Marie Maillos
 
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Post » Fri Feb 18, 2011 8:27 pm

I found a minor conflict between this mod and http://www.tesnexus.com/downloads/file.php?id=30816 which is nonetheless important. Walkabout alters the area between Leyawiin and Elsweyr; problem is, it spreads a little too far east, and the Garden of G'Kar goes right up to the Dwarves' House, obliterating their garden. The easiest fix for this would probably be to move the house 50-100 feet north, then everything could coexist happily. If you don't care, that's cool - the part of the quest this affects is so minor that I can use a console command and not really lose any immersion.
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TWITTER.COM
 
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Post » Sat Feb 19, 2011 6:39 am

There's already a problem with the White Stallion mod and the garden, which has a compatibility patch that fixes it. If I move the house of the Dwarves it would mean I'd also have to arrange for that patch to be updated unless I can move it completely out of the areas that these mods alter. Sounds like this could get really annoying to fix.

I don't think I want to know what happens if you use the White Stallion mod along with both Walkabout and Kragenir's Death Quest. :P
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Austin Suggs
 
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Post » Sat Feb 19, 2011 1:28 am

There's already a problem with the White Stallion mod and the garden, which has a compatibility patch that fixes it. If I move the house of the Dwarves it would mean I'd also have to arrange for that patch to be updated unless I can move it completely out of the areas that these mods alter. Sounds like this could get really annoying to fix.

I don't think I want to know what happens if you use the White Stallion mod along with both Walkabout and Kragenir's Death Quest. :P


Depending on the ease of it, it would make sense to move the house to known conflict free area, removing the need for patches all together.

Edit - Voted Other, rather than level based, why not based upon fame or location

For location you could have the NPC only appear at say the hours of 12am-4am in one of the cities. If the player is in that city during that time when the NPC will then move towards and initiate conversation. Much like what happens with Windfall if your familiar.
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Music Show
 
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Post » Sat Feb 19, 2011 9:31 am

dear all,

pls bear in mind that any possible removal of the house of dwarves will resolve aforementioned problems but it might possibly "generate" other mod conflicts.
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Andres Lechuga
 
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Post » Sat Feb 19, 2011 1:08 am

dear all,

pls bear in mind that any possible removal of the house of dwarves will resolve aforementioned problems but it might possibly "generate" other mod conflicts.

Exactly, which is why I'm hesitant to move anything at this point.

Treaka: I'll keep your idea for the main quest intro in mind.
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Elisabete Gaspar
 
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Post » Sat Feb 19, 2011 4:57 am

In my previous game the house of the dwarves was situated right in the middle of a goblin encampment, placed (I believe) by WAC - the house was sunken into the ground, and on my first visit there the dwarf outside was being chased by a pack of goblins! As he was essential it took me hours to find out where he had run to!
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remi lasisi
 
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Post » Sat Feb 19, 2011 7:58 am

In my previous game the house of the dwarves was situated right in the middle of a goblin encampment, placed (I believe) by WAC - the house was sunken into the ground, and on my first visit there the dwarf outside was being chased by a pack of goblins! As he was essential it took me hours to find out where he had run to!

What's WAC?

For the new version I've changed the AI for Sneezy so he'll return to the entrance of the house should he be chased away by anything.
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matt oneil
 
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Post » Sat Feb 19, 2011 5:28 am

Great news that Sneezy will return!

WAC (Waalx Animals and Creatures) is an overhaul by Waalx of realswords fame (currently in beta and only available when you register at the author's site - http://waalx.com/RealSwordsForum/index.php
It's a mod that adds literally hundreds of new creature types, but it's still in beta and not compatible with a few other mods, so I wouldn't worry too much about trying to make it compatible!
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CArla HOlbert
 
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Post » Sat Feb 19, 2011 1:08 am

I am feeling really stupid. I am at the point where I need to find Violetta Philidia.
Spoiler
I realize I need to talk to Heinz Bluebeard first--but I can not find him anywhere in or around Bravil. I have spent a good 4 hours (realtime) searching for him. I don't know if this is a bug in my game, or if he is marked non-essential and got picked off somehow.


Can someone help? Please? :banghead:
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patricia kris
 
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Post » Sat Feb 19, 2011 6:54 am

I am feeling really stupid. I am at the point where I need to find Violetta Philidia.
Spoiler
I realize I need to talk to Heinz Bluebeard first--but I can not find him anywhere in or around Bravil. I have spent a good 4 hours (realtime) searching for him. I don't know if this is a bug in my game, or if he is marked non-essential and got picked off somehow.


Can someone help? Please? :banghead:

He's usually either wandering outside or drinking at Silverhome on the Water. He should be at Silverhome during the evening/night every day.
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Joey Avelar
 
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Post » Sat Feb 19, 2011 9:47 am

He's usually either wandering outside or drinking at Silverhome on the Water. He should be at Silverhome during the evening/night every day.



Thanks--that is what I thought. I have spent several game days hanging around there but he has not shown up. I have Blood and Mud installed, could that be conflicting?
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Jonathan Windmon
 
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Post » Sat Feb 19, 2011 5:04 am

There's already a problem with the White Stallion mod and the garden, which has a compatibility patch that fixes it. If I move the house of the Dwarves it would mean I'd also have to arrange for that patch to be updated unless I can move it completely out of the areas that these mods alter. Sounds like this could get really annoying to fix.

I don't think I want to know what happens if you use the White Stallion mod along with both Walkabout and Kragenir's Death Quest. :P

Ah, good point. Tell you what - Walkabout is still a WIP/Beta... I can drop a line in that thread to let him know about it. Maybe he could move something.
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Jamie Lee
 
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Post » Fri Feb 18, 2011 8:26 pm

I am still having problems with Heinz. I have tried the PRID and MoveTo commands in the console, and get back a message that the id can't be found. Yet in an earlier save, he is alive and well in his home. I don't know at what point he disappears in my game, or what is causing the problem. Is there a way I can skip this stage in the quest?
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Calum Campbell
 
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Post » Fri Feb 18, 2011 7:50 pm

I am still having problems with Heinz. I have tried the PRID and MoveTo commands in the console, and get back a message that the id can't be found. Yet in an earlier save, he is alive and well in his home. I don't know at what point he disappears in my game, or what is causing the problem. Is there a way I can skip this stage in the quest?


You need to use the ACHR ID which is the different from the actual NPC_ ID.
Using TES4EDIT check the References to the NPC and you'll find his ACHR ID.
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Darlene DIllow
 
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Post » Sat Feb 19, 2011 6:54 am

Good news! Angkor (the guy who's working on Walkabout) said he's made a small modification to account for the house, and after testing he'll release it as 0.72. :thumbsup:
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brenden casey
 
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Post » Sat Feb 19, 2011 8:19 am

You need to use the ACHR ID which is the different from the actual NPC_ ID.
Using TES4EDIT check the References to the NPC and you'll find his ACHR ID.



Thanks--I know just enough about this stuff to be dangerous, but not enough to be good at it. I tried the player.moveto command, and I was transported to Silverhome. Tried the moveto command to bring him to me--he was laid out on the floor not quite visible (as if in chameleon). I clicked to speak to him and got the message "Heinz is asleep with his eyes open".

I would really like to finish this quest, but I am at a total loss on what to do.
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Siobhan Thompson
 
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Post » Sat Feb 19, 2011 3:43 am

Hmmm, I think I've run into a bug. I'm doing the bow of envy quest, and I got the quest update saying I needed to challenge Jago, but when I talk to him, he gives me normal topics ( Raminus Polus / Arcane university /Rumours). There is no way to start the challenge. Anybody had that before? Should I just console my way through?
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Yung Prince
 
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Post » Sat Feb 19, 2011 5:04 am

I am still having problems with Heinz. I have tried the PRID and MoveTo commands in the console, and get back a message that the id can't be found. Yet in an earlier save, he is alive and well in his home. I don't know at what point he disappears in my game, or what is causing the problem. Is there a way I can skip this stage in the quest?

Actually I think I'm using a new copy of Heinz here with a different ID, so it would make sense you can't find the old one with the console. Still, I don't get why you wouldn't be able to find the new Heinz. Try this console command:

player.moveto XX023286

Where XX are the load order numbers/letters of the mod in your load order, or the first two letters of the ID of any object added by Kragenir's Death Quest that appears when you select it with the console.
Hmmm, I think I've run into a bug. I'm doing the bow of envy quest, and I got the quest update saying I needed to challenge Jago, but when I talk to him, he gives me normal topics ( Raminus Polus / Arcane university /Rumours). There is no way to start the challenge. Anybody had that before? Should I just console my way through?

I just checked, there does seem to be a small bug where his greeting that says that you are not ready for challenging him (if you don't have what you need for the challenge) won't be used. But if you have everything you need it should work. Are you sure that you have:

3 Potions of Train Marksman Skill?
Bustia's Glass Bow?


Also Jago shouldn't have those Mages Guild related topics so even though you're never supposed to be able to see those I'll fix that too.
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Annika Marziniak
 
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Post » Fri Feb 18, 2011 11:21 pm

My bad, sorry, I didn't have those potions. I had stored them away... Gee, I'm so used to quest items staying in your inventory that I've become careless. Thanks for your reply anyway..
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Marcin Tomkow
 
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Post » Fri Feb 18, 2011 10:33 pm

Well I suppose I could turn those into quest items anyway... Potions can still be used even when they're quest items. Gotta be careful with that but in this case it turns out useful. :P
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Marcia Renton
 
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Post » Sat Feb 19, 2011 6:19 am


I just checked, there does seem to be a small bug where his greeting that says that you are not ready for challenging him (if you don't have what you need for the challenge) won't be used.

So I just fixed it, and it turned out my 'fix' caused the end of the quest to break. It's a good thing I re-test everything so much!

I sure hope I didn't miss anything when I release V2.0, but with a mod of this scope that's almost impossible... And I hate that! :obliviongate:
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lexy
 
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