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

Post » Sat Feb 19, 2011 1:34 am

Kragenir's Death Quest

A large quest mod within Cyrodiil's borders


V1.06 (13/12/09)

By Povuholo & Malchik

http://www.youtube.com/watch?v=q4i3saa4WPI
http://s18.photobucket.com/albums/b120/iamerik/Kragendirs%20death%20quest%20screenshots/




http://www.gamesas.com/index.php?/topic/1065416-relz-kragenirs-death-quest-thread-%235/
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=
(RIP)





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.



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


V2.0 is now (March 30th) getting quite close to being finished. It fixes a large amount of bugs, improves many of the V1.0 quests with improved directions and sometimes more, and adds the following brand new quests:


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 (as of March 30th):

Sounds of Sweetest Harmony: Done.
Off the record: Done.
Out of Control: Done.
A Dyeing Wish: Done.
Rich pickings: Done.
Killing the Queen: Done.
Party Time: Done

Death and the Maiden: Done.
The Cluttermonkeys Guild: 90% Done.

Aside from the new quests there are still some of the V1.0 quests that need tweaking, but we're definitely close now!


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!

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.

edit: Will reply to the last posts from thread #5 later today. :)
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Jordan Moreno
 
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Post » Fri Feb 18, 2011 10:57 pm

So, I've got a problem with the Dwarf House part. I can't seem to find Doc's Mortar and Pestle, even though I've searched the whole house, top to bottom.
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Sammygirl500
 
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Post » Sat Feb 19, 2011 9:03 am

Perhaps after you leave the Oblivion modding scene, you could will this great mod to another ambitious modder who will continue making more quests. I would love it to see even MORE quests given by Imperial City folk, not to mention more rural line quests.

"HELLO, MY NAME IS RICHARD AND I AM A QUEST ADDICT"
"HELLO, RICHARD"
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Amysaurusrex
 
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Post » Sat Feb 19, 2011 10:32 am

Good to see that new version is coming along!
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Tina Tupou
 
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Post » Sat Feb 19, 2011 7:02 am

I am pleased to find threads for this mod so active. I am also looking forward to version 2.

While I have barely scratched the surface I have had to use the console to get around several annoyances (I try never to blame the mod since I have several active and I'm playing on a Vista 64 OS :rolleyes: ) The usual problem is quests not updating and having to use setstage. I have also had what seems to be universal problems finding QM's dagger and Doc's mortar & pestle. Both were minor problems that I could console around.

I am now stuck on the first page of his diary. I suspected it was where you say it is in the hints doc. but I have done everything but take the place apart board by board. There is no shaft of light and no page. I have the Ayleid Steps Mod and I'm wondering if the step in the barroom displaced the diary page?
===============
Went back and used tcl to fully examine the location (incase it fell through the floor.) still no joy :blink:
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Leonie Connor
 
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Post » Sat Feb 19, 2011 10:32 am

I am really looking forward to, nay, DEMANDING, this next version getting released soon. It will be so fun!
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Zosia Cetnar
 
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Post » Sat Feb 19, 2011 8:00 am

This mod is developing beautifully. Thank you.
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Angel Torres
 
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Post » Sat Feb 19, 2011 11:26 am

http://www.youtube.com/watch?v=aURThUaRjCc&fmt=18
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m Gardner
 
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Post » Sat Feb 19, 2011 7:48 am

While I've just recently started this vast mod, I'm LOVIN' it and am very much looking forward to version 2.

Thank you for all your hard work. We really do appreciate it!
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Elisha KIng
 
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Post » Sat Feb 19, 2011 9:06 am

http://www.youtube.com/watch?v=aURThUaRjCc&fmt=18

Now that's just wrong on soooo many levels! :rofl:
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Nicholas C
 
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Post » Sat Feb 19, 2011 2:16 am

Am really looking forward to these quest additions!
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Ludivine Dupuy
 
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Post » Fri Feb 18, 2011 11:19 pm

Heigh HO!!!!!!!!!!!!!!!
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Becky Palmer
 
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Post » Sat Feb 19, 2011 3:54 am

Dwarfs always are into women of the night...
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Sophie Payne
 
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Post » Sat Feb 19, 2011 11:18 am

Thanks for the nice comments everyone. :)
So, I've got a problem with the Dwarf House part. I can't seem to find Doc's Mortar and Pestle, even though I've searched the whole house, top to bottom.

http://www.tesnexus.com/downloads/file.php?id=26219 and use the console command 'setstage povssquestdwarven 82'

I am now stuck on the first page of his diary. I suspected it was where you say it is in the hints doc. but I have done everything but take the place apart board by board. There is no shaft of light and no page. I have the Ayleid Steps Mod and I'm wondering if the step in the barroom displaced the diary page?

Strange, the one in the Inn should appear as soon as you've said 'There is nothing in the diary.' to Querulus. The moment you enter the bar it should've been obviously visible. And even if it had fallen through the bar counter the light should still have been visible. Looks like it didn't run that part of the script during the dialogue somehow. But you must've gotten the journal update so that's pretty weird. I'll look into it, but for now you can add the item to your inventory with 'player.additem XX029A36', where XX needs to be replaced with the mod's load order numbers/letters in your mod list.


As for the toy sword thing, I did add a connection to the guy who wants the sword if you already have it, but there's no way I can make that work the other way around while making it believable that someone knows how to get it.

I'm currently retesting several quests to see if the tweaks I made didn't break anything. And they sure did, so I'm glad I'm doing this! Progress on the last unfinished quests, for the Cluttermonkey faction, is also very good. If all goes well the update should finally be released some time this month.
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FABIAN RUIZ
 
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Post » Sat Feb 19, 2011 8:31 am

The Cluttermonkeys Quest/Faction has been intriguing me since you first mentioned it, made me look up the old Tribunal one on the TesWiki. So if your inclined to disclose, I must ask, how long can we expect this Faction line to be?

Cheers!
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lauraa
 
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Post » Sat Feb 19, 2011 7:31 am

finally!! the quest added for this mod give a lot of live to the game the best part its that it was almost free of bugs one or another for example when you have to get te potato bread recipe, but that doesnt matter!! theres no way to make it compatible with servant of the dawn? it compatible with black courier expanded------> http://www.tesnexus.com/downloads/file.php?id=27029

greetings!!
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Shannon Marie Jones
 
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Post » Sat Feb 19, 2011 11:58 am

Thanks for the nice comments everyone. :)

Strange, the one in the Inn should appear as soon as you've said 'There is nothing in the diary.' to Querulus. The moment you enter the bar it should've been obviously visible. And even if it had fallen through the bar counter the light should still have been visible. Looks like it didn't run that part of the script during the dialogue somehow. But you must've gotten the journal update so that's pretty weird. I'll look into it, but for now you can add the item to your inventory with 'player.additem XX029A36', where XX needs to be replaced with the mod's load order numbers/letters in your mod list.

Thank you. I will add the item. I suspect that then when I ask QM about the Diary the quest will progress.

Looking forward to the update.
======addendum=======
This worked perfectly. Thank you. As an aside to lurkers: a simple way to get the "load order number" mentioned above and referenced by "xx" in the BaseID. Just open the console and select any NPC created by the mod. Even though the number you get is a RefID and not a BaseID, the first two numbers will still be the Load Order. <_<
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mike
 
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Post » Sat Feb 19, 2011 12:29 am

The Cluttermonkeys Quest/Faction has been intriguing me since you first mentioned it, made me look up the old Tribunal one on the TesWiki. So if your inclined to disclose, I must ask, how long can we expect this Faction line to be?

Cheers!

Well it's not comparable with any of the vanilla factions. There are 7 different members who will ask you to collect certain types of clutter, and each member will promote you and send you to the next guy when you've collected the clutter he needed. Aside from one or two quests which work a little differently there isn't much going on storywise. Most of the time spent on the quest is gathering the clutter items from wherever you like.
finally!! the quest added for this mod give a lot of live to the game the best part its that it was almost free of bugs one or another for example when you have to get te potato bread recipe, but that doesnt matter!! theres no way to make it compatible with servant of the dawn? it compatible with black courier expanded------> http://www.tesnexus.com/downloads/file.php?id=27029

greetings!!

It's compatible with Black Courier Expanded, I'm currently using it. The reason why it's not compatible with Servant of the Dawn is that at an early stage in the questline of Servant of the Dawn the mod destroys the village of Blankenmarch. This breaks one small miscellaneous quest started there, but also the second part of the main quest. If you complete the rainbow colour quest part of the main quest before starting Servant of the Dawn I think there won't be any problems. Other than that I don't think there's anything I can do to solve the problem from my side, because taking away the Blankenmarch part of the main quest would require quite a lot of work. Perhaps Servant of the Dawn could be changed to not destroy Blankenmarch, but I don't know if that's going to mess with its story.
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Joey Bel
 
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Post » Sat Feb 19, 2011 10:04 am

You could always ask if they could upload a version where an alternative village is destroyed.
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adame
 
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Post » Sat Feb 19, 2011 2:41 am

That would still break another quest because every village has a new one but at least the main quest would be safe.

Unless it's Pell's Gate. Or Harlun's Watch. Or Border Watch. Or Brindle Home. Help! :rofl:
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Adrian Powers
 
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Post » Fri Feb 18, 2011 10:40 pm


Perhaps Servant of the Dawn could be changed to not destroy Blankenmarch, but I don't know if that's going to mess with its story.

This brings up a petty peeve of mine. It's a little arrogant and inconsiderate of modders to kill characters or destroy environments without regard for the vanilla game or possible future mods. is it too much to ask that if they want to off someone or destroy a location that they create a new one of their own?

It's not as hard as it sounds. I prefer to play quest mods and most of their authors (as have you) appear to take great pains in this regard.I can think of two in particular: one completely recreates Bravil and the other has NPCs transporting willy-nilly over the countryside. It's this attention to detail and consideration for the player and other modders that sets you apart.
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Natasha Biss
 
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Post » Sat Feb 19, 2011 9:59 am

Suggestion!
Turn down each and every number on the new rumors. Why? Two main reasons, both of which bother me greatly: 1: They are too high, because Lucien Lachance's unique rumor topic gets overruled by them; 2: M'aiq the Liar's unique rumors get overridden by this mod. And that's a major problem for me, because M'aiq adds a little bit of flavor to every trip to anvil or leyawiin.
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OnlyDumazzapplyhere
 
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Post » Sat Feb 19, 2011 6:56 am

Suggestion!
Turn down each and every number on the new rumors. Why? Two main reasons, both of which bother me greatly: 1: They are too high, because Lucien Lachance's unique rumor topic gets overruled by them; 2: M'aiq the Liar's unique rumors get overridden by this mod. And that's a major problem for me, because M'aiq adds a little bit of flavor to every trip to anvil or leyawiin.

Thanks for mentioning those, you're the first who mentions this problem. I'll be sure to prevent Lucien's and M'aiq's rumor topic from being taken over by this mod. Along with that I've already started to reduce the frequency at which the rumors appear.

I can think of two in particular: one completely recreates Bravil and the other has NPCs transporting willy-nilly over the countryside.

I was very pleased to see that the author of the Ayleid Steps mod decided to make the vanilla NPCs essential when they travel. From what I've heard many people had issues with broken KDQ quests because those NPCs got themselves killed. :P

As for the destroyed village, I do understand. Destroying a village from the original game works much better than destroying a mod added village that didn't previously exist in the game. ('HappyVille was destroyed by the Mythic Dawn? Never heard of it.')
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renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Sat Feb 19, 2011 1:31 am

I was very pleased to see that the author of the Ayleid Steps mod decided to make the vanilla NPCs essential when they travel. From what I've heard many people had issues with broken KDQ quests because those NPCs got themselves killed. :P


Problem is that even NPCs set as essential dissappear sometimes povu <_<

I don't know if there is another workaround this phenomenon...
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Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

Post » Fri Feb 18, 2011 9:22 pm

Yeah it's pretty weird, I still don't know what causes it. Kantav Cheynoslin appears to be someone who likes disappearing like that, breaking the Blue quest...
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Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

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