[Relz]Kragenir's Death Quest 1.06 (Thread 7)

Post » Sat Feb 19, 2011 1:04 pm

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/1084614-relzkragenirs-death-quest-106-thread-6/
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 (May 25th) 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?


What's left to do:

A final round of testing of all the improved V1.0 quests, to ensure that they are all still working. A large part of that has been done already and when it is all done this thing can finally be released.


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.

User avatar
Siidney
 
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Joined: Fri Mar 23, 2007 11:54 pm

Post » Sat Feb 19, 2011 4:27 am

I hope you release this within the next few months since this is one of the mods I am waiting for before starting into Oblivion again. In a few months I should be done with the other games I'm playing and testing right now. (like Precursors)

PS. Thank you for making this mod.

PPS. 7 is not the answer to everything since that job belongs to 42, which also is the meaning of life and also means die in Japanese, which means the meaning of life and everything is to die.
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brian adkins
 
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Post » Sat Feb 19, 2011 12:44 pm

I was waiting around too, Guenthar, but decided to just play 1.06 until 2.0 comes out. Real life sometime takes precedence over mod-making so I figure I might as well get some playtime with this mod before I shelve Oblivion again for a while. I figure it might be July before this sees the light of day and I'm slowly getting tired of Tamriel for this go around. I'm sure I'll vacation here again in the winter and 2.0 should be out then with Mr. P talking about 2.5 :) If 2.0 comes out in the next week or so, I shouldn't be too far advanced and can just install over the top, if that's doable.
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bimsy
 
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Post » Fri Feb 18, 2011 11:53 pm

Well you made it to Thread #7!

And you had doubts.

Now if you string this out to Thread 8, we're going to have problems :gun:
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Andrea Pratt
 
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Post » Sat Feb 19, 2011 2:54 am

Unless you people spam the place up, thread 7 will be locked before its post limit and thread 8 will be the new release thread. That's the plan anyway. :P

edit: With the new ETA, I'm starting to doubt this.

It's all down to the last testing rounds now. The fact that we've decided to re-test everything because of all the little tweaks I made everywhere is the reason why this wasn't released a few weeks ago. But the testing was definitely worth it so far. Unless you like bugs all over the place. :o

I'm really done with improving quests now. The updated readme is ready, the quest hint document is ready... Everything is ready to launch once the testing finishes.

This update has been going on for way too long. It's time to run to the finish! :bolt:

July? NEVER! :evil:
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sw1ss
 
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Post » Sat Feb 19, 2011 12:24 am

I did'nt see it mentioned in compatability so I thought I'd ask.

How well does this play with Blood & Mud?


I'm glad the work is almost finished, both for you as developer and for us mere players. I'd be doubly glad to have this before July, If I had to wait that long why I'd...I'd... Id' refuse to play.. grumble a bit.. download it and giggle like a little girl as I fired up a new game.
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Astargoth Rockin' Design
 
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Post » Sat Feb 19, 2011 12:44 pm

I feel sorry for the people I've told all the way back in January that they should hold off using the mod until the update was out. :P

I'm not sure about Blood & Mud. I think someone tested a potential compatibility issue with the Blue quest and Blood & Mud once, but from what I've understood it worked just fine.

PPS. 7 is not the answer to everything since that job belongs to 42, which also is the meaning of life and also means die in Japanese, which means the meaning of life and everything is to die.

In Kragenir's Death Quest, only 7 matters. :P
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ruCkii
 
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Post » Sat Feb 19, 2011 1:50 am

2 7 or not 2 7 that is the question. But, if 27 AND 27 was the question then the answer is 54 of course! Glad to see that this is in the final rounds. I'll be checking this thread daily until I stop playing Oblivion. I want to give the indie game, Eschalon Book II, a look and see if it's as fun as the first one was. I'm playing one last character through Shivering Isles, Kragenir, Lost Spires, Bartholm and Kvatch Rebuilt. I generally only play certain quests with each build. Last game was Glenvar Castle, Fighter's Guild, and all Ayleid Ruins. I always play a mage-type and I always go as far as getting a staff in the Mages guild questline.
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Quick Draw
 
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Post » Sat Feb 19, 2011 4:43 am

~In Kragenir's Death Quest, only 7 matters. :P

Also to Bungie it seems, judging by the unholy obsession of that number in the Halo games.
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Dylan Markese
 
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Post » Sat Feb 19, 2011 12:01 am

At one time, 7 was a really astronomical number. Back before Neptune was discovered, there were only 7 planets.
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james kite
 
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Post » Sat Feb 19, 2011 8:02 am


I'm not sure about Blood & Mud. I think someone tested a potential compatibility issue with the Blue quest and Blood & Mud once, but from what I've understood it worked just fine.



Actually, Heinz'a AI gets stuck by a wall installed by B&M just in front of the entrance to his home. You can get around it by waiting for a while and then pushing him over the wall. I think it's fixable by having him move further up; the road before turning into his house or moving the entrance ~2 meters closer to the city gate.

There may be a conflict between Sutch Reborn and the Spectral Slaughterfish
Spoiler

The wreck is still there, but I have had no luck dropping the cat's eye. I suspect the spawn point is now under the landscape, but haven't learned enough about the construction set to really verify the problem

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Abel Vazquez
 
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Post » Sat Feb 19, 2011 7:26 am

There was already a conflict with Beaches of Cyrodiil and the Spectral Slaughterfish which has a compatibility patch now. But Sutch Reborn too? This might get complicated. :P

Anyway in V2.0 there's a quest marker pointing to where you should drop the ring so it should be easier to decide when you're dropping it if there's an issue or if you're dropping it in the wrong place. Maybe I'll check it out myself. The B&M issue too.
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Vicki Blondie
 
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Post » Sat Feb 19, 2011 1:51 am

Regarding the B&M issue. In my setup I am using both the latest B&M and Better Cities with the B&M version of Bravil incorporated so I am not absolutely sure where the wall comes from. I'll amend this post once I verify which mod owns the wall.

Well, now I have egg on my face. The offending wall is part of Unique Landscapes Bravil Barrowfields. That will teach me to assume every conflict around Bravil is related to B&M. Sigh. Sorry for the misdirection.
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Quick draw II
 
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Post » Sat Feb 19, 2011 3:15 am

Heh. Well I'll see if I can solve the problem with UL then. It wouldn't be the first. :P

And it's convenient that I already downloaded it for my next playthrough.


Malchik has posted his estimation of how long it's going to take for him to finish the testing of all quests, which is Sunday the 7th of June. I think he's better at estimating things than I am so that's good.

If that's really when he's done I should be able to release the mod in less than a week after.

So yes, looks like we're going to June after all! Uh... See you guys later. :bolt:


edit: 7th of June, hehe...
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evelina c
 
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Post » Fri Feb 18, 2011 10:39 pm

At least he didn't shoot for the 7th of July... :whistling:
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stephanie eastwood
 
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Post » Sat Feb 19, 2011 12:00 am

At least he didn't shoot for the 7th of July... :whistling:

The 7th of the 7th! :o

I think we'll delay it another month just for that awesome release date.
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Adam Baumgartner
 
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Post » Sat Feb 19, 2011 10:57 am

The 7th of the 7th! :o

I think we'll delay it another month just for that awesome release date.

AAAAAAARRRRrrrggggggghhhhhhh!!!!!!!


NNNNNNNOoooooo!!!!!!!
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Javaun Thompson
 
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Post » Sat Feb 19, 2011 10:09 am

Well waiting until the 7th of ==>JUNE<== won't be so bad. (I don't do subtle) Have you decided how you're going to do the quest start? Will it be level dependent?

Also very glad to see that B&M should'nt be a major issue.
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Chelsea Head
 
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Post » Sat Feb 19, 2011 1:15 am

I've decided to delay the main quest to level 3. I figured it was a good balance between the votes for level 2 and 5.Of course all the other quests can still be started at any time.
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Avril Churchill
 
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Post » Sat Feb 19, 2011 12:53 pm

Povuholo, I've asked this a couple times, but I'm not sure if it was answered, but is this mod lore-friendly? Is the dialogue all lore-friendly?
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matt white
 
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Post » Fri Feb 18, 2011 10:42 pm

Povuholo, I've asked this a couple times, but I'm not sure if it was answered, but is this mod lore-friendly? Is the dialogue all lore-friendly?

Hmmm difficult question. It doesn't really break the lore as in presenting direct contradictions to the lore or breaking the fourth wall directly (They won't send you on a quest to find their missing car keys or anything crazy like that) but the mod's main quest especially contains some characters from fairy tales and such. The main quest has a bit of a humorous tone. In the first part of the main quest you visit Snowwhite and the seven Wood Elves, which is the most extreme example. Still all the characters have an Elder Scrolls twist so they do fit in more or less.

The second part of the MQ has quests based on the seven colours of the rainbow, and the third is related to the Seven Deadly Sins. The jokes and references in here are a lot less 'in your face' than in the first part.

As for dialogue there's sometimes some English slang (UK English mostly, Malchik the quest writer is from London) for specific characters added by the mod because it fits their personality. It's more of an exception than really common, and it's almost exclusively in the mod's main quest, because 95% of the NPCs used in the miscellaneous quests are from the original game.

Dialogue from Happy, one of the seven Wood Elves:
Spoiler
Wotcher, mate, how's it hanging? Hey, what do you call a bloke with a seagull on his head?

Player: Sorry?

Cliff. Seagull on head. Cliff. Get it? Oh, suit yourself.

Player: I'd like to go through into the main cave.

I'd love to let you through. I'd be over the moon. There's just a bit of a problem though.

Player: What service do you want me to do for you?

Hey. Hang on there a moment, matey. You've got me all wrong. I'm easy, laid back. So far laid back sometimes people think I'm laid out. Ha ha ha. Laid out as in dead. Get it? Oh, suit yourself.
Thing is Dopey ran through here and just grabbed the key out of my hand. So it's on the other side of the door. No way I can open it from this side and the lock can't be picked. Dopey'll be back in a few weeks I expect or....


Then again, the average dialogue fits in better. Here's an example of that. It's the introduction dialogue of one of the new miscellaneous quests coming in V2.0, 'Death and the Maiden'.

A little present for everyone who has been waiting for the update so long. :P

No real spoilers inside.
Spoiler
Death and the Maiden

Krognak gro-Brok


Why do you waste your time bothering me, adventurer? Don't tell me you are doing some piffling quest for Baernlorn or Hasathil or the useless guilds of Cyrodiil? Did you know you will be regarded as a 'noteworthy' thief in the Thieves Guild if you can fence 50 gold? These institutions are feeble, emasculated. You should look at something that might have serious repercussions.

Player

Oh, and you know what that is?

KgB

The Countess of Cheydinhal had her faults. That no one talks ill of her now is partly because she is dead but also because they could face reprisals.

Player

So?

KgB

She conveniently fell down the castle stairs and bled to death. A tragic accident? Perhaps, but she had used that staircase for years. Locally they say her husband was responsible, either by pushing her himself or arranging for someone else to. The Count makes no response to the claims but his son denies it hotly. His parents may not have had the passion for each other they did when young but they understood etiquette. They found their pleasure elsewhere and only appeared together in public when protocol required. They were both happy with the arrangement and even without passion they loved each other in their own way. That is what Farwil avers and I believe him.

Player

You have inside information?

KgB

No. I have overheard conversations in which it is clear that many people had a reason for wanting the Countess dead.

Player

Why should I care?

KgB

The Count must have been paid to keep his mouth shut and it would have taken a sizeable amount of money to do that. So if you found information, that someone would have to pay you equally well.

Player

But where to start?

KgB

The Countess had friends and confidants as well as enemies. They may be keeping their heads down wondering whether they are on a potential hit list. Or they may just be very private people. Whatever, one of her confidants will know something to start you off. And someone in Cheydinhal will know who those confidants were.

Player

Why are you concerned?

KgB

If someone in a position of power has got away with murder, I don't like it. Such people hide secrets as easily as they pass wind and usually to the detriment of society as a whole. I am not asking you to do anything, simply saying it ought to be done.

Player

And my reward?

KgB

From me? Nothing but congratulations. As I said I am not asking you to do it.

Player

Choice 1 - It doesn't interest me.

KgB

Nevermind. Someone else will do it instead.

Player

Choice 2 - I'll think about it.

KgB

It's your choice.

Journal Entry: I suppose next time I am in Cheydinhal it won't hurt to ask around about the Countess.

In a way many quests are very lore friendly, because they always take the background of the vanilla NPCs in account when they're used. And the above quest about the countess's accidental death but rumoured murder is based on information from the original game.

If you think the potential 'lore-unfriendliness' of the main quest will bother you there's the option to block off the mod's main quest right from the start, which leaves all the miscellaneous quests available that are more lore-friendly.
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Kieren Thomson
 
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Joined: Sat Jul 21, 2007 3:28 am

Post » Sat Feb 19, 2011 4:01 am

That cheydinhal quest sounds like it will be very fun.
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NO suckers In Here
 
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Joined: Thu Jul 13, 2006 2:05 am

Post » Fri Feb 18, 2011 11:09 pm

Thank you for the response Povuholo.
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Claudia Cook
 
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Post » Sat Feb 19, 2011 12:44 pm

EDIT: Never mind, needed to look farther than my own nose.
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Facebook me
 
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Post » Fri Feb 18, 2011 10:26 pm

Scary as it might seem, I just had a thought. If you Oblivionized the names in the first part of the main quest (e.g. Dopey --> d'Opae, Sleepy --> Sli Pae) the reference would still be there, but players would get to feel really intelligent that they had figured it out. The lore purists would probably feel slightly happier about immersion as well. Anyhow, not a big deal, just a passing thought.
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Jack Bryan
 
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