[Relz] Kragenir's Death Quest (Thread #4)

Post » Fri May 27, 2011 8:32 am

Okay,
Spoiler
I have the required number of the 3 types of herbs, but now when I try to bring it to the dwarf shack, it is locked up and I can't get in.
HELP!!!!!!

You mean the herbs for Sneezy? He should still be standing outside in front of the door.
User avatar
Bee Baby
 
Posts: 3450
Joined: Sun Jun 18, 2006 4:47 am

Post » Fri May 27, 2011 9:00 am

You mean the herbs for Sneezy? He should still be standing outside in front of the door.

Well he isn't. I remember a while ago, that there was a message about him getting attacked by something somewhere, and he never has been heard of since. HELP!!!!!!!!!!!!!
User avatar
helliehexx
 
Posts: 3477
Joined: Fri Jun 30, 2006 7:45 pm

Post » Fri May 27, 2011 6:38 am

Well he isn't. I remember a while ago, that there was a message about him getting attacked by something somewhere, and he never has been heard of since. HELP!!!!!!!!!!!!!

I had a look at his A.I. and it looks like he doesn't return to the door if he's distracted by a creature. He is probably standing still somewhere. It'll be fixed in the update, thanks for the report, and sorry for the inconvenience! :icecream:


For now, you can find him by teleporting yourself to him with the following console command:

player.moveto XX001226

You need to replace the two X's with the load order number of the mod. You can see this in Wrye Bash. It's not always as simple as 'Oh, it's my 10th plugin in the load order so the number is 10' so do check it out there. For me it was '2D' in the load order. So I would have to use the command like this:

player.moveto 2D001226

When you then press enter you'll be teleported to him. You will only have to do this once, you no longer need him after he unlocks the front door for you and later on in the quests he'll go inside the house by himself.
User avatar
James Hate
 
Posts: 3531
Joined: Sun Jun 24, 2007 5:55 am

Post » Fri May 27, 2011 4:54 pm

I am not a wrye bash person, So I will wait until the next version of KDQ.
User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am

Post » Fri May 27, 2011 5:54 pm

Download V1.06 (That bug was created in V1.05 accidentally, which I assume you are using. Sorry.) and while in the game use the console command 'setstage povssquestdwarven 83' without the quotation marks. This will trigger the journal entry that will also make the mortar and pestle appear.


Hi,
I had the same problem and realized it was because I did not install KDQ 1.06. Now I have followed the exact instructions provided in the above quote and still the Mortar and pestle doesn't seem to appear anywhere in the house. Is there something else which should be done or is there perhaps something that has gone wrong in my game?
User avatar
SexyPimpAss
 
Posts: 3416
Joined: Wed Nov 15, 2006 9:24 am

Post » Fri May 27, 2011 5:53 pm

Sorry if this was reported already, but for "On the Waterfront" you set the value for the "povssicwaterfrontquest 26" check to 26... instead of 1 like the other two. This gives me no dialogue options and leaves me with a mute ghost stuck in my game.



Hi. Same thing happened during my play-through as well. Is there a console command that I can use to get past this? Thanks
User avatar
xx_Jess_xx
 
Posts: 3371
Joined: Thu Nov 30, 2006 12:01 pm

Post » Fri May 27, 2011 8:16 pm

Hi,
I had the same problem and realized it was because I did not install KDQ 1.06. Now I have followed the exact instructions provided in the above quote and still the Mortar and pestle doesn't seem to appear anywhere in the house. Is there something else which should be done or is there perhaps something that has gone wrong in my game?

Mmm... You upgraded to 1.06 before using the console command? I'm not sure if it matters but it might. Are you looking in the right place? The mortar and pestle should be on top of a table with ingredients which you find to your left as you go through the first door in the mine (behind Happy).

edit: Stupid stupid me. Try setstage povssquestdwarven 82.
Hi. Same thing happened during my play-through as well. Is there a console command that I can use to get past this? Thanks

Sort of:

setstage povssicwaterfrontquest 35

to advance the quest. Then click on the ghost with the console active and type:

Spoiler
Startcombat player

This is what the conversation should've been:

Vermyn: So it was you who chose my epitaph?

Player (having chosen the not so nice epitaph): In a way.

Vermyn: Let me tell you this. Whatever a person was in life, in death it must be forgotten. How can it be honourable to mock those who have no opportunity to defend themselves? Bah! You are the scrote and I'm going to prove it!


I have fixed this already in the .esp that I'm working with now.
User avatar
Lyd
 
Posts: 3335
Joined: Sat Aug 26, 2006 2:56 pm

Post » Fri May 27, 2011 5:14 pm

I'm a little confused and would like a minor spoiler if you don't mind. I am on the Helmet of Greed quest, Marcus is off to the cave and I found the ruined shop on the red ring road and I don't really know what to do next. I tried to summon the mother but it just said there is nothing to summon. Did I miss something in the journal about what is next?
Thanks.
User avatar
Chris Johnston
 
Posts: 3392
Joined: Fri Jul 07, 2006 12:40 pm

Post » Fri May 27, 2011 6:15 pm

I'm a little confused and would like a minor spoiler if you don't mind. I am on the Helmet of Greed quest, Marcus is off to the cave and I found the ruined shop on the red ring road and I don't really know what to do next. I tried to summon the mother but it just said there is nothing to summon. Did I miss something in the journal about what is next?
Thanks.

You should be able to summon her there, if it says there's nothing to summon you are too far away from the summoning spot. If you stand in the middle of the building (somewhere close to where there are 3 potions on the floor) it should work.
User avatar
Teghan Harris
 
Posts: 3370
Joined: Mon Mar 05, 2007 1:31 pm

Post » Fri May 27, 2011 11:22 am

That worked :) Thanks. Great mod :)
User avatar
Lawrence Armijo
 
Posts: 3446
Joined: Thu Sep 27, 2007 7:12 pm

Post » Fri May 27, 2011 1:42 pm

setstage povssicwaterfrontquest 35
to advance the quest. Then click on the ghost with the console active


Excellent, thank you. This is the first quest I've completed (working on a bunch right now) and really am enjoying your mod. Thanks for putting this together
User avatar
Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Fri May 27, 2011 8:41 am

The quests in this are so fun...BUT I JUST CAN'T WAIT TILL 1.06 GETS OUT!!!!!!!!!!
User avatar
kiss my weasel
 
Posts: 3221
Joined: Tue Feb 20, 2007 9:08 am

Post » Fri May 27, 2011 10:05 am

I am not a wrye bash person, So I will wait until the next version of KDQ.
Wrye bash isn't necessary. Open up the console and click on something that you know is from KDQ, the first to digits in their refid is KDQ's load order position.
User avatar
Anthony Santillan
 
Posts: 3461
Joined: Sun Jul 01, 2007 6:42 am

Post » Fri May 27, 2011 5:04 pm

The quests in this are so fun...BUT I JUST CAN'T WAIT TILL 1.06 GETS OUT!!!!!!!!!!

1.06 has been out already for 2 months. I take it you mean the next version? :D

Wrye bash isn't necessary. Open up the console and click on something that you know is from KDQ, the first to digits in their refid is KDQ's load order position.

I didn't know that, thanks. :)
User avatar
luis dejesus
 
Posts: 3451
Joined: Sun Aug 19, 2007 7:40 am

Post » Fri May 27, 2011 4:36 pm

1.06 has been out already for 2 months. I take it you mean the next version? :D

Yeah...the one that will fix the main quest for me!!!!!! So I can get back at it!!!!!
User avatar
Tasha Clifford
 
Posts: 3295
Joined: Fri Jul 21, 2006 7:08 am

Post » Fri May 27, 2011 2:41 pm

Yeah...the one that will fix the main quest for me!!!!!! So I can get back at it!!!!!

Did you try Phoenix's suggestion? Click on anything of which you're sure is from KDQ (Like the dwarven house) with the console and look at the first two letters of the ID that appears at the top of your screen. Take those first two letters and replace the X's in the console command with them:

player.moveto XX001226




BTW this is currently the changelog of the version I'm working on right now:

2.0:


-NEW QUESTS: 'Sounds of Sweetest Harmony', 'Off the record', 'Out of Control', 'A Dyeing Wish', 'Rich Pickings',
'Killing the Queen', 'Party Time', 'The Cluttermonkeys', 'Death and the Maiden'.

-Rumours added by the mod will no longer be told in the Shivering Isles.
-Added the first journal entry for the Aleswell quest which mysteriously disappeared...
-Added the possibility to refuse many of the miscellaneous quests.
-Sneezy will now return to his original position in front of the door if he's ever distracted by nearby hostile creatures.
-Problem fixed with Doc not moving to the new house when he is supposed to.
-NPC Optimisation: Unimportant A.I. schedules are no longer processed in the background if the player isn't there to see it. May prevent what is known as 'A.I. overload'.
-Further optimized the script that runs the first time a save file is loaded with this mod active.
-Made sure that every time Ilplanderin 'moves' to a new location he can no longer be found in his previous location.
-Many 'Baby Sitting' quest improvements. Better directions, Jhared Strongblade is stronger and will also 'repair' his weapon and armor after each dungeon you clear with him.
-Fixed a problem with opening a chest in Whitmond Farm.
-Fixed the broken conversation at the end of the On The Waterfront quest if the player decides to use Isleif's inscription for the grave.
-Removed a duplicate journal entry in the Pass the Bottle quest.
-Removed the unnecessary extra map marker at Cadlew Priory.
-Moved a letter related to Stantus Varrid slightly so that it is no longer covered by a book for people using OOO.
-Removed the pointless nameless naked Dark Elf near Kragenir's Tower.

To do:

Documents quest and chest/cards of wonders quest improvements
Daedra Zoo being open at all times
A conversation with the vampire during Vampire Rising.
Additional NPCs to set essential: Rena bruiant, carmen litte, Gerich Senanel and Humilis, Astinia Atius, voranil, glistel

The new quests aren't actually done yet but I'm making progress.
User avatar
Britta Gronkowski
 
Posts: 3475
Joined: Mon Apr 09, 2007 3:14 pm

Post » Fri May 27, 2011 6:58 pm

Hey, Excellent Mod By the way, Just a quick question I have UL lost coast + Compatibility patch and recently installed Sutch Reborn (with its own Lost Coast Computability Patch). Now I'm not sure if its this mod that adds it -but there is a Slaver Camp right in the middle of Sutch floating in the Air. When I disable KDQ in the modlist the camp goes away, yet I can't see any mention of Slaver camps in the KDQ Quest Documents download. I'm trying to work it out so I can hunt for a Sutch Compatibly patch or attempt my own mod making to fix it. Any help would be appreciated. (copied from my comment in TESNEXUS)
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

Post » Fri May 27, 2011 8:54 pm

Hey, Excellent Mod By the way, Just a quick question I have UL lost coast + Compatibility patch and recently installed Sutch Reborn (with its own Lost Coast Computability Patch). Now I'm not sure if its this mod that adds it -but there is a Slaver Camp right in the middle of Sutch floating in the Air. When I disable KDQ in the modlist the camp goes away, yet I can't see any mention of Slaver camps in the KDQ Quest Documents download. I'm trying to work it out so I can hunt for a Sutch Compatibly patch or attempt my own mod making to fix it. Any help would be appreciated. (copied from my comment in TESNEXUS)

KDQ doesn't add a slaver camp. Maybe something else around that area, I'm not sure. The compatibility patch for the Lost Coast mod is to alter the terrain around http://www.uesp.net/wiki/Oblivion:Unmarked_Places#Shipwreck My mod didn't alter the shipwreck or the landscape, but added an underwater creature there. The UL Lost Coast mod moves the shipwreck a bit and adds more sand, making it impossible for the player to find the creature. The compatibility patch alters the UL landscape a bit and moves the ship back so the slaughterfish can be found.

If you use http://www.tesnexus.com/downloads/file.php?id=16704 you can find out what mod added the slaver camp.
User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Fri May 27, 2011 4:59 pm

"-NPC Optimisation: Unimportant A.I. schedules are no longer processed in the background if the player isn't there to see it. May prevent what is known as 'A.I. overload'."

Most interesting! In a totally unrelated thread I mentioned that I have recently had to retire Companion Neeshka after some months of flawless service due to her periodically not following scripts and stammering during speech. Additionally, for several months I have been getting odd crashes (some during saves, which are then corrupt) that seem to have no obvious cause. After much trial and error trying to pin down the problem(s) I decided it might well be "A.I. overload", since many (but not all) crashes occurred when near numerous NPCs or when traveling by horse with Neeshka. Admittedly, I made it fairly far into Kragenir before these issues appeared so the source might well be elsewhere, but this gives me a ray of hope.

Despite that, as a quest-mod junky I still give Kragenir my highest recommendation. It really is a wonderful mod.


-Decrepit
User avatar
GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Fri May 27, 2011 5:00 pm

Not many of the NPCs have advanced A.I. schedules, so I don't know how much of a difference it is going to make, if any at all. But who knows.

Quest progress:

Sounds of Sweetest Harmony: Done.
Off the record: Almost done.
Out of Control: Done.
A Dyeing Wish: Not yet started.
Rich pickings: Done.
Killing the Queen: Done.
Party Time: Not yet started.

Death and the Maiden: 3/4 done (it's a big quest, so that's good).
The Cluttermonkeys Guild: Not yet started.


I have no idea when it'll be done but we're getting closer. :)

edit: But if I have to guess I'm going to go with January for now.
User avatar
Robert Garcia
 
Posts: 3323
Joined: Thu Oct 11, 2007 5:26 pm

Post » Fri May 27, 2011 12:03 pm

Thanks for your fast reply. I had no idea about FormID Finder till your post - I'll give it a shot :) There's a few other oddities in my game that it'll be handy for. Thanks so much!
User avatar
Michelle davies
 
Posts: 3509
Joined: Wed Sep 27, 2006 3:59 am

Post » Fri May 27, 2011 5:09 pm

Death and the Maiden: 3/4 done (it's a big quest, so that's good).

Ooh...sounds mysterious!
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Fri May 27, 2011 11:14 am

I just finished Off the Record. One of the jobs Malchik came up with turned out to be a bit impractical so I wrote one myself. Baldur's Gate fans beware! :ninja:
User avatar
Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

Post » Fri May 27, 2011 5:45 am

Everything has been going great with this mod, I am now in the tower. I started with the door to my right upon entering, with the 6 riddles. All went well there. When I teleported back to the main hall I decided to continue counterclockwise, so second door to the right. Into a room with four doors. I have noticed some changes in the room depending on which door I choose, but I am really needing some help with what to look for. I know it must be a correct sequence. Is there a way you can give me a little push in the right thinking without totally spoiling it?
Thanks.

EDIT
I dropped back and did every other door and went back in this one. I just kept an eye on any changes, then voila! I got through it. Not sure exactly what I did, it just worked!
This is a very great mod!!
User avatar
ANaIs GRelot
 
Posts: 3401
Joined: Tue Dec 12, 2006 6:19 pm

Post » Fri May 27, 2011 2:52 pm

Im having some problems finding the Indigo amulet at fort scinia i have scoured the place many times and i cant find it...

Any help would be apreciated =]
User avatar
victoria gillis
 
Posts: 3329
Joined: Wed Jan 10, 2007 7:50 pm

PreviousNext

Return to IV - Oblivion