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

Post » Fri May 27, 2011 9:37 am

Kragenir's Death Quest

A large quest mod within Cyrodiil's borders


V1.06 (24/09/09)

By Povuholo & Malchik



http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1051034&view=findpost&p=15276403

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=


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.


http://s18.photobucket.com/albums/b120/iamerik/Kragendirs%20death%20quest%20screenshots/


1.06 HOTFIX is now available!

Changelog:

Hotfix 13/12/09:

-Fixed the problem with Doc's missing mortar & pestle. Use the console command ' setstage povssquestdwarven 82' if you are already experiencing this problem, otherwise it won't be fixed.

-Disables an unfinished quest from the upcoming content update.


I'll get right back to those new quests now...


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


Obviously I'll fix any bugs that are reported, and I will also try to keep the mod compatible with other popular mods.

The next major update will be a content update. This will include several new quests, a few small additions to the Rural Dialogue Additions esp, and fixes for any reported bugs.

I'm very busy with this strange phenomenon called 'real life', so it probably will take a while for this to be finished. But I'd say that the mod has enough quests already to keep you busy for quite some time! :hehe:

If any critical bugs are reported in the mean time I can always release a quick update first.

(Edit October 21st)
These are the quests that will be added in the big update:

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?

Progress is slow, but steady. But I have no idea when this'll be done. Right now the Anvil quest is done, I'm halfway through the Bravil quest, and I've done a little bit here and there for most of the others as well.



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. Can you solve the riddle already? :)

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
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Fri May 27, 2011 1:55 pm

Minor bug: In the Pass the Bottle quest, I've completed one delivery so far, but I got the "You should report back to Tamika" message twice in a row.
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ImmaTakeYour
 
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Joined: Mon Sep 03, 2007 12:45 pm

Post » Fri May 27, 2011 8:30 am

NPC location?

I've been told to speak with a certain Gladnaf the Grey. Only, the journal fails to mention where he is. I most definitely recall him popping up during a fairly recent quest. But I've absolutely no idea where that happened. Any hints?

-Decrepit
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John N
 
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Joined: Sun Aug 26, 2007 5:11 pm

Post » Fri May 27, 2011 12:44 pm

I am having major league problems finding the first main quest thingy in the cave north of Aleswell...I have gone through it over and over again and cleared it out. I just can't find it. Help!
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alyssa ALYSSA
 
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Joined: Mon Sep 25, 2006 8:36 pm

Post » Fri May 27, 2011 5:50 am

I am having major league problems finding the first main quest thingy in the cave north of Aleswell...I have gone through it over and over again and cleared it out. I just can't find it. Help!

Spoiler
Right. It's the cave with all the vampires. In the Noble crypt there is a stone coffin, in that there is a note.

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^~LIL B0NE5~^
 
Posts: 3449
Joined: Wed Oct 31, 2007 12:38 pm

Post » Fri May 27, 2011 6:56 pm

Minor bug: In the Pass the Bottle quest, I've completed one delivery so far, but I got the "You should report back to Tamika" message twice in a row.

Weird, I'll have a look.
NPC location?

I've been told to speak with a certain Gladnaf the Grey. Only, the journal fails to mention where he is. I most definitely recall him popping up during a fairly recent quest. But I've absolutely no idea where that happened. Any hints?

-Decrepit

He's the owner of the Daedra Zoo, which is close to Ronald Jenseric's Cabin to the west of Cheydinhal.
I am having major league problems finding the first main quest thingy in the cave north of Aleswell...I have gone through it over and over again and cleared it out. I just can't find it. Help!

Locksley already gave the answer, but this question (and the answer) is in the quest hints document too.
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Elea Rossi
 
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Joined: Tue Mar 27, 2007 1:39 am

Post » Fri May 27, 2011 2:09 pm

Spoiler
Right. It's the cave with all the vampires. In the Noble crypt there is a stone coffin, in that there is a note.

Thanks a billion. Good luck and Elvis Speed with coming up with more new quests!
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Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Fri May 27, 2011 6:48 am

He's the owner of the Daedra Zoo, which is close to Ronald Jenseric's Cabin to the west of Cheydinhal.


Thanks! I'd totally forgotten about the zoo. Might have spent weeks looking for Gladnaf without thinking to try there.

Oh, I meant to mention this before....

I use Elys Universal Silent Voice, which works great with Kragenir. However, I recently came upon an exception. It's the NPC we meet and speak with just after using the trapdoor to enter a hallway with prison cells which in turn leads to the witch's house. His responses went by so fast I couldn't read 'em. (Luckily he said nothing critical.) I even reloaded the save and talked with another nearby NPC first to make sure Elys was working. It was. But that one NPC still responded too rapidly. Not sure what's up with that, but ya might want to look at it when ya get a chance.

-Decrepit
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Robert Garcia
 
Posts: 3323
Joined: Thu Oct 11, 2007 5:26 pm

Post » Fri May 27, 2011 12:10 pm

I use Elys Universal Silent Voice, which works great with Kragenir. However, I recently came upon an exception. It's the NPC we meet and speak with just after using the trapdoor to enter a hallway with prison cells which in turn leads to the witch's house. His responses went by so fast I couldn't read 'em. (Luckily he said nothing critical.) I even reloaded the save and talked with another nearby NPC first to make sure Elys was working. It was. But that one NPC still responded too rapidly. Not sure what's up with that, but ya might want to look at it when ya get a chance.

-Decrepit

Was just going to sleep when you posted. :P

I'm aware of this issue. It's ridiculous. For some reason, no matter what you do about it or which dialogue slowing method you use, his dialogue simply won't slow down. I still haven't figured it out. I assume it has something to do with the NPC but there isn't anything special about him so I wouldn't know what. Perhaps I'll re-create him from scratch, hopefully that'll work.


The content update is still in progress. Only 1 quest has been finished completely, but several more are close to being finished. I don't know when everything will be done but I don't think there's going to be another bug fixing update before the content update.

For the first time in a very very long time I'm actually playing Oblivion properly now with a whole bunch of mods (including Windfall because Malchik wrote quests for that mod too) I'm even playing some of my own quests like Baby Sitting and Akaviri Obsession, they're still fun for me even though I made them. :D

I really should get Shivering Isles soon, I still don't have it. And the Integration quest mod that requires it sounds pretty good...
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Wayland Neace
 
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Post » Fri May 27, 2011 6:20 am

hello povuholo!

one compatibility related question:

I stumbled upon the "Lucky sleepers" quest where it is noted that after collecting reqired items (?) I should report to Ocato to collect my reward (25.000).

Did you edit Ocato?

I am asking because he is being used (his clones actually) by the "Origin of the Mages Guild" quest line and by the "Bloodlines" quest.

do you think there might occur a compatibility problem?
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Pumpkin
 
Posts: 3440
Joined: Sun Jun 25, 2006 10:23 am

Post » Fri May 27, 2011 3:35 pm

hello povuholo!

one compatibility related question:

I stumbled upon the "Lucky sleepers" quest where it is noted that after collecting reqired items (?) I should report to Ocato to collect my reward (25.000).

Did you edit Ocato?

I am asking because he is being used (his clones actually) by the "Origin of the Mages Guild" quest line and by the "Bloodlines" quest.

do you think there might occur a compatibility problem?

I use many of the vanilla NPCs, but none are directly edited. Only dialogue is added. Kragenir's Death Quest should not cause problems for other mods that way, but it can be the other way around. I don't know what exactly Origin of the Mages Guild does to Ocato but it is compatible as long as the original Ocato NPC (with the same editor ID anyway) is still available to talk to.
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Harry Leon
 
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Post » Fri May 27, 2011 7:28 am

Povuholo,

both mods add a "cloned" Ocato ingame so as to avoid potential conflicts.

"Origin of the Mages Guild" adds its clone inside the big round council room in the palace and the "Bloodlines" adds its clone inside the manor added by the mod which the player gets at the end of questline.

and one more question regarding "Lucky Sleepers":
We need to find 7 engraved stones or 7 stones per region specified?

take care
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Suzie Dalziel
 
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Post » Fri May 27, 2011 2:34 pm

Just dropping in to report a very minor problem. I reported it in the http://www.gamesas.com/bgsforums/index.php?showtopic=1042960&view=findpost&p=15264398 and was asked to report here instead.

With this mod and Map Marker Overhaul together I get two overlapping Cadlew Chapel map markers - one is a town marker reading "Cadlew Chapel" (000CD529), and another, from this mod, is a priory marker reading "Cadlew Priory" (66028B4B).

Very minor to be sure, but my OCD forces me to post this :) Thanks for the great mod, I've had it installed since the first release, but I'm pretty sure I've only seen a fraction of it so far. Great job!

If you need further info, let me know.
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Katy Hogben
 
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Joined: Mon Oct 30, 2006 12:20 am

Post » Fri May 27, 2011 2:09 pm

I have a problem, I am looking for Jack and I have found the cave but first of all
it is blocked by some pillars, I do not know if it is collidin g with some other mod that I have
but as I recollect I have no mods in that area, however I hav efound the door
but I cannot enter, is that in the mod?
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benjamin corsini
 
Posts: 3411
Joined: Tue Jul 31, 2007 11:32 pm

Post » Fri May 27, 2011 11:16 am

Just dropping in to report a very minor problem. I reported it in the http://www.gamesas.com/bgsforums/index.php?showtopic=1042960&view=findpost&p=15264398 and was asked to report here instead.

With this mod and Map Marker Overhaul together I get two overlapping Cadlew Chapel map markers - one is a town marker reading "Cadlew Chapel" (000CD529), and another, from this mod, is a priory marker reading "Cadlew Priory" (66028B4B).
I can just add that Map Marker Overhaul is in no way the cause of the duplication: It will be there even without MMO installed. It looks like Kragenir's Death Quest is adding a new, slightly renamed map marker without deleting the original, which while not game breaking in any way, is something that should be avoided.
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Johnny
 
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Joined: Fri Jul 06, 2007 11:32 am

Post » Fri May 27, 2011 3:16 pm

I have a problem, I am looking for Jack and I have found the cave but first of all
it is blocked by some pillars, I do not know if it is collidin g with some other mod that I have
but as I recollect I have no mods in that area, however I hav efound the door
but I cannot enter, is that in the mod?

The pillar is added by a mod of which I forgot the name. Some sort of Ayleid dungeon crawl for high level characters which uses that cave for it (it's not The Ayleid Steps). Someone told me about this a while ago and I don't know if there's a way to fix it. You will be able to access the cave at some point in that mod, but I don't know how much the modder has changed the interior.

I can just add that Map Marker Overhaul is in no way the cause of the duplication: It will be there even without MMO installed. It looks like Kragenir's Death Quest is adding a new, slightly renamed map marker without deleting the original, which while not game breaking in any way, is something that should be avoided.

That's strange, I don't even remember adding a map marker... But it's there. I'll fix it. I think I added it because Bethesda forgot to add a reference ID for the original marker and I didn't want to edit it directly... I guess a quest arrow will do.
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Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Fri May 27, 2011 7:18 am

Oh my holy Satan...

This mod is so great! I am only still looking for the ingredients the dwarf needs, but it is so fun! NEVER GIVE UP ON MORE QUESTS!!!!!!!!!!!!!
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Jason White
 
Posts: 3531
Joined: Fri Jul 27, 2007 12:54 pm

Post » Fri May 27, 2011 10:04 pm

I am only still looking for the ingredients the dwarf needs, but it is so fun!

And things only get better from there. :hehe:
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Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Fri May 27, 2011 7:57 am

I'm really enjoying the new quests and the way you run into them unexpectedly when talking to NPC's. Keep up the good work! :foodndrink:
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Sophie Payne
 
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Joined: Thu Dec 07, 2006 6:49 am

Post » Fri May 27, 2011 5:43 am

The pillar is added by a mod of which I forgot the name. Some sort of Ayleid dungeon crawl for high level characters which uses that cave for it (it's not The Ayleid Steps). Someone told me about this a while ago and I don't know if there's a way to fix it. You will be able to access the cave at some point in that mod, but I don't know how much the modder has changed the interior.


That's strange, I don't even remember adding a map marker... But it's there. I'll fix it. I think I added it because Bethesda forgot to add a reference ID for the original marker and I didn't want to edit it directly... I guess a quest arrow will do.

Could it be "the last queen of the Aylieds" mod?
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Kat Lehmann
 
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Post » Fri May 27, 2011 9:39 am

Could it be "the last queen of the Aylieds" mod?

Yes, that was the name! :)
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Erich Lendermon
 
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Post » Fri May 27, 2011 6:06 pm

I can't believe i just found out about this mod. It looks great.
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Quick Draw
 
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Post » Fri May 27, 2011 8:46 pm

I would like some feedback.

One of the biggest 'issues' of Kragenir's Death Quest (according to others, but I sort of agree) is the lack of direction in some quests. I'd like to improve this for the next release, along with the new quests.

Of course this mod was meant to be challenging so I'm not going to change it so everything has a magic quest arrow attached now, but some things could be easier. A lot of people are having problems with finding the dagger in the QM's belongings quest for example. Also quests like Baby Sitting could benefit from additional directions in the journal entry about the location of a dungeon, rather than relying on an added map marker alone which doesn't help much if the player has already discovered lots of locations. Not being able to find the right dungeon on a map full of icons isn't challenging, it's annoying.

I'd like to hear from you people what you think was (too) difficult to find, or what journal entries you thought were unclear. Or anything like that. Me and Malchik made the mod so for us it's all quite logical, but I can understand that it's not always that easy for the normal players.

Thanks! :)
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!beef
 
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Post » Fri May 27, 2011 12:40 pm

ok povuholo,

some feedback from my side - pls bear in mind I ve gone through a small part of your work:

-Somewhere some plates for us: very clear, no need for further assistance in my opinion

-A lost family: the same applies here

-Lucky sleepers: here I ve had trouble, until I discovered one stone and understood the "placement logic". I ve found two so far.

-- Documents: found one so far, it's one of the quests that gives me the impression it will stay active in my quest log for ever :lol: , could use some help

--Chest of wonders: the same goes here, the player does not get the smallest clue regarding what he is searching for

More or less, these are the quest I ve encountered so far apart from the main, I will give you more feedback as I retrieve more.

Hope that helps a bit...

And one question regarding the main quest, SEAL 2:
I got the quest update: Ilplanderin ate the oranges :D .

problem is that there are still 4 oranges in my inventory (I was definitely carrying six)!!!
has anyone else reported a similar glitch?
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Jason Rice
 
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Post » Fri May 27, 2011 3:51 pm

-Lucky sleepers: here I ve had trouble, until I discovered one stone and understood the "placement logic". I ve found two so far.

Okay. Anyway I was planning to add a more informative pop up for the stones when the player looks at them and hasn't started the quest yet.
-- Documents: found one so far, it's one of the quests that gives me the impression it will stay active in my quest log for ever :lol: , could use some help

The others are found in other locations you visit during the mod's main quest, but they can be picked up at any time. Perhaps I should include the option to close this quest at any time in case people are no longer interested in finding more documents or simply can't find them. Gotta figure out a way to do that first...
--Chest of wonders: the same goes here, the player does not get the smallest clue regarding what he is searching for

Good point, I've thought of a way to make this easier.
More or less, these are the quest I ve encountered so far apart from the main, I will give you more feedback as I retrieve more.

Thanks. :)
And one question regarding the main quest, SEAL 2:
I got the quest update: Ilplanderin ate the oranges :D .

problem is that there are still 4 oranges in my inventory (I was definitely carrying six)!!!
has anyone else reported a similar glitch?

I can't explain this one. In the construction it definitely says to remove 6, not 2. Weird. I'll just blame Oblivion? :P
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SiLa
 
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