[Relz] Kragenir's Death Quest 2.01 (Thread 9)

Post » Thu Apr 28, 2011 9:34 pm

Did I tell you how awesome your mod is?

Maybe, but it's always nice to hear it again. Thanks! :D

Hey Povuholo: I know you said you weren't adding more content, but I came up with an interesting idea for you.


There′s actually one more content update in the works. Might as well cough it up now. We probably won't be doing your idea exactly, though some unmarked/special locations will probably be used for the quests.

What′s going to be added for the final update:

Some Fighter's Guild quests
Some Arcane University (Mages Guild) quests
Some Dark Brotherhood related quests :ninja:
A quest from High Chancellor Ocato
Some small miscellaneous quests

The guild quests are all for highly ranked members, but not necessarily the top rank (Archmagister or whatever).

Except for the Dark Brotherhood quests, which won't start until you're listener. It should be compatible wirth Arthmoor's 'A Brotherhood Renewed' and is not so much about the Dark Brotherhood as it is about a different assassins faction.

Around 50% of all the quests have been written so far, but I haven't started adding any yet. I'm not sure how much work it's going to be so I have no idea when it will be done. We intend to make the quests somewhat different in style compared to those in the current release, which should be interesting.

After that the mod is really done, bugfixes aside of course. :)
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Scared humanity
 
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Post » Thu Apr 28, 2011 11:20 am

Am I suppose to kill the captain? or is there a way around this?
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Ludivine Dupuy
 
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Post » Thu Apr 28, 2011 10:27 am

Yes you're supposed to kill him. He's an NPC from the vanilla game that has always been hostile. You did everything the way you are supposed to do it, why the anvil guards attack you I don't know. At what point do they start attacking you? When the fight with Tin Man begins, or earlier?
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Kara Payne
 
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Post » Thu Apr 28, 2011 10:03 am

They haven't actually attacked me, it is just that when I had killed Tin Man I was going to "fast travel" and well I couldn't do it because "You can't fast travel when the guards are after you." or something like that.
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sw1ss
 
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Post » Thu Apr 28, 2011 9:41 am

povuholo: Here is an interesting proposition. You may of course take it or leave it, but I would appreciate it if you consider it.

I was pointing it out in the Better Cities thread, specifically in http://www.gamesas.com/index.php?/topic/1112392-relz-bananasplits-better-cities-thread-36/page__view__findpost__p__16374261 about how NPCs added by Better Cities are just there in the background. You have no options to to interact with them, and they are missing integration in the game. Then I realized that many vanilla NPCs were almost exactly that before KDQ gave me a reason to talk to them (and get quests from them in turn). It also made me appreciate the subtle art that quest writing is, and how you and Malchik have done an exceptional job of creating quests integrating the vanilla game and making us questers really happy in the process. I haven't started the KDQ main quest yet, but all the minor subquests are soo good that I just might be repeating myself and becoming your Adoring Fan!!!

So what I propose that you is you look at the NPCs added by Better Cities and possibly the ULs, and make small quests a la KDQ for them. It is a difficult thing because many users may not be using all the cities added by BC and areas added by the ULs. And I am not even sure you yourself use Better Cities and the ULs to begin with! I am also reasonable sure that you are quite occupied with KDQ that you might not even have the time to consider another quest mod. but then again, with a little poking :poke: and cajloing :cookie: and some encouragement, we just might get the sublime for BC as well. What do you think - just consider this before saying an outright NO! :nono:

PS: You know what happens when you say No, right? "By Azura, by Azura, by Azura! The Grand Champion...":hubbahubba:

PPS: Vorians also seemed open to the idea to kidnap you!!
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Philip Rua
 
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Post » Thu Apr 28, 2011 5:08 pm

There′s actually one more content update in the works. Might as well cough it up now. We probably won't be doing your idea exactly, though some unmarked/special locations will probably be used for the quests.

What′s going to be added for the final update:

Some Fighter's Guild quests
Some Arcane University (Mages Guild) quests
Some Dark Brotherhood related quests :ninja:
A quest from High Chancellor Ocato
Some small miscellaneous quests

The guild quests are all for highly ranked members, but not necessarily the top rank (Archmagister or whatever).

..... Wow. You guys are crazy. I love it. :D I think I'll be working through KDQ quests until I'm L30+, and that is too awesome for words.
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Lauren Dale
 
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Post » Thu Apr 28, 2011 3:05 pm


There′s actually one more content update in the works. Might as well cough it up now. We probably won't be doing your idea exactly, though some unmarked/special locations will probably be used for the quests.

What′s going to be added for the final update:

Some Fighter's Guild quests
Some Arcane University (Mages Guild) quests
Some Dark Brotherhood related quests :ninja:
A quest from High Chancellor Ocato
Some small miscellaneous quests

The guild quests are all for highly ranked members, but not necessarily the top rank (Archmagister or whatever).

Except for the Dark Brotherhood quests, which won't start until you're listener. It should be compatible wirth Arthmoor's 'A Brotherhood Renewed' and is not so much about the Dark Brotherhood as it is about a different assassins faction.

Around 50% of all the quests have been written so far, but I haven't started adding any yet. I'm not sure how much work it's going to be so I have no idea when it will be done. We intend to make the quests somewhat different in style compared to those in the current release, which should be interesting.

After that the mod is really done, bugfixes aside of course. :)

Oh very nice update! :D Thank you for all your hard work in making and developing this great mod! :bowdown: :foodndrink:
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Annika Marziniak
 
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Post » Thu Apr 28, 2011 11:27 am

hi there and thanks for all the updates povu :foodndrink:

One question regarding the future plans you mention (enrichening fighters, mages guild etc):

how do you plan to implement all these additions in your mod?
Will you edit vanilla characters or alter cells in the game?
I am asking 'cause I am using Giskard's "fighters guild quests", "origin of the mages guild" & "the elder council" mods and I am worried of possible compatibility issues that might arise...

thanks again for the updates mate :goodjob:
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Robert DeLarosa
 
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Post » Thu Apr 28, 2011 10:21 pm

how do you plan to implement all these additions in your mod?
Will you edit vanilla characters or alter cells in the game?
I am asking 'cause I am using Giskard's "fighters guild quests", "origin of the mages guild" & "the elder council" mods and I am worried of possible compatibility issues that might arise...

Ah yes, I have the same concern, regarding "fighters guild quests" and "origin of the mages guild"
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katsomaya Sanchez
 
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Post » Thu Apr 28, 2011 10:17 pm

hi there and thanks for all the updates povu :foodndrink:

One question regarding the future plans you mention (enrichening fighters, mages guild etc):

how do you plan to implement all these additions in your mod?
Will you edit vanilla characters or alter cells in the game?
I am asking 'cause I am using Giskard's "fighters guild quests", "origin of the mages guild" & "the elder council" mods and I am worried of possible compatibility issues that might arise...

thanks again for the updates mate :goodjob:

We'll be taking the same approach as we've always done with the mod, which is to avoid conflicts by editing vanilla NPCs or other things whenever that's possible. So far we've only had 1 vanilla NPC permanently altered because we had no choice, a Khajiit in Leyawiin.

The Mages Guild quests will be given by different members of the Arcane University through dialogue, but other than some dialogue entries the NPCs aren't touched, so it should be compatible with other mods that add quests or whatever to the guild. As long as Giskard's mods don't remove vanilla NPCs (I heard he might've done something with Ocato though. I don't know, I haven't tried the mod. Worst case scenario you miss out on that KDQ quest.) or replace them with clones with different Editor IDs everything should work.

There is one AI change that we'd like to do, which is a new permanent AI package for Vilena Donton that kicks in at the end of a Fighter's Guild quest, but even there we might be able to find a creative solution that doesn't require altering her in case this could cause a conflict.

I don't think we'll be changing any vanilla cells. Not those of the guildhalls anyway, and definitely nothing outside in the cities.


povuholo: Here is an interesting proposition. You may of course take it or leave it, but I would appreciate it if you consider it.

It's interesting, but I don't think I'll be in the mood for any more Oblivion quest mods after this next update. I do use Unique Landscapes, but not Better Cities right now. But we'll see. Maybe if someone here comes with interesting ideas for Unique Landscapes quests that aren't too complicated... Still, the KDQ update comes first.
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Oscar Vazquez
 
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Post » Thu Apr 28, 2011 10:44 am

We'll be taking the same approach as we've always done with the mod, which is to avoid conflicts by editing vanilla NPCs or other things whenever that's possible. So far we've only had 1 vanilla NPC permanently altered because we had no choice, a Khajiit in Leyawiin.

The Mages Guild quests will be given by different members of the Arcane University through dialogue, but other than some dialogue entries the NPCs aren't touched, so it should be compatible with other mods that add quests or whatever to the guild. As long as Giskard's mods don't remove vanilla NPCs (I heard he might've done something with Ocato though. I don't know, I haven't tried the mod. Worst case scenario you miss out on that KDQ quest.) or replace them with clones with different Editor IDs everything should work.

There is one AI change that we'd like to do, which is a new permanent AI package for Vilena Donton that kicks in at the end of a Fighter's Guild quest, but even there we might be able to find a creative solution that doesn't require altering her in case this could cause a conflict.

I don't think we'll be changing any vanilla cells. Not those of the guildhalls anyway, and definitely nothing outside in the cities.



It's interesting, but I don't think I'll be in the mood for any more Oblivion quest mods after this next update. I do use Unique Landscapes, but not Better Cities right now. But we'll see. Maybe if someone here comes with interesting ideas for Unique Landscapes quests that aren't too complicated... Still, the KDQ update comes first.



That's great news :celebration:

Regarding Ocato, If I recall correctly Giskard uses a clone (not sure though).

"Bloodlines" from DTom (a quest kicking in after you have concluded the main questline) definitely uses an Ocato clone.

Regarding "Fighter Guild contracts" there should be no problems since no NPCs have been edited.





not in the mood for any more Oblivion quests?
That's great news...
Elsweyr is waiting for you povu :hubbahubba:
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Yama Pi
 
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Post » Thu Apr 28, 2011 12:10 pm

I just went through the "Origin of the Mages Guild" readme so I copy / paste directly:


"Known Issues and Solutions

Magic mods.

This mod makes no changes to spells or spell/enchantment altars. I felt that those areas are the domain of Spell/Enchant mods like Midsa Magic and others, and felt the player may like to choose which spell mod to use with Origin of the Mages Guild. So all Spell mods should be compatible with this mod. All they have to do is place their own merchant in any room in the Arcane University (other than the Archmages Tower which is modified heavily) and their spells and NPCs will blend in with this mod perfectly. I suggest avoiding editing any NPCs from the Mages Guild to be sure of avoiding issues with Origin of the Mages Guild. From OMG 7 onwards the Arcane university worldspace is heavily edited but mida magic is still supported. Other AU editing mods may not be.

Compatibility information

No Mages' Guild Quests have been edited for this mod. So any mod that edits them will still work with this mod.
NPC's Julienne Fanis and Raminus Polus are both used by this mod and should not be over ridden by other mods. Other NPCs can safely be overridden but it should be noted the original Danel and Skaleen are disabled by this mod and enabled again by the uninstall quest from Mr fix It at the AU. Also the Archage Mages Tower is changed considerably by this mod but other areas have very few changes. Most new stuff was put in new areas for compatibility reasons."

hope this helps povu...
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Richard
 
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Post » Fri Apr 29, 2011 2:03 am

Okay, need a little help so I'll post this question before I go to bed :D

Spoiler
In the city quest from Bruma "Running wild", where one is to find some bitter aloewere to "cure" Skjorta. Well I was passing (running - yeah I know, not very immersive) the big aylied ruin east of Kvatch, Miscarcand I guess it is. When I got a "ding" quest update that I found the bodies of two people I was looking for. Problem was it was a late update maybe and I was way past. I even turned off the grass to find them, but no bodies around. So could someone give me as close a position they can make to where the bodies are?


Cheers!
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lexy
 
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Post » Fri Apr 29, 2011 2:53 am

Is this normal?

Spoiler
"Party Time" quest. Started in on the stage where we deliver invites to orcs throughout Cyrodiil. Soon as that became active my performance took a nose-dive. While traveling I get noticeable pauses every few seconds. Also noticeable delays when initiating talk with NPCs (quest related or not) and opening my map/inventory/etc. Making another quest active fixes it, until I need to work on Party Time again. Has this been noticed/reported before?


-Decrepit-
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Peter lopez
 
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Post » Thu Apr 28, 2011 2:11 pm

Okay, need a little help so I'll post this question before I go to bed :D

Spoiler
In the city quest from Bruma "Running wild", where one is to find some bitter aloewere to "cure" Skjorta. Well I was passing (running - yeah I know, not very immersive) the big aylied ruin east of Kvatch, Miscarcand I guess it is. When I got a "ding" quest update that I found the bodies of two people I was looking for. Problem was it was a late update maybe and I was way past. I even turned off the grass to find them, but no bodies around. So could someone give me as close a position they can make to where the bodies are?


Cheers!



don't know if it will help you Lock but you could try the mqt command (move to quest target), having the mod active in your journal

hope it helps
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jess hughes
 
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Post » Thu Apr 28, 2011 12:24 pm

Is this normal?

Spoiler
"Party Time" quest. Started in on the stage where we deliver invites to orcs throughout Cyrodiil. Soon as that became active my performance took a nose-dive. While traveling I get noticeable pauses every few seconds. Also noticeable delays when initiating talk with NPCs (quest related or not) and opening my map/inventory/etc. Making another quest active fixes it, until I need to work on Party Time again. Has this been noticed/reported before?


-Decrepit-

Interesting, I haven't heard this one before. I'm guessing it's an issue with the large amount of quest markers being checked for at the same time. I'll see if anything can be done.
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Hannah Whitlock
 
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Post » Thu Apr 28, 2011 9:02 pm

don't know if it will help you Lock but you could try the mqt command (move to quest target), having the mod active in your journal

hope it helps

Thanks! Will try that. Have been playing Nehrin until a solution would appear :D

Cheers!
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Jeff Tingler
 
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Post » Thu Apr 28, 2011 2:36 pm

I've been encountering a minor bug that I keep forgetting to report. When I talk to merchants and then exit the barter menu, sometimes they'll give me the silent rumor about the Gray Fox ("I hear the beggars are his eyes and ears"). At first I thought they were talking to the guards (I use BC), but I finally realized they were talking to ME. It's weird. I also use EE... maybe it's a mod conflict?
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Melis Hristina
 
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Post » Fri Apr 29, 2011 1:45 am

I've been encountering a minor bug that I keep forgetting to report. When I talk to merchants and then exit the barter menu, sometimes they'll give me the silent rumor about the Gray Fox ("I hear the beggars are his eyes and ears"). At first I thought they were talking to the guards (I use BC), but I finally realized they were talking to ME. It's weird. I also use EE... maybe it's a mod conflict?


I have exactly the same problem Walker, I did not really pay attention till now that you mentioned it...

PS
which mod is EE?
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Jarrett Willis
 
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Post » Thu Apr 28, 2011 12:38 pm

I've been encountering a minor bug that I keep forgetting to report. When I talk to merchants and then exit the barter menu, sometimes they'll give me the silent rumor about the Gray Fox ("I hear the beggars are his eyes and ears"). At first I thought they were talking to the guards (I use BC), but I finally realized they were talking to ME. It's weird. I also use EE... maybe it's a mod conflict?

I haven't encountered this. When you exit the barter menu EE can trigger a quest, but I've never seen it give a rumor instead.
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Manuel rivera
 
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Post » Fri Apr 29, 2011 12:23 am

I have exactly the same problem Walker, I did not really pay attention till now that you mentioned it...

PS
which mod is EE?

Enhanced Economy. The fact that you don't even know what it is means that it's probably not that mod causing it. :P
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casey macmillan
 
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Post » Thu Apr 28, 2011 6:52 pm

I've been encountering a minor bug that I keep forgetting to report. When I talk to merchants and then exit the barter menu, sometimes they'll give me the silent rumor about the Gray Fox ("I hear the beggars are his eyes and ears"). At first I thought they were talking to the guards (I use BC), but I finally realized they were talking to ME. It's weird. I also use EE... maybe it's a mod conflict?

Blasphemy! Saying such a thing about EE :P
I got it too but I thought it was from Persuasion overhaul 1.43; I am having some odd issues with it but not game breaking. So anywho - I thought it was that and gave no more thought about it.

Cheers!

PS: Still looking for the Bitter Aloew. but I am now returning to comb the area around Fort Istirus. DS
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Shelby McDonald
 
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Post » Fri Apr 29, 2011 4:58 am

Does v 2.3 reduce the povurumors chance?

I keep on getting rumors from KDQ only. And the one about Helvo Attius has been popping up so often now (and the rumor topic stays golden after that) - I try to click on it, get the same Helvo Attius rumor, topic stays golden, do this again ad infinitum for many many NPCs.

I'll redownload the latest version to see if this is an issue that got fixed with the povurumors tweak...
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Dan Scott
 
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Post » Fri Apr 29, 2011 5:10 am

Does v 2.3 reduce the povurumors chance?

Yes, if anything you should be getting less rumors than before.

But the rumors are level dependant, some appear at level 1-5, some 7-12, or whatever. It could be that you're in a different level category than before, making more KDQ rumors pop up. Still, I thought I had them pretty balanced at this point.

I'll have a look at the Helvo Attius rumour, that doesn't sound normal.

Locksley: I'll get back to you about those aloes soon.
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CHARLODDE
 
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Post » Thu Apr 28, 2011 6:54 pm


Locksley: I'll get back to you about those aloes soon.

Yeah; I don't know where I ran across those corpses. I have been staying a day in Skingrad and when I returned I first turned off grass, then culled the trees, then the sky to get more light and a clearer view. TCL:ed under ground so I could see if there was anything lying around as the ground does not show when you are under it. Darn - I just must be in the wrong place somehow. Thinking of opening up the esp and have a look but then I might see something I don't want to :P

I am also doing the Orc Party and will just collect some donations before reaching invites and such - I can then report on any slowdown issue.

I'm drowning in quests, thank bejevas for TheNiceOne's quest log manager!

Cheers!
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Kieren Thomson
 
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