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

Post » Thu Apr 28, 2011 6:54 pm

Well after handing in part 1 of the names on stones quest to Ocato, he now just says "What do you want?" when I get near him. Unfortunately, this breaks the main quest as he can't acknowledge Martin as the emperor.
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Alister Scott
 
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Post » Thu Apr 28, 2011 5:57 am

Well after handing in part 1 of the names on stones quest to Ocato, he now just says "What do you want?" when I get near him. Unfortunately, this breaks the main quest as he can't acknowledge Martin as the emperor.

Oh crap. :facepalm:

I'll fix it soon.
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Katharine Newton
 
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Post » Thu Apr 28, 2011 3:16 pm

Hello I do not know if you remember but old Guff has disappeared so you gave a ste of digits to bring him back
for this I have to have Wrye bash installed which I have now, the problem is that everything starts with the number zero
like this: 0105FA19 povssannistone
010307A8 povssAnvilLighthouseBowl
01071B55 povssaripotahathometriggertrigger
0104E772 povssbearhousetrigger
01064B1A povssbrumaquestdeadhorseTrigger
01064B05 povssbrumaquestprintTrigger
0104A1EE povsscamilladoortrigger
01030295 povsscamillaswitch
010307BF povsscamillaswitch2switch
01030298 povsscamillatrigger
01023297 povsscarewtombstone
01064B7E povsschorrol2questtriggers:
I do not know what to do.
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oliver klosoff
 
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Post » Thu Apr 28, 2011 1:12 pm

Hello I do not know if you remember but old Guff has disappeared so you gave a ste of digits to bring him back
for this I have to have Wrye bash installed which I have now, the problem is that everything starts with the number zero
like this:

1) Open Wrye Bash.

2) Find KDQ in your list. It will have a two-character prefix listed in the columb next to it (either two numbers or a number/letter combo).

3) Substitute that prefix for the "01" listed in your post.

4) Profit! :D
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Add Me
 
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Post » Thu Apr 28, 2011 7:28 am

The main quest breaking bug with Ocato has been solved now, as well as the problem with the creature in Lipsand Tarn and the orc in Culotte.

I've also made Camilla unessential and changed some things there, so that overconfident adventurers may try to kill her to get the shield. :evil:

I also blocked access to her room until you need to find her for the quest.

I will upload the updated esp this weekend, after I make sure that... Uh... Unfinished material can't be accessed accidentally. :whistling:
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Alexx Peace
 
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Post » Thu Apr 28, 2011 2:13 pm

1) Open Wrye Bash.

2) Find KDQ in your list. It will have a two-character prefix listed in the columb next to it (either two numbers or a number/letter combo).

3) Substitute that prefix for the "01" listed in your post.

4) Profit! :D

No it does not the only thing I have is what I have posted before, no prefix unless they are at some location
I am not aware off. When I start wryebash launcher and click for details the result I posted is what I get, there are some
other info like size of file, author and date but that is all.
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Louise Andrew
 
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Post » Thu Apr 28, 2011 7:47 am

Version 2.03 is available now!

http://www.tesnexus.com/downloads/file.php?id=26219
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5784

Changelog:

-Fixed a bug where doing the Lucky Sleepers quest could prevent Ocato's normal Main Quest related dialogue from appearing.
-Made sure a dead orc from Culotte and a monster in Lipsand Tarn, both carrying quest items, can no longer be found until the relevant quests bring the player to them.
-Some changes to Camilla...
-More rumor tweaks. Rumors that appear at player level 20 and higher should be less common.

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Rhi Edwards
 
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Post » Thu Apr 28, 2011 9:13 pm

Thanks for the update!
I'm unable to download from Tesnexus now (I get the download window but the download do not start); must be a temporary problem (maybe from my connexion).
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Jamie Lee
 
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Post » Thu Apr 28, 2011 12:13 pm

Thanks for the update! :goodjob:

No it does not the only thing I have is what I have posted before, no prefix unless they are at some location
I am not aware off. When I start wryebash launcher and click for details the result I posted is what I get, there are some
other info like size of file, author and date but that is all.

Take a look at http://project-phoenix.wikidot.com/local--files/files/WryeBash.JPG. I've circled the numbers you're looking for. If you don't have those numbers, you've got serious problems and you need to post in the WryeBash thread.
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Alan Cutler
 
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Post » Thu Apr 28, 2011 1:33 pm

Lets hope that this really was the last of the game breaking bugs that had to be fixed. :brokencomputer:
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Krystal Wilson
 
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Post » Thu Apr 28, 2011 4:29 pm

Thanks for the update! :goodjob:


Take a look at http://project-phoenix.wikidot.com/local--files/files/WryeBash.JPG. I've circled the numbers you're looking for. If you don't have those numbers, you've got serious problems and you need to post in the WryeBash thread.

No it does not look like that were you have these digits I have only some ranking number or such but I did
manage to find them in a separate window, I had to get in into something called list mods and behold there they were
but nevertheless I maybe have to post this problem on the wrye bash thread, thanks a lot anyway for the help.
Apparently KDQ is 6B. I discovered one other thing, the KDQ esp file are listed as delinquent MASTER
whatever that means.
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Stephy Beck
 
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Post » Thu Apr 28, 2011 8:18 pm

Update on my NPCs: Raminus' absence is due to 300 Arcane University renovating the tower. He spends his time on the second floor, which is restricted to MG members, then comes down at 6PM to take a walk around the city. So, it's not a big deal - you just have to catch him at the right time.

For some reason, Gan Luspeph seems to be stuck in the underchapel. I waited all day for him, then finally got fed up and went down there. As soon as I console-unlocked the door, he came out! I know KDQ wouldn't alter him, but I'm not sure what would; I've found that Better Cities Bruma replaces Arnora's door with a permanently-locked version (nice, isn't it?), and I have CNRP Bruma... maybe that one removed his key?

No it does not look like that were you have these digits I have only some ranking number or such but I did
manage to find them in a separate window, I had to get in into something called list mods and behold there they were
but nevertheless I maybe have to post this problem on the wrye bash thread, thanks a lot anyway for the help.

No problem. You probably should - they can help more than I could.

Apparently KDQ is 6B. I discovered one other thing, the KDQ esp file are listed as delinquent MASTER
whatever that means.

That means you're missing a master file, but that's impossible - KDQ doesn't have a master.
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Laurenn Doylee
 
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Post » Thu Apr 28, 2011 4:22 pm

For some reason, Gan Luspeph seems to be stuck in the underchapel. I waited all day for him, then finally got fed up and went down there. As soon as I console-unlocked the door, he came out! I know KDQ wouldn't alter him, but I'm not sure what would; I've found that Better Cities Bruma replaces Arnora's door with a permanently-locked version (nice, isn't it?), and I have CNRP Bruma... maybe that one removed his key?

I don't know. I think I've seen such things happen to other NPCs in the vanilla game.

I have no idea how the esp could be listed as a delinquent master, it definitely does not have one. Except for Oblivion.esm of course.
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cassy
 
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Post » Thu Apr 28, 2011 8:41 pm

I downloaded yesterday the new update and also upgraded my rig. Right now I'm re-installing all Oblivion and this time in Windows 7. Hopefuly I can give you more feedbacks in the next days. I also remember (this time from testing of this mod last year) of a dead NPC in Camp Nayon and another in a Ruin in Nibenay Basin (Nornal?) that shouldn't appear before the related quest is started. I don't know if these NPCs have been considered in recent versions of the mod.
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Jeneene Hunte
 
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Post » Thu Apr 28, 2011 7:47 am

I don't know. I think I've seen such things happen to other NPCs in the vanilla game.

I have no idea how the esp could be listed as a delinquent master, it definitely does not have one. Except for Oblivion.esm of course.

I have a question, what would happen if I installed version 2.0 again? Not removing the old one mind you because I have no wish
to do all those quests again but if I would to install it over the old one?
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Rhiannon Jones
 
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Post » Thu Apr 28, 2011 10:31 am

I have a question, what would happen if I installed version 2.0 again? Not removing the old one mind you because I have no wish
to do all those quests again but if I would to install it over the old one?


I guess that wouldn't cause any new problems, but I wouldn't recommend it. You'd lose all the bug fixes from the later versions. Is this still about Old Guff? Because in 2.0 one of the last Cluttermonkey quests is bugged and can't be completed, so downgrading for that would be a bit useless. There were also some big issues in Baby Sitting and Killing the Queen.

Can you post your mod list?

I downloaded yesterday the new update and also upgraded my rig. Right now I'm re-installing all Oblivion and this time in Windows 7. Hopefuly I can give you more feedbacks in the next days. I also remember (this time from testing of this mod last year) of a dead NPC in Camp Nayon and another in a Ruin in Nibenay Basin (Nornal?) that shouldn't appear before the related quest is started. I don't know if these NPCs have been considered in recent versions of the mod.

The one in Nornal is definitely disabled until the quest is started, but the dead NPC at Camp Nayon is supposed to be there from the start. He's related to the Cards of Wonder quest.
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Nicholas C
 
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Post » Thu Apr 28, 2011 7:54 pm

I grabbed the update. Thanks.
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Minako
 
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Post » Thu Apr 28, 2011 6:50 pm

I was wandering around the wilderness when my Spoon of Paper Tracking alerted me to a chapter in

Spoiler
Haynote Cave. The place only has maybe half a dozen chests and no tables, so it'd be easy to find, right? Nah. But then, CDEP Fanaceya alters the lowest level, so maybe it got moved/erased? Where's the note, so I can check?

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Sudah mati ini Keparat
 
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Post » Thu Apr 28, 2011 3:08 pm

It's on the lowest level, Haynote Winding Sump, on top of a chest in a square room with a lot of water in the middle.Depending on which entrance to this level you took, it's either the first room you enter on this level, or the last one before taking the trapdoor out. This trapdoor is the one in the small passage, not the big room.

Maybe I can do something to prevent those papers from getting blown away by spells accidentally, that's also a possibility.
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Bethany Watkin
 
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Post » Thu Apr 28, 2011 8:15 am

It's on the lowest level, Haynote Winding Sump, on top of a chest in a square room with a lot of water in the middle.Depending on which entrance to this level you took, it's either the first room you enter on this level, or the last one before taking the trapdoor out. This trapdoor is the one in the small passage, not the big room.

Ah, found it. CDEP apparently removed the chest for some reason, so the note was floating in midair - that's why I didn't see it. :P
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Javier Borjas
 
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Post » Thu Apr 28, 2011 10:41 pm

I helped the freakin Tin Man back to his friends ship and I'm suppose to talk to the cap... only problem is that he stays inside 24/7 and the door is locked with "Very hard" Now I got in there and he attacked me... quest updated and as I told Tin Man he went berserker on me... So killed him too. Quest updated and finished, only the entire anvil guard is after me. Is this the only way to play this quest? Or is this a bug?

oh and by the way, I'm have heaps of fun playing this mod :)
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Charles Weber
 
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Post » Thu Apr 28, 2011 7:57 am

I helped the freakin Tin Man back to his friends ship and I'm suppose to talk to the cap... only problem is that he stays inside 24/7 and the door is locked with "Very hard" Now I got in there and he attacked me... quest updated and as I told Tin Man he went berserker on me... So killed him too. Quest updated and finished, only the entire anvil guard is after me. Is this the only way to play this quest? Or is this a bug?

oh and by the way, I'm have heaps of fun playing this mod :)

That's the only way and that's normal, except for the part about the anvil guard. Did you hit any guards by accident in the fight with Tin Man or did you get caught unlocking the door maybe? Because they shouldn't bother you, both the captain and Tin Man attacked you first.

Maybe you attacked Tin Man too quickly before he started attacking you? I don't know.
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Timara White
 
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Post » Thu Apr 28, 2011 9:48 pm

Did I tell you how awesome your mod is? I see what you did there - you made quests such that i visit NPCs who have skill books kept in their houses. That was pretty neat - on my previous playthroughs, I hardly ever visited/spoke to any of the NPCs not involved int he vanilla quests. You sir (and Malchik) are awesomeness personified!

Warning: povuholo, there are plans to kidnap you to make a KDQ for the Better Cities NPCs. They may come at any....*line goes dead*...
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Laura
 
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Post » Thu Apr 28, 2011 1:47 pm

I helped the freakin Tin Man back to his friends ship and I'm suppose to talk to the cap... only problem is that he stays inside 24/7 and the door is locked with "Very hard" Now I got in there and he attacked me... quest updated and as I told Tin Man he went berserker on me... So killed him too. Quest updated and finished, only the entire anvil guard is after me. Is this the only way to play this quest? Or is this a bug?

oh and by the way, I'm have heaps of fun playing this mod :)

Are you using Better Cities? I found that Arnora Auria's door in Bruma was replaced by BC with a permanently-locked version. You have to talk to her for the Two Sides of the Coin (vanilla) quest.



Hey Povuholo: I know you said you weren't adding more content, but I came up with an interesting idea for you. It's based on one of the rumors... someone told me that there are nine landmarks around Cyrodiil (try naming them all without looking at the wiki!) and something else. So my idea is: Why not make a scavenger hunt? Hide items at all of the landmarks, have an NPC give you a quest to visit 7 of them for some reason, and have you bring back those items. The items have different values depending on how easy/hard the landmark is to locate and get to. Say, on a five-point scale, Old Bridge would rate a 1, while Dive Rock is 5 (I've never figured out how to get there; I always either stumble across it or teleport there via Ayleid Steps). The more total points you have, the greater the reward. It's a cool little quest that encourages people to explore the world without a real sense of urgency, like the 7 names quest. Just an idea, at any rate. :)
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Tom Flanagan
 
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Post » Thu Apr 28, 2011 8:18 am

I do not use Better Cities...
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Nana Samboy
 
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