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

Post » Sat Feb 19, 2011 9:23 am

This is going to be so fun...We are going to love your creation!
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Miss K
 
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Post » Sat Feb 19, 2011 1:43 am

I've started writing a script that I think people will like. It runs once when the mod is first loaded and can be re-run at any time with a simple console command.

What it does is check for many of the NPCs that are important to KDQ if they are dead or not. If they are dead, the script resurrects them. This hopefully solves some of the issues with missing NPCs, especially for those people who activate the mod in the middle of a playthrough instead of starting a new game. Typing 'startquest PovNPCFix' is all there's to it.

It's not perfect of course. Not all NPCs are checked. And it only checks for deaths, if the disappearance of the NPC has a different cause it's likely that this won't fix it. But I'm sure it will help in some cases. :)
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Kari Depp
 
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Post » Sat Feb 19, 2011 1:03 am

NPC resurection...an excellent idea. But that is so true...sometimes they disappear because they are stuck somewhere for some reason.
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Victoria Bartel
 
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Post » Sat Feb 19, 2011 11:01 am

The script is working as expected. Even if an NPC has been dead for over 3 game days and his body has disappeared, he will still be brought back by the script.

I also figured out the problem with Jhared Strongblade, and several confusing issues we had with him in the past. It appears that the quest 'The Wayward Knight' messes with him. All fixed now, no more Jhared clones! :brokencomputer:

Now it's down to testing the final Baby Sitting quest and some other small stuff. So close... :user:
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Amy Masters
 
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Post » Sat Feb 19, 2011 10:17 am

I've started writing a script that I think people will like. It runs once when the mod is first loaded and can be re-run at any time with a simple console command.

What it does is check for many of the NPCs that are important to KDQ if they are dead or not. If they are dead, the script resurrects them. This hopefully solves some of the issues with missing NPCs, especially for those people who activate the mod in the middle of a playthrough instead of starting a new game. Typing 'startquest PovNPCFix' is all there's to it.

It's not perfect of course. Not all NPCs are checked. And it only checks for deaths, if the disappearance of the NPC has a different cause it's likely that this won't fix it. But I'm sure it will help in some cases. :)


If you would just include the Emperor in this script we could all uninstall Oblivion and go to the pub!
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Sunnii Bebiieh
 
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Post » Sat Feb 19, 2011 2:29 am

If you would just include the Emperor in this script we could all uninstall Oblivion and go to the pub!

You bet! :foodndrink:



And no, I'm not going to accidentally add the Dark Brotherhood target Matthias Draconis to this script like I did with the essential setting script in the first release. :P
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Nomee
 
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Post » Fri Feb 18, 2011 11:36 pm

Povuholo-

Isn't the amulet of infectious charm from this mod? I think so.

Anyway if it isn't then let me know, but I'm pretty sure it is a quest given by wee people.

Anyway - my character did put it on briefly but gave the amulet to the wee one. Does this mean he is cursed now? I ask because He seems to be maintaining all the negatives of the amulet but none of the positives and it is definitely not in his possession. Tried getting cured at chapel, but no change.

The negative effects tab of magic menu says the drains are from the amulet.
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Sxc-Mary
 
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Post » Sat Feb 19, 2011 5:17 am

Povuholo-

Isn't the amulet of infectious charm from this mod? I think so.

Anyway if it isn't then let me know, but I'm pretty sure it is a quest given by wee people.

Anyway - my character did put it on briefly but gave the amulet to the wee one. Does this mean he is cursed now? I ask because He seems to be maintaining all the negatives of the amulet but none of the positives and it is definitely not in his possession. Tried getting cured at chapel, but no change.

The negative effects tab of magic menu says the drains are from the amulet.

Yes the amulet is from the Bashful quest. I'll have a look if the effects are permanent, they shouldn't be.

I think the effects might become permanent if you have the thing equipped when you hand it over, I'd better have a look at that... Thanks!

IIRC we experienced a similar issue with the seven Deadly Sins items before the first release, so we made it impossible to equip them.
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Matt Bee
 
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Post » Fri Feb 18, 2011 10:10 pm

Talking of permanent effects, what about Jhared's amulet at the end of Baby Sitting? I always wondered if it was intentional, but I've got a permanenet bonus to speechcraft, mercantile, and personality (IIRC). Is this supposed to happen?
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butterfly
 
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Post » Fri Feb 18, 2011 10:34 pm

Talking of permanent effects, what about Jhared's amulet at the end of Baby Sitting? I always wondered if it was intentional, but I've got a permanenet bonus to speechcraft, mercantile, and personality (IIRC). Is this supposed to happen?

I guess this is also after having equipped Jhared's amulet and handing it back? No, that's not supposed to happen.

Bah this bug is annoying. :P
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xemmybx
 
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Post » Sat Feb 19, 2011 1:49 am

http://www.gamesas.com/index.php?/topic/1098340-relz-kragenirs-death-quest-v20/
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Budgie
 
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