[Relz] Kragenir's Death Quest 2.03 (Thread 10)

Post » Tue Mar 29, 2011 11:14 pm

Kragenir's Death Quest

A large quest mod within Cyrodiil's borders


V2.03 (04/09/2010)

By Povuholo & Malchik

http://www.youtube.com/watch?v=q4i3saa4WPI
http://s18.photobucket.com/albums/b120/iamerik/Kragendirs%20death%20quest%20screenshots/




http://www.gamesas.com/index.php?/topic/1108636-relz-kragenirs-death-quest-201-thread-9
http://www.gamesas.com/index.php?/topic/1098340-relz-kragenirs-death-quest-v20/
http://www.gamesas.com/index.php?/topic/1094273-relzkragenirs-death-quest-106-thread-7/page__p__15976587__fromsearch__1&#entry15976587
http://www.gamesas.com/index.php?/topic/1084614-relzkragenirs-death-quest-106-thread-6/
http://www.gamesas.com/index.php?/topic/1065416-relz-kragenirs-death-quest-thread-%235/
http://www.gamesas.com/bgsforums/index.php?showtopic=1051034
http://www.gamesas.com/bgsforums/index.php?showtopic=1036985





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 100 new quests, 15+ new books and over 3000 lines of dialogue this mod will hopefully 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.


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.


For those who missed the 2.0 changelog highlights:
This is a huge update.

-New quests have been added:

'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', 'The Director's Cut'.

-Improvements to V1.0 quests: Almost every quest from the V1.0 release was tweaked. Much better directions, tons of fixes and other improvements.

-Enhanced Dialogue: NPCs now show varied facial expressions while they speak to you for a better dialogue experience.

-The new rumors have been tweaked in frequency and no longer appear in the Shivering Isles.

-A script was added that may help fixing the issue of disappearing NPCs.

-Countless fixes and improvements all over the place.

-A new quest information document in HTML format has been included in the download, which should be much more useful than the previously provided .txt file.

A full changelog is in the download.


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.
Every quest can be started at level 1, but the final quest of some of the longer questlines usually can't be done until level 20 or so.

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 (at least 3 as of V2.0), 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.
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.

-The Cheydinhal Countess Llathasa Indarys died when she fell from the stairs in the castle. Rumor has it that this was not an accident though, and someone intends to find out the truth.

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 or redistributing 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 the mod's unmodified readme.

===============

More info in the readme.


And of course we'll end this thread like it is always done, with the diary of one of the Knights of The Silver Nose, which you'll obtain at the beginning of the main quest!
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.



I've been a bit busy with a whole lot of other things, but I promise that I will answer all your questions from the previous thread and any that may follow here soon! :obliviongate:
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Austin England
 
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Post » Wed Mar 30, 2011 6:12 am

Thanks for getting the new thread started.
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patricia kris
 
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Post » Wed Mar 30, 2011 6:30 am

thanks for the update povu :foodndrink:
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JR Cash
 
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Post » Wed Mar 30, 2011 1:41 am

I finally (finally!) got all the stuff I needed for Aengvir for the Happy Birthday quest. So I go back to him... and he has no topic for me to give anything to him! :( I'll just use the console to complete it, since it's such a minor thing, but I thought you should know.
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Spooky Angel
 
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Post » Wed Mar 30, 2011 1:40 am

I finally (finally!) got all the stuff I needed for Aengvir for the Happy Birthday quest. So I go back to him... and he has no topic for me to give anything to him! :( I'll just use the console to complete it, since it's such a minor thing, but I thought you should know.


I've completed the Happy birthday quest with KDQ v 2.03 just fine.

Please note that he heeds exactly what he asks for
Spoiler
It's a jaded amulet, not a jaded necklace. You can buy one in the Imperial City for around 1000GP
. The conversation topic then gets highlighted as usual.
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Emzy Baby!
 
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Post » Wed Mar 30, 2011 7:59 am

I've completed the Happy birthday quest with KDQ v 2.03 just fine.

Please note that he heeds exactly what he asks for
Spoiler
It's a jaded amulet, not a jaded necklace. You can buy one in the Imperial City for around 1000GP
. The conversation topic then gets highlighted as usual.

Jewelled, not jaded, and I had two of them. :) I don't have topic at all - all he has is Rumors. Unless you mean that when I have all the items and talk to him, I get the topic?
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Steeeph
 
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Post » Wed Mar 30, 2011 1:53 pm

Is there a specific reason why Snow White can't fast travel with you?

Like an encounter that needs to happen or something.

She keeps getting attacked by other NPCs from other mods -- NPCs that are friendly to me. Like extra fighters guild champions from Enhanced Daedric Invasion. Is she a criminal or something?
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JAY
 
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Post » Wed Mar 30, 2011 4:15 am

Is there a specific reason why Snow White can't fast travel with you?

Like an encounter that needs to happen or something.

She keeps getting attacked by other NPCs from other mods -- NPCs that are friendly to me. Like extra fighters guild champions from Enhanced Daedric Invasion. Is she a criminal or something?

Interesting.

I haven't got terribly far with either the main KDQ quest-line or Vampire Rising this play-through. I have, however, done Snow White and the Dwarfs, at least so far as getting them to their new home. I never fast-travel, and don't recall any issues with Snow White being attacked by otherwise friendly NPCs. Nor do I recall that happening last play-through, where I completed the entire main quest except for the tacked-on "Seven Brides...". Maybe I just lucked out? Mod conflicts, by any chance?

-Decrepit-
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Erika Ellsworth
 
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Post » Wed Mar 30, 2011 5:40 am

Interesting.

I haven't got terrible far with either the main KDQ quest-line or Vampire Rising this play-through. I have, however, done Snow White and the Dwarfs, at least so far as getting them to their new home. I never fast-travel, and don't recall any issues with Snow White being attacked by otherwise friendly NPCs. Nor do I recall that happening last play-through, where I completed the entire main quest except for the tacked-on "Seven Brides...". Maybe I just lucked out? Mod conflicts, by any chance?

-Decrepit-

Well obviously it is a mod conflict but only in theme - not something you could clean with edit or anything. Maybe she is a criminal - for one thing she is not at all tough. One sword swipe and she goes down. She also has terrible AI wanting to get right up next the the character when he is in combat. I'd suggest a run and hide AI until combat over - especially if she is not going to defend herself or pick up a weapon.

Damn fighters Guild champion ran her down twice then wanted to chit chat with me about the progress we are making on the gates. a-hole

Her race is Nord and her class is herald - nothing about faction I can see. And those guys from EDI don't attack other companions and followers this character has had (and at over 200 game hours that is a lot of different mods and NPCs).

[edit] yeah this is crazy - we can run by legionnaires and soldiers with no problem, but the FG and MG volunteers from EDI go ravenous when they see her. So then I have to avoid the main roads which means facing more monsters and now at about 5 save points and halfway to the destination she has died (unconscious) about 8 times. My character defends her then gets charged with murder - tried using pacification spells - but I guess they only work on enemies not people who are not in combat with you/allies.
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Liii BLATES
 
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Post » Wed Mar 30, 2011 3:00 am

This has nothing to do with the issue at hand, but is only an odd coincidence, so can be safely ignored.

I actually have a similar issue with one Kragenir NPC and Companion Vilja. One of the small side-quests involves finding a lost NPC and returning him to a relative at one of the Inns. Last play-through I never chanced upon the bloke. This play-through I've already found and returned him. Companion Vilja was with me at the time.

At first all went well. We began escorting the NPC back to the appropriate Inn. At some point, I forget exactly when, Vilja became hostile to the NPC. She now attacks him on sight, which is a very bad thing in a crowded Inn. Ever since then I have to leave Vilja parked outside or havoc ensues. I forget to do so every now and again. It creates quite a Donnybrook!

I'm not sure if the fault lies with the NPC or Vilja. This particular Inn can be quite crowded at times, including visits by Imperial Guards. They all ignore the NPC. Only Vilja is hostile.

-Decrepit-
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Killer McCracken
 
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Post » Wed Mar 30, 2011 6:10 am

Is there a specific reason why Snow White can't fast travel with you?

Like an encounter that needs to happen or something.

She keeps getting attacked by other NPCs from other mods -- NPCs that are friendly to me. Like extra fighters guild champions from Enhanced Daedric Invasion. Is she a criminal or something?


I think you need to look at mod interactions Psymon. I have played through that part of the MQ several times, fast traveled with Snow White each time, and had no issues with it. She has followed me to her new home each and every time.

I don't use companions so I have no experience with companion issues. Sorry I cannot help you with that piece.
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Alexandra Ryan
 
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Post » Wed Mar 30, 2011 12:03 am

Her race is Nord and her class is herald - nothing about faction I can see. And those guys from EDI don't attack other companions and followers this character has had (and at over 200 game hours that is a lot of different mods and NPCs).


Have you tried checking Snow White and/or the EDI NPCs' factions with FormID Finder? It's possible that one or the other is in a hidden faction that's hostile to the other. (If so, though, it's still strange that the only companion they have a bad reaction to is Snow White...not sure what to make of that.)

I'm not sure if the fault lies with the NPC or Vilja. This particular Inn can be quite crowded at times, including visits by Imperial Guards. They all ignore the NPC. Only Vilja is hostile.


Are you running the latest version of Vilja? In an earlier version she did have random bouts of hostility with a few vanilla NPCs--Shady Sam and Maiq the Liar, namely. IIRC the issue there was with factions, too, but I could be remembering wrong. If you aren't running the latest version, try upgrading and see what that does. If you are...I'd check in with the Vilja thread and see if Emma has any ideas. :shrug:
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Teghan Harris
 
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Post » Wed Mar 30, 2011 11:13 am

This has nothing to do with the issue at hand, but is only an odd coincidence, so can be safely ignored.

I actually have a similar issue with one Kragenir NPC and Companion Vilja. One of the small side-quests involves finding a lost NPC and returning him to a relative at one of the Inns. Last play-through I never chanced upon the bloke. This play-through I've already found and returned him. Companion Vilja was with me at the time.

At first all went well. We began escorting the NPC back to the appropriate Inn. At some point, I forget exactly when, Vilja became hostile to the NPC. She now attacks him on sight, which is a very bad thing in a crowded Inn. Ever since then I have to leave Vilja parked outside or havoc ensues. I forget to do so every now and again. It creates quite a Donnybrook!

I'm not sure if the fault lies with the NPC or Vilja. This particular Inn can be quite crowded at times, including visits by Imperial Guards. They all ignore the NPC. Only Vilja is hostile.

-Decrepit-



Have you got the latest version of Vilja, and have you got a certain wolf in tow as well - or her horse?

We had a problem with Vilja suddenly and unexpectedly getting hostile towards npcs. It turned out that what caused that was mods that casted (harmless) spells on her friends Wolfgang and Bruse, and she would then try to kill what she thought was attacking them. Once we figured out the cause, we cured it. So you should get ver 2.3.2 of Vilja (just swap esps) and she should stop reacting like this (you might have to give her new fighting instructions in order to chill her down). I hope this is the problem, else I don't know, as we haven't heard any similar reports since we upgraded Vilja.
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Sharra Llenos
 
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Post » Wed Mar 30, 2011 7:54 am

Have you got the latest version of Vilja, and have you got a certain wolf in tow as well - or her horse?

We had a problem with Vilja suddenly and unexpectedly getting hostile towards npcs. It turned out that what caused that was mods that casted (harmless) spells on her friends Wolfgang and Bruse, and she would then try to kill what she thought was attacking them. Once we figured out the cause, we cured it. So you should get ver 2.3.2 of Vilja (just swap esps) and she should stop reacting like this (you might have to give her new fighting instructions in order to chill her down). I hope this is the problem, else I don't know, as we haven't heard any similar reports since we upgraded Vilja.

Oh dear, I didn't mean to turn this into a Vilja thread.

Yes, I run 2.3.2. And yes, Bruse was with us, since a good 95% of our travels are by horse. But...the NPC in question is inside the Inn, so Bruse shouldn't come into the picture. (We acquired Wolfgang only yesterday, and have not visited that particular Inn since.) I'll try and remember to have her briefly switch fighting instructions next play session. Hopefully that'll also cure her of not loading arrows, which she's been afflicted with for several real-life days now.

-Decrepit-
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sally R
 
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Post » Wed Mar 30, 2011 12:00 am

I don't use Vilja or any other companion mod right now - what I meant was that the many numerous times I've had them in the past (at least 3 companion mods and probably more escort tag alongs from various other mods) ... none of them ever got messed with even when I took them near Oblivion Gates or these FG & MG volunteers.

I'll wait for the authors feedback and in the meantime avoid roads - just to get this annoying quest done.
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JD bernal
 
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Post » Wed Mar 30, 2011 5:44 am

So far this mod is working fine; I have just some observations:

- Some items items should not appear in the world before the related quest stage is started; examples:
One chest in Veyond Ruin
One small chest near Nocturnal Shrine
I remember another placed item in the entrance of an Ayleid Ruin located in the north

- The key "povsspellsgatekey" placed on the top of a barrel in a Inn is very hard to take!!! collision problem, I had to use TCL and several attempts to get it. (important)

- The R4 Challenge seems not related to any quest, this is just a paper?
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Marcia Renton
 
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Post » Wed Mar 30, 2011 1:40 am



- The key "povsspellsgatekey" placed on the top of a barrel in a Inn is very hard to take!!! collision problem, I had to use TCL and several attempts to get it. (important)


Spoiler
If you have Harvest Containers or OOO, just open the chest. The key falls forward to the edge of the lid and then you can pick it up.

I do not know if that works for Vanilla. I will try it though.

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Sarah Knight
 
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Post » Wed Mar 30, 2011 6:03 am

Ysne58 - I always disable OOO harvest containers.
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Brian Newman
 
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Joined: Tue Oct 16, 2007 3:36 pm

Post » Wed Mar 30, 2011 12:04 pm

Ysne58 - I always disable OOO harvest containers.


I wish there were an easy way to solve that in the Vanilla version.
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Peter lopez
 
Posts: 3383
Joined: Mon Sep 10, 2007 5:55 pm

Post » Wed Mar 30, 2011 4:39 am

SPOILERS SPOILER SPOILER SPOILERS
















I am doing Death and the Maiden and I reached the part where I found out about Chancellor Ocato. After it gave me the choice to stop now or continue I chose to continue. Nothing happened. I go visit the Chancellor and all he says is that he doesn't have time to talk to me. Any help?















End Spoilers
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Nana Samboy
 
Posts: 3424
Joined: Thu Sep 14, 2006 4:29 pm

Post » Wed Mar 30, 2011 10:21 am

mazhaoshen I had the same problem also, never did find a way to finished the quest
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Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am

Post » Wed Mar 30, 2011 2:04 pm

Another thing, the moment i finish the convo the choice pops up. Afterwards maybe a minute later the choice pops again. Don't know if that helps out.
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Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Wed Mar 30, 2011 9:02 am

I haven't found that quest yet. Sorry I can't help.
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Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Wed Mar 30, 2011 1:28 pm

is there a console command i can use if anyone knows?
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FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Wed Mar 30, 2011 3:56 am

In Fort Chalman, last Boss room I got a pop message related to some named boss; I think it's related to some KDQ quest but the message pop early before this quest is started.
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Lindsay Dunn
 
Posts: 3247
Joined: Sun Sep 10, 2006 9:34 am

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