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[WIP]Kragenir's Death Quest V2.0


Povuholo

The Mod's Main Quest Intro  

9 members have voted

  1. 1. Should the time at which the mod's main quest is introduced (when you sleep) be delayed?

    • No, right after the first sleep is fine
      4
    • Yes, a slight delay by delaying it until level 2 is reached
      1
    • Same as above, but level 5
      2
    • Yes, but in a different way... (please specify)
      2


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If all goes well I hope to release the big update which improves most of the V1 quests, fixes all sorts of bugs, and adds a bunch of new quests as well, by the end of the month.

 

Which makes this the perfect time to post any issues you may have with the current version. Any bugs? Incompatibilities? Anything you found difficult/confusing/unclear? If you let me know now I can look at it before the release. Thanks!

 

Kragenir's Death Quest

 

A large quest mod within Cyrodiil's borders

 

 

V1.06 (13/12/09)

 

By Povuholo & Malchik

 

http://www.youtube.com/watch?v=q4i3saa4WPI

 

Screenshots

 

 

Thread #5

Thread #4

Thread #3

Thread #2

Thread #1

Ancient WIP thread

 

 

 

 

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.

 

 

 

Downloads

=======

 

TesNexus

Planet Elder Scrolls

 

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:

<Say something about the village/settlement/location>, <Say something about their own background>, and <local rumours>.

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

 

V2.0 is now (March 30th) getting quite close to being finished. It fixes a large amount of bugs, improves many of the V1.0 quests with improved directions and sometimes more, and adds the following brand new quests:

 

Anvil: Sounds of Sweetest Harmony: Composer Jesan Sextius 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: 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, originally from Mournhold, 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?

 

 

V2 Quest progress (as of March 30th):

 

Sounds of Sweetest Harmony: Done.

Off the record: Done.

Out of Control: Done.

A Dyeing Wish: Done.

Rich pickings: Done.

Killing the Queen: Done.

Party Time: Done

 

Death and the Maiden: Done.

The Cluttermonkeys Guild: 90% Done.

 

Aside from the new quests there are still some of the V1.0 quests that need tweaking, but we're definitely close now!

 

 

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!

 

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.

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i was really close to downloading this mod but then i read the comments.. most people were complaining about no quest markers and that you should add some in the general location so it doesnt "hold your hand" i'll try it out though.
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Personally, I thought this was exceptional, still IS exceptional, and I'm glad to see you're still working on it, mate. I run some 230+ mods, including FCOM, loadsa major quest mods, all the UL's (excepting Imperial Isle because of:) and Region Revive Lake Rumare & AFK Weye, and I never found any problems.

 

Kaos: The people who moaned don't (or can't and apologies if that's the case, my aim here is not to insult) read. The quest givers frequently tell folks pretty much where they need to be, usually rather accurately. And considering I typically hate mods without map markers to such an extent I make my own for them, which means opening the mod in the CS and therefore, if its a quest mod, pretty much destroying half the fun because once you've seen it in the CS you tend to know whats coming.

 

In particular I remember one post whinging that all you got told was you had to go to a cave, and there are thousands in the vanilla game, let alone mods. In fact, there are around 50 if I remember correctly, actual caves in the vanilla game. And the NPC who gives you the quest tells you its over the bridge to the Imperial City... From Weye... which limits it to about 3 - the caves (NOT SEWERS - IT says caves) on the Imperial Isle. Regardless, I found it at the second attempt... and promptly got slaughtered... lol... I run FCOM as I said, and was level 2, so those guys were TOUGH!

Nevermind... went back a little while later and reaped vengeance on them and finished the quest. Shimples!

 

Like I said, glad to see you've picked this one up again, Povu. Arguably the best multiple quest mod for Oblivion. Can't wait. :)

 

Jenrai

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i was really close to downloading this mod but then i read the comments.. most people were complaining about no quest markers and that you should add some in the general location so it doesnt "hold your hand" i'll try it out though.

This is one of the biggest improvements that I've already done for V2.0: Adding better directions for difficult parts that were never meant to be difficult (like finding NPCs in cities), and some other hints here and there. It should definitely help a lot but without making it too easy by attaching a quest marker to everything.

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Boo! Spoilsport!

 

Just kidding. Maybe I'm just really lucky in that I never found this a problem, eh?

I did find I had to search for one or two of the NPCs, but I found that more immersive, not less. Maybe we're all just getting soft, expecting our games to hand everything to us on a plate, eh?

 

Morrowind, anyone? :D

 

Jenrai

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Another thing is, while i was trying out the mod i tried to do some of the courier quests "Do you need stories?" and i found it really difficult to find the person for the stories, maybe you can ask about them to people in the IC like.. Topic: <the person you need to find> maybe some know where he is or some dont.. like maybe they'll say "Doesn't he live in Bruma?" or something like that.
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Boo! Spoilsport!

 

Just kidding. Maybe I'm just really lucky in that I never found this a problem, eh?

I did find I had to search for one or two of the NPCs, but I found that more immersive, not less. Maybe we're all just getting soft, expecting our games to hand everything to us on a plate, eh?

 

Morrowind, anyone? :D

 

Jenrai

Well I'm certainly not taking this too far, the easyness of most of Oblivion's quests was something we definitely wanted to avoid . But if some NPC from the IC suddenly decides to travel to Anvil because of some once-in-a-week AI package and you're desperately running through every section of the Imperial City trying to find him, that would be unnecessarily annoying. :wacko:

 

 

Another thing is, while i was trying out the mod i tried to do some of the courier quests "Do you need stories?" and i found it really difficult to find the person for the stories, maybe you can ask about them to people in the IC like.. Topic: <the person you need to find> maybe some know where he is or some dont.. like maybe they'll say "Doesn't he live in Bruma?" or something like that.

In this case the lack of directions were intentional, but I'll consider (something like) this. :teehee:

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I agree with the suggestions for more directions and such. There's a balance to these things you know... In vanilla Oblivion people say "Go here, here's a magic compass showing you where it is because I'm too lazy to try and describe it or whatever"

 

and in Kragenir's it's kind of like: "I want you to find something for me, it might be in caves...." Or just a simple: "I want this completely unique item, and I can offer you nothing besides its name!" You'd think that if the person giving the quest has no clue where the fetch item is, I'd at least have the option of running down the streets yelling "OKAY DOES ANYONE KNOW ANYTHING ABOUT TOY SWORDS, ANYONE AT ALL!?!?!"

 

Also maybe some hints as to what some of the quest items you just wander upon do? It's just weird... "Hey I want to sell you this sword I found, but apparently I can't, do you have any idea why this is Mr. random merchant guy?" Maybe talk to people who know a lot about scrying, and they answer you in riddles? Dagail would be a good candidate

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Sorry to say this, but I didn't understand the joke the ghost told at the very beginning until I had heard it three or four times with different characters. I thought the mod was malfunctioning because it seemed like gibberish or like I had missed some dialog. But now I get the joke.

 

My favorite thing is Rural Line Additions. Very well done.

 

Thanks for fixing the problem with invisible companions!

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Also maybe some hints as to what some of the quest items you just wander upon do? It's just weird... "Hey I want to sell you this sword I found, but apparently I can't, do you have any idea why this is Mr. random merchant guy?" Maybe talk to people who know a lot about scrying, and they answer you in riddles? Dagail would be a good candidate

Version 2 does add a topic in case you are in possession of the sword, but currently there is no way to find the sword by asking people because it wouldn't be very believable that someone would know. But your Dagail suggestion is pretty good so that could work!

 

Sorry to say this, but I didn't understand the joke the ghost told at the very beginning until I had heard it three or four times with different characters. I thought the mod was malfunctioning because it seemed like gibberish or like I had missed some dialog. But now I get the joke.

Yeah it's a rather confusion introduction, I hear that a lot.

 

My favorite thing is Rural Line Additions. Very well done.

As with all dialogue related things (and most quests story-wise), all credits go to Malchik! :yes:

Thanks for fixing the problem with invisible companions!

That was the dumbest bug ever. :sweat:

 

 

edit: Added a poll about something I've been considering.

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