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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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The trailer did the opposite thing it's suppose to, make me not want to try out this mod. I'm not sure how great this mod is but the trailer needs to be redone completely.

Which part didn't you like? The first part with the text and just showing random locations was a bit off, but the later parts did show the actual mod though, so... what didn't you like?

 

I never really got into the Kragenir quests(Main quest or side quests), but I have gotten a basic feel for parts of it so I can probably tell you if the part of the trailer that bothers you is accurate or not. Personally the only thing that really bothered me about it it was it has the outdated "over 100 quests" when really it's more like 50 quests and 75 errands.

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The 100 quests thing is more accurate when 2.0 is released. The trailer originally said 165 or something (which is what you'd get by counting all the 'errands' and quests of V1.0 together, and that's not very fair) so I already asked if that could be changed.

 

 

 

The trailer did the opposite thing it's suppose to, make me not want to try out this mod. I'm not sure how great this mod is but the trailer needs to be redone completely.

Could you be more specific about what you didn't like about the trailer? What could be improved?

 

I didn't make it myself so I didn't have much control over what was shown in the end, but the mod doesn't add a lot of new locations so it's kind of hard to have the trailer show exclusively things added by the mod. Unless you want 3 minutes of dialogue. :tongue:

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I finally got around to voting in the poll, I voted "yes, but in a different way..."

 

I'm not quite sure about the "different way" though, maybe.... the first time you go to sleep with a disease? So you wake up thinking you're having some fever dream... maybe sleeping somewhere spiritual where a ghost might actually be able to contact you, or after gaining enough fame, or doing a certain quest.

 

I'm just not very found of level oriented things. A well made, and skilled level 1 that gas been level 1 for 20 hours can be just as good as a 5 hours level 5 that's poorly made... But at the same time getting contacted the first time you doze off is rather off.

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I finally got around to voting in the poll, I voted "yes, but in a different way..."

 

I'm not quite sure about the "different way" though, maybe.... the first time you go to sleep with a disease? So you wake up thinking you're having some fever dream... maybe sleeping somewhere spiritual where a ghost might actually be able to contact you, or after gaining enough fame, or doing a certain quest.

 

I'm just not very found of level oriented things. A well made, and skilled level 1 that gas been level 1 for 20 hours can be just as good as a 5 hours level 5 that's poorly made... But at the same time getting contacted the first time you doze off is rather off.

Well I came up with the level idea because I wanted to have an easy way to delay it just a little. The mod's main quest is still intended to be started early on, and it could take a very long time for players to get diseased and sleep before getting cured. It's possible the player always cures his diseases and it never happens. That's why I thought a level 2 requirement would work.

 

I could use a time requirement too, like that it happens the first time you sleep 3 days after the mod is activated or a new game is started...

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  • 3 weeks later...
The release is getting very close so if anyone has anything to report (bugs, incompatibilities, or anything else), do it now ! :thumbsup:
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  • 2 months later...
  • 2 weeks later...

First of all, thanks Povuholo for making this mod. It must take a lot of time and effort to do something like this.

 

My question: I can't find the seal in Fingerbowl Cave. I noticed on a previous thread that was written years ago about your version 1.0 KDQ where you answered a poster telling the player that the first seal is in a stone coffin in the Lord Crypt section of Fingerbowl Cave. The problem is that I cannot find a stone coffin. I found what looks like a posh vampire's coffin with three candles on it in the southern room. But there is no note in that coffin, just some clothes, an old iron curiass and other junk. This is the same section that has Melus Petilius' Guantlets (so you know I am playing with other mods) and the fresh corpse of some dude named Orio Torne. (Is he part of your mod?) However, no note or seal on him either.

 

There IS something that looks like a stone coffin in the east room of the Lord Crypt, with a wooden chest on it. I can open the chest (again, no note or seal) but I do not get the 'eye' symbol when I pass the mouse over the stone structure, so I think it's more of a platform than a coffin. The only thing I found in the northern room is a bunch of wooden coffins that also cannot be opened. There are various chests in the area, but no seal, no note.

 

Please help. Did you move the location of the seal or the note? Where can I find it? Obviously, I am using a few other mods, so it could be a mod conflict, but if it isn't, where is the note or seal supposed to be? It was very difficult for my low level character to kill the Ghostly Warriors and Reaver (using OOO) to clear out all sections of this dungeon, but I can't find the seal or a note anywhere.

 

P.S. Has someone made a walkthrough of your mod to answer the many questions like this that you probably get? It would be handy to check in cases like this when players get stuck. Thanks!

 

 

HEY, 10 MINUTES LATER--Looked again in the mod download file, found your walkthrough, all is well. Would erase this post, but still wanted to say thanks for a great job!

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  • 9 months later...
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