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[Relz] Kragenir's Death Quest 2.1


Povuholo

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Kragenir's Death Quest

 

A large quest mod within Cyrodiil's borders

 

 

V2.1 (11/05/2011)

 

By Povuholo & Malchik

 

Screenshots

 

 

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.

 

Downloads

=======

 

Version 2.1 is available now!

 

TesNexus

Planet Elder Scrolls

 

With exactly 6 months before Skyrim's release, I'm now releasing what I hope is the last update to the mod. I'm definitely done with adding new content. It has been a good 4.5 years. Of course if any more bugs are found (The Oblivion CS is buggy and likes to make script entries on dialogue disappear sometimes) I will fix them. :)

 

 

Changelog:

 

 

 

2.1 11/05/2011

 

-New quests: The Seven C's, Doing Away With Death

 

-Nine strange artifacts have found their way into the dungeons of Cyrodiil...

 

-An unmarked quest involving Viator's daggers from the 2.0 release now works.

 

-Fixed the problem with the pop up at the end of Death and the Maiden not triggering the next journal entry.

 

-Lots of improvements and fixes for the Baby Sitting quest.

 

-The mod's main quest can no longer be triggered early accidentally by finding the dwarf note.

 

-Made Doc's note about Dopey easier to find.

 

-Solved the remaining problems with Doc's appearance at Bawn.

 

-Fixed a problem with being unable to talk to Heinz Bluebeard sometimes.

 

-Fixed an issue with Snowwhite's AI.

 

-It is now easier to keep track of your progress with the Somewhere Some Plates For Us quest.

 

-Extra directions for the Vampire Rising quest.

 

-NPCs can no longer loot the Crown of Stars gems if you're using a mod that adds such behaviour (MMM).

 

-All Heavenly Armor pieces have their Quest Item flag removed at the end of the related quest.

 

-A pop up at Fort Chalman no longer appears before it's supposed to.

 

-Minor fixes and tweaks to a bunch of quests.

 

-More quest walkthroughs/hints in the KDQ Quest Information.html file. Thanks WalkerInShadows!

 

-Cleaned the mod with TES4Edit again.

 

 

 

A full changelog is in the download.

 

 

Details

=======

 

The mod intends to make Cyrodiil a more interesting place. It does this by adding lots of new quests, dialogue, and some 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 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.

 

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. Because besides this main quest, the mod offers a lot of 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 game without mods.) quest.

-Seven Cities quests: There are at least 3 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.

 

 

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 quite 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

 

 

Aside from the books, letters and dialogue added for quest purposes, the mod also has 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

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

 

 

-There are Unique Landscapes compatibility patches on their Nexus page: http://www.tesnexus.com/downloads/file.php?id=13834

 

-Servant of the Dawn is incompatible. Early on in that mod the village of Blankenmarch is destroyed,

which will break KDQ's main quest if you haven't advanced to a certain point yet. There's also another serious conflict in Shadows Rest Cavern.

 

-Knights of the White Stallion and Feudal Empire 300 are incompatible. There used to be a compatibility patch for this in the download,

but it didn't work for many people. If it did work for you before, you can still get it from the 2.03 download and earlier versions from Nexus.

 

-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, and there shouldn't be conflicts with Integration: The Stranded Light either.

 

-Open Cities and Better Cities are already made compatible without patches.

 

 

About compatibility with overhaul mods:

 

There are no technical incompatibilities with OOO or FCOM or any such mods with KDQ. The mods do not conflict if you use them at the same time.

In fact I'm using OOO+MMM and some other big mods along with KDQ right now.

 

Still, there are some things that may be seen as an issue, which goes for all overhauls that deal with level scaling.

KDQ uses a lot of vanilla dungeons in its quests. However KDQ assumes that no dungeon is more difficult than the other

because of the vanilla level scaling, it does not take in account what the different overhaul mods do with these dungeons.

 

A potential issue here is that quests that were supposed to be easy could send the player to dungeons

containing level 20 NPCs added by OOO or something like that. So it's not really a big issue, but something to keep in mind.

 

 

More info in the readme.

 

And I'm continuing the tradition of ending the thread 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.

 

 

See you in Skyrim! :happy:

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So that's what Kragenir is in relation to the quest. I thought it was a giant pile of new quests that aren't totally related. Cool.

I'd say around 60% is a giant pile of unrelated new quests, and the 40% is some sort of 'main quest' that the mod is named after. ;)

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