Name: Kragenir's Death Quest Version: 1.06 Date: 24/09/2009 Category: Quests and Adventures Author(s): Povuholo & Malchik Many years ago, Kragenir's tower has been sealed by the Knights of the Silver Nose, but as they die of old age, 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. More details below. Requirements ======= Oblivion, preferably patched to 1.1 or 1.2. Shivering Isles is NOT required The Files ======= Kragenir's Death Quest.esp: The main file. Contains all the quests and other things except for the following: KDQ - Rural Line Additions.esp: The optional dialogue additions. This adds new (non voiced, but lipsynched) topics to many NPC's in Cyrodiil who had nothing unique to say, to make them less generic. It's like a mini-LGNPC, if you know that mod project for Morrowind. This file is completely optional and can be used with or without the main mod esp. I recommend using this mod together with Lore Dialogue 300: http://www.tesnexus.com/downloads/file.php?id=25091 They work very well together and there are no conflicts. Install (IMPORTANT) ======= 1. Extract the data folder to your Oblivion folder. 2. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the .esp file(s) of choice. Description of the files is below. 3. Check the Compatibility folder for compatibility patches, to remove conflicts with certain mods if you use them. 4. IMPORTANT: Read the Voice fix.txt for instructions on slowing down the dialogue. If you do not do this, any dialogue added by the mod will only show up for 2 seconds. There are several different ways to do it, all described in there. 5. I recommend reading through the 'A few useful tips' section of the readme, especially the first two tips. 6. Play! Updating from previous versions ======= Updating from previous versions should be problem-free. Just overwrite the files with the updated ones. It is recommended to use TES4Gecko to regenerate the silent MP3s, should you decide to use that method. Starting the mod ======== The 'main quest' of the mod is started the first time the player goes to sleep in a bed (not waiting in the open) after activating the mod. When it does, you'll also get the opportunity to refuse it if you want to. Note that the main quest won't activate itself if you sleep in the Bloated Float Inn, because I wanted to avoid interference with the 'A Dangerous Voyage' quest that can start there. This also activates several of the miscellaneous quests, though most are already active right away and can be started by just talking to the right person. Details ======= This is primarily a quest mod. But there's more, such as new non quest related dialogue, and new 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 added to the game 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 rumour 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 rumoured to be working on a cure for Skooma addiction. Why not help him? -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: , , 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. A few useful tips -The quest does not take player vampirism in account. It is highly recommended to do most quests, but especially the main quest, when you're not a vampire. -Vanilla NPCs for whatever reason tend to disappear on occassion, whether because of death or something else. The mod sets NPCs essential to prevent death related disappearances, but things can still happen. If an NPC seems to be gone for good, you can spawn a new copy with the following command: 'player.placeatme BaseID 1,1,1' without the quotation mark. The easiest way to find out the BaseID of the NPC is by looking for the NPC's page on the UESP. For example, Falanu Hlaalu's BaseID is 00028E73. So to spawn her use 'player.placeatme 00028E73 1,1,1'. Note that a quest is not guaranteed to work with a copy of the original NPC, but usually it does. -Sometimes you only get a hint as to where you are supposed to go next during a quest. If you can't figure it out yourself, look on the map for a hint. The map marker of the location you need to go to will show up on the map as unexplored, but only if you haven't been there before. -There's a file in the 'Quest Documents (General Info and Hints)' folder of the download with some hints, in case you get stuck. If your question isn't on there, you can always contact me. -Talk to everyone. Any NPC in Cyrodiil could have a new quest. -If you do not want the new rumours in the game, you can disable them at any time by opening the console (~) and typing 'stopquest povrumors' without the quotation marks. -Unlocking doors/chest that require a key with the console is bound to break quests, so don't do it! -It is unlikely that you'll find every quest in one playthrough, so hang onto the mod for another go if you like it. You can always refuse the main quest if you don't want to do it again. -If you intend to play most of the miscellaneous quests we recommend that you do not enter Lost Boy Caverns before one of the quests takes you there. It won't break anything if you do, but it makes the cave less 'interesting' when you do the quest later. About 'The One Ring' This is a quest that most people won't do. It's a little extra quest for those who intend to fully 'beat' Oblivion. The quest requires the player to collect several rings. To get all the rings, the player will have to finish all the quests of all the guilds, finish the 'The Collector' quest, all the Daedric shrine quests, the Oblivion main quest, and get infected with and cured of vampirism. Unless you plan to do all these quests we advise you not to start the One Ring. The reward is not in any way commensurate with the effort involved! The quest is activated by reading a new book in the house of the seven wood elves, as part of the main story of the mod. (You'll get a yes/no question as to whether you want to do the quest, so you can still read the book without doing the quest) (In)compatibility =============== Check the compatibility folder for compatibility patches. 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. -Let the People Drink currently has a small conflict with the miscellaneous quest Vampire Rising: It puts a fountain on top of quest items I placed in the Arboretum. A patch is coming soon. Heart of the Dead has been confirmed compatible. 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. Known Issues or Bugs ==================== There are two NPC in the game, Gropius Femililis (mod NPC) and Kantav Cheynoslin (vanilla), whose dialogue are somehow not slowed like that of the others. I have no idea why, it's ridiculous. Luckily your encounter with both is only brief and they're not saying anything very important. Let me know if you have any idea what's wrong though. History ======= 1.06 26/09/09: -Fixed an issue that possibly caused random CTDs introduced by a tweak in V1.05. -The items for the Querulus Mona's Belongings Quest will no longer be available until that quest has been started. -Made sure it is always possible to talk to On Staya Sundew during the Gluttony quest. -Made sure the Unmarked Cave door is always unlocked during the Indigo quest. (Should be fixed by the Unofficial Oblivion Patch too) -Minor tweaks. -Preparations made for the additional quests that will be added in a future release. 1.05 09/09/09: -Added a compatibility patch for Unique Landscapes: Cloudtop Mountains. -An important 'feed bag' from the start of the Missing Mounts quest has been moved a bit to prevent a wall added by Better Cities from overlapping it. This fix only works in on a new game. People who update from 1.04 or below and are using Better CIties will still have to look 'inside' the wall (use TCL) to find the bag when they're supposed to investigate the Bruma stables. -The rings from 'The One Ring' will no longer show up if you are not currently doing the quest. All rings are now added through script, so there's no need to keep an eye out for them anymore. -Added the missing (but not quest breaking) journal entry of the Give a Dog a Bone quest. -The journal entry triggered by picking up the Treatment for Dopey note is now triggered by just reading it instead. -The silk green garment for the green component of the Rainbow quest can now be bought through dialogue. -Made sure Andre Labouche's corpse can't disappear so that the quest related to him can always be completed. The journal entry related to his letter also won't show up too early anymore. -The two dead orcs in Culotte related to the Gluttony Quest will not appear until that quest has started. -Anni's letter in Lazare Milvan's house can no longer be found before the quest it is related to is started. -Locked a chest in Whitmond Farm (again) that was supposed to be locked. -Made some rumors less frequent. -Other minor tweaks. -Made the quest hints document thrice as long. 1.04 26/08/09: -Open Cities (and Open Better Cities) is now really compatible, which they weren't before. Thank you Arthmoor! -An important 'feed bag' from the start of the Missing Mounts quest has been moved a bit to prevent a wall added by Better Cities from overlapping it. This fix only works in on a new game. People who update from 1.04 or below and are using Better CIties will still have to look 'inside' the wall (use TCL) to find the bag when they're supposed to investigate the Bruma stables. -Added a Let the People Drink compatibility patch. -Made Mathias Draconis non-essential again, as he needs to be killable for a Dark Brotherhood quest. Sorry about that! IMPORTANT: This fix only works with a game where you haven't met Larrion's ghost yet. Those who are updating the mod from a previous version and are doing the Dark Brotherhood quest line need to use the console command 'setessential 00030FDA 0' to make him killable. -The Seven Deadly Sins: Fixed a problem under certain conditions where the player would be unable to start the next quest if he had just completed the Helmet of Greed quest. -The Gluttony quest will no longer break at the end if the player is using a Keychain mod. -Olyn Seran at the Shrine of Molag Bal can now always be talked to during the Give a Dog a Bone quest, even when the Molag Bal quest is active. -The player's controls will no longer be disabled during Larrion's visit at the main quest's introduction. -The Seven Dwarves: Removed the unnecessary map marker next to the special tree and replaced it with a quest marker pointing to the tree during the quest. -The Seven Dwarves: You can no longer talk directly to Doc before completing Sleepy's quest. -The Seven Dwarves: Doc's Mortar and Pestle can no longer be picked up early (and sold), leaving you with no way to finish Sleepy's quest. -Crown of Stars Quest: The quest can now also be started by finding one of the gems. -Crown of Stars Quest: For greedy characters I added the option to ignore the quest and keep the expensive gems for yourself. -New book added: Proberty Wagstaff's Guide to Visiting Ayleid Ruins. Can be bought at the Chorrol bookstore. -Made some journal entries clearer. -Several other minor fixes -Added quest hints document, quest givers document, and a spoiler-free general quest info document to the download. 1.03 19/09/2009: -The door behind Happy is no longer blocked after the player has already unlocked it. -Fixed a problem where the expansion to the Zero Visibility quest could be started too early. -Added a message that pops up if the player goes to the wrong cave too far to the north when looking for the first seal. -Added the dialogue option to give up on the search for a heart for Tin Man. -Made sure that there would always be a flawless topaz for sale at the Red Diamond Jewelry store when needed by being able to buy it through dialogue. -Made sure that Ilplanderin won't stay at Fort Blueblood longer than he is supposed to. -Added an additional journal entry to the Violet quest to remind the player what ingredients he was supposed to look for. -Fixed a problem where Georgius Terentius could keep on following the player after he is escorted by the player. -Allowed the player to talk to Earana if she refuses to talk to him after making her angry during a mages guild quest, to be able to continue his search for Lalunie. -Made sure that the Tension in Town quest cannot be started before the first seal key is found, as originally intended. -Made it possible to buy the book Milbereth and the Glass Kagouti part 1 from Bugak gro-Bol, which unlike the other chapters was not for sale anywhere. -Numeen will now mark Blankenmarch on the map when she asks you to go there. -Made sure that certain quest items could not be obtained early and potentially break quests. -Grounded a few floating rocks around the Dwarven Home. -Various other minor dialogue/quest tweaks. 1.02 07/09/2009: -Solved the problem with random NPCs turning transparent (chameleon effect) after interacting with the player. -Expanded the two repeatable delivery quests with more options. -Minor dialogue tweaks in both the main mod and rural line additions. 1.01 04/09/2009: -Added a missing journal entry in the An Orc's Bag quest. The quest itself was never broken though. -Activated a quest in Anvil that couldn't be obtained before. -Added Oblivion XP mod compatibility: If you have Oblivion XP installed you will receive experience rewards for doing quests. If you don't have it installed things stay the same. -Improved the conversation with Larrion in the main quest introduction. -Altered the mod startup script to increase game performance when starting a new game. -Fixed a few typos. -Made sure Owyn the Arena Blademaster can no longer tell the player a rumour about himself. -Uploaded an OMOD version of the mod. 1.0 02/08/2009: First release Contact ======= If you have any questions, spotted any bugs or have anything to say in general you can contact me in two ways: You can find me on the official Elder Scrolls forums as 'Povuholo'. You can PM me there. You can post in the official Kragenir's Death Quest release topic there too (Search the Oblivion mod forum for 'kragenir' and you should find it). Or you can simply send me an e-mail at blankv00rtje@hotmail.com Credits ======= First of all, Malchik, for: -Writing 99% of the quests. -Writing 99% of the dialogue. -Writing all the books. -Playtesting the mod over and over and over. The mod would not exist without him. Bleral: For designing several very good quest and item icons. Thanks! 'Display name is already in use' and Ismelda Lasombra: for making the mod compatible with Better Cities and and Unique Landscapes. Arthmoor: For making the mod compatible with Open Cities. Ayleid_people: For help with the OMOD version of the mod. TES4Gecko Team: For the fantastic TES4Gecko utility. Elder Scrolls forum in general: For support in the WIP thread and occasionally helping me when I had a modding question. Mod users: For providing feedback and bug reports. Thanks to Bethesda for creating Oblivion. Thanks to LHammonds for the convenient Readme Generator. Tools Used ========== TES4Gecko - http://www.tesnexus.com/downloads/file.php?id=8665 TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367 Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp Permissions =============== 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.