Oblivion Mod:Kragenir's Death Quest

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Kragenir's Death Quest[edit]

Mod Information
Authors Povuholo & Malchik; updates by WalkerInShadows
Current Version 2.18
Last updated 27 Jul 2014
Links Nexus Mods, Teaser video
Language English
Translations German: Ei der Zeit (v2.11?), Elder Scrolls Portal (1.06.2)
Requirements N/A
Playing Time 40+ hours
Quests 18 (main), 55 (misc)*

* The description says over 100 total, but many of the main quests have subquests that Povuholo counts separately.


Description[edit]

Many years ago, Kragenir's tower was 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.

The mod is split into two parts: the main quest and miscellaneous (side) quests.


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 more obscure these references become; I'm sure most people won't even see half the things in the mod as an easter egg.

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 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.


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 NPCs for more rumour variety. These are not voiced (but they are lip-synched). 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 NPCs Project from Morrowind, on a smaller scale. This comes in an optional .esp.


Patches and Addons[edit]

  • A patch for Reclaiming Sancre Tor is available here.
  • Patches for UL Cliffs of Anvil, Cloudtop Mountains, The Eastern Peaks, Lost Coast, Rolling Hills are available here.
  • A patch for RST and Cliffs of Anvil (used together) is available here.

Notes[edit]

  • Better (Open) Cities is 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.
  • 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 the Nexus.
  • 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.
  • Includes compatibility with Oblivion XP.