q1-50-Mis

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Starcrunch
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Post by Starcrunch »

Two more quests for GO. First one is adapted from a plot posted first by Groza (different family involved to allow for a more interesting possibility in the conclusion).

GO3 - Zaryn (level 7 commoner) and Farasira Sadas (level 5 pawnbroker) have been trying to figure out what happened to their son. He recently returned from the Sadas plantation where he was apprenticed to his great uncle Angnon Sadas. The boy unlike his parents had shown talent for magic and so was sent there to develop it. He told the parents that he was going to explore the waterfall north of Gah Ouadaruhn about 10 days before but never returned. They went looking for him there but found nothing. They ask that the PC go to the waterfall and find him. He will be the first NPC in the Ruinous Crypt (which is near the waterfall) and will be a vampire (like the other NPC's here, all of whom are hostile). The boy begs the PC to go to Tel Sadas (tower of the Sadas plantation) and inform Angnon of what has befallen him, and requests that the PC not tell his parents (the PC can also initiate the quest by finding the boy). He also says that the PC shouldn't go deeper into the cave, and that if they do he will be forced to attack by his master. He apologizes in advance for trying to harm the PC, and asks only that the PC give him a swift end if it comes to that. The PC can tell the parents of not, if they do they won't deal with the PC for their grief, until the PC brings about a happy ending (if they tell the parents and kill the boy they will never again be able to do business with the pawnbroker as the sight of the PC brings the parents too much pain). If the PC travels to the Sadas Plantation and informs Angnon Sadas, he tells the PC to rendezvous with him in Gah Ouadaruhn (Angnon genuinely likes the boy and family is very important to him). When the PC returns to Gah Ouadaruhn they meet with Angnon who asks to be taken to the crypt. He gives the PC a scroll of calm humanoid, and tells the PC that their only job is to keep the boy out of the way. If the boy dies Angnon gets pissed and leaves. If the PC keeps him out of harms way Angnon does the rest. He kills everything that moves, and then asks the PC to leave the boy with him. If the PC goes to the Sadas plantation again he can find the boy somewhere inside the manor house. Angnon rewards the player handsomely, something with a nice enchantment (not so much because the PC did much fighting, but because they did the Sadas family a good turn). The parents are also very happy with this outcome.

NOTE: Angnon will never be in any danger in this quest; his victory over the vampires is preordained. I'll probably turn two of the ones in the last room into cattle as there should be some cattle here. He will be changed however, as the ranking member of GHT at the Sadas plantation and the Lord of Tel Sadas he will be made a Wizard in House Telvanni and be made about level 30-32 in some sort of mage class (he is currently a level 20 noble, with a strangely low House rank of Lawman). Also note that Nikhil Sadas should have his level reduced a lot (he is currently a level 40 Battlemage!).

GO4 - A short local quest this time, Himnatis (level 30 Imperial agent) is a member of the Blades. He knows about the PC's transport to Vvardenfell (he also knows if the PC is a member of the Blades, if so his approach to this quest is tiny bit different, in that he gives the PC a bit of a "duty to the Empire" bit). He has tracked a skooma/moonsugar smuggler who sold Imperial secrets to Great House Dres to Gah Ouadaruhn; his name is Gritnol (he's right there in the bar). He asks the PC to get lure Gritnol downstairs into a room (the one that doesn't have the partition, it's not the one the PC can rent). The PC does this by posing as someone who wants to buy moonsugar, and asking to do business in private. Once they are down stairs and out of the public eye Himnatis appears and orders Grintol to not resist and that as the personal representative of Emperor Uriel Septim VII he places Grintol under arrest. Grintol of course resists. But after being hit once from Himnatis's blade he stands down (actually he is paralyzed) and Himnatis then explains that he doesn't want to deal with the tedious paperwork associated with taking the prisoner into custody (or the trouble of sneaking out of town with a prisoner). Since the Grintol resisted he suggests that he and the PC just kill him for resisting arrest (less paperwork). The PC gets the choice:
  • 1.) Arrest Grintol, in which case all of Grintol's gear is taken from Grintol and some of it is given to the PC (nothing good).
  • 2.) Murder Grintol, which is trivial; Himnatis has almost 20 levels on him and much better gear. In this case the PC can get all of Grintol's gear, including some moonsugar/skooma.
EDIT: GO3 may not work...there is a priest at the Sadas plantation, and I doubt he would approve. Also this may imply that the Sadas family at the plantation is religious and thus would never accept a vampire into their midst, even if it was family. What do you think Groza/Lud (or anyone else who cares :) )?

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Lud
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Post by Lud »

I think I remember giving the priest in Sadas Plantation dialogue about how he's not very welcome here, etc. Remember that there's no Temple presence in PT, so you could simply look at the priest there as the Temple's attempt to get close to PT.

These are all nice quests. :)
Just one more and I'll move this to claimed.
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Post by groza528 »

I assume you're talking about Athenim Adri. His dialogue indicates that he is a traveling priest, not a permanent fixture. Under my trade: "I am but a humble servant of Almsivi. My mission is here is not the most succesful, but nonetheless I must perservere. I shall be heading to Port Telvannis again quite soon, and if Ayem blesses me, I will be able to spread my blessing wider." You could design it so the presence of the vampire at Sadas Plantation is either rumor or entirely unknown; alternatively you could add some dialogue for either Angnon or Adri about the subject... Perhaps the priest tried to talk Angnon out of it but the familial ties were too powerful, or something.
If there's a second priest that I don't know about, I agree that it might not work. One traveling priest is explicable, but two temple priests at Sadas Plantation would probably show Sadas to be religious.
Imagine my insult to find that "Raw Glass has no effect on you." I became very huffy at the implication that my intelligence could not be lowered further. Then again, I did just eat a piece of glass.
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Post by Starcrunch »

No that's the one :P . I'll post up a fifth quest this evening; it still needs a bit of work.

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Post by Starcrunch »

Wow, let's see if I can explain this quest...

GO5 - This one is complicated. The plot is started when the PC talks to Triva Andoril in her manor. She tells the PC that her husband has been kidnapped by cultists of Boethiah, who have demanded that she hand over a relic sacred to their sect. She doesn't wish to hand it over, and send the PC to see if they can obtain her husbands release in another way. The PC travels south to the shrine of Boethiah where he finds two NPC's who for the purposes of this plot line we will call A and B. A appears to be the cultist, while B appears to be the prisoner. When the PC speaks with A talks very slowly, and proclaims that he is a mouth of the Prince of Plots (intentional hint to players who aren't familiar with the realms of the Daedric Princes). He refuses to deal without having the relic returned, and tells the PC that it is the Axe of Boethiah. He sends the PC away to let Triva know, and to obtain the axe, furthermore he informs the PC that harming him will kill the husband (strictly speaking this is absolutely true!). We'll discuss what happens if the PC kills without returning to Triva later, when we get to the resolution section (it plays out exactly the same regardless of when the PC decides who to kill and does so). Triva refuses to hand over the axe but the PC can see it over in the corner of her manor. The PC may steal the Axe (it's a fake) and Triva will pretend not to notice even if she does catch the PC. Now the PC returns and person A wants the axe, if the PC gives it to him he tells the PC it's a fake and says he is going to murder the husband for the PC trying to trick him (Person A attacks Person B, person B does not respond). If the PC sill says he doesn't have the axe after talking to Triva, person A says that time is up and his patience is exhausted and so begins to attack person B (who does not respond). At this point the PC has 3 options:
  • 1.) Attack and kill person A (trivial).
  • 2.) Attack and kill person B (tough).
  • 3.) Do nothing and see what happens.
Option 1.) The PC slays A, and B congratulates the PC, he then explains that it was all a plot to get person A killed. A is really the husband and B is really the cultist. He also reveals that Triva was in on it all along (and contacted the cult) to get rid of her husband, and have a fun game at the same time. The PC is thanked for playing his part and then teleports away. This is the same thing that occurs if the PC ever kills A throughout the quest. The PC can confront Triva if they like but she won't attack them, though they can certainly murder her if they wish. If the PC takes it up with the guards they explain that the husband was in House Hlaalu and his death was justified.
Option 2.) Provides a good fight, and at the person A comes out of the trance and reveals they are the husband. They then ask for an escort home to Triva's (the husband doesn't know of her treachery). She greets him with open arms, and rewards the PC with some gold for his aid. If the PC ever returns to the Triva's manor the husband is gone, and Triva claims he went to visit relatives in Narsis.
Option 3.) Person A stops the attacks after about 30 seconds. Person B reveals the plot and congratulates the PC for not jumping to hasty conclusions. He rewards the PC with some gold and then slays person A out of hand, this death is certain as person A will be about level 3 while person B will be about 23, it will probably be done by scripted magic (i.e. a particular spell that is a sure thing). The PC can confront Triva or guards as in Option 1.

NOTE: Persons A and B are not enabled until the quest begins. There is no way to "fall" into this quest. It can only be initiated by Triva Andoril.

-Starcrunch
Last edited by Starcrunch on Tue Feb 20, 2007 7:16 pm, edited 1 time in total.
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Post by groza528 »

Re: GO4
What does arresting him entail? Do you have to escort him to a prison, and if so, where? Firewatch is quite a distance from Gah Ouadaruhn and Bal Oyra is even farther. I'm not certain, but I don't think Darconis is that close either.

Re: GO5
Why would having the husband in House Dres make this ok? I was under the impression that the Telvanni got along with the Dres better than any of the other houses, due to their shared views on slavery. Also, if I'm not mistaken, the Dres are the most conservative house and many are still daedra worshippers. If the guards don't like the husband for being Dres, they would probably have a similar animosity toward the cultists.
If you want to justify it to the guards, I'd say he was Hlaalu. My gut says you wanted to use the Dres because they're a new faction; don't fall into that trap; there will be plenty of Dres goodness later on :)
Imagine my insult to find that "Raw Glass has no effect on you." I became very huffy at the implication that my intelligence could not be lowered further. Then again, I did just eat a piece of glass.
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Post by Starcrunch »

GO4 - PC does nothing with him. The Imperial takes care of it. The PC gets the choice. i.e. the Imperial would prefer to just kill him, but he's a reasonable man who knows this is frowned upon so if the PC wants him to take the guy into custody he'll do it. It's his case the PC just has a simple bit role. It's supposed to be the "easy" quest without long distances or complicated twists.

GO5 - Being in Dres is not the relevant part, what is important to the guards is that he is not Telvanni. I only said Dres because she excuses his "absence" in another pathway as being due to travel to Tear. The guards simply aren't interested in the murder of a weak non-Telvanni. I'm fine with him being a Hlaalu from Narsis though.

EDIT: Changed plot of GO5 to reflect the husbands Hlaalu ancestory. Also I realize now that I worte that "the death was justified." I meant only that he was weak and was murdered, and therefor got what he deserved under Telvanni reasoning (might makes right, ect.).

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Post by Lud »

I'm approving these plans. Have fun Crunch!
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Post by Lud »

How's the progress on these?
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Post by Starcrunch »

None, yet. They are near the top of the list of TR stuff to do now, though. Map 1 int for groza has highest priority, then these are up.

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Post by Starcrunch »

GO2 is complete (but not tested). Moving on to others tomorrow.

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Post by Starcrunch »

GO4 is mostly complete. The plot is simple, the scripts however are very complicated as this all takes place in 1 interior and requires a lot of interplay of scripts and dialog, as well as use of AI scripting commands. This has been tested and it all works. I want to try to tweak the AI portions to work better (i.e. add more travel nodes to increase performance), but otherwise it is all working as intended (i.e. event occur as they are supposed to).

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Post by Starcrunch »

GO2 play tested. Major scripting error fixed. Logic errors in some boolean statements repaired so the quest can be completed. A dirty little if/then block added so if the player wants to receive new clothes as the quest reward he/she actually receive them in s few days.

GO4 play tested, final tweaks added. AITravel functions now work entirely as designed (increased number of travel nodes; took some time to get right). The quest will require relocating an NPC as she can block the narrow passage Gritnol traverses under AITravel functions (she also blocks the PC's access, and so I moved her to an inn room). Also a guard needs to be replaced with a stationary version as he has a tendency to wander into the narrow corridors leading below the main room (where he A. gets in the way and B. doesn't play the role of being in the main room if there is a fight). Also tweaked out the Imperial Agents available spells (well really removed all but one as there is no point in wasting magic in this battle, as the agent has 20 levels on his opponent and much better gear; the quest is a moral/ethical dilemma not a combat quest). Also made it so that if the PC is in the blades the agent will give the PC Gritnol's moonsugar and skooma if the PC asks that the agent not kill Gritnol. If the PC is not in the Blades he gets nothing for helping the agent unless he allows the agent to kill Gritnol (in which case the PC can loot the corpse).

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Post by Starcrunch »

Tonights Update:
Finished GO5. It's mostly tested, but I did have to tweak some scripts that weren't functioning properly. I'll retest those tomorrow. Like GO4 this one has a lot of interplay between scripting and dialog, and some of the scripts are surprisingly difficult. Ran into an annoying bug, with OnPCHit that seems to be caused by it not registering when an NPC is under a paralysis effect (work around involves detecting health, since the only way for the *real* cultist to have less than perfect health is if the PC attacks him). I need this effect to keep the *real* cultist from attacking the *real* husband when the *real* husband attacks the *real* cultist with his fists (to try to goad the PC into killing the wrong person; see plot if that doesn't make sense). It turns out that my original idea of using StopCombat didn't work because StopCombat is a two way street (stopping one NPC stops the other one too). Dialog reflects the use of paralysis curse. If the PC attacks (hence needing to find a workaround for the OnPCHit variable problem) the *real cultist* or kills the real husband the effect is removed.

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Post by Starcrunch »

Fixed some bugs in GO5 scripting. Added a minor feature to one of the scripts in GO5 (makes the cultist become impatient if the PC takes to long recovering the item he wants). Corrected a dialog bug that caused a greeting to filter improperly (GO5). Corrected AI settings on the NPC's added by this quest (GO5). Corrected stats for a dagger needed to get a certain aspect of GO5 scripts working right (stats decreased to do very little damage, changed name field to "Dull Chitin Dagger"). GO5 is now fully tested.

Wrote journal entries for GO1. To tired to take care of the rest tonight. This quest despite the relatively complicated plot has little scripting so I expect to have it done tomorrow, hopefully I'll be able to start GO3 as well (GO3 will require a pretty hefty script to control Lord Sadas' behavior).

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Post by Starcrunch »

Tonight's Update: The dialog intensive GO1 is now finished, except for any errors that crop up in testing. Basic functionality has been tested, but not all paths have been checked.

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Post by Starcrunch »

Update:
GO1 testing complete. Journal entries for GO3 written. I am adding a small 6th quest to the GO area, called GO6, described below. It has been completed (but not tested yet, unlikely to be problems as it's simple, but I'll test it tomorrow).

GO6: Gamarth is standing along the road not far from town [the road that leads toward the shrine of Boethiah; cell (31, 10)]. Due to a large number of musk flies he's run across he will ask the PC to escort him to the shrine of St. Seryn [cell (33, 8). The PC has 24 hours to succeed. When they arrive at the shrine two bandits will attack, the PC should kill them. After that the quest ends (cell changed and Gamarth is disabled).

If this quest is not acceptable because 5 is a hard limit for GO then Gamarth should be removed from the Map.

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Post by Gnomey »

About GO5, if the PC kills the real cultist and the wife, for whatever reason, (decided to loot the house for the real ax, which I assume doesn't actually exist anyway, or during an ordinary, botched robbery), how does the husband react afterwards?
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Post by Starcrunch »

If the PC kills the wife before the husband gets home nothing happens. There is no way to know the wife is in on it unless the husband dies (thus this is only an issue if the player metagames the situation). If the PC murders the wife it is treated like all other quests where the PC just murders the quest giver, i.e. they just broke the quest. There is no way to save the husband without metagaming. If the PC kills the cultist then the wifes role in the plot is never revealed.

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Post by Gnomey »

Well, that makes enough sense. I just realized that a player doing the quest for a second time might want some way of offing the wife, (who becomes rather suspect at the end of the second option). But all in all, the player will probably only do the second option after completing either of the other options and even then the player might not suspect the wife, rather some other, unknown cultist, so the trouble outweighs the reward, I guess.

Anyway, I like the implementation of the title "Prince of Plots". The fact that the plan can't be foiled makes it especially fitting. :D
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Post by Starcrunch »

Things that still need to be done:
  • A quick retest of GO1.
  • Touch up the dialog (basically copy editing).
  • I also need to rewrite a small bit of dialog for GO3 and add one minor script to account for a vampire coming to live in Tel Sadas. This goes along with relocating the vampire to a private room. *DONE* Chose to hide his face rather than relocate him, as there are no locations that make since.
  • Write dialog telling the Player that Angorn can be found in Tel Sadas rather than his manor (If possible I'd like the Manor renamed, but I need to ask Lud and Groza if it is referred to in scripting, and I need to check for it in preexisting map 1 dialog). I don't want Angorn relocated. *DONE* Dialog written
  • Add a latest rumor for GO3 to Sadas Plantation. *DONE* Rumor appears only for slaves.
  • Need to test minor pathways of GO3.
  • Need to retest G06 ending.
Things accomplished over the last few days:
  • Written and tested dialog and scripts controlling GO3. Some minor off pathway stuff is still needed.
  • Search and Destroy algorithm is now written for Angorn Sadas in the Ruinous Crypt for GO3 (this was an enormous amount of work).
  • If the PC has read Galur Rithari's Papers or has been cured of vampirism at Bal Ur (Vv quests) they can now tell the younger Sadas about it. If the PC gives him a copy of Galur Rithari's Papers he will teach them a spell (AoE blindness ~40%). (small extension of GO3).
  • If the PC has Conjuration >= 50 Angorn Sadas will teach the PC a spell if they help rescue his nephew (if they later get Conjuration >= 50 he will still teach them the spell the first time the PC talks to him and meets the prerequisites). (Reward GO3)
  • The PC has 6 hours to lead Angorn to the Ruinous Crypt. Failure to do so causes him to quit following the PC. If the PC then goes to the crypt all of the Vampires are dead and the younger Sadas has been rescued. There is no reward.
  • Written voice entries for the Vampires in GO3. All vampires require individual entries for their attack and hit voices. Without them rather than sounding like vampires in combat, they sound like normal NPC's.
  • Tested GO6.
  • Rewritten the final part of GO6 to make sure it doesn't end too far from the shrine (need to test this).
  • I've started preparing the submission documentation.
Submission tonight or tomorrow.

-Starcrunch
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Post by Starcrunch »

Well, that day has finally come... SUBMITTED!!!
See readme for minor detail concerning small changes to these quests especially note the new GO6 (and it's prereq of being level 12).

Things to do for merging:
GO1 -
  • TR_m1_Q50_GO1_PaperScrap should be placed at (3974.619, 4084.291, 15600.675) [ZRot = 114.6] Cell = "Gah Ouadaruhn, Empty House" NOTE: Anywhere near this location works.
GO2 -
  • TR_m1_Q50_GO2_newChest should be placed somewhere in "Gah Ouadaruhn, Merlador: Clothier"; preferably downstairs. Lock it (level 30 or so) and set ownership to "TR_m1_Merlador"
  • TR_m1_Q50_GO2_Chest should be placed in "Bal Oyra, The Elfmaid" somewhere near "TR_m1_Asint"; Lock it (Level 50+) and set ownership to someone aboard the Elfmaid.
GO3 -
  • TR_m1_Q50_GO3_SadasV should be placed at (2380, 3249, 1719) [Face = 252] Cell = "Ruinous Crypt" NOTE: Please get very close (<5 away on X and Y) to this position, it is important.
  • TR_m1_Q50_GO3_Angon should be placed near (270045, 91132, 153) [Face = N/I] Cell = Exterior ( 32, 11 ) Note: Make sure he is east of the river near the North Gate of GO, dialog refers to this.
  • The door into the vampires lair in the "Ruinous Crypt" should be removed (it makes scripting the fight a fucking nightmare).
GO4 -
  • TR_m1_Gritnol needs to be repositioned to (2670, 3708, 8138) [Face = 90] Cell: "Gah Ouadaruhn, Water's Shadow Tavern" NOTE: Please get very close (<5 away on X and Y) to this position, it is important for his AITravel scripts.
  • TR_m1_Amunala needs to be repositioned to one of the vacant rooms in "Gah Ouadaruhn, Water's Shadow Tavern" NOTE: She is poorly placed as is (blocking a narrow corridor) and leaving her where she is can fuck up the AITravel script on TR_m1_Gritnol. Don't place her in the one at the bottom of the ramp down from the main level of the interior (the room for which you will replace the door mentioned next).
  • TR_m1_Q50_GO4_door should replace the default door near (3264, 4608, 7744)! REVERSE THE ORIENTAION OF THE DOOR SO IT OPENS THE OPOSITE WAY (i.e. it's ZRot should be 180 degrees NOT 0 degrees)! Lock it (level 40). ;failure to replace and rotate the door will cause a failure in TR_m1_Gritnol's AITravel script (if this door is not already open, he will open it, to do this it must be a unique door so it is a proper target for AIActivate). Cell: "Gah Ouadaruhn, Water's Shadow Tavern"
  • Replace the mobile guard with a stationary version in "Gah Ouadaruhn, Water's Shadow Tavern". He can get in the way of Gitnol's AITravel too easily (he likes to walk down the ramp).
GO5 -
  • MAJOR NOTE: I have renamed Trivra Andolril to Trivra Andoril (the name of the cell spells it Andoril). Her ID is unchanged (TR_m1_Trivra_Andolril) if you change it a script will break. Also if you change the cell name a script will break. All dialog reflects the name Andoril.
  • TR_m1_Q50_GO5_Fake_axe_uni needs to be placed at (-412.255, -616.446, 686.494) with the following rotations [356.5, 359.0, 74.5] in "Gah Ouadaruhn, Trivra Andoril's Manor". Use these and it will lay properly.
  • Unlock the door to Trivra's room in "Gah Ouadaruhn, Trivra Andoril's Manor"
  • TR_m1_Q50_GO5_Husband should be placed near (278779, 68611, 3643) [Face = N/I] Cell = Exterior ( 34, 8 ). Note: somewhere on the ex_dae_ruin_02 static in this cell.
  • TR_m1_Q50_GO5_Cultist near TR_m1_Q50_GO5_Husband above (also on the ex_dae_ruin_02 static) Cell = Exterior ( 34, 8 ).
GO6 -
  • TR_m1_Q50_GO6_Marker (it's an activator) should be placed at (271951.438, 71170.672, 1209.182) Cell = ( 33, 8 ). Note: Use these coordinates. This serves as a location marker for the GO6 quest (due to the attack at the end the usual way of terminating pilgrimage escort missions will not work properly, hence the use of this marker).
-Starcrunch

EDIT: Use the latest file: TR_q1-50-Mis_Starcrunch_2.rar
It fixes a very minor scripting issue in GO4 and is cleaned of cell refs (forgot to clean those from the initial submission).
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Post by Lud »

Moving to review for merging.
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Post by Lud »

merged
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Post by Haplo »

Same with this one?
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Post by Lud »

No.
Leave them here until they've been verified as bug-free.
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
-Ophelia Benson
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theviking
Developer Emeritus
Posts: 2145
Joined: Mon Jan 08, 2007 2:49 pm
Location: Alphen aan den Rijn, the Netherlands

Post by theviking »

Approved, yes finally...
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