q1-59-Mis

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Lud
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q1-59-Mis

Post by Lud »

Claim type: Quest
Claim ID: TR_q1-59-Mis (#1219)
Faction: Misc
Parent claim: TR_1-37-Tel (#61)
Claimed by: Starcrunch
Status: Approved (Progress: 100%)
Location: 1:(4020, 1473):0
Files: TR_q1-59-Mis_Starcrunch_1.rar

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This is for the second half of PT's misc quests. (5)
Murder and Intrigue
Killing and Ogrim
Pack Rats!!!
A Disobedient Husband
Lost in Translation
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
-Ophelia Benson
Starcrunch
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Post by Starcrunch »

Thanks Ludovic. Just posting a summary of the quest plans so interested folk don't have to search elsewhere.

Q1
  • Title: Murder and Intrigue

    Type: Misc. (though only GH Telvanni can play the whole way through, I don't want it to do anything to your standing within GH Telvanni)

    Origionating Cell: Can be started in two places, Irenam Manor(PT) or Redram Oran's House(PT)

    Story:
    Part IA (Investigate the Disapearance of Redram Oran)
    This part is mutullay exclusive with Part IB (if any part of 1B has been started it follows the 1B quest). If the player speaks with Rantela Irenam and is in the ML-Telvanni and of rank less than Wizard they will be asked to locate Redram Oran who has not reported to Rantela in a few days. The player is given a key to Redram Oran's house and told to look for clues to his whereabouts there. When the player finds the house the door will NOT be locked, and upon entering the player will discover a body. The player can then optionally report this matter to the guards (for nothing, guard in Odrethi Manor excluded). The player should return to Rantela Irenam and she will say that the body is indeed that of Redram Oran. If the player is of rank less than Wizard she will ask that the player investigate this death which leads to Part 2, if the player has rank greater then or equal to wizard he is rewarded (100 gold) but may not continue to Part 2.

    Part 1B (Body in Port Telvannis)
    This part is mutullay exclusive with Part IA. Here the player simply stumbles onto a body in Redram Oran's House in Port Telvannis. If the player asks around town common people will tell you to report this to a guard. Talking to a guard, will net you the info that the body sounds like Redram Oran's body and he worked for Rantela Irenam (alternatively you can speak with J'Dana, the slave in the Irenam Manor, who will tell you this). The player should then try to speak to Rantela Irenam at the Irenam Manor. If the player is in ML-Telvanni she will speak to them, rank >= Wizard nets the reward as in Part 1A but the player may not continue to Part 2. If the player is of rank < Wizard they are thanked and asked to investigate, sendign the player to part 2. If the player is not in ML-Telvanni Rantela will not speak to them and the journal will suggest you speak to Nevus Ilneram, her apprentice who is downstairs. He will reward you (very meagerly, 25 gold) and send the player away telling them not to get involved, they may not proceed to Part 2.

    Part 2 (Investigate the Death of Redram Oran)
    If the player has killed Varrac and Tinera Odrethi this plot will not occur and the quest is over. The player is informed that Varrac Odrethi and Tinera Odrethi are the most likely culprits for the murder. As no evidence was found on the body implicating them, you are asked to enter their manor and find evidence. The player is told they must do this undetected or they will be of no further use to Rantela Irenam. To aid in this Rantela gives the player a powerful shadow potion (Chamileon 100, 15 sec). She also tells the player the things they must do inorder to avoid detection: do not where boots, be quiet (enter sneak mode) when near people, do not be seen. This part is very hard if the player does not pay attention. Detection works in the following way:
    -If the player is not sneaking when near ANY NPC in the Odrethi Manor they are heard.
    -If the player is wearing boots when near ANY NPC in the Odrethi Manor they are heard.
    -If the player is not invisible or Chamileon >= 85 and THEN fails a detection check (i.e. the little icon indicating no one is watching you is NOT present) they are seen.
    -If the player is heard a dialouge comment is made and the Journal is updated.
    -If the player is seen a differnet dialouge comment is made and the Journal is updated.
    -If the player is still present 15 seconds after being seen the entire Odrethi Manor becomes hostile.
    -The slave, Oka-tei has a differnt algorithm (he is in the room where the evidence is found).
    He will only see the player if he is looking in their direction (he also periodically turns around to look in different direction, actually there are 4 directions he is scripted to look but the length of time and order is random, the reason the directions have to be specifically chosen is the "GetAngle Z" function only returns the initial facing for NPC's, though it will update regularly for other object types).
    He has the usual hearing algorithms.
    The evidence is located in the bedroom where Oka-tei is found. It is a report of the activities at the Odrethi Manor penned by Redram Oran. The player needs to take it and get out without being heard/seen. If the player return to Rantela without evidence and haveing been detected she gets angry and the player gets nothing. If the player returns with eveidence but was seen or heard they still get a small reward but may not advance to Part 3 (reward is a little gold, more for only being heard than seen). If the player returns with the evidence and was undetected They are given some gold then and told to report to Inera Ilneram to aid her in getting revenge (this is because the Odrethi will be watching after they discover the report is missing). If the player is of rank >= Wizard they are given more gold but may not proceed to Part 3.

    Part 3 (Intrigue in Port Telvannis)
    Personal Note: anyone who actually does this in any way, shape, or form is a truly awful PC.
    The player starts this by talking to Inera Ilneram (you can't talk to Rantela Irenam again unitl this quest is over). The plan involves putting Oka-tei under the Command spell, giving him a poorly encrypted documnet, and ordering him to firewatch, then you are to inform the guards about Oka-tei and the document. The document deatils local Telvanni plans (actually it just says it details such plans) and is written in a known Imperial code, the idea is to implicate the Odrieth family as Imperial spies using their slave, Oka-tei. This now can play out in four branches.
    Branch 1: The player declines the quest (quest ends, no reward, disposition hit with Inera and Rantela)
    Branch 2: The player does as instructed, and takes command of Oka-tei, gives him the document and sends him to look for transport to Firewatch. Then the player tells a guard about Oka-tei the "Imperial courier". After returning to Inera he is told to come back in two days for reward and to learn what happened. The payer returns after two days and is give the Inera's Shaming Silence (enchantment listed below) and 1500 gold.
    Branch 3: The player tells Varrac or Tinera about the plan and then does exactly as in Branch 2. After teh two day wait Inera flys off the handle and will never speak to the player again for betraying the secret to the Varrac and Tinera. If the player speaks to the either Varrac or Tinera they are attacked.
    Branch 4: The player tells Varrac and Tinera of the plan and then does as they request (do the same thing to Rantela Irenam's slave, J'Dana). The player puts J'Dana under the command spell, and orders him to go to the docks and seek passage to Firewatch. The player then tells a guard. Varrac or Tinera will tell the player to return after two days for their reward and the results. When the player returns they are given 2 Messenger Scrolls and 1000 gold. If they speak to either Inera or Rantela they are attacked.

    Other Notes: Part 2 and 3 prohibit the player from killing Varrac and Tinera as they have powerful allies who will make life difficult for Rantela and Inera if they should die. If the player does kill them they are attacked by Rantela (both parts) and Inera (Part 3 only) next time they speak. In part 3 if you work for Varrac or Tinera the player is told not to kill Inera or Rantela, doing so will result in Varrac in Tinera becoming hostile for the same reason.

    Enchantment on reward:
    Cast When Used
    Demoralize Humanoid (Target) Area: 0 Duration: 20 Magnitude: 10 - 45
    Silence (Target) Area: 0 Duration: 60
Q2
  • Quest: A Disobedient Husband

    Origionating Cell:
    Port Telvannis, Trelo Resano's House

    Story:
    Background: Venira Resano wants a non-beast slave, but her husband, Trelo, will only purchase beast slaves (he gives a littany of reasons why). Their previous slave was a Khajiit and Venira poisoned it so Trelo bought an Argonian which is immune to poison. Venira is most displeased by this and would like to show her husband she means buisness when she makes her desires known. [This dialogue alreadyt existed in game, I edited it slightly for spacing errors (i.e. two spaces after periods were used in the origional version, when it should be one.]

    Initiation: This quest can start when the player talks to Venira Resano (topic favor). She asks the player to find an assassin to whack her husband, but the request is unusuall. The player is asked to find an incompetent killer to do the task so Trelo will kill him, this will let Trelo know that Venira means buisness and wants her mer/man slave.

    Investigation: The player can ask around PT discretely (topic mercenary) and is pointed to the Lost Crab. There the player can get info on local mercenaries for hire to do odds and ends (you know they usually guard stuff, escort people, do odd jobs for House Telvanni, nothing like the assassin work the Morag Tong does). The player can then investigate and speak with the three potential hitmen and guage their skills [Ferelis Zeran at the Telvanni Council House, Nalneni Pernis at the Avenue: East Wing, and Felres Nerlenis]. Furthermore they can talk to any previous employers [any Mouth for Ferelis Zeran, Allasi Enduren (runs the Avenue) for Nalneni Pernis, and Turosi Salvel (a service enchanter) for Felres Nerlenis] the for that are mentioned to learn about these guys. The player must then select a hitman for the job (remember they are looking for the worst guy/gal for the job), once one is chosen the others can no longer be employed (the player must pay the fee for the assassin out of pocket, if they choose an assassin who looses the fight with Trelo they can get most of this gold back).

    Conclusion: If the player goes to the Resano residents they will arrive just in time for the fight [Ferelis Zeran will slaughter Trelo with ease, Nalneni Pernis will win about 75% of the time (if Trelo hits her twice, with at least one good roll with his powerful lightening spell she's toast, otherwise her Jinksword is too much for him), Felres Nerlenis has no chance, Trelo should ice him every time]. If Trelo looses, Venira gets angry and the player ends up with nothing for his trouble (except maybe loot from Trelo's corpse). The assassin will reappear in his origional location if he servives the hit. Venira does not attack the player. If Trelo wins he is pissed, he knows Venira is behind it and wants to kill her, the player can smooth things over (explain what Venira wants and her motivations, it makes since in a Telvanni way) or the player can let him attack Venira, no matter what if a battle ensues the player gets no reward (it is sometimes close, Trelo is higher level and more capable but he has to fight the assassin first). If the player calms Trelo down Venira will give the player a reward of 200 gold and tells the player he can loot the corpse of the assassin (where the player can recover their fee, or at least most of it). Next time the player comes to their house the Argonian slave is gone (they sold it) and it has been replaced by a breton slave.
Q3
  • Quest: Lost in Translation

    Origionating Cell:
    Port Telvannis (42, 17)

    Story:
    Ghernn Rithrin can be located outside of the door to Tel Themin on the ground level of PT (42, 17). The quest is only available if the player is not Argonian or Khajiit, if they are Ghernn Rithrin will say somehting snide in Dunmeri and that is it (not translated). Ghernn only speaks in Dunmeri, the player has one chance to get the opening dialogue correct. If the player meets any of the following requirements a translation will appear in brackets beneath the Dunmeri:
    If the player is Dunmer
    If the player is Altmer w/ Int >= 60
    If the player has Int >= 90
    With the transaltion it is easy to choose the correct dialogue entries (theyare translated). Without it the player has to shoot in the dark (or really know Dunmeri!). The correct answers (i.e. the one that are not rude or gibberish still exist and choosing them allows any player to play this quest. Choosing a rude or wrong dialogue response results in termination of dialogue and Ghernn will no longer speak to the player. If the player offers to help Ghernn (in Dunmeri) then he will tell them that he needs a scroll of Recall after briefly explaining why he is in PT. If the player says he will get the scroll he will mention that he stayed at the Avenue last night. If the player does not "know" Dunmeri the Journal entry will tell them what was said if they navigated the choices properly (yes they can do the save and load method). If they get to the point that the player has agreed to find the scroll, all later messages are translated (as it is apparent that the player knows Dunmeri). The player can get a scroll of recall in 3 locations, first they can go to the Avenue and talk to Allasi Enduren about Ghernn and learn he stayed in the East Wing. If the player searches they can find the scroll behind the bed/urn (if they find this scroll the Journal will update, it does not exist in the game world until the player accepts Ghernn's request for aid). Alternatively they can go to either enchanter (Cerul Arnem or Turosi Salvel) and pick up a scroll, these guys will also tell the player that the scroll of recall is called a scroll of leaguestep (sorry, I just can't see Ghernn calling it that). If the player returns with the scroll they can give it to Ghernn for the reward of a ring and 15 gold (the PC's faction rep with House Indoril increases by 2). If the player answers his question about having the scroll in common he gets angry and will not talk to the player again. After the player leaves the area Ghernn is removed from the game world. There is nothign more to this quest, it is simply designed to introduce the House Indoril faction and Dunmeri language to the player and let them see it in map 1. Ghernn's buisness in PT relates to the happenings recorded in the Brown Book (TR version, offering to build Tribunal Temples in Telvanni territory).
Q4
  • Quest Title: Hunting an Ogrim

    Origionating Cell:
    Port Telvannis (41, 17)

    Story:
    Initiation: This quest is a nearly straight forward monster hunt. Just leaving the northwest gate of Port Telvannis the PC can meet Nalenteris Brendu (Dunmer, Spellsword added by this quest, he does NOT appear until the PC is level 10 or higher). Nalenteris is young and foolish. He has seen an Ogrim in the area and would like to slay it so he may claim its heart to take back to his father (Aresthi Brendu, a PT shopkeeper already in game), he asks that the PC support him in this effort, however he requests that the PC let him do the fighting (i.e. the player cannot attack the monster in anyway). The player may not directly attack the ogrim.

    Fight: Now the ogrim will be along the coast (Cell (39,19) all the PC has to do is follow the road out of Port Telvannis). When the PC arrives with Nalenteris in tow combat will begin (Nalenteris will follow the PC for 3 hours then quit if the PC has not found the ogrim, this ends the quest). Three things may occur at this stage:
    1.) The player attacks and kills the ogrim saving Nalenteris from the beast.
    2.) The player supports Nalenteris' efforts and he eventually kills the beast.
    3.) The Ogrim pummels Nalenteris to a bloody pulp.

    Conclusion: Option (1) will result in Nalenteris getting very miffed with the player and telling him to get lost. However if the player visits Aresthi Brendu he will express his gratitude and explain that his son is a good boy but not very sensible. This leads to a major disposition boost with Aresthi making him a reliable trader in this otherwise hostile city (granted if the PC is Telvanni this reward is nearly useless). Nalenteris will appear outside his father's shop after the player mentions him to the father, he is more agreeable at this stage (no real use just a bit of atmosphere).
    Option (2) will result in Nalenteris bragging about his skill as a spellsword. He will give the player 100 gold pieces for their trouble. Visiting Aresthi leads to a boost in disposition as in Option (1). Nalenteris will appear outside his father's shop after the player mentions him to the father, he is more agreeable at this stage (no real use just a bit of atmosphere).
    Option (3) the ogrim turns on the player next and the player must kill it or run. The player may of course loot the corpses for a daedra's heart from the ogrim and 100 gold pieces plus some equipment from Nalenteris. Visiting Aresthi and mentioning his son leads him to throw you out of his shop and he will no longer do business with the player. Aresthi will similarly act this way if the player murders his son at any point.
Q5
  • Quest Title: Pack RATS!!!

    Origionating Cell:
    Port Telvannis, Madar Senatam's Housepod

    Story:
    Initiation: This quest is initiated when the player speaks with Madar Senatam in her housepod in Port Telvannis (a random rumor will be added to PT commoners, paupers, and all non-NoLore NPC's in the Lost Crab Tavern letting the PC know that it is rummored Madar Senatram wishes to kill Danel Varys' pack rat). She tells the player that her neighbor's packrat (Danel Varys) is diseased and asks that the PC kill the animal.

    Cure Stage: The player may kill the rat at any time in the subsequent stages, this leads to Danel Varys' disliking the player (He tells his friend Bren Galdris, Trader, who will no longer trade with the PC; and he demands money for the rat) and Madar Senatram paying the player 50 gold pieces regardless of what has occurred before this (even if the player has declined to kill the rat; if they do kill it she will pay. If the PC speaks with Danel he will say the rat is not diseased and ask the player to examine it (the player may already have seen the rat). Examining the rat, the PC will notice that it is diseased. The PC can cure the rat with a spell (cure common disease). For doing so Danel will pay the player 30 gold pieces. Madar is not pleased by this turn of events and demands that the player kill the rat as it is a nuisance.

    Investigate Stage: Danel is sure his spiteful neighbor gave his rat the disease on purpose. The player is asked to check around Madar's housepod for clues. No evidence will be found. If the player tells him the truth, that they can find no evidence, he gives the player 20 gold pieces and sends the player on his way (quest is over, except player can still kill the rat and get the reward from Madar).

    Lie Stage: Alternatively the player can lie and say Madar gave the rat diseased food. For this Danel gives the player 30 gold pieces and tells the player he has an idea for revenge. He gives the player a piece of diseased meat (wonder where the rat got its disease!?!) to put in Madar's stew pot (the player may decline). If the player adds the meat to the pot it nets them 50 gold pieces from Danel. One day later Madar is ill, she tells the PC that she is sure it is the diseased vermin her neighbor keeps that is the cause; she again asks the PC to kill the rat. The PC can also cure her at this stage, but she will not give the PC a reward until the rat is dead. If the PC kills the rat one of two things will occur:
    1.) If Madar is cured she pays the PC 150 gold pieces
    2.) If she is still sick she says she can't pay the PC because she has to get rid of this dreadful disease, if the PC cures her she will pay 150 gold pieces.
-Starcrunch
Last edited by Starcrunch on Wed Feb 07, 2007 1:37 am, edited 6 times in total.
groza528
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Post by groza528 »

I believe that I moved the Odrethi reference to one of the other nobles in this quest (Rantela Ilneram) when I made the Mudlap Mosslog... Lud, I will send you a new copy once I find a better noble.
I could have *sworn* one of the three Port Telvannis "manors" (Ilneram, Irenam, Odrethi) wasn't used here :)
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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Lud
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Post by Lud »

You could use one of Tel Thenim's higher-up Telvanni wizards for Mudlap Mosslog.
I'll move that one back out of reviewing.
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
-Ophelia Benson
Starcrunch
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Post by Starcrunch »

The Odrethi's are the easiest to kill, Irenam and Ilneram can only die only if the PC is really out to murder folks. Really no body is SUPPOSED to die in this quest (well except a slave of course!), it only happens if the PC expressly goes against his/her orders! Did you put a script on the noble or just dialogue? If it's just dialogue there is no reason not to leave it as is.

-Starcrunch
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Post by groza528 »

Just dialogue, but it can easily be moved to one of the Tel Thenim wizards. I'd prefer not to use the same NPC for more than one quest if avoidable (unless, of course, that NPC is giving the player multiple quests, like a guildmaster)

Edit: have moved the dialogue to Weikal Urenim, Speelsword and Wizard (recently promoted from Spellwright by myself) of Port Telvannis.
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 »

Questions for Lud:

Venira Resano has been moved to the Irenam Manor, bumped up to level 30, and given daedric and glass equipment. For A Disobedient Husband she needs to be level 12-13 (comprable to Trelo), lightly armed, and most importanly in the Resano Housepod. Can I move her back to her house and make her an appropriate level? In addition I need to place a slave in the Irenam Manor (for Murder and Intrigue), so I would replace her current location with said slave.

For Murder and Intrgue I need to use a unique gaurd for the Odrethi Manor, can I remove (or have removed) the default one currently present there? He either requires a script or needs to be referred to by a script and either way means he ought to be unique.

Can I make use of the control variable you put in the default Map 1 NPC script? If so this is the greatest thing since sliced bread! I want to set a flag from dialoge without using a journal entry.

EDIT: I've also updated Hunting an Ogrim info with more explicit locations, and a few minor changes. See first post for details.

EDIT2: Hunting an Ogrim is nearly complete. I'll start testing it soon, then I need to export, and edit the dialogue, before putting it back.

-Starcrunch
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Post by Starcrunch »

Still need questions above answered.

Progress Report: LiT is nearly done. Needs cleaning and a dialoge (spelling/grammar) check.

Hunting and Ogrim is complete. Posting a "beta" version here. This version does not have cells cleaned out so folks can playtest this if they like without having to use the editor. You must be level 10 to start the quest. Submission version will have cell info removed. Sorry for being so short, I haven't much time right now before a power outage.

-Starcrunch

EDIT: Attachment deleted, new version attached in later post.
Last edited by Starcrunch on Tue Feb 06, 2007 7:35 am, edited 1 time in total.
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Lud
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Post by Lud »

Sorry about delay in replying. I was away fro most of the weekend.
Starcrunch wrote:Questions for Lud:

Venira Resano has been moved to the Irenam Manor, bumped up to level 30, and given daedric and glass equipment. For A Disobedient Husband she needs to be level 12-13 (comprable to Trelo), lightly armed, and most importanly in the Resano Housepod. Can I move her back to her house and make her an appropriate level? In addition I need to place a slave in the Irenam Manor (for Murder and Intrigue), so I would replace her current location with said slave.

For Murder and Intrgue I need to use a unique gaurd for the Odrethi Manor, can I remove (or have removed) the default one currently present there? He either requires a script or needs to be referred to by a script and either way means he ought to be unique.

Can I make use of the control variable you put in the default Map 1 NPC script? If so this is the greatest thing since sliced bread! I want to set a flag from dialoge without using a journal entry.

EDIT: I've also updated Hunting an Ogrim info with more explicit locations, and a few minor changes. See first post for details.

EDIT2: Hunting an Ogrim is nearly complete. I'll start testing it soon, then I need to export, and edit the dialogue, before putting it back.

-Starcrunch
1)Just edit the NPC, and i can move her in the main file to exactly where you want her.

2)Jsut create a unique one and I'll edit it in the main file.

3) That's what it's for :)
"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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Post by Morden »

Great progress :) Is there going to be a beta test of the quests?
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Post by Starcrunch »

Lost in Translation is now done. Non-submission version uploaded for those interested (contains Hunting an Ogrim and Lost in Translation). It took a lot longer to finish Lost in Translation than I had figured, because a script was crashing the game with no error message (problem is solved, was a trivial matter involved in calling a RemoveItem function on the item to be removed while the script was still processing other commands...very stupid of me...it should have been obvious). Also took some time to rewrite the backstory in Dunmeri to be about House Indoril rather than House Dres.

Details for Lost in Translation and Hunting an Ogrim have been slightly updated in first post. Pack Rats!!! or A Disobedient Husband is next, and I'm looking for a location now for PR!!!.

EDIT: Pack Rats!!! now has a new home, that does not conflict with any other quests. First post edited with new information.

-Starcrunch
Attachments
TR_m1_Q59_HaO_LiT_v3.esp
Hunting an Ogrim
Lost in Translation
(37.06 KiB) Downloaded 97 times
Starcrunch
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Post by Starcrunch »

Murder and Intrigue is now up and running. I've written about 3/4 of the dialog, all scripts, and all journals for Pack Rats!!! I should finish it tonight, and then I need to edit all the dialog for errors (spelling and such). Hopefully I'll submit late tonight.

EDIT: Looks like I accidentally overwrote my previous post, oops.

-Starcrunch
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Post by Starcrunch »

Submitted. Cell changes needed when merging are noted. Readme and other crap included.

These are the changes needed to cells (this can also be found in the rar file):

[MaI] - Replace standard Telvanni Guard in Port Telvannis, Ilneram Manor with TR_m1_Q59_MaI_Guard_2 (exact location is irrelevant)

[MaI] - Replace standard Telvanni Guard in Port Telvannis, Odrethi Manor with TR_m1_Q59_MaI_Guard_1 (3588, 3295, 14544) [Facing: ~291] (location critical)

[MaI] - Remove door in the Port Telvannis, Odrethi Manor hallway (causes a bit of a problem for phase 2 of the quest)

[MaI] - Place TR_m1_Q59_MaI_Redram_Report in Port Telvannis, Odrethi Manor (3244.344, 4481.831, 14601.843) Z-Rot: 291.2 (anywhere near here works)

[MaI] - Exchange the following two slaves (they can be in the exact same locations):
TR_m1_S_Oka-tei --> Add to Port Telvannis, Odrethi Manor; Remove from Orela Plantation, Slave Dwelling.
TR_m1_S_GroJag --> Add to Orela Plantation, Slave Dwelling; Remove from Port Telvannis, Odrethi Manor.

[MaI] - Remove TR_m1_Nevus_Ilneram from the Port Telvannis, Ilneram Manor, add him somewhere in the Port Telvannis, Irenam Manor (he is Rantella’s apprentice, and serves a bit role in the first part of the quest; additionally his current location in the Ilneram Manor is terrible as he blocks a hallway)

[MaI] - Remove the Telvanni Guard from Port Telvannis, Irenam Manor (he just gets in the way)

[MaI and ADH] – Move TR_m1_Venira_Resano from Port Telvannis, Irenam Manor to Port Telvannis, Trelo Resano’s House (6151, 1322, 16992) [Facing ~286] (location critical for ADH)
In Venira’s place in Port Telvannis, Irenam Manor place TR_m1_Q59_MaI_Kaj_slave (location unimportant)

[ADH] – Place TR_m1_Q59_ADH_Assa_1 in PT (42, 17) (349290, 142071, 641) [Facing ~ 0] (needs to be near the entrance to the Council House)

[ADH] – Place TR_m1_Q59_ADH_Assa_2 in Port Telvannis, The Avenue: East Wing (4048, 4263, 14486) [Facing ~ 315] (can be anywhere in the Avenue, but her job is watching outlanders so this room makes the most sense)

[ADH] – Place TR_m1_Q59_ADH_Assa_3 in PT (41, 16) (343163, 133009, 218) (any location on the docks works)

[ADH] – Place TR_m1_Q59_ADH_New_Slave in Port Telvannis, Trelo Resano’s House (5041, 1521, 16994) [Facing: 154] (this slave is only enabled after completion of the quest, place it near the specified location)

[ADH] – Place TR_m1_Q59_ADH_Arg_Slave in Port Telvannis, Trelo Resano’s House (5331, 1059, 16996) [Facing: ~17] (should be near this location)

[LiT] – add two or more references of sc_leaguestep to Port Telvannis, Cerul Arnem: Enchanter (anywhere in the shop, set ownership to TR_m1_Cerul_Arnem, so he’ll sell them)

[LiT] – add two or more references of sc_leaguestep to Port Telvannis, Turosi Salvel: Enchanter (anywhere in the shop, set ownership to TR_m1_Turosi_Salvel, so he’ll sell them)

[LiT] – Place TR_m1_Q59_LiT_Indoril_E in PT (42, 17) (346517, 142992, 1275) [Facing: 180] (near the base of the ramp leading to Tel Themin)

[HaO] – Place TR_m1_Q59_HaO_cr_ogrm in Telvanni Isles (39, 19) (324148, 160093, 215) [Facing: ~115] (place near above X, Y coordinates)

[HaO] – Place TR_m1_Q59_HaO_Brendu in PT (41, 17) (336230, 145281, 438) [Facing: ~126] (place near above X, Y coordinates; he should be near the NW gate of PT, note that he does not walk around so give him a decent facing)

[PR!!!] – Place TR_m1_Q59_PR_Rat in Port Telvannis, Dunel Varys’ House (1139, -386, -313) [Facing: ~11] (place near above coordinates)

[PR!!!] – In Port Telvannis, Madar Senatam’s House search and replace the following items:
TR_cont_basket_01_Food --> TR_m1_Q59_PR_basket_2
com_basket_01_chpfood --> TR_m1_Q59_PR_basket_1
urn_03_food --> TR_m1_Q59_PR_Urn
(Above changes are critical for scripting)

-Starcrunch
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Lud
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Post by Lud »

Great.
Moving to review.
Starcrunch
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Post by Starcrunch »

reward (n) = juohnkes (root is thank you)
Great House (n) = Barmerial (literally overhouse)
reduce (v) =
(to reduce)luvahrod;
(reduces)luvahrog
(was/were reducing)luvahroth;
(will reduce)luvahron;
(reduced) luvahre’ag;
(had reduced)luvahre’ath;
(will have reduced)luvahre’an;
(ger-reducing)luvahrakam
aid (n) = julifkhes
tariff (n) = abkhestis
guard (n) = nibfolamer (root is servant warrior)
bracer (n) = ghentyakis (twisted from arm covering)
foul (n) = makesvi
recall (n) = norimcuhn (root is memory)
fool (n) = muhmer
yes (v) = sahr

Above are the new Dunmeri words I made up for LiT (well some of them are unused now, but they were created for the original version of the quest.

-Starcrunch
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Lud
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Post by Lud »

merged
"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
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Post by theviking »

Removed a disobiediant husband from the quest file because it has two buggy scripts (TR_m1_q59_ADH_script_4 and 7).
Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2

Currently looking for quest designers.
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theviking
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Post by theviking »

This one is approved as well.
Locked