q1-60-Mis

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q1-60-Mis

Post by Lud »

Claim type: Quest
Claim ID: TR_q1-60-Mis (#1220)
Faction: Misc
Parent claim: TR_1-37-Tel (#61)
Claimed by: Bloodthirsty Crustacean
Status: Approved (Progress: 100%)
Location: 1:(4020, 1473):0
Files: TR_q1-60-Mis_Bloodthirsty Crustacean_1.esp; TR_q1-60-Mis_groza528_1.rar

---

This town doesn't actually have quest claim open yet. It's up for whoever wants it. (Only 3 quests, because it's super-important for the MQ) Note that the NPCs in the tower are used for the MQ and as such will have to be off limits.
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
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Post by groza528 »

If this isn't gone by the time I finish 58 I'll probably snag it, but don't let that discourage someone else if they want it. Just in case someone else does take it, I wanted to remind them that there is a guar farm a bit north of the town proper that could be used in a quest.
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 Lud »

There's also a muck farm just south of it.
Also, I added in some rumours into the dialogue about slaves escaping from one of these farms, but I can't remember which.
This'd be a nice little quest hook.
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
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Post by Starcrunch »

So there used to be an FW:FG quest (FG1) sited at the gaur farm. Here is the plot of the quest (which I made for the old map 1):
  • The first quest: The player is told to go to the guar farm of Erdlan Galelan and help him tame any troublesome, mating guars. When the player arrives there are no guar's in sight, and Erdlan Galelan is frightened in his shack. He begs the player to get rid of his rampaging herd. Then he tells the player that he can hear them, that the guars have returned. When the player leaves the, hut he is beset by raging guars. The player has three options for dealing with each guar:
    1.) Cast calm creature on the guar [no dialogue mentions this, but it would make sence]
    2.) Beat the guar uncosious [When it wakes up it will be non-hostile]
    3.) kill the guar
    Options 1 & 2 are preferable and for every guar that survives, Erdlan will pay 10 gold (this is a bonus on top of the reward at the end). The player must then go to Erdlan and let him know the results. Erdlan will pay the appropriate amount of gold (there is a dispostion bump for saving the guars too). Then the player can return to Permilous Dancoon and report success (if the player doesn't talk to Erdlan after subduing the four guars, Permilous sends the player back to tell him it is safe). [Before this quest begins, Erdlan and his slave are outside and the 4 guars are peaceful, after the player finishes the quest they return to their origional positions. During the quest the slave is moved into the stash shack.]
If we are not using the old FG line we could simply rewrite the background for this quest, making it local to TO (either given at the gaur ranch or through rumors in town that there is work at the ranch for the PC). And of course have the reward come fully from the farmer.

Just an idea,
-Starcrunch
Last edited by Starcrunch on Wed Feb 21, 2007 11:02 pm, edited 1 time in total.
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Post by groza528 »

So I think I know where I want the three quests, but I haven't worked out all the details.

Quest: Ninari Dorvayn's Secret
Questgiver: Fanla Vinkis, agent at the Magic Mudcrab
Outline: Fanla Vinkis is in town on official business. She works for someone that believes Ninari Dorvayn has been keeping a secret, and wants to konw what it is. (The idea was prompted by the insistence of Dorvayn that "My background isn't terribly interesting.")
Nobody knows anything about Ninari Dorvayn except that she has recently come to Tel Ouada from southern Morrowind.
No matter how much you sweettalk her, Ninari isn't spilling. However, you do find a note from apothecary Draralen Gurin, commenting that she's ready for the "next phase in treatment."
Draralen doesn't think it's professional to talk about her customers, but if you get her disposition up enough she'll let on that she knows something, and hint that she would be willing to talk, for some gold-- raw gold, that is, three pieces.
Bring back the raw gold and she will inform you that Ninari has been paranoid about contracting poryphyric hemophilia (the precursor to vampirism.)
Now go back to Ninari and you can ask more directed questions: If you ask her about vampires, she will speak nothing but curses about them, ultimately admitting that she had been kept as cattle but managed to escape. While it is never revealed, my intention is that she served as cattle to the Dres vampire clan.
Fanla will give you a nice 500 gold reward for your detective work.

Quest: Runaway Slaves (working title)
Standard abolition/slavehunting
The local rumors reveal that some slaves have escaped from the Tel Ouada guar farm, but I think I will move that to Orelu plantation in order to preserve the FG quest above (whether or not we use the whole questline, that quest seems like a good one).
The slaves Peera-Jah and Ki-Ralis have escaped, and after hearing about them in the local rumors, you are able to ask the farmers at Orelu plantation about them. They'll make some suggestions about which way they may have gone, but truly they don't know.
If you talk to the remaining slave(s) at the plantation (may want to reduce the actual number of slaves at the plantation, since two just escaped. Could move one to the guar farm) they will say they don't know anything, but again, disposition rules: if they trust you they'll tell you that the escapees went off westward in search of the Twin Lamps, but first they wanted to reach higher ground to determine whether there were patrols looking for them.
You can find Peera-Jah at Aegondo point, but not quite at the top. She'll tell you that Ki-Ralis had risked going to the top of Aegondo point to see if he could spot a clear path, despite the deadric ruins, and that he had not come back. Sure enough, the corpse of Ki-Ralis can be found near the daedric ruins of Hesadsadshallamu (or something like that.)
Peera-Jah will be upset by the knowledge that Ki-Ralis is dead, and also scared to continue travelling by herself. She will ask you to escort her to the nearest Twin Lamps operative, and I will have to check the CS to find out who that is. You can agree, or you can tell her that you're taking her back to her master; either way she'll follow you and either way you're not obligated to take her where you said you would.
If you bring her to the Twin Lamps you will raise the Twin Lamps disposition of you (even if you are not a member) and you can tell the farmers that both slaves died at Hesadsadshamallu (or tell them the truth, and incur a bounty.) If you bring her back to Orelu plantation you'll get a small reward.

Quest: (No name yet, VERY early in development)
Devas Terano (warlock, Telvanni) and Aligae (smuggler), at Devas Terano's house, attack you on sight. I think I want to put the third quest there, but I haven't really decided what it is yet. Open to suggestions.
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 groza528 »

Is there an eggmine anywhere near Tel Ouada? I seem to recall a lot of kwama eggs in the crates at Terano's house; also three black pearls. Where do black pearls come from? (Nobody better say "black kollops" unless it's true.)
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 »

I always assumed normal kollops produce black pearls. It's just a rare pearl created by accretion of a slightly different compound. In other words I assumed it was a lot like how black pearls can be formed in the real world.

-Starcrunch
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Post by groza528 »

Scratch the Devas Terano bit. I came up with something ese for quest 3

Quest: Kill or Be Killed
Questgiver: Medenb Khifzah
Medenb Khifzah has learned (and as far as he's concerned, you don't need to know how) that someone is planning to kill him, and soon. Naturally, he doesn't wish for that to happen. He wants you to sleep in his bed and, when the murderer arrives to claim your life, kill him/her. He, in the meanwhile, will remain with his acquaintance Varanit Suavyn until such a time as you tell him it is safe to return.
The first night you are asleep in Khifzah's master bedroom at midnight, the assassin will attack. S/he will forcegreet you "Medenb Khifzah, I have come to-- what the, you're not Medenb Khifzah! Where is he?" You can say that he's in a safe place, or that he hired you to kill the assassin. Either will get the same response. "%PCRace, this is a legal and honorable execution by the morag tong. If you don't tell me where he is, I shall have no choice but to consider you hostile." Three choices here: a) Tell the assassin that Khifzah is at Varanit Suavyn's home (the assassin will thank you leave on CellChanged. Khifzah will be dead and Suavyn will lose your trust. No reward, but Khifzah Manor is yours now for all intents and purposes.) b) Lie that Khifzah is staying at the Magic Mudcrab. The assassin will thank you and leave on CellChanged. Then when you tell Khifzah it's safe, he will return home and be dead next time you visit (honestly, how long did you expect that lie to hold up?)
c) Refuse to tell the assassin where Khifzah is. The assassin will attack. Kill the assassin and tell Khifzah it's safe, but of course warn him that the morag tong will send someone else. That won't matter, he'll say; with the recent attack he can justify his request to have a Telvanni guard posted in his home.

You can also tell Khifzah that it's safe before ever encountering the assassin. This will play out the same as b. Next time you go to Khifzah Manor he will be dead.

If you tell Khifzah that it is safe, regardless of whether it's true, he will reward with an amulet with defensive enchantments of some sort (sanctuary or shield), saying that he no longer needs it. The morag tong assassin doesn't give you anything, because you were merely acting honorably, of course.
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 »

I really, like this quest.

A few questions:
Is it ok to off Medenb Khifzah? He is a pretty prominent NPC and was involved in quest plots for almost as long as I can remember. I know he was part of the FW:FG plotline most or the later FG plot line conflicts with the MQ (it uses the TO tower) so it at the very least needs a major overhaul, if not a complete rewriting. I'm not sure if any other plans for Khifzah are still floating around, persumably not. Also his name sucks, it's very non-Dunmer sounding.

-Starcrunch
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Post by groza528 »

I will, of course, also have to see what I can do about allowing the player to "honorably execute" Khifzah as a result of possessing the dead assassin's writ.
Also, I looked for Twin Lamps members in map 1 and apparently there are very few, and they're all at the argonian mission in Firewatch. This is slave territory; wouldn't they try to concentrate in the area?
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 groza528 »

If there are no complaints I'm going to claim this? To be honest I'm already half-done, but it's not too late to make changes if they're needed.
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 Lud »

I was just taking care of that for you as you posted :)
I love your Morag Tong quest, by the way.
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
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Post by groza528 »

The Tel Ouada rumors were all out of order. You had random100 < 80 at the top, and decreasing as you went down, so only the rumors about the escaped slaves would ever appear. I changed all the < to >, so the claim might seem a little dirty, but it really isn't.
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 groza528 »

Just about set. I need to clean it and write the readme, and then I think it's ready. Unless it gets to be too late, I'll do that when I get home from trivia night.
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 groza528 »

submitted
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 Theo »

BTW. I still have the quest Starcrunch made. Part of it can be saved (at least the guar script) and if it is not implemented here it can be implemented elsewhere.
Perhaps add one more quest to the farm owner.
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Post by groza528 »

Awesome! We should hold onto that for when we start remaking the fighters guild line. We're not that far from faction quests. In fact, I'm about ready to start drawing up a faction line now, if it's ok with Lud, even if it won't make it out in the next release.
Do we have a Morag Tong in map 1, and if not, is there a reason?
Edit: on second thought, Morag Tong had the same writs all over Vvardenfell (I think this was to make things easier when handing writs to guards), so it would probably work the same way in the Mainland. So either we draw up a questline now that requires certain NPCs to be put in at a later time (not recommended, particularly as detailing will change written directions) or we hold off on MT until we have NPCs in more maps. We could write a skeleton I guess.
theviking tracked down the old MT questline, but it looks like it only incorporates map 1, so it needs revision, at least. I'll post that later. Thanks, theviking!
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 Lud »

We don't have a Morag Tong Guildhall, as far as I know.

As far as faction quests go, I'm going to start collating the old guild plots and see how they fit into our current version of map1. We won't be starting to create the quests yet, but we need to have solid plans.
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Post by groza528 »

Ludovic wrote:We don't have a Morag Tong Guildhall, as far as I know.
Any possibility of adding one to, say, PT? They're a dunmer guild, so they're not out of place in Telvannis; I'd think there would be one since the Telvanni will want to make political assassinations too.

Also, can you split this thread right before the post about the old fighter's guild quest before moving it to the reviewing forum? I think the ensuing conversation is still useful.
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 Theo »

I strongly recommend that the faction questlines were the last ones to start working on. They are the least essential to the element of novelty and playability (Everyone plays Main Quest and likes to explore misc quests, but most of faction quests will never be played by a single player).
I also believe we should make our own guilds first (houses Dres, Indoril, Knight Brothers, Imperial Archeological society, Scavengers, several Daedra worshippers covens) as the old guilds are old story. It is also a lot of work with quite a little outcome compared to Main Quests. Perhaps when all the maps are finished and then span them all over the map of whole Morowind.
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Post by groza528 »

Point taken. My thought was simply that those of us who work almost exclusively in quests will probably be running out of things to do shortly. Guess I should start improving my interiors, then.
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 Lud »

I'm working on putting all the old plots into a .rtf document right now. I'm not sure I'll be able to get them all though, some of them were in attachments, all of which were lost in the server move.
Theo, do you still have any of those design documents? If so, could you PM them to me?

I personally think that faction quests are a great idea. We'll be beavering away at them as soon as we've got the last of the local quests done.
By the way, I'm merging this into my map1+quests file now so that it can be reviewed. I'll be posting that file as soon as I've implemented all of the changes needed and I've fixed all of the bugs in the error reporting threads.
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
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Post by Vrenir »

I think that a tack down the middle would be best from both a production standpoint as well as for the players. What I mean is rather than creating a full-blown set of quests for each Vanilla faction, you should focus on TR unique factions, Map MQs, and misc quests. However, at the same time, you should throw in a series of surprises for members of the vanilla factions as you go along.

For example. if I am a mamber of the Mages Guild and travel to Firewatch, there needn't be a full questline, but I would hope that at least one or two people there would say, "Ah, so you're from our Vvardenfell guild. Listen, could you do a favor for us?" These quests would be available only to faction members to reward the player for having pre-existing ties, but wouldn't take up a huge amount of modding time for things that aren't really needed.
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Post by Theo »

I have exactly the same ideas as you, Vrenir.

Ludovic: I have Map 1 versions of Thieves, Fighters and Mages guild here. Imperial Legion and Telvanni are being covered by your MQ and are rather improved, so I shall not post them. I also have old BO quest, but I guess this is history. There also was Sload working on Morag Tong, but he never finished this. Starcrunch made ingenious plots for Tribunal Temple and Imperial Cult. They mus be in the forums. My and Graffs plot for Molag Bal worshippers was lost unfortunately, but perhaps still is in the forums.
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Post by Lud »

Thanks Theo.
I'm only missing the Molag Bal cultists now. I'll post up a discussion thread and the compiled questlines in easily read format so that people can have a look through and start throwing out ideas.
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Post by theviking »

These are the error reports for these quests:

"Tel Ouada: Kill or Be Killed"
Very nice, some bugs (mainly to do with CellChanged)
If you speak to Medenb, then go into the room, and meet the assassin without having left again, Medenb remains in the main hall, as opposed to moving out.
If you tell the assassin that Medenb is at the Mudcrab, then tell Medenb that it is safe to go home, then he is killed. This is rather unfair, as the player probably assumes they have temporarily (at least) got rid of the assassin. I would make it so that the player finds the assassin outside Medenb's house (enable a new one, PositionCell doesn't like
exteriors), and he must then kill her. This is more fair on the player. If the player does not intercept the assasin, then kill Medenb.
Thanks to CellChanged bugging up, whenever the PC tells Medenb it's safe (when it is safe), he doesn't return to his home until the player leaves, and then returns into his friends house.
If the PC does nothing, or just doesn't bother to sleep in the bed, or accidentally waits in the room, and doesn't sleep, then there is not a penalty. This makes no sense because Medenb says the attack will be tonight. Maybe he should say "in the near future", or something to that effect.
When speaking to Medenb's friend (when the PC has betrayed Medenb)he seems entirely casual about the dead body of his friend. Perhaps a more angry greeting is needed? Also, as an Agent, couldn't he have dealt with the assassin? Seeing as both he and Medenb would have been awake, it doesn't make too much sense. Either kill them both (to show how good the Assassin was), or make him a commoner or something.
Make the Hello distance of the Assassin 0. It is really annoying to hear her say "what can I do for you friend" after she's just threatened to kill someone.

"Kill or Be Killed" Quest giver: Medenb Khifzah
It's a small nice quest, but it doesn't work.
Actually the only bug - free choice is the first, to tell the truth to the Morag - Tong assassin (though Varanyt Suavyn hasn't any new topic on Medenb; it won't reveal me any new secret, though).
Otherwise...
* If i tell to the assassin that Medenb is at the Magic Mudcrab... He will stay at his manor, not with Varanyt Suavyn;
* If i decide to kill the assassin, again Medenb will remain at his manor; and he will not reward me nor i will get any new journal entry.
Ninari Dorvayn's Secret
All appears to be in order.
One minor dialogue gripe: Ninari says (about being a cattle) "They'll come and take me back! And I don't think I can go back." Sounds as if it's a job where someone's been mean to her, not a place where she's been brutally tortured for years.
"Ninari's Secret" * Quest giver: Fanla Vinkis
Good quest, with good dialogue and some small errors: - TR_m1_Q_NinarisNote is really hard to reach on that crate; i would move it in a better position: always a bit hidden to the player, but definitely not so far and not so difficult to take due to Ninari's position in the housepod.
- Talking with Draralen Gurin, the journal entry on topic "Ninari's Secret" seems too short to me:
Quote:
"Draralen Gurin refuses to discuss her clients"
I would like to read something longer and richer.
- Topic "porphyric emophilia" loops in Ninari's dialogue;
- Fanla Vinkis always reply with
Quote:
"Don't worry, %PCName, i'll find it"
even if the PC chooses to tell the truth.
And this is not related to the quest, but i suppose that there's a critter or something hidden somewhere just outside The Magic Mudcrab; that bugs a bit, since the game launches the 'combat' theme everytime the PC will go out of the cornerclub...

"Tel Ouada: Running into Trouble", and found a few bugs.
Problem 1: Female slave (the alive one) is very hard to reach, because of her positioning. Some re-adjustment would probably help.
Problem 2: At any point after having started the quest, if the player talks to Nifum (quest-giver) about "runaway slaves", they are essentially told what has happened, as they have three options: "[Lie] The slaves are both dead". "One slave is dead and I took the other to Firewatch" and "I haven't found them yet". The use of [Lie] makes it clear what has actually happened, even if the player hasn't even left the hut after receiving the quest.
Problem 3: Upon return to Orelu Plantation, Mee-Sei just says "what is it" or some other generic greeting, as opposed to something related to her return to slavery. Then when you talk about escaped slaves, she asks you to travel with her (she should have stopped asking, and should probably be very bitter/angry), and when you click "travel together", she just says "thanks for helping me escape the Daedra", not "why did you bring me back to slavery, you swine", or something to that effect.
The same problem occurs on bringing her to the Argonian Mission. She does not acknowledge this in her dialogue, just gives a generic Firewatch greeting, and promptly dissapears. Very disorientating.

"Running into Trouble" (Orelu Plantation)
A nice (and pretty difficult) escort quest. I still haven't finished it because i'm still looking for the two Argonians in Firewatch, but here's a first report:
* There isn't any new topic about "Nifum";
* The spot where i have found Mee - Sei looks fixable to me: it's really hard to find her without levitation or tcl; she seems stuck into some rocks, too;
* Mee - Sei's dialogue will always start with the greeting "Please help me. I'm one of the runaway slaves from Orelu Plantation", even if the PC is already escort her; that should be fixed, by replacing that with a different greeting or with the usual "Travel together" topic (though a brand new greeting sounds better to me);
* Mee - Sei's follow script should be fixed, she has a tendency to loose her path;
* No hints about where to find the two argonians in Firewatch... Though i have found them in the Argonian Mission, now.
* This is the only major bug in the quest: Mee - Sei vanishes when the PC enters in the the Argonian Mission!
Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2

Currently looking for quest designers.
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Post by groza528 »

Revoking from myself so I can focus on the Stirk MQ

These are the error reports for these quests:

"Tel Ouada: Kill or Be Killed"
- If you speak to Medenb, then go into the room, and meet the assassin without having left again, Medenb remains in the main hall, as opposed to moving out.
- If you tell the assassin that Medenb is at the Mudcrab, then tell Medenb that it is safe to go home, then he is killed. This is rather unfair, as the player probably assumes they have temporarily (at least) got rid of the assassin. I would make it so that the player finds the assassin outside Medenb's house, and he must then kill her. This is more fair on the player. If the player does not intercept the assasin, then kill Medenb.
- Thanks to CellChanged bugging up, whenever the PC tells Medenb it's safe (when it is safe), he doesn't return to his home until the player leaves, and then returns into his friends house.
- If the PC does nothing, or just doesn't bother to sleep in the bed, or accidentally waits in the room, and doesn't sleep, then there is not a penalty. This makes no sense because Medenb says the attack will be tonight. Maybe he should say "in the near future", or something to that effect.
- When speaking to Medenb's friend (when the PC has betrayed Medenb)he seems entirely casual about the dead body of his friend. Perhaps a more angry greeting is needed? Also, as an Agent, couldn't he have dealt with the assassin? Seeing as both he and Medenb would have been awake, it doesn't make too much sense. Either kill them both (to show how good the Assassin was), or make him a commoner or something.
- Make the Hello distance of the Assassin 0. It is really annoying to hear her say "what can I do for you friend" after she's just threatened to kill someone.
- If i tell to the assassin that Medenb is at the Magic Mudcrab... He will stay at his manor, not with Varanyt Suavyn;
- If i decide to kill the assassin, again Medenb will remain at his manor; and he will not reward me nor i will get any new journal entry.

Ninari Dorvayn's Secret
- Ninari says (about being a cattle) "They'll come and take me back! And I don't think I can go back." Sounds as if it's a job where someone's been mean to her, not a place where she's been brutally tortured for years.
- TR_m1_Q_NinarisNote is really hard to reach on that crate; i would move it in a better position: always a bit hidden to the player, but definitely not so far and not so difficult to take due to Ninari's position in the housepod.
- Talking with Draralen Gurin, the journal entry on topic "Ninari's Secret" seems too short to me:
Quote:
"Draralen Gurin refuses to discuss her clients"
I would like to read something longer and richer.
- Topic "porphyric emophilia" loops in Ninari's dialogue;
- Fanla Vinkis always reply with
Quote:
"Don't worry, %PCName, i'll find it"
even if the PC chooses to tell the truth.

"Tel Ouada: Running into Trouble"
- Female slave (the alive one) is very hard to reach, because of her positioning. Some re-adjustment would probably help.
- At any point after having started the quest, if the player talks to Nifum (quest-giver) about "runaway slaves", they are essentially told what has happened, as they have three options: "[Lie] The slaves are both dead". "One slave is dead and I took the other to Firewatch" and "I haven't found them yet". The use of [Lie] makes it clear what has actually happened, even if the player hasn't even left the hut after receiving the quest.
- Upon return to Orelu Plantation, Mee-Sei just says "what is it" or some other generic greeting, as opposed to something related to her return to slavery. Then when you talk about escaped slaves, she asks you to travel with her (she should have stopped asking, and should probably be very bitter/angry), and when you click "travel together", she just says "thanks for helping me escape the Daedra", not "why did you bring me back to slavery, you swine", or something to that effect.
- The same problem occurs on bringing her to the Argonian Mission. She does not acknowledge this in her dialogue, just gives a generic Firewatch greeting, and promptly dissapears. Very disorientating.
- There isn't any new topic about "Nifum";
- Mee - Sei's dialogue will always start with the greeting "Please help me. I'm one of the runaway slaves from Orelu Plantation", even if the PC is already escort her; that should be fixed, by replacing that with a different greeting or with the usual "Travel together" topic (though a brand new greeting sounds better to me);
- Mee - Sei's follow script should be fixed, she has a tendency to loose her path;
- No hints about where to find the two argonians in Firewatch... Though i have found them in the Argonian Mission, now.
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

Whilst waiting for my NPC adding work to be reviewed/finalised, I'd like to try and finish these off for Groza. I assume the file attached at the top is the one I work on?
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Post by groza528 »

It should be, yes. Thanks!
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

Consider it done.

Note that there are two versions attached. One contains just the fixed and fully functional quests. (All references are placed, as per new rules)

The second also corrects signposts between Tel Ouada and Firewatch, which were previously very confusing. This also adds two new signposts: Tel Ouada via Aranyon Pass and Firewatch via Aranyon Pass. It also fixes a ramp at the Boethian Lighthouse which was not allowing companions to follow you.


In both versions, I have changed it so that only a level 6 + character can get the Kill or Be Killed quest. (Otherwise it's just a bit weird that he trusts any old person, possibly fresh off the boat, with his life)


It is up to the merger which version to use. My preference is the second, as it cures much confusion, but if it is likely to cause issues, it may be wise to not use it.

I have tested both, but it is still probably a good idea to get it reviewed/tested properly.


Once Groza/appropriate person has decided which version is best to use, I will then update the top file.
Attachments
TR_q1_60_mis_nosigns.esp
Quests without signposts.
(59.23 KiB) Downloaded 99 times
TR_q1_60_mis.esp
Quests with signposts.
(61.64 KiB) Downloaded 93 times
Last edited by Bloodthirsty Crustacean on Fri Sep 07, 2007 6:51 pm, edited 1 time in total.
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Post by groza528 »

I vote for the one with more fixed stuff.

Also, please include a list of anything you have added to the world for the sake of reviewers who have to check the cleanliness: this is the caveat of the new rule allowing references.
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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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

Excellent choice, sir.

Here is the list of 'stuff to be added' (all now actually added) from this set of quests.
  • TR_m1_S_Ki_Ralis: put him at Molagreahd (26,21), 215062,172587,2498

    Add NPC TR_m1_S_Mee_Sei to Aegondo Point at 217365,166758,3383 (she has been moved for easier access)

    Delete (or move to the guar farm) the two slaves Dro'Zaaj and Haj-ku from Orelu plantation, because that's a lot of slaves with the two runaways.

    Add TR_m1_Q_NinarisNote to the interior "Tel Ouada, Ninari Dorvayn's House" in a sensible place

    Add NPC TR_m1_Khifzah_Dead to Tel Ouada, Khifzah Manor, above the lavablack, where he will not be seen.

    Add NPC TR_m1_Q_Dilave_Ralvani to cell Tel Ouada, Khifzah Manor Master Bedroom (preferably somewhere she will be seen when the player wakes up)

    Add NPC TR_m1_KhifzahsGuard somewhere sensible inside Tel Ouada, Khifzah Manor

    Signs added between Firewatch and Tel Ouada in cells (30, 13), (29, 12), Ashamul, Sarvanni and (29, 16)
a man builds a city
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Banks and Cathedrals
a man melts the sand so he
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"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Post by Haplo »

Use the top file for reviewing
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Post by theviking »

Merged for 2nd testing
Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2

Currently looking for quest designers.
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Post by theviking »

Approving, 3 quests closer to a new beta.
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