q1-65-Imp

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q1-65-Imp

Post by Lud »

Claim type: Quest
Claim ID: TR_q1-65-Imp (#1257)
Faction: Imperial
Parent claim: TR_1-37-Tel (#61)
Claimed by: Bloodthirsty Crustacean
Status: Approved (Progress: 100%)
Location: (4020, 1473)
Files: TR_q1-65-Imp_Bloodthirsty Crustacean_1.esp

---

Fighters' Guild on map1.
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Post by groza528 »

Mine :) As per the outline I posted, with the change we discussed Lud, the new quest 8 description for those who found a way to free their comrade earlier.
I need the previously-made quests from Starcrunch and the ship interior we talked about, but that won't keep me from starting.
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Post by Lud »

Granted.
Have fun Groza. :)
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Post by groza528 »

A bit slow getting started, and I'm not going to do much better today because I'm picking up my copy of Shivering Isles after work. I have adjusted the Guar Farm quest, but I will probably be making the other two from scratch (especially the guard-a-shop quest.) I've also copied over dialogue to join the guild and to account for expulsion.
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Post by groza528 »

Finally got back on this after a period of illness and general lull in motivation. I've made four of the eight quests, including the guar farm quest that I adapted.
Lud, whenever you can get that ship made for FG8 that would be great. Also, what in what general area will the velothi stronghold in FG5 and FG8 be? The more specific you can be the better; I'd love to work in some directions.
NOTHING has been tested yet.
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Post by Lud »

I can slot the stronghold in most any reasonable location that you can think of, whatever will fit your quests best.

I was just about to make the ship, but could you remind me what exactly you needed in it again? (I don't log IRC) A lockable trapdoor of some sort, was it?
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Post by groza528 »

Doesn't have to be a trapdoor. Actually, a trapdoor might make it that much harder to implement since it's necessarily a load door.
What I'm looking for is a ship that has a small lockable "cell" to shove the stalker fellow if the PC has already managed to free Mashug, the guildmember trapped in the stronghold. As I said, a trapdoor might not be good because it's a load door, but it's feasible to do it with a trapdoor if the location it leads to is actually in the same cell (it will be necessary to detect the presence of the stalker.)
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Post by groza528 »

Gah, I'm sorry this is going so slowly... Finished up the sixth of eight yesterday.
Currently complete but untested: FG1,2,3,5,6, and 7. 4 is next.
One thing I do know isn't quite working properly is the script that prevents teleportation from the Velothi stronghold. It pulls me back, but it pulls me back to a completely different set of coordinates. Might be a timing issue.
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Post by Bloodthirsty Crustacean »

Can't you just disable teleportation á la Clockwork City?
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Post by groza528 »

You know, I thought there was a disable teleportation checkbox in the cell overview but I couldn't find one. If you know how to disable teleportation let me know.
Otherwise I'm going to use the "If the player teleports, yank them back" scenario. The script I've written so far, as I said, pulls them back to the cell, but not to the correct place in the cell. Also, the way I have it written there is a loophole that if you recall to another part of the cell it will allow it. To close that up I'll probably have to check for the mysticism cast cound.
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Post by Bloodthirsty Crustacean »

Yikes, somehow I totally forgot to reply to this thread. Sorry for any inconvenience. :oops:

The command is "DisableTeleporting" (and conversely, "EnableTeleporting" when you leave the cell)
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Post by groza528 »

I don't know quite what it is, but this just feels like the guild I'm never going to finish. I have most of the quests done, too, though untested. Please revoke. Maybe if I get this off my mind and take a little time off I can start back up on something different.
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Post by Thrignar Fraxix »

Revoked by Request
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Post by Bloodthirsty Crustacean »

If the complex scripting re: the trap tomb has been completed, I'd be willing to take this up if Groza's okay with that. My busy period is pretty much over as of today, so I'm ready to get back to actually working. Finishing this thing off could be a nice way to start.

If I do take this (once that issue's clarified), then I'll need the quest outline, if possible. :))
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Post by Lud »

You'll have to have a look at the esp to find that out.
I'll get the plan for ya though.
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Post by Bloodthirsty Crustacean »

Righto, I'll check out that .esp.
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Post by Bloodthirsty Crustacean »

Okay, I got round to checking and the only thing Groza appears not to have done is that tomb! :P

Unfortunately, due to my relatively mediocre scripting skills, I'll probably leave this to someone else. Sorry. :(

Is there any other work coming up that I could get on to, or are we at a general lull in questing right now?
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Post by Haplo »

I don't suppose you could do everything left besides the Trap Tomb? That would help tremendously!
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Post by Bloodthirsty Crustacean »

If I'm given the plan, (and hopefully Groza can show up and clarify what's not been done yet) then sure, I'll get on it. No worries. :)


The tomb'll still have to go to someone else though.

I'll just claim this now, I suppose I should?
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Post by Bloodthirsty Crustacean »

Finish up of what Groza's not done. See FG plan for details of what's going on.

FG Plan:

Fighter's Guild Questline

The Firewatch guildmaster is Galan Brandt All quests are subject to change, particularly at the title

FG1: Escort Dillmoon (adapted from the original fighter's guild questline) Merdon Dillmoon is a bit of a pushover and he's been harassed by a couple of hooligans lately. The guild has been hired to escort him from The Queen's Cutlass to his home, expecting to receive similar harassment along the way. When the hooligans do in fact arrive, they start taunting Dillmoon. They're no real threat, Nothing more than a nuisance really; they aren't going to hurt him. Tell the gang to clear out and leave Dillmoon alone. The leader isn't impressed. He'll tell you to put your money where your mouth is, and attack you. Once you kill him, the rest of the gang will agree to leave Dillmoon alone. He'll reward you with one of his expensive wines.

FG2: Muscle Green-Eyes Green-Eyes the apothecary has been performing unethical experiments on patients, sometimes resulting in their death (though he's not an assassin, as current evidence leads us to believe. Will require a few changes to his shop.) Now Galan doesn't want Green-Eyes out of business or dead, but he does want it crystal clear that these experiments cannot continue. It's your job to threaten Green-Eyes, but first you're going to need proof. In order to get proof, Galan suggests you hire the thieves guild by talking to Silniel at the Howling Noose. He'll reimburse you for your expenses. Talk to Silniel about hiring the guild and if you're a member of the thieves guild, she'll send you on the job yourself. Otherwise she'll tell you to come back in a day or two with 500 gold as payment. If you come back to her, she'll sell you Green-Eyes' Logbook (if you're in TG, you can find this logbook in his basement). This proof can be used to threaten Green-Eyes and get him to stop performing unethical experiments.

FG3: Expedition at Manrizache A group of archaeologists are investigating the underwater dwemer ruins at Manrizache, off the coast of Bal Oyra. As the got deeper into the ruins they discovered a section of the ruin that was relatively dry. Unfortunately, because this area was still dry, it seems that all of the animunculi (mostly spiders) have retreated there to avoid water damage. Though they have reasonable fighters aboard, they were not prepared to fight such a high concentration of dwemer constructs, so they called in an expert. They'll give you some water-breathing potions, clear out the constructs and report back.

FG4: Guard Jana Livia's shop (adapted from original FG line) You're on guard duty tonight. Jana Livia in Bal Oyra has been having trouble with someone breaking into her shop and she's hired the fighter's guild to put a stop to it. You're to report to Jana Livia's shop and stay there all night. Around midnight someone will break in and if they see you, they will attack. Kill the thief and report back to Galan. If you sleep, leave Jana Livia's shop, or steal anything (is there any way to check that wihtout putting a unique ID on everything?) you fail the quest. The burglar will not show up in any of those cases.

Crunch: "Seems good. Need to remove all NPC's during the night. Use one unique chest that can be made to unlock, and emptied if the PC fails to perform. Also make sure there is no bed in the interior (then the PC can't sleep!), but allow them to wait (I've already made those scripts, they just need to be relocated to the new location). Technical matters: Obvious theivery can be detected. Make a list of all the items you need to include that you don't want stolen and I can write the scripts. It bassically hinges on taking into account the PC's starting number of each item and then comparing it continuously. If the number ever gets higher than the starting, the PC has stolen something and set a flag. The smaller the list the easier and the list cannot be unreasonably large. Also a PC could "steal" by setting down items of the same type they already possess and the taking the NPC's goods, but this loophole would not be easily recognized. These scripts have also been written, but need to be updated with items for the new location (instead of for Green-Eyes shop)."

Lud: "Instead of removing the bed, simply change the script on it so that if the player is doing that quest, they can't use it."

FG5: Investigate Groza's disappearance (I don't have to name him after me if you don't want me to, but I was remarking to Starcrunch how orcish my name sounded and thought it might be fun :) ) Garan asks you to investigate the disappearance of Groza gro-Nagrok, a guild member that had been sent to X ancestral tomb (I'd probably like a new one added as the ones existing don't suit me that well) to kill a daedroth that had taken up residence there. When you arrive you find the Groza is still alive, but has triggered a trap of a truly diabolical nature (if you are familiar with Greek mythology, think of Tantalus.) Basically, he got greedy and took a gem of some sort, and doing so caused a secret wall to close behind him, locking him in. However, he has found that as long as somebody is standing on a particular Velothi platform in the room, the wall will open, which is how you're able to reach him. As soon as he steps off the platform, the wall shuts again (He demonstrates.) Apparently returning the gem was not enough to satisfy the trap, and teleportation is disabled, leaving him stuck there. He asks you to return the daedroth's heart to Galan and apprise him of the situation. The truly clever and magically inclined player will manage to get Groza out by summoning a creature on the platform and then paralyzing it there; everyone else will have to leave him (for now), or else they'd get stuck there themselves.

FG6: A bounty on Dedave Vendalas Business as usual for the fighter's guild. Dedave Vendalas is a smuggler in the cave Zainna, southeast of Firewatch.

FG7: Wild guars in Tel Ouada (adapted from original FG line) The owner of the Tel Ouada guar farm has recently found himself unable to control his guars as they enter their mating season and become particularly aggressive. Considering that Rathra couldn't be bothered to spare any resources, he hired the fighter's guild. When you arrive at the guar farm, the guar there will be quite aggressive. You can find the owner, Erdlan Galelan, in his shack, and the slaves are in the stash shack. Erdlan tells you that he would prefer it if you didn't kill the guars. He believes that if you beat them into unconsciousness, they'll calm down (He's right. Or you can use a calm creature spell.) Your reward depends on how many of the guars live. (What's the proper plural, guar or guars?)

FG8: Coladia Nelus' Stalker Someone has been following Coladia Nelus, trying to acquire a family heirloom or artifact of some sort that he believes she has (she claims she doesn't.) Galan wants you to get rid of him, preferably outside of Firewatch so as not to cause a ruckus. You can lure him away by telling him you know where the item is that he seeks. If you haven't yet found a way to free Groza, Galan suggests that you can kill two birds with one stone. Tell the fellow the item is in X ancestral tomb and ask him to meet you there. When you arrive, you tell him you're going to talk to an orcish compatriate (Groza) who knows the exact location of the item inside the tomb. Then, when you get him on the platform, paralyze him with a jinkblade that Galan provided you with and book it out of there before he regains his movement.

Groza: "Adding a bit more spice, as discussed on IRC. If the player has already managed to free the trapped guild member, they will have a different non-lethal way of dealing with the stalker. They can tell him that they have learned the artifact is on a ship near Gah Ouadaruhn. You take him to the ship, which will be off the coast at the very southeastern edge of map 1, and you pay off the shipmaster to let you on (actually he has prearranged things with Galan.) He gives you the key, and you board the ship to "look for the artifact." In reality, you then lock the stalker aboard the ship, at which point he will be outraged, and ask what is going on (forcegreeting). The ship is bound for Elsweyr, and then on toward Sumerset."
Last edited by Bloodthirsty Crustacean on Thu Jun 21, 2007 9:00 am, edited 3 times in total.
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Post by groza528 »

The tomb has been *mostly* scripted. Sorry, maybe I didn't merge that claim in after all. Starcrunch made the tomb and did the majority of the scripting and I thought I had combined it with my esp. I have attached it here; I think that's the most recent, but it has no exterior yet; coc Nassudan

In addition, I haven't managed to get the warping script quite right yet. Apart from that it should be scripted I believe, including the dialogue that causes the prisoner to walk.

What still needs to be done:
- FG quest 4. The whole thing.
- Make Nassudan teleport-proof.
- Make an exterior for Nassudan.
- FG quest 8. The whole thing except where it's covered in FG4. This includes the alternate ending which may not be in the writeup: If you had already rescued your orcish friend from the trapped stronghold (now a necro stronghold instead of a tomb) then FG8 sends you instead to meet a ship which is on the east coast near Gah Ouadaruhn. There you bribe the Captain to sail him to [some faraway proince, perhaps Valenwood.] Instead of trapping him in the stronghold therefore you have to trap him in a part of the ship. The captain will give you the key. Dunno if that's scripted yet.
Lud made the ship, I'll attach that too.
- Test everything.
- Anything else you find; I haven't been in the CS for a while so I may have forgotten something.
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Post by Bloodthirsty Crustacean »

Okay, sounds good. I'll probably be able to handle whatever scripting is left, in that case.

EDIT: Found plan myself. Please correct it if anything's out of date.

And the exterior. Should I do it, or do I leave that for when its merged? (I assume Lud can then handle it.)
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Post by groza528 »

Yeah, probably leave exteriors to Lud. Also, if you didn't figure it out, I meant for "except where it's covered by FG4" to be "except where it's covered by FG5" :)
I can open it back up and maybe explain better if you can't follow my work.
Rereading plan; I changed the smuggler in FG6 to be an old redguard woman instead (because bounty on an old woman is a bit funnier.) Also I think I reversed the direction on FG1.
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Post by Bloodthirsty Crustacean »

Cool, and the "to do" list stands as you had it in the previous post?
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Post by groza528 »

I believe so.
Edit: maybe also swapping out creatures in FG2 and FG3 with the scripted versions of them.
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Post by Bloodthirsty Crustacean »

Eh, which ones are those? FG 2 claims to be "Muscle Green-Eyes", and FG3 is just cleaning out some spiders. Do those need scripted creatures?

EDIT: Oh yeah, and is anyone actually going to claim this for me! :P
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Post by groza528 »

Sorry, make that FG*7* (I could've sworn that one was second; that's what I get for making the quests in no particular order) and FG3. Scripted spiders and a couple of spheres I think for 3; scripted guars for 7.
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Post by Bloodthirsty Crustacean »

Just a quick progress report. Scripting in Nassadun (FG5-wise) appears to be finished. Tweaks for multiple possibilities may be necessary, but this looks to be the main scary bit over.

Still need to get it sorted for F8, but all in due time.
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Post by Bloodthirsty Crustacean »

Question: How am I going to get the guard (Guard!?) and Jana out of her shop at night, so that she can be burgalled without looking stupid?
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Post by groza528 »

Have Jana tell you she wants you guarding a particular chest and if you get too far or lose line of sight you fail. Then have her walk off in a different direction; Jana Livia's shop connects to the Census & Excise building so you could conceivably have her "exit" (disable) through there while you can't see her near the front door, or vice versa.

If there's really a guard in the shop he should be deleted; that doesn't makes sense at all in context of the quest.
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Post by Lud »

Ok, claim is in your name, have fun.
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Post by Bloodthirsty Crustacean »

Groza, why have you (I presume it was you) created a new faction called "TR_MP1_Fighters_Guild"? Is that safe to clean out?
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Post by groza528 »

I think that's a remnant from the guar quest that I took from Starcrunch in a mostly finished state. It's left over from an earlier try at the fighter's guild. It should be safe to clean.
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Post by Bloodthirsty Crustacean »

For Jana's quest, how can I break the PC out of waiting? Is it the same command that wakes up a sleeping PC, or is it different/not possible?

Progress Report: Jana's quest totally done except for above line of code. Now all that remains (as far as Groza's list tells me) is FG8 and testing.
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Post by Bloodthirsty Crustacean »

Just a quick bump so this can be seen above TF's massive flood of ints. (Question above still stands)
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Post by Thrignar Fraxix »

*puts up another city*
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The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables

The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar

Fun is bad - Haplo
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

Right, next progress report. Have begun testing, all up to and including Find Mashug have been tested. A couple of problems all fixed up. (Also, still need that command for Jana's quest)

On Mashug, I've added some sound effects to the forcefield appearing, so it's all nice 'n' shiny now.
a man builds a city
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Banks and Cathedrals
a man melts the sand so he
can see the world outside


"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
groza528
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Post by groza528 »

I think it's the same as the command to break the PC out of sleeping, but I'm not certain. That command is WakeUpPC.

MWSfD also warns that the rest pop-up screen is a menu, so beware if you use it with MenuMode.
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 »

Progress is slow. I hope to be finishing soon-ish, but I'm a bit busy right now, and just don't find the FG very interesting as a guild, so lack the motivation I had with the Temple.

Hopefully done in a week, I'll (almost) certainly be done in two. If it needs to be sooner, ask and I shall get it done.
a man builds a city
with
Banks and Cathedrals
a man melts the sand so he
can see the world outside


"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

Okay, not fully tested yet, but it's been a while so here's the final (before fixes and testing) version of the FG, all quests implemented. Be aware that cleaning may have gone awry, as I wasn't entirely sure what needed cleaning out and what didn't (comes from finishing someone else's WIP) but I think all is well.

Here are the 'things to do' for the merger:
  • Quest notes removed. See later version.
There's a lot of complex dialogue and variable work going on in this one, so much testing will be required. I'll do as much as I can, but it may take a while to make it foolproof.
Attachments
TR_q1_65_Imp.esp
'All quests implemented' FG

NOT FULLY TESTED
(179.23 KiB) Downloaded 109 times
Last edited by Bloodthirsty Crustacean on Tue Jul 24, 2007 8:52 am, edited 1 time in total.
a man builds a city
with
Banks and Cathedrals
a man melts the sand so he
can see the world outside


"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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