q1-76-Tel

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q1-76-Tel

Post by Why »

Claim type: Quest
Claim ID: TR_q1-76-Tel (#1692)
Faction: Telvanni
Parent claim: TR_1-37-Tel (#61)
Claimed by: Parted User
Status: Not Available (Progress: 50%)
Location: 1:(4020, 1473):0
Files: None

---

ON HOLD -- A quest line to make Faruna resign her position so that the PC can be councilor.
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Post by theviking »

Starcrunch made the first quests of it, but we still need a few quests to make Faruna resign. One nice way (Faruna wants to research in peace and wants to resign from the counsil) and one evil way.
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Post by theviking »

I think I'll try to complete this. The nasty way of disposing of Faruna would naturally be to feed her to her own plants. The other way would bbe that she retreats from the counsil to rechearch.
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Post by Theo »

Perhaps update the list of the potiential candidates for apprentice as well.
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Post by Lud »

The basic idea for making her quit was that the player's "advisor", an upwardly mobile Telvanni who appears in the Council House and fixes themselves to the player's star would give the ideas of how to go about doing this.

About the killing Faruna thing, the main problem with that is that it would mean changing lots of dialogue. How about making her go insane?
How about creating a clone of her and trapping the real one in Dral's realm/killing her/banishing her/locking her up in your basement and using her as a magickal hamster in a wheel?

(I like the possibilities of the last though; the dialogue that she would have would be great!)
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Post by Bloodthirsty Crustacean »

I think we could handle changing the dialogue for Faruna's death. Just do a Text Search and add Dead filters appropriately.
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Post by Lud »

Yeah, but killing people is so last Tuesday.

'Twould be nice to have some slightly more original way of getting rid of somebody.

Also, I do think that from the point of view of getting the support of others for the Council, killing Faruna doesn't make much sense.
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Post by Bloodthirsty Crustacean »

Fair 'nuff. Just clearing up that possible issue.
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Post by theviking »

I like the magickal hamster option. It will give the player something to return to Tel Oren for.
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Post by theviking »

I'm done with it. Can you give your opinion on it?
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Post by Bloodthirsty Crustacean »

Where's the actual details? I can't see any outline or file that might contain one.

And could someone in the know explain to me where this quest comes in terms of the Telvanni storyline?
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Post by theviking »

Quests for Mistress Faruna

Fa3: In Search of an Apprentice
Quest Giver: Mistress Faruna
Prerequisites: Rank 4 in House Telvanni; Successful completion of Fa2 (this requirement is unusual, but I'm planning for this quest very open ended quest to serve as a lynchpin for the quest line to get Faruna to step down with grace)
Story:
Background: Mistress Faruna is the cloistered Telvanni councilor and the Mistress of Tel Oren. She rules no town, and is principally interested only in her research. She is reclusive, but not batty or insane (i.e. she shouldn't invoke images of Miss Havisham). Her principal endeavor is related to the study of carnivorous plants and the intersection of magic (i.e. spell craft) and alchemy. She keeps an occasional slave (they serve as food for her plants from time to time) and has only one retainer whose principal role is to keep things tidy and to shoe away visitors. In Telvanni towns a rumor (new latest rumor) has been circulating among the mages, sorcerers, and other magic oriented crowd that after centuries of seclusion Faruna is seeking a genuine apprentice as there are now too many things to be done for even one so capable as herself to do them all.

Initiation: If Faruna likes the PC and they meet the prerequisites, (Or if they completed Fa2 and talked to the advisor) she mentions that she needs an apprentice to aide her with this critical stage in her research and asks that the player find one for her while the PC travel through Telvanni cities and towns. The player is told that the candidate must have the following properties:
1. Interest in the subject of alchemy.
2. Interest in the subject of sorcery.
3. They must be talented in the area of magic.
The player is also told that they should name an aprentrice only once because she doesnt have time to judge multiple apprentices. She suggests that the player look around and to not be concerned with the candidates race, sex, or upbringing. This starts an open ended quest the PC can complete while working on other things. The PC is also told to interview any potential candidates and consult with Mistress Faruna before one can be accepted.

Search: The following potential candidates have been found on Map 1 (this will be updated a bit when I've had a chance to look around at the latest version of the map; this list is drawn from an old version). The PC can speak to them about being Faruna's apprentice (an * denotes a character that will be created as part of the quest and the letters in brackets indicate the city they are in).

1. *Malethan Ilnene - She will look ok and demonstrate some knowledge of magic; Faruna will hire her (In the long run this ends less well). Consult the section titled Option: Malethan Ilnene for more details. [PT, exterior]
2. Dro'Khatsir - A free Khajiit in PT, declines offer on grounds of not knowing magic. [PT]
3. Dunel Varys - Declines, no reason given but suggests asking Mila and Tenos Siratha. [PT]
4. Ero Endravel - A Dunmer alchemist. He declines because he is not magically able and knows it. [PT]
5. Lothros Ildin - Declines, as he knows only a bit of magic. [PT]
6. Lervathi Arvul - A mage. Accepts and makes the PC a potion to demonstrate his alchemy skill (which he is overly proud of). If the player takes the potion to Faruna she is very disappointed and claims she can train someone in alchemy but first they must recognize they need training. She does not offer him a position, and he is most unhappy with the player, who he accuses of sabotaging his chances. This leads to a disposition drop but nothing serious. [Bahrammu]
7. Tenos Siratha - Declines, as he doesn't want to be away from his wife. [PT]
8. Mila Siratha - Declines, as she can't endure being separated from her husband. If the PC is in good standing with her she admits it's really because she is having an affair with Ero Endravel and it would cut into her time to spend with him. The player can tell her husband, but he already knows (that's Ero's real reason for not wanting to become Faruna's apprentice). [PT]
9. Shara Mantiti - A Dunmer battlemage. She has other obligations to House Telvanni. She suggests Ilwen in Gah Sadrith. [PT]
10. *Varnes Eram - The grown son of Drelo and Adaisi Eram. He works in Tel Themin as a servant (he's basically the janitor). His relationship with his parents is strange, and they basically use him as their property. He will be one of the better choices and gives a nice demonstration of the magic he has picked up just by watching the wizards in Tel Themin. There is more to his story and the PC has to do more, this is described later in the section entitled Option: Varnes Eram. [PT]
11. Ilwen - An Altmer spellsword and long time servant of Mistress Eldale. Declines, as he has served his mistress for over a century (even before she became the Mistress of Tel Darys) and is loyal to her. [GS]
12. Gavisi Thelas - Wants the job but won't give a demonstration. If you speak to Faruna about him she won't take him. [GS]
13. Gavat and Dralsea Redam - Bemoan the death of their son who they say would have been perfect...nothing more to this, just some atmosphere. [GS]
14. Draan Solobar - Declines, as he says he knows no magic. [GO]
15. Adryn Seloth - Suggests his sister Atrenis Seloth [GO]
16. *Atrenis Seloth - Demonstrates some spell knowledge, and Faruna grudgingly takes her. This ends badly. Consult Option: Atrenis Seloth for more details. [GO]
17. Triva Andoril - A Dunmer noble. She will suggest that as a noble her son is the only logical choice. [GO]
18. *Garres Andoril - Declines, he wants nothing to do with magic. [GO, andoril manor]
19. Arthel and Verana Eindari - Suggest both their grown children as worthy candidates. [RR]
20. *Tenen Eindari - Will fight a duel with his sister as part of his demonstration. The winner of the duel will be accepted by Faruna. Consult Option: Eindari Twins for more details. [RR]
21. *Vetes Eindari - Will fight a duel with her brother as part of her demonstration. The winner of the duel will be accepted by Faruna. Consult Option: Eindari Twins for more details. [RR]
The instant the player informs a candidate they have been accepted by Faruna (who must be consulted before the PC can do so) this part is over and the PC may not choose a second candidate. This means the player can interview many potential candidates but until a final decision is made the PC can keep looking. Anyone else not in the list, but in a Telvanni town will provide a generic, "not interested," response to the offer.

Option: Malethan Ilnene: The interview goes well enough, Malethan shows basic knowledge of magic, demonstrates a few simple spells. Faruna will accept him when the PC consults her. The PC can now return and tell him he has the, he will appear in Tel Oren if the player visits inside of 1 week and disappear from his current location (which will be an exterior in Port Telvannis). Faruna pays the PC 150 gold for finding the apprentice (regardless of what happens, even if Malethan has since died). After a week has gone by the Malethan will no longer be in Tel Oren (if the PC has not visited he simply never appears and Faruna explains what happened). Faruna will tell the player he died in an accident involving one of her plants (he is meant to be a bit careless, she didn't murder him). Nothing further happens, and Faruna has decided she doesn't want another apprentice. Long term prospects for getting Faruna to step down while remaining on good terms with her are dashed.

Option: Atrenis Seloth: This goes pretty much like above, only he died by poisoning himself because his theoretical knowledge of magic far exceeded his practical knowledge and common sense. Again the player is given 150 gold whether or not Atrenis has died yet (he lasts about a week too). As above, the long term prospects of for a peaceful (well peaceful on the Faruna front at least) are dashed.

Option: Eindari Twins: This one is a bit longer. The twins will be near each other in the exterior of Ranyon-Rhun. They will agree to fight a duel to demonstrate their abilities (this is not to imply they hate each other, they are competitive but still blood, they should be rather likable NPC's). This duel is NOT to the death, and if one dies the other will not accept (this will only be possible if the PC interferes). They will be evenly matched; the loser is decided by the first one whose health falls below a certain level. You may consult Faruna about both (regardless of the winner) but she will only take the winner. The winner will appear in Tel Oren after they are informed of Faruna's decision (and the PC gets the usual 150 gold). After 1 week the winner will say that they miss their sibling who they had never been separated from for so long while living in Ranyon-Rhun. The PC is asked to give the sibling 100 gold for traveling to Tel Oren (this is provided by the winner). If the player does so the sibling will appear at Tel Oren (probably in the exterior due to space concerns). If the player talks to Faruna they learn that she has decided to retain the sibling as well; as they made the right impression and giving some nice suggestions, which, while Faruna had already explored them, impressed her. Faruna gives the PC another 150 gold and the twins will give the PC several potions of their own making (unique, rather strong). If the PC does not retrieve the twin nothing particularly bad happens, but they don't get the potions or extra gold. Retrieving the twin will be necessary to get started on the path to getting Faruna to step aside with grace, but there is no time limit on doing this and the PC can leave it lay as long as they like. Not retrieving the twin will lead to the path of deposing of Faruna in an evil way after a week after one of the twins has asked it.

Option: Varnes Eram: This one is more difficult for the player. Varnes grudgingly agrees to give a demonstration, though he is very unsure of how it will go. His first spell is an attempt to summon a flame atronach. The atronach arrives but turns on Varnes. If the player does not intercede Varnes will die and this option is cut off. If the PC does save him he will explain that he'd never tried that spell before but had seen a wizard in the tower do it once (possibly even Rivlin Dral, but he's pretty reclusive). If the player knows the spell and has willpower > 79, conjuration > 79 the PC can tell Varnes how to do it correctly. Varnes will then do it properly (whether the PC helps him here has an impact on the interaction of Varnes and the PC throughout and effects Varnes' reward at the end). Varnes does a few other spells he's seen other Telvanni wizards do. He doesn't read all that well because his parents basically didn't feel it was important. The player consults Faruna who really likes what she hears (this guy is meant to be a prodigy, sort of a long the lines that I see the PC as a magical prodigy, being able to pick up spells with great ease). When the player returns with Faruna's answer, Varnes he says he won't do it. His parents want him to continue the job at Tel Themin so they can use the money. While he hates them they are still family, and he won't disobey his father (basically Varnes doesn't stand up for himself and has been beat down so many times by his parents that there is hardly anything left). If the PC speaks with the parents (Drelo and Adaisi, who are in their housepod in PT) the player is told that nothing short of 1000 gold pieces are acceptable for letting go of their grown son. The player has three ways to deal with this:
1. Pay them (if the PC is of Rank Wizard, with high enough faction reputation in Telvanni they will give up if the PC orders them to do so).
2. Kill them.
3. Consult Varnes and go with him to bargain with them.
Option 1 and 2 are both fine, and Varnes will take the position. He is sad they are dead if the PC kills them, but he is also relieved. Option 3 involves taking Varnes back to his home. The parents are unhappy and Drelo will basically beat his grown son up verbally before he starts a fight (hand-to-hand). The player can interfere and kill Drelo or not. If the PC does not interfere, Varnes will acquiesce to his father's wishes. If the PC does kill him (and his wife, who will join the fight if the PC attacks) then Varnes goes with the PC as in option 2. If Varnes agrees to go to Tel Oren he will do so and then the PC is given 150 gold by Faruna. If the parents are still alive when Varnes goes to Tel Oren he will still need to pay for them. That leads him to the evil side of deposing of Faruna. If the parents are killed, however, that will paradoxally lead to the good way of dealing with Faruna. After a week (regardless of the status of the parents) Varnes is feeling better and Faruna is thrilled by the progress he's made. She gives you a nice potion (quite powerful, and of course unique). Varnes will teach the player a spell with a rare (though not unique effect), absorb magicka or fortify attack being my current top choices (both are pretty rare). One week after arriving in Tel Oren Varnes will be eligible to get the ball rolling to have Faruna step down peacefully.

NOTE 2: general refusals to serve should be written for Alt Bosara, Tel Muthada, Telvanni Darconis, and perhaps Marog when map 2 is released. Also should be done for other villages on Map 1.

FA4a: The Good Way.
The advisor will tell you to talk to the apprentice of Faruna, maybe she can be persuaded somehow to leave her position. Luckily, the apprentices will want to involve Faruna deeper into her research. Varnes because he is curious what she will find out, and the twins because they are afraid that one of them has to leave Tel Oren eventually. So the goal of this quest is to make sure that Faruna is over her ears in research. Coincidentally, this will also leave a spot in the council as she has no interest for it anymore.
The only way to make that happening is to make sure something unexplainable happens. The apprentice has heard of a plant which stays cold, even in the warmest conditions. The apprentice will tell you that that would probably keep her researching for a while but he or she doesn’t know the location of this flower. The advisor doesn't know the location, but he advises you to talk to the caretaker because he knows a little about the flora of the telvanni isles. The caretaker of Tel Oren recently recieved a letter for Faruna from Rrathra that he hasnt given yet. If the player agrees to give it to Faruna they can read the letter off course and hidden in the text is the location of the plant. Logically, you’ll have to find the northest piece of land in the Telvanni archiple and there you have to find it. The northest piece of land is in fact an island north of Bahrammu. It also says that you need to be very careful for frost damage, since it’s a very cold plant. As long as it stays in your inventory, you will get frost damage. A wise way to go around this is to use mark and recall and resist frost or frost shield. Faruna will be delighted with the berries of the plant (it is actually of a renamed belladonna bush) and will tell you to go away so she can study it. The apprentice then rewards you with a resist frost or frost shield spell. The note isn't really that important since it was about the plant you just found. (Rathra also wanted to get rid of Faruna) Now Faruna will be deeply involved with her research and will abandon her seat on the council.

FA4b The Foul Way.
The advisor will tell you to talk to the apprentice of Faruna, maybe she can be persuaded somehow to leave her position. Luckily the apprentices also want to deal with Faruna: one of the twins because then they can return to each other, and Varnes because he desperately is searching for money to bribe of his parents so he needs to rob Faruna. All four don’t want to kill Faruna however, so the player needs to find a way to get rid of Faruna without killing her. Varnes will have the answer right away and he asks the player to get the stuff to make it happen (a rare plant, perhaps a noble sedge, amber for the paralyzing and scamp skin for the drain magicka) One twin knows the effects needed to make it happen and another one knows the ingredients.
The player and the apprentice must mix it together at the bottom of the air shaft or they won’t get the plant to Faruna. The plant ultimately has a paralyzing effect but it also needs magicka to survive. Off course, if you pick up this plant you will be stuck forever. There is only way to solve it; you must buy a slave, instruct it to pick up the plant and then you have to levitate it to Faruna. If you try to buy a slave in Tel Ouada, you can get one for free from Rathra, because she wants to get rid of Faruna. (In Port Telvannis you still have to pay for it) She will see the slave and the plant as a present and doesn’t resist it. Then she will be stuck. What’s more, because it is a plant it will produce pollen full of magicka so when you reenter Tel Oren you’ll restore a steady but a slow amount of magicka. Be careful not to go to Faruna again, though, or you will also be stuck. Then the rumor will go around that Faruna is stuck into Tel Oren, probably is heavily involved in research and then a council seat will open up.

Here is it, don't know why my attachment was removed or I cant attach anything anymore.
Last edited by theviking on Thu Dec 20, 2007 9:41 pm, edited 1 time in total.
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Post by Bloodthirsty Crustacean »

Sounds good. I like all of it, though I wonder, isn't it a bit short for a quest to get a seat on the Council, just two quests, and only needing rank four and two mouth quests to do it. It seems all a bit quick?

I'll wait for Lud's opinion, 'cos he's Mr. Map 1 Telvanni, seeing as Starcrunch is gone.

When this is done, I'd be interested in taking this one for actual questing.
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Post by Theo »

Please reconsider using the GS NPC's. They already have some quests attached. You might want to use some NPCs, which have not been involved in any quest yet. You might have good idea as which ones to use and you can go more creative.
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Post by Lud »

Sounds really good, I just have a few minor suggestions. There's some nice Telvanni-style back-stabbing here ;)

-The player should get dialogue that hints at the fact that the wrong choices for her apprentice are exactly that. (Obvious enough, just thought to mention it)

-I'd suggest that you implement the "advisor" NPC as part of this quest. This would just be an NPC that would appear in the PT council house when the player reaches rank 4 and advise them on how to get ahead, "suggests" ways to get rid of Faruna, etc.

-Good way:I'd suggest that maybe the plant you talk about should be a bit harder to find. Ie: the player has to go find a book with some obscure reference, bring it to some sage and then get him to help figure it out. (Maybe that hermit cave) it would have to be reasonable that Faruna wouldn't know about the plant, despite being a botanist Telvanni.

-Nasty way:I'd suggest getting some other Telvanni lord involved in giving some ingredient. Rathra would want to free that seat and get her lackey onto it, ditto Eldale. (They would be able to shift the balance of power towards their anti-imperial power bloc on the council) Again, very simple, just some flavour.
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Post by Bloodthirsty Crustacean »

Who's the "adviser", Lud? Is he a MQ character, or as of yet uncreated?

And again, could someone perhaps explain where this comes in terms of the wider view of Map 1 Telvanni?
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Post by Lud »

Don't have much time to talk about this at the mo, (have to study for an exam) but this is the way of freeing up a seat for the player to take on the Council. The player will have to get the support of a large majority (if not all) of the council in order to get a seat. (I'd go with all, they are an outsider after all) They'd also need a stronghol. (Darconis Gambit) Check out the progression map daigram in the map1 quest thread.

The "advisor" is the player's former mouth, and ambitious Telvanni who attaches themself to the player's star and tries to help them get power. They would mostly just give advice on how the power-play situation looks.
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Post by theviking »

I made the changes Lud has requested. There wasn't a candidate in Gah Sadrith which appected the offer, so it doesnt need scripting.
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Post by Bloodthirsty Crustacean »

If this is ready, then I'll take this, though I can't promise overly fast progress, what with testing Map 1, NPCing Darconis, getting the Data Update ready, finishing RanRuhn's MQ etc.

One question:

[quote=Ludovic]The "advisor" is the player's former mouth, and ambitious Telvanni who attaches themself to the player's star and tries to help them get power. They would mostly just give advice on how the power-play situation looks.[/quote]

What I meant was, 'will I need to create him', or is he an NPC added by the main quest that I'll just need to make some placeholder dialogue for?
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Post by Lud »

Yeah, they're not created in the MQ. You add them, but leave their enable/disable scripts off for now.
They don't really factor into the MQ, so I can just add some tie-in dialogue for them after merge.
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Post by Bloodthirsty Crustacean »

Ah, right. Thanks Lud. :)

(And when I get round to it, does it matter about name/appearance or anything, or do I just make something up?)
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Post by Lud »

A dunmer who was previously of more importance in the house but has since fallen from grace somewhat. Very good political insight; will tell the player what he thinks each NPC is up to and possesses an excellent understanding of Telvanni politics.
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Post by Haplo »

Grant
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Post by Bloodthirsty Crustacean »

Ludovic wrote:A dunmer who was previously of more importance in the house but has since fallen from grace somewhat. Very good political insight; will tell the player what he thinks each NPC is up to and possesses an excellent understanding of Telvanni politics.
I like him already. :)

Thanks for grantage Hap, though just saying again that this is pretty low on list of priorities right now.
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Post by Thrignar Fraxix »

any updates? I know you said this was low priority, but perhaps you have done something with it?
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

Not yet. Helnim is my priority. Sorry.

If you're really feeling megalomaniacal, you could revoke it, but it's not like currently there's going to be anyone other than myself claiming it again. :P
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Post by Haplo »

And three months later?
Forum Administrator & Data Files Manager

[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

[Insert my above post here]

Sozzles.

Of course, we now have a couple of decent questers hanging around (Faalen etc.) who I could see claiming this. If they run out of stuff to do, this can be revoked. Until then, I'll feebly cling on, if that's okay.
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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theviking
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Post by theviking »

Since you don't have other claims anymore, do you want to work this claim, please?
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

Ah, sorry. I'm not really up for any proper modding right now.

This can be revoked. Sorry.
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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Thrignar Fraxix
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Post by Thrignar Fraxix »

revoked by request
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Post by Ivan »

Claiming. I think I am able complete this.
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Post by Haplo »

Granting, enjoy
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Post by Ivan »

Since this is mine first claim then there are some questions:
Naming conversion:
TR_m1_q76_<object name>
TR_m1_HT_Fa3 (journal) is it right?

in NPC script there is a variable 'control' As I understood it free for using for example by me?

In addition, some questions about quest:
theviking wrote: 18. *Garres Andoril - Declines, he wants nothing to do with magic. [GO, andoril manor]

Long term prospects for getting Faruna to step down while remaining on good terms with her are dashed.

She gives you a nice potion (quite powerful, and of course unique).

NOTE 2: general refusals to serve should be written for Alt Bosara, Tel Muthada, Telvanni Darconis, and perhaps Marog when map 2 is released. Also should be done for other villages on Map 1.

The caretaker of Tel Oren recently recieved a letter for Faruna from Rrathra that he hasnt given yet. If the player agrees to give it to Faruna they can read the letter off course and hidden in the text is the location of the plant.
I have not found any Garres Andoril. Should I skip this topic?

If player fail to complete Fa3 quest will be any opportunities to start Fa4? Did player have any other ways to become counselor?

How powerful potion should be? Can you give some examples?

Map2 is almost done. Should I add these refusals?

A letter... It hard for me to write it even on Russian. Could someone make it? If not - then I try to either do it by myself or just skip this...

That is all at the moment. Questions a bit nooby, but I do not know well what TR position about them.
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

Hmm... I'm a bit wary about you 'learning the ropes' as it were, particularly with the potential language issues, on such an important set of quests, and especially when there's a simple misc. sitting there in Unclaimed that would be great to learn on... We'll see what Viking says.

For now, here are the answers to your questions.
Ivan wrote:Since this is mine first claim then there are some questions:
Naming conversion:
TR_m1_q76_<object name>
TR_m1_HT_Fa3 (journal) is it right?

in NPC script there is a variable 'control' As I understood it free for using for example by me?
Objects and scripts should be named like this: TR_m1_q_76_[Name]

Journals, you're right.

Control is for you to use, except where it's used by another quest/some dialogue. Most people don't have this, but it's important to check.

As of Map 2, NPCs will have a 'Qcontrol' variable exclusively for use by questers, which will simplify things a bit.
Ivan wrote: In addition, some questions about quest:

I have not found any Garres Andoril. Should I skip this topic?

If player fail to complete Fa3 quest will be any opportunities to start Fa4? Did player have any other ways to become counselor?

How powerful potion should be? Can you give some examples?

Map2 is almost done. Should I add these refusals?

A letter... It hard for me to write it even on Russian. Could someone make it? If not - then I try to either do it by myself or just skip this...

That is all at the moment. Questions a bit nooby, but I do not know well what TR position about them.
As Viking said, NPCs marked with an asterisk will need to be created by you.

I'm not entirely sure, but it looks like no. Lud is the man to ask, but he's been away recently. (He'll hopefully return soon-ish, though, so maybe drop him a PM)

The potion should be powerful enough to be a worthwhile reward, but not 'uber' (as in: 100% Chameleon for 100 seconds, 100 Fortify Strength etc.). Something interesting (Fortify Attack; Sanctuary) is favorable to something more standard (Fortify Attribute; Feather etc.)

You won't be able to add those refusals, as that'd require dependency on a Map 2.esm, which doesn't yet exist. After Map 2's released, we'll see.

The letter should probably be written by someone else. I think there's a thread in Lit where you could request someone to write it for you. Otherwise, I'd probably be willing to write it.


Hope that answers your questions for now. :)
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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Post by Ivan »

Thanks for answers. I know about mine language issues, but I have possibility to correct it without altering TR (but as I said before - I agree on fixing dialogue by someone else). In addition, if you decide that I cannot do this claim I will choose another. However, I want to try.
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

I was just thinking it might be easier for you to get settled in on a one-off misc. quest, rather than a key high-up set of Telvanni Master quests.

If you think you're up for it, then I'm not going to stop you. :)) Like I say, we'll see what Viking says.
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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theviking
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Post by theviking »

I agree with bloodthirsty crustacean that the misc quest would be probably better for you at this point. You can still claim it if you want. But I also want to see what you can do with this claim. If you made some good progress, upload a file, and we'll check it. I hope it all goes well, but we see that in the future. In the meanwhile it's nice that some work is carried out on this claim.
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Post by theviking »

I hope you were able to do some work on this, Ivan. We would like it if you post updates regularely.
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Post by Ivan »

Sorry for not posting any updates. Studying in the university is not a thing where you can have a lot of free time. However, I have already finished "In Search of an Apprentice" (I just need some free time to test it by myself). In the same time, I have started compiling "The Good way"
I just need a bit more free time (I hope to have more of it in December and January).
I will post my WIP as soon as I finish testing first quest. Most likely this will take not more than one week.
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