q2-10-Mis

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q2-10-Mis

Post by Haplo »

Claim type: Quest
Claim ID: TR_q2-10-Mis (#1841)
Faction: Misc
Parent claim: TR_2-40-Imp (#103)
Claimed by: Bloodthirsty Crustacean
Status: Approved (Progress: 100%)
Location: 1:(3356, 271):0
Files: TR_q2-10-Mis_Bloodthirsty Crustacean_1.esp

---

The Misc quests for Marog. I think 3 quests would be right for this place.
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Post by Bloodthirsty Crustacean »

Okay, just to get the ball rolling, being the NPCer of Marog, I'm gonna lay down some basic quest outlines.

One, that I explicitly planned for in my dialogue is this one:

Spoiled Merchandise

The nomad slave-girl at the Market is ill with a mysterious disease, and passed out. She needs to be cured. The player should bring her a potion, or use a spell (same old drill...) and then recieve a reward from the slave trader for curing her.

The player can then buy her, as with the other slaves, but this time there's a bonus quest! I'm not too good on these kinds of things, so some help coming up with some ideas on her follow up quest (still counting this as one quest for the purposes of Marog, though) would be great.

The idea is for the eventual reward to be having Jeela as a (freed) companion (though without all the bells and whistles that go into a full-blown companion mod, of course).



Some other ideas for plot-hooks, that could also do with some development from other people. I'm just not too good at this early creative stage.

Anyway:

shy, serious Dunmer warrior in one of the more isolated 'shroom pods (forget the name) has a crush on the Breton girl at the market. Perhaps help him win her heart, or something more interesting?

proximity of Kemel-Ze begs at least one quest to do with there. But what?

the unoffical Temple priest of the town. Help her get a nicer set up? (And perhaps even a subsequent mini-Temple quest line?) Help her with her duties?


Some thoughts there.

I'd appreciate as much input as possible! :)
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Post by MMMowSkwoz »

With the slave girl, perhaps her mother/grandmother/dog was also ill. You would then need to cure them and find out what was causing the illness. She thinks it might be one of two places she and her mother/grandmother/dog visited, and suggests you investigate them. The first place isn't relevant but something goes down (perhaps starting another quest?), but in the second you find a crazy wizard who has been infecting animals with a disease to study it. You have to either convince him to stop the experiments or kill him.

If you wanted to add a bit of humour to the love story, you could have the Breton girl be really overbearing and dominating. The quest would involve either doing or making him do various demeaning tasks for her in order to 'win her heart'. There could be running jokes around the town about how this mighty warrior is cowed by his woman, etc..
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Post by sirwootalot123 »

I have an idea for something to tie into kemel-ze.

An old dunmer woman in town is seriously worried about her erratic husband, missing for a week, which comes up if you ask about rumors.

They only married recently, as far as elven lifespans go; her first husband died after slipping and falling off of a seaside cliff while "romping" with his mistress, whose body was never found (only comes up if the old woman has high enough disposition). Looking around the home, it's obvious that the couple is poor and living very modestly.
The husband, a very old and feeble dunmer, has a lifelong history of telling tall tales about past adventures, although the woman admits that she cannot know for certain if they're true or not, as his old trade (caravan driver) required him to be away from home for weeks at a time. If you ask her about the tall tales, she cites two examples.

First example is that he supposedly slew a full-grown dragon while adventuring in red mountain, fell asleep on its dead body just to lord his superiority over it, then woke up on the creature's back as it flew over Mt. Kand; it dropped him in Marog and he's "lived there ever since".

Second story is that, while bored with spelunking deep within kemel-ze, he discovered a way to shut down centurions without destroying them, and that he bragged about this to a man who then ran a scheme to take them apart and sell the pieces as authentic "dwarven armor" to rich imperial collectors for a few years. This other man got fiendishly rich, only to lose the money after being robbed blind by a drinking buddy who is now a siltstrider driver.

Ask about the drinking buddy, and she says "According to my husband, he's the driver in (marog, if it has a strider; if not, nearest town that does). He probably won't have the slightest clue what you're talking about, but at this point you might as well try just in case."

Find the driver, an older dunmer, and talk to him about the smuggler. He'll get suspiciously defensive, overly emphasizing that he's never heard the name once in his life and that he probably doesn't exist. It's plain as day that he's hiding the truth. Get his disposition high enough, and he'll reveal that he used to take small bribes from the man in order to smuggle several very heavy packages at a time, along with his regular customers. After a few weeks of this, he got curious and looked inside; they contained "pieces of dwemer automations". He knew that dwemer artifacts were immensely valuable to outlanders, and therefore he wasn't getting paid nearly enough; rather than complaining, he secretly sold the packages to bandits and petty smugglers for nearly a hundred times what he was getting paid by the briber rather than dropping them off where he was told to. he reveals that the man is now living in an isolatd shack on the cliffs near kemel-ze as a hermit.

Once you arrive at the shack, you find the man's dead body with a dwemer shortsword sticking out of it. He's wearing a single dwemer pauldron and no shirt. The shack is filled with dwemer artifacts; the man even uses limeware/dwemer dishes for his food. In the middle of the table, though, is a "bloodstained diary". An entry from a year ago complains about the old man suddenly coming back to the shack and demanding his due sum from the smuggling operation, even though it's painfully obvious that he has nothing to give. Once a month, the old man keeps coming back, making the exact same demands and getting the exact same result; this is interspersed with a few other diary entries, mostly detailing "exceptionally ugly specimens" of local animals. The most recent entry, from one week ago, details the hermit's plan to get rid of the old man once and for all - he lied to him that he still smuggles, but got too famous and wanted to retire, hence the shack; he said that the money is now all stored in a vault in kemel-ze itself, filling the room so deep in gold that you can swim in it. The old man apparently bought the story, and the entry gets to three sentences gloating about how stupid the old man is until it ends abruptly in a scribble and a bloodstain (the old man obviously was so insulted that he was driven to come back and murder the hermit).

There's only one place, the player surmises in their journal, the old man could have gotten the sword; Kemel-ze. Surely enough, after searching a side passage near the entrance, you find the old man, too sick and hungry to move from the former dwemer bedroom he's standing in. Give him "a good drink", and he'll be back to his feet, only for the player to hear a few centurions walking outside the door. Escort the old man back home safely, and he'll reward you with his "secret"; it's a script that adds up to four "centurion pieces" to the bodies of all centurions, which can then be brought back to him and turned into any piece of dwemer armor the player wishes (much the way "madness ore" worked in shivering isles).
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Post by theviking »

I think the reward is too uber, for example, let him give you some unique centurion "pieces" instead. Also, the shack should have some sort of opponent (a smuggler?) because otherwise all that dwemer stuff would be too easy to get. But I like the quest very much, it ties Marog with Kemel-Ze and has a treasure hunt atmosphere.

PS: There is a boatdriver in Marog.
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Post by Bloodthirsty Crustacean »

Yeah, the reward is uber, but otherwise this is alright.

I would like it if someone could choose which characters in the actual Marog correspond to the characters in this plan. I might do this myself if I have time.
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Post by Hemitheon »

Don't forget about:

JUDGING A BOOK BY ITS COVER

Athryon's quest begins after Megoir's quest. He wants you to infiltrate the library and do some research on the book. Once the PC sees what the book looks like, he has to return to Athryon who then has a talented forger reproduce it from PC's memory. The thing is, if the PC misinforms Athryon of the book's appearance, the player will be caught when trying to steal the book. There are 3 options on the appearance of the book. All three are Dwemer style:

a. TR_bk_dwemer mesh

b. TR_bk_dwemer mesh

c. TR_devourer mesh

All three would require the player to retrieve 5 scrap metal.

Athryon sends you in with the fake book. He wants you to switch the real book with the fake book then leave. Dinara and Gaezash won't know the difference because the books look exactly the same on the outside. The PC then switches the book when Megoir is off doing duties. The Player then must leave with the real book. If he used the wrong fake, Dinara and Gaezash will attack. If he used the right one, they will let him pass. When Athryon retrieves the book, he pays the player 500 gold and a Dwemer artifact found in Kemel-Ze, maybe a key to some loot.

Megoir is disgraced for "lying" to the Telvanni Library. Athryon disappears for a week during which local dialogue says he has gone to Port Telvannis. After, the Parliament of Bugs begins to respect Athryon as a scholar.
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Post by sirwootalot123 »

I forgot to mention that each piece (if implemented) weighs at least 30 pounds, 80 if it's a torso - once your strength is high enough to carry all of that stuff AND all of your regular armor/weapons/potions/etc, dwemer armor isn't so uber anymore, relatively speaking. The different pieces would probably require new models though, and I can't see the effort being worth it for such a small quest.

Maybe the reward could be a key to one of the deeper chambers of kemel-ze that's filled with goodies, if you can get to it and back again in one piece? it reinforces the treasure hunt theme rather nicely, methinks.
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Post by theviking »

So this just needs to be summarised to finalise the design of this claim? We already have 3 very nice quest outlines, although the last one of Hemi will be made within the telvanni library claim.
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Post by TheGooch »

sweet, so i get another quest right?
:D
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Post by Aeven »

Bloodthirsty, do you want me to summarise these into an easy-to-read overview of everything that needs to be done in the quests?
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Post by Bloodthirsty Crustacean »

I don't see any harm in you doing so.
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Post by gro-Dhal »

Save the slave

At the market, the slave Jeela is sick and Sevra Andules doesn't know why. She's clearly not faking it, but no disease curing magic seems to work. Ordinarily a sick/dying slave wouldn't be an issue, but Andules has received a letter from a mystery buyer who is specifically interested in paying a lot of money for a female Dunmer slave. If you can figure out how to cure her, Andules will reward you.

If you then speak to Jeela, she will be unwilling to discuss the matter with you, saying that you couldn't possibly help her. If you raise her disposition she'll tell you she has hearth-dust sickness, which is a malady peculiar to the Ashlanders and treatable only by an Ashlander wise woman.

Report this information back to Sevra, and she'll suggest finding out if there are any ashlanders in the area. Ask around and you'll discover there's one staying as a guest at Veralan Farm, not far from the town.

Visit the farm and meet Hansarat (new NPC), the travelling Dunmer wise woman. She was invited to stay at the farm to help the farmer's wife recover from an illness. When you explain that you need a cure for hearth-dust sickness, she'll sell one to you for a small price- or you can pickpocket it from her I guess (it should be a unique, undrinkable potion). She'll also ask you if you think Jeela's enslavement is fair. If you say yes, it's lawful and reasonable, she'll be disappointed. If you say no, it's unjust and immoral, she'll give you a small gift of potions.

Return to the market, and Sevra will tell you to give the potion to Jeela immediately, because she has become more ill in your absence and she's worried about infecting the other 'stock'. She takes the potion, drinks from it and seems to recover. Sevra thanks you and rewards you with money, saying the mystery client will more than cover the costs of all this. Quest over...

...or not. If you leave the market and return after at least an hour has passed, Jeela will be gone and Sevra will be furious. Apparently there was a lockpick in the potion bottle, which Jeela used to escape her bracers and slip away using magic. She accuses you of helping the slave to escape, but you tell her the ashlander healer must have been responsible. She accepts this, but orders you to track the two Dunmer women down immediately.

If you return to Veralan Farm, the lady of the house will tell you that the Wise Woman left with another Dunmer just recently, headed south. If you travel south you'll find Jeela and Hansarat on the road. Jeela will tell you that Hansarat is her sister (or mother, or friend or lover, whatever), and also the 'mystery buyer' who made her too valuable a slave to kill. There's also no such thing as hearth-dust sickness, it was just a rare ashlander poison that Jeela had smuggled into captivity and was taking in small doses.

At this point, your choice runs thusly: let them go on their way, in which case they give you ashlander-type stuff as a reward and disappear, or try to apprehend Jeela. If you do that, they'll both fight you because she's not going back into captivity and loot their stuff. Either way, Sevra is still pissed off with you so you get nothing from her.
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Post by gro-Dhal »

^Sorry about the grammar in the above. I'm only inspired to write this stuff when i'm either drunk or sleepy (currently the latter), so mistakes always seem to creep in.
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Post by Aeven »

I really like that quest Dral! :)
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Post by MMMowSkwoz »

Archmagister gro-Dhal? ;)

But yes, it is a pretty swish quest. My only concern is whether it's appropriate for her to be staying at the farm. Do Ashlanders and "normal" Dunmer usually mix like that?
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Post by gro-Dhal »

I think rural European folk would interact with gypies in that manner. Ideally she'd be a midwife or something but that's not really a big industry in TES, from the looks of things...
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Post by Bloodthirsty Crustacean »

I like it very much. The Wise woman being the 'special buyer' isn't quite right, though. It's less of a dramatic rescue and more of a bargain-hunt if she was gonna be paying out the cash in a few days anyway. :P It all seems a little bit too conveniently planned, otherwise.
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Post by gro-Dhal »

She was only masquerading as an interested buyer to prevent Jeela from being disposed of or sold on to someone else. She contacted the slavers by letter so they wouldn't figure out the wheeze.
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Post by Bloodthirsty Crustacean »

Yes, but if she's doing that, why bother with the potion scam? And if you're doing the potion scam, why bother with that?

It makes logical sense, I suppose, but it takes some of the fun away for the entire scenario just to be a big set-up. If you don't wanna change it, it's still perfectly quality stuff. :)
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Post by gro-Dhal »

Bloodthirsty Crustacean wrote:Yes, but if she's doing that, why bother with the potion scam? And if you're doing the potion scam, why bother with that?
Because she's not actually in a position to buy, she's just pretending she is until an escape can be effected.
It makes logical sense, I suppose, but it takes some of the fun away for the entire scenario just to be a big set-up.
Like the Tribunal MQ? :p
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Post by Bloodthirsty Crustacean »

gro-Dhal wrote:Because she's not actually in a position to buy, she's just pretending she is until an escape can be effected.
Even so, there's still no 'need' for the whole poison/potion thing in this scenario. She could just go there, check her out and decide she's not willing to buy, but slip Jeela a lockpick. Then the plan proceeds as it always did, but none of the fun bit. :P

The only reason to have both is if you're totally paranoid about failure.

Anyway, we could just leave it unsaid as to who the buyer was. That way, everybody wins.
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Post by gro-Dhal »

She could I suppose, but I imagine an ashlander turning up as a potential buyer would be a mite suspiscious. It's not like they ever have any money to spend either.

But yeah, you could just leave it implicit. It's not something the whole quest hinges on.
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Post by Bloodthirsty Crustacean »

Okay, for this to be finished, we need one/two more miscs. I don't like SirWootalot's, but gro-Dhal's and Hemitheon's are fine.

Hemitheon's is a bit dependent on the TL, so perhaps only counts as half a quest for here.

We could do with at least one quest about Kemel-Ze, but sensible, not just totally imaginary like SirWootalots.

I think a quest about 'shy Dunmer warrior' (see first post) might be alright, or perhaps Temple priest.

I'm never very good with plans, so help would be appreciated.
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Post by MMMowSkwoz »

Is Jeela going to become a companion after the quest? If so, would that involve a further quest? Or any unique dialogue from her regarding other events?
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Post by Bloodthirsty Crustacean »

No, it was a silly whim of mine, and gro-Dhal's plan is far far better.
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Post by MMMowSkwoz »

In Love and War

Latest rumours hint that Ilveroth Ulneth has been visiting the Swallow's Nest a lot recently. if you ask him about it and he has decent disposition, he'll tell you he's taken a fancy to Rerienne Lebaue, the Breton Mage staying there. However, he's painfully shy in these types of situations and doesn't know what to do. If the player suggests he just go and talk to her, he will laugh and say he wouldn't know what to say. The player can suggest two other things:
1) give her a present
2) find another way to spend time with her

1) If the player suggests a present, he will say he doesn't know what to get. The player is then tasked with talking to Rerienne to find out what she might like. She tells the player she likes flowers, so Ilveroth asks the player to collect something suitable. The player can return with various different types of flower (Coda flower, Fire Petal, Gold Kanet, Heather, Red Fireflower, and maybe something odd, like a type of mushroom?). Ilveroth will thank the player regardless of what they brought.

2) If the player suggests finding another way that they could spend time together, he has an idea. He tells the player that he's about to be sent on a minor bandit-hunting trip (the bandits don't have to actually exist, but you can name somewhere if you want). Since Rerienne has recently joined House Telvanni, Ilveroth thinks maybe she can come with him. The player has to convince Tilveran Athere, the captain of the guard, that this expedition will need magical assistance. She will be sceptical, but the player can convince her through dialogue (maybe make this more challenging?).

After both of these have been done, Ilveroth will thank the player and reward them with a dwarvern shortsword. After this, both Ilveroth and Rerienne will disappear for one day. Once they've returned, the player can ask either of them about the other. Rerienne will praise Ilveroth as a warrior and also say he was sweet and gave her a gift (if the player gave Ilveroth the odd option like mushrooms, she can be slightly bemused). Ilveroth will be very satisfied and thank the player profusely for giving him an opportunity to talk to her.


[random note: why is Ilveroth carrying a shortsword? He only has 16 short blade skill]
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Post by Bloodthirsty Crustacean »

Excellent.

Regarding the shortsword, that's probably just a blunder on my part when NPCing. I doubt it's a major problem, so it's probably easier to leave it for now, to prevent merging issues.

I think because Hemi's is really a 'Part 2' we need just one more small quest for here. I'll try and think of something myself if I ever feel 'inspired' any time soon.

P.S. I also (half) promise I'll try and get on Helnim Gambit some time.
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Post by Bloodthirsty Crustacean »

Actually, screw it, this is enough quests. All are good, no filler types, so this is fine. Up for claiming.
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Post by Detinith »

Claiming. All these ideas sound amazing. For the escaping slave, I was thinking instead of a 'useless' potion, it's a (disguised?) potion of telekinesis as a lockpick could depend on skill the potential slave won't have; she could use the potion to pickpocket the key from the slaver.
Also, what if the wise woman were to give the player a chance to join her conspiracy. A choice something like "So what do you think of slavery?". An eventual reward could reflect your position in their plan - a tool or a co-conspirator.

For the love quest I could make it apparent that her shortsword skill is the reason she's giving it as a reward.

The third quest, I wasn't sure which you were referring to Bloodthirsty, but the idea of assisting the forgery of a dwemer book could be made more entertaining. Such as requesting odd ingredients (is the Dwemer book-making process well-known?) outside of scrap metal. If the player gets it wrong, instead of reflecting on the reward, could reflect in dialogue or future events. Maybe getting it right gives additional reward? I'm not sure how to work with this, but while I wait for some concrete ideas I can start on the others.
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Post by Bloodthirsty Crustacean »

Granting.

Feel free to do that for Slave quest.

On Love quest, don't bother doing that. It's a mistake, and will be rectified by giving him a long blade, or adjusting his skill level. (You seem to have got mage girl and warrior guy mixed up also?)

On Third quest, I can't really remember the details. Just run anything you come up with by me in this thread, and I'll tell you if it's okay or not (or any established quester/authority person in the event of my absence).


I'm glad you're thinking about these quests on your own terms: shows you're involving yourself in it. This enthusiasm is good to see. :)

(Just be sure, as you have done, to run things by me, and not to get too far from the original plan without a really great idea.)
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Post by Thrignar Fraxix »

actually granting, since BC didn't hit the button.
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Detinith
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Post by Detinith »

For Save the Slave, I've developed a concrete outline. It's all just like designed, but with an alternate ending.
When the player talks to Hansarat of a treatment, depending on how many slaves the player has freed (I'm aware there's a global that tracks this), asks the player if he/she would want to free Jeela. Yes, and Hansarat opens up with the plan. No, she merely shrugs it off and continues passing off the potion as a cure rather than a telekinesis potion.

The only difference this would make is upon asking the farm owner about Jeela after the escape, she says the Dunmer women are long gone but left the player [reward]. That also means that you can't meet them down the road to confront them (not that the player should care after agreeing to help free Jeela and getting the reward).

If you think this would be an unnecessary addition, let me know. I'll keep you posted with other progress when I make some.
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gro-Dhal
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Post by gro-Dhal »

Personally I think that's a really nice touch. I didn't know that was a trackable variable.
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Faalen
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Post by Faalen »

Yeah, the vanilla game tracks slave freeings so the Twin Lamps dialogue pops up at an appropriate time. That's actually the only thing that variable does afaik. It would be kind of nice to see it put to use elsewhere.
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

In case you want official HoQ approval, you have it. ;)

Sounds nice, I really look forwards to seeing this claim finished! :)
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Detinith
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Post by Detinith »

Thanks for the ok :)
One last question (about this quest): should completing the quest in a way to allow Jeela freedom count towards the player's freed slaves global? I've only seen it happen when the player uses the 'go free' dialogue with a slave when you have the key. It would probably not have precedence.
"Oh...'smash rock'. Sure, it's 'technically' magnificent...you know where to put your fingers 'n all." -Early Cuyler
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

Sounds fine. It makes logical sense, no?

... Perhaps we need to include that variable for a few other slave-freeing quests in TR too! Good thought.
a man builds a city
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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 Detinith »

Just to let you all know, when I was using my test character in Marog to test some parts of my quest, I've found some weird things with the town.

First, unrelated to my quest but inside Marog, there's a rope bridge extending for a very long time between Dithrasa Nerthul's house and Lord Athyrion's chambers that's scaled down to 0.59. It's impossible for the PC to fit through the threshold on either side. Jumping onto the bridge at an angle shows it's too thin for a character's width to fit, causing a fall animation across the whole thing.

Also, some of the ridges being used as steps must be jumped over. Almost all of them are fine but there are a couple just a foot too high. It sort of offset the beauty of this awe-inspiring city to have to look down at your feet to figure out why you aren't moving.

Now for problems that interfere with the planned quest Save the Slave. The Market is totally inaccessible from the ground, its steps landing only on a mushroom that is too high to jump on without incredible stats or by using levitation.

Finally, Jeela is passed out on the ground and it's impossible to communicate with her. Attempting to do so only opened her inventory and gave me a bounty. If I'm to follow the quest design and use Jeera to inform the player of Hearth-dust sickness, it might confuse the player when he's called a criminal for helping a slaver trying to secure her commodity.

I don't know what you want me to do about any of these, as I'm just a lowly quester. I'll keep working on dialogues but it will be functionally flawed as its location is unreachable (I missed the building my first run through and only noticed the elevated door from a distance) and the only person who can identify Hearth-dust sickness will give you a bounty for trying to speak to her.
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

For the town issues, if you could use the BetaComments function (outlined in our error reporting threads) to note down precisely which statics are causing the problem in our Map 2 World Error Reporting Thread, that would be great. :) We can get those fixed at a later date, then.


The 'raised' market entrance is not a game-breaking issue. It just means the player needs to levitate to get in (hardly a novelty in Telvanni towns :P). I tested it when I set up the slave market, and the player is able to escort slaves outside without them going insane, as you might worry they might. If you need someone to head back inside, however, then yes there would be a problem and stairs would need to be added.


For Jeela, script it so that (OnActivate) results in a ForceGreeting from her, not an actual Activate. This will bypass the 'pickpocket attempt'.
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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