q2-12-Mis

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MMMowSkwoz
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Post by MMMowSkwoz »

Stryker wrote:A.) I have problems with the 2 hours waiting thing.
Just make it one minute or something. Also, the player going to sleep afterwards is also weird so I'd suggest scrapping that.
Stryker wrote:B.) I also have issues with having a 'Nix-hound Alpha'
But thats all a matter of opinion and I'd likely change that anyways
I see no problem with a slightly harder Nix Hound, but I daresay it's fine if you want to get rid of that part. I doubt the player would even notice anyway.
Stryker wrote:C.) The thing that really derails this. People don't sleep in MW... How do I do that part?
True. You can always fake it by knocking them unconscious, but then you have to deal with the associated problems with loading / cell changing (see Faalen's claim thread for all the headaches we couldn't solve then). Also, as you point out, it might look shit anyway. But the only other alternatives are having them all stand there (which would look baaad) or make them bugger off somehow (into an interior or something, but where?).

Also, is it me or is 6 people quite a lot? I think that could be reduced to 3 or 4 without any harm to the quest, and would reduce the amount of stuff you need to fetch for them.
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Post by Stryker »

MMMowSkwoz wrote:True. You can always fake it by knocking them unconscious,
I thought of this but then I also figured it wouldn't look 'real' either.
MMMowSkwoz wrote:But the only other alternatives are having them all stand there (which would look baaad)
Yes quite bad. Thats pretty much an instant no-no.
MMMowSkwoz wrote:or make them bugger off somehow (into an interior or something, but where?).
I belive they're supposed to be out in the middle of no where (although the spot Theron picked was much to close to Tel Muthada for my tastes. So I'm changing that too :P ). They could go to the cave, but that'd be silly. And it wouldn't be right to have any other interiors around there.
But, I'll take a look at what other options we may have for this little problem.
MMMowSkwoz wrote:Also, is it me or is 6 people quite a lot? I think that could be reduced to 3 or 4 without any harm to the quest, and would reduce the amount of stuff you need to fetch for them.
Yeah I was thinking about this too. I'll probably end up reducing it to 3 or 4, just as you suggested.

(I almost feel this would be more appropriate for an Oblivion quest)
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Post by MMMowSkwoz »

Due to getting distracted on IRC, I haven't tested the 2nd quest, but here's some notes from Which Witch:

1) Misspelled 'argument' in journal entry.

2) Maybe make him slower and her faster? Also, remove his axe.

3) Maybe she should have a unique greeting?

4) Everything goes a bit wrong if you talk to him before you talk to her after calming him. Both their dialogue responses seem inappropriate, and journal entry was wrong.

5) If she dies, I don't think he should refuse to speak to you. Players might think they had failed and just reload.

6) See if you can cut down the time between forcegreeting responses - 1 second is a little long.

Good stuff. Remind me to test the other one sometime.
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Post by Aeven »

Ashes to Ashes

Location: somewhere on the path near Uddunapsit

On the path near this swampy pond, you encounter a beautiful Ashlander (name only suggests this) woman. She greets you in a friendly manner, and says she is from the Guild of Mages (this is a lie, and killing her has no guild consequences.) She'll ask your help to clear Uddunapsit. You can either refuse or agree to do so. Refusing makes her disappear when the cell next reloads.

If you agree, you enter the cave and to your surprise, find two deserting Imperial soldiers (already there) and a Mabrigash (already there). They are not hostile, and attacking them is a crime. The two soldiers tell you to speak with the Mabrigash (who has cast a love spell on them). The Mabrigash will tell you the woman outside is her sister, and arch-rival. Both were banished from one of the Vvardenfell camps, and have moved to the Telvannis District. Her sister befell some hardships (her lover died, due to an alchemy experiment failure by the Mabrigash). She'll offer you a chance to back down, or kill her anyway. If she likes you, she may suggest a third option: offering her sister a peace token (an enchanted amulet) and suggest to settle their differences.

If you back down, you'll inform the sister of this. Tell her that she lied to you, and she'll be furious, and attack you. Tell her about deciding against it, and she'll be angry, but leave you alone. Telling her you did it (and you did do it) she'll reward you with 200 gold. If you tell her about her sister, she'll consider doing this based on whether you indeed keep the amulet (a way to keep it but end the quest) or not. If you give her the amulet, she'll reward you with 220 gold, and go to the cavern entrance. Next time you enter the cavern, she'll stand next to her sister, and they'll be friends once more.
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Post by MMMowSkwoz »

I think it's a little simple. Maybe you could expand it with the option of freeing the men from the Mabrigash? They could mention who sent them and then you find out they were sent to kill her, etc. It dosn't really matter, but I feel it should be longer, otherwise you can complete this quest far too quickly.
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Post by Bloodthirsty Crustacean »

We already have a good Mabrigash related quest from Harke kicking around some thread somewhere, which should become part of a wilderness claim. (I think it's in the Hla Bulor/Baldrahn thread) Two would be too many.

Keep coming up with the plans, though, I like 'em.
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Post by MMMowSkwoz »

Yay for the return of BC!

Just for ease of reading, here's Harke's idea:

-----------------------

Blind Faith

At the big tree on the road from Hla Bulor a blind Dunmer woman greats you, accompanied by a pack rat.
The woman asks you to guide her to Baldruh (as she needs muck for her eyes). She tells you to follow her instructions. If you do, she says, you can take her amulet as a reward. (she doesn't say she'll GIVE it to you).

Option a).: You follow her instructions, which take you over the road east she tells you to continue until the road goes straight north for a bit and to head north passing the woods on your right hand and then under the Dwemer bridge.
When you're there she stops and says she can make it on her own from there. She then offers you the amulet. If you take it the no longer blind Mabrigash will immediately attack you.
If you kill her the rat will change into a (male) priest who explains he tricked the Mabrigash into putting the blinding amulet on, but not before being turned into a rat. He says if you go to Such And Such of the local Temple, they will reward you.

Option b).: You take her straight to Baldruh without heeding the instructions. On arrival she says that this wasn't the deal and that she's keeping the amulet.

If you kill the blind woman before you start the quest, the priest will also turn back.
If you pickpocket the amulet, the priest stays a rat, but the Mabrigash is unleashed.
If you put on the amulet yourself, it will curse you with blindness.

The Mabrigash has several portions of muck in her inventory already.

Added explanation:
The Temple sent the priest after her. The amulet serves as magical handcuffs. Easy to slip on, very difficult to take off. The priest wanted to take the Mabrigash to the nearest Temple. The Mabrigash lived either in one of the caves (best option) or in an encampment. She wanted to be in a place where she would be strong enough to break the spell.

-----------------------

Thoughts:
The only temple you could use to collect the reward from is Ranyon-Ruhn, which gets used for everything. Perhaps the priest could tell you he must make his way back to Necrom, but gives you another task? That might let you somehow incorporate that cave, Aeven.
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Post by Stryker »

Bloodthirsty Crustacean wrote:We already have a good Mabrigash related quest from Harke kicking around some thread somewhere, which should become part of a wilderness claim. (I think it's in the Hla Bulor/Baldrahn thread) Two would be too many.
So should I use the quest design MowSkwoz just posted up? Or Aeven's? I suppose neither is an option, too. :P

I'll probably work on one of these once Faruna quests get on my nerves again... (ie, later this week)
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Post by Bloodthirsty Crustacean »

Avenge the Knights (or a better name of your choice)

Outside the cavern of Galseah, you'll find [those two dudes], the only remnants of a brave band of adventurers who sought to defeat the Daedra worshippers of Galseah. Aspersions have been cast on their actual skill by the townsfolk of Helnim, who are sceptical of these roving do-gooders.

The crusaders warn the player of the danger (the guys in Galseah are pretty high-level), but if the player agrees, all three of you will launch a revenge attack.

If the mission is succesful, the knights can be found one last time enjoying a drink in the Red Drake Inn (they are disabled after the player speaks to them there).

The player still gets a fame boost and 'success' if both guys die, as long as he kills all the Daedra worshippers.


Once the mission is completed, the rumors talking about the events at Galseah should be updated appropriately.


Want any more details, Stryker, or does this basic outline sound like enough to work with?
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Post by Stryker »

Long overdue. Avenge the Knights should be fully implemented, with hopefully just a little tweaking left to be done.
I realize there are probably alot of journal and dialogue entries that are never used, I'll get to cleaning those out. I had to do a major revision of the whole quest and dialogue, so there are probably some that are unneeded. (Proof of this: The whole dialogue topic 'Knights' is unneeded and will be cleaned out)
See, Haplo! I made it! Also, I hate this quest to death, by the way.
In theory it should all work fine. I haven't really tested the final file, but my previous tests indicate it should be all good.
All I did since my last 'thorough' test was add a single dialogue entry :? So I hope nothing goes wrong.

Anyways, have at it, Crusty.

(PS, no matter what the filename says, it obviously is not clean at all.)
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Post by Bloodthirsty Crustacean »

Yay for progress and shiz, will test once I can get to the forums on anything other than my DSi. >.>
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Post by Faalen »

lol

I'm reading this on my iPod. Technology ftw.

OT: I'll also take a look at this in a bit.
Q1-77-Tel current progress:
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Post by Bloodthirsty Crustacean »

Because I'm lazy, I'm just posting up the relevant IRC bits.

Which Witch? errors discussion

[11:50] <BC|Testing> Okay, first impressions on Witch Which
[11:50] <BC|Testing> firstly, it took ages for them to start running at me
[11:50] <BC|Testing> it was also weird, as Skwoz pointed out, that he just ambles along behind her
[11:51] <BC|Testing> Make him start further away, and only give him the follow package when you give it to girly
[11:51] <BC|Testing> Secondly, once they had started running at me
[11:51] <BC|Testing> she just ran up to me and stood there for about 5 seconds
[11:51] <BC|Testing> before I got the forcegreeting
[11:51] <BC|Testing> which was weird.
[11:52] <BC|Testing> I then took her side, and began pounding on the Nord with my fists
[11:52] <BC|Testing> however, when unconcious, that didn't calm him
[11:52] <BC|Testing> (it should, I think)
[11:52] <BC|Testing> and then when we finally battered him to death
[11:52] <BC|Testing> she had no relevant greeting
[11:52] <BC|Testing> and a bunch of needless topics (make her NoLore)
[11:53] <BC|Testing> I spoke to her about 'Thunderstrike' (which is unclear how it applies in this situation)
[11:53] <BC|Testing> and she then gave me a rather noncommital thanks
[11:53] <BC|Testing> and 200 gold, though it was unclear what for.
[11:54] <BC|Testing> She should have much more dialogue here, I think.
[11:54] <BC|Testing> Will report back more soon.
[11:59] <BC|Testing> Basically, none of the greetings that I assume I should be getting are working
[11:59] <BC|Testing> If I try to help blokey instead of girly
[11:59] <BC|Testing> I again get no new greeting on her death
[11:59] <BC|Testing> and have to press him on Thunderstrike
[11:59] <BC|Testing> to which he just says 'not the same woman'
[11:59] <BC|Testing> and then buggers off
[12:00] <BC|Testing> leaving me with no leads
[12:00] <BC|Testing> Or
[12:00] <BC|Testing> if I calm blokey
[12:00] <BC|Testing> I get no new greeting from either of them
[12:00] <BC|Testing> press her on Thunderstrike
[12:00] <BC|Testing> she says 'cheers, gold, goodbye'
[12:00] <BC|Testing> and he says 'not the same woman'
[12:00] <BC|Testing> and then leaves me with no leads whatsoever
[12:01] <Stryker> he said Tel Muthada, yes? (Or whatever the heck the town was)
[12:01] <Stryker> *that* is your lead
[12:01] <BC|Testing> just 'not the same woman, I hired this gal from Tel Muthada to Helnim, and then she put me to sleep, and I woke up here'
[12:01] <BC|Testing> so TM is mentioned
[12:01] <BC|Testing> but not in any sense of 'go here to work stuff out
[12:02] <BC|Testing> It's unclear that there is another woman,to begin with
[12:02] <BC|Testing> and the idea that I should search for her in Tel Muthada just never occurs to the player
[12:03] <BC|Testing> After all, he hired this woman in TM
[12:03] <BC|Testing> so why should the 'other one'
[12:03] <BC|Testing> be there as well
[12:04] <BC|Testing> Well it needs clearing up.
[12:04] <BC|Testing> And rather than just saying 'I hired some gal from TM to Helnim' and then
[12:04] <BC|Testing> 'me want Axe'
[12:04] <BC|Testing> some more dialogue hinting that the player could actually help find said axe
[12:05] <BC|Testing> by looking for said girly
[12:05] <BC|Testing> might help a great deal.
[12:05] * Stryker sighs and loads the CS
[12:06] <BC|Testing> The main thing is to get greetings sorted out.
[12:06] <BC|Testing> And to make post-punch up dialogue more clear.
[12:06] <BC|Testing> If the player could actually work out what's happened post punch-up, that would be good.

[12:50] <Stryker> "I hired her in Tel Muthada so that she could escort me to Helnim, but then she cast a spell on me that put me to sleep and I woke up here... Could it be that I have mistaken her for another from Tel Muthada?"
[12:50] <Stryker> is that too... obvious?
[13:05] <BC|Testing> yes-ish, but also too obscure
[13:05] <BC|Testing> you need to be more clear who 'her' is
[13:06] <BC|Testing> and that there definitely is a guilty witch involved (which isn't clear necessarily from the quest up to this point)


Avenge the Knights errors

[12:28] <BC|Testing> One or two thingies
[12:28] <BC|Testing> first, I'm not sure the guys actually mention the name Galseah when you meet them?
[12:29] <BC|Testing> at the least, I don't think they offer any directions.
[12:29] <BC|Testing> The only other 'error' is that Knight-man (not Tarbus)
[12:29] <Stryker> does not have a greeting in one spot
[12:29] <Stryker> yeah
[12:29] <BC|Testing> when you've killed off all the peoples.
[12:30] <BC|Testing> So give him a new one.
[12:35] <BC|Testing> And you did not StopScript the StartScript
[12:35] <BC|Testing> so make sure you do that somewhere.
[12:30] <BC|Testing> That's it in terms of errors.

[12:30] <BC|Testing> Stylistically, to up the fun-ness
[12:30] <BC|Testing> I'd make a few suggestions.
[12:31] <BC|Testing> I think the guys should leave the Red Drake after you see them and get the reward.
[12:31] <BC|Testing> just to tidy the place up a bit
[12:31] <Stryker> don't they leave on the cell change?
[12:31] <BC|Testing> Also, I think the guys should have more dialogue inside the caves rather than just 'we'll follow you to the caves'
[12:31] <BC|Testing> No.
[12:31] <Stryker> :O
[12:32] <BC|Testing> Give the blokeys some dialogue, and perhaps even see if you can get it to change with the amount of cultists killed?


Ruin of Strife errors


[13:06] <BC|Testing> Anyway, I tested Orcs
[13:06] <BC|Testing> works okay.
[13:06] <BC|Testing> Could do with a 'wait' option for the Orcs, maybe?
[13:07] <BC|Testing> There is an issue in that some of the bandits don't auto attack
[13:07] <BC|Testing> that the player should get a journal when the orcs attack you for factory info
[13:07] <BC|Testing> and that (due to the not attaking thing) the bandit boss makes a confusing offer to you with the Orcs in tow
[13:07] <BC|Testing> (who is 'that Orc', why doesn't he care the Orcs are following you? etc.)
[13:08] <BC|Testing> Also, at the beginning, the Orcs should sound less wimpy 'we need a tough guy like you to help us out'
[13:08] <BC|Testing> and more like 'you'll give us the tactical advantage through numbers'.
[13:08] <BC|Testing> It just needs to be more clear that they know they're pretty badass to begin with. :P
[13:09] <BC|Testing> As it stands, they look a little confused. :P
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Post by Stryker »

Hopefully fixed well enough. Its probably still dirty, but lots of the things I remembered were already cleaned out.

Any errors left in it shouldn't be too major. Easily fixable I'd imagine.
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Post by MMMowSkwoz »

Review of Avenge the Knights:

Scripts

2 global variables for a simple misc quest is too much. Frankly, I'm not keen on there being any. See suggestions below about doing this.

TR_m2_q_12_Counter global script is not stopped.

In TR_m2_q_12_Counter, you have the if ( JournalIndex == 40 ) and if (JournalIndex == 20 ) block next to each other. These cannot be true at the same time, so you can use an 'elseif' command for the second. Similarly, within the (JournalIndex == 20 ) section, you have two clauses which are opposite ( Distance > 2500 and Distance < 2500 ) - just replace the 2nd with an 'else' command.

Please comment your scripts, including:
- which quest (within your claim) it is for
- what it is placed on (if local) and whether it is global
- a quick description of what it does

Any script placed on an NPC needs the TR_Map and control variables declared. Don't forget to set TR_Map to 2 too.

Dialogue

Topic 'absolon' is marked as modified

Generally: a few too many trailing "..."

In journal entries: 'helping out' would be better as just 'helping' (this happens twice)

Journal indices 50 and 60 are never used?

In latest rumours: "That whole group of Knight died."

Greeting 1 and Greeting 5: dialogue entries above and below yours are marked as modified

He repeated his request for help after I had refused the quest.

Greeting 5: One of Merias' entries (the one staring "Those cursed cultists are dead...") seems to be cut off half way through

Follow you:
if you've already asked them to wait and then click this topic again, they give you the wrong response because controlQ is never set to 2

Take Vengeance:
final entry: response should be "On second thoughts", not "on second thought"
fifth entry from bottom: "traveling" typo

World

In Galseah, Deep Caverns, they got trapped for a while at the bottom of the stairs which lead to the section with the Ogrim. Perhaps add another short set of steps?

Removing the 2 global variables:

To remove TR_m2_q_12_kdead, let each knight have a script which, when he dies, checks for the death of the other. Something like

Code: Select all

if ( OnDeath )
	if ( GetDeadCount "other knight" > 0 )
		Journal entry 1 - both are dead
	else
		Journal entry 2 - only this knight is dead
	endif
endif
That removes the need for the first section of TR_m2_q_12_Counter too.

TR_m2_q_12_wdead can be replaced by a local variable in your global script TR_m2_q_12_Counter. Instead of (set global to X) just have (Set "global_script".local to X).


I'll try to review the other two soon.
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Post by Bloodthirsty Crustacean »

MMMowSkwoz wrote:
Any script placed on an NPC needs the TR_Map and control variables declared. Don't forget to set TR_Map to 2 too.
I love how MowSkwoz immediately goes on to forget this in the tour-guide scripts. :P

Anyway, nice work Skwoz, efficient top-notch reviewing, and easy fixes. (Though I think I told Skah how to do it without globals in the first place...)
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Post by MMMowSkwoz »

Bloodthirsty Crustacean wrote:I love how MowSkwoz immediately goes on to forget this in the tour-guide scripts. :P
>.<
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Post by Stryker »

I hope this one works. >.< I'm a bit wary about one of the dialogue entries, but otherwise it should work fine. I tried to get rid of the global variables, and tried to clean out the file. Except for some of the Cells (Which I probably really should've tried to clean out >.<) it should be all set.

I do believe I've done all the fixes O_o but if not they should be easy enough... with the proper amount of motivation. :P
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Post by Aeven »

Is an additional quest for this claim still needed, or should we scrap my Melethi lighthouse quest? (I personally think it'd be a shame to do so, but it's up to Bloodthirsty. It could, if implemented well, be memorable, due to the grove blessed by Boethia and using the landmark lighthouse.)
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Post by Bloodthirsty Crustacean »

I was never a fan of the Boethian grove and other more 'mystical parts' of that quest.

This claim is waiting only for me to give it a check over now, and then for Skah to make any last fixes. There is no need for a further quest. If you desire to do another wilderness quest, plan it up, and PM me.
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Post by Bloodthirsty Crustacean »

Right, here's the final, merge-worthy version. All these quests are at least fully playable to my knowledge.

In future, Skah, please always do a test-run. In your previous upload, Avenge the Knights was unplayable (also you'd still not got the disable post-pub working either, their disabling was filtered to a non-existant journal).
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