This is the quest I am submitting for the showcase. The file is cleaned, I checked with TESAME, and has world reactions to the ending of that quest.
Here is the link to the mod:
Bitter and Blighted Quest Mod
This is the quest I am submitting for the showcase. The file is cleaned, I checked with TESAME, and has world reactions to the ending of that quest.
Here is the link to the mod:
Bitter and Blighted Quest Mod
2016-08-05 10:38
3 years 6 months ago
Updated, proof-read some more, clean, and some script cleaning.
2016-08-05 10:38
3 years 6 months ago
Here is Bitter and Blighted, extra clean edition.
2014-03-16 17:45
2 years 1 week ago
More precise comments now on the latest file - I suggest focusing on what's currently in it first, before getting into that week trigger thing you wanted
2016-08-05 10:38
3 years 6 months ago
Updated them the mod with some updated dialogue to make conversation sound more realistic and less complicated, alongside fixing the dialogue ordering for latest rumors and kwama mine topics to so they made more sense to any playtesting this mod.
Hopefully everything is fixed.
2014-03-16 17:45
2 years 1 week ago
Dialogue seems ordered well now with one exception:
kwama mine topic entry with the global condition is always going to repeat and overwrite the one you're supposed to get later at journal 110 since that one is lower in the list
- also has two redundant replies for when the kwama queen is dead using two variations of the same condition, global variable and journal.
- the two new entries at top of kwama mine are missing conditions, so they could be given anywhere
- that choice entry that looks like it somehow got lost from a topic is still in the journal
Most of the dialogue that was there before is better now, but the new added text has the same kind of issues with missing words or parts of sentences - everyone probably works differently but when doing dialogue in the CS you might want to use another text editor to proofread? examples
the CS can also export dialogue in txt format if you need it
- taxman latest rumors is dirty, or you may have re dirtied by moving the other around - the dialogue entries on top of the ones you add or move don't show a * right away but they always get dirtied too
dialogue results:
player -> additem
spaces around arrows can cause crashes - I think it's when the id before it is in quotes or has spaces requiring quotes? then it would just be better to avoid as a habit even if it's not a problem with "player->"
typo in a choice: "Contine."
also nitpick on formatting: normally when "Continue" is the only choice it doesn't get a period in mw, more of the new ones have periods,
Language notes
kwamaQueenSeydaNeen script: thanks for the comment, but the new comment is incorrect :p the script does use ondeath unlike what it says
(you were probably thinking of "dead" in dialogue conditions which I may have already explained isn't a performance issue to the best of our knowledge. It's yet another form, the "GetDeadCount" function, that you have to be careful with in scripts,
MW_BAB_MinersReturnScript: again this will work in the game but the idea is to put all the if/else/elseif/endif that go together on the same indentation level, so you can more easily understand and verify where your conditions start and end, useful if you ever put more in a script. You can browse through almost any of the scripts in vanilla for examples but to show explicitly which go with which: