Hello, I've been lurking around the forum for a while and finally decided to post a showcase. This is a quest I've created and published on nexus as a standalone mod, but I think it also suffices as a quest showcase.
Morag Tong: Whodunit?
As the quest name, it is a recreation of the Oblivion Dark Brotherhood quest "Whodunit?" for Morag Tong. The quest mainly follows the same structure as the original quest, but with a lot of added original content. Many dialogues are taken directly from Oblivion. I haven't calculated it precisely, but my rough estimate is that the ratio of Oblivion dialogue to original dialogue is 3:7.
The interior used in the quest is taken from another modder's mod, with some minor modifications to fit the scenario of the quest.
To start the quest: The player must be a member of the Morag Tong ranking at least White Thrall. Talk to Ethasi Rilvayn in the Balmora guild hall about "Writs" to start the quest.
Choices and consequences: The structure of the quest largely follows the original Oblivion quest. The player needs to kill the five other guests in the manor house secretly. If the player is discovered during the process, everyone will attack. The guests have likes and dislikes toward the player and each other; there will be different dialogues for different levels of disposition, current number of deaths, current dead guests, etc.
One path is to finish the quest by killing everyone, as in the original quest. Another (new) hidden path is to unite the guests, and revenge upon the host of the party. The hidden path can only be triggered by killing one specific guest (Vedosa Drin).
Finishing the quest: report back to Ethasi Rilvayn, and the player will be rewarded with rewards corresponding to the choices made in the quest.
2016-06-10 21:48
6 hours 59 min ago
Hello and welcome to TR!
The quest is certainly well done and passes the technical and dialogue thresholds. The only other major requirement is knowing the TR questing standards (local variables, id naming conventions, low(er) overall complexity). Because you know what you're doing with regards to Morrowind dialogue and scripting, your 'showcase' can be any quest claim on the browser. Normally I would say slight reworks or touchups of quests don't qualify for a badge, but you can pick anything and be fine. Many of these quests existed at some point, you just have to reimplement it using the latest mainland file.
Here's a list of available misc quests and their links (above), any of which would qualify
https://www.tamriel-rebuilt.org/claims/ito-firewatch-misc-quests
-Miner Problems
-Soul Swipe
-Mundane Missives
https://www.tamriel-rebuilt.org/claims/wicked-water-woes
-Wicked Water Woes
https://www.tamriel-rebuilt.org/claims/ancestral-guidance
-Ancestral Guidance
https://www.tamriel-rebuilt.org/claims/ito-helnim-misc-quests
-Seeking a Friend
-Literary Critic
-Deep Conversation
-Complicated Competition
-Dwemer Dealings
-Starry-Eyed
https://www.tamriel-rebuilt.org/claims/ito-double-meaning
-Double Meaning
2022-05-24 21:48
1 year 9 months ago
This makes sense. I'll take a look at these quests and come up with a showcase (hopefully shortly). Thanks for the feedback!
2022-05-24 21:48
1 year 9 months ago
New showcase: Wicked Water Woes. Claim page: https://www.tamriel-rebuilt.org/claims/wicked-water-woes
Mostly follows the steps on the claim page. A few random notes:
- The gulakhan has no "best friend" with her in her yurt in the current file, so I changed the condition for helping the Hlaalu from killing the gulakhan and her best friend to killing the gulakhan and the wise woman.
- When I look at the three paths, which can be summarized as "peaceful pro-Ashlander", "violent pro-Ashlander", and "violent pro-Hlaalu", I thought some players might want a "peaceful pro-Hlaalu" path, since why not and after all this is a House Hlaalu faction quest, so I added one: After talking to the wise woman and getting the modified amulet, you can double cross the wise woman and tell the gulakhan about this. The gulakhan will get angry, and hint at disposing the wise woman. You can optionally warn the wise woman of the danger, and she will flee. Return to Mandaras, and tell him you have caused infighting within the camp, and the Ashlanders will doom themselves. Mandaras will accept, but reward you less. The wise woman will disappear after the quest (regardless of whether you warned her).
- Since now the wise woman can also potentially die/leave, there might be compatibility issues with Poisoning the Well. So if this is a problem, I can change the additional stuff I added.
- On merging: Mandaras Savrethi's AI Wander is changed to 0, or he'll get stuck in furnitures or wander around the whole place. Doors in Obainat Camp are linked to their correspondings interiors. Post-quest rumors are added under the "latest rumors" topic, but I don't want them to block other quest-triggering rumors, so they're currently placed lower in priority and therefore might not trigger.
2020-03-22 23:41
5 days 10 hours ago
The disappearance of the wise woman may cause issues for the Obainat Nerevarine quest, Ancestral Guidance; check this write-up: https://docs.google.com/document/d/1PPIVEZlZnbfSLSijbHYu0mihsilqe2wyFwEh.... The quest is not implemented yet, but if this would require a significant redesign, I think you should reconsider your design choices. But the reviewer might be of a different opinion.
2022-05-24 21:48
1 year 9 months ago
Updated version! Should address all the problems discussed on discord.
2022-05-24 21:48
1 year 9 months ago
It's been a few days so BUMP!
2016-06-10 21:48
6 hours 59 min ago
review notes
the quest works! latest rumors are fixed, journals are fixed, the whole thing seems much better. the trick with the amulet is brilliant.
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-changed some awkward phrasing in the journal.
original "Mandaras Savrethi is upset with some Ashlanders. He claims that they are stealing his water, hence damaging his crops. He wants me to go to Obainat Camp south of his plantation and ask the Ashlanders there to leave. He seems to think that the Ashlanders will be persuaded with some herbs and hides."
changed "Mandaras Savrethi wants me to ask the Obainat Ashlanders south of him to stop stealing his water and damaging his crops. He seems to think that the Ashlanders will be persuaded with some herbs and hides."
keeping the entries as dense and direct as possible is an admittedly challenging but noble goal. players have short attention spans (as do I). also note the slight typo in Obainat Camp not having "the" before it, and the repetition of every sentence starting with 'He'
"awarded me" -> "rewarded me"
-a few verb tenses were changed in the journal. maintain consistency in past vs present tense in the journal.
-avoid sentences like "X will probably want to know this.", and "I have a bad feeling about it" (even as a joke with the last one)
-There's nothing in the dialogue that says the amulet will kill Mandaras, but the journal entry you get says that.
-make sure you give some directions with the showmap, or say "i'm marking it on your map".
-emdashes are double -- not single -
-group the same NPC topic responses together, and put later choices above the earlier ones. This makes it not only easier to troubleshoot but also to review. This was probably messed up when the quest had to be changed slightly.
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Everything above is fixed, everything below I'd like you to change
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-You're able to immediately tell Mandaras that they won't negotiate with you. Block off that choice until you get a specific response, or edit it in some way where him asking you to kill them makes sense.
-It isn't immediately obvious you need to talk to the wise woman, I think the hides and herbs or thoughtful gift topic needs some way to direct you to her.
-Above 80 disposition, Kumbassa refuses an offer of lockpicks the player potentially didn't make. re-word this response to something more generic refusing any gifts
-Change the amulet to on-use or something, otherwise you could sell it to merchants and kill any of them
-What do the thoughtful gift responses for the other NPCs do? Is there any benefit in giving things to the npcs besides disposition? I thought at first the quest would be "make these three npcs happy, then the ashkhan will approve", but it doesn't seem that way. if it's for flavor that's fine, it's just confusing as the whole quest is about giving thoughtful gifts.
-If you can, try to rearrange the choice responses such that the base response is on the bottom, then choice 1 response is directly above, choice 2 response is above that, etc. I did it for some of them, but if you edit any more please do it that way.
2022-05-24 21:48
1 year 9 months ago
New updated version
Things fixed:
- The "can't negotiate" choice is blocked off until the players talks to at least one Ashlander about the herbs and hides topic
- Poison amulet is changed to cast on use, other amulets remain as constant effect
- Sort of a combined fix for the other three problems: thoughtful gift for the three Ashlanders raises disposition, then when the player gets the poison amulet from the gulakhan, talk to whoever you have given gifts to about "thoughtful gift" again, and they will point you to the wise woman (though I'm unsure if this is an intuitive design)
2016-06-10 21:48
6 hours 59 min ago
I think that's a good solution, I'll test it later
2016-06-10 21:48
6 hours 59 min ago
final review notes
-avoid quest-specific background topics, I like that he has one, but it should be generic to his condition and not filterable with quest-state.
-I lowered the disposition requirements by 10 on the generic ashlander questions, I don't really want people to spend more gold than they have to for a hint
-Actually added a final journal entry (130) for demanding money. You set the index anyway, may as well have it put something in the journal to indicate the quest state changed.
the rest looks good, recommended for promotion