DoD quest playtesting hub

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Why
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This thread serves as a centralized place to track DoD wilderness quests and their testing. A few of these were added directly to section files during NPCing, and need to be validated before we ship our next expansion. Below is a list of journal IDs that are in the current TR_Mainland, but were not in the previous public release. See https://www.tamriel-rebuilt.org/content/how-playtest-quests on the ins and outs of how to playtest quests, but if you don't have time for all the things in that guide, even a casual playthrough of a single quest on this list is helpful and appreciated, as long as you report your findings here!

Black are quests outside the scope of DoD, which I assume are EoE-related or otherwise properly reviewed.

Marked in blue are quests that have gone through formal review and should be good.

Marked in orange are quests related to current active claims. These may need various sorts of attention, but at least they are formally documented and will be addressed through the regular review process - do not prioritize these.

Marked in red are quests that I found no documentation on the website for. These urgently need to be (play)tested and reviewed. It is possible that these were already reviewed or playtested, in which case, please let me know (your findings) by posting in this thread.

Marked in green are quests that I have a fix for in this thread.

 'TR_m1_EEC_Lora',
 'TR_m1_EEC_Lora2',
 'TR_m1_EEC_Zaren',
 'TR_m1_FW_ATighterFIt',
 'TR_m1_FW_OutOfOrder',
 'TR_m1_Niv_JustASip',
 'TR_m2_IC_Convert',
 'TR_m2_IC_Haunting',
 'TR_m2_IC_Pilgrim2',
 'TR_m3_Rd_Drinkstealrant',
 'TR_m3_wil_Esuranamit',
 'TR_m4_And_AndasGuest',
 'TR_m4_And_Routinedelivery',

 'TR_m4_Arv_BuriedSilver',
 'TR_m4_Arv_Dravil',

 'TR_m4_Arv_Metamorphosis',
 'TR_m4_Arv_SlaveMistake',
 'TR_m4_Arv_StolenCargo',
 'TR_m4_Arv_VampireFather',
 'TR_m4_Arv_VendelVisit',
 'TR_m4_Arv_VendelVisitB',
 'TR_m4_Arv_VendelVisitC',
 'TR_m4_Arv_VendelVisitD',

 'TR_m4_Bd_Lost_in_Transit',
 'TR_m4_Bd_Lost_in_Transit_A',
 'TR_m4_Bd_Lost_in_Transit_C',
 'TR_m4_Bd_Lost_in_Transit_D',
 'TR_m4_Bd_Lost_in_Transit_N',
 'TR_m4_Bd_Lost_in_Transit_S',

 'TR_m4_Bd_Wesencolm',
 'TR_m4_FA_FortAncylisHistory',
 'TR_m4_IL_Agent',
 'TR_m4_IL_Agentb',
 'TR_m4_IL_Agentc',
 'TR_m4_IL_Dreugh',
 'TR_m4_IL_Freedom',
 'TR_m4_IL_Grudge',
 'TR_m4_IL_Grudgeb',
 'TR_m4_IL_Kathletter',
 'TR_m4_IL_Marcius',
 'TR_m4_IL_Savrethkey',
 'TR_m4_IL_Smuggler',
 'TR_m4_IL_giveledger',

 'TR_m4_Ish_NamelessTribe',
 'TR_m4_MN_Assassin',
 'TR_m4_MT_Almse',
 'TR_m4_MT_Dransa',
 'TR_m4_MT_Ilmeni',
 'TR_m4_MT_Jebyn',
 'TR_m4_MT_Llirala',
 'TR_m4_MT_NadrasArvel',
 'TR_m4_MT_Omayn',
 'TR_m4_MT_Serali',
 'TR_m4_MT_Tolmse',
 'TR_m4_Om_Statue',
 'TR_m4_Om_StatueA',
 'TR_m4_Om_StatueB',

 'TR_m4_T_IlvaalmuUnbound',
 'TR_m4_T_Lighthouse',
 'TR_m4_T_MotherInLaw',

 'TR_m4_Vf_ManCrystal',
 'TR_m4_Vf_QuestionLoyalty',

 'TR_m4_WickedWater',
 'TR_m4_wil_ArgonianBandits',
 'TR_m4_wil_ArmunRoadblock',
 'TR_m4_wil_BanditDuo',

 'TR_m4_wil_BelBetu1',
 'TR_m4_wil_BelBetu2',

 'TR_m4_wil_BuyingRope',
 'TR_m4_wil_GaNahiru',
 'TR_m4_wil_Joscus',
 'TR_m4_wil_KoboldFisher',
 'TR_m4_wil_MannuScamps',

 'TR_m4_wil_MyDearFriendArvena',
 'TR_m4_wil_NakedWitch',

 'TR_m4_wil_NirnBoundSaint',
 'TR_m4_wil_NirnBoundSaintB',
 'TR_m4_wil_NirnBoundSaintC',
 'TR_m4_wil_Nymph',

 'TR_m4_wil_RithIlviryonLost',
 'TR_m4_wil_Shenjirra',
 'TR_m4_wil_ShenjirraB',

 'TR_m4_wil_SkeletonWizard',
 'TR_m4_wil_SkeletonWizardB',
 'TR_m4_wil_SkeletonWizardC',

 'TR_m4_wil_StrayGuars',
 'TR_m4_wil_TribunalTS',
 'TR_m4_wil_Troupe_Trouble',

 'TR_m4_wil_UrnuridunGuar',
 'TR_m4_wil_VanishBandits'

Most of these wilderniss quests at least are rather straightforward, so it shouldn't take too long to go through this list. And while the list of journals was extracted directly from Mainland, the initial coloration I have given quests here is based only on my own searches and memory. If I got anything wrong, let me know.

Jani's matrix of which quest affects which dialogue: https://cdn.discordapp.com/attachments/261909498434682881/10079531611154...

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TR_m4_FA_FortAncylisHistory

Shorveig says "You should talk to Apphia Calanius, our alchemist downstairs..." but after the int was reworked she's now located on the same floor.

You shouldn't be able to talk to Apphia about the quest topic before having talked to Shorveig.

Apphia is giving you levitation potions (in addition to breathing potions) to "get back up the cliff" but the cliff doesn't exist anymore.

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I remember testing most of these in a casual playthrough. Of the critical ones, I did not experience any issues with (I'm not saying there aren't any): TR_m4_Arv_BuriedSilver, TR_m4_Arv_Dravil, TR_m4_Arv_StolenCargo, TR_m4_Arv_VampireFather, TR_m4_T_MotherInLaw, TR_m4_wil_ArmunRoadblock, TR_m4_wil_GaNahiru, TR_m4_wil_KoboldFisher.

There were issues with these, but according to the bugtracker, they should all have been fixed: TR_m4_Arv_VendelVisitX, TR_m4_FA_FortAncylisHistory, TR_m4_wil_VanishBandits, TR_m4_wil_SkeletonWizard.

These ones had issues which I have not kept track of if they were fixed, might need attention: TR_m4_wil_BuyingRope, TR_m4_wil_StrayGuars.

This one I believe is a readapted quest, which has changed a lot from the implementation I tested: TR_m4_wil_ArgonianBandits.

This one I am pretty sure should be nuked, since the interior was replaced: TR_m4_wil_RithIlviryonLost.

For some of the quests, issues may have arisen since I tested them (it was over a year ago after all), but I hope this is of some help.

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TR_m4_Arv_BuriedSilver

 

Noted no difficulties, Journal updated as expected.

Tried the following:

Used all dialogue options (and payment options, including ones with 0 gold on me), also completed the quest without speaking to the beggar, the tree etc. didn't appear.

Beggar left after I completed the quest, post-quest dialogue worked as presumably intended.

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I've played through TR_m4_Arv_BuriedSilver as well and noticed that if you give the beggar a large sum he will move into Lucky Shalaasa's caravanserai, the first small room on the left side of the hall, downstairs. I think this should be edited so he just disables.

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Issues in TR_m4_Arv_SlaveMistake

https://docs.google.com/document/d/1J8DtqWoYdOBY_3pm8QqD4GGinjnw05KQTZfz...

short version, this quest is currently not playable, but several issues and their fixes have been identified already

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TR_m4_T_IlvaalmuUnbound

Tried breaking this quest including with calm and command spells, and it always completed correctly. Only "issue" is that once the guards and the townspeople in Teyn attack Ilvaalmu, the player can attack and kill them without consequence (no crime or bounty) as long as they are aggroed to Ilvaalmu. If that's easily changeable, great, if not that's fine too, this is insane gamer logic and it doesn't break the quest itself.

I assume it's working as intended that you can wait until the sun is up again and she dies to sun damage.

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TR_m4_T_Lighthouse

This quest is broken (though easily fixable), because I think there was disagreement here whether this should be a marked quest or not. You can get journal entries from checking a log book and asking for latest rumors in Teyn, but both immediately complete the quest so you just get the entry. This is a bit weird - usually, if an NPC tells me a rumor and I see "you got a journal entry" I would expect to actually have a quest, not just a singular entry. Making it so that this either results in a marked quest OR just letting it be a rumor without a journal entry would be better in my opinion, but ultimately this isn't the real issue.

The main problem is that finding the corpse in the basement of the lighthouse DOES add a marked quest, and even though there is a journal 100 finished stage for killing the lighthouse keeper, from what I see this stage never triggers, just killing him (either before or when he attacks you) certainly doesn't. The lighthouse keeper doesn't have a script that checks if he is dead, and the commentary on his script even calls this an unmarked quest.

So either let this be an unmarked fun side encounter, or add a death script to the guy that triggers stage 100 if you saw the corpse already (stage 10)

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TR_m4_wil_BanditDuo

Didn't manage to outright break it (well, except by killing the questgiver), but several problems with this one. None too hard to fix though (I hope).

  • The "wanted for murder topic" at the questgiver doesn't check if the quest is finished already, so after it's done he tells you about it again and gives you the choice to take it again (no journal entries at this point though)
  • The bandits are set to turn hostile and even have a unique force greeting for it if you attack them a few times while escorting them. Unfortunately, this only checks for stage 50. Which means at any other point they will be totally passive. You can slowly kill one of them, and neither will fight back (only once one is dead, the other starts combat with you). This applies to once they are at the pass (stage 75), as well as any stage prior to telling them you will escort them to the outpost, including when you don't even have the quest.
  • If you have taken them to the outpost and kill one of them, and then run upstairs to report to the captain, he will act like you brought in both, and the remaining one will despawn even though they were just hostile to you, as will the corpse of the dead one
  • The "oh no you killed my friend" force greeting fires ALWAYS, even if you told them that you would kill them and both of them have started attacking you. Not wrong per se, but breaks the flow of combat
  • If you kill the questgiver at any point the quest will remain stuck as there is no death check for him.
  • Their script is supposed to make sure that if you take them too far away from their escort goal they will attack you. I didn't manage to make that happen with console shenanigans, but I admit I couldn't be bothered to actually do it properly (by taking them for a really long walk), so put this down as a "maybe double-check", not as an error.
  • I tried taking them into the bandit cave that's on the way to armun pass, and they didn't mind going in there and willingly helped me clean it out. Consider adding a check here too, as the player is very likely to encounter this cave when they do this quest, and they shouldn't be so eager to be %PCName's lackeys.
  • This is a minor quibble, but why does the guard captain know the full name of the bandits? Did they introduce themselves loudly when they killed the guy and someone heard? You could obviously imagine a reason for that, but if he just said "two imperials" that's just as clear (there's no one else he could possibly be talking about), and it's easier to imagine that someone just spotted them doing the crime and then returning to their camp. Note that if this is changed, it needs to be changed in the journal entries too.
  • he is called NIRPUS?
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TR_m4_wil_MannuScamps

Nothing breaking on this, but I see some... bizarre design choices.

  • Typo in Journal 1 and 5 - "barricated"->"barricaded" / missing word in Journal 20 - "trying master a new"->"trying to master a new"
  • A rock clips through the door to Mannu (Roth Roryn -13, -16)
  • The collision on T_De_SetVeloth_I_RampCurve_01, the entrance part of Mannu, is all messed up
  • Atreno despawns the moment you leave Mannu with him, which is very goofy. His dialogue doesn't even have a Goodbye, so you can still talk to him but no one is there. The intention here seems to be that he despawns on the NEXT cell change, but the way it's set up he despawns when you leave the tower with him, and you get the next journal stage via a force greet to the face.
  • If the player has a disease (or something else that comes with a randomised greeting), the force greet as you leave may be replaced with a disease greeting and he doesn't despawn immediately. You can then talk to him to get the next quest stage (although you might have to do it several times, as, again, he might give you the random disease greeting), and THEN he will despawn at cell change. Having to talk to him once you are outside instead of the force greet that disappears him is actually an improvement.
  • By the same token, you might need to speak to him several times if you have a disease before he asks you to escort him. That's a bit weird with how desperate he is.
  • Getting your payment in the Teyn tradehouse without anything pointing to that is just bad (in my opinion). I get the idea of "oh, my kindness got repaid unexpectedly (thirty hours of playtime later as I happen to talk to that barkeper again)", but this is a sack of money left with an innkeeper in what's not even a nearby settlement (Bodrum and Omaynis are both closer to Mannu than Teyn is, not to mention Kartur in the future), and there is zero connection between Atreno and Teyn. Even just having him be there in person would be an improvement, at least then you might enter the tradehouse and go "hey I know this guy"
  • It's very silly that Atreno has nothing to say if you lied about the scamps being gone. Once he opens the door, all his reactions are the same no matter how many scamps there are.
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TR_m4_wil_StrayGuars

This quest is fundamentally broken because of what it think is a merge miscommunication issue. Basically, there is a creature called Stray Caravan Guar (T_Mw_Fau_GuarPackStray) that is in one random AA levelled list. Then there is a creature with the same name but the ID TR_m4_Cr_StrayGuar. Only the latter has the script that makes it work for this quest, and there are only five of them in specific locations and they don't respawn. So I can only assume the questmaker intended for that script to be applied to all the random stray guars in AA, and the five are just there for proof of concept. This is relatively easily fixed by not using the T_MW version at all (which can probably then be deprecated as a result), and instead making a new TR_m4 levelled list with the quest guars.

Mechanically I found no issues. Returning multiple guars at once works too. I did console spawn in the guars close to the outpost and only walked them the last stretch, because walking all of them there from their intended spawn would be really obnoxious, so keep that in mind.

Speaking of obnoxious, though... the fact that even if you found a guar it has a 30% chance to attack you or die on the spot is just cruel. And for the final reward (which is just more money), you need to deliver 20 of those fuckers (even ignoring you can only get 5 at the moment). It almost feels like a quest poking fun at players for trying to do it, which isn't bad per se, but then it maybe should have an even worse reward.

Thankfully, it comes with essentially a toggle, so you can always tell the merchants you'll stop looking now, and can pick it up again if you want to, and it adds and removes it from your journal. Still, players might not realise that's an option, so I question whether this quest needs to have an open journal entry at all. This would have the added bonus that it can't get stuck if you kill both merchants either.

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TR_m4_wil_ArgonianBandits

Found no issues. Only suggestion I've had is that if you enter Alver Farmhouse, your first instinct will be to talk to the woman right in front of you, but you can't tell her the guy is dead, even as she talks about him being out on an errand. And the way the cell is laid out, I legitimately didn't see that there's a basement the first time I went there. If she had dialogue for Ulves Heladren that's just "oh no, please tell my husband downstairs" this would be solved.

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TR_m4_wil_GaNahiru, a Jurassic Park 2-inspired hunt quest about leading a pair of Ashlanders to kill a giant Armun kagouti at its den (exterior). Very high-level. Pretty straghtforward. Sume notes:

  • It seems weird that Ashlanders follow you instead of the other way around. They tracked the beast for days and now they're ready to attack. Imho, when the player agrees to join the fight, they should simply charge into Ga Nahiru's den as they planned before you came in. Currently, they both AI Follow you.
  • A problem stems from the above one: they could easily stuck between the rocks when you cross the hills.

I played only one way of finishing the quest: join Ashlanders -> kill the kagouti -> one of the allies dies -> the questgiver completes the quest. It worked.

There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment. 
The one who fears is not made perfect in love. 1 John 4:18

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I played these quests months ago:

'TR_m4_Arv_Dravil' - seems to be a workable dialogue-only quest in Arvud. A minor issue.

'TR_m4_Arv_StolenCargo', - a quest about a stolen Argonian slave with a twist in the end, which I didn't like: when you kill the bandits who stole the slave he calls you a fool for killing them because they were going to buy him an escape from Morrowind. The twist is alright but I don't think that an Argonian slave should call %PCName a fool after he/she kills a dozen of high-level bandits. We shouldn't punish PC for the attempts to save slaves so often (hinting at Akamora FG).

'TR_m4_Arv_VampireFather', - worked fine, only the end dialogue with the daughter (the questgiver) was botched.

 'TR_m4_Arv_VendelVisit', - worked fine (I killed the nord and let Vendel go).

 'TR_m4_Bd_Lost_in_Transit', - tried several times bit I couldn't finish the quest. Never found the body. Only once I met a knight who stated that the boy is dead and we shouldn't dwell on the matter as if I've finished the quest.

 'TR_m4_FA_FortAncylisHistory', - works fine (played a couple of days ago).

 'TR_m4_T_Lighthouse', - works good.

 'TR_m4_T_MotherInLaw', - played once a couple of years ago as a male character. Worked fine.

 'TR_m4_wil_ArmunRoadblock', -  played twice on different characters. The first time it ended with the caravan guards attacking me. And the second time they just thanked me for help and rewarded. A nice idea of a randomly generated ending?

 'TR_m4_wil_BanditDuo', - played twice. Both times I convinced them to surrender and led them to the authorities.

 'TR_m4_wil_BuyingRope', - played once. Works good.

 'TR_m4_wil_GaNahiru', - played once. Works ok.

 'TR_m4_wil_KoboldFisher', - played twice. Works good. I convinced the kobold to go away.

 'TR_m4_wil_SkeletonWizard', - Played successfully one time. Then replayed and couldn't finish because the skeleton becomes non-interactable during the appearence of Hlaalu patrol.

 'TR_m4_wil_StrayGuars', - returned a couple of guars. Seems to work ok. A nice never-ending quest-job.

 'TR_m4_wil_Troupe_Trouble', - played twice. Seems to work good.

 'TR_m4_wil_UrnuridunGuar', -  it's about a poisoned guar iirc. Had some issues with dialogue filtering. I don't remember specifics.

 'TR_m4_wil_VanishBandits' - played once but encountered the bandits during their vanish animation many times. A very cool encounter that adds mysterious character to Roth Roryn roads. Seems to work fine. Some typos.

 'TR_m4_Arv_SlaveMistake', -- there are issues but they might be solved already.

Encounter with a nord fishermen -- has some awkwardness.

Tribunal Thrillseeking quest -- a concern.

 'TR_m4_wil_NirnBoundSaint', -- here's our playtests of it.

A Pub Quizz -- this is a quizz ran by an innkeeper. It has some tiny issues.

There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment. 
The one who fears is not made perfect in love. 1 John 4:18

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Why
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Fix for Skeleton Wizard in the attachment. Merge into Mainland. Turns out Disabled NPCs can't ForceGreet (in OpenMW at least) so this instead moves the NPC to a holding cell.

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Binary Data fix_skeleton_wizard.ESP14.01 KB2022-11-20 01:41
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TR_m4_wil_UrnuridanGuar fix

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Rope Salesman fix

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Xerhet Hitai fix

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Fixing TR_m4_Arv_SlaveMistake

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Merged the three above items