Hello friends
I don't really need to introduce myself, most of y'all that are active in the discord already know me. I've taken an interest in trying to make quests for TR after having contributed in the interior departement over the past year. I have extensive knowledge of the CS when it comes to doing ints, but haven't touched anything in regards to NPCs, dialogue, quests and the like. I believe this will be quite a steep learning curve for me, but I'm willing and motivated to give it a try! :-)
I've claimed This quest (idea by Denis) for the Roa Dyr area that offers several branches, which seemed perfect for trying out.
2021-08-19 23:26
1 month 3 weeks ago
I have finished the first version of this questline.
I had a lot of help from Pralec and others in learning how to get used with advanced dialogue and scripting, and it didn't feel right to me that I would become a quest developer after this yet. In consultation with Mort and others I decided to make a new quest after finishing this fine quest where I can showcase that I master the things I learned from Pralec!
Horse meat is meat
2022-04-18 15:48
20 hours 16 min ago
Hey Khaz, since we aren't going to do a formal review process for this claim, I've uploaded your .esp to the claim and marked it as pending review. Your next showcase will get a proper review.
2021-08-19 23:26
1 month 3 weeks ago
Khaz Quest Proposal
Requirements
Should be open for everyone starting for level 1.
Suitable (only) for a high level character.
Setting
https://www.tamriel-rebuilt.org/claims/thirr-valley-5-velothi-tower
This Velothi Tower sits halfway between Narsis and Sadrathim. It sits on a hill overlooking the Dunmer Stronghold of Hlorandar and the Thirr river to the west, a Hlaalu tower and the Sadrathim-Narsis Road to the east. It is inhabited by a pair of “evil” wizards (more lore?) and their high level daedra summonings.
Story
In the cities of Sadrathim and Narsis, rumors are circulating about a resident who has a missing relative. This relative disappeared after embarking on a wilderness adventure. The story revolves around a widowed parent who only has their child left—a young adult—who frequently goes on adventurous outings, much to the parent's concern. Eventually, the child goes missing, likely due to their adventurous nature.
The rumors lead to a person who might have some information about the whereabouts of the missing relative. This individual provides clues that point to two potential locations: the Hlaalu watchtower along the Sadrathim-Narsis Road (although their clues turn out to be useless) or a guar farm. The guar farm provides more substantial leads, as the farm workers recall seeing the missing relative a few days ago. They mention that the relative continued westwards towards the Hlorandar stronghold. However, there is also a possibility that the relative headed up the hill towards the towering Velothi tower located near the farm. Both locations raise concerns, as the farmer mentions hearing unsettling things about them. Alternatively, the guards stationed at the Hlaalu tower can provide better descriptions of what is happening at both locations.
If the player chooses to go to Hlorandar first, they will be unaware of the events unfolding there. As per the claim description, entering the stronghold presents two paths: one leading to the lower levels housing a powerful lich and other formidable undead creatures, and the other leading to a hideout for runaway slaves. The missing relative passed through the slave hideout, where they were warned against descending further due to the presence of the lich. Although the relative agreed to avoid that path, their subsequent whereabouts remain unknown.
With the Hlorandar stronghold explored, attention turns to the Velothi tower. As the player enters the tower, they are suddenly ambushed by a teleporting wizard. Although the missing relative is indeed within the tower, they are trapped behind a locked jail door with a high-level lock (level 100). Opening the door requires either exceptional lock-picking skills or a powerful unlocking spell. Alternatively, the key to the jail door is held by another wizard in the tower. The simplest solution is to offer a scroll of almsivi or divine intervention, which may be found within the tower's inventory.
Regardless of the scroll provided, the missing relative promptly casts it and is teleported to the nearest shrine before returning home. The player is then rewarded upon returning to the family home, receiving a modest sum of gold and a valuable family heirloom as a token of gratitude.
Horse meat is meat
2016-06-10 21:48
6 hours 23 min ago
I think it looks good!
Remember to account for the player entering the velothi tower before starting the quest (you should still be able to rescue the npc, don't have them magically only appear if you're on the quest).
Does providing the scroll let you skip the door? Or is the scroll required in addition to the key?
2021-08-19 23:26
1 month 3 weeks ago
I suppose the idea should be that the NPC is too far behind the door to simply initiate conversation through the door. Perhaps giving the vibe that he's shackled against the wall?
And indeed, I am aware of the fact the player should be able to stumble upon the tower without having had to go through the whole search quest first and rescue the missing relative right then and there
Horse meat is meat
2021-08-19 23:26
1 month 3 weeks ago
Additional proposals:
Horse meat is meat
2021-08-19 23:26
1 month 3 weeks ago
I've decided to keep the idea for a quest in Narsis for later when the section file is an .esm, it's too hard to implement atm because items get duplicated etc.
I'll come up with a new quest idea in the coming days, presumably in mainland.esm
Horse meat is meat
2021-08-19 23:26
1 month 3 weeks ago
I made a small quest that has an extra npc with her own script, an extra topic for an already existing NPC, a custom item that has a script of its own, and off course several paths to finish the quest!
Horse meat is meat
2022-04-18 15:48
20 hours 16 min ago
Neat showcase quest. Great simple misc design that asks you to talk to people and inspect your surroundings. Here are my notes:
>Your dialogue is going the wrong way. earlier dialogue should go at the bottom of the list, a later dialogue at the top. Your quest works just fine without it, but it's standard for TR quests. Please fix this.
>Spelling is all good, but I noticed one spot where you forgot a punctuation mark at the end of a dialogue. Please go back over all your dialogue to make sure it's correct.
>Style-wise the dialogue is quite good. The main issue is comma splicing. See the Style Guide for more info on comma splicing.
>This definitely doesn't need two topics. Her initial greeting can just be "Hello outlander. I'm making a pilgrimage to Necrom to leave a family heirloom in respect of my ancestors." or something like that. Delete the "an old pilgrim" topic. If you care about the fact that she's old and from Cyrodiil, put it (briefly!) in her background topic.
>If you're on the quest, the amulet updates your journal every time you pick it up, even if the journal is already updated. This is how Journal works in scripts (I believe it's different in dialogue). It doesn't care if you've already got that journal entry: it will notify you of a journal update regardless. I'm sure you can figure out how to fix this in the script.
>On the topic of scripting, what you've made technically isn't enough to qualify for a showcase. I suggest implementing a timer, in addition to the CellChanged, to determine when she is disabled. Have her move on after a day or two.
2021-08-19 23:26
1 month 3 weeks ago
Second version is up, thanks again for the thorough feedback and guidance Pralec!
Horse meat is meat
2022-04-18 15:48
20 hours 16 min ago
Very almost there!
Scripts are working fine. Dialogue is better, though there is some repetition which harms flow (I noticed "old friend" and "old feet" in the first dialogue about the family heirloom). I also question some of the language choice in the Journal - spefically Fedura asking if PC "wants to" get the heirloom. She's more asking if you "can", and this sort of more neutral language is better in journals generally.
Fedura should also have a dialogue entry for when you're on the quest but haven't retrieved the amulet. Probably a reminder that the amulet is in Indal-Ruhn, a brief description of where Indal-Ruhn is, and a clue that the amulet is enchanted, which may get smart players to use their detect enchantment spells.
Lastly, the reward is tuned a little too high for the quest. One potion and 50 gold would suffice. This is a very simple errand with basically no threat, after all.
Make those changes and I reckon we're done.
2021-08-19 23:26
1 month 3 weeks ago
3rd version is up, thanks again for the feedback Pralec
Horse meat is meat
2022-04-18 15:48
20 hours 16 min ago
Good work! Recommending for promotion.