Lexyp's Quest Showcase

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lexyp's picture
lexyp
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2 years 5 months ago

Kolvas Tong - Druglords of Morrowind 

-This mod was tested with OpenMW-

Short description of the Mod:

It's a short faction questline composed of 8 short and linear quests, where the player will rise through the ranks of a faction of skooma dealers by doing jobs for them. There is also the matter of a supposed competitor, which you'll deal with during the questline. At the end of all the quests, the player becomes the leader of the guild and they'll be able to manufacture their own skooma and sell it with the help of other faction members. The mod also adds a new bossfight with an unique gimmick. 

To begin the questline, ask for rumors in Balmora. 

All the writing, NPCs, quests, scripts and interiors/exteriors added in the mod are made by me. 

PS: As for the naming system for things i added, i used DR ( as in DRuglords :) )

 

 

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Binary Data DrugLords.ESP537.16 KB2022-06-24 19:08
Mortimer's picture
Mortimer
Senior DeveloperQuest Reviewer
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Hello and welcome to TR!

Unfortunately this is way too long to review in depth, please submit a single quest following the updated guidelines here

https://www.tamriel-rebuilt.org/content/guidelines-quester-showcases

lexyp's picture
lexyp
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Thanks for replying. May i claim the "Like Herding Cats" quest for the showcase? 

Like Herding Cats | Tamriel Rebuilt (tamriel-rebuilt.org)

lexyp's picture
lexyp
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Alright, i came up with a new quest. It was tested with OpenMW but i'm sure it works in vanilla Morrowind too.

Quest name: A Broken Family

In the Sadalvel Ancestral Tomb, near the city of Necrom, the player will meet a friendly vampire by the name of Verick Arthe. If the player decides to talk to him, he will tell that he once was a librarian in the temple of Necrom along with his brother Alain Arthe, but that he got turned into a vampire during one of his pilgrimages years ago and started hiding ever since. He then asks the player to find his brother in Necrom and to tell him that he's still alive.

There are several outcomes to this:

  • The player finds Alain, Verick's brother, in the library of the temple of Necrom, and tells him that Verick is still alive. Since Alain is a faithful member of the temple who despises monsters and unholy creatures, he will ask the player to go back to the ancestral tomb and kill his brother. The player can refuse or accept this request.
  • If the player accepts the request, two things can happen:
    • The player will come back to the tomb and kill Verick as he's told, then go back to Alain in the temple and get a reward.​​​​​​​
    • The player will come back to the tomb and decide to spare Verick instead, and then lie to Alain by saying that Verick was killed and still get the reward.
  • If the player refuses, Alain will take this matter on his own hands and will decide to kill his brother Verick on his own. Thus, if we go back to the tomb, we'll see Alain and Verick fighting each other. There are several outcomes to this, too:​​​​​​​​​​​​​​
    • The player can refuse to help Verick or Alain, and let them fight each other until one eventually wins. If Verick wins, he'll start going mad and he'll attack the player. Instead, if Alain wins, he'll simply refuse to talk to the player. 
    • The player can help Alain by killing Verick. Once Verick is dead, Alain will thank the player and give him a reward in gold.
    • The player can help Verick by killing Alain. Once Alain is dead, Verick will thank the player and give him a special enchanted amulet as a reward. 
  • Or, the player can kill Verick immediately after the quest is started, and he'll still get a reward if he meets Alain at the temple and tells him about what happened. 

If Alain is killed at the temple, Verick will disappear forever. If Verick is killed before the quest starts, Alain will disappear forever. The quest will end if the player kills both Verick and Alain while they're fighting each other. 

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Binary Data BrokenFamily.ESP25.72 KB2022-06-27 19:57
Mortimer's picture
Mortimer
Senior DeveloperQuest Reviewer
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Hello and welcome to TR!

There are quite a few issues that need to be fixed, without going into the quest mechanics, these are the issues I've found:

1. There are a *huge* number of typos. At least 10 i instead of I's, there's a ?; (question mark followed by semicolon), some words are capitalized mid-clause. Go over every bit of dialogue you write before you submit it again.

2. Some of this dialogue is pretty spotty. It's awkward and clunky in a lot of places and sort of doesn't match how NPCs should talk. There are a lot of ellipses, a whole lot of ellipses. Every sentance shouldn't start with "So..." or "You..." or "Oh...". The ellipses aren't the only problem, but they're part of it. There are commas placed in awkward places and sentences phrased in a non-standard way.

3.  The journal should *never* contain player opinions or editorializing. There are at least 6 lines that break this rule. Please reread some of the vanilla entries to get a better feel of how to write this.

4. Topics shouldn't contain punctuation, "is he dead?" -> "is he dead"

5. None of the NPCs have the TR NPC script variables, as required by the guidelines. Please load TR_Data and ensure these are set in your scripts. You must be using the latest version of TR_Data, and preferably the latest version of TR_Mainland.esp.

6. Your journal entries should be stacked in numeric order. It shouldn't go 15 22 32 42 then jumping back to 44 26 because you thought of more things that needed to be added. Use the > and < symbols in your scripts and dialogue filtering, this is how dialogue was made in vanilla and it works very well.

7. Similar to 6, the scripts use this bizarre structuring and are pretty undebugable. Alain2_sc has individual lines that specifically enable the NPC at different journal entries. Because the journal entries where you're in the tomb aren't in a range from say, 30 to 50, and the line where Alain is dead is 26, you have to cherrypick your valid quest entries. This is unsustainable quest design, I'm afraid you need to re-index everything.

 

You may want to do an interior showcase instead.

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Denis418
ModeratorSenior DeveloperExterior DeveloperInterior ReviewerQuest Developer
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I'd love this quest to be finalized and merged into mainland. It adds a significant bit of content to otherwise mostly empty Necrom.

Aside from doubling on Mort's notes about grammar (especially, the capitalization of the pronoun I), I have a couple more suggestions:

- The Necrom Library is extremely hard to find. Maybe NPCs in Necrom could get Alain Arthe topic to give specific directions to it?

- When you kill Alain, he should probably contain his 1300 gold on him which he gives you for helping him in a different ending (of course, this makes siding with the vampire the most profitable option).

In general, this is a pretty solid quest with good dramatic plot. The tomb is on the road to Necrom and the encounter with the questgiver could serve as a proper plot hook for the PC to enter the city. NPC teleportation and fighting works quite well. And the forcegreeting during the fight creates a dynamic scene. I like that you accounted for so many possible outcomes: you can either agree or refuse to help Alain, come to his aid later, watch the fight idly, or help his vampire brother. All this makes a complex quest that allows for different player characters to act as they see fit. I hope this adventure sees light soon!

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