I'd first like to thank everyone who answered my questions and helped me along the way. This was a challenging task.
The Dead Pilgrim
This quest takes place along Veloth's path with most of the activity taking place in Hlan Oek and Almis Thirr. If the player heads south through Hlan Oek, they will hear rumors of pilgrims losing their way, possibly to ambush by outlaws or predators. One particular character, Rilasi, is waiting at the southern entrance for her friend. The player does not begin the quest until they bring the letter they find on the body of Saveri, who lies off Veloth's path where it curves to the north. Rilasi reveals information about Saveri. The dead pilgrim you found was desperately trying to catch up with her father, who is said to be in poor health mentally and physically.
You are tasked to ask around town, specifically speaking with shop vendors on the main road through Hlan Oek. A vendor named Beron clais to have seen this "eccentric old Dunmer," and can't imagine he made it farther than Almis Thirr. The player is encouraged, through dialogue with other pilgrims and townsfolk of Indal-ruhn, to stick to Veloth's path and head toward Almis Thirr.
At this point, if the player has an idea where they might find the letters addressee, Sadryn, they can go their now. If not, a pilgrim at the gourd harp outside Almis Thirr can be helpful, or hinder the player. There are a few choices and skillchecks.
Sadryn is found in the Infirmary of St Meris. He is repeating the names of his loved ones. When the player engages in conversation with him, a couple options are available: be honest with him or lie and pretend to be his daughter. The latter option is quite the challenge, and even if you are honest initially, it is possible to recieve a lower tier reward at the end of the quest. If you successfully deceive Sadryn, he will give you a key to a small chest he hid in Indal-ruhn.
I hope you enjoy the quest I've created.
Issues and concerns of mine:
- I am having trouble with getting the "latest rumor" to work in Hlan Oek.
- I would like feedback on stats required for disposition and skillchecks.
- I don't know how to disable Sadryn after the quest has ended.
Thanks again!
2022-04-18 15:48
2 days 22 hours ago
Hi Logan,
Thanks for the showcase! This is a great start. You mentioned being a total beginner with the CS before making this and I can see you're coming to grips with it. You've clearly understood filters and dialogue management, which is the foundation of questing. Your writing style is also very natural and evocative, while remaining concise. You figured out a good way to convey the emotional core of the quest, with Sadryn repeating his children's names.
The quest does need some work, however.
First up, I'm going to link the style guide in case you haven't seen it.
Next, it needs a structural change. Morrowind quests work better with one or two core topics. Your quest has a core topic - eccentric old man - that only shows up about halfway through. It also has a couple of other topics about letters and rings and letters and it's confusing. My request, cut it down to one topic: letter to Sadryn. Use the book script at https://www.tamriel-rebuilt.org/content/script-library to give the player the topic. Then when they try to talk to someone about it, they should get the question "Are you delivering a letter?" Which is the player's opportunity to accept or delay the quest. You should also cut the ring from the corpse. Save it as the final reward.
You shouldn't be using the someone in particular topic for this quest.
You can cut the friend who is looking for Saveri. It dilutes the emotional payoff of the quest. As the claim says, the player should simply ask around Hlan Oek for directions. Nobody needs to have seen him particularly. A line like "I don't know anyone called Sadryn, but if he was a pilgrim, he was most likely on his way to Almas Thirr." is enough to prod players to go and ask there. Asking the pilgrims on the road is nice, but the directions part doesn't need the additional dialogue challenges and stuff -- again, they dilute the final part of the quest. Instead you can have them give little bits of more information the closer to Almas Thirr the player gets, to reward information gathering. Maybe even a clue about the final choice in the quest, if Sadryn briefly mistook the pilgrim at the Gourd Harp for one of his children.
Note that you filtered the Ordinator dialogue to just the static Ordinators. There aren't a lot of those in the exterior. You probably want to filter it to the moving Ordinators as well.
The final dialogue with Sadryn shouldn't happen in greetings. Instead it should happen using the main topic. I think it would be neat as well if Saveri was name-dropped in the letter, and then you get two [Lie] options: "It's me, Saveri, your daughter" and "It's me, Saleri, your daughter" to challenge less observant players. Honest players should get a gold reward. 250 is tuned a little high, I would got with 100. Successfully deceptive players should get 100 and also Sadryn's ring.
Sadryn's stash in Indal-Ruhn is a bit of fridge logic. Why did he stash some junk here? When did he find the time? Why is it in this little chest? Just cut the chest. If you're concerned about players looting his corpse for all the rewards, don't kill him. Just have him disappear after the player leaves the Infirmary and when you speak to the healers have them inform that Sadryn died and his remains were sent on to Necrom.
It would be cool if you could get Sadryn lying on the bed. It's a bit of scripting to achieve, but luckily there's an example in the Almas Thirr NPCing claim which you can download here https://www.tamriel-rebuilt.org/claims/almas-thirr-redo-npcing-and-gener... to take a look.
You might also want to take a look at TR_m7_Uls Herano. You'll notice there's two of him. That's because you can't actually talk to characters with 0 fatigue, so you need to set up a double and divert the talking to them. If you can figure out this, plus the book script, plus having Saveri disappear (using disable, just as you did with the chest), the scripting requirements will be well and truly passed.
Style-wise, I noticed a few spelling mistakes. I won't go into them in detail now because the quest needs to be restructured first. But please go over all your dialogue to make sure it's accurate. Also you used two hyphens correctly, but incorrectly didn't put any spaces outside them. The correct usage is like -- that.
Your journal entries, especially the later ones about Sadryn, are too descriptive. Journal entries should be neutral.
Your latest rumour didn't work because you put it in the wrong place. It should go with the other latest rumours for Hlan Oek. See if you can figure out how the latest rumours are randomised based on what's in the dialogue window.
That's it for now. I know that's a lot of notes and a big change, but take confidence in the fact that you made a great start. Your writing especially is very enjoyable to read, and I'll be very happy to welcome you onto the team once you get the structural stuff sorted.
2023-07-16 17:58
4 hours 21 min ago
Here is V2 of The Dead Pilgrim Quest. It was tough getting Sadryn's NPCs to work, but I think it functions correctly.
Thanks for reviewing it once again.
2023-07-16 17:58
4 hours 21 min ago
Uploading the "clean" version of The Dead Pilgrim for review.
2022-04-18 15:48
2 days 22 hours ago
Hey Logan!
Thanks for uploading the clean version, made for a much easier review. Sorry for the delay in getting to it.
Structurally a huge improvement. It's not ideal to have the topic disappearing from non-pilgrim folk once you take the quest in Hlan Oek however. My recommendation would be to have the non-pilgrims not have the choice dialogue. Instead they can just direct you to talk to a pilgrim, and then the pilgrim can have the choice dialogue to take the quest. Then once you're on the quest the topic in Hlan Oek should just give you directions to Almas Thirr. When topics disappear, it makes it feel more like you're being shuttled along a quest path rather than the more natural feeling of chatting to folks and finding your own path through.
I'm also not sure the option to tell Sadryn that you're his daughter is implemented in the best possible way right now. It's funny to have it be possible to call yourself Salami, but the joke doesn't really land without the context of also being able to use the correct name. Not sure what we be a better way, but maybe you can come up with one.
Unfortunately the interaction with Sadryn is a little broken. If you close the forcegreeting, there's no way to talk to Sadryn again as talking to the guy asleep on the bed just results in the messagebox. In his script, you should replace the Messageboxes in the OnActivate section with TR_m3_Sadryn Seles_Inv->Activate.
Also because of the way the fatigue reduction works to get the folks to sleep, it can cause them to bug out and fall out of the bed. You need to put a positioncell command in their script which places them at the correct location in the int, and have it run on CellChange. You'll see a similar command in the scripts for the other patients in the infirmary. The best way to find the location for the guy is to click on him with the console open in game and use GetPosition and PositionCell until you find the right spot for him.
Sadryn should die by SetHealth 0 in the dialogue conditions which complete the quest.
2022-04-18 15:48
2 days 22 hours ago
Also get rid of the forcegreeting.
2023-07-16 17:58
4 hours 21 min ago
I think this should be the one. If there are any issues, they'll be minor.
Thanks again for taking the time to look this over.
2022-04-18 15:48
2 days 22 hours ago
We're oh so close. Just a few more things that I picked up on this time around.
2023-07-16 17:58
4 hours 21 min ago
This the one?
2022-04-18 15:48
2 days 22 hours ago
Showcase passed in version attached to this post (from discord).
Congrats!
2023-07-16 17:58
4 hours 21 min ago
Here is my submission for an exterior showcase. I didn't really go into this with a plan. I looked to West Gash towns like Gnisis, Khuul, and Ald Velothi for inspiration. As far as lore goes, Ald Logan has little to do with the outsider world since large ships can't access port. Locals get by with some farming and looting of shipwrecks. There's a Velothi Tower, but it's said to be abandoned.
Thanks in advance!
Logan