viol's showcase

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viol
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Hello everyone. 

This is my showcase for the quest the Naked Witch (link: https://www.tamriel-rebuilt.org/claims/naked-witch).

I might have made this a little more complicated than needed, but I thought I'd take the opportunity to get myself familiar with MW scripting. The way the quest proceeds is in spoilers.

 

I've tested all possible paths the quest can take, and it seems to work the way I intended. That said, this was my first time using the CS, so I'm bound to have messed something up. The scripts work, but are probably terribly unoptimised. I'm also not too confident about the NPCs and items I created, so any comments on those are welcome.

Basically, tear everything I've done apart, and tell me how to improve it.
 

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Binary Data viol_quest_showcase.ESP41.64 KB2020-08-02 12:14
Dev Shah's picture
Dev Shah
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Playtested on OpenMW

I am not a reviewer and just decided to playtest this.

-typo ->Fjorrod-> after you reply you look good -> 'and' instead of 'adn'

- the npcs don't get disabled after the quest is complete, atleast as far as I checked

-minor nitpick- seems like even after the witch says "I will deal with him myself", it never gets done. Also, an option to warn Fjorrd about that would be good too. (A dead body after some distance and time could be cool)

-Fjorrd gets disabled after you only get the potion, so that could be applied for both 

-If you say I'll find you a potion, there is only a unique reply if you have exactly one potion, not more than one. And even if there is a unique reply, I can't give the potion to her.

-the forcegreeting also appears if you are in combat with her using ranged weapons.

-Uvisea Athin and Fjorrod both have the Solstheim topic. Not really a problem, but maybe it's an oversight. Just thought I'd state that

-Topic 'helping a witch' - At the start, it says "... Half naked. And paralized...." it would flow better as "...Half naked and paralyzed..." but that's my opinion.

Everything else looks great, and it's a nice liittle quest!

Take care!!

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viol
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Dev Shah

I am not a reviewer and just decided to playtest this.

Thank you for taking the time to check out the quest.

-typo ->Fjorrod-> after you reply you look good -> 'and' instead of 'adn' 

Fixed.

- the npcs don't get disabled after the quest is complete, atleast as far as I checked

-Fjorrd gets disabled after you only get the potion, so that could be applied for both 

I forgot to disable them on quest end. I'll keep the witch enabled in the endings where she remains paralyzed though.

-minor nitpick- seems like even after the witch says "I will deal with him myself", it never gets done. Also, an option to warn Fjorrd about that would be good too. (A dead body after some distance and time could be cool)

I wasn't really sure how to deal with that case tbh. In my mind, her answer was more of an empty threat or a way to appear unphased by the PC's refusal to help. Maybe I should change the dialogue to make it more clear.

Getting Uvisea to actually find and attack Fjorrod would be a good scripting exercise though. I'll look into that if I have the time. Otherwise, I'll just disable them and spawn a dead body.

-If you say I'll find you a potion, there is only a unique reply if you have exactly one potion, not more than one. And even if there is a unique reply, I can't give the potion to her.

Ah yes, it should look for >=1 copies of the potion instead of exactly 1. When I tested it with one potion it worked fine on my end though. I'll check it again. Could it be an openMW bug? I've never used that.

-the forcegreeting also appears if you are in combat with her using ranged weapons.

Out of all things a player could do, it never occured to me they could just attack her before getting close. I'll set a check for when she's in combat that disables the forcegreeting.

-Uvisea Athin and Fjorrod both have the Solstheim topic. Not really a problem, but maybe it's an oversight. Just thought I'd state that

I messed up and capitalised nolore in their scripts. Thanks for pointing that out.

-Topic 'helping a witch' - At the start, it says "... Half naked. And paralized...." it would flow better as "...Half naked and paralyzed..." but that's my opinion.

It does flow better that way. I'll change it. I'll also change all instances of "half naked" to "naked" to be more in line with the vanilla quests.

Everything else looks great, and it's a nice liittle quest!

I'm glad you liked it. Thanks again for checking it out. I'll upload a new file with the changes in a few days.

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viol
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New version is ready. Fixed the issues reported by Dev Shah. NPCs are now disabled on quest end (the witch is not disabled if she remains paralyzed). Uvisea will not forcegreet and start the quest if the player has attacked her from range.

Getting Uvisea to actually find and attack Fjorrod would be a good scripting exercise though. 

This was quite an understatement. I did get Uvisea to walk all the way to Fjorrod and attack him, but it was much more tedious than I had expected. I now know why this is rarely done in quests. (I also apologise to whoever has to review the scripts.)

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Binary Data viol_quest_showcase v2.ESP57.69 KB2020-08-11 17:38
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viol
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Version 3 is ready. Changed the quest id to fall in line with TR conventions and fixed a couple of typos.

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Binary Data viol_quest_showcase v3.ESP58.04 KB2020-09-03 20:01
Rot's picture
Rot
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Welcome! sorry about delays, not running the game, just some comments on reading the scripts:

 
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viol
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Hey there Rot. Thanks for taking the time to check out the scripts, that's the part I was most worried about.
 

 

I also took Violet's advice and changed the witch's paralysis from a curse to an ability. This should eliminate the random cases where she snaps out of it for no reason.

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Binary Data viol_quest_showcase v4.ESP58.65 KB2020-10-03 15:21
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viol
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Returning to this:

player->modAlteration 2
MessageBox "Your Alteration has increased by 2."

see if there are any notes about these cases: increasing player skill like this probably bypasses the level up counter so could remove potential levels from he player if added up (I think giving note or book type objects instead to raise the skill indirectly makes it count)

I checked the vanilla game and found two quests with skill increases as rewards: "The Price List" and "The Angry Trader". In both cases, the reward is simply given as Player->modMercantile. This does bypass the level counter and doesn't count towards attribute increases. TR seems to follow vanilla, as seen in "The Coward and the Tomb", where you get a Marksman increase with Player->ModMarksman, so I think it's ok to do the same thing here.

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Cicero
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Did a review of this, here is what I found:

Begin TR_m4_q_NakedWitchWalkScript
//
ElseIf ( TravelState == 14 )
    "TR_m4_Uvisea Athin"->AiTravel -138097, -200035, 3170B    <- B might be a mistake    
    set TravelState to 15

JOURNAL: "While travelling in the Southern Velothi Mountains I came across a naked woman standing still in the middle of nowhere. She said she was a witch and asked for my help." (Southern Velothi Mountains is not the region, it is the name of the section file. Velothi Mountains is the region. If it is to help with players sense of location in the journal, lowercase southern would be correct to not imply it as the region name.)

In the dialogue things like "Uh... he wouldn't return them" or "Um... Here is your potion" should be changed. Um and Uh adds a bit of stupidity to the player character, which some people might not appreciate. The PC is very clear with responses and sits on the neutral side of things. This is why the player is able to be more immersed in the game is because they can project themselves through the character by not having responses that steer away from the responses they are used to, or may not do themselves in their head.

"I WILL SKIN YOU ALIVE YOU GOBLIN-FACED N'WAH!" I'm sure people don't mind this, but I would just have it as "I WILL SKIN YOU ALIVE!". Goblin-Faced N'Wah seems a bit hmmm... 

When you lead the dunmer to the nord and he kills her, when you kill him there is no journal entry saying the nord is dead. It triggers when you leave the cell.

If you refuse to help her,  she locks you out of the quest saying get lost "goodbye". I would recommend you have the chance to take the quest again with her asking if you reconsidered. Even if you said you don't want to help her, then go and kill the nord and bring back her possessions, she will stay say get lost. 

When you return the clothing and potion to her and you aren't leading her to the nord (due to persuation or killing him), she doesn't teach you the alteration buff. The dialogue states that she took the robe, took the shoes, and nothing saying the players skill has increased. Might be a problem/missing entry in the box at the bottom of the dialogue window on this particular dialogue entry

**Note to my future self: Ngelftingth needs a road that goes down from the entrance and past the small camp in the next cell over. One reason is there is no clear path to get up to the ruin entrance, it's on an small hilltop with rocks surrounding it, and the other reason is during this quest "The Naked Witch", there is no road as described by the Witch and the Journal entry, it is just grass sections.**

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viol
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Fixed everything Cicero pointed out. The quest can now be restarted after you decline to help. Also fixed the syntax of the Equip function, thanks to Dev Shah.
 

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Binary Data viol_quest_showcase v5.ESP60.33 KB2020-10-16 11:19
Cicero's picture
Cicero
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awesome

Unfortunetly there are some more issues that came up in this new playtest. There are three I could find:

When you accept the quest from Uvisea Athin, and then you get a cure paralysis potion before speaking to the nord, you are given a chance to cure her paralysis by giving her a potion. The options are:

- Goodbye
- I have a potion of cure paralyzation. You can have it.

Clicking on both repsonses closes the dialogue window. Meaning that giving her the potion doesn't do anything and you still have the potion.

//

When successfully getting the clothes from Fjorrod and leaving the dialogue window. If you speak to him again he will give you the dialogue of "do I look good in this robe?". This doesn't happen after this second time, which hopefully gives you an idea of why it is doing it. It fires two times at different points in the quest. The second time of course being he is not wearing the robes anymore as he gave them to you.

//

If you cured Uvisea of her paralysis and lead her to Fjorrod and kill him. You are forced greeted by Uvisea to hand over the clothes once you loot them. When you hand them over and she equips them, there are 3 issues that occur (only in this instance of the quest, not when you go to help her by the pond).

1) A warning appears: Script TR_m3_q_Uvisea Line 5 function refrence object "Equip" not found

2) A warning appears: Script TR_m3_q_Uvisea Script command "TR_m4_q_NakedWitchRobe" not found on line 5. R_m4_q_NakedWitchRobe"

3) after these warnings she does appear to wear the clothing, and the dialogue tells you she took them, but there is no alteration buff rewarded to the player

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viol
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I've fixed the latest issues.

 

I also made some changes to the journal in order to avoid getting almost-identical entries in some cases, example in the screenshots.

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Binary Data viol_quest_showcase v6.ESP59.32 KB2020-10-22 22:24
Cicero's picture
Cicero
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Newest playtest works good, can't see any issues. Gonna promote you to quest dev and marking the claim as ready to merge. Congratulations! 

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viol
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Here's my attempt at an exterior showcase. It's a 6 cell island Azura's Coast style. I checked it out in game and fixed all land and texture seams I could find, but I've probably missed some.

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Binary Data viol_exterior_showcase.ESP881.74 KB2021-04-10 22:03
Cicero's picture
Cicero
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Will take a look soon. DM on discord if I take too long.

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mojo187
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Provided some feedback in DMs.

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Cicero
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Should I wait until another file goes up?

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mojo187
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Yeah, i think so.

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viol
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Fixed the issues Mojo brough up.

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Binary Data viol_exterior_showcase.ESP882.03 KB2021-04-12 20:54
Cicero's picture
Cicero
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Looked it over. Sadly I wrote a whole list of things and my browser crashed. So kinda tick off about that.

Long story short, the sea floor is flat, the dunes needs smoothing and more building up to them from the flat ground. The volcano needs more statics and some vertex to make it look less empty and use vertex in the middle with refs along the sides to make it all look less square.

Kelp and kallops are floating.

Blue lights need to be closer to the ground and should always be in a kelp patch, never outside of one. I'd remove the kelp out of the volcanoe as well.

Needs more marshmerrow and saltrice alongside the ones there currently. Remove the instances further in land.

Individual rocks are not recommended as they look a tad strange alone. Cluster rocks, and it is okay to bleed them into each other if they are the larger ones, almost like a stacking effect. Also vegetation should cluster too, never be standalone.

Needs more flora under the emperor parasols and near rocks. 

Some more detail (plants) on the island and more menhirs in the ocean would be nice. 

Thats all I got so far. watch out for jagged terrain and floaters. Those seem to be the big ones I noticed so far.