Search found 7 matches
- Wed Mar 31, 2010 5:39 pm
- Forum: News
- Topic: Tamriel Rebuilt Artbook - Hammerfell Style
- Replies: 12
- Views: 10405
- Fri Jan 29, 2010 8:31 am
- Forum: Quests: Finished
- Topic: q2-20-Imp
- Replies: 52
- Views: 17721
- Wed Jan 13, 2010 12:11 am
- Forum: Quests: Finished
- Topic: q2-20-Imp
- Replies: 52
- Views: 17721
Eight quests seemed like a lot to me as well, and that number comes from when there was an overarching concept for the guild in town. So what do you guys think, should there be a climactic mission? Something with a hefty item reward? Something that gets deep into the town's intrigues? I've been unde...
- Tue Jan 12, 2010 2:14 am
- Forum: Quests: Finished
- Topic: q2-20-Imp
- Replies: 52
- Views: 17721
I've written five quests, although I wasn't able to read any of the ideas in this thread first. Hartise the guildmaster seemed rather upright when I read her dialog, but the smiths (who I would be happy to slander because they annoy me) could be corrupt. Anyways:
The Helnim Fighters Guild is a rather small outfit these days, but has a fine guildhall left over from the days when the mine was going gangbusters and there was plenty of work seeing to the miners' safety and obedience. It is short on manpower (Master-at-Arms Hartise is eager for the player's help) but has a trio of competent smiths that the town garrison often favors over their own. Hartise supports Jorval's crackdown in theory, but finds herself concerned about the formation of the new militia and whether the Guild will be called on to enforce Imperial law in a way unpopular with other factions. The Telvanni and even the Thieves can cause significant trouble to a chapter that becomes meddlesome. Hartise's quest assignments are linear. In Hatise's dialog, [bolded brackets] denote a hyperlink to a new topic.
Quest #1: “Syvatoslav the Defector†from Hartise, no requirements, one new NPC needed
(does the name sound weird? it is authentically Norse/early Russian, but there is a preexisting NPC that would work better anyhow, I just don't know his name. Or we can use a less crowded tavern)
[duties]:“I was hoping you would do some work for our outfit, [player rank]. We've been short on contract-fillers recently, despite the need for muscle in this region, what with the Fields and all. I don't think I'll start you on contracts right away, though. However much you know about Helnim, it can be difficult to navigate these days. The Telvanni, or the reforms, or the weather, has everyone seething and I want the Guild to stay at arm's length. So I have an [interior task] for you.â€Â
[interior task]:“To be frank, the Windmoth Legion is made up of worthless opportunists. Knight Protector Jorval knows it, and he has been mustering a new militia under his personal control to counterbalance them. A fine, gutsy idea on any other day, but a number of my men have quit the guild in order to join up. Something about incentives, anyhow it's unacceptable.
*break text here*
Syvatoslav is my third defector this month. Find him at Mjolnir's Alehouse and convince him to stay in the guild. Tell him I'm prepared to offer him a five per cent pay raise so long as he keeps it quiet. If he still refuses, get creative. Pick a fight and get him thrown in jail so the militia will turn him down. No one in town knows that you're Fighters Guild, and I will reimburse you for any fines, of course. If you can handle this more delicate task, I will gladly assign you more lucrative duties.â€Â
Syvatoslav is a low-level Nord warrior. He will rudely rebuff the player's offer of increased pay to return to the guild because the Milita's pay includes a bounty that is higher. The player can win him over by raising his disposition to 70 and then paying the Militia's 250 gold enlistment bonus. After returning to the Hartise, Syvatoslav will show up in the Fighters Guild as another member. If the player in unable or unwilling to bribe and convince him, he can assault Syvatoslav (his responsibility should be too high for Provoking him through Persuasion or pickpocketing) so that he attacks. There should be a guard in the room to arrest the player at that point. If the player talks to Syvatoslav after going to jail or paying the fine, he should angrily blame the player for getting him in trouble and refuse to speak to him. Hartise will not talk to the player if he still has a bounty, and will not offer any more quests if Syvatoslav has been killed. If the player has assaulted Syvatoslav, Hartise pays him 200% the assault bounty. If the player convinces Syvatoslav to rejoin, Hartise will only reimburse the 250 gold expense because it was more expensive. This unlocks Quest #2.
Quest #2: “Tainted Goods†from Hartise
[duties]:“[This is urgent,] [playername]. If you aren't ready to move right this minute, I'll give it to someone else.â€Â
[This is urgent]:“I sent Arfil to scout the Daedric cult we failed to clean up a fortnight ago. She has a pair of invisibility scrolls with her, but I have just received a tip that the last shipment may have been counterfeit, or even cursed. Telvanni sabotage if I had to guess, but that's for another time. Get yourself out there and make sure she's not in trouble.â€Â
(the questmaker will have to provide directions to whatever location they choose to use for this daedric cult)
At this point, Arfil should not be standing upstairs in the FG, of course. She could disappear when the player leaves to complete the previous quest. Upon reaching the Daedric shrine, the player should first come across Arfil, lying helpless on the floor near the entrance, under the influence of a powerful Drain Fatigue spell from the tainted scroll. If the player does not have any powerful means of dispelling magic or constantly restoring fatigue, he must take the Dispel scroll from the head cultist at the heart of the dungeon. Arfil tells the player to look for such an item. Killing the head cultist completes Arfil's contract as well, which results in an extra 500 gold reward. Leading Arfil back to the Guild is worth a 250 gold reward from Hartise. Feel free to adjust the sums if they are too small, but killing the cultists is worth more than rescuing Arfil. Completion unlocks Quest #3.
Quest #3: “Mission of Mercy†from Hartise
[duties]: “I have a mission of mercy for you, [playername]. There is a fellow from Stros M'kai working in the mines here, by the name of Sandol. Turns out he is [fomenting unrest], something about indentured workers and wage practices. But wonder of wonders, this Redguard has influential relatives (estranged, mind you) that got wind of the matter, and they don't want the goons at the mine taking his hand or his life. They caught Jorval's ear, and he came to me.â€Â
[fomenting unrest]: “I need you to administer some preemptive justice on our friend Sandol. Find him in the diamond mine and give him a beating in the Knight Protector's name. Hopefully then the mine overseers will let the matter drop. Don't hurt him too much, of course, but be extravagant.â€Â
Sandol is an existing redguard miner. The player's journal should make it clear that hand-to-hand should be used on Sandol, and the player should be able to attack him without interference from the guards. When Sandol is knocked down the first time, he should should give up and initiate dialog asking for mercy, which the player grants. Hartise rewards the player modestly. Completion unlocks Quest #4.
Quest #4: “Tainted Goods Revisited from Hartise
[duties]: “There you are, [playername]. You do remember that little episode with Arfil and the defective Invisibility Scroll? We may be able to find their source, an opportunity for revenge and public gratitude both. I believe those scrolls cost some lives over at the chapel, after all. Go to Ervul Dranoth's enchanting shop and get him to tell you where he gets his discount merchandise. It may take a fair bit of bribery, so take this purse.
Hartise gives the player 200 gold. Ervul Dranoth will give the player the location on the coast north of town where a Dunmer boat should be anchored. A note on his person says as much, but he will reveal the location if his disposition is over 80. The boat should not be too far from town and filled with hostile orc mercenaries, khajiit sailor-slaves and a Breton sorcerer. There should be a crate of counterfeit and cursed scrolls as well as the usual smuggler loot. The player needs to kill the smugglers to complete the quest, which is worth a substantial sum from Hartise and a Fame point. Completion unlocks Quest #5.
Quest #5: “The Mad Lord's Guars†from Hartise
[duties]: “I'm sorry to inflict this one on you, [player rank], but the rest of this lot is out of town cleaning up a shipment of marshmerrow cane sugar that burnt up on the pier. Anyways, this contract comes straight from the Mad Lord himself. I'm not sure whether he's in earnest or just trying to insult us, and I'd palm it off on someone else if Jorval wasn't so keen on reducing tension with the Telvanni.â€Â
*split text here*
“His most fungal Lordship wants us to cull the Guar population of the Helnim Fields. His complaint was about over-grazing of valuable alchemical plants... I don't really care. Your share is fifteen Guars and you can keep half the bounty. Or, if you don't feel like trekking all over the province killing feral livestock, convince some merchant or dealer to set up shop capturing and [taming] them.â€Â
[taming]: “They fetch a good price in Ascadia, and someone would likely jump on the chance to collect them free of taxes and bureaucratic hassle. They would get the bounty, too. There is a Guar farm is Tel Ouada; you might try there.â€Â
I don't know what the best way to keep track of dead Guars is, a script or a dropped body part for each one. The player can kill fifteen of them or talk to the owner of the Tel Ouada Guar Farm about the opportunity to capture wild Guars and claim the bounty. If the player kills the Guars, Hartise pays him 500 gold. If he lets the Guar farmer do it instead, she pays the player 150 gold.
Hartise-Redguard Master-at-Arms quest giver
Jonas Callodus-smith
Farvil Madryen-smith
Arfil- veteran 2nd in command
Hermea Atrea-grunt
Kah-Meelai-smith
The Helnim Fighters Guild is a rather small outfit these days, but has a fine guildhall left over from the days when the mine was going gangbusters and there was plenty of work seeing to the miners' safety and obedience. It is short on manpower (Master-at-Arms Hartise is eager for the player's help) but has a trio of competent smiths that the town garrison often favors over their own. Hartise supports Jorval's crackdown in theory, but finds herself concerned about the formation of the new militia and whether the Guild will be called on to enforce Imperial law in a way unpopular with other factions. The Telvanni and even the Thieves can cause significant trouble to a chapter that becomes meddlesome. Hartise's quest assignments are linear. In Hatise's dialog, [bolded brackets] denote a hyperlink to a new topic.
Quest #1: “Syvatoslav the Defector†from Hartise, no requirements, one new NPC needed
(does the name sound weird? it is authentically Norse/early Russian, but there is a preexisting NPC that would work better anyhow, I just don't know his name. Or we can use a less crowded tavern)
[duties]:“I was hoping you would do some work for our outfit, [player rank]. We've been short on contract-fillers recently, despite the need for muscle in this region, what with the Fields and all. I don't think I'll start you on contracts right away, though. However much you know about Helnim, it can be difficult to navigate these days. The Telvanni, or the reforms, or the weather, has everyone seething and I want the Guild to stay at arm's length. So I have an [interior task] for you.â€Â
[interior task]:“To be frank, the Windmoth Legion is made up of worthless opportunists. Knight Protector Jorval knows it, and he has been mustering a new militia under his personal control to counterbalance them. A fine, gutsy idea on any other day, but a number of my men have quit the guild in order to join up. Something about incentives, anyhow it's unacceptable.
*break text here*
Syvatoslav is my third defector this month. Find him at Mjolnir's Alehouse and convince him to stay in the guild. Tell him I'm prepared to offer him a five per cent pay raise so long as he keeps it quiet. If he still refuses, get creative. Pick a fight and get him thrown in jail so the militia will turn him down. No one in town knows that you're Fighters Guild, and I will reimburse you for any fines, of course. If you can handle this more delicate task, I will gladly assign you more lucrative duties.â€Â
Syvatoslav is a low-level Nord warrior. He will rudely rebuff the player's offer of increased pay to return to the guild because the Milita's pay includes a bounty that is higher. The player can win him over by raising his disposition to 70 and then paying the Militia's 250 gold enlistment bonus. After returning to the Hartise, Syvatoslav will show up in the Fighters Guild as another member. If the player in unable or unwilling to bribe and convince him, he can assault Syvatoslav (his responsibility should be too high for Provoking him through Persuasion or pickpocketing) so that he attacks. There should be a guard in the room to arrest the player at that point. If the player talks to Syvatoslav after going to jail or paying the fine, he should angrily blame the player for getting him in trouble and refuse to speak to him. Hartise will not talk to the player if he still has a bounty, and will not offer any more quests if Syvatoslav has been killed. If the player has assaulted Syvatoslav, Hartise pays him 200% the assault bounty. If the player convinces Syvatoslav to rejoin, Hartise will only reimburse the 250 gold expense because it was more expensive. This unlocks Quest #2.
Quest #2: “Tainted Goods†from Hartise
[duties]:“[This is urgent,] [playername]. If you aren't ready to move right this minute, I'll give it to someone else.â€Â
[This is urgent]:“I sent Arfil to scout the Daedric cult we failed to clean up a fortnight ago. She has a pair of invisibility scrolls with her, but I have just received a tip that the last shipment may have been counterfeit, or even cursed. Telvanni sabotage if I had to guess, but that's for another time. Get yourself out there and make sure she's not in trouble.â€Â
(the questmaker will have to provide directions to whatever location they choose to use for this daedric cult)
At this point, Arfil should not be standing upstairs in the FG, of course. She could disappear when the player leaves to complete the previous quest. Upon reaching the Daedric shrine, the player should first come across Arfil, lying helpless on the floor near the entrance, under the influence of a powerful Drain Fatigue spell from the tainted scroll. If the player does not have any powerful means of dispelling magic or constantly restoring fatigue, he must take the Dispel scroll from the head cultist at the heart of the dungeon. Arfil tells the player to look for such an item. Killing the head cultist completes Arfil's contract as well, which results in an extra 500 gold reward. Leading Arfil back to the Guild is worth a 250 gold reward from Hartise. Feel free to adjust the sums if they are too small, but killing the cultists is worth more than rescuing Arfil. Completion unlocks Quest #3.
Quest #3: “Mission of Mercy†from Hartise
[duties]: “I have a mission of mercy for you, [playername]. There is a fellow from Stros M'kai working in the mines here, by the name of Sandol. Turns out he is [fomenting unrest], something about indentured workers and wage practices. But wonder of wonders, this Redguard has influential relatives (estranged, mind you) that got wind of the matter, and they don't want the goons at the mine taking his hand or his life. They caught Jorval's ear, and he came to me.â€Â
[fomenting unrest]: “I need you to administer some preemptive justice on our friend Sandol. Find him in the diamond mine and give him a beating in the Knight Protector's name. Hopefully then the mine overseers will let the matter drop. Don't hurt him too much, of course, but be extravagant.â€Â
Sandol is an existing redguard miner. The player's journal should make it clear that hand-to-hand should be used on Sandol, and the player should be able to attack him without interference from the guards. When Sandol is knocked down the first time, he should should give up and initiate dialog asking for mercy, which the player grants. Hartise rewards the player modestly. Completion unlocks Quest #4.
Quest #4: “Tainted Goods Revisited from Hartise
[duties]: “There you are, [playername]. You do remember that little episode with Arfil and the defective Invisibility Scroll? We may be able to find their source, an opportunity for revenge and public gratitude both. I believe those scrolls cost some lives over at the chapel, after all. Go to Ervul Dranoth's enchanting shop and get him to tell you where he gets his discount merchandise. It may take a fair bit of bribery, so take this purse.
Hartise gives the player 200 gold. Ervul Dranoth will give the player the location on the coast north of town where a Dunmer boat should be anchored. A note on his person says as much, but he will reveal the location if his disposition is over 80. The boat should not be too far from town and filled with hostile orc mercenaries, khajiit sailor-slaves and a Breton sorcerer. There should be a crate of counterfeit and cursed scrolls as well as the usual smuggler loot. The player needs to kill the smugglers to complete the quest, which is worth a substantial sum from Hartise and a Fame point. Completion unlocks Quest #5.
Quest #5: “The Mad Lord's Guars†from Hartise
[duties]: “I'm sorry to inflict this one on you, [player rank], but the rest of this lot is out of town cleaning up a shipment of marshmerrow cane sugar that burnt up on the pier. Anyways, this contract comes straight from the Mad Lord himself. I'm not sure whether he's in earnest or just trying to insult us, and I'd palm it off on someone else if Jorval wasn't so keen on reducing tension with the Telvanni.â€Â
*split text here*
“His most fungal Lordship wants us to cull the Guar population of the Helnim Fields. His complaint was about over-grazing of valuable alchemical plants... I don't really care. Your share is fifteen Guars and you can keep half the bounty. Or, if you don't feel like trekking all over the province killing feral livestock, convince some merchant or dealer to set up shop capturing and [taming] them.â€Â
[taming]: “They fetch a good price in Ascadia, and someone would likely jump on the chance to collect them free of taxes and bureaucratic hassle. They would get the bounty, too. There is a Guar farm is Tel Ouada; you might try there.â€Â
I don't know what the best way to keep track of dead Guars is, a script or a dropped body part for each one. The player can kill fifteen of them or talk to the owner of the Tel Ouada Guar Farm about the opportunity to capture wild Guars and claim the bounty. If the player kills the Guars, Hartise pays him 500 gold. If he lets the Guar farmer do it instead, she pays the player 150 gold.
Hartise-Redguard Master-at-Arms quest giver
Jonas Callodus-smith
Farvil Madryen-smith
Arfil- veteran 2nd in command
Hermea Atrea-grunt
Kah-Meelai-smith
- Mon Jan 11, 2010 5:09 am
- Forum: Archives
- Topic: Question about TR, CS and AllowYesToAll
- Replies: 3
- Views: 684
- Mon Jan 11, 2010 2:41 am
- Forum: Archives
- Topic: This String is different...
- Replies: 7
- Views: 865
- Mon Jan 11, 2010 2:05 am
- Forum: Archives
- Topic: Question about TR, CS and AllowYesToAll
- Replies: 3
- Views: 684
Question about TR, CS and AllowYesToAll
I've joined TR to do some quest writing, but I'm having problems loading the esm in the CS in order to read existing dialog. When loading MW, its expansions and the three TR files (1,2,data), I get a series of apparently neverending dialog tree warnings to click through. It is MUCH longer than the u...