PacificMorrowind's Showcase: Azura's Second Quest

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pacificmorrowind
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PacificMorrowind's Showcase: Azura's Second Quest

Post by pacificmorrowind »

EDIT: Just scroll on down and down to the very bottom to my interior showcase.
Hi;
here is my showcase:
it is just a second quest for Azura! from a statue of her in Ald Daedroth. Also edits Magas Volar. Play to see it fully.
NOTE: no sound files due to my voice disimilarity to Azura's.
I hope every likes it. I would like to see the Hammerfell data for when I get oblivion (soon!) and Morrowind to maybe do a bit of work on that. Please comment. NO readme at this time, maybe in the future.
Thanks;
PacificMorrowind.

Edit:
updated, cleaned version attached. To give Lord Dregas Volar his key you [i]must[/i] have already started the quest!
Also to get the quest you must have already completed Azura's first quest (the Bethesda standard one). I just tested it again and it worked fine (with a new test character). Please give comments (even very negative ones).
Thanks;
Attachments
Azura's Second Quest v2.esp
Updated version, please download this version and replace.
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Last edited by pacificmorrowind on Mon Jul 28, 2008 4:45 pm, edited 2 times in total.
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showcase, texturing, PacificMorrowind

Post by pacificmorrowind »

Here are a few NIFs for a few Daedric keys, alchemical equipment and probe, picks.
Hope everyone likes it. I have done a few other Daedric textures. It uses the standard Bethesda textures on the standard bethesda models so it is just a retexture, but I have also done a few other that use non standard textures but standard models so if you want to see that just ask. Als feel free to use any of them in other mods as well.
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Daedric meshes.7z
Collection of Daedric Meshes
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Last edited by pacificmorrowind on Thu Sep 20, 2007 4:38 pm, edited 1 time in total.
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Haplo
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Post by Haplo »

Each member is allowed only 1 showcase thread. I merged your second thread to your original for you.
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Post by Billay »

I played the quest, and there are two problems I found.
1. When you add the Daedric Crescent to the players inventory, you don't remove the one from the daedras corpse, allowing the player to get two Daedric Crescents.
2. I couldn't give Lord Atraz Volar his key, he just kept asking for it.
Also the plugin is dirty, clean it with TESAME.
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Post by pacificmorrowind »

[quote="Haplo"]Each member is allowed only 1 showcase thread. I merged your second thread to your original for you.[/quote]

Okay, Thanks:) I was presuming that it was one showcase per member per type of mod (ie. quest, interior, etc.) I guess any additional ones I may have should go in this thread to. Thanks for the info.
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Post by pacificmorrowind »

[quote="Billay"]I played the quest, and there are two problems I found.
1. When you add the Daedric Crescent to the players inventory, you don't remove the one from the daedras corpse, allowing the player to get two Daedric Crescents.
2. I couldn't give Lord Atraz Volar his key, he just kept asking for it.
Also the plugin is dirty, clean it with TESAME.[/quote]

Thanks for the feedback.
re:
1. that was the way it was in the original Magas Volar, except that you where automatically transferred back to Tel Fyr and you only got the second Daedric Crescent if you where quick. Do you think I should change it?
2: fixing, will upload updated version today or tomorrow.
cleaning, will upload at the same time.
PacificMorrowind
ps. do you like the quest other than those problems?
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Post by Thrignar Fraxix »

please do not double post. An edit would have sufficed.
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Updated Version.

Post by pacificmorrowind »

Hi;
here is an updated version of the Daedric Quest. It now has 10second blank sound files so no more errors about not finding sound files. Please re-review. Also all the errors that I could find (and were pointed out) have been fixed.
PacificMorrowind
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Azura's Second Quest (v.3).7z
V3
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Post by Bloodthirsty Crustacean »

I will take a look at this as soon as I am able.
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Post by Bloodthirsty Crustacean »

I am rather busy right now sorting out a largish quest-line for TR, but I will be on this ASAP. I apologise for the delay.
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Post by Bloodthirsty Crustacean »

To begin, the typos:
  • Journals:
    the Night Sky, at a stature of her : her statue

    I have kill Lord Dregas : killed

    two of her marvelous powerful magical soul gem, Azura Star. : two of her marvelously powerful soul gems, the Azura's Stars. This line also sucks because that is not only way too uber a reward, it is also lore-incorrect, as the Star is a once only artifact, not just a special soul gem. Never, ever give rewards like this in TR.

    fail at everything I do : do.<- Full stop missed

    Azura's Talk:
    The True Lord of Magas Volar is Atraz Volar, however his evil cousin Lord Dregas Volarhas imprisoned him and taken over the rule. This is unacceptable to me and must be righted. : In order; First highlight, this sentence makes very little sense to any player other than one who knows where Volar is. For this mod, it's fine, but it's poor to just say "place name" and rely on the journal to tell people where it is. This is not Oblivion: the journal provides a summary of what you know, and it is only in exceptional cases that it should tell you anything that you have not already been told as your character, as you have made it do here. (i.e. directions to Volar)

    Second highlight, 'evil cousin' is a bit cheesy, and also i don't know if in lore, Daedra would have things such as cousins. Feel free to correct me, but I don't think that is the case.

    Third highlight : Volar has

    Fourth highlight : "I find this unacceptable, and I will see it righted." (Or anything more gramatically sound than the original, which was a little wobbly) Also, on lore terms: why does Azura care what Dagon's servants are getting up to?

    Take this, and use : Take these, and use (You also don't need the messagebox, because adding to the player's inventory should bring it up automatically)

    Scripts:

    MessageBox "You have killed the Lord Atraz Volar. You are forewarned." : No need, the journal does the job. Keep it if you like, but it's not necessary.

    Dialogue:

    Do you have My Key? : my key

    my key [new line] Thank-you! : No new line: Bethesda tended not to use them, except for poetry, so therefore you don't use them except for poetry/other exceptional circumstances. Thank-you needs to be "thank you". While the hyphon makes sense, I've always seen "thank you", so that's what you should use.

    (In the results script of the above) AddItem "NW_potion_ancient_brandy_02" 2 : Why? Why are you giving the Dremora two special brandies? Do you mean "Player->AddItem..."?

    Also, this should be the lower of the two dialogues regarding "my key". Finishing dialogues generally go up top, for cleanliness, and less bugginess. (Though no bugs here)

    Dremora should be given a different greeting for when the quest is completed, rather than constantly asking for key. Also, all greetings that are not meant to be ForceGreetings, or that should not logically bypass vampirism/nudity/disease checks (i.e. standard quest dialogue, from most people) should always be in Greeting 5. (Except in the above cases)

    Other Errors:
    I believe there are several 'dirty' references, I am pretty sure that neither Azura's Star, nor the original Volar should be modified by this mod. Clean these out with TESAME, unless you have a good excuse.
Overall, a smooth quest, and I won't ask you to fix it because it's all just typoes and 'delete an erroneous line' type stuff. No bugs.

Now that you have proved you know how to quest bug-freely, I'd like you to do a little more to prove your skill. Make a lore-friendly quest (doesn't have to be centred in lore, just has to not break it, as your previous did in minor ways), with more than one way to complete it, and perhaps a little follow up that depends on what you did previously if you're feeling brave. No typos please. Please check your grammar before submitting. In addition, I'd like you to use TR naming conventions throughout this next quest (even if it's not set in TR land, pretend it's set on map 1). That means that everything will start with "TR_m1_q_..." for scripts/objects, and journals will start "TR_m1_'Name'"

This is to ensure that you are able to write a quality quest, up to TR standards, and also that you know what you're doing when it comes to making a ready for merging quest.

Don't feel offended, and I'm sorry I took so long to get round to this. If you want an example of what you could do, have a look at my Showcase, which is five or so pages back. :)

Good luck!
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Post by blackbird »

If I remember correctly: Azura cares only about herself. Even the nerevarine was a tool of revenge against the tribunal who defied her counsel. Azura likes to be worshipped (see the vanilla azura quest). If anyone dares to disturb her servants, she would take some action.
You should search some threads about Azura in the offical bethesda forums, if you want to make a quest involving Azura or another deadric prince.
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finally!

Post by pacificmorrowind »

finally here it is. sorry it took so loong - my phoneline was taken out by a tree so no internet and just got fixed. As you can guess by the name it is about Missun Akin (marksman master trainer). there are a couple of new books but as I am not that good of a writer they are pretty much filler (couple paragraph) or placeholder material. Hope you like it.
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Post by theviking »

I reviewed your quest, it is almost good enough. But you should improve a few things:
-the rewards are too uber at the moment; 10000 gold is way too much and a daedric bow as well.
-Why does the player need to be nerevarine to start the quest?
-In your journal, you could use some more comma's.
-The bandits are a bit too powerfull, level 20 is the maximum for such a quest.

These are all minor things. The quest has some good structure and a nice twist. Once you fix these things, I certainly will get you promoted. I saw the scripts as well and you seem to know what you are doing there too, very good!
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updated version

Post by pacificmorrowind »

here is the updated version. I did not change the need to be nerevarine to start the quest. I thought that it was good to have something cool to do after the main quest and since Missun Akin is a surly ashlander I thought it made sense that he wouldn't trust someone who hadn't proved themselves.
Thanks;
PacificMorrowind
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Post by theviking »

Although I think the reward is still too great, you showed that you can fix all the issues I reported. I like the quest and I think it's good enough for a recommendation. You will be promoted really soon, I hope and then you can help us with quests! Congratulations!
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Post by Haplo »

Member Promoted for quests.

Congratulations! I hope to play some TR quests of yours some day :-)
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Post by theviking »

congratz! If you like, you can claim a questfrom the unclaimed section at the bottom of the forum. You can also design a quest or playtest a quest in the member downloads. Nice to have you on the team.
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Post by Bloodthirsty Crustacean »

If you need any help, don't hesitate to ask.
a man builds a city
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a man melts the sand so he
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INTS

Post by pacificmorrowind »

I want to do interior modding for TR. so here is my showcase for that. It takes the shape of i3-166. So if I (and it) are accepted then can I just claim i3-166 and upload it there?
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Post by Lady Nerevar »

yep, when you're accepted you can just use this file in the claim.
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Post by poiu »

A quick review:

- Your int is not gridsnapped, there are holes beteween the int. pieces.

- Lots of barrels and crates float, and the small chest bleeds trough the barrel.

- The sacks are balancing on one point.

In general it is a bit boring. Try to bring more variation to the crates and barrels, in size and angle. Maybe you can add a bookcase or a table and some random clutter like coins, weapons, plates etc.
I recommend you to remake the guardtower using gridsnap.
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Post by Haplo »

Do you no longer have an interest in doing quests?
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

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Post by pacificmorrowind »

Here is a new (remade w/gridsnap) version. More clutter, (but no weapons/armor (as specified in the claims browser)), and just plain tidier, also all stuff is now owned by the imperial guard.
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Post by poiu »

I still think it is a bit boring, you didn't add variation to the size and angle of the crates. You've only placed containers, place some more other stuff like coins, books, paper, candles etc.
There are two interior pieces placed on one spot so remove one of them.
[url=http://tamriel-rebuilt.org/?p=modding_data/tutorials&section=94178]This[/url] is a usefull tutorial about how to use the 3d scale.
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Post by pacificmorrowind »

Hi;
here is v3. It is just a storage tower, to the south of old Ebonheart, with a few hidden gems (and a couple of other hidden items.
Thanks;
Pacific Morrowind
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Post by poiu »

You did vary the size of the crates, but they are still positioned in the same angle. You've scaled one barrel to 2 times it's original size, that's a bit to big. The same barrel is bleeding, one crate is bleeding, the candle floats and the retort floats.
Take a look at this tutorial again, and look at the pics of the crates: [url]http://tamriel-rebuilt.org/?p=modding_data/tutorials&section=94178[/url]

And your interior is still not propperly gridsnapped. It is really important that you use gridsnap when making an interior. I've uploaded a image where you can see holes on the interior.[/img]
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gridnsap.jpg
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Post by pacificmorrowind »

here is a new version. re: the gridsnap that I fixed in version 4 but by accident uploaded 3 last time. lots of new changes in this version. retort, candle dropped to floor.
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Post by poiu »

It's much better now!
Here's the review:

- Let the small chests be small chests, so don't make them huge.
- Watch out wick barrels and crates you place, you placed barrels with moonsugar and a crate with dwemer stuff. Moonsuger and dwemer stuff are illigal in Morrowind.
- TR_barrel_01_smuggler floats (2 times)
- TR_barrel_01_drinks_imp bleeds into eachother
- Remove the TR_cont_indoril_01 those are indoril and this is a imperial interior.
- light_com_candle_09_128 floats
- TR_Com_Basket_01_POS floats
- TR_cont_De_vase_01_scrl and TR_cont_ornch_ingred bleeds into eachother
- TR_misc_de_hacklo_pipe floats
- Light_Com_Candle_14 floats
- TR_bk_AboveItAll bleeds into the cupboard
- TR_Ingred_Blackrose_Petal01 and TR_Ingred_Aquamarine are resting illogically, try to ratote them to let them rest on 2 or 3 points.
- TR_bk_charityandleadership bleeds into the barrel.
- TR_barrel_01_drinks_out floats
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Post by Haplo »

Do you no longer have an interest in doing quests?
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

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Post by pacificmorrowind »

thank-you for your patience while I try to get this right, sorry for the multitude of errors. Is there anyway to change objects that don't fall down with the fall command so that they do? (the candles had that problem) Also what happens to moonsugar the guards confiscate? (I did remove those barrels & the dwemer crates). all the errors you mentioned I fixed and a few others that I found while fixing them. with the ornate chests, there is some form of problem with them or my editor: when I put them in they were there but when I put the vases in they weren't so I just put vases were I had had them thinking the editor had not save properly, but when I opened it up to fix the errors you found, they were back, but when I moved the vases they dissapeared again! any ideas to fix that?
thanks;
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Post by Haplo »

I guess that's a no. I'll update the usergroup, then.
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Post by pacificmorrowind »

Wait! I am not not interested in questing! My internet is dialup and while it is working right now, I have to share it with others so sometimes I can only use for for a few minutes, (and post the thing i have ready and then see something I should have posted but others need the internet...) sorry for not responding sooner.
Thanks;
PacificMorrowind

edit: sorry that doesn't look very clear, that is I am interested.
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Post by Lud »

Well, there are quests that you can claim to work on [url=http://tamriel-rebuilt.org/old_forum/viewforum.php?f=183]here[/url].
You can also design quests of your own if you like. :)
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Post by RelinQ »

Bloodthirsty Crustacean wrote: the Star is a once only artifact, not just a special soul gem. Never, ever give rewards like this in TR.
I agree, I mean the smarter thing to do... Atleast... would have been an Item like Azura's Moon (eg. moon and star), or something, but even so... thats still probably going to far..

Hmm, well..., yeah...
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Post by Lady Nerevar »

k, here be my review:

-standard light settings. check out the lights in a similar bethesda cell and use those.
-several crates are potential inappropriate because they contain dwemer and smuggler's goods. they may be appropriate if the purpose of the interior is to hold smuggled goods, see summation.

top floor
-rescaled chest floats
-small chest floats
-barrel next to small chest floats
-there is a custom TR chest floating way out in the void. not really an error though, just thought i'd mention.
-transition between stairwell and room flashes at the colum due to overlapping. you will need a different tileset piece here.

bottom floor
-cupboards are meant to be positioned up on walls, not on the floor. their lack of a back may be visible in game.
-huts bleeds into wall
-stacked cutting boards bleed into each other
-tan vase containers are dunmer

over all, this interiors is pretty good. errors are minor. what really confused me though was the design. the lower floor was cluttered with furniture, and items were positioned sporadicly (coins in cups? barrels blocking a passageway?). i didnt get a sence as to the purpose and use of this interior because of the random clutter. if its a guard tower why does it have expensive jewels and silverware? the clutter has that "i like how this looks so ill put it here" feel.

i suggest you do some pretty major reworking as to the clutter and furniture. move things on the lower floor closer to the walls to allow the player space to pass. figure out exactly what you want this cell to be (storage space, guard tower, vault, etc.) and detail it accordingly. in addition to that you should fix what few errors i found.
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Post by pacificmorrowind »

Here is a totally new interior for examination:
it is a tomb, the id is _Testcell_(tomb). no exterior connection.
it is only dependent on mw/bm/tri. what do you think?
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Post by Lady Nerevar »

my review:

-skulls in the ashpit float.
-rich chest on altar floats
-add lights
-the Affairs of wizards is a Telvanni book. replace it with something temple related.

currently its a pretty generic tomb. i'd like to see something that makes it unique and interesting. the endless repetition of urns on the altars gets pretty old pretty fast.
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Post by pacificmorrowind »

I will fix those things as soon as my computer (which just decided to stare into some headlights) is fixed. re: boring old tomb, all (well most) of the ancestral tombs in vvardenfell are pretty much the same, so thought that ancestral tombs should mostly be the same. what kind of oddities do you suggest for tombs that wouldn't be lore breaking?
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Location: New Orleans, LA

Post by Lady Nerevar »

try using the large tomb tileset, maybe add some columns or something. add another floor in there. basically vary up the floorplan. feel free to get creative with the tileset as well as the decorations: plenty of things can be used in ways they were not originally meant to be.
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