Meritocrat's Showcase
Moderator: Lead Developers
- Meritocrat
- Member
- Posts: 25
- Joined: Mon Aug 17, 2009 12:31 am
Meritocrat's Showcase
Hello, TR team.
I've been following this project for a while now, and thought of joining. Unfortunately, when I first saw it, I knew about as much about modding as I knew about Fuglafjørður. But not to long ago I finally decided to pull myself together and learn about the construction set. Since I had traded away my PC version of Oblivion for my cousins xbox 360 version, I got into Morrowind moding(thought I might still have gotten into morrowind due to the voice acting of oblivion). Learning the basics of quests, items, dialog and npcs was pretty simple, but I used forever to learn even the basics of scripting.
Anyway, yesterday I finally managed to get together my humble little quest, witch I have added for you to enjoy.
You start the quest by asking around Balmora for rumors. Part 2 will hopefully be up sometime during the next decade if I can figure out the scripting.
(By the way, sorry for adding the dialog in "Greetings 1". I was following a tutorial and got a little carried away.)
As for what I can do. I will probably be able to do some scripting if I have to, and interior's does not seem to hard either. But my favorite is quests, factions and dialog. I even have a few in-game books brewing in my mind.
EDIT: It think it is clean now. Fixed the script and some of the dialog. Unfortunately I didn't fix the grammar and style issues though. If I saw them I probably wouldn't notice them.
I've been following this project for a while now, and thought of joining. Unfortunately, when I first saw it, I knew about as much about modding as I knew about Fuglafjørður. But not to long ago I finally decided to pull myself together and learn about the construction set. Since I had traded away my PC version of Oblivion for my cousins xbox 360 version, I got into Morrowind moding(thought I might still have gotten into morrowind due to the voice acting of oblivion). Learning the basics of quests, items, dialog and npcs was pretty simple, but I used forever to learn even the basics of scripting.
Anyway, yesterday I finally managed to get together my humble little quest, witch I have added for you to enjoy.
You start the quest by asking around Balmora for rumors. Part 2 will hopefully be up sometime during the next decade if I can figure out the scripting.
(By the way, sorry for adding the dialog in "Greetings 1". I was following a tutorial and got a little carried away.)
As for what I can do. I will probably be able to do some scripting if I have to, and interior's does not seem to hard either. But my favorite is quests, factions and dialog. I even have a few in-game books brewing in my mind.
EDIT: It think it is clean now. Fixed the script and some of the dialog. Unfortunately I didn't fix the grammar and style issues though. If I saw them I probably wouldn't notice them.
Last edited by Meritocrat on Mon Aug 17, 2009 9:18 pm, edited 2 times in total.
Welcome to TR, Meritocrat! It's been a while since I've done a quest showcase, so I'll download your file and take a look around. It's always good to have another quester aboard.
Q1-77-Tel current progress:
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=266462#266462]Journals 100% done.[/url]
Practical implementation is now underway.
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=266462#266462]Journals 100% done.[/url]
Practical implementation is now underway.
-
- Developer
- Posts: 835
- Joined: Mon Oct 27, 2008 11:18 pm
- Location: London
Did someone say quest showcase?
Just to note: at least some scripting knowledge will be required for you to be promoted for quests, since most TR quests involve it in at least some way. However, we're here to help if you're having any problems so feel free to ask away.
Welcome to TR. I look forward to seeing Faalen's review
Just to note: at least some scripting knowledge will be required for you to be promoted for quests, since most TR quests involve it in at least some way. However, we're here to help if you're having any problems so feel free to ask away.
Welcome to TR. I look forward to seeing Faalen's review
MaMeeshkaMowSkwoz - choose your syllables
questreviewget
I'm back. I didn't test this file in-game because there are things I spotted in the Enchanted Editor and the CS that need fixing first.
Cleanliness:
This file is very dirty. It contains the 72 evil GMSTs that get saved to all files that are made with only Morrowind active. You can prevent this by making your plugins dependent on the expansions as well. You can also clean them out with a program called TESAME which is available here on the site. Anything with the heading GMST should be deleted from your file. The rest of the dirtiness comes from dialogue. Every new entry you make in dialogue automatically marks the entries above and below as changed even though you didn't change them. The only way to clean this out is to go into TESAME and check every entry one by one and delete the ones you didn't create. It sucks and takes forever, but it's absolutely necessary. I'm also not sure why you need a new faction. It only has one member, so his dialogue could just be filtered to him. The simplest way is always the best way. The rest of the things present, like cells and whatnot, I'm assuming are correct. To be safe, though, look through every entry in TESAME and clear what you didn't mean to change. It's very easy to accidentally add something to your file and never notice.
Dialogue:
I'm assuming from your dialogue that you are not a native English speaker. That's fine, especially since your dialogue is so often very creative and witty. Almost everything has errors in grammar and style, but that's nothing a thorough reviewer can't fix up in a claim. It's good that you know dialogue doesn't go under Greeting 1. To be clear, quest-related dialogue belongs under Greeting 5 and generic dialogue under Greeting 7.
There are a few logistical problems with your dialogue. I see you've added an entry under all of the main lore topics that says "I don't talk about this". If an NPC doesn't have anything to say about a topic, it's best to make them NoLore to help prevent clutter in dialogue. I also found it very strange that the same NPC who says "I don't talk about this" to everything else will readily tell a complete stranger that he is an illegal assassin and Daedra worshipper when asked about his trade. There should be some kind of condition on that type of dialogue.
There are several technical issues with your dialogue as well. Under your greetings, you have a "TalkedToPC >= 1" filter on the entry "You were sent..." and a "TalkedToPC = 0" entry right below it. A better way to do this is to put the "=0" entry above the ">=1" entry and remove the ">=" filter. It functions the same but is cleaner.
You've chosen the topic name "help" for use in this quest. It's generally a very bad idea to use a short, common word for a quest topic heading. Instead choose something more specific, maybe including an NPC's name or part of a unique sentence. Under this same topic, there are entries that talk about the NPC Ileva Retham in the third person, but they are filtered so she says them. I think this is a mistake.
Under the topic named "Ileva Retham" you have some unnecessary journal filters. When a piece of dialogue is filtered for "Journal = x" that's all you need. You've included a "Journal < 100" filter on several entries, but it doesn't make any difference. I understand you're just trying to be careful, and that's great, but this will save you unnecessary work in the future.
You have a couple of entries filtered with "Sex - Male" and "Sex - Female". It's obvious from the text of these entries that you intended for them to be spoken to either a male or female player character. However, the "Sex" dropbox refers to the speaker, not the player. If you want to filter dialogue for the player's gender, go to the Function/Variables section and use "Function - PC Sex = x". 0 is male, 1 is female.
You have two identical entries under "Ileva Retham" for when she is dead. One is filtered for her being dead and the other is filtered for the journal entry that says she's dead. This is unnecessary. One or the other would suffice. It would be better to keep the "Dead" filtered one because it's less likely to be cheated. Or, better yet, put both conditions on one entry. In any case, you don't need the duplicate.
The topic name "prey" is a little generic, but probably isn't a problem. It is still strange for an NPC to discuss illegal Daedra worship with a stranger.
Scripts:
Your scripts, while functional, have a handful of mistakes that are common with beginners.
In the script "BH_IlevaKilled", you've used an "elseif" after an "endif" command. This is not right. When checking for two states of the same variable, in this case the journal progress, use "elseif" instead of "endif". That's what it's for. Just delete the "endif" line and push the "elseif" block up against it.
In that same script, you have an unnecessary block with the "controlvar" variable. The "activate" command can just be placed in the same block with the "OnActivate" function. That is both easier for you and more efficient for the game to run. The way it's written works, but it takes an extra frame of processing to execute.
Finally, every time you have a "disable" or "enable" command it's written in a way that it will execute every frame. This is extremely inefficient and can actually slow the game down. Every time you use a "disable" command, place it inside a block with the condition "if ( GetDisabled == 0 )". Similarly, every time you use an "enable" command, place it inside a block with the condition "if ( GetDisabled == 1 )". It's no big deal that you didn't know this. Just make sure to do it in the future.
General Impressions:
You have very original ideas and obviously want to improve. I like what I see here, and I think you can only get better with time. I especially like the little touches, like when the NPC is badmouthing Orcs and says "Oops, I'm sorry" if the player is one. That stuff is great and is usually missing from modders' work. Try this file again, keeping in mind what I said above. I look forward to your next attempt.
I'm back. I didn't test this file in-game because there are things I spotted in the Enchanted Editor and the CS that need fixing first.
Cleanliness:
This file is very dirty. It contains the 72 evil GMSTs that get saved to all files that are made with only Morrowind active. You can prevent this by making your plugins dependent on the expansions as well. You can also clean them out with a program called TESAME which is available here on the site. Anything with the heading GMST should be deleted from your file. The rest of the dirtiness comes from dialogue. Every new entry you make in dialogue automatically marks the entries above and below as changed even though you didn't change them. The only way to clean this out is to go into TESAME and check every entry one by one and delete the ones you didn't create. It sucks and takes forever, but it's absolutely necessary. I'm also not sure why you need a new faction. It only has one member, so his dialogue could just be filtered to him. The simplest way is always the best way. The rest of the things present, like cells and whatnot, I'm assuming are correct. To be safe, though, look through every entry in TESAME and clear what you didn't mean to change. It's very easy to accidentally add something to your file and never notice.
Dialogue:
I'm assuming from your dialogue that you are not a native English speaker. That's fine, especially since your dialogue is so often very creative and witty. Almost everything has errors in grammar and style, but that's nothing a thorough reviewer can't fix up in a claim. It's good that you know dialogue doesn't go under Greeting 1. To be clear, quest-related dialogue belongs under Greeting 5 and generic dialogue under Greeting 7.
There are a few logistical problems with your dialogue. I see you've added an entry under all of the main lore topics that says "I don't talk about this". If an NPC doesn't have anything to say about a topic, it's best to make them NoLore to help prevent clutter in dialogue. I also found it very strange that the same NPC who says "I don't talk about this" to everything else will readily tell a complete stranger that he is an illegal assassin and Daedra worshipper when asked about his trade. There should be some kind of condition on that type of dialogue.
There are several technical issues with your dialogue as well. Under your greetings, you have a "TalkedToPC >= 1" filter on the entry "You were sent..." and a "TalkedToPC = 0" entry right below it. A better way to do this is to put the "=0" entry above the ">=1" entry and remove the ">=" filter. It functions the same but is cleaner.
You've chosen the topic name "help" for use in this quest. It's generally a very bad idea to use a short, common word for a quest topic heading. Instead choose something more specific, maybe including an NPC's name or part of a unique sentence. Under this same topic, there are entries that talk about the NPC Ileva Retham in the third person, but they are filtered so she says them. I think this is a mistake.
Under the topic named "Ileva Retham" you have some unnecessary journal filters. When a piece of dialogue is filtered for "Journal = x" that's all you need. You've included a "Journal < 100" filter on several entries, but it doesn't make any difference. I understand you're just trying to be careful, and that's great, but this will save you unnecessary work in the future.
You have a couple of entries filtered with "Sex - Male" and "Sex - Female". It's obvious from the text of these entries that you intended for them to be spoken to either a male or female player character. However, the "Sex" dropbox refers to the speaker, not the player. If you want to filter dialogue for the player's gender, go to the Function/Variables section and use "Function - PC Sex = x". 0 is male, 1 is female.
You have two identical entries under "Ileva Retham" for when she is dead. One is filtered for her being dead and the other is filtered for the journal entry that says she's dead. This is unnecessary. One or the other would suffice. It would be better to keep the "Dead" filtered one because it's less likely to be cheated. Or, better yet, put both conditions on one entry. In any case, you don't need the duplicate.
The topic name "prey" is a little generic, but probably isn't a problem. It is still strange for an NPC to discuss illegal Daedra worship with a stranger.
Scripts:
Your scripts, while functional, have a handful of mistakes that are common with beginners.
In the script "BH_IlevaKilled", you've used an "elseif" after an "endif" command. This is not right. When checking for two states of the same variable, in this case the journal progress, use "elseif" instead of "endif". That's what it's for. Just delete the "endif" line and push the "elseif" block up against it.
In that same script, you have an unnecessary block with the "controlvar" variable. The "activate" command can just be placed in the same block with the "OnActivate" function. That is both easier for you and more efficient for the game to run. The way it's written works, but it takes an extra frame of processing to execute.
Finally, every time you have a "disable" or "enable" command it's written in a way that it will execute every frame. This is extremely inefficient and can actually slow the game down. Every time you use a "disable" command, place it inside a block with the condition "if ( GetDisabled == 0 )". Similarly, every time you use an "enable" command, place it inside a block with the condition "if ( GetDisabled == 1 )". It's no big deal that you didn't know this. Just make sure to do it in the future.
General Impressions:
You have very original ideas and obviously want to improve. I like what I see here, and I think you can only get better with time. I especially like the little touches, like when the NPC is badmouthing Orcs and says "Oops, I'm sorry" if the player is one. That stuff is great and is usually missing from modders' work. Try this file again, keeping in mind what I said above. I look forward to your next attempt.
Q1-77-Tel current progress:
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=266462#266462]Journals 100% done.[/url]
Practical implementation is now underway.
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=266462#266462]Journals 100% done.[/url]
Practical implementation is now underway.
- Meritocrat
- Member
- Posts: 25
- Joined: Mon Aug 17, 2009 12:31 am
Thanks for the review. I'll try to fix it and release it again. Sorry for the dirtiness. Aside from a couple of tutorials this is my first mod, and you're right I'm not a native English speaker. As for the genetic dialog and why I created a whole faction, the plan IS to add a full joinable faction of the lunatics. Just gotta figure out some scripting first.
On the scripting, thanks for the help. But don't you get the journal update every time you try to loot her if you remove the controlvar? But then again, you're the expert.
Anyway, I'm going through it now and trying to clean it up.
On the scripting, thanks for the help. But don't you get the journal update every time you try to loot her if you remove the controlvar? But then again, you're the expert.
Anyway, I'm going through it now and trying to clean it up.
I don't remember exactly what the script looked like, but if your "controlvar == 0" condition comes before the "OnActivate" condition and under "OnActivate" you update the journal, activate, and set controlvar to 1, there shouldn't be a problem. To be safe you could add another condition to check whether the update has already happened. In fact, it might be better to check journal progress instead of using a new variable.
Q1-77-Tel current progress:
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=266462#266462]Journals 100% done.[/url]
Practical implementation is now underway.
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=266462#266462]Journals 100% done.[/url]
Practical implementation is now underway.
- Meritocrat
- Member
- Posts: 25
- Joined: Mon Aug 17, 2009 12:31 am
You're right, a journal progress check makes much more sense. Thanks. By the way, did you check the cleaned up version of the mod?Faalen wrote:I don't remember exactly what the script looked like, but if your "controlvar == 0" condition comes before the "OnActivate" condition and under "OnActivate" you update the journal, activate, and set controlvar to 1, there shouldn't be a problem. To be safe you could add another condition to check whether the update has already happened. In fact, it might be better to check journal progress instead of using a new variable.
I did not. It's best to post new files in a new post, otherwise they'll be overlooked. You can delete the old file and place the new one in its own post to make sure it's seen.
Q1-77-Tel current progress:
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=266462#266462]Journals 100% done.[/url]
Practical implementation is now underway.
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=266462#266462]Journals 100% done.[/url]
Practical implementation is now underway.
- Meritocrat
- Member
- Posts: 25
- Joined: Mon Aug 17, 2009 12:31 am
There you goFaalen wrote:I did not. It's best to post new files in a new post, otherwise they'll be overlooked. You can delete the old file and place the new one in its own post to make sure it's seen.
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- The Bloodhounds.ESP
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- Meritocrat
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- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
I demand PATIENCE! There are showcases that have been waiting longer than yours. We are all very busy people. Generally waiting a week before bumping is the standard practice.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
- Meritocrat
- Member
- Posts: 25
- Joined: Mon Aug 17, 2009 12:31 am
- Katze
- Developer Emeritus
- Posts: 2341
- Joined: Thu Feb 26, 2009 3:29 pm
- Location: Behind you!
- Contact:
Our Questers are few, and their duties many. Don't expect the response for a quest showcase to be as quick as that of a showcase for a fast moving department, like interiors.
Being impatient is not going to make you many friends around here.
Being impatient is not going to make you many friends around here.
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK
"You say a lot of things. And how does that work? You're a bicycle"
Tea is important.
"You say a lot of things. And how does that work? You're a bicycle"
Tea is important.
- Bloodthirsty Crustacean
- Developer Emeritus
- Posts: 3869
- Joined: Fri Feb 02, 2007 7:30 pm
- Location: Elsewhere
I am rather occupied with other things right now, but I'll try and do a review of as many questy things as possible sometime soon, perhaps this next weekend. I'll put you on that list.
Please have some patience, if that's okay.
Please have some patience, if that's okay.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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- Meritocrat
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Alright, I'm sorry. I'll try to be more patient.Cathartis wrote:Our Questers are few, and their duties many. Don't expect the response for a quest showcase to be as quick as that of a showcase for a fast moving department, like interiors.
Being impatient is not going to make you many friends around here.
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May as well make it a new post then. Here's the review:
In-CS Review
File:
File is clean.
Naming conventions shows good practice (although you will need to switch to TR naming conventions when making quests for us. There are instructions for this in a stickied post somewhere).
This file is dependent on the Unofficial Morrowind Patch. Please only make files dependent on Morrowind, Tribunal, and Bloodmoon (and TR_Data if you want, although I don't see why you would really need it for a quest showcase).
Dialogue:
I'm afraid I was lazy and only read through one topic (your journal entries). Your writing style is good, but there are a fair number of typos here, mostly little things. Some of this could be picked up by a spell checker, others just by proof reading. We don't expect everything to always be typo free (we all make mistakes), but try to keep it to a minimum. Please check the rest of your dialogue for similar errors.
Hunting Witch Hunter Hunters:
"One of the citizen of Balmora" - citizen should be plural
"outside the local Temple" - Temple should only be capitalised when referring to the faction. The building is just a normal noun. Bethesda do this though..
"I appears Ileva has been stalket by someone" - first word should be "It", typo on stalked, also should be "has been being stalked"?
"and she want my help" - wants
"I was adviced to talk" - advised
"he is appearantly part of the" - apparently
"she owe me something" - owes
Style:
Two of your journal entries have little rhetorical questions on the end: "Perhaps I should just leave him alone?" and "Perhaps I should read it?". You want to avoid telling the player what they should do - the journal should just be a record that the player can refer to when they've forgotten something.
The humour was pitched about right, but you can't have that kind of dialogue in every quest.
The latest rumours entry about her should be filtered so she doesn't say it.
Faalen has noted the unnecessary dialogue filters and the topic name. Whilst there's no need to change them, worth keeping in mind for future work.
Is there really any need for a new faction? Unless this is part of a larger mod or something, it should probably go.
Scripts:
BH_IlevaKilled
This script contains an OnActivate command. when a script contains something like that, you need to include a MenuMode check. Something like this at the top of the script:
Also, in the first block of this script
The elseif condition is the opposite of the original if condition, so you can use an 'else' instead.
BH_remusEnable
The two blocks of this script can be combined with an 'else' command in the same way as noted above. Also, remember to add the GetDisabled checks.
In-Game Review
She repeatedly offered me the quest and gave me multiple notes if I kept selecting the 'help' topic. Make sure the entry is filtered to prevent this.
When I refused the quest, she immediately disappeared. If you want to make an NPC disappear, either do it when the player isn't there (i.e. do it on CellChanged) or make the NPC cast a spell so it looks like they're teleporting away.
When initially given the quest, it wasn't clear from dialogue what I was supposed to do. The only hint came from the journal entry. As I noted above, the journal entry should never give instructions or hints. I'd say change the dialogue so she hints that you need to ask around in the Eight Plates.
I received a script error on activating the woman's dead body. This is because there is no journal ID specified in the GetJournalIndex check:
Her dialogue was hilarious. But again, you can't have this sort of thing in every quest (although it's fine every once in a while)
Overall, I love the detail here. The quest has a great feel to it, but there are a few issues with filters and and other technicalities. Fix up the errors listed here and double check everything for spelling and I'll recommend you for promotion
In-CS Review
File:
File is clean.
Naming conventions shows good practice (although you will need to switch to TR naming conventions when making quests for us. There are instructions for this in a stickied post somewhere).
This file is dependent on the Unofficial Morrowind Patch. Please only make files dependent on Morrowind, Tribunal, and Bloodmoon (and TR_Data if you want, although I don't see why you would really need it for a quest showcase).
Dialogue:
I'm afraid I was lazy and only read through one topic (your journal entries). Your writing style is good, but there are a fair number of typos here, mostly little things. Some of this could be picked up by a spell checker, others just by proof reading. We don't expect everything to always be typo free (we all make mistakes), but try to keep it to a minimum. Please check the rest of your dialogue for similar errors.
Hunting Witch Hunter Hunters:
"One of the citizen of Balmora" - citizen should be plural
"outside the local Temple" - Temple should only be capitalised when referring to the faction. The building is just a normal noun. Bethesda do this though..
"I appears Ileva has been stalket by someone" - first word should be "It", typo on stalked, also should be "has been being stalked"?
"and she want my help" - wants
"I was adviced to talk" - advised
"he is appearantly part of the" - apparently
"she owe me something" - owes
Style:
Two of your journal entries have little rhetorical questions on the end: "Perhaps I should just leave him alone?" and "Perhaps I should read it?". You want to avoid telling the player what they should do - the journal should just be a record that the player can refer to when they've forgotten something.
The humour was pitched about right, but you can't have that kind of dialogue in every quest.
The latest rumours entry about her should be filtered so she doesn't say it.
Faalen has noted the unnecessary dialogue filters and the topic name. Whilst there's no need to change them, worth keeping in mind for future work.
Is there really any need for a new faction? Unless this is part of a larger mod or something, it should probably go.
Scripts:
BH_IlevaKilled
This script contains an OnActivate command. when a script contains something like that, you need to include a MenuMode check. Something like this at the top of the script:
Code: Select all
if ( MenuMode )
return
endif
Code: Select all
if ( GetJournalIndex BH_FindHunter < 40 )
if ( GetDisabled == 0 )
disable
endif
elseif ( GetJournalIndex BH_FindHunter >= 40 )
if ( GetDisabled == 1 )
enable
endif
endif
BH_remusEnable
The two blocks of this script can be combined with an 'else' command in the same way as noted above. Also, remember to add the GetDisabled checks.
In-Game Review
She repeatedly offered me the quest and gave me multiple notes if I kept selecting the 'help' topic. Make sure the entry is filtered to prevent this.
When I refused the quest, she immediately disappeared. If you want to make an NPC disappear, either do it when the player isn't there (i.e. do it on CellChanged) or make the NPC cast a spell so it looks like they're teleporting away.
When initially given the quest, it wasn't clear from dialogue what I was supposed to do. The only hint came from the journal entry. As I noted above, the journal entry should never give instructions or hints. I'd say change the dialogue so she hints that you need to ask around in the Eight Plates.
I received a script error on activating the woman's dead body. This is because there is no journal ID specified in the GetJournalIndex check:
Code: Select all
if ( OnActivate == 1 )
if ( GetJournalIndex < 100 )
Journal BH_FindHunter 100
Activate
endif
endif
Overall, I love the detail here. The quest has a great feel to it, but there are a few issues with filters and and other technicalities. Fix up the errors listed here and double check everything for spelling and I'll recommend you for promotion
MaMeeshkaMowSkwoz - choose your syllables
- Meritocrat
- Member
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- Joined: Mon Aug 17, 2009 12:31 am
Thanks for the review. I think(hope) I've fixed what you mentioned now. And yes, I plan to make a larger mod, which hopefully explain why I made a full faction.
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- Meritocrat
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Another week have gone by. Well, I suppose I should continue on the mod and get something fresh on the table. Just a quick question, how do you make a script that cause something to attack you in your sleep àla the Dark Brotherhood attacks for Tribunal, and is it possible to make it work only in the wilderness.
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Really sorry, I'm completely rushed off my feet at the moment - moving houses, dealing with job stuff, and trying to prepare for my viva. That supposed free time never happened. I may have some time this weekend, but that's by no means certain.
Again, apologies. It's a small department, so sometimes there are times when all of us are just really busy in real life. I hope you understand
Again, apologies. It's a small department, so sometimes there are times when all of us are just really busy in real life. I hope you understand
MaMeeshkaMowSkwoz - choose your syllables
- Meritocrat
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- Meritocrat
- Member
- Posts: 25
- Joined: Mon Aug 17, 2009 12:31 am
Sorry I haven't posted for so long, I've been taking a long brake off Morrowind.
I have been working on a the next part of my mod. It's far from done, but I've sort of overwhelmed myself with too many loose ends, but it should be possible to see where I'm going. I thought I might as well upload what I have as I have a few things in particular I need help with:
1. What is the best way to count votes in-game? I tried looking at the "Mages Guild Monopoly" quest, but it didn't seem to work.
2. I can't get the ForceGreeting to work properly.
There are other bugs too, most which I could probably solve myself, but if someone have the time to take a look at the rest of the mod, that that would be nice.
I have been working on a the next part of my mod. It's far from done, but I've sort of overwhelmed myself with too many loose ends, but it should be possible to see where I'm going. I thought I might as well upload what I have as I have a few things in particular I need help with:
1. What is the best way to count votes in-game? I tried looking at the "Mages Guild Monopoly" quest, but it didn't seem to work.
2. I can't get the ForceGreeting to work properly.
There are other bugs too, most which I could probably solve myself, but if someone have the time to take a look at the rest of the mod, that that would be nice.
- Attachments
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- The Bloodhounds.ESP
- (139.69 KiB) Downloaded 76 times
I had some trouble opening your .esp, and can only repeat:
Edit: I've given your file a quick look, and would like to point out a few things.
Reading up, I realize MMMowSkwoz and Faalen have already addressed many of the things I mentioned, so I fear my post is not particularly helpful. I would want to suggest though, that instead of expanding your quest you should focus on fixing the issues at hand, starting with the ones MMMowSkwoz and Faalen have pointed out. I understand you want to expand your quest, but by making it larger without fixing it you're only making it harder to review it.
I'd like to add that I enjoyed reading your dialogue, it's really entertaining at times. Keep up the good work.
You can use Wrye Mash to remove the dependency. That being said, I've recently been promoted to do quests, but have never actually reviewed one. I'll try to give you some feedback, but don't expect too much of me. I'll edit this post once I have some results.MMMowSkwoz wrote:This file is dependent on the Unofficial Morrowind Patch. Please only make files dependent on Morrowind, Tribunal, and Bloodmoon (and TR_Data if you want, although I don't see why you would really need it for a quest showcase).
Edit: I've given your file a quick look, and would like to point out a few things.
- All your greetings are in the Greeting 1 section. Generally speaking, Greeting 1 should be used for Extremely Urgent Greetings only, not day-to-day things. I haven't looked through all your greetings, but I've seen enough greetings that should better be placed in the Greeting 5 section, which is used for (nearly all) quests.
You created the topic "help". This is a problem in such that it conflicts with existing Bethesda topics, such as "help me" which might cause it to show up unlinked in dialogue. I believe this happens when you first greet the Witchhunter in front of the Balmora temple. Either create very specific topic names (like NPC names and things like "that slave in the corner" and such), or use topics that already exist in the vanilla game.
I've spotted an altered vanilla dialogue line in the topics "hound meat" and "scrib jerky". Please make sure your file is properly cleaned. As far as I can see other instances were cleaned properly but it wouldn't hurt if you went through them again.
I found a couple of minor errors in your dialogue, consider double checking. Nobody is perfect, but try to keep spelling and grammar errors to a minimum.
Reading up, I realize MMMowSkwoz and Faalen have already addressed many of the things I mentioned, so I fear my post is not particularly helpful. I would want to suggest though, that instead of expanding your quest you should focus on fixing the issues at hand, starting with the ones MMMowSkwoz and Faalen have pointed out. I understand you want to expand your quest, but by making it larger without fixing it you're only making it harder to review it.
I'd like to add that I enjoyed reading your dialogue, it's really entertaining at times. Keep up the good work.
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Thanks for the feedback, I'll try to fix what you pointed out.
I should mention that, while some of my greetings are placed wrong, and I should fix that, most of my NPCs are the kind of people who don't care if you have 10000 gold on your head or even if you are a vampire.Why wrote:All your greetings are in the Greeting 1 section. Generally speaking, Greeting 1 should be used for Extremely Urgent Greetings only, not day-to-day things. I haven't looked through all your greetings, but I've seen enough greetings that should better be placed in the Greeting 5 section, which is used for (nearly all) quests.
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Modding help
(I don't know if this is the right forum, but I posted it here since it's related to my showcase. If this is the wrong forum then I'm sorry.)
Merged to showcase thread - Nemon
I've been working on and off on my Morrowind showcase for a while now. Its a long time since I worked on it and I'm having some trouble getting started. But there are two things in particular I'm having problems with.
1. What is the best way to count "votes" you get from quests(think "Mages Guild Monopoly")
2. I can't get ForceGreeting to work. (for the NPC "BH_Elak")
I've uploaded the file. Its not nearly complete yet, but if you do take a look at it, please mention bugs you find.
Merged to showcase thread - Nemon
I've been working on and off on my Morrowind showcase for a while now. Its a long time since I worked on it and I'm having some trouble getting started. But there are two things in particular I'm having problems with.
1. What is the best way to count "votes" you get from quests(think "Mages Guild Monopoly")
2. I can't get ForceGreeting to work. (for the NPC "BH_Elak")
I've uploaded the file. Its not nearly complete yet, but if you do take a look at it, please mention bugs you find.
- Attachments
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- The Bloodhounds.ESP
- (139.69 KiB) Downloaded 88 times
- Andres Indoril
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1. Use a global variable.
It probably would have been better to put this in the showcase forums or if you already have a showcase thread, then you could have placed it there.
It probably would have been better to put this in the showcase forums or if you already have a showcase thread, then you could have placed it there.
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
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- Andres Indoril
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Look at the countMonopolyVotes script and see what you can learn from that.
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"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
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Sorry for the delay, I'm very on and off about Morrowind.
First of all, I've tried many things to get the votes to count properly.
In Mages Guild Monopoly they use the following script:
However, when I use that I can't get it to work properly. I have been thinking that it may be the following script that is the problem
Essentialy, if the character of this script is not killed, an identical NPC(supposed to be the same) will appear at another location and is supposed to give you a vote.
The problem here is that first of all he appears before he should. I can probably fix that by myself if I try, but haven't gotten around to it yet because I've been stuck with another issue, which is that he won't greet me when I approach him.
Do anyone have any idea of a solution to these issues?
Oh, and Nemon, Bergensi sum
First of all, I've tried many things to get the votes to count properly.
In Mages Guild Monopoly they use the following script:
Code: Select all
set mageMonopolyVote to 1
Code: Select all
begin BH_BjarnirScript_01
Short NoLore
if ( OnDeath == 1 )
Journal BH_FindHunter 35
set BloodhoundVotes to 1
endif
if ( GetJournalIndex BH_FindHunter >= 35 )
if ( CellChanged == 1 )
if ( GetDisabled == 0 )
Disable
endif
endif
endif
end
Code: Select all
begin BH_ElakScript
short greetonce
if ( GetJournalIndex BH_CrazyOrc < 15 )
if ( GetDisabled == 0 )
Disable
endif
endif
if ( GetJournalIndex BH_CrazyOrc >= 15 )
if ( GetDisabled == 1 )
Enable
endif
endif
If ( GetDistance Player <= 256 )
if ( greetonce == 0 )
ForceGreeting
set greetonce to 1
endif
endif
end
Do anyone have any idea of a solution to these issues?
Oh, and Nemon, Bergensi sum
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What is the relationship between the journal entries "BH_FindHunter" 35 and "BH_CrazyOrc" 15? Without knowing that, it's difficult to see how these scripts affect each other.
I assume "BloodhoundVotes" is a global variable? What other events in the game affect this variable (i.e. do any other scripts/dialogue results set this variable to something?)
I see no reason why the NPC from the 2nd script would not greet you.
I assume "BloodhoundVotes" is a global variable? What other events in the game affect this variable (i.e. do any other scripts/dialogue results set this variable to something?)
I see no reason why the NPC from the 2nd script would not greet you.
MaMeeshkaMowSkwoz - choose your syllables
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There is no relationship, they are technically unrelated quests.MMMowSkwoz wrote:What is the relationship between the journal entries "BH_FindHunter" 35 and "BH_CrazyOrc" 15? Without knowing that, it's difficult to see how these scripts affect each other.
I assume "BloodhoundVotes" is a global variable? What other events in the game affect this variable (i.e. do any other scripts/dialogue results set this variable to something?)
I see no reason why the NPC from the 2nd script would not greet you.
The other events are mostly dialog pieces that also end different quests. The context is that these different quests lead to success in a larger meta quest. It is essentially votes required to get a promotion in the faction. You will need a vote from the guy you have the option to kill if you let him live, so to simplify the dialog of the guy you get the promotion from, you get one vote if you choose to kill him.
As for the exact script I've tried, I first tried the script used in Mages Guild Monopoly
Code: Select all
Set BloodhoundVotes to 1
Code: Select all
Set BloodhoundVotes +1
Actually, I've been thinking of making a new showcase mod from scratch. I just feel this have become a little big(I worked on it for too long without testing, and now I've overwhelmed myself with bugs).
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Code: Select all
Set BloodhoundVotes to ( BloodhoundVotes + 1 )
MaMeeshkaMowSkwoz - choose your syllables
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ThanksMMMowSkwoz wrote:Code: Select all
Set BloodhoundVotes to ( BloodhoundVotes + 1 )