Shapeshiftr's Showcase
Moderator: Lead Developers
Finally, a review!
File: has some werewolf dirt in it due to not selecting Bloodmoon.esm, fine otherwise.
IDs: All use the SS_ prefix, which is good. (Be sure to use the TR_ and relevant claim prefixes when you are working on actual claims et cetera)
Dialogue:
*put your greetings in Greeting 5, not 1. 1 is for super-urgent omgmypantsareonfire greetings only. 5 is average quests, which means all quests unless you've got a really good reason for your greeting not to be there (such as pants being on fire et cetera).
*You've also used only one topic for the entire quest line, which works but is, in my opinion, a bit weird. It would appear more natural if you used multiple topics.
*"Assistant" is too generic, either use a vanilla topic or a very specific one ("be my assistant", "Nzunezdt", an NPC name or whatever) so that potential dialogue conflicts are kept to a minimum.
Spelling:
*in Greeting 1 (actually 1 is indeed correct here I think, you might indeed not want a ghost complaining about a bounty on your head) "How's it like to fight an enemy in the dark! Get ready to die, Adventurer - I've been stuck in this cell for an eternity, and now it's time for you to feel my pain!"
*in assistant "Good. Now, listen. He's uncovered... ...only has three guys working..." don't use numbers, use the words.
Scripts & dialogue results:
*It's impossible to ShowMap a cell without a formal name, so that line in the assistant topic doesn't in fact do anything.
*Your SS_door2_script is broken, it checks for the strength of the door (which made me chuckle) instead of the player. Add a player-> in front of the GetStrength.
*It appears you linked the wrong door to the wrong cell (doors 1 and 2).
*door_dwrv_load00 in the Upper Levels is unlinked, so you can't get out of the cell without teleporting.
*You use SS_Excavation_Script to transist from journal 20 to 30, however, this script is never started. Use StartScript in the dialogue result box, that also removes the need for the global startexcav.
*I don't see how SS_Excavationquest 37 is to be reached.
*wow, you use an awful lot of globals! O.o
*SS_door4 also is unlinked.
Conclusion:
I like the idea of this quest, and it would have been fun to play if it wasn't broken. Your dialogue is good, low amount of errors. You show basic scripting abilities. However, the amount of global variables horrifies me. It is of course allowed to use global variables in quests, but in TR claims they should be kept to a minimum, or the list of globals will get severely cluttered. For this quest you use five (!!!!!) global variables while you could have used zero (I think). Remember to use commands like GetDeadCount and GetJournalIndex to avoid having to create global variables. Also the bit with Azura's star was funny but unnecessary, if a player is sent to trap a particular soul they should remember to drop the star themselves. I still don't see how you get to stage 37 in this quest.
So yeah, make it playable, fix the errors listed above (you can leave the errors I pointed out in Dialogue alone, boring copypaste, just do it right in your next quest) and get rid of most of (or better, all of) the globals. Cut out the Azura's Star bit, it's kind of you but unnecessary complicating. Make it so that stage 37 and 40 can actually be reached (or tell me what I did wrong ). I'm not entirely sure, but I think looking at one of Skink-In-Tree's-Shade's quests, the one with the ash ghoul, could help here, to detect if the player has the correct soul gem in his inventory.
Do this and I'll be happy to recommend you!
File: has some werewolf dirt in it due to not selecting Bloodmoon.esm, fine otherwise.
IDs: All use the SS_ prefix, which is good. (Be sure to use the TR_ and relevant claim prefixes when you are working on actual claims et cetera)
Dialogue:
*put your greetings in Greeting 5, not 1. 1 is for super-urgent omgmypantsareonfire greetings only. 5 is average quests, which means all quests unless you've got a really good reason for your greeting not to be there (such as pants being on fire et cetera).
*You've also used only one topic for the entire quest line, which works but is, in my opinion, a bit weird. It would appear more natural if you used multiple topics.
*"Assistant" is too generic, either use a vanilla topic or a very specific one ("be my assistant", "Nzunezdt", an NPC name or whatever) so that potential dialogue conflicts are kept to a minimum.
Spelling:
*in Greeting 1 (actually 1 is indeed correct here I think, you might indeed not want a ghost complaining about a bounty on your head) "How's it like to fight an enemy in the dark! Get ready to die, Adventurer - I've been stuck in this cell for an eternity, and now it's time for you to feel my pain!"
*in assistant "Good. Now, listen. He's uncovered... ...only has three guys working..." don't use numbers, use the words.
Scripts & dialogue results:
*It's impossible to ShowMap a cell without a formal name, so that line in the assistant topic doesn't in fact do anything.
*Your SS_door2_script is broken, it checks for the strength of the door (which made me chuckle) instead of the player. Add a player-> in front of the GetStrength.
*It appears you linked the wrong door to the wrong cell (doors 1 and 2).
*door_dwrv_load00 in the Upper Levels is unlinked, so you can't get out of the cell without teleporting.
*You use SS_Excavation_Script to transist from journal 20 to 30, however, this script is never started. Use StartScript in the dialogue result box, that also removes the need for the global startexcav.
*I don't see how SS_Excavationquest 37 is to be reached.
*wow, you use an awful lot of globals! O.o
*SS_door4 also is unlinked.
Conclusion:
I like the idea of this quest, and it would have been fun to play if it wasn't broken. Your dialogue is good, low amount of errors. You show basic scripting abilities. However, the amount of global variables horrifies me. It is of course allowed to use global variables in quests, but in TR claims they should be kept to a minimum, or the list of globals will get severely cluttered. For this quest you use five (!!!!!) global variables while you could have used zero (I think). Remember to use commands like GetDeadCount and GetJournalIndex to avoid having to create global variables. Also the bit with Azura's star was funny but unnecessary, if a player is sent to trap a particular soul they should remember to drop the star themselves. I still don't see how you get to stage 37 in this quest.
So yeah, make it playable, fix the errors listed above (you can leave the errors I pointed out in Dialogue alone, boring copypaste, just do it right in your next quest) and get rid of most of (or better, all of) the globals. Cut out the Azura's Star bit, it's kind of you but unnecessary complicating. Make it so that stage 37 and 40 can actually be reached (or tell me what I did wrong ). I'm not entirely sure, but I think looking at one of Skink-In-Tree's-Shade's quests, the one with the ash ghoul, could help here, to detect if the player has the correct soul gem in his inventory.
Do this and I'll be happy to recommend you!
- Shapeshiftr
- Developer
- Posts: 193
- Joined: Mon Jun 29, 2009 2:29 am
- Location: On a boat with the man your man could smell like.
thanks for the review, why. I playtested it, and when I got to the ghost fighting scene, he didn't forcegreet or give the journal entry when killed. I think I can work around that now, though, but that is the reason why I left the end of the quest (everything after that) largely unpolished, as far as scripts go. Really, only the door and the ghost are the problems. I'll get around to fixing that ASAP.
Stryker: You're the stalker, right?
Live every day as though it were your last, and some day it will be.
Live every day as though it were your last, and some day it will be.
- Shapeshiftr
- Developer
- Posts: 193
- Joined: Mon Jun 29, 2009 2:29 am
- Location: On a boat with the man your man could smell like.
OK, questionsquestionsquestions.
1. If I have an function, where yd is a global, running on the enemy, will A. the variable not be set, as his script stops when he dies, and if not, B. Soul trapping not count as death, thus never setting the variable to 1?
EDIT: I swear, you edited in the answer to that >_>
2. Can Creatures have dialog, and I'm pretty sure that the answer is yes, and if so, can a creature ForceGreeting or have a conversation when in attack mode? I've set attack to 100 for my ghostman.
I've fixed the other errors for the most part, took out the Azura's Star thing, which was cool, but unnecessary and possibly code-breaking. For my script, I think the problem was I didn't put the one after the "ID," which I did in the above code. I've not tested this yet, though.
And...I was checking if the door's strength was 60..? *bursts out laughing*[/code]
1. If I have an
Code: Select all
if ( OnDeath == 1 ) set yd to 1 endif
EDIT: I swear, you edited in the answer to that >_>
2. Can Creatures have dialog, and I'm pretty sure that the answer is yes, and if so, can a creature ForceGreeting or have a conversation when in attack mode? I've set attack to 100 for my ghostman.
I've fixed the other errors for the most part, took out the Azura's Star thing, which was cool, but unnecessary and possibly code-breaking. For my
Code: Select all
if ( Player->HasSoulGem "ID Goes Here" 1 )
And...I was checking if the door's strength was 60..? *bursts out laughing*[/code]
Stryker: You're the stalker, right?
Live every day as though it were your last, and some day it will be.
Live every day as though it were your last, and some day it will be.
1: As far as I know scripts keep on running until the reference is deleted, so it'll continue to run after your creature has died and the global should be set. Also soultrapping still counts as death I believe so OnDeath should work. But why would you use that global just to detect if the guy is dead or not? If he has died, GetDeadCount "ID" should be > 0, you can easily use that to detect if he has died in any other script or dialogue filter.
2: Ah, so that's how you'd get to 37. Sorry, my bad, I missed that. I don't think there's anything wrong with that code.
2: Ah, so that's how you'd get to 37. Sorry, my bad, I missed that. I don't think there's anything wrong with that code.
- Shapeshiftr
- Developer
- Posts: 193
- Joined: Mon Jun 29, 2009 2:29 am
- Location: On a boat with the man your man could smell like.
Well, I knocked off 2 globals, and I'm not sure if I need to use the QuState one, but that's that.
Everything in the quest works now, besides the ForceGreeting from the ghost, which I really don't care that much about, just adds more plot. BUT THAT'S NOT ALL! We've also included an EXPRESSION error, with it not liking the left side of one of my mathematical expressions in SS_Excavation_Script. I can't seem to find what this would be. Everything else works as planned, except that one script, the crucial one that opens up the whole ruin after 7 days. I based it almost exactly word for word off of the Stronghold script for the House Strongholds, so I'm not seeing where I could've gone wrong. Well, if you can figure out what's up, great, and if not, just add journal entry 30 and COC to Nzunezdt, Upper Levels to continue the quest. But that wouldn't really be...realistic, now would it? >.<
Posting the (mostly) complete file. Cleaned.
Everything in the quest works now, besides the ForceGreeting from the ghost, which I really don't care that much about, just adds more plot. BUT THAT'S NOT ALL! We've also included an EXPRESSION error, with it not liking the left side of one of my mathematical expressions in SS_Excavation_Script. I can't seem to find what this would be. Everything else works as planned, except that one script, the crucial one that opens up the whole ruin after 7 days. I based it almost exactly word for word off of the Stronghold script for the House Strongholds, so I'm not seeing where I could've gone wrong. Well, if you can figure out what's up, great, and if not, just add journal entry 30 and COC to Nzunezdt, Upper Levels to continue the quest. But that wouldn't really be...realistic, now would it? >.<
Posting the (mostly) complete file. Cleaned.
- Attachments
-
- Nzunezdt Uncovered (2).esp
- :) (?)
- (25.13 KiB) Downloaded 63 times
Stryker: You're the stalker, right?
Live every day as though it were your last, and some day it will be.
Live every day as though it were your last, and some day it will be.
- Shapeshiftr
- Developer
- Posts: 193
- Joined: Mon Jun 29, 2009 2:29 am
- Location: On a boat with the man your man could smell like.
- Shapeshiftr
- Developer
- Posts: 193
- Joined: Mon Jun 29, 2009 2:29 am
- Location: On a boat with the man your man could smell like.
Review in progress, will edit it in in a few hours.
edit: I'm not gonna be able to finish this review now, I had to finish up an essay I was writing. I won't have time to look at this tomorrow either, I'm sorry.
I did take a look at your latest file earlier, and wanted to point out three quick things, one, that the global tinkywinky should definately go (it's used only to filter one dialogue entry, use a journal check for that instead). two, that I think SS_excavation_script is broken (probably the GetPCCell) as my journal didn't progress after a week waiting and three, that SS_Door2_Script gives a journal update every time you activate the door whether or not you already got the entry.
It's important that you play through your own quests to check for these sorts of errors. They're fairly easy to spot while playing. I always deliberately try to break my own quest in-game to make sure it is solid, and add safety nets to ensure the quest is listed as finished if important NPCs die and it becomes impossible to progress.
Anyway, apologies for not giving you a full review after three(!) weeks, I've really been swamped lately. If you post a new file before I get to do a full review I think it's better if BC reviewed it instead of me, since I'm not entirely sure what he expects of a quest showcase. And I'm sorry for bashing your use of globals, it's just that I prefer to avoid them if not absolutely necessary, as they'll clutter up the list of globals if we use them for every quest.
edit: I'm not gonna be able to finish this review now, I had to finish up an essay I was writing. I won't have time to look at this tomorrow either, I'm sorry.
I did take a look at your latest file earlier, and wanted to point out three quick things, one, that the global tinkywinky should definately go (it's used only to filter one dialogue entry, use a journal check for that instead). two, that I think SS_excavation_script is broken (probably the GetPCCell) as my journal didn't progress after a week waiting and three, that SS_Door2_Script gives a journal update every time you activate the door whether or not you already got the entry.
It's important that you play through your own quests to check for these sorts of errors. They're fairly easy to spot while playing. I always deliberately try to break my own quest in-game to make sure it is solid, and add safety nets to ensure the quest is listed as finished if important NPCs die and it becomes impossible to progress.
Anyway, apologies for not giving you a full review after three(!) weeks, I've really been swamped lately. If you post a new file before I get to do a full review I think it's better if BC reviewed it instead of me, since I'm not entirely sure what he expects of a quest showcase. And I'm sorry for bashing your use of globals, it's just that I prefer to avoid them if not absolutely necessary, as they'll clutter up the list of globals if we use them for every quest.
- Shapeshiftr
- Developer
- Posts: 193
- Joined: Mon Jun 29, 2009 2:29 am
- Location: On a boat with the man your man could smell like.
No, it's cool. About those errors - A. Global, ok, I'll change that, not that hard. B. I really didn't get that error. I playtested it and found it, but had no clue what to do with it. Didn't I say that? Eh, if you have a solution, it would be greatly appreciated; I'll stare at the GetPCCell for a while if not. C. Totally missed this one, didn't come to mind. Sorry.
I'll post a new file ASAP. Thanks for the glancing review.
I'll post a new file ASAP. Thanks for the glancing review.
Stryker: You're the stalker, right?
Live every day as though it were your last, and some day it will be.
Live every day as though it were your last, and some day it will be.
- Shapeshiftr
- Developer
- Posts: 193
- Joined: Mon Jun 29, 2009 2:29 am
- Location: On a boat with the man your man could smell like.
Well, this quest, albeit so close to completion, really seems a bit too adventurous for a first quest. A few things that I really wanted to work didn't, and I guess I want to just start fairly simple with a quest. What kind of things do you want to see in a quest showcase, both coding- and style-wise?
Stryker: You're the stalker, right?
Live every day as though it were your last, and some day it will be.
Live every day as though it were your last, and some day it will be.
- The Greatness
- Developer
- Posts: 358
- Joined: Sat May 29, 2010 5:13 pm
Basically you'll need a good plot, solid, believable dialogue which has been checked for mistakes and some scripts to show you have decent scripting ability. Dialogue choices and multiple endings are a good way to show if, especially if it's a bit thin on scripts, but not exactly neccisary.
Warning: may contain large amounts of sarcasm.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.