Map 2 NPC Claim #9 [Bloodthirsty Crustacean]

After an exterior claim has been cleared by a review, the thread will be moved here. Discussion is still allowed.

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The Greatness
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Post by The Greatness »

I could have a shot at this, if that's fine with people. I'm pretty busy at the moment so I can't work on it too much and I don't think I could work on this for too long without burning myself out, but I could get a bit of work done.
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.
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Post by Haplo »

Sure, once Why posts his info and file.
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Post by Why »

File! Not sure what changed. Some things, I'm sure.

Also included is a mesh Adan sent me, for a custom TR Necrom robe. He said it'd be the final version if there weren't any glaring issues with it and it looked fine to me. Just uploading as backup thing.

As for Necrom, it still needs most religious people, give them appropriate dialog for their location, some backstory and such. The Archmatron still needs a better name, I think, and the rest is business as usual. There's an unlinked cell called "Necrom, Faladas Siallo: Clothier" - this one was taken from the former foreign quarter, and I'd very much like it if it was incorporated in the area around the charnelworks somewhere, to bring some life to the area. After all, people live here, even if it's on top of the city of the dead.

If you have any questions, feel free to ask them. You know where to find me. I'll be on IRC more often, too.
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Post by Haplo »

Fantastic. Thank you Why. Greatness, are you still interested in doing a bit of work?
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Post by The Greatness »

Sure. In fact, I've already begun. Thanks for uploading this Why, and good luck with uni.

However, please remember to set NPC Alarm values to 100 in the future >_<.
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Post by Why »

Oops!

[img]http://l.yimg.com/eb/ymv/us/img/hv/photo/movie_pix/gramercy_pictures/four_weddings_and_a_funeral/hugh_grant/fourweddings.jpg[/img]
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Post by The Greatness »

How about making up for it by moving this to claimed?
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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.
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Post by Haplo »

Done. (On Why's behalf)
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Post by Nemon »

Any updates here?
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Post by The Greatness »

Not much to say really. I got a fair bit of work done when I first got my hands but that tailed off pretty quickly, and I haven't really managed to get much done recently.
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.
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Post by Haplo »

Can you please upload that fair bit of work? Pretty please?
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Post by Nemon »

TG, upload whatever you have as soon as possible, please. We simply cannot afford having deadly important claims not being worked on, so if you have to take a break that's no problem.
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Post by The Greatness »

Here's the most recent work, I'm dropping this claim. Sorry I couldn't upload the progress earlier, but unfortunately I had forgotten my password >_<. Thanks for sorting that out Haplo and Nemon, and sorry for keeping you all waiting on this file.
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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.
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Post by arvisrend »

Some thoughts on this (I am NOT claiming anything, at least not at the moment):

I have difficulties grasping the atmosphere of the city and the purposes of its houses and halls at this stage of the claim. So if I had to design, let alone implement quests for it, I would be screwed. What are the Sweeps in "Pallbearers and Sweeps"? What exactly is being done to the dead in the Charnelworks? What is the mysterious building TR_i2-56-Tri 1 for, and why does it have a ghostfence shortly after the entrance? Unfinished? Purpose not decided? I can ask Cat and Adan every such question in the channel and get an answer, but I believe it would be better for everyone to have a design documentation for Necrom (its places, its guilds, ...) here on the forum.

Minor stuff:

Why is an In_Lava_Blacksquare hovering above the ceiling of Necrom, Relor Savani's House?

There is a Saint's Shield (ebony!) lying around in the Shrine of Sharmat's Debt. And it isn't guarded at all - a guard wouldn't really fit into that building (or block the way). It should probably be cursed with a dremora lord spawning at a fixed place in the building, and only become pickable after the dremora lord is dead (I can script that).

TR_Map_2_Section_9_TG_1.ESP 1/6/2012 (22:25) skraeling Terrain_rocks_WG_03 TR9_Sea of Ghosts Region (40,-11) 333995 -87400 1178 "caspering"

TR_Map_2_Section_9_TG_1.ESP 1/6/2012 (22:25) skraeling ex_de_railing_01 TR9_Sea of Ghosts Region (40,-11) 331726 -85414 1323 "this sticks too much into the road. what is the point of this railing anyway"
Last edited by arvisrend on Mon Jan 09, 2012 12:00 am, edited 1 time in total.
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Post by Andres Indoril »

The shrine probably should have a guard (Sharmat's Debt), probably someone who was happy to defend the shrine, as it allowed them to show their respect to their fallen brothers and sisters, while fulfilling their usual duties. Sticking a dremora lord into a memorial, doesn't really strike me as something that would suit Necrom.
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Post by arvisrend »

The problem is, any guard in there would block the player's path. Now maybe this is not a problem? I don't know.

In other news:

1/7/2012 (22:47) TR_Map_2_Section_9_TG_1.ESP 1/6/2012 (22:25) skraeling Terrain_rocks_WG_02 TR9_Sacred Land Region (42,-13) 346901 -99619 1430 "floater"

1/7/2012 (22:48) TR_Map_2_Section_9_TG_1.ESP 1/6/2012 (22:25) skraeling Terrain_rocks_WG_02 TR9_Sacred Land Region (42,-13) 349555 -100155 1428 "floater"

1/7/2012 (22:49) TR_Map_2_Section_9_TG_1.ESP 1/6/2012 (22:25) skraeling Terrain_rocks_WG_01 TR9_Sacred Land Region (43,-13) 354536 -104156 1538 "floater"

1/7/2012 (22:50) TR_Map_2_Section_9_TG_1.ESP 1/6/2012 (22:25) skraeling Terrain_rocks_WG_01 TR9_Sacred Land Region (43,-13) 354945 -104715 1725 "floater"

1/7/2012 (23:09) TR_Map_2_Section_9_TG_1.ESP 1/6/2012 (22:25) skraeling TR_in_nec_loaddoor01 Necrom, Dunmer Alchemist 2688 5760 13440 "this door, when open, bleeds through the bookshelf"

1/7/2012 (23:16) TR_Map_2_Section_9_TG_1.ESP 1/6/2012 (22:25) skraeling terrain_rock_wg_01 Necrom (42,-11) 347767 -89134 1354 "floater"

1/7/2012 (23:18) TR_Map_2_Section_9_TG_1.ESP 1/6/2012 (22:25) skraeling terrain_rock_wg_17 TR9_Sacred Land Region (41,-12) 339532 -95449 334 "caspering if you look from beneath the waterfall"

1/7/2012 (23:26) TR_Map_2_Section_9_TG_1.ESP 1/6/2012 (22:25) skraeling terrain_rock_wg_05 Necrom Waterfront (42,-10) 351552 -74560 704 "caspering"

1/7/2012 (23:28) TR_Map_2_Section_9_TG_1.ESP 1/6/2012 (22:25) skraeling flora_muckspunge_04 TR9_2-16 (42,-8) 351980 -61502 278 "caspering"

Fixed the ghostfences in the catacombs. Added exit switches.

Who is Varner Hleras and why does he have a unique corpse in i2-54?

Is it of any use if I check the dialogue for typos, fixing them in the process, and fix the floaters? I could do this very quickly, but I'm not under the impression that it will make a big difference.

Also, some of the WIP dialogue topics are badly conditioned, so they pop up when I am on Vvardenfell (e.g., "Services"). I know they are WIP, but I think even a WIP shouldn't break the main game.
Last edited by arvisrend on Mon Jan 09, 2012 2:19 am, edited 3 times in total.
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Post by Haplo »

Fixing things would make a big difference in the time it takes for us to get this out the door.
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Post by arvisrend »

Fixed everything boldfaced in the above posts. This includes all dialogue (but only typos/grammar and extremely obvious errors; I've done almost no style/content changes), the scripts on the catacombs ghostfences, and the floaters/casperers.

I am not sure about the proper use of Random100 in Greetings 9, though. They might be b0rked.

Dialogue "destination" mentions Necrom Lighthouse. Obsolete?

There is a "latest rumors" answer that begins with: "I've heard that a Nord has been visiting the Halls of Doctrine (total placeholder name)." I am wondering whether there was a quest idea related to that.

Thanks a lot to Cathartis for answering generic stupid question on this enigma of a city. Alas, there will probably be more (from me if I am to add anything to it).
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Post by arvisrend »

Also, there is a house without int cell (or, at least, it isn't linked). Not a good starting point for NPCing... The door is ex_velothi_loaddoor_01 in TR9_Sacred Land Region (39,-13) 322791 -102084 211.

Stormmore is an awful name for a claymore (now confirmed by Cathartis).

Anyway, here is a newer version, with the following stuff fixed:

1/9/2012 (20:47) TR_Map_2_Section_9_TG_1_1.ESP 1/9/2012 (03:18) skraeling terrain_rock_wg_09 TR9_Sacred Land Region (41,-13) 337916 -102539 2242 "floats"

1/9/2012 (20:48) TR_Map_2_Section_9_TG_1_1.ESP 1/9/2012 (03:18) skraeling Terrain_rocks_WG_01 TR9_Sacred Land Region (40,-13) 327820 -106428 364 "floats"

1/9/2012 (21:03) TR_Map_2_Section_9_TG_1_1.ESP 1/9/2012 (03:18) skraeling flora_tree_gl_01 TR9_Sacred Land Region (38,-14) 316252 -114452 484 "creek in landscape here (cell border)"


1/9/2012 (21:05) TR_Map_2_Section_9_TG_1_1.ESP 1/9/2012 (03:18) skraeling Terrain_rocks_GL_02 TR9_Sacred Land Region (39,-14) 320831 -111350 559 "slight casper"

1/9/2012 (21:06) TR_Map_2_Section_9_TG_1_1.ESP 1/9/2012 (03:18) skraeling Terrain_rocks_GL_03 TR9_Sacred Land Region (38,-13) 318435 -102677 539 "slight casper"


1/9/2012 (21:22) TR_Map_2_Section_9_TG_1_1.ESP 1/9/2012 (03:18) skraeling TR_m2_ebony_claymore_i2-326 TR9_Maryon Ancestral Tomb 5838 3584 14604 "typo in script message"

1/9/2012 (21:23) TR_Map_2_Section_9_TG_1_1.ESP 1/9/2012 (03:18) skraeling Terrain_rocks_WG_03 TR9_2-16 (43,-9) 356533 -66482 938 "slight casper"

1/9/2012 (21:28) TR_Map_2_Section_9_TG_1_1.ESP 1/9/2012 (03:18) skraeling Terrain_rocks_WG_03 TR9_Sacred Land Region (46,-11) 381204 -84108 1144 "slight casper"

1/9/2012 (21:38) TR_Map_2_Section_9_TG_1_1.ESP 1/9/2012 (03:18) skraeling Terrain_rocks_WG_01 TR9_Sacred Land Region (47,-14) 387836 -106513 865 "floats and bleeds with tomb"

1/9/2012 (21:38) TR_Map_2_Section_9_TG_1_1.ESP 1/9/2012 (03:18) skraeling Terrain_rocks_WG_01 TR9_Sacred Land Region (47,-14) 390489 -109425 671 "caspering"

1/9/2012 (21:52) TR_Map_2_Section_9_TG_1_1.ESP 1/9/2012 (03:18) skraeling Terrain_rocks_GL_03 TR9_Sacred Land Region (41,-14) 341014 -109027 740 "floatage"

1/9/2012 (21:52) TR_Map_2_Section_9_TG_1_1.ESP 1/9/2012 (03:18) skraeling Terrain_rocks_WG_02 TR9_Sacred Land Region (41,-14) 336827 -111333 637 "caspering"

1/9/2012 (21:54) TR_Map_2_Section_9_TG_1_1.ESP 1/9/2012 (03:18) skraeling Terrain_rocks_GL_03 TR9_Sacred Land Region (38,-13) 319104 -99856 196 "caspering"

1/9/2012 (21:59) TR_Map_2_Section_9_TG_1_1.ESP 1/9/2012 (03:18) skraeling Terrain_rocks_GL_01 TR9_Sacred Land Region (39,-14) 326481 -113517 370 "slight caspering"

1/9/2012 (22:08) TR_Map_2_Section_9_TG_1_1.ESP 1/9/2012 (03:18) skraeling Terrain_rocks_GL_04 TR9_Almalexia/Ebonheart Region (40,-15) 332857 -117232 225 "floater"

I hope there are not that many more of these...
Last edited by arvisrend on Sat Oct 06, 2012 2:56 am, edited 1 time in total.
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Post by arvisrend »

More fixes:

1/15/2012 (19:22) TR_Map_2_Section_9_TG_1_2.ESP 1/9/2012 (23:06) skraeling TR_terrain_GL_rock17 TR9_Almalexia/Ebonheart Region (40,-15) 334157 -118337 836 "floater"

1/15/2012 (19:49) TR_Map_2_Section_9_TG_1_2.ESP 1/9/2012 (23:06) skraeling terrain_rock_wg_16 TR9_Sea of Ghosts Region (41,-11) 341830 -85380 1372 "floater"

1/15/2012 (19:52) TR_Map_2_Section_9_TG_1_2.ESP 1/9/2012 (23:06) skraeling flora_kreshweed_01 Necrom, Upper District (44,-11) 368314 -84033 1474 "floater nearby "

1/15/2012 (19:52) TR_Map_2_Section_9_TG_1_2.ESP 1/9/2012 (23:06) skraeling Terrain_rocks_WG_01 TR9_Sacred Land Region (45,-11) 370075 -85158 1552 "floater"

1/15/2012 (20:20) TR_Map_2_Section_9_TG_1_2.ESP 1/9/2012 (23:06) skraeling TR_terr_WG_Cliff_02 TR9_Sea of Ghosts Region (40,-10) 332198 -80520 -2652 "caspering"

1/15/2012 (20:21) TR_Map_2_Section_9_TG_1_2.ESP 1/9/2012 (23:06) skraeling TR_terr_WG_Cliff_02 TR9_Sea of Ghosts Region (40,-11) 333427 -84146 -2810 "caspering"

1/15/2012 (20:30) TR_Map_2_Section_9_TG_1_2.ESP 1/9/2012 (23:06) skraeling in_de_shipdoor_toplevel Exodus, Lower Level 3933 2970 13281 "not linked"
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Post by arvisrend »

Two things I need help with (or somebody else should do):

In cell (38, -10), Static ex_velothi_temple_02 [coordinates 314272, -77854, 607] caspers against the left wall of the sanctuary (that's the Sacred Lands Sanctuary). I can't fix this; whatever I do (moving, scaling down, etc.) always either caspers against the wall or floats above ground. I am bad at editing landscape. Maybe remove that static altogether?

Should we place some small loot (gauntlets, amulets) in int cell "TR9_Tariviel Ancestral Tomb" near the Light light_velothi_brazier_177 [coordinates 5488, 2400, 13712]?

Now to the stuff fixed in the attached version:

1/21/2012 (02:07) TR_Map_2_Section_9_TG_1_3.ESP 1/15/2012 (21:19) skraeling TR_ex_nec_w_01 Necrom (43,-11) 352575 -87095 1023 "no such window in int"

1/21/2012 (14:12) TR_Map_2_Section_9_TG_1_3.ESP 1/15/2012 (21:19) skraeling TR_ex_nec_w_01 Necrom Waterfront (42,-10) 351634 -77768 688 "none of these THREE windows has a counterpart in the int cell"

Cell "Necrom, Rathal Senoril: Trader": removed an invisible and inaccessible TR_in_nec_p_hall.

1/21/2012 (02:34) TR_Map_2_Section_9_TG_1_3.ESP 1/15/2012 (21:19) skraeling Terrain_rocks_WG_01 TR9_Mephalain Mountains Region (38,-10) 312885 -79698 560 "floater"

1/21/2012 (14:01) TR_Map_2_Section_9_TG_1_3.ESP 1/15/2012 (21:19) skraeling Terrain_rocks_GL_01 TR9_Sacred Land Region (38,-13) 319200 -100564 296 "floater"

1/21/2012 (14:41) TR_Map_2_Section_9_TG_1_3.ESP 1/15/2012 (21:19) skraeling terrain_rock_wg_08 TR9_2-16 (45,-9) 374864 -70566 127 "giant hole in the ground"

1/21/2012 (14:43) TR_Map_2_Section_9_TG_1_3.ESP 1/15/2012 (21:19) skraeling TR_in_nec_loaddoor01 TR_i2-428- First council war shrine -320 384 -384 "this door places you stuck"

1/21/2012 (20:15) TR_Map_2_Section_9_TG_1_3.ESP 1/21/2012 (15:36) skraeling terrain_rock_wg_17 TR9_Sacred Land Region (42,-15) 352120 -117085 1048 "caspering"

1/21/2012 (20:19) TR_Map_2_Section_9_TG_1_3.ESP 1/21/2012 (15:36) skraeling TR_m2_Vendrin Silvasan00000000 TR9_i2-351_ (Haddadalmalu, Inner Shrine) 4109 3661 11736 "he is stuck here"
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Post by Bloodthirsty Crustacean »

I think the time has come for someone to take a genuine shot at finishing this thing.

I'm going to try and stick to a weekly update timetable that will look like this:

Week 1 - All NPCs in lower district placed
Week 2 - All NPCs in upper district placed
Week 3 - All NPCs in Temple district placed
Week 4 - All misc dialogue for lower district done
Week 5 - All misc dialogue for upper district done
Week 6 - All misc dialogue for Temple district done
Week 7 - All unique dialogue done
Week 8 - Wilderness done; questing begins

Planning for quests can/should/must begin after Week 3, and I'd like everybody's help with that please! I want a maximum of 4 misc quests for Necrom; and probably 1 Wilderness misc quest. If the Necrom miscs are really well planned, there could be as few as 2.

Once the final Week 8 upload is made, each individual quest can be set up as a unique claim, which can be tackled by a different modder.

Uploads will happen on Sundays.

The timetable I'm suggesting is frankly very relaxed (intentionally so); if you're lucky, things might happen even faster than this.

I know that quite a bit of work has already been done as well, so could speed things up even more, but there's some silly stuff around like many interiors crammed with filler NPCs mostly wearing End of Times robes. I am going to be changing silly stuff from previous builds.

So yeah, Claiming.
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Post by Aeven »

Nice to see someone claim this! :)

BC, your timetable seems very reasonable, and if it works, we could have SE out of the door around April I'm guessing.

Just a tip: if I look at your other NPC claims, they usually have very little dialogue for the player if he wants to know more background information about where he is (region or settlement.) I think for a place as important and unique as Necrom, these topics should be a lot more common. A Temple person might have a very different thing to say than a dock worker, but both should tell me a bit about the city.
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Post by Thrignar Fraxix »

thank fucking god
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Post by arvisrend »

Wow, BC, that looks like a plan!! Feel free to continue work with my TR_Map_2_Section_9_TG_1_4.ESP; I have not made any changes since then.

All the boldfaced errors in the above posts are already fixed in the file.

At some point, namely when my interior showcase is reviewed and considered appropriate (which may require several revisions), somebody (you?) will have to merge it into the file. This showcase is supposed to be the interior of the farm at -39, 13. Note that the exterior of this farm also requires some work; it is a bit barren at the moment.

I have an idea for a quest involving two NPCs in that farm, and a further quest idea for the Charnelworks in Necrom. Both quest ideas are approved by Adan, but the Charnelworks one requires a ship with corpses (from Vvardenfell, to be cremated and buried in the catacombs) to dock in the haven of Necrom. I have been told that Why has made such a ship, but I couldn't find it in the file. This may require some more merging.

I have not renamed the unfortunately named "Stormmore" (a unique claymore in a tomb; it is held firmly in the grip of a skeleton and cannot be picked up). Someone else better at inventing names can please do this. I believe that this claymore could be a target of a Thieves Guild quest: not because they want this claymore, but because they can't stand the fact that something in the world resists being stolen. This would probably not be a Misc Quest, though, so we don't have to hurry with it.

I am trying to think of a further misc quest for Necrom wilderness: A thief from the Thieves Guild is asking for help with a mission which he was sent to, but can't fulfill since he was banished from the town for trying to steal from the Catacombs. The target of the mission itself shouldn't be in the Catacombs, but something related to ordinators (now that's a thievery mission nobody will have any scruples with).
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Hope is kindled.
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...'MERICAAUUUHH!
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Post by Bloodthirsty Crustacean »

Arvis, yes please post up any quest ideas you have - they'd be much appreciated, specially if Ada's already given the thumbs up.

Merging needed ints is not a problem for me. Let me know when the farmhouse gets finished up.
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Post by gro-Dhal »

Well after weeks of quiet desperation i've finally found a job, so I have some time to dedicate to quest ideas. I'm not missing out on the chance to make a mark on Necrom, ffs
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Post by arvisrend »

While I'm writing the quest outlines, let me throw something ugly in the room: cell 47, -13. This cell has a couple of boats, a ship and a shipwreck. None of these has interiors. So we are missing 4 more interiors: 2 for the ship and 2 for the shipwreck. What is the plan for these?
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Post by arvisrend »

Disclaimer: these weren't presented to Ada in the exactly same form they are written below.

(1) The Last Rite

Ralis Andolith [an NPC already done long ago] in the Charnelworks Mortuary offers this job (preferrably with a topic in the main greeting; otherwise it will be too easy to miss). He has been told a ship has arrived at the docks of Necrom, with fighters (Buoyant Armigers?) fallen in battle against the Sixth House. He has still not been brought the corpses, and he suspects the ship is being held in quarantine because some of the corpses are blighted. Normally, the Temple sends its healers to cure the corpses, but for some reason this seems to have been delayed. Ralis shows some annoyance at the officials [whom exactly?] who don't seem to pay the least respect to those who sacrified their lives to the survival of Vvardenfell.

He asks the player if he is able to cast Cure Blight. If yes, he is very happy (the happiness is slightly tarnished by incofidence that the player really knows this spell). If no, he gives the player some scrolls and instructs him not to, ehm, lose them. Either way, you (:= the player) have not only to cure the corpses, but to get some paper signed by an officer from the Docks Administration that the ship is safe.

Arriving at the ship, you (:= the player) indeed see some officer from the Docks Administration [NPC must be made] upholding the quarantine. The gangplank connecting the ship with the harbor is somehow blocked (locked gate?). After a simple dialogue, he gives you access to the ship and follows you there until you reach the upper deck (where he stops following you and finds himself a place not in your way; this isn't possible on the lower deck...).

On the ship you find the crew and some low-rank Temple people [NPCs must be made]. They tell you that the corpses are on both decks. The number of Cure Blight scrolls should be the number of corses + 1 or alike (possibly you can even share the work with some of the priests, but he needs scrolls). After you are done, the officer produces the papers (presumably he was able to hear your spells). Return with that to Ralis, who thanks you (even with some nice but non-unique item if you return the redundant scrolls he gave you or did it without scrolls). He advises you to join the Temple in the unlikely case you haven't already,

Things to think about: Why was the Temple healer, who was originally supposed to cure those corpses, delayed? My first idea was that, due to the absence of the Alma Rula and the inflexibility of the Necrom bureaucracy, some things are not getting done in the Temple. But this is too abstract and I've been told it is a bad idea. Another idea is that this Temple healer had some quarrel with the Docks officer, and as a consequence wasn't even allowed on the ship. (Maybe Ralis tells this to the player once he has returned.)

(2) Preaching by Proxy

You enter a farm in the vicinity of Necrom (cell 39, -13) [interior to merge, exterior to slightly detail]. It is inhabited by two brothers named Sathys and Indrys Norvayn. (Either each of them is in his room, or one is in the house and the other outside. Indrys' room is the one with the books, the chitin armor and the alchemy stuff.)

Each of the two tells you that the farm [the farm needs a name, maybe named after one of the Saints; Meris?] is owned by the Temple, but regularly leased to those laymen who have showed the most loyalty/helpfulness to the Temple (mostly poor ones; the rich are supposed to waive such an offer should they get it). The two brothers got the farm when both of their parents fell defending Ald-Ruhn from blighted creatures. From here on, the dialogue of the two brothers differs: Indrys tells you that most inhabitants are succeed by new "chosen ones" after about 10 years, and he is somewhat surprised that he still owns this place after 15 years. He says that he expects to be kicked out every day [we need a better word for "kick out"; he is not supposed to be angry!], and he is well-prepared, and you may come across him on his journeys someday. (He is trying to become an adventurer, carefully avoiding this word.) Sathys, instead, praises the Temple for this gift (as he sees it) and has a request to the player: He says that Indrys has stridden too far from faith (not in the sense of being a heretic, but in the sense of reading books and trying to learn magic instead of praying and working all the day). He thinks that the root cause are the books: Indrys collects books, regularly buying up ones from visitors, and these are usually tales of Dwemer ruins and daedra worship. He asks the player to get some (3?) Temple texts from Vvardenfell [I chose Vvardenfell because I need to have a complete list of appropriate books, but TR might add some new ones to mainland] and to offer them to Indrys. They should be readable texts, not the Lessons of Vivec.

Once you have at least 3 of bk_LivesOfTheSaints, bk_Anticipations, bk_ConsolationsOfPrayer, bk_CantatasOfVivec, bk_PilgrimsPath, bk_SaryonisSermons, bk_HouseOfTroubles_c, bk_HomiliesOfBlessedAlmalexia, you can give them to Indrys. He asks how much you want for them.

- You can offer them for 60 gold, which lets him decline the offer.

- You can offer them for 30 gold, which makes him buy the books and the quest ends here.

- You can offer them for free, which makes him realize who sent you, and explain to you what is going on: This farm isn't given to anyone forever. It is way too good a job, as the Temple buys the crops for significantly above the market price. It is basically a carrot for the laypeople to run after: everyone has to know that if he surpasses the others at rightfulness, faith and loyalty to the Tribunal, he has a chance to get this sinecure. Only few ever get it, but many believe they might be the next. Indrys doesn't consider himself stupid, so he is aware that he is soon to leave and prepares for real life, as witnessed by the player (chitin armor, potions, alchemy stuff on the bookshelf). Sathys, however, seems to be genuinely thinking that if he only shows enough devotion and faith in the Temple doctrine, he can retain the place forever, unless Indrys does something stupid; this is why he tries to preach to him all the time, sometimes involving others in the process. He is sorry for the hassle. Again, the quest ends here.

I don't know whether we should add a "I don't want to help" option to this quest. Too long since I played Morrowind quests...
Last edited by arvisrend on Sun Feb 12, 2012 12:21 am, edited 1 time in total.
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Post by Bloodthirsty Crustacean »

Second one's good; first one may have implementation problems in that I don't know how possible it is to register spell effects on corpses. I'll try and work around that somehow, because I like the concept.
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Post by arvisrend »

You're right - I thought that restoration spells would work on corpses, but they don't.

Is there a way to disable breathing animations for particular knocked-down NPCs? This could also work.
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Post by Aeven »

I believe we have special corpse animations.
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Post by Terrifying Daedric Foe »

arvisrend wrote:Another idea is that this Temple healer had some quarrel with the Docks officer, and as a consequence wasn't even allowed on the ship. (Maybe Ralis tells this to the player once he has returned.)
What quarrel could be so bad that the dock officer won't let a healer onto a boat to cure blight disease? Surely no citizen of Necrom would dare stand in the way of temple business (if they could even conceive of doing so in the first place).

Another quest idea. There could be a naive and foolish missionary of the Imperial Cult in Necrom trying (and mostly failing) to convert dunmer to the Nine Divines. Here you have a help him / kill him quest between the Temple, who hire you to arrange a little accident for him, and the missionary, where you inform him of the plot to kill him and help him escape. On the other hand, this might be better as a faction quest.
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Post by arvisrend »

Terrifying Daedric Foe wrote:
arvisrend wrote:Another idea is that this Temple healer had some quarrel with the Docks officer, and as a consequence wasn't even allowed on the ship. (Maybe Ralis tells this to the player once he has returned.)
What quarrel could be so bad that the dock officer won't let a healer onto a boat to cure blight disease? Surely no citizen of Necrom would dare stand in the way of temple business (if they could even conceive of doing so in the first place).
I don't think so. The Temple hierarchy allows for a lot of conflict that can be harmful to itself. Think of how much mess is being caused on Vvardenfell by the persecution of the Dissident Priests just for the sake of maintaining the status quo.

In this particular case, there might have been just a random dispute. The Docks officer doubted that the guy was really a healer, and asked him to heal his Common Disease for a "demonstration". The healer had refused to do so out of principle, and we've got our stalemate. Both are already being pushed around often enough and decide that they're not going to cave in this time. Curing corpses is important, but doing it quickly isn't that much of a priority that they could be fired for this delay.
Terrifying Daedric Foe wrote:Another quest idea. There could be a naive and foolish missionary of the Imperial Cult in Necrom trying (and mostly failing) to convert dunmer to the Nine Divines. Here you have a help him / kill him quest between the Temple, who hire you to arrange a little accident for him, and the missionary, where you inform him of the plot to kill him and help him escape. On the other hand, this might be better as a faction quest.
I don't like this for several reasons. First of all, Kill missions are not usual for the Temple and this should stay this way. Second, Necrom is already a Temple city for Dunmer, so if the Temple decides that they don't want the preacher, I'm pretty sure they could banish him and lock him up if he is to return. No need to involve the player. Third, we already have such a quest with s/Temple/Telvanni on map 1. Maybe this way: The Temple is believing some Imperial "tourist" who is currently residing in one of the hostels to be secretly proselytizing. The player is sent to investigate, but nothing comes to light except of a paranoia of the Temple towards strangers. This, however, would more reasonably be a Temple quest than a misc one.
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Post by Terrifying Daedric Foe »

Those are both fair points.

You're probably right.
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Post by arvisrend »

I have just noticed that the missing ints are not really missing; they have just never been merged.

http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=125512 Farmhouse

http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=125469 Ship

http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=125514 Ship"wreak"

Now I dunno which of these kind presents from 2005 we want to keep. I am personally not too much in favor of the Farmhouse because I just made my own and I like it more... but other than that, there is 2005 written all over it (illogical misc items, lots o'bleeders, int doesn't match ext). I don't like the Ship"wreak" either; that thing has a total of 43 refs over 3 cells (and includes a bleeder and some illogical placement). I must say I like the Ship, at least at first ingame sight; my only issue is that the hammocks are VERY unstably placed (I wouldn't really dare sleeping on such a thing).

What are your opinions on these?
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Post by Haplo »

I agree the old claims should probably be re-visited.
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Post by Thrignar Fraxix »

new version of i2-501.

Ints were (theoretically) checked over during interior detailing like 4 years ago. If they weren't merged, then their quality can't be vouched for.
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