TR_m1_Silniel
possibly same in vanilla equivalent, but regardless of disposition, factions etc. she has the greeting
"you want to join the thieves guild?"
arvisrend edit: We consider this OK as long as she doesn't say that with the player already in the guild (and no, she doesn't).
Falkoth can give the "latest rumor" pertaining to the thieves
(A strange bard appeared at the Red Drake Inn...)
as he's not a TG member himself and it is available in his cell "Helnim, Falkoth: Clother"
arvisrend edit: Considered not a bug since he might be recruiting that way.
arvisrend edit: Should be fixed now.
TR_m1_q_CuirassOfMobility / TR_m1_q_RancidCuirass_UNI
possible bad stuff:
When the clean cuirass is equipped (inventory open), the cursed one appears in inventory but it seems it can't be immediately equipped in menumode. Player can drop it on the ground, if so the curse effects are applied regardless. Player has but to pick it back up for everything to be normal, but if unnoticed, the effects will stay there forever.
(also, initially the message "item is cursed and cannot be unequipped" is tripled onscreen, takes a frame or two to be put on I guess)
Adding a MenuMode==0 condition in TR_m1_q_TGCuirassSwitchScript is enough to make the switch only happen once out of inventory so the new item isn't dropped. The old cuirass then needs to be made un-unequipable - although very unlikely, player could drop it from inventory when it's first put on, results in doubling. Also, the doonce & MenuMode lines in TR_m1_RancidCuirassScript become redundant, can clear the triple message there instead by skipping its first 2 occurences.
tl;dr: RancidCuirass can be dropped at some point and permanently curse the player,
suggest the following changes in TR_m1_MobilityCuirassScript, TR_m1_q_TGCuirassSwitchScript, TR_m1_RancidCuirassScript :
Code: Select all
Begin TR_m1_q_TGCuirassSwitchScript
short doonce
If ( doonce == 0 )
If ( MenuMode == 0 ) ;<<<<<<
player->removeitem TR_m1_q_CuirassOfMobility 1
player->additem TR_m1_q_RancidCuirass_UNI 1
StopScript TR_m1_q_TGCuirassSwitchScript
set doonce to 1
Endif ;<<<<<<
Endif
End
Code: Select all
begin TR_m1_MobilityCuirassScript
short OnPCEquip
short doonce
if ( OnPCEquip == 1 )
If ( doonce == 0 )
StartScript TR_m1_q_TGCuirassSwitchScript
set doonce to 1
Endif
elseif ( doonce == 1 ) ;<<<<<<
Player->Equip, "TR_m1_q_CuirassOfMobility" ;<<<<<<
MessageBox "This cuirass is cursed, and cannot be unequipped." ;<<<<<<
endif
end
Code: Select all
begin TR_m1_RancidCuirassScript
short OnPCEquip
short doonce
if ( Player->IsWerewolf )
return
endif
if ( Player->GetItemCount "TR_m1_q_RancidCuirass_UNI" > 0 )
if ( OnPCEquip == 0 )
if ( GetJournalIndex "TR_m1_TG_Herne's Soul" < 130 )
if ( GetJournalIndex "TR_m1_TG_Herne's Soul" < 120 )
MessageBox "As you put on the cuirass, it begins to take on a horrible and pungent odor."
Journal "TR_m1_TG_Herne's Soul" 120
Player->Equip, "TR_m1_q_RancidCuirass_UNI"
endif
Player->Equip, "TR_m1_q_RancidCuirass_UNI"
If ( doonce < 2 ) ;<<<<<<
set doonce to ( doonce + 1 ) ;<<<<<<
Else ;<<<<<<
MessageBox "This cuirass is cursed, and cannot be unequipped." ;<<<<<<
Endif ;<<<<<<
StartScript TR_m1_RC_CurseTimer
endif
endif
endif
end TR_m1_RancidCuirassScript
arvisrend edit: Let's look at this later. There seems to be a duplicate Player->Equip, "TR_m1_q_RancidCuirass_UNI" in your proposed TR_m1_RancidCuirassScript.
arvisrend edit: All above reports related to the rancid cuirass have been fixed.
TR_m2_q_21_EkashLocksplitter
balance concern: this is the reward for one of the early Helnim ThievesG quest (topic "secret meeting")
essentially a large recharging supply of the 100pt Open scroll, will open every lock in the game and pretty much makes security, one of the faction favoured skills, irrelevant.
I have no love for the way lockpicking is handled in the game, mind, but isn't that too much?
some ideas - making it a one-shot enchantment that takes very long to recharge?
- Fortify Security bonus instead of Open
- adding a large-area 1 Drain Health effect as a drawback? you get to open anything but everyone'll know, heh. Not the ThievesGuild's style though.
- simply lowering the power, would still need another name wrt/ the scrolls
NPC TR_m2_Alammu Llethri
(on topic Fillim), the 500g he's given when paying the elf's debt isn't added to his inventory
Helnim, Dremil Seniran: Jeweler
TR_m2_Dremil Seniran
sells his display pillow (w/ a gem on it) TR_misc_pillow_red
(also, just out of curiousity - why does he sell and display nightshade? some joke on rings and poison?)
Helnim Thieves Guild questline
- is it complete? if not nevermind this,
The plot goes: militia capt Jorval is preparing a sweep, gets funds from the Telvanni to hire more men sometime soon (?), you're sent to get a fourth thief, you steal the funds which aren't funds but Bug Musk (?), the questgiver takes the note found with the bug musk, in the meantime the thieves' hideout was discovered and he sends you to kill the traitor. He doesn't have any more jobs after that and doesn't say anything about what happens v the search, no conclusion to the storyline and stuff.
arvisrend edit: Yeah, not the only illogical thing about Helnim quests. Cannot be dealt with on a bugfixing basis.
script TR_m1_q_MGVicciaScript
for the MG3 quest - "Viccia Hateria is missing", the one with a mage stuck to her ceiling.
- unnecessary restriction - Dispel only works on her AFTER going back to report (and get taught Dispel Other - even if already known), which makes little sense.
- if game is saved after seeing her stuck/talking to her but before dispelling her, and the savegame is loaded, she seems to be on the ground but with no collision, so we're pretty much screwed;
>>no, just her levitation ability that gets removed on reload and needs readding
- no visible effects when she's effectively dispelled, and player has to talk to her to figure it worked
>>because she's colliding on a beam! or somesuch. turns out the levitation effect otherwise isn't maintaining her at all, but is essential so she gets put up in the first place (?!)
>>Out of a dozen tries, she did once appear on the ground after a few seconds
>>wee Z nudge downwards makes her fall with no fuss
I suggest either this straight fix + added forcegreet :
Code: Select all
Begin TR_m1_q_MGVicciaScript
;This script is placed on TR_m1_Viccia_Hateria for the Mages Guild quest TR_m1_MG_3
;It makes her stick to the roof until the player saves her.
short TR_Map
short control
short controlQ
short freed
Float Timer
if ( MenuMode )
return
endif
if ( freed == 0 ) ;until she's been freed
if ( GetPos, Z < 15635 ) ;if she's not stuck to the roof
PositionCell 4244, 3813, 15660, 270, "Bal Oyra, Viccia Hateria's House" ;stick her to the roof
AddSpell "TR_m1_q_MG3_LevAb" ;give levitation spell if she doesn't have it
endif
endif
if ( controlQ == 0 ) ;initially
if ( GetJournalIndex TR_m1_MG_3 >= 10 ) ;after quest given
AddSpell "TR_m1_q_MG3_LevAb" ;give levitation spell
Set controlQ to 1
endif
elseif ( controlQ == 1 ) ;then
Set Timer to ( Timer + GetSecondsPassed )
if ( Timer > 2 ) ;after two seconds
Set controlQ to 2
ForceGreeting ;force greet
Return
endif
elseif ( controlQ == 2 ) ;then
if ( GetEffect, sEffectDispel == 1 ) ;if player casts dispel
RemoveSpell TR_m1_q_MG3_LevAb ;remove levitation spell
Set freed to 1 ;and mark as freed
Set controlQ to 3
Set Timer to 0
SetPos, Z, 15640 ;get her unstuck from the beam so she can fall
endif
elseif ( controlQ == 3 )
Set Timer to ( Timer + GetSecondsPassed )
if ( Timer > 1.6 ) ;after two seconds
Set controlQ to 4
ForceGreeting ;force greet
Return
elseif ( OnActivate == 1 ) ;prevent speech while she falls
return
endif
endif
;standard TR NPC stuff
if ( TR_Map == 1 )
return
endif
set TR_Map to 1
End
...or this alternate version that makes her fall on the ground for real (fun with fatigue! dunno if the -/+fatigue trick is reliable but works fine for me)
Code: Select all
Begin TR_m1_q_MGVicciaScript
;This script is placed on TR_m1_Viccia_Hateria for the Mages Guild quest TR_m1_MG_3
;It makes her stick to the roof until the player saves her.
short TR_Map
short control
short controlQ
short freed
Float Timer
if ( MenuMode )
return
endif
If ( OnActivate == 1 ) ;prevent speech while she falls or recovers
If ( controlQ == 3 )
Return
ElseIf ( controlQ == 4 )
Return
Else
Activate
Endif
Endif
if ( freed == 0 ) ;until she's been freed
if ( GetPos, Z < 15635 ) ;if she's not stuck to the roof
PositionCell 4244, 3813, 15660, 270, "Bal Oyra, Viccia Hateria's House" ;stick her to the roof
AddSpell "TR_m1_q_MG3_LevAb" ;give levitation spell if she doesn't have it
endif
endif
if ( controlQ == 0 ) ;initially
if ( GetJournalIndex TR_m1_MG_3 >= 10 ) ;after quest given
AddSpell "TR_m1_q_MG3_LevAb" ;give levitation spell
Set controlQ to 1
endif
elseif ( controlQ == 1 ) ;then
Set Timer to ( Timer + GetSecondsPassed )
if ( Timer > 2 ) ;after two seconds
Set controlQ to 2
ForceGreeting ;force greet
Return
endif
elseif ( controlQ == 2 ) ;then
if ( GetEffect, sEffectDispel == 1 ) ;if player casts dispel
RemoveSpell TR_m1_q_MG3_LevAb ;remove levitation spell
Set freed to 1 ;and mark as freed
Set controlQ to 3
SetPos, Z, 15640 ;get her unstuck from the beam so she can fall
endif
elseif ( controlQ == 3 )
If ( GetPos, Z < 15475 )
ModCurrentFatigue -500 ;falls flat
Set controlQ to 4
Set Timer to 0
Endif
elseif ( controlQ == 4 )
Set Timer to ( Timer + GetSecondsPassed )
if ( Timer > 5 ) ;after two seconds
Set controlQ to 5
ForceGreeting ;force greet
Return
elseif ( GetFatigue <= 0 )
ModCurrentFatigue 600 ;get back up
endif
endif
;standard TR NPC stuff
if ( TR_Map == 1 )
return
endif
set TR_Map to 1
End
arvisrend edit: Fixed all Viccia issues reported so far (the fact that Dispel works regardless of the amplitude is intentional, because let's not make these quests harder than they should be) and a few more.
The fatigue trick indeed failed on one of my tries, but being mostly decorative that's not much of an issue methinks.
...which is why I haven't mentionned allowing the Burden spell effect to bring her down too, as I see no easy way to check the amplitude of one (to not just let a 1 pt burden spell have the whole effect... could check for the standard powerful ones? not proper inclusive and such. oh well) Maybe still make her not attack if the player uses Burden on her? it IS an agressive spell, yet a fairly obvious option a player could try.
>>also, since her staying up seems to rely partly on borderline mesh collision it might not work so well with mesh replacers? simple contingency for this is to add a huge slowfall effect on the spell and make the value in...
>> if ( GetPos, Z < 15635 ) < 15660 instead - otherwise she'll oscillate wildly
arvisrend edit: Not fixed any of these, but at least making her not attack the player is unnecessary. When she is up on the ceiling she won't hit anyway, and I've made her stopcombat when she is successfully brought down.
TR_m1_Tel_Darys_Scamp_i
Just curious - there's a scamp hanging out in Tel Darys? Not agressive. Forgotten quest?
TR_m1_Arrell
Greeting 5 : "Wah! What have you done to me!"
is forcegreeted when the player uses the ring of inneptitude on her,
should be a Greeting 1. <<<<<<<(and only now do I realise, playtesting should be done with a disease... )
TR_m1_Gindaman
(Mages questgiver - topic "Thieves Guild's interference")
not sure whether that's intended, but although he implies the player should use the Ring of Inneptitude on Arrell to "end her thieving career forever" and send a message to the Thieves, he doesn't acknowledge it any differently if the player kills her afterwards (or before).
TR_m1_Gindaman,
(for the quest TR_m1_MG_5b "Theft of Herne's soul")
on topic "unique soul gem"
Quest can't be finished because his dialogue response is wrongly copy-conditioned for the "TR_m1_MG_5a" variant of the quest.
He has two identical entries saying: "Absolon has received the soul gem finally? Excellent work. Here, take this gold as a reward."
and the top one needs to have the Journal condition "TR_m1_MG_5b = 40" instead of "TR_m1_MG_5a = 20"
- also, if the player went on the 5b version, he'll have the wrong greeting that proposes more duties if the player didn't do the 5a one - even if he has no more duties.
this Greeting 5 journal-conditionned with "TR_m1_MG_5a < 10" should have the added condition "TR_m1_MG_5b < 10"
"So, %PCName. [...] I have some duties for you, if you would be interested."
- also, not critical, but he doesn't have a Greeting 5 "Have you given that unique soul gem to Absolon?" associated with the 5b version.
- also, one of these two Greeting 5 has a condition for the vanilla MG and should be deleted:
"Do you wish for more duties, %PCName?"
TR_m1_Gindaman,
(on the "TR_m1_wil_KtM_2b" Mages Guild-side variant of the quest)
topic "Vaneris Theneria"
The fact that he only mentions his doubts ("I doubt she was really a Telvanni agent [...]")
after the player kills her doesn't make much sense; before that his reponse is the same as all the other NPCs in the cell, "She is around here somewhere, %PCName."
He's not the questgiver btw, so it's not like the player will automatically ask him about it, but with this information, the player would actually have a reason for the option to let her go when confronting her.
TR_m1_Q62_KtM_MGRep <<<just a NPC 'leaving in a hurry' that doesn't actually move + journal nitpicking, skip if that's not important
(on previous, neutral part of the quest "TR_m1_wil_KtM_1")
in Bal Oyra, The Black Ogre Tavern
on topic "dead messenger"
If the player tells her about the body but doesn't give her/or doesn't have the message, she says "Get out of my way! I must go immediately!",
the journal entry says "She (...) vanished shortly",
but she just stays there saying "I have to go now"->Goodbye til the player leaves the cell.
-also the same journal entry assumes it's on purpose, even if the player just didn't take the message.
"I have told Joslin Stoinles about the body, but withheld the information concerning the coded message"
-also this previous journal entry triggered on activating the corpse assumes the PC reads the message before it's even picked up
"I have discovered a dead body on the road near Bal Oyra. On the corpse I found a message written in code, though it was clearly addressed to Joslin Stoinles. Perhaps I should look for her in Bal Oyra, she sounds to be Breton by her name."
-following quest ""TR_m1_wil_KtM_3b"
Journal entry assumes "I have seen two Dunmer in Telvanni guard uniforms" etc.
actually if the player follows the directions and comes from the south, there's only one visible "TR_m1_Q62_KtM_GHT_Gurad"
I only went and looked for the other because of the journal and he is a ways further under another ruin thingy. They could just be moved together.
(also, they're said to be there to ambush a Mages Guild expedition, should they be agressive against just the player?)
-haven't yet tested Telvanni side
-Aside from those details it's a cool intricate quest with bonus intrigue, which makes it a shame that it's only from a wilderness encounter and very easy to miss!
the corpse "TR_m1_Q62_KtM_Messenger" seems to appear on a level restriction (~12, with good reason since an attack by 3 npcs follows), on a road pretty far south of Bal Oyra, the only nearby location seems to be an eggmine.
A Mages Guild member especially wouldn't be using that road to Firewatch since there's the guild guide.
In the future you might want to send the player looking for it, or just not rely on it for faction-reputation-advancement tweaking.
typos:
TR_m2_Reema
topic "infiltrate the guild"
"They must confuse me" -> does that mean what it's supposed to? ("they must be confusing me with someone else")
Yep, should be "must be confusing" - Haplo
TR_m2_Miremos
Greeting behind the smithy
"the money necessary." -> the necessary money
No, just remove "necessary" - Haplo
TR_m2_Tiron Naren
topic "jobs" (perhaps the grammar is in-character... but he also deciphers an encrypted text, you judge)
"Ha! Here, I have a nice job [...] you can't fool me /newbie/." -> internet slang?
Should replace 'newbie' with 'novice' - Haplo
"What part of 'no job, until you prove that you're not here to infiltrate the guild' /you did not/ understand." -> did you not / was it you did not ...
Should be "did you not understand?" (with a question mark) - Haplo
"Your timing is better than your self-control, %PCRank, you've come /to/ the right time." -> at the right time
Yes, also the comma after %PCRank should be a semicolon - Haplo
"I'm busy with Alerinus' documents, maybe /I have/ more for you later." -> I'll have
comma after 'documents' should be a semicolon as well - Haplo
"Can't live without me anymore, /ain't/ ya?" -> can ya
"ya" should be "you", honestly - Haplo
TR_m2_Fillim
Greeting
"Finally! I already started worrying that /you're/ letting me down!" -> not sure if wrong but sounds off to me in context. "you were" / "you'd let" ?
"You'd let" is better than "you're letting" - Haplo
TR_m2_Hofmund
topic "steal the funds"
"Ahh, %PCName! Good to see [...] Tiron is disposing the remains" -> disposing of the
TR_m2_Dremil Seniran
topic "Caedan Jorval"
"Contumious Flavius' /patent/ corruption" -> "blatant" ? :p
sure? http://en.wiktionary.org/wiki/patent#Adjective -- arvisrend arvisrend is right: patent is correct here - Haplo
TR_m2_Cyria Flavius
topic "Caedan Jorval"
"against percieved corruption" -> perceived