Map 2 NPC Claim #8 [arvisrend]

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Post by Mwgek »

bold=fixed
Some things I noticed in Akamora (maybe it is supposed to be like this):

1)Miners Club has no NPCs.

2)Fighters and Mages guild have no traders. (Mages guild no teleport.)

3)Thendas and Varonis: Pawnbroker have a weird way of saying the phrase: Who's there. ((Goodbye)) all the time. That way I can't trade there and makes there disposition to me even lower.

4)The first room in the Laughing Goblin basement is not locked. Making it easy to sleep there instead of your rented room in the back.

5)TR_Map_2 -Necrom.esp
terrain_rock_wg_12
Mephalain Mountains Region (27,-14)
226179 -110233 3653
"caspering, needs to be lowered a little bit"


And the main road to Akamora goes over the rocks there (The Inn Between - Akamora), but you can't walk over there, you need to jump like crazy to stick to the main road. Should be checked out.
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Post by Yeti »

Mwgek wrote: 1)Miners Club has no NPC's.
Just assume all the miners are all busy working at the mines and there's no issue. Not all interiors need to have NPCs.
Mwgek wrote:
3)Tiandas and Varonis:Pawnbroker? have a weird way of saying the phrase: Who's there. ((Goodbye)) all the time. That way I can't trade there and makes there disposition to me even lower.
Sounds like something is keeping them from detecting the player character. The same thing sometimes happens when you talk to npcs behind jail cell doors.
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Post by Mwgek »

Yeti wrote:
Mwgek wrote: 1)Miners Club has no NPC's.
Just assume all the miners are all busy working at the mines and there's no issue. Not all interiors need to have NPCs.
But with no bartender, it should be locked?
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Post by Bloodthirsty Crustacean »

An interior that is a club or bar should have at least one NPC, even if most of the clientele are elsewhere. Otherwise it does look like an oversight. Without AI schedules, an empty room in Morrowind is just an empty room. The implication is that no one ever goes there.
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Post by Haplo »

Mwgek wrote:1)Miners Club has no NPCs.

2)Fighters and Mages guild have no traders. (Mages guild no teleport.)

3)Thendas and Varonis: Pawnbroker have a weird way of saying the phrase: Who's there. ((Goodbye)) all the time. That way I can't trade there and makes there disposition to me even lower.
The above errors still need to be fixed in this file. Perhaps the greeting issue is occurring because the only normal greeting they have is only set to appear if a roll is made that is greater than 70?
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Post by arvisrend »

Haplo wrote:
Mwgek wrote:3)Thendas and Varonis: Pawnbroker have a weird way of saying the phrase: Who's there. ((Goodbye)) all the time. That way I can't trade there and makes there disposition to me even lower.
The reason for this is that the player is not in their line of sight, since there is a in_MH_doorjamb_02 in the way.

TR_Map_2 -Necrom.esp 4/2/2012 (12:25) skraeling Terrain_rocks_GL_04 Mephalain Mountains Region (27,-14) 225543 -114384 1327 "casperer" (still there)

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling In_MH_door_02 Akamora, Miner's Club 3821 3755 15178 "door opens into crates"

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling EX_MH_building_09 Akamora (30,-11) 249868 -86740 3733 "This whole building is slightly floating if you look at it from lower ground (e. g. from the stairway in the south)"

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling TR_m2_Pilu Telomas00000000 Akamora, Telomas Manor 185 210 -38 "spawns on top of the table. does not train tabledancing"

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling TR_furn_De_Rm_Chair01 Akamora, Telomas Manor 35 237 -91 "chairs and lamp prevent player from reaching the other side of the room"
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Post by Mwgek »

I'm pretty sure the low doorjamb is the problem and collision blocking the vendors sight, it's a shame I kinda liked the bazar style in there. Maybe move it a bit upwards and check if that helps.
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Post by arvisrend »

Yeti wrote:Edit: Here's one for Erethan Plantation.


Midave Llarys want’s the player to look into the disappearance of a slave from Erethan Plantation. Since the slave was last seen in the southern fields, he will ask the player to ask Pedivur, a Breton alchemist who lives in a tower to the south of the plantation if she knows anything about it (Midave would ask her himself, but doesn’t have the time and thinks that another outlander would have more luck talking to her.

Pedivur will tell the player that she knows nothing about the slave. However she will tell the player that she noticed a strange man creeping around the area near the plantation from her tower and that she noticed the man heading off in a northeastern direction from the plantation. Because she saw him on more than one occasion, she assumes he must be living in a cave in the area.

If the player searches the area he/she will find that a Telvanni Necromancer has turned it into a lair and has abducted the Argonian slave Skeeme to use in his experiments. The player can rescue Skeeme and escort him back to Erethan Plantation or let him go free once exiting the cavern. The player doesn’t have to kill the necromancer but he’ll be rewarded extra by Midave Llarys if he does.
There is some potential for a twist here. I don't know whether it is any better than your version, but I think we've got too many necromancer quests around already, and if not, there is always a way to put more in without much effort (spirit guides' guild).

The slave was... captured, abducted or liberated (depending on whom you ask) by a Telvanni destruction mage, who is using him for non-lethal (but obviously not particularly pleasant) experiments with his school of magicka. The mage, when confronted, insists that it is purely voluntary (you see no shackles or locks), and the slave (when you meet him some rooms away) confirms but is somewhat scared. He says that he has been vaguely promised some basic armor and provisions for his way back to Blackmarsh, but the mage seems rather reluctant to give him the reward. He asks you to try talking some sense into the mage.

You have the following options:

1. Tell the mage that the slave must return to its rightful owners. The mage attacks.

2. Ask the mage to reward the slave immediately and let him leave. The mage will insist that the slave is free to leave, but has not been helpful enough to earn his reward. And that by freeing the slave, he has already done more for him than he had to. He proposes that you find some 5 standard health pots and a few pieces of chitin armor for the slave and deliver them yourself; he doesn't believe you'll actually do this chore anyway. You can bring up some doubts about the "voluntarity" of the experiments and whether a slave that has just been freed can actually make such a decision. The mage remains steadfast (although YOU can still attack him).

Talk to the slave (optional):

If you killed the mage, the slave decides his best option now is to run away, even though he is probably doomed doing so in the middle of Indoril territory without even any armor. If you are fast enough to get him before he flees the ruin, you can attack and kill him; otherwise he disappears when he arrives at the front door.

If you didn't kill the mage, you learn nothing new.

You can now return to Erethan Plantation and deliver news to Midave Llarys. In this case, next time you enter the ruin/cave, the mage and the slave both are dead (permacorpses probably?) - obviously they have been resisting their apprehension.

But you can also bring up 5 standard health pots and a few pieces of chitin armor (need not be any particular pieces; just any 3, with gauntlets/pauldrons counting half, should suffice, BUT boots and helmet don't count) and give them to the slave. He will make off, rewarding you with some minor Resist Fire spell that he apparently got taught by the mage for the experiments. The mage, while not particularly happy, will not object.
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Post by Yeti »

Your plan sounds better arvisend. Much more original than my version, which I probably typed out in 10 minutes. :lol:
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Post by Adanorcil »

Arvis asked for an opinion:

Don't have much to say, except for agreeing on enough necromancers already. If anything: maybe still do something slightly else with the mage, since "destruction mage experimenting on a slave for unclear purposes" sounds a tad like we couldn't think of something concrete.
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Post by Bloodthirsty Crustacean »

TDF, great to see someone starting work. For the sake of momentum, see if you can't carry on with the weekly updates? :)
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Post by arvisrend »

Adanorcil: thanks for the feedback! I am thinking of experiments about whether the use of elemental resistance spells makes one more susceptible to other elements (which is not the case in MW, but could make sense philosophically).

Here's the problem. As you guys have seen, I am not able to write good dialogue which is not split over 10 "Continue"-connected answers. While my St. Meris farmer had some natural reasons to be long-winded and preachy, this mage definitely has none; you are interrupting him in his studies. And I can't write slavespeak either. If somebody could fill in the complete dialogue, I would do the rest (dialogue results, scripts, NPC stats, journal entries). I am well aware that the dialogue part is the harder one, though, so I am not exactly proposing a fair deal...

And great to have you working on this region, TDF!
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Quest Idea

Post by Tyrant »

Here's is an idea I have for a misc quest in Akamora, involving an escaped slave. This was originally planned for Tel Muthada, but I have been told that it would be more useful here...

Here's the quest outline.

Akamora Misc. Quest

the escaped slave

While speaking to guards at Akamora the player will learn that they are under probationary discipline over a recent escaped slave incident. Upon asking around the local population, the player will learn three things,
1.) There is a Telvanni guard who is sympathetic to slaves in Morrowind
2.) A fellow slave, and friend of Utadeeme's was close enough to him to find out his plans, and depending on the players speech skill, will share this information with the player
3.) The local slaver is offering a reward for the return of his escaped slave

From this point the player has two options, depending on their personal feelings towards slavery/telvanni
1.) Using the clues from Utadeeme's fellow slave and Khajit lover Shabhira, you can track down his whereabouts, and offer to help him gain his freedom, by escorting him to a safe location. Alternatively, you can speak to the guard who is revealed to have sympathy for slaves, and find out not only his whereabouts, but that he has also given Utadeeme the key to escape. Fortunately, he will already be waiting at a makeshift raft he built on th
e water, which will serve as his escape. Unfortunately, he is unwilling to leave unless Shabhira is freed with him. At this point, he will give you the key he used to escape his cell, and ask you to bring back his lover. The player must then go back to Akamora, and free the Shabhira, and escort her back to Utadeeme and his raft. This will complete the quest with this outcome. The slaves have little to offer for a reward, but Utadeeme will be an expert in a stealth skill, sneak or lockpicking... and offer to train the player. The player will also have additional favor in the Twin Lamps organization.
Upon returning to Akamora, the player will learn that the Captain of the Guards, has been expelled for a second slave escape. He will then be found in the local tavern, drowning his sorrows.
2.) The player may use clues from Shabhira <lie required> and dicover his location, and turn him into the guards, or alternatively, threatening to reveal the sympathetic-guards' secret will also yield the slaves location. Threatening harm to Shabhira will convince him to come back with you. When he is returned, this will gain the player favor with Telvanni, and a moderate reward from the slaver. Additionally, the guard who helped Utadeeme to escape will have resigned.

Please feel free to offer any thoughts.
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Post by Bloodthirsty Crustacean »

Arvis, concision is a relatively easy skill to pick up. :P I think you'd be plenty capable of writing misc quest dialogue - and if you just keep it short, it's less of a hassle for someone like me to come round and sort out any quirks of your style.
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Post by Terrifying Daedric Foe »

Bloodthirsty Crustacean wrote:TDF, great to see someone starting work. For the sake of momentum, see if you can't carry on with the weekly updates? :)
I'll try. :D
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Post by Thrignar Fraxix »

so we still need another quest for akamora and one for the inn between right? I want to double check my sometimes terrible reading comprehension.
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P

Post by Tyrant »

If a misc. quest is required for Akamora I could begin putting a more detailed plan together for my escaped slave idea. I will download the required maps and begin planning based on specific locations etc... Once the actual plan is hammered out (and pending approval) i could begin scription the actual dialogue as well. Please let me know what you think. Thanks
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Post by Thrignar Fraxix »

we've already got a quest involving a slave in akamora, and I don't know why you are talking about the telvanni in an indoril town
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Post by Thrignar Fraxix »

having taken a run around this area I have a few comments/suggestions

- Change the dialog entry for the inn between so that everyone isn't praising it all the time. A less enthusiastic recommendation is fine for everyone, save the super-fan talk for a limited few.
- Everyone talks about those bloody potatoes except the person who actually sells them. wtf Also they aren't for sale.
- I like that the vampire hunter in the inn drones on forever, and the stories are entertaining. I just wish the cancel options would give context relevant responses and were perhaps less implausibly harsh.
- Double check the line said by bakers. It is phrased strangely and needs a rework. (something about the quality of whickwheat.)

As for actual quest suggestions.
- I found some dridea on a path up a mountain. They had corpses near them.
- Someone at the inn doesn't like one of the other guests/workers. The person wants you to frame that person as a vampire and alert that hunter dude. Alternatively you frame the quest giver. Alternatively, you frame yourself. Alternatively, you actually are a vampire. The dude would do this himself, but the vampire hunter dude doesn't like him because he never lasts through his stories.
- The chick in akamora who used to own the laughing goblin wants you to sabotage the inn out of bitterness towards the new owner.
- For a really simple one, perhaps someone can't find Hlersis. They weren't told it was a cave settlement.
- The inn is out of potatoes! Fetch ash yams from Akamora or elsewhere to save the day!
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Post by arvisrend »

Thrignar Fraxix wrote:- Someone at the inn doesn't like one of the other guests/workers. The person wants you to frame that person as a vampire and alert that hunter dude. Alternatively you frame the quest giver. Alternatively, you frame yourself. Alternatively, you actually are a vampire. The dude would do this himself, but the vampire hunter dude doesn't like him because he never lasts through his stories.
Here is a variation on the above, partly due to TF in chat:

The person to be framed is the duelist, whose arrogant dialogue is not quite universally popular. The framing is initially meant as a prank: nobody believes the vampire hunter's stories anyway, and the duelist would also hardly pick a real fight with some random idiot. The main goal is to expose both sides to some well-deserved ridicule and maybe even watch a nice brawl. Depending on the dialogue options chosen, and on the booze you offer the two before their "duel", however, this can evolve into an actual fight to death and an eviction of the victor from the Inn.

(In this version of the story, it might have been the Orc who has framed them. Normally, I wouldn't expect an orc to scheme, but this is a simple plot and intended to show two boasters their place, rather than actually kill anyone. What comes out of it is a different story.)

What I don't see at the moment is how exactly the hunter should be made believe the duelist is a vampire. Money is obviously not an incentive, and "look, this guy is always staying inside at day" is probably too bland (shouldn't a vampire hunter notice such things on his own?). Maybe some alcohol is needed beforehand to make this work. I'd prefer some better "clues", though.

------------------------------------------------------

Oh, and whoever is currently editing the file (it is, even though the thread title claims the opposite, not me) might "want" to fix these:

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling terrain_rock_wg_17 Akamora (30,-12) 248304 -90624 2408 "floater"

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling terrain_rock_wg_12 Akamora (30,-11) 248216 -89706 3615 "floater"

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling Ex_Vivec_waterfall_03 Akamora (31,-12) 256885 -91973 2225 "caspering rocks in here"

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling TR_terr_WG_Cliff_05 Akamora (31,-11) 258517 -87208 2054 "a piece of this cliff is visible if you go up the road from south to north, but not the other way round. hide it with rocks"

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling Terrain_rocks_WG_01 Mephalain Mountains Region (36,-9) 300660 -69743 404 "floater"

TR_Map_2 -Necrom.esp 4/8/2012 (15:53) skraeling in_mold_rock_06 Kilvurcard 2378 3927 10175 "looks very much like caspering"
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Post by Thrignar Fraxix »

arvisrend wrote:What I don't see at the moment is how exactly the hunter should be made believe the duelist is a vampire. Money is obviously not an incentive, and "look, this guy is always staying inside at day" is probably too bland (shouldn't a vampire hunter notice such things on his own?). Maybe some alcohol is needed beforehand to make this work. I'd prefer some better "clues", though.
I'm not sure how solid the proof has to be. That vampire hunter doesn't exactly seem like a rocket surgeon. Perhaps evidence could be planted.
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Post by Adanorcil »

Thrignar Fraxix wrote:having taken a run around this area I have a few comments/suggestions

- Change the dialog entry for the inn between so that everyone isn't praising it all the time. A less enthusiastic recommendation is fine for everyone, save the super-fan talk for a limited few.
- Everyone talks about those bloody potatoes except the person who actually sells them. wtf Also they aren't for sale.
- I like that the vampire hunter in the inn drones on forever, and the stories are entertaining. I just wish the cancel options would give context relevant responses and were perhaps less implausibly harsh.
- Double check the line said by bakers. It is phrased strangely and needs a rework. (something about the quality of whickwheat.)
Without having seen the actual things these refer too, I more than likely agree.
- I found some dridea on a path up a mountain. They had corpses near them.
Do we still use that model?
- For a really simple one, perhaps someone can't find Hlersis. They weren't told it was a cave settlement.
In a strange sort of way, I love the idea of this.
- The inn is out of potatoes! Fetch ash yams from Akamora or elsewhere to save the day!
Why do we have potatoes and not ash yams in the first place?
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Post by Aeven »

I think we should replace the dridea with the Vermai. We have excellent new creatures like the Vermai and Swamp troll, so we should use them.
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Post by Bloodthirsty Crustacean »

Arvis/TF, I really like your Inn Between quest.

TF, your instincts are pretty decent, in all seriousness could you learn to NPC? Would make things go a hell of a lot faster...

I think the one I'd use is actually that lost on the way to Hlersis one, maybe spin it out in to a bit of a wild goose chase.

In the interests of getting stuff done, that gives us enough quests for this claim, I think. To summarize:

Why edit: hijacking this list a bit, updated some claimants
Trials and Tribulations -Done

Journal Entry: TR_m2_Ay_Trials
[if necessary] object/script IDs: TR_m2_q_A8_1_
Quest Giver, Location: Hlorgir, Ayemar


Hlorgir Firm-Hand the Nord is being held in a prison cell at Ayemar for smuggling mazte. When the player speaks to him he will express his frustration at being held captive. He will explain how he used to be a simple fisherman before he was duped into helping a group of smugglers. Now he wants revenge on them for leaving him as their “fall guyâ€Â￾ and getting him into the situation in the first place.

Hlorgir will give the player two smugglers to track down. He’ll tell the player that they could likely be found either at his shack along the coast or an abandoned shack located to the south. The player will find them at the second location.

After the player kills the smugglers Hlorgir will ask the player to help free him. The player can help him by finding some evidence that proves Hlorgir is innocent - a journal giving evidence for his side of the story. The player presents this to the guard at Ayemar in a little detective show moment. If the player does this Hlorgir will return to his seaside shack. There he will give the player an enchanted item, saying that he’d found it washed up on shore many years ago.



The Gem[/Rock/Stone/whatever the object is] Collection [-Why

Journal Entry: TR_m2_Ak_Gem
IDs: TR_m2_q_A8_2_
Quest Giver, Location: Rilas Dralethan, Akamora

Rilas Dralethan is a noble in Akamora who collects gems and rocks. He is currently interested in retrieving a rare gem from the ruins of Dun Akafell. He already sent a mercenary to look for it but hasn’t heard back from him, so he’ll send the player to investigate.

The player will find the corpse of the mercenary somewhere in Dun Akafell and evidence that points towards someone killing him for the gem. Rilas will suspect that a rival of his –the merchant named Vedaves Vedrel- was behind it and will send the player to break into his house. The player will find the gem somewhere inside.

The gem should have some sort of story that connects it to the legend of a dragon who used to live at Dun Akafell.



Character Flaw [-Lud

Journal Entry: TR_m2_Ak_Flaw
IDs: TR_m2_q_A8_3_
Quest Giver, Location: Fasele, Akamora

Ainab Guls is a former Telvanni sorcerer who has settled in Akamora after leaving House Telvanni for religious reasons (he was raised as a Temple believer in Ranyon-ruhn). Normally a friendly and sociable, he has been suffering from strange mood swings recently, which has made the life of his slave, Fasele, quite unbearable. She wants you to investigate into the cause of his mood swings. She says that some days ago a man came in to get the enchantment on an item fixed. The player will be given a description of the man which will lead him to Reram Vares who is currently located in the The Laughing Goblin.

Reram Vares is actually a Telvanni Retainer. If the player presses him enough he will admit to giving Ainab an enchanted object of drain personality as payback for Ainab Gul leaving the Telvanni (He couldn’t kill him because that would draw too much attention from the Indoril. Since he doesn't want to get in trouble with the guards, he'll tell the player what the enchanted object looks like so that the player can go remove it from Ainab Gul's house, which will return him to normal.



Hunting Daedra [-Not

Journal Entry: TR_m2_Ak_Daedra
IDs: TR_m2_q_A8_4_
Quest Giver, Location: Some guard

Some guard in Akamora wants you to go out and kill that dridrea (but now it's a vermai) that TF found, like that one quest with the Kagouti in West Gash in vanilla. But with Vermai. Simple as they come.



Free at Last? [-Lud

Journal Entry: TR_m2_EP_Free
IDs: TR_m2_q_A8_5_
Quest Giver, Location: Midave Llarys, Erethan Plantation


Midave Llarys want’s the player to look into the disappearance of a slave from Erethan Plantation. Since the slave was last seen in the southern fields, he will ask the player to ask Pedivur, a Breton alchemist who lives in a tower to the south of the plantation if she knows anything about it (Midave would ask her himself, but doesn’t have the time and thinks that another outlander would have more luck talking to her.

Pedivur will tell the player that she knows nothing about the slave. However she will tell the player that she noticed a strange man creeping around the area near the plantation from her tower and that she noticed the man heading off in a northeastern direction from the plantation. Because she saw him on more than one occasion, she can give the player directions to the hideout.

The slave was captured, abducted or liberated (depending on whom you ask) by a Telvanni destruction mage, who is using him for non-lethal (but obviously not particularly pleasant) experiments with his school of magicka. The mage, when confronted, insists that it is purely voluntary (you see no shackles or locks), and the slave (when you meet him some rooms away) confirms but is somewhat scared. He says that he has been vaguely promised some basic armor and provisions for his way back to Black Marsh, but the mage seems rather reluctant to give him the reward. He asks you to try talking some sense into the mage.

You have the following options:

1. Tell the mage that the slave must return to its rightful owners. The mage attacks.

2. Ask the mage to reward the slave immediately and let him leave. The mage will insist that the slave is free to leave, but has not been helpful enough to earn his reward. And that by freeing the slave, he has already done more for him than he had to. He proposes that you find some 5 standard health pots and a few pieces of chitin armor for the slave and deliver them yourself; he doesn't believe you'll actually do this chore anyway. You can bring up some doubts about the "voluntarity" of the experiments and whether a slave that has just been freed can actually make such a decision. The mage remains steadfast (although YOU can still attack him).

Talk to the slave (optional):

If you killed the mage, the slave decides his best option now is to run away, even though he is probably doomed doing so in the middle of Indoril territory without even any armor. Next time the player comes back, he's gone.

If you didn't kill the mage, you learn nothing new.

You can now return to Erethan Plantation and deliver news to Midave Llarys for a suitable reward. Should you return to the ruin/cave, the mage and the slave both are dead - obviously they have resisted arrest.

But you can also bring up 5 standard health pots and a few pieces of chitin armor (need not be any particular pieces; just any 3, with gauntlets/pauldrons counting half, should suffice, BUT boots and helmet don't count) and give them to the slave. He will make off, rewarding you with some minor Resist Fire spell that he apparently got taught by the mage for the experiments. The mage, while not particularly happy, will not object.



Walk the Talk [-BC

Journal Entry: TR_m2_wil_Between
IDs: TR_m2_q_A8_6_
Quest Giver, Location: Orc at Inn Between

The person to be framed is the duelist, whose arrogant dialogue is not quite universally popular. The framing is initially meant as a prank: nobody believes the vampire hunter's stories anyway, and the duelist would also hardly pick a real fight with some random idiot. The main goal is to expose both sides to some well-deserved ridicule and maybe even watch a nice brawl. Depending on the dialogue options chosen, and on the booze you offer the two before their "duel", however, this can evolve into an actual fight to death and an eviction of the victor from the Inn.

(In this version of the story, it might have been the Orc who has framed them. Normally, I wouldn't expect an orc to scheme, but this is a simple plot and intended to show two boasters their place, rather than actually kill anyone. What comes out of it is a different story.)

What I don't see at the moment is how exactly the hunter should be made believe the duelist is a vampire. Money is obviously not an incentive, and "look, this guy is always staying inside at day" is probably too bland (shouldn't a vampire hunter notice such things on his own?). Maybe some alcohol is needed beforehand to make this work. I'd prefer some better "clues", though. [BC Note: Because the hunter's a bit dumb, I was going to have the player either plant or 'discover' some vampire dust about the duelist - because obviously vampires shed dust all the time]



A Lost Traveler [-BC

Journal Entry: TR_m2_wil_Hlersis
IDs: TR_m2_q_A8_7_
Quest Giver, Location: Some guy somewhere on a road.

For a really simple one, perhaps someone can't find Hlersis. They weren't told it was a cave settlement. [I'm just gonna write this one flat out, see where inspiration takes me once I've got the file in my hands]






I will claim the last two, don't know when exactly they'll be done but aiming for within a week.

Before work can properly begin, can someone please upload a version of the file without dependency on Mainland (I don't have whatever the tool is) to be used as the base file. (TDF, hopefully your work shouldn't be too affected by this: hopefully we can just remove the dependence from your file too)
Last edited by Bloodthirsty Crustacean on Fri May 04, 2012 11:39 pm, edited 1 time in total.
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Post by Terrifying Daedric Foe »

I might try to remove the dependency on the esm myself when I'm finished. I'll switch it to the esp (is that right?)

The Ayemar quest I've called The Fall Guy. It's a tad more complicated than the plan would suggest. Now if you simply pay the fine then Hlorgir gets killed by the traitor guardsman. To get Hlorgir to survive you need to find the evidence that he is innocent to prompt a further investigation by the Indoril leader, which then leads to the traitor guardsman getting killed resisting arrest.

For the Akamora gem quest, I've come up with a bit of lore to explain the gem. It's a ruby called Nobura Tayo (which means 'rising sun' in one of the Akaviri languages). It was found by Almalexia in the crown of the Akaviri leader [url=http://www.uesp.net/wiki/Lore:Ada%27Soom_Dir-Kamal#Ada.27Soom_Dir-Kamal]Ada'Soom Dir-Kamal[/url] after she defeated him at Red Mountain and then given to the dragon (needs a name) in return for the role it played in defeating the invasion. Nobura Tayo is so-called because it is said to shine as beautifully as the rising sun in the east.
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Post by Bloodthirsty Crustacean »

Good improvement on the Ayemar quest. If anything, I'd scrap the whole paying the fine segment, given that finding evidence and playing detective is a lot more fun, but maybe your little twist makes it better. As long as its clear that the best option is to go and find the evidence.

Re: dependencies, I don't believe this file should need to be dependent on Mainland at all.
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Post by Aeven »

BC: IIRC Scamp also made some improvements to Mainland 1 and 2 in this file, expecting this to be merged in later.
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Post by Bloodthirsty Crustacean »

Uh-oh... That could make this even more of a merging nightmare than it already was.

Better the dependency is removed now, so we can spot problems sooner, because it will have to be removed before merge anyway.

As long as the changes were additions not modifications or deletions, they will come through unscathed. Otherwise, there will be duplications and other mess created.
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Post by Andres Indoril »

Bloodthirsty Crustacean wrote:Journal Entry: TR_m2_wil_Hlersis
IDs: TR_m2_q_A8_7_
Quest Giver, Location: Some guy somewhere on a road.

For a really simple one, perhaps someone can't find Hlersis. They weren't told it was a cave settlement. [I'm just gonna write this one flat out, see where inspiration takes me once I've got the file in my hands]

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Post by Yeti »

Aeven wrote:I think we should replace the dridea with the Vermai. We have excellent new creatures like the Vermai and Swamp troll, so we should use them.
The major region of this claim is the Mephelain (I probably spelt that wrong) mountains and Dridea are Mephala's Daedra, so that's why there are a lot of Dridea in these areas. A lot of interiors even have abundant spiderwebs because of this.


Also, BC if you're making the "Walk the Talk" quest you should probably look at improving the duelist's dialouge. I might have rushed it a bit.
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Post by Tyrant »

Thrignar Fraxix wrote:we've already got a quest involving a slave in akamora, and I don't know why you are talking about the telvanni in an indoril town
Roger that, and the Telvanni part was just something I forgot to change from when it was planned for Tel Muthada.
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Post by The Greatness »

arvisrend wrote:What I don't see at the moment is how exactly the hunter should be made believe the duelist is a vampire. Money is obviously not an incentive, and "look, this guy is always staying inside at day" is probably too bland (shouldn't a vampire hunter notice such things on his own?). Maybe some alcohol is needed beforehand to make this work. I'd prefer some better "clues", though.
Maybe you have to make the vampire hunter drunk and then convince him that the duellist is a world-famous vampire with hundreds of famous exploits, and the vampire hunter should kill him for the fame.

If you want proof, maybe this could involve tracking down some amulet or jewellery famously belonging to an old vampire clan, and planting it in the duellist's room. This could involve some investigations in Akamora, and I guess it could either be in a shop or in a nearby cave.
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Post by Bloodthirsty Crustacean »

Just a reminder that I can't begin work until I get a copy of this file without dependencies.

(p.s. TDF the file you provide should have no dependencies other than the vanilla .esms and TR_Data. It should be 'based on' the claim .esp by loading it alongside, but not as Active, but not in any way actively linked to it)
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Post by Haplo »

Here is a non-dependent version of the latest file in this thread. Please keep the Free prefix in the name, in case of problems. I have not tested this or even loaded it in the CS to see what kind of error messages appear.
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Post by Bloodthirsty Crustacean »

This file is definitely dirty in some unexpected places, some quest dialogue from Map1 has been dirtied up for some reason, amongst other odd stuff. I'm not seeing anything too catastrophic, but the best approach is probably to merge the above file directly with the most recent Mainland.esp, and then work from there; crucially without loading the above file in the CS first.

I have neither the most recent Mainland nor suitable utilities, so again if someone could please help with that it would be most appreciated!
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Post by Haplo »

Would you like me to set the TR_Mainland.esp as active?
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Post by Bloodthirsty Crustacean »

Yes please, just merge the two into one file (an .esp: no .esms other than vanilla ones and Data)
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Post by Haplo »

Here it is.

Edit: Files deleted due to confusion. New files below.
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Post by Terrifying Daedric Foe »

My weekly update is that the Ayemar quest is nearly finished, I'm just bug-testing some scripts at the moment. If I haven't finished by the weekend I'll upload anyway so someone else can look at them.

Does anyone have any thoughts about the Dun Akafell gem lore I posted earlier?
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