Great. I'll move on to other quests for now.
EDIT: "Bal Oyra: Muskflies"
Looking very good, and a nice break from the dialogue based quests I've been doing.
Three minor gripes:
- Tandreyen Reynos appears to have the Head of Scourge on his wall. Isn't that supposed to be a unique Easter Egg?
You can steal the pot that the musk-stuff is in, resulting in floating musk-stuff and flame. Make pot a static/attach "NoPickup" script, and make it unique
Tandreyen stands too close to the pot so, as far as I could tell, any budding thief would be unable to steal the musk-stuff. (As far as I'm aware, Tandreyen never moves. If he does, then it's no problem)
Overall, a very satisfying quest.
EDIT: "Bal Oyra: A Sweet Deal"
Overall, very few bugs.
One slight problem with the note: I assume you wanted the threat to appear, at any point at which the player dobs the gang in? Under the current script, that doesn't quite work. Here is my revision:
Code: Select all
begin TR_m1_BOnotescript
short DoOnce
short JournalOnce
If ( OnActivate == 1 )
Activate ; This because I couldn't pick the note up for some reason. ;This, however does not seem to fix that.
If ( JournalOnce == 0 )
journal TR_m1_BO_SweetDeal 120
Endif
Endif
If ( Player->GetItemCount "TR_m1_Q51_bk_notefromsmugglers" >= 1)
If ( JournalOnce == 0 ) ; This because I couldn't pick the note up for some reason. This however does not seem to fix that.
journal TR_m1_BO_SweetDeal 120
set JournalOnce to 1
Endif
endif
if (DoOnce == 2)
Return
elseif (DoOnce == 0)
disable
set DoOnce to 1
endif
if ( GetDeadCount TR_m1_Shabhi >= 1 )
set TR_m1_BO_SweetDealBetrayed to 1 ; Make sure to create this variable
endif
if (GetJournalIndex TR_m1_BO_SweetDeal == 80)
if (CellChanged == 1)
if (GetDeadCount TR_m1_Hradell == 0)
enable
TR_m1_Hradell->disable
endif
if (GetDeadCount "TR_m1_Ligrod_gro-Muzar" == 0)
enable
"TR_m1_Ligrod_gro-Muzar"->disable
endif
set DoOnce to 2
endif
elseif (TR_m1_BO_SweetDealBetrayed == 1)
if (GetDeadCount TR_m1_Hradell == 0)
enable
TR_m1_Hradell->disable
endif
if (GetDeadCount "TR_m1_Ligrod_gro-Muzar" == 0)
enable
"TR_m1_Ligrod_gro-Muzar"->disable
endif
set DoOnce to 2
endif
end TR_m1_BOnotescript
The original script did not work because of you making the last bit return when the Journal > 90. This way, with a global variable set to one, whenever the PC dobs them in with the guard, is slightly more efficient, as it does not rely on possably fluctuating Journal values.
EDIT:
Okay, my script still has the picking up bug, which I'd assumed I'd avoided. The second bit now works properly, but as before, I am unable to pick up the note without glitching.
Make sure to remove my comments, as currently it appears they spill over.
Also, guards will continue to respond to the topic "basement", even after they have already dealt with it.
"Basement" in general appears to be totally un-filtered. (I noticed that Rigi'Fasht talks about "basement")
Otherwise, very nice. Only suggestion is, perhaps the guys should only turn up at night, or some other time to suggest it's a "secret meeting"
EDIT: "Bal Oyra: Fast and Furious"
Again, very good with minor bugs.
"Ilnora's Bakery" should be Ilnori's Bakery
The Player can't speak to the Lish, you just get the "who's there?" greeting. Make his quest greeting Greeting 0?
Once you give Lish the pie, Murob instantly knows he's stopped eating again. Perhaps "I suspect he'll stop eating again soon"?
Murob is called "Murob Magar" by the journal, not gra-Magar.
EDIT: Which Witch?
Liking the idea, and comedy factor, but not sure it's starting right.
When I get to the witch 'n' nord pairing, I get forcegreeted by both, which I assume is in the plan. Then, I spoke to witch-girl, who thanked me for calming the nord, even though I'd done nothing. Nord then had some generic greeting for me, as opposed to something quest-related. I could, however, ask him about his axe, and get that part of the quest started.
EDIT: Race Through Aranyon Pass.
Nicely done, almost no bugs.
Only problems: If the player moves at the speed of the Boots of Blinding Speed, then you get the journal for winning, but Rigi does not acknowledge this, resets and restarts quest. Not that this is a necessarily bad thing. Prevents one of the obvious bugs/cheats here.
When you refuse to give Rigi his cash, he gets into "ninja-pose" and screams at you, but doesn't actually attack, letting the player go free.
Also, just so you know, I tried to test a cheat way by circling round the pass, hoping to get to Sarvanni whilst being out of range of his AI. This did not work, so that's another cheat pre-squashed. Lovely.
If the player loses, Rigi doesn't reset.