Goto page Previous  1, 2, 3, 4, 5, 6, 7, 8  Next
Author
Message Post new topic Reply to topic
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Great news, Yeti! I'm definitely in favor of including this in the Almalexia release (tbh I wouldn't be surprised if even the west coast of the Thirr is NPCed by the time we get to finish Almalexia). I'll have a look at the claim once I'm back from this conference and have finished my own outstanding debts (q2-30 and Mainland fixing). Sadly I don't know much about the Velothi hut -- Thrignar, can you help out here?
Post Thu Jun 27, 2013 4:35 pm Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

arvisrend wrote:
Sadly I don't know much about the Velothi hut -- Thrignar, can you help out here?


All I need is an orphaned shack interior to replace it with. Also, you were the one who originally told me to replace the shack with a Velothi hut, so you of all people should something about it. Very Happy

_________________
-Head of NPCs: Skyrim: Home of the Nords
Post Thu Jun 27, 2013 8:17 pm Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



Just jumped around - lest the bc dump sound dry, must first say I'm continually impressed by the world dialogue you come up with, Yeti! (& others) Now that cpt obvious is out of the way,

betacomments:





world


Drethl Ancestral Tomb "whitespace in tomb's name"

TR_ex_ind_hwstair Thirr River Valley (10,-24) 86755 -191821 88 "bit of ground bleeding?"

EX_MH_door_02 Roa Dyr (9,-27) 80135 -216114 289 "ground covers a lil bit of that door"

TR_in_MH_int_wall_02 Roa Dyr, Mabelien's House 256 -1024 0 "this one's pillar bleeds with TR_in_MH_int_stairs_02's pillar, flickers when moving around."
TR_in_MH_int_wall_02 Roa Dyr, Mabelien's House 256 -1024 0 "also hole into the ceiling here"
TR_in_MH_int_wall_02 Roa Dyr, Mabelien's House 256 -1024 0 "Btw since this ceiling will need fixing, how about also adding a in_MH_doorjamb_02 and locked door here to block the way up? It's a bit weird that the whole house is left open because it's mostly empty. You're led here by rumours to check out the trader, but he's in a closed room downstairs, and there's free stuff to steal upstairs (silver sword etc)"


some missing windows: {

ex_velothi_triwin_01 Almas Thirr (6,-28 ) 54261 -224104 360 "that fancy triplewindow..."
in_v_s_int_corner_01 Almas Thirr, Trade Office 3840 4928 15104 "...is not in the interior"

ex_velothi_triwin_01 Almas Thirr (5,-28 ) 44944 -223632 644 "here... "
steel axe Almas Thirr, Llunela Savel’s House 1971 -290 15945 "... neither."

ex_velothi_triwin_01 Almas Thirr (5,-28 ) 44664 -226144 640 "here... "
in_v_s_int_corner_01 Almas Thirr, Darane Soms: General Trader 3840 4672 12672 "... has neither of the two windows"

for reference, this first interior places them on the second floor, or this second interior places them on the sides of the door instead:
ex_velothi_triwin_01 Almas Thirr, River Edge Inn -107 173 246
ex_velothi_triwin_01 Almas Thirr, Plaza Sanctum 3743 4031 15674 "places them next to the door instead"

}

ex_velothi_window_01 Almas Thirr, Plaza 3904 5180 11712 "this window not found in interior"


light_de_candle_13_Off Almas Thirr, Tribunal Monastery 5035 3915 769 "barely noticeably bleeder"

in_v_l_int_column_01 Almas Thirr, Bloodstone Shrine 6156 3047 298 "bit of in_moldcave bleeds back from it near base"


bk_AlchemistsFormulary Almas Thirr, Temple Dispensary 4413 5220 16066 "kinda floating"

a_ex_de_rowboat Almas Thirr, Underworks 2532 4479 12131 "The int next to this is called 'smuggler Relay' - but it's completely isolated, so Relay to where? Those rowboats also make no sense at all since there's no exit for them here, you have to go 100% underwater to access that part of the underworks."

in_v_s_trapdoor_01 Almas Thirr, Canalworks 4736 4011 15551 "there's at least 5-6 times the distance between the trapdoors in the Underworks that there is between them in the Canalworks..."
ex_vivec_grate_01 Almas Thirr (6,-28 ) 52364 -228944 -80 "those gates are activators (spin on themselves). Were these supposed to be actual loaddoors providing access to the Underworks like in Vivec? That would make more sense, but otherwise should be converted to statics"

active_com_bed_03 Dondril, Under Nest Inn 4776 4070 14601 "isn't this _com bed out-of-place here"

Ex_De_Shack_Door Dondril (9,-22) 76240 -176620 1816 "who is Vulyne Samran? If she's not inside this should be locked"

in_velothismall_ndoor_01 Thirr River Valley (7,-26) 62776 -207797 4203 "door needs to be slightly rotated (big of ground visible under)"

Ex_DE_ship_cabindoor Thirr River Valley (5,-21) 45928 -170398 -564 "door marker for this door is too high, places half through ceiling into void"


light_tikitorch_177 Manumnabi 4897 -4021 -645 "this..."
light_tikitorch128 Manumnabi 3181 -4107 -323 "place"
light_tikitorch_177 Manumnabi 1757 -4437 -124 "shouldn't"
light_tikitorch128 Manumnabi -155 -3148 117 "have"
light_com_candle_07_77 Manumnabi -1728 -2828 119 "all those"
light_com_candle_02_64 Manumnabi -1385 -2650 68 "lit"
light_tikitorch_177 Manumnabi -703 -3073 116 "torches"
light_tikitorch128 Manumnabi -155 -3148 117 "and candles"
light_tikitorch128 Manumnabi 1381 -2116 339 "since it seems everyone in it"
light_tikitorch00_256 Manumnabi 1153 -1206 138 "has been dead"
light_tikitorch128 Manumnabi -188 -1149 139 "for a long,"
light_tikitorch128 Manumnabi 154 -148 -17 "long while, and it's now occupied by nix hounds"




renting beds not yet added to the publicans:


TR_m3_Llanas Tharoth00000000 Roa Dyr, The Tower and Temple 3655 1797 15490 "She's supposed to only lodge the Indoril, but her greeting's friendlyness is inconsistent with her answer on Beds - (I don't like you staying here. Get lost.) - perhaps give her a move appropriate greeting if she's in conditions to refuse beds"
TR_m3_Methal Fals00000000 Roa Dyr, The Netchiman's Staff "oh so that was just the default entry on beds"
TR_m3_Relan_Teneran00000000 Roa Dyr, The Fallen Moon
TR_m3_Arvon Unavl00000000 Almas Thirr, Limping Scrib Cornerclub
TR_m3_Bols Narvol00000000 Dondril, Under Nest Inn 3996 4123 14576 "doesn't rent beds, btw the way to the room is a bit special"




NPCs:


TR_m3_Gilse Ilvi00000000 Ilvi Manor 8205 7377 19074 "always walks against walls, needs reduced wander?"

TR_m3_Eveshi Drilor00000000 Roa Dyr, Harbor Offices 1 -66 -126 "is the harbour master really supposed to be a (short blade / light armor / sneak) trainer? Wouldn't it make more sense if she trained Mercantile, Speechcraft, perhaps Alchemy, things that she could actually teach in there behind her counter"

TR_m3_Nina Nelaram00000000 Roa Dyr, The Netchiman's Staff 4123 6699 14850 "(repeatable) is always stuck in the table and walking in place when loading this cell. eventually gets out of it but looks silly, just needs to be moved a bit or have her WanderAI set to 0"

bk_AncestorsAndTheDunmer Almas Thirr, Tribunal Monastery 5582 3600 1068 "stuff in this cell has no ownership. (that book shouldn't be in dunmer ints :<)"

active_de_bedroll Almas Thirr, Bloodstone Shrine 5224 3708 2345 "bed not owned"

misc_uni_pillow_01 Almas Thirr, Sovos Ramaleth: Pawnbroker 3656 2823 13653 "sells his own stuff"

TR_bk_ExpandingMagickaRevised Almas Thirr, Celdora's Assorted Texts and Tomes 4163 4203 15786 "this book should be owned by someone else, otherwise when it's bought the one above it will float"

TR_m3_Clepitus Mados00000000 Almas Thirr, Clepitus Mados: Cartographer 3767 3698 15746 "Is the cartographer supposed to be a Long Blade, etc. trainer? (he is) Also is he supposed to sell maps? (he doesn't)"

TR_m3_Moram Balis00000000 Almas Thirr, Plaza Sanctum 3249 4740 15305 "an Agent trainer for the Temple? (Short blade / light armour / sneak) seems a bit offbeat, perhaps he could have some dialogue to explain it though?"

TR-m3-alchemist-key-i3-602-ind Almas Thirr, Ilmyna Adas: Alchemist -518 163 59 "this is named Molos Aravel's Key, NPC here is named Ilmyna Adas - guessing an unnoticed leftover from whoever made the interior?"

TR_ex_ind_siltport_01 Roa Dyr (9,-27) 77580 -214548 189 "Doesn't have a travel NPC (unless even the NPC is to be added on merge)"




dialogue:

(not including grammar or missing commas here since I think it'll be faster for dialogue reviewers to fix directly? but I did quickly flag them in betacomments, do tell me if you want that)


TR_m3_Larola Naves00000000 Ilvi Manor, Brewery 4156 4215 15042 "(greeting) the word Dunmeri highlights Dunmer, not really wrong but looks odd"

TR_ind_guard "topic Dondril - Should guards have the farmers' dialogue?
The Dondril greeting also overwrites the usual guards', 'I'm an officer of the Imperial law. Move along.'"

TR_m3_Terminus Atrus00000000 Roa Dyr, Terminus Atrus: Wizard 3717 2547 15874 "refers to himself on topic Services"

TR_m3_Elo_Bolum00000000 Roa Dyr, The Netchiman's Staff 3899 7071 15106 "topic Drothyl Sevl - this dialogue mentions the Dres having a different opinion, if there are more Dres NPCs than this guy in Roa Dyr, the topic could have an alternative entry conditioned faction-Dres? or perhaps the entry could exclude him?"

TR_m3_Quilmaro00000000 Almas Thirr, Plaza 4967 4135 11357 "should be excluded from the latest rumor entry concerning his wife. Or perhaps NoLore him?"

TR_m3_Rarayl_Silveth00000000 Almas Thirr, Tribunal Monastery 4950 3013 770 "self-reference in someone in particular"
TR_m3_Ulleve Teloth00000000 Almas Thirr, Plaza Sanctum 3379 4378 15554 "self-reference in someone in particular"
TR_m3_Sandor Ormero00000000 Almas Thirr, Plaza Sanctum 3973 4267 15832 "self-reference in someone in particular"

Roa Dyr, The Fallen Moon "the whole cell should be excluded from the Roa Dyr 'services' entry which disparages this tavern, or perhaps just NoLore the guy who stays here since he's an outsider"

TR_m3_Tivor Varyos00000000 Roa Dyr, Mabelien's House 804 -255 -126 "needs to be excluded from latest rumour concerning him ('The town smith, Mabelien,...') "

These cells should be excluded from latest rumour "I hear that a group of Temple alchemists ..."
Almas Thirr, Canalworks
Almas Thirr, Botanical Garden
Almas Thirr, Temple Dispensary

TR_m3_Seey00000000 Almas Thirr, Underworks 6264 -1430 12161 "might want to NoLore the thief..."
TR_m3_Jahram00000000 Almas Thirr, Underworks 2327 -1461 12161 "... and pusher in the Underworks?"

TR_m3_Seey "greeting - You seek your death traveling into these dark passages, even if this one has no interest in taking it today." = you can take a life, perhaps you can rather "give" a death?

The Roa Dyr Morag Tong Guildhall assassins could use a cell-conditioned background entry? The fact that their guildhall is public brings out the vanilla inconsistency even more:
(Background: What I do is my own affair. -- my trade: I'm an assassin. Killing is my profession)



balance ... :

I often get the impression that Temple places (Roa Dyr, Temple) don't have anyone training spells.

silver claymore Roa Dyr, Eastern Guard Tower -78 566 301 "free silver claymore to steal, the nearby guard could be placed in better line of sight?"

bm_corpseloot_0100000000 Almas Thirr, Underworks 5186 2271 11138 "this is the free Dreugh cuirass Bloodmoon corpse..."

chest_01_v_potion_ap_04 Thirr River Valley (6,-27) 49857 -214875 -633 "TONS of potions in this underwater chest. Somewhat hidden though."

TR_ind_guard00000009 Drethl Estate, Guard Tower 251 43 -126 "if he's supposed to guard the stuff upstairs, he doesn't - wanderAI brings him down"




misc comments:

TR_ex_ind_tower02 - is there a reason for towers (guard towers, even) having NO windows or openings at all? (aside from entrance) I find it very odd, but all three in Roa Dyr are that way, so it seems almost deliberate

Drethl Ancestral Tomb, is quite well hidden on a cliffside, anything good inside?

TR_m3_Revea_Telas, interesting that an alteration mage is a farmer, raises a question - does she use alteration to grow crops, or if not, why?

nice to see the Morrowind lore topic unlocked.

and the Inlet Bog topic is a very nice touch. Afaik it's only obtained by the "specific place" topic from Dondril right now. Is it going to be extended elsewhere around the bog?

silver_helm Dondril, Galoro Sevlor’s Shack 3623 3945 14896 "should the Dunmer witchhunter have an imperial helm?"

mudcrab0000001E Thirr River Valley (7,-26) 57648 -207113 285 "mudcrab seems always stuck on the boat when spawned"

nix-hound00000006 Thirr River Valley (7,-26) 59162 -208171 3242 "the poor nixhound on that cliff is condemned to fall down"


Last edited by rot on Wed Jul 10, 2013 6:38 pm; edited 1 time in total
Post Wed Jul 10, 2013 4:03 pm Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Thank's for the error report, rot. I've actually done a decent amount of bug-fixing since I posted the file you tested, but a lot of the errors you found seem to be things I missed. You really have a good eye for catching bugs, especially in my claims. Very Happy

Anyways, I should have an optimized file with finalized dialogue up by the end of the week. After that there should only be a few minor details to iron out before this claim is ready for review.

_________________
-Head of NPCs: Skyrim: Home of the Nords
Post Wed Jul 10, 2013 6:28 pm Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

BAM! Here's a new file. But not just any file, I'll have you know. This claim is actually super close to being ready for review. There are just a few more tweaks I want to make to it before posting a final version. Mostly nitpicks at this point, but I try to aim for perfection. Well, at least as close to perfection as someone of my modest abilities and unobservant eye can hope to achieve. I'm sure you guys will find innumerable ways to improve this file once it's in and out of review. There certainly weren't a shortage of stylistic issues to fix in Akamora, as I seem to recall. Smile

I believe I've fixed most of the bugs reported in this thread so far. Someone with moderating powers could probably go back and put them all in bold now so there's no confusion. I'll list the bugs I didn't get around to fixing (and will probably leave to someone else to fix) below:

Quote:

tr_ex_ind_roadmarker Roa Dyr (8,-27) 72118 -213175 384 "Missing banner"
TR_ex_ind_pier_01 Roa Dyr (9,-27) 73785 -215689 67 "Terrain needs to be higher. Now you can't walk up there. Had to jump"
ex_vivec_w_02 Almas Thirr (6,-28) 56269 -226526 648 "caspering a little bit"
TR_terr_cliffel2bL Thirr River Valley (6,-27) 51210 -215224 -1024 "caspering"
a_ex_de_rowboat Thirr River Valley (6,-27) 50093 -214383 10 "floating unrealistic"
TR_terr_cliff45inL Thirr River Valley (5,-27) 48614 -215584 -1024 "cliffs not snapped properly"
furn_de_signpost_02 Dondril (9,-22) 78987 -176544 2321 "missing banner"


Someone with exteriorizing skillz definitely needs to check out the underwater canyon area just north of Almas Thirr. There are a ton of seams between the cliff pieces used there that I just didn't have the patience or ability to fix. Also, I don't really count the missing banners as errors, since for all I know unique banners haven't even been made for these cities yet. Regardless, I included them here anyway just to remind people they need to made, if they haven't already.

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

Now for me to start sounding like a broken record. Really, the only major thing holding this claim back from being finished is missing interiors. By missing interiors I mean:

1: The Shack that is supposed to be in (8.-24)

I love how this stupid shack has become such a recurring problem. First arvisrend brought up how it didn't have an interior and suggested I replace it with a Velothi hut to use an interior supposedly orphaned from another claim. But then that turned out to erroneous, forcing me to ax all my work putting it in. Now we're back at the beginning, with me still needing a shack interior. Actually we've take one step back, since I still have yet to return the original shack to its proper place in the exterior...

So long story short, I need a shack folks. At this point I don't care if you find me an orphaned one (I heard there were a whole bunch left over from the old Almas Thirr Foreign Quarter) or make a new claim. One insignificant farmer's shack won't take our team of interior modders long to churn out.

2-3: These two interiors in reviewing

I need somebody to do a final review of these two interiors so I can merge them into my file. Shouldn't be too much of a problem, I hope. In fact, I probably could have pmed TF about doing this awhile ago. Come to think of it, I should probably pm him right now, just in case he doesn't read this long rambling post. Laughing

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

I don't really have much else to say other than that I'd appreciate any further bug reports, comments and critiques before I post my final file. After working on this claim for the past few months, I'm really glad we've switched over to doing smaller NPC claims. Three settlements in one claim is a ridiculous amount of work in hindsight. Although there are some advantages to having one modder take on such an expansive area (it helps create homogeneous dialogue and keeps NPC style consistent) the task is simply far too daunting. At times it was really hard to find motivation to work on this claim, which is part of the reason it's taken so long to get to this stage.

Oh well, I guess it all worked out in the end.

Or at least I hope it did.... Mr. Green



Clean TR_Map_3_Detailing_A2.esp
 Description:
I really hate coming up with something to write in the file comment after describing what it's all about in the main body of the post above, but I feel I have to put something here all the same. bleh.

Download
 Filename:  Clean TR_Map_3_Detailing_A2.esp
 Filesize:  4.89 MB
 Downloaded:  75 Time(s)


_________________
-Head of NPCs: Skyrim: Home of the Nords
Post Mon Jul 22, 2013 6:26 am Send private message             Reply with quote                   up  
Why
Lead Developer
04 Jul 2009

Location: Utrecht

I spent most of today's modding-time reinstalling Morrowind because it'd continuously crash, but I did have a look at most of your dialog and I'm really quite happy with what I'm seeing. Don't forget to ShowMap the interesting things like town names and daedric ruins (Hadrumnibibi) in their own topics and when they're mentioned. You've managed to make a somewhat bland idea for a pilgrimage site interesting, and I love how you've written different lines for Indoril, Hlaalu and Temple folk when talking about Almas Thirr. Overall great dialog, especially for Ilvi and the Temple guy, though I didn't manage to finish it all. Is there anything in particular you'd like me to take a look at before you continue?
Post Fri Jul 26, 2013 8:54 pm Send private message       Send e-mail       Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Glad you're liking it so far, Why, and yes there are a few things I'd like you to check out.

1. First of all, I'm not really satisfied with the latest rumors and little secrets for Almas Thirr. Somehow, I don't feel they're interesting enough as is, or that they don't adequately cover such a large settlement.

2. Perhaps give Dadas Blarvam's dialogue a more thorough look? I tried to give him mumbo-jumbo Temple-sounding speech, and I'd like to know how well it sounds to someone else's hears. He's kind of hard to find in-game, so I want the players who actually discover him to be treated to a unique conversation. Smile

3. I made the publican of the Limping Scrib Cornerclub in Almas Thirr a Blades. I figured there would have to be one of the Emperor's spies in Almas Thirr, due to it's importance in terms of trade and politics, and that a publican would be able to collect information from travelers without drawing suspicion. Basically, he's hiding in plain sight, trying to balance his loyalty to the empire with his heritage as a Dunmer. What I want is input on whether I wrote his character well. I might have gone a little overboard writing dialogue for him. Smile

4. In general, did I write too much unique dialogue for characters? Tell it to me straight. Very Happy

5. I know you didn't want me to go overboard on mentioning commerce in Almas Thirr, since its supposed to be a serene Temple/Indoril kind of place. How did I do in this regard?

6. Did I write Dunard Bauring a little too over-the-top? I might have gone a little overboard on his "I'm an ignorant outlander ass hole" personality.

7. How did I do with naming interiors in Almas Thirr? I always have trouble coming up with interesting names for inn and taverns in particular.

_________________
-Head of NPCs: Skyrim: Home of the Nords
Post Sat Jul 27, 2013 6:23 am Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Good work -- I've visited two towns and all dialogue I've seen was good. Here's some bugs noticed:

NPC "TR_m3_d_dead orc" should have no script or soundflies (depending on whether there can be flies in that place).

NPC "TR_m3_Darane Soms" should have some negative-quantity (=refilling) wares, otherwise one can buy her inventory empty.

Same for NPC TR_m3_Camoleth. Think of stuff that the player himself will need over and over: arrows, repair hammers, soulgems.

Same for NPC "TR_m3_Adosl Drinith". Respawning hammers please! And maybe the hammers on display should not be for sale (just give them ownership by a shady smuggler or an ordinator), as she also offers repair.

This is done right with NPC "TR_m3_Llanderi Falavel", but you might want to remove the alchemy apparatus from her possession (give it to an ordinator instead), while possibly adding the same apparatus to her inventory. It looks weird if I buy apparatus from an alchemist and suddenly he has no more mortar and pestle to work with! (But this is a very minor issue.)

Some scripts are lacking objects:
Unable to find referenced object "TR_rent_door_RoaDyr_FM" in script TR_Rent_AlmasThirr_FallenMoon.
Unable to find referenced object "TR_door_rent_AlmasThirr_HC" in script TR_Rent_AlmasThirr_HoC.
Unable to find referenced object "TR_door_rent_AlmasThirr_HC" in script TR_Rent_AlmasThirr_HospiceCrossiwg.
Unable to find referenced object "TR_door_rent_Almas_LS" in script TR_Rent_AlmasThirr_LimpingScrib.
Unable to find referenced object "TR_door_rent_AlmasThirr_TP" in script TR_Rent_AlmasThirr_TippedPitcher .
Unable to find referenced object "TR_door_rent_AlmasThirr_TP" in script TR_Rent_AlmasThirr_TP.
Unable to find referenced object "TR_rent_door_RoaDyr_NS" in script TR_Rent_RoaDyr_NS.
Unable to find referenced object "TR_rent_door_RoaDyr_TT" in script TR_Rent_RoaDyr_TandT.
This might have different reasons; I think in the limping scrib case, it's that the door is not marked "references persist". All referenced doors should be. Then look if any of the errors still persist.

Topic "Background" by NPC "TR_m3_Raleth Hlasur" has a whitespace after a period missing.

Topic "Background" by NPC "TR_m3_Elwena": "gut's" should be "guts".

Topic "Background" by NPC "TR_m3_Rarayl Silveth": "Oridnators" typo.

light_de_lamp_04 Almas Thirr, Tribunal Monastery 5110 3167 1416 "near this lamp, an in_velothi_platform_01 caspers through the floor (visible only from one side)"

Topic "Bloodstone Shrine" by NPC "TR_m3_Ranis Ornith" (and probably others inside the Monastery) gives inadequate directions (the Shrine is literally in the same building, not "across town"). Actually, even in the Shrine itself these directions are being given.

Script on activator TR_furn_shrine_bloodstone has a typo: "water's".

I've heard that you replaced the old Bloodstone Shrine story by a much better one; where can I find the new one detailed? (Ingame, that is.)

terrain_rock_ai_03 Thirr River Valley (10,-23) 89345 -187399 1361 "casper"

Terrain_rocks_AI_02 Thirr River Valley (10,-27) 85452 -215518 1391 "the uppermost of these caspers a bit"
Post Sat Jul 27, 2013 12:30 pm Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Thank's for the bug reports arvisrend. These are very helpful to me. When managing all the intricacies that go into making an NPC claim, it's hard to keep track of all the discrepancies and issues that can crop up. I appreciate your good eye for details. Smile

Quote:
I've heard that you replaced the old Bloodstone Shrine story by a much better one; where can I find the new one detailed? (Ingame, that is.)


Most Temple members in Almas Thirr will offer to tell you the story if you access the Bloodshrine topic in their dialogue window. For the sake of convenience, I'll post it in full here. I didn't really replace the original story as much as I improved and condensed it. Perhap's your referring to Why's first suggestion for the shrine's back story:

Quote:
the cave is where mother Almalexia found a woman being raped, took the newly concepted baby from the dunmer woman into herself, after which a warrior sprang forth from her womb who beheaded his father
"On this spot the Snake-Faced Queen taught the people that no pious woman should be taken advantage of, and ordered offenders to be slain by their own kin."


which in my opinion would be an awesome background for a pilgrimage site. It doesn't really fit Almas Thirr very well, though, which is why I went with a tale that played off of Almas Thirr's identity of a place of safe crossing.

Originally the shrine's story was told in a unique book placed within it. I felt telling it in dialogue would be more effective.

Quote:

In the ancient past, the Thirr was a violent insurmountable obstacle. Many drowned trying to cross its rushing waters, or had their bodies broken against the jagged rocks that breached its surface. Though boatmer would ferry travelers across for a hefty fee, safe passage was seldom guaranteed. One day a boat carrying a group of pilgrims overturned in the Thirr's merciless waters. Its passengers were washed downstream, their prayers overwhelmed by gulping water.

Brigands who roamed the river banks came upon the half-drowned survivors as they dragged themselves from the current. They had lost nearly everything in the wreck, and when the bandits demanded their belongings, they had only a handful of coins to give. The wicked outlaws, who respected no clan or god, held no empathy for their fellow Dunmer.

"Filthy pilgrims! Do you think we're stupid! We know you are hiding more," they yelled as they beat and strip the pilgrims, searching for gold and precious amulets. In their violent ecstasy, some dragged the female pilgrims away to rape them. All while laughing and jeering at their helpless victims. "Where are your gods and saints now to protect you," they mocked and taunted.

Only the matron who had led the pilgrimage was able to escape their foul clutches. She climbed atop a rocky outcrop, as the lustful bandits pursued her. In a fit of passionate faith, she raised her prayers to the air. Suddenly there was a crack of light and Lady Almalexia appeared by the woman's side. She looked upon the perilous scene and the riverbanks quacked at her righteous fury.

"Those who would harm the children of ALMSIVI will feel the judgment of the Three," she proclaimed, and she brought slaughter upon the outlaws, drenching the stone with their gore. As the blood flowed from the now consecrated Bloodstone to the river banks, the Thirr knew the will of the Tribunal was forever stronger than it.

With the bandits slain, the pilgrims gathered around and praised their living Goddess, who granted them her blessing. "Your passing over the river has been paid for with the blood of the wicked," she decreed. With that, the rushing currents of the Thirr slowed to a leisurely pace, forever humbled by the prowess of the Goddess.


If you have any suggestions for improving the story, making it more weird/Tribunal-y, I'm happy to make changes.

_________________
-Head of NPCs: Skyrim: Home of the Nords
Post Sun Jul 28, 2013 7:12 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Yeti wrote:
Perhap's your referring to Why's first suggestion for the shrine's back story:

Quote:
the cave is where mother Almalexia found a woman being raped, took the newly concepted baby from the dunmer woman into herself, after which a warrior sprang forth from her womb who beheaded his father
"On this spot the Snake-Faced Queen taught the people that no pious woman should be taken advantage of, and ordered offenders to be slain by their own kin."


which in my opinion would be an awesome background for a pilgrimage site. It doesn't really fit Almas Thirr very well, though, which is why I went with a tale that played off of Almas Thirr's identity of a place of safe crossing.


My first problem with the story is that I recall having heard it at least once before (Skyrim?). That said, why didn't Almalexia settle that score herself? Ah right, test of piety I assume. Hmm... LadyN? Adanorcil? Sload? Weigh in on this?
Post Fri Aug 09, 2013 12:34 am Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

How is this progressing?

In other news, I'm a bit worried that the M3A2 topic "the Inlet Bog" might end up overshadowing the TR_Mainland topic "Inlet Bog" at times. Maybe rename it as "Inlet Bog"? I'll have to check on merge that the two identically named topics have merged well, but it seems that this is the right way to work.
Post Sat Sep 14, 2013 12:12 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

It was preciously because of fears that the topics wouldn't merge properly that I added a "the" at the beginning. Perhaps region names should be made available as a part of TR_Data to avoid this consistency issue. That way NPC modders can add local region topics to settlements without fears of them being overwritten.

Also, I'm slowly making progress tweaking this file to my liking. There isn't anything really keeping this from moving forward besides my procrastinated nitpicking and the fact this claim isn't particularly high priority -at least as far as I can tell.

_________________
-Head of NPCs: Skyrim: Home of the Nords
Post Sat Sep 14, 2013 12:33 am Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Yeti wrote:
It was preciously because of fears that the topics wouldn't merge properly that I added a "the" at the beginning.


I understand this issue; but I think that, at least for manageable topics like "Inlet Bog" (only 2 responses in current Mainland file), the right tactic is having the two topics have the same name and check that the merge didn't mess up their order after merging. (Merge instructions could be sooo much easier to manage if we finally had trac running...)

Yeti wrote:
Perhaps region names should be made available as a part of TR_Data to avoid this consistency issue. That way NPC modders can add local region topics to settlements without fears of them being overwritten.


We have some topics which are modified both in TR_Data and in TR_Mainland ("my trade", "background", "latest rumors" etc.), and some of them are messed up in TR_Mainland (i. e., the responses introduced in TR_Data get out of order in TR_Mainland). This is a source of hideous bugs very hard to fix. We *could* avoid making such a mess in the future if we are disciplined enough, but I think it's easier to have all dialogue in TR_Mainland instead. Merges can be handled with tes3cmd without much difficulty (well, it might be a few hours of work for M3A6, but that's the least of my worries with M3A6).

Yeti wrote:
Also, I'm slowly making progress tweaking this file to my liking. There isn't anything really keeping this from moving forward besides my procrastinated nitpicking and the fact this claim isn't particularly high priority -at least as far as I can tell.


That's fine, but this claim has gained some priority lately, since we have jobless questers and a few quest designs made for M3A2. Don't sweat it; I'm just saying.

EDIT: Here are our old quest suggestions:

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=307616#307616 + next post (2 Roa Dyr quests, 1 Almas Thirr quest)

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=311455#311455 + next few posts (2 quests near Dondril)

Maybe you could first finalize the parts of the claim that are relevant to (some of) these quest suggestions (including bugfixes, cell names, locks and the merge of the i3-736 grotto; I guess most of them are done already)? This would allow questers to claim and work on these quests even before M3A2 is complete.
Post Sat Sep 14, 2013 1:01 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Sure thing. I can finish this soon if it's that important.
_________________
-Head of NPCs: Skyrim: Home of the Nords
Post Sat Sep 14, 2013 3:08 am Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Thank you!!
Post Sat Sep 14, 2013 3:18 am Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



Yeti, have you a list of other quests you've planned? I remember a couple quest hooks like the Altmer dude investigating his wife's death.

arvisrend wrote:

1. The alchemist in TR_i3-274-ind (Almas Thirr Canalworks) is working on an experimental cure for blight disease that doesn't require ash salts (which are not very easy to get) as an ingredient. He asks you to catch a blight disease on Vvardenfell (he gives you an amulet of weakness to blight 150% on self, for the case you have corprus) and return to him. Once you are back, he tests his potion on you. From that point on, you can get a cure blight + common disease potion from him each time you give him 1 scrib jelly, 1 muck, 1 chokeweed and 1 willow anther. (At this point he might tell you that plants respawn, in case you haven't noticed. Also the potion might have a few more effects.)
This might be the beginning of a questline. In the next quest, you deliver his revolutionary treatment to a few select alchemists in Vvardenfell; then you deliver some rarer ingredients for further experiments. Basically, the alchemist has discovered a way to make a potion that has an effect without having to use 2 ingredients with this effect, as long as one has enough ingredients with "similar" effect (cure common disease for cure blight etc.). This is not reflected in gameplay, of course, just as players can't create spells or enchant without fail.


How about actually implementing that for alchemist PCs - (yes I'm always bothered when no matter how skilled you're supposed to be in a field, there are things *only* that one NPC can do)
by making his brewing involve a special (enchanted?) apparatus piece, that you could then buy one of from him at a hefty price if you're a big enough Alchemist (120...) to understand the process. Using the special piece would make things happen as usual for alchemy (regular chances to produce regular potion), with the added scripted chance to produce the cure-blight potion if you use those 4 ingredients, along with a few more recipe combinations to discover?


arvisrend wrote:
3. A somewhat shady inhabitant of Roa Dyr tells you that his sister "disappeared" and left behind a stash of gold (500 coins) in a cave near the city.


Something other than gold (gems, an unspecified valuable...) would be a way around reputation/speechcraft requirements to getting the quest (on why the guy would trust a stranger with the hiding place of his gold). Or maybe he promises you something that looks much better than the gold (which turns out to be a fake, or is the real deal but he can't fence it), and that's why he expects you to come back
Post Sat Sep 14, 2013 3:24 pm Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

I'll post all the quest plans once have a final file ready.
_________________
-Head of NPCs: Skyrim: Home of the Nords
Post Sat Sep 14, 2013 6:07 pm Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

This is ready for review, I think. I'll post complete quest plans over the weekend.

EDIT: FILE REMOVED

_________________
-Head of NPCs: Skyrim: Home of the Nords


Last edited by Yeti on Mon Dec 09, 2013 2:41 am; edited 1 time in total
Post Fri Oct 18, 2013 7:32 am Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

New file uploaded; I've fixed your missing shack/Velothi int/shack again/whatever problem by re-purposing the following interior for us here:

http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=18996

The interior in question is merged in with linking door markers added. The cell is named TR_i3-385, so you'll need to rename it and populate it with an NPC. Should we wait for you to post quest plans or can I go ahead and review the dialogue?

Also will you rename the interior named "Kursur" to something less campy, please?



TR_Map_3_Detailing_A2.esp
 Description:

Download
 Filename:  TR_Map_3_Detailing_A2.esp
 Filesize:  4.91 MB
 Downloaded:  81 Time(s)


_________________
Forum Administrator & Data Files Manager

[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Sat Nov 23, 2013 7:16 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Sure thing, Haplo. I'll make a few more edits, post my quest plans, and try to have a final file (from my side at least) up by tonight.
_________________
-Head of NPCs: Skyrim: Home of the Nords
Post Sat Nov 23, 2013 6:27 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Awesome! Thanks Yeti
_________________
Forum Administrator & Data Files Manager

[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Sun Nov 24, 2013 4:27 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Here are complete quest plans and a file ready for review. Also, I just realized I've had this claim for over a year. I am ready to be done with it. Laughing

Feel free to use my quest ideas as raw material to construct better ones. A few of them could use some work.

Dondril Quests

Quest #1

Relevant Locations: Dondril and surrounding area

NPCs involved: Thal Ullev, Velyn Drethl, and pretty much everyone in Dondril

Existing Latest Rumor:

"Feral guar have been pillaging the fields around Dondril. Most figure they must have escaped from the Drethl Guar Paddock west of here, since purely wild guar normally don’t get too close to settlements. We’ve driven them away on a number of occasions, but they keep sneaking back to nibble on our crops."

This quest is similar in concept to the breeding netch quest at Gnaar Mok in vanilla and could work as both a misc quest that the player can complete on there own and a low-rank quest that members of House Indoril are directed towards at some point.

People in Dondril will complain to the player about guar wrecking their fields. They'll tell the player, through a latest rumor that already exists, that they think they're feral guar escaped from Velyn Drethl's guar pen to the west.

The player can go talk to Velyn Drethl at his manor, but he'll just say that he isn't really involved in taking care of his guar and will point you towards Thal Ullev the herder. Thal will admit to a pair of guar escaping a few weeks ago and will give the player a few hints of where they might be.

If the player finds and kills the guar, he'll get a disposition boost of about 10-15 from everyone in Dondril by mentioning it to them (again, see how the Breeding netch quest is done in vanilla). The player can also be rewarded modestly by Velyn Drethl and/or Thal Ullev.

Quest #2

Relevant Locations: Village of Donril and the Daedric ruin of Hadrumnibibi. Please note that Hadrumnibibi doesn’t have an interior, which is intentional, I think

NPCs involved: Galoro Selvor, Mok gro-Uulnag, Yaga gra-Lamok

Existing Latest Rumor to Use:

“There have been rumors of cultists moving into the old ruins of Hadrumnibibi. Most here in Dondril want the Temple officials at Almas Thirr to look into it, though Galoro Sevlar, the renowned witch hunter, has been thinking about doing his own investigation.”

Galoro Selvor is an elderly witch hunter living in the Shack farming village of Dondril. While he describes himself as being retired from the trade, he still keeps an ear out for reports of potential threats to his new home. Lately there have been rumors in Dondril of cultist activity in the nearby ruins of Hadrumnibibi that Galoro Selvor has been thinking of investigating. However, he has come to conclusion that he is too old now to take such action and instead asks the player to look into it.

The player will go to the ruin and find two Orcs located at the end of the ruins near the giant statue of Malacath. The two Orcs are low-ranking (a spearman and recruit) members of the Imperial Legion heading towards Old Ebonheart. They decided to stop by Hadrumnibibi to pay their respects to Malacath, patron god of the orcs (they’re ignorant of the Dunmer’s disapproval of his worship).

Facing this situation, the player can either choose to:

1. Don't kill the orcs and report to Galoro Selvor that you found no cultists at the ruin. Result: a modest reward for checking out the ruins but nothing amazing.

2. Kill the orcs and report to Galoro Selvor. Result: He’ll reward you.

3. Don't kill the orcs and tell Galoro Selvor that you found them there and choose not to kill them. Result: Galoro won’t attack, but the player will recieve a negative ModDisposition for their peaceful correspondence with Daedra worshipers.

Roa Dyr

Roa Dyr Quest #1 (I changed the old quest plan, because I didn't think it made much sense, and because I wanted to avoid using a Telvanni settlement).

Terminus Atrus, a wizard in Roa Dyr, had his shop ravaged by a client who was enraged over the lack of levitation amulets (or a similar item) in the shop. The client summoned a scamp and ran away while the scamp was wreaking havoc and Terminus was looking for a weapon to hit him with. You should ask around whom else this person bothered about levitation amulets. Once you've found the culprit, you should confront him about paying compensation.

You ask around Roa Dyr (resp. Almas Thirr). Another merchant recalls having had the same client before (or at least somebody asking for a levitation amulet), and that he sent him to the Almalexia MG. In the Almalexia MG, the steward tells you that yes, they sold somebody a levitation amulet not long ago, and that the buyer, a hireling for House Telvanni, apparently needed the amulet to complete a job in Indoril territory (his master assumed he knew how to levitate). He can be found in Othrensis. The player can then convince him to pay some compensation (speechcraft+2*disposition check) and return to the quest-giver and get some reward.

Roa Dyr Quest plan #2

A somewhat shady inhabitant of Roa Dyr tells you that his sister "disappeared" and left behind a stash of gold (500 coins) in a cave near the city. (This is the cave that is missing from the M3A2 file. It can be very small; this quest doesn't need it to be big, and there is not much place for a big cave there to begin with.) He suggests that you hurry up because his sister is "missing" and he is afraid that the money, too, might end up in the hands of the "wrong people". You're not getting any more info from him, except that he can't get the stuff himself because getting to the stash requires levitation *and* diving. Once you've found the stash and return to the quest-giver, you can tell him that you found 250 gold, 500 gold or 1000 gold (or are not done yet). If it's 250 gold, he calls bullshit and attacks you. For 500 gold, you get some reward and the quest is completed. For 1000 gold, the quest-giver is surprised and notices that his sister never let him know she had that much (and you get a bigger reward). The quest is concluded.

But something else you can do after you get the quest (as long as the quest-giver is alive) is telling the Census&Excise office at Teyn(?) or any other census representative around (maybe even Imperial guards?) about this strangely well-hidden stash of money. After a few redirections, you get told that his sister is a convicted smuggler holed up in some Imperial prison, and that the Legion were trying to figure out where she was hiding all the money. You get a greater reward than what the quest-giver would have given you (particularly if you haven't yet delivered the money), although the Legion is disappointed that there was only 500 gold in the stash.

Quote:
Something other than gold (gems, an unspecified valuable...) would be a way around reputation/speechcraft requirements to getting the quest (on why the guy would trust a stranger with the hiding place of his gold). Or maybe he promises you something that looks much better than the gold (which turns out to be a fake, or is the real deal but he can't fence it), and that's why he expects you to come back


Almas Thirr

Almas Thirr Quest #1

In a back alley of Almas Thirr, along the eastern bridge, two Camonna Tong thugs have cornered an Argonian pilgrim. Her name is Jool-Kaw, a devotee to Mara. The two Tong thugs, Mayvne Avalan and Voryl Orvas, are attempting to abduct her when the player comes upon them. Her predicament will present the player with a choice: either help Jool-Kaw escape her assailants or assist the Camonna Tong with kidnapping her.

Help the Argonian

Helping Jool-Kaw will involved either raising the disposition of the Tong members to convince them to leave her alone, or triggering combat with them through a dialogue option. Jool-Kaw will thank the player for the help, perhaps giving them a Mara-themed enchanted amulet as a reward.

Afterwards, though this likely can’t be handled by the quester immediately, it would be a nice touch to move Jool-Kaw via scripts to the closest Argonian-friendly area –likely somewhere in Old Ebonheart. This can be done at a later date once the appropriate areas have all been merged together.

Helping Jool-Kaw might be scripted to count as freeing a slave. It could at least put the player in good standing with the Twin Lamps.

Help the Tong Thugs

Mayvne and Voryl will tell the player upon being question that they are having difficulty restraining Jool-Kaw, who they dubiously claim as “runaway property.” Even though they do not think the Ordinators will intervene to assist a “Lizard” they’d still rather avoid making a scene struggling with her. They’ll ask the player to pacify Jool-Kaw. The player can do this a number of ways:

1. Use Calm Humanoid on her.

2. Trick Jool-Kaw, who is very naïve, into putting on a slave bracer, perhaps by convincing her that the Tong thugs will think she already has an owner, and will leave her alone if she puts it on.

3. Some other logical path that I can’t think of right now.

After Jool-Kaw has been subdued, the thugs will thank the player, awarding him or her with some gold. It might be a nice touch to move Jool-Kaw via a script to the Rethil Plantation in Rat’s TR NPC Claim 4-13-Hla, where she will have been sold as a slave.

Almas Thirr Quest #2

The quest will start when the player is asked by Ilerni Hleran, publican at the Tipped Pitcher, to convince one of her unwelcomed patrons to leave.

Garer Orvari has barricaded himself in her basement storeroom without giving a reason. After talking to Garer, the player will learn that he has traveled to the mainland from Vvardenfell to seek a cure for the Corpus disease, which he is in the early stages of suffering. He has heard that a Temple alchemist, Meros Sarthel, is researching a cure Almas Thirr. In desperation he will ask the player to retrieve this cure for him. There will be a variety of ways to finish this quest.

1. Ask Meros in Temple Dispensary about the cure. He will say that all his efforts at producing one have failed. Here the player will have an option to turn Garer in. If he does, the Temple will raid the Tipped Pitcher, killing Garer in the process. If instead, the player returns to Garer and tells him the cure is a dud, he will refuse to believe this, and will tell the player to go through option #2 below.

2. The player can try to steal the unfinished cure, which is securely guarded. When brought the potion, Garer will immediately drink it, killing him instantly.

Under option two, the quest is completed by telling Ilerni Hleran about Garer’s condition and untimely demise. She will thank the player and tell him she’ll contact the Temple about retrieving Garer’s body and disinfecting her storeroom.

EDIT: I just realized arvisrend posted a quest plan involving the alchemist guy which sort of conflicts with mine. Someone else can decide which one is better. In hindsight, arvisrend's might be better. If you go with his plan, someone will have to come up with some other reason for Garer to be causing trouble at the inn, because he's mentioned in a rumor.

Quote:
1. The alchemist in TR_i3-274-ind (Almas Thirr Canalworks) is working on an experimental cure for blight disease that doesn't require ash salts (which are not very easy to get) as an ingredient. He asks you to catch a blight disease on Vvardenfell (he gives you an amulet of weakness to blight 150% on self, for the case you have corprus) and return to him. Once you are back, he tests his potion on you. From that point on, you can get a cure blight + common disease potion from him each time you give him 1 scrib jelly, 1 muck, 1 chokeweed and 1 willow anther. (At this point he might tell you that plants respawn, in case you haven't noticed. Also the potion might have a few more effects.)

This might be the beginning of a questline. In the next quest, you deliver his revolutionary treatment to a few select alchemists in Vvardenfell; then you deliver some rarer ingredients for further experiments. Basically, the alchemist has discovered a way to make a potion that has an effect without having to use 2 ingredients with this effect, as long as one has enough ingredients with "similar" effect (cure common disease for cure blight etc.). This is not reflected in gameplay, of course, just as players can't create spells or enchant without fail.


Almas Thirr Quest #3

Dralosa Sathram is a Dunmer clothier with a ritzy boutique in the lower city of Almas Thirr. She dislikes the city’s outlander merchants immensely, especially her next-door neighbor, the Bosmer Pawnbroker, Camoleth, who Dralosa believes is ruining the neighborhood.

Dralosa will ask the player to sabotage Camoleth’s business by stealing her ledger, which keeps track of the people who have pawned items to her, and for what amount. She’ll tell the player that she doesn’t want to dirty her hands with such vulgar work, but that an outlander is perfect for the job. It should be noted that Camoleth has done nothing to directly offend Dralosa, who is merely a prig.

The player can either perform this task for Dralosa, or inform Camoleth of the trouble. Camoleth, who isn’t a vindictive person and only wants Dralosa to leave her alone, will ask the player to take the matter to Celdora, who owns a bookstore in the Waistworks.

Celdora, who champions the rights of outlander merchants operating in Almas Thirr, will ask the player to teach Dralosa a lesson by mixing clothing treated to give people a terrible rash with her wares (basically placing them in a trunk will do). Dralosa will lose face when her costumers discover this unappealing side effect.

Almas Thirr Quest #4

Quilmaro, a merchant from the East Empire Company, is in Almas Thirr to investigate the murder of his estranged wife, a merchant from House Hlaalu. He doesn’t think the Ordinators are doing a thorough job investigating, so he tasks the player with looking into her death instead.

Investigation Steps

1. Start by asking around the Underworks, where Quilmaro’s wife was found floating dead in the canals. Most of the sewer’s denizens will not be helpful, but Jahram, the Khajiit will tell the player, after a modest payment, that he saw a suspicious woman leading a High Elf woman through the sewers before slitting her throat and dumping her in the water.

2. Talk to the publicans of the city about suspicious the suspicious woman. The one at the Tipped Pitcher will mention a seedy Imperial woman, and suggest the player speak with the Shipmaster, Nalor Relves. He will mention taking the same woman by boat to Roa Dyr recently after the murder.

3. Visit the Morag Tong Guildhall in Roa Dyr, and ask the assassins if they killed Quilmaro’s wife. They’ll deny being involved, pointing out that the Tong are forbidden from marking non-Dunmer, and suggest asking around town.

4. Asking around town will lead the player to a woman staying at The Fallen Moon. Bribing Relan Teneran, the establishments unscrupulous publican, will provide the player with a key to the woman’s room.

5. Caro, a Dark Brotherhood assassin, will demand to know who the player is. When told that the player was sent by Quilmaro to investigate his wife’s death, she’ll laugh, and claim that Quilmaro hired her to kill his wife, and is trying to get out of paying her for the deed. She’ll then attack, forcing the player to kill her.

6. The player will return to Quilmaro and press him on the charge that he killed his wife, which he’ll venomously claim is absurd and refuse to speak further with the player.

7. When the player next goes to sleep, he will be attacked by a cutthroat. After dispatching him, a note on his body will point back to Quilmaro, who is still desperately trying to cover his tracks. The player can either take this note to the guards, who will arrest Quilmaro and put him in the city’s garrison jail cell, or confront Quilmaro himself.

Almas Thirr Quest #5

Llero Sadryon, a rogue hanging out in the Limping Scrib Corner Club, will ask the player to kill three smugglers he’s had sour dealings with in the past. They are Galvo, Forcanus, and Soves, who are hanging out in their secret Underworks hideout. The player can ask the Underwork’s other colorful inhabitants how to find them, though their directions should only border of usefulness.

After killing the three smugglers, report back to Llero for a reward (two flasks of flin he ordered from the barkeep). He’ll give the sly remark that the player and him should toast to Galvo, Forcanus, and Soves’ health, and the quest will end.



TR_Map_3_Detailing_A2.esp
 Description:

Download
 Filename:  TR_Map_3_Detailing_A2.esp
 Filesize:  4.92 MB
 Downloaded:  75 Time(s)


_________________
-Head of NPCs: Skyrim: Home of the Nords


Last edited by Yeti on Thu Dec 12, 2013 8:36 pm; edited 1 time in total
Post Sun Nov 24, 2013 6:36 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Yeti wrote:
Dondril Quests

Quest #1

Relevant Locations: Dondril and surrounding area

NPCs involved: Thal Ullev, Velyn Drethl, and pretty much everyone in Dondril

Existing Latest Rumor:

"Feral guar have been pillaging the fields around Dondril. Most figure they must have escaped from the Drethl Guar Paddock west of here, since purely wild guar normally don’t get too close to settlements. We’ve driven them away on a number of occasions, but they keep sneaking back to nibble on our crops."

This quest is similar in concept to the breeding netch quest at Gnaar Mok in vanilla and could work as both a misc quest that the player can complete on there own and a low-rank quest that members of House Indoril are directed towards at some point.

People in Dondril will complain to the player about guar wrecking their fields. They'll tell the player, through a latest rumor that already exists, that they think they're feral guar escaped from Velyn Drethl's guar pen to the west.

The player can go talk to Velyn Drethl at his manor, but he'll just say that he isn't really involved in taking care of his guar and will point you towards Thal Ullev the herder. Thal will admit to a pair of guar escaping a few weeks ago and will give the player a few hints of where they might be.


What if the player presses and asks why he was so careless? If the player is high-rank in Indoril?

Yeti wrote:
If the player finds and kills the guar, he'll get a disposition boost of about 10-15 from everyone in Dondril by mentioning it to them (again, see how the Breeding netch quest is done in vanilla). The player can also be rewarded modestly by Velyn Drethl and/or Thal Ullev.


Neat. Should the guar be hostile? (Best left to questmaker to decide?)

Yeti wrote:
Quest #2

Relevant Locations: Village of Donril and the Daedric ruin of Hadrumnibibi. Please note that Hadrumnibibi doesn’t have an interior, which is intentional, I think

NPCs involved: Galoro Selvor, Mok gro-Uulnag, Yaga gra-Lamok

Existing Latest Rumor to Use:

“There have been rumors of cultists moving into the old ruins of Hadrumnibibi. Most here in Dondril want the Temple officials at Almas Thirr to look into it, though Galoro Sevlar, the renowned witch hunter, has been thinking about doing his own investigation.”

Galoro Selvor is an elderly witch hunter living in the Shack farming village of Dondril. While he describes himself as being retired from the trade, he still keeps an ear out for reports of potential threats to his new home. Lately there have been rumors in Dondril of cultist activity in the nearby ruins of Hadrumnibibi that Galoro Selvor has been thinking of investigating. However, he has come to conclusion that he is too old now to take such action and instead asks the player to look into it.

The player will go to the ruin and find two Orcs located at the end of the ruins near the giant statue of Malacath. The two Orcs are low-ranking (a spearman and recruit) members of the Imperial Legion heading towards Old Ebonheart. They decided to stop by Hadrumnibibi to pay their respects to Malacath, patron god of the orcs (they’re ignorant of the Dunmer’s disapproval of his worship).

Facing this situation, the player can either choose to:

1. Don't kill the orcs and report to Galoro Selvor that you found no cultists at the ruin. Result: a modest reward for checking out the ruins but nothing amazing.

2. Kill the orcs and report to Galoro Selvor. Result: He’ll reward you.

3. Don't kill the orcs and tell Galoro Selvor that you found them there and choose not to kill them. Result: Galoro won’t attack, but the player will recieve a negative ModDisposition for their peaceful correspondence with Daedra worshipers.


I like this one a lot. The orcs can talk with the player about the locals' hostility to outlanders and how the Daedric shrine is a safer place for them than Indoril settlements.

Yeti wrote:
Roa Dyr

Roa Dyr Quest #1 (I changed the old quest plan, because I didn't think it made much sense, and because I wanted to avoid using a Telvanni settlement).

Terminus Atrus, a wizard in Roa Dyr, had his shop ravaged by a client who was enraged over the lack of levitation amulets (or a similar item) in the shop. The client summoned a scamp and ran away while the scamp was wreaking havoc and Terminus was looking for a weapon to hit him with. You should ask around whom else this person bothered about levitation amulets. Once you've found the culprit, you should confront him about paying compensation.

You ask around Roa Dyr (resp. Almas Thirr). Another merchant recalls having had the same client before (or at least somebody asking for a levitation amulet), and that he sent him to the Almalexia MG. In the Almalexia MG, the steward tells you that yes, they sold somebody a levitation amulet not long ago, and that the buyer, a hireling for House Telvanni, apparently needed the amulet to complete a job in Indoril territory (his master assumed he knew how to levitate). He can be found in Othrensis. The player can then convince him to pay some compensation (speechcraft+2*disposition check) and return to the quest-giver and get some reward.


Good changes. Maybe OE instead of Almalexia? I'm pretty sure OE will be done long before Almalexia.

Yeti wrote:
Roa Dyr Quest plan #2

A somewhat shady inhabitant of Roa Dyr tells you that his sister "disappeared" and left behind a stash of gold (500 coins) in a cave near the city. (This is the cave that is missing from the M3A2 file i3-376; time to merge! -- arvisrend. It can be very small; this quest doesn't need it to be big, and there is not much place for a big cave there to begin with.) He suggests that you hurry up because his sister is "missing" and he is afraid that the money, too, might end up in the hands of the "wrong people". You're not getting any more info from him, except that he can't get the stuff himself because getting to the stash requires levitation *and* diving. Once you've found the stash and return to the quest-giver, you can tell him that you found 250 gold, 500 gold or 1000 gold (or are not done yet). If it's 250 gold, he calls bullshit and attacks you. For 500 gold, you get some reward and the quest is completed. For 1000 gold, the quest-giver is surprised and notices that his sister never let him know she had that much (and you get a bigger reward). The quest is concluded.

But something else you can do after you get the quest (as long as the quest-giver is alive) is telling the Census&Excise office at Teyn(?) or any other census representative around (maybe even Imperial guards?) about this strangely well-hidden stash of money. After a few redirections, you get told that his sister is a convicted smuggler holed up in some Imperial prison, and that the Legion were trying to figure out where she was hiding all the money. You get a greater reward than what the quest-giver would have given you (particularly if you haven't yet delivered the money), although the Legion is disappointed that there was only 500 gold in the stash.

Quote:
Something other than gold (gems, an unspecified valuable...) would be a way around reputation/speechcraft requirements to getting the quest (on why the guy would trust a stranger with the hiding place of his gold). Or maybe he promises you something that looks much better than the gold (which turns out to be a fake, or is the real deal but he can't fence it), and that's why he expects you to come back


Almas Thirr

Almas Thirr Quest #1

In a back alley of Almas Thirr, along the eastern bridge, two Camonna Tong thugs have cornered an Argonian pilgrim. Her name is Jool-Kaw, a devotee to Mara. The two Tong thugs, Mayvne Avalan and Voryl Orvas, are attempting to abduct her when the player comes upon them. Her predicament will present the player with a choice: either help Jool-Kaw escape her assailants or assist the Camonna Tong with kidnapping her.

Help the Argonian

Helping Jool-Kaw will involved either raising the disposition of the Tong members to convince them to leave her alone, or triggering combat with them through a dialogue option. Jool-Kaw will thank the player for the help, perhaps giving them a Mara-themed enchanted amulet as a reward.

Afterwards, though this likely can’t be handled by the quester immediately, it would be a nice touch to move Jool-Kaw via scripts to the closest Argonian-friendly area –likely somewhere in Old Ebonheart. This can be done at a later date once the appropriate areas have all been merged together.

Helping Jool-Kaw might be scripted to count as freeing a slave. It could at least put the player in good standing with the Twin Lamps.

Help the Tong Thugs

Mayvne and Voryl will tell the player upon being question that they are having difficulty restraining Jool-Kaw, who they dubiously claim as “runaway property.” Even though they do not think the Ordinators will intervene to assist a “Lizard” they’d still rather avoid making a scene struggling with her. They’ll ask the player to pacify Jool-Kaw. The player can do this a number of ways:

1. Use Calm Humanoid on her.

2. Trick Jool-Kaw, who is very naïve, into putting on a slave bracer, perhaps by convincing her that the Tong thugs will think she already has an owner, and will leave her alone if she puts it on.

3. Some other logical path that I can’t think of right now.

After Jool-Kaw has been subdued, the thugs will thank the player, awarding him or her with some gold. It might be a nice touch to move Jool-Kaw via a script to the Rethil Plantation in Rat’s TR NPC Claim 4-13-Hla, where she will have been sold as a slave.


The name might be a bit on the lore-unfriendly side :P but the quest idea is nice.

Yeti wrote:
Almas Thirr Quest #2

The quest will start when the player is asked by Ilerni Hleran, publican at the Tipped Pitcher, to convince one of her unwelcomed patrons to leave.

Garer Orvari has barricaded himself in her basement storeroom without giving a reason. After talking to Garer, the player will learn that he has traveled to the mainland from Vvardenfell to seek a cure for the Corpus disease, which he is in the early stages of suffering. He has heard that a Temple alchemist, Meros Sarthel, is researching a cure Almas Thirr. In desperation he will ask the player to retrieve this cure for him. There will be a variety of ways to finish this quest.

1. Ask Meros in Temple Dispensary about the cure. He will say that all his efforts at producing one have failed. Here the player will have an option to turn Garer in. If he does, the Temple will raid the Tipped Pitcher, killing Garer in the process. If instead, the player returns to Garer and tells him the cure is a dud, he will refuse to believe this, and will tell the player to go through option #2 below.

2. The player can try to steal the unfinished cure, which is securely guarded. When brought the potion, Garer will immediately drink it, killing him instantly.

Under option two, the quest is completed by telling Ilerni Hleran about Garer’s condition and untimely demise. She will thank the player and tell him she’ll contact the Temple about retrieving Garer’s body and disinfecting her storeroom.

EDIT: I just realized arvisrend posted a quest plan involving the alchemist guy which sort of conflicts with mine. Someone else can decide which one is better. In hindsight, arvisrend's might be better. If you go with his plan, someone will have to come up with some other reason for Garer to be causing trouble at the inn, because he's mentioned in a rumor.

Quote:
1. The alchemist in TR_i3-274-ind (Almas Thirr Canalworks) is working on an experimental cure for blight disease that doesn't require ash salts (which are not very easy to get) as an ingredient. He asks you to catch a blight disease on Vvardenfell (he gives you an amulet of weakness to blight 150% on self, for the case you have corprus) and return to him. Once you are back, he tests his potion on you. From that point on, you can get a cure blight + common disease potion from him each time you give him 1 scrib jelly, 1 muck, 1 chokeweed and 1 willow anther. (At this point he might tell you that plants respawn, in case you haven't noticed. Also the potion might have a few more effects.)

This might be the beginning of a questline. In the next quest, you deliver his revolutionary treatment to a few select alchemists in Vvardenfell; then you deliver some rarer ingredients for further experiments. Basically, the alchemist has discovered a way to make a potion that has an effect without having to use 2 ingredients with this effect, as long as one has enough ingredients with "similar" effect (cure common disease for cure blight etc.). This is not reflected in gameplay, of course, just as players can't create spells or enchant without fail.


Do these really conflict? The alchemist is grandiose enough to be working on several things at one time. While the player probably won't make friends stealing the cure, the gathering of ingredients is a strictly business thing.

Yeti wrote:
Almas Thirr Quest #3

Dralosa Sathram is a Dunmer clothier with a ritzy boutique in the lower city of Almas Thirr. She dislikes the city’s outlander merchants immensely, especially her next-door neighbor, the Bosmer Pawnbroker, Camoleth, who Dralosa believes is ruining the neighborhood.

Dralosa will ask the player to sabotage Camoleth’s business by stealing her ledger, which keeps track of the people who have pawned items to her, and for what amount. She’ll tell the player that she doesn’t want to dirty her hands with such vulgar work, but that an outlander is perfect for the job. It should be noted that Camoleth has done nothing to directly offend Dralosa, who is merely a prig.

The player can either perform this task for Dralosa, or inform Camoleth of the trouble. Camoleth, who isn’t a vindictive person and only wants Dralosa to leave her alone, will ask the player to take the matter to Celdora, who owns a bookstore in the Waistworks.

Celdora, who champions the rights of outlander merchants operating in Almas Thirr, will ask the player to teach Dralosa a lesson by mixing clothing treated to give people a terrible rash with her wares (basically placing them in a trunk will do). Dralosa will lose face when her costumers discover this unappealing side effect.


This one might need some more details. But the gentrification idea is nice; we ought to have more of this.

Yeti wrote:
Almas Thirr Quest #4

Quilmaro, a merchant from the East Empire Company, is in Almas Thirr to investigate the murder of his estranged wife, a merchant from House Hlaalu. He doesn’t think the Ordinators are doing a thorough job investigating, so he tasks the player with looking into her death instead.

Investigation Steps

1. Start by asking around the Underworks, where Quilmaro’s wife was found floating dead in the canals. Most of the sewer’s denizens will not be helpful, but Jahram, the Khajiit will tell the player, after a modest payment, that he saw a suspicious woman leading a High Elf woman through the sewers before slitting her throat and dumping her in the water.

2. Talk to the publicans of the city about suspicious the suspicious woman. The one at the Tipped Pitcher will mention a seedy Imperial woman, and suggest the player speak with the Shipmaster, Nalor Relves. He will mention taking the same woman by boat to Roa Dyr recently after the murder.

3. Visit the Morag Tong Guildhall in Roa Dyr, and ask the assassins if they killed Quilmaro’s wife. They’ll deny being involved, and suggest asking around town.

4. Asking around town will lead the player to a woman staying at The Fallen Moon. Bribing Relan Teneran, the establishments unscrupulous publican, will provide the player with a key to the woman’s room.

5. Caro, a Dark Brotherhood assassin, will demand to know who the player is. When told that the player was sent by Quilmaro to investigate his wife’s death, she’ll laugh, and claim that Quilmaro hired her to kill his wife, and is trying to get out of paying her for the deed. She’ll then attack, forcing the player to kill her.


Why attack? The DB doesn't murder for the lulz.

Yeti wrote:
6. The player will return to Quilmaro and press him on the charge that he killed his wife, which he’ll venomously claim is absurd and refuse to speak further with the player.

7. When the player next goes to sleep, he will be attacked by a cutthroat. After dispatching him, a note on his body will point back to Quilmaro, who is still desperately trying to cover his tracks. The player can either take this note to the guards, who will arrest Quilmaro and put him in the city’s garrison jail cell, or confront Quilmaro himself.


I'd actually favor removing the "talk to guards" option on 7, because the note could just as well be faked by someone who is trying to get rid of the whole couple. Talking to EEC colleagues of the guy could be more interesting.

Yeti wrote:
Almas Thirr Quest #5

Llero Sadryon, a rogue hanging out in the Limping Scrib Corner Club, will ask the player to kill three smugglers he’s had sour dealings with in the past. They are Galvo, Forcanus, and Soves, who are hanging out in their secret Underworks hideout. The player can ask the Underwork’s other colorful inhabitants how to find them, though their directions should only border of usefulness.

After killing the three smugglers, report back to Llero for a reward (two flasks of flin he ordered from the barkeep). He’ll give the sly remark that the player and him should toast to Galvo, Forcanus, and Soves’ health, and the quest will end.


Great job on this list, Yeti! Heartland just came a lot closer.
Post Mon Nov 25, 2013 1:58 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Thank you for the compliments, arvisrend. I agree with most of your suggestions, but what was the lore-unfreindly name you spotted in the Argonian quest?

I would love to help out more by implementing some of these quests, but I'm honestly completed burnt out working on these areas. Laughing

I'd love to work on a smaller NPC claim in my free time, though.

_________________
-Head of NPCs: Skyrim: Home of the Nords
Post Mon Nov 25, 2013 3:20 am Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Jool-Kaw :)
Post Mon Nov 25, 2013 3:36 am Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

New file. I've merged in TR_i3-736 (the Roa Dyr grotto), and named it "Mersavalu Grotto", and I've merged in TR_i3-737, and named it Andresian Dreugh: Cabin, etc.

I've also fixed all the errors I found in the dialogue. A few of the most common mistakes were: "westers" when you presumably meant "westerners". "costumers" when you probably meant "customers". "console" where you most likely meant "counsel". Remember to use "while" rather than "whilst" for dialogue in TR. The amount of dialogue felt a little high, but not the worst by far that I've seen here at TR.

If this claim is ready for reviewing, then perhaps the topic "NPCNotes" and all its entries should be cleaned from the file?

Also, Yeti, there's an incomplete entry that needs to be finished (I can finish it if you tell me what to say). In Greeting 7, the line abruptly cuts off: "An outlander in my boutique? How wonderfully...quaint. I suppose you must have at least a semblance of good taste to enter my store. What, might I ask, are you looking for? Then again, perhaps you'd be willing to assist me in ret"

Additionally, the three NPCs with first names of Yormum, Yourmum, and Yourmum, need to be renamed (preferably their surnames, too) before this can be approved, and the Background dialogue entry for Yormum mentioning the story about the name needs to be changed as well.

The fourth dialogue entry for House Hlaalu is filtered to a vanilla NPC, "artisa arelas". This should be changed to a TR NPC, or the entry should be cleaned out, if it was a mistake. I'm guessing it was a mistake. The same issue exists with the third entry for House Telvanni; it is filtered to "caius cosades". I'm guessing this was a mistake, too. These entries sound like vanilla entries, and should probably be cleaned out of the .esp file using TESAME or some similar utility.

It would be an interesting idea if the nearest Thieves Guild presence had a job to steal some plans or recipe or something for a cure to a disease. Alternatively, if acolytes of Peryite intercepted you and offered you the job of sabotaging the cure, since Peryite's sphere is pestilence.

All of Almas Thirr's "Local economy" topics are listed before the Map 3 dialog placeholder entry, and should probably be shifted down. I'm not sure how to do this properly, however, so I left the entries unmoved.

Likewise, the Almas Thirr "someone in particular" section (including placeholders) is *inside* the Roa Dyr placeholders, and the only entry for Roa Dyr "someone in particular" is outside of the Roa Dyr placeholders.

Furthermore, in the "specific place" topic, the dialog placeholder entries for BEGIN and END Dondril are reversed. I doubt this makes a difference, but I wanted to record it just in case.

I also cleaned out quite a few Wilderness and vanilla cells that somehow got dirtied again.


File:
https://dl.dropboxusercontent.com/u/15602672/TR/TR_Map_3_Detailing_A2.esp

_________________
Forum Administrator & Data Files Manager

[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Mon Nov 25, 2013 7:38 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Sorry for the late response. I didn't even see that this thread was updated until now. That is how busy with real life I've been lately.

Haplo wrote:
I've also fixed all the errors I found in the dialogue. A few of the most common mistakes were: "westers" when you presumably meant "westerners"


"Westers" was actually an intentional use of slang on my part that I borrowed from Bethesda's Interview with a Dunmer text:

Quote:
You're lucky enough to be wearin some, sir. That ebony mail I see twinklin under your cape, that's Godsblood from our Volcano. Lotta you Westers wearing it now that the Empire's shown us the fine ways of commerce.


But you changing it to "westerners" isn't a big deal.

Haplo wrote:
The amount of dialogue felt a little high, but not the worst by far that I've seen here at TR.


Yes, this was something I was worried about, but I felt a location as unique as Almas Thirr warranted a little extra flavor. I'll try to keep the frequency of unique lower in my future claims. I know how much Helnim's crap-ton of dialogue exasperated you back in the day, iirc. Very Happy

Haplo wrote:
If this claim is ready for reviewing, then perhaps the topic "NPCNotes" and all its entries should be cleaned from the file?


You can go ahead and remove them.

Haplo wrote:
Also, Yeti, there's an incomplete entry that needs to be finished (I can finish it if you tell me what to say)


You can replace the entry with this:

Quote:
"An outlander in my boutique? How wonderfully... quaint. I suppose you must at least have a semblance of good taste to be visiting my store. What, might I ask, are you looking for? A task to keep your idle hands busy? If such is the case, I might have a trifling business affair you could assist me with."


Haplo wrote:
Additionally, the three NPCs with first names of Yormum, Yourmum, and Yourmum, need to be renamed (preferably their surnames, too) before this can be approved, and the Background dialogue entry for Yormum mentioning the story about the name needs to be changed as well.


Ha, you actually noticed that little Easter Egg of mine? It actually comes from the interior claim for that inn. If you look at Scamp's first post, you'll see where I got the idea to include a character with that name. Very Happy

In all seriousness, you can go ahead and remove the npcs named "Yourmum" because those are unused, I believe. I don't necessarily see the problem with Yormum's name, because the joke isn't as obvious, and sound's Ashlander/Velothi.

Haplo wrote:
The fourth dialogue entry for House Hlaalu is filtered to a vanilla NPC, "artisa arelas"..... it is filtered to "caius cosades".


Those are mistakes and should be cleaned with TESAME.

_________________
-Head of NPCs: Skyrim: Home of the Nords
Post Sun Dec 08, 2013 11:40 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Unfortunately I think it's entirely too obvious to English speakers, and also in poor taste considering it will be something that nearly all players will encounter in a town. Easter eggs should really be quite rare and uncommon to discover.
_________________
Forum Administrator & Data Files Manager

[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Sun Dec 08, 2013 11:49 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

New version: https://dl.dropboxusercontent.com/u/83265276/TR_Map_3_Detailing_A2.7z

Fixed dirty dialogue, dirty names (2 of the yurmums are gone, the other one became Hormar) and the unfinished greeting, as well as various typos (not systematically). Issues that remain are:

- Several NPCs still have 0 uses. Keep or delete? While it may seem that unused NPCs are a helpful resource for questmakers, truth is they will probably make their own NPCs instead (particularly since it's hard to ensure that noone else is using the very same NPC at the same time). Do any of the currently existing unused NPCs have anything worth salvaging (like a well-detailed inventory or non-autocalc stats)?

- Hormar (ex-Yo(u)rmum) Gulummu has some dialogue that sounds like he is head of Almas Thirr. He is a Hlaalu trader staying in a tavern.

For future reference: A Yourmum mentioned in a note written by bandits in a cave is OK. A Yourmum hanging around in a tavern not so much.
Post Mon Dec 09, 2013 12:40 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

New file. Fixed the dialogue filter issue and cleaned out unused npcs.


TR_Map_3_Detailing_A2.esp
 Description:

Download
 Filename:  TR_Map_3_Detailing_A2.esp
 Filesize:  4.94 MB
 Downloaded:  59 Time(s)


_________________
-Head of NPCs: Skyrim: Home of the Nords
Post Mon Dec 09, 2013 2:32 am Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Yeti, am I seeing it right that the script TR_Rent_AlmasThirr_HospiceCrossing is useless, seeing that there is TR_Rent_AlmasThirr_HoC already? If so, the former script should be first renamed and then removed, since its long name makes the CS corrupt it (it appears as "TR_Rent_AlmasThirr_HospiceCrossiwg" in the file). - removed
Post Tue Dec 31, 2013 2:00 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

I assume that yes, it should be fixed in the way you described.
_________________
-Head of NPCs: Skyrim: Home of the Nords
Post Tue Dec 31, 2013 2:44 am Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Can I have the latest version of this for minor bugfixes?
Post Fri Jan 03, 2014 11:13 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

From abot:

"21580551962642"
"little secret"
""
"This is a Temple settlement, %PCRace; the Order of the Watch patrols its streets. If you're the type that likes to cause trouble, know that Ordinators are far more rigid than typical Imperial or Great House guards. They pursue criminals and heretics zealously, and it's practically impossilble
impossilble->impossible


"13670626749917293"
"latest rumors"
""
"Mero Sarthras is hard at work down in his canalwork dispensary on a cure to a deadly disease. It is our duty as Temple priests to purge the lands of such plights, especially now that the Tribunal is preoccupied with figthing
figthing->fighting


"250496083512128088"
"House Indoril"
"TR_m3_Sandor Ormero"
"The Indoril are faithful adherents to the teachings of theTemple
theTemple->the Temple


"32147113242912025139"
"House Hlaalu"
"TR_m3_Ervon Unavl"
"Hlaalu is the Great House closest to the Empire, and they know how to look the part. They know how to work with westerners, instead of against them. But they can be greedy bastards, and hypocrites, too, considering their ties with the venomously xenophobic Comonna Tong
Comonna->Camonna

"15980214761583984"
"Almas Thirr"
"TR_m3_Jivor Voloth"
"Still, that's what happens to folks who go around snooping where they shouldn't. You can bet the Ordinators would sooner see their familes go blind
familes->families? (unsure)


"30918258022520416992"
"Services"
""
"If you require guidance, seek out a priest for counsel. Go to the Tribunal Monastery to recieve healing
recieve->receive

"198495607110734284"
"Roa Dyr"
"TR_m3_Mabelien"
"It's a splendid town to have a business. All of the other merchants are upstanding, friendly folk. Except Relan Teneran,over at the Fallen Moon, that is. That fetcher is nothing but a fast-talking con artist. Natually, with my luck
Natually->Naturally

"247030132714918843"
"Roa Dyr"
"TR_m3_Kaisus"
"Relan Teneran certainly uses some intriguing ingredients in his cuisine. I can't quite place the specific flavorings, and I am an accomplish alchemist. I'm used to working with and identifying diverse ingrediants
ingrediants->ingredients

Code:
begin TR_M3_Summon_Gost_LN

; Summon an ghost when the corpse is activated
;hopefully....
; variables
short done

if ( OnActivate == 1 )
   if ( done == 0 )         ; edit made by arvisrend in order to avoid spamming the savegame with tons of ghosts
      PlaceAtMe "Ancestor_ghost", 1, 1,1
      set done to 1
   endif
   Activate
; endif ; extra endif
endif


- (rot: removed harmless extra endif & renamed, but this script is not used)
Post Wed Jan 22, 2014 2:02 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

I'll get around to seeing which of these errors are still relevant to my file. After that, I'd like to continue the work on this in the Othrensis-Thirr section.
_________________
-Head of NPCs: Skyrim: Home of the Nords
Post Wed Jan 22, 2014 4:35 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

File updated with major changes to Dondril. I decided to save removing the palisade to an actual exterior modder. I'll put up the quest claims for the village now, unless anyone has any objection.

EDIT: Actually it would probably be best if someone else made the claim:

EDIT 2: Oh heck, I'll try putting them up myself.



TR_Map_3_Detailing_A2.esp
 Description:

Download
 Filename:  TR_Map_3_Detailing_A2.esp
 Filesize:  4.94 MB
 Downloaded:  72 Time(s)


_________________
-Head of NPCs: Skyrim: Home of the Nords
Post Sun Feb 02, 2014 5:11 pm Send private message             Reply with quote                   up  
Tondollari
Developer
02 Dec 2013

Location: Louisiana

2/22/2014 (11:11) TR_Map_3_Detailing_A2.esp 2/7/2014 (19:50) Tondollari ex_dae_malacath_attack Hadrumnibibi (6,-26) 50123 -210612 2600 "float"
Post Sat Feb 22, 2014 5:13 pm Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



Forgotten BCs:


- banners are still generic, some without animation



- the ex_vivec_w_e_01 comboes (all of them) generate flickering - all lowered by 14 units



also so as not to forget, the Underworks:

- "Almas Thirr, Smuggler Relay" needs renaming to something that makes sense,
- Hideout

- and the trapdoors need to match those in the canalworks. Simple repositioning should work
in_v_s_trapdoor_01 Almas Thirr, Canalworks 4736 4011 15551
in_v_s_trapdoor_01 Almas Thirr, Canalworks 4736 4821 15551


Last edited by rot on Tue Mar 25, 2014 4:58 pm; edited 2 times in total
Post Sat Feb 22, 2014 10:18 pm Send private message             Reply with quote                   up  
Tondollari
Developer
02 Dec 2013

Location: Louisiana

The NPCs' latest rumor entry about daedric cultists mentions the witch hunter "Galoro Sevlar"; the NPC ID is "TR_m3_Galoro Sevlor", the NPC name is "Galoro Selvor". None of these match. I prefer Sevlor.
Post Sun Feb 23, 2014 5:19 am Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



Note from Yeti: this is the latest version and isn't currently being worked on.

Meaning this file can be claimed for changes or fixes (palisade, etc.) - just post here &/or on IRC if you're taking it
Post Sun Mar 16, 2014 5:29 pm Send private message             Reply with quote                   up  
Display posts from previous:   
Post new topic Reply to topic
Goto page Previous  1, 2, 3, 4, 5, 6, 7, 8  Next

 
The content of this site is © by the Tamriel Rebuilt community. Morrowind, its expansions, and its content is © Bethesda Softworks.
Forums powered by phpBB © 2001, 2005 phpBB Group